Supermassive Games have the ability to tell great stories and present scary atmospheres and settings. Until Dawn is one of the best PS4 games to date and I loved it. It seems that either their budget is lower, or they’re not taking enough time to finely craft these Dark Picturesstories because thus far they are B-grade horror at best that you quickly forget after the credits roll and House of Ashes is no better. There’s so much left open and unexplored in this paper-thin story that chugs at a snail’s pace until the last hour of the game.
I understand that adventure games like this need time to simmer and do a lot of story building. Life is Strange is a great series that does this very well without feeling boring. House of Ashes is mostly boring. The game drags the pointless story scenario by scenario without anything happening. You keep expecting something to be explained or some backstory to unfold or characters to grow and expand, but that never happens even once here. You play as a group of stereotypical U.S. Marines who are sent down into an ancient temple in Iraq to find some sort of superweapon. Immediately the characters start off unlikeable. Stereotypical Marines of every flavor here. The hard-ass who is rude and has a foul mouth, the jealous couple, the science nerd, the sensitive nerd with glasses who wears a helmet, and the voice acting that accompanies this is pretty bad as well. The guy who plays Jason sounds like he’s faking a mid-western Texas accent and it just sounds so cringy. Everyone sounds like they’re whispering at a high school play recital and it just feels so off.
It takes forever for the team to actually get down into the temple and start their mission. There are just tons of standing around and lots of backhanded comments to each other. The only plot within the group is that Rachel was married to Eric (the leader) and is now secretly dating Nick. Okay? And why do I care? There’s no backstory here, no history, nothing. The game just throws you into these characters’ lives like we already know them. They don’t have strong enough personalities to make you really become attached during the game and I just didn’t care or route for anyone. The vampires you fight take forever to show themselves and become revealed. There are few action sequences and when you do get into them laughably easy with just simple quick-time events and nothing more. This isn’t really a game, but an interactive movie at best.
Failing these quick-time events (you’d have to not be paying attention to fail them) is how most choices and paths change in the story. Sometimes there are dialog choices and I have to hand it to Supermassive for making these choices mean something every single time. They don’t waste a single one. There are choices I made at the very beginning of the game that affects the team all the way through the end and it makes me think back and regret those choices. This is a good thing as it means their choices and path system isn’t useless like most “choose your own adventure” type adventure games are (looking at you David Cage and your games). There are flashing points when you can control a character for all of 10 seconds that are collectible that you can find to unlock interview videos (yawn) and achievements. I tried to make an effort, but despite how little you control characters I still missed stuff. However, the story isn’t interesting enough and takes so long to pick up that I didn’t want to go back ever again. There’s nothing to care about enough here.
The visuals are actually quite good, however, the engine is poorly optimized even for high-end PCs, but again, it looks great. The monster designs are awesome too, it’s just too bad the characters look weird and ugly. I also don’t like that there’s no mystery here. Why are the vampires here? The beginning of the game shows a chapter of ancient people who worship or are trying to stop these vampires, but it’s never explained why or how. There are no explanations here. Even the few collectibles don’t tell of much that’s going on. Just, “Evil scary vampires, and we must stop them”. This game’s story is something you’d see on in the early 2000s on the Sci-Fi channel at 2AM and just watch it out of sheer boredom. Lots of shooting stuff, no one runs out of ammo, their packs hold infinite items, crowbars magically attach to their backs, and so on. It’s so hoaky I couldn’t help but shake my head or laugh at certain scenes.
Overall, House of Ashesis probably a fun entertaining game to look at and play with a partner or friend for an evening, but that’s it. You won’t get anything out of this game, and it’s not even really scary. The vampires look cool and so do some of the human vampires, but that’s it. Military stereotypes, unrealistic events, forgettable and boring characters, and a story that doesn’t go anywhere at all.
The seventh generation of consoles was really rough. While we did get some awesome games there were a ton of experiments as developers struggled with rising development costs and complicated hardware tech. With the rise of HD gaming, being games rendered in 720p or higher, there was also the struggle to evolve genres with this newfound hardware. First-person or third-person shooters struggled probably the most in this era as open-world games were evolved and, mostly, well done with games like Grand Theft Auto IV, The Elder Scrolls Oblivion, Skyrim, and Saints Row. Shooters were stuck in the past gameplay and design-wise. Corridor shooters with no story or interesting characters, and not to mention lacking an identity which helped make up for the lack of the latter. Your favorite shooters like Doom and Quake didn’t really have a good story or characters, but they had an identity that helped them stand apart from other shooters. The look, feel, weapons, and overall design were unique to that game. This just didn’t happen with the PlayStation 3 and Xbox 360 shooters, and if it did, it was rare. We’re going to take a look at the worst and best shooters in this generation of consoles and why the genre stalled and didn’t really evolve much until the next generation cycle.
This will be a multi-part series due to the number of games. The next feature will talk about the best FPS games of this generation.
TimeShift had a lot of hype leading up to its release. It looked great and seemed to have this cool sci-fi setting with some unique and cool-looking weapons. It had a suit that could shift time and allow you to solve puzzles and work your way through enemies. In the end, the game was a bore-fest corridor shooter with a few open areas. It had some cool effects like the rain and good-looking textures, but it felt like a shooter from the early-2000s. The time-shifting abilities felt like filler and the puzzles were nothing but a joke. The game enemies repeated throughout the game and the weapons, while looking cool, felt like pop-guns with no real feel or impact. I remember renting this from BlockBuster when it was released for Xbox 360 and was just utterly bored. It was so forgettable that when I replayed it last week I didn’t remember a single thing except for the rain effects.
Turning Point: Fall of Liberty
My god was this game just terrible. I rented this from BlockBuster upon release for Xbox 360 and it was supposed to be a cool World War II shooter with some sci-fi and history changes. With Nazi Germany winning the war you are a soldier stuck in the middle. Instead of having a great story and characters, the game just felt as generic as can be. The guns felt weak, the environments were ugly and boring, and the game had so many glitches and an insane amount of slowdown that it made it nearly unplayable. With the steep fall of WWII-based shooters that the industry was sick of, Turning Point needed something different and cool to make it as people were turning to realistic military shooters. The game was just so gray and ugly and didn’t have its own identity. It didn’t sell well and was panned by critics for good reason.
Another shooter with a lot of potentials. This game brought you giant mythological creatures that were taking over a city! Yes! No more boring soldiers, but they just had to screw it up. Developed by the not-so-talented Spark Unlimited, Legendary had decent graphics and cool boss designs, but the shooting itself was awful. There was no feel to them or an identity to the game. Even the story was just barely passable and entertaining enough to push you through the game. This was by far one of the worst games of this generation period. It had a horrible slowdown, glitches, and just didn’t feel good to play at all. I rented this from BlockBuster for Xbox 360 upon release as well and I don’t even think I finished it. That’s how bad it was.
Shadowrun
Shadowrun was a highly anticipated FPS online-only multiplayer game set in the Shadowrun universe. Upon release, however, it was pretty much dead on arrival. The lack of content for the full-price tag pretty much killed the game and it felt like a generic last-generation shooter. There was nothing unique about this game nor did it feel like it was in the Shadowrun universe at all. It felt like a cheap cash grab as were the majority of multiplayer-only games that kicked off in this generation cycle. The servers have long since shut down, but if you really are curious you could play with bots or someone next to you.
This was actually quite an impressive game before release. I remember being super excited about the demo. The game looked fantastic and actually next-gen. There were great lighting effects, good textures, and the guns felt okay…at first. Upon release, the game was literally just a single map with objectives thrown in it. It felt like a multiplayer setup and just didn’t belong as a single-player experience. The gimmick was that you could drop down anywhere in the map on a parachute, and it looked good doing it. Lots of gunfire below you, explosions, and the sound design were pretty good too. The weapons just didn’t feel right, they were poorly balanced, the difficulty was all over the place, and it didn’t run very well. This “open-ended level design” that EA toted was a joke. It was a lazy excuse to shoehorn multiplayer maps into a single-player experience.
Jericho had so much potential and it’s one of those games I’m really mad that never turned out well. Clive Barker only did one other game and it was fantastic. Undying is a classic. Jericho was just so good leading up to release. The atmosphere, Clive’s classic monster style, and graphics looked great, and upon release, it was an utter disaster. Switching between numerous squad members was just too clunky and you want to talk about corridor shooters? This is more like a hallway shooter. The levels were too small to move around in for the number of enemies thrown at you and the number of squad members you had to manage and switch between. The game’s difficulty was all over the place, but it was nice to look at. The game bombed hard and didn’t sell really at all and Clive Barker has yet to embark on another video game adventure again.
Hellgate: London
Hellgate was a long-anticipated MMO for PC but was surrounded by controversy. You could play the game offline, but to access new content you had to pay a monthly fee. The game was just ugly, clunky, claustrophobic, and the RPG elements just weren’t implemented well. It felt low budget despite the coverage it got and just didn’t feel finished upon release. You can still play the game today as Hellgate Global is owned by a Korean-based publisher now. It was released on Steam in 2018, but almost no one plays.
BlackSite was a game I was personally excited for as I thought it would be an awesome reboot of the 2005 Area 51 game which was fantastic. This game turned out to be just like the other games mentioned. Dull, boring, cookie-cutter, and with no identity. It looked ugly, had lots of glitches, and slow down, and there wasn’t a single redeeming quality to the game. The guns were dumb, the story and characters were pointless, and even the aliens were boring. How could you mess up an IP like this? I remember playing the demo on Xbox 360 before release and it was a decent demo as it showed the only interesting part of the entire game.
Soldier of Fortune: Payback
While not inherently awful, Payback brushes the line between mediocrity and bad, however. The game did have decent graphics and good gore effects. So good in fact that Australia banned the game. Besides all of that, the game was generic, boring, and the weapons felt like pop-guns. There was no character to the shooting, no feeling, no weight, no nothing. The game’s trial-and-error difficulty balancing was terrible as well and not even multiplayer could save this one. The series hasn’t had the best history and mostly lives in “bad game” territory.
Turok
Turok is another game that borderlines bad and awful. Being the second reboot of the franchise, this version barely resembles the amazing Nintendo 64 games. Instead, we get a boring and generic shooter through equally dull jungles and concrete buildings and even messes up dinosaur encounters. The story is bad, the characters and voice acting are bad, and there’s not much worth playing here unless you’re a die-hard Turok fan and want to see what the hoopla was all about. Don’t get me wrong, this was a highly anticipated game because of its positive history, but this wasn’t it man.
This was a game I skipped upon release due to the terrible reviews it got. I later played in 2020 and was highly disappointed. It had a lot of potentials. The few morsels of the decent story were when the game explored the effect of the Haze serum on soldiers and how they would hallucinate in battle. The use of the serum to overload you during gameplay was a neat idea, but the game looked dated even upon release and felt dated. The weapons were boring, the enemies repeated forever, and there were a lot of game-breaking glitches and slowdown. This game wasn’t even decent or barely passable, it was downright terrible and not worth your 6 hours.
Secret Service
Oh man, this game is laughable. I doubt it sold barely anything. Not only was it a budget shooter, but it felt like something from the early 2000s. It was ugly, boring, generic as can be (white dudes in suits and sunglasses generic) and there are zero reasons to even sniff in this game’s general direction. The idea of being a secret service agent was unique at the time as there aren’t any games that did that, but instead of an interesting story with well-written characters and maybe some unique gameplay with scripted events you just get a corridor shooter mowing down bland enemies with weightless guns.
I had the honorable displeasure of finishing this game on PC years after release. While it did have a few good scenes that depicted PTSD from ‘Nam soldiers, it was just such a terrible game. All the classic signs are here: awful story and characters, stereotypes, boring and generic gunplay, guns that have no weight, ugly visuals, slowdown and glitches, and too linear. Rebellion isn’t that great of developers anyways given their pretty bad track record, but you think after how bad the first was they would tighten it up a bit. There are zero reasons to ever give this series a minute of your time other than sheer curiosity. There are much better military shooters in this era out there.
Can you tell the difference between these two? I sure can’t. Only release 2 years apart this is one of the most generic shooters ever made for the Xbox 360 and PC. It’s so boring and generic I can barely remember the game I played years ago on PC without looking it up. Everything is gray, ugly, and the weapons feel weightless and boring to use. I do remember the game has awful difficulty spikes and was a chore to play through. The multiplayer didn’t redeem the series either and the PS3 version of the first game wound up being canceled due to poor sales. The studio had such faith in the sequel that it wound up being a digital-only release.
Painkiller: Resurrection
Yes, this was a PC-only release, as the series home is on PC, but how can you screw up such a high-profile classic? Painkiller may not have been very innovative, but it had a rocking soundtrack, really fun weapons, level, and enemy variety, and just felt good to play. It was a “wave shooter” like Serious Sam and less like Doom and Quake. This sequel just didn’t work and was completely broken gameplay-wise. The levels were awful, the guns weren’t fun to use, and the graphics were incredibly dated. Just how do you mess something like this up? Sadly, the series is dead and the low sales of this game are probably why.
Rogue Warrior
Rogue Warrior wasn’t just a low-budget FPS that littered the scene in the day. This was a somewhat high-profile shooter with a retired Navy Seal helping design the game and Mickey Rourke cussing his way through the game. What we got was just a broken mess that wasn’t finished. The story and characters were lame stereotypes and used cussing as a way to make the story feel mature. The guns felt bad, the controls didn’t work right, animations were broken, there was lots of slowdown and glitches and crashes. It was just a hot mess and it was a tale as old as time back in the late ’00s.
What could probably be known as one of the most anticipated games of the seventh generation of consoles, Perfect Dark Zero had a lot of hype behind it. It was a beloved Nintendo 64 franchise debuting on a next-gen console. It looked next-gen leading up to release, but once we finally got a hold of it the game felt like it was stuck in the ’90s. Dated gameplay, boring missions, pointless story, and the stealth gameplay were pretty much ruined. I don’t understand the high scores this game got outside of people just being excited about the game or possibly being paid by Microsoft. Even the multiplayer couldn’t save this one. There’s no redeeming value in this game other than it existed on the N64 at one point.
Call of Juarez: The Cartel
The Call of Juarez series is a causality of the HD era. It came and went in that single generation and this game is what killed it off. The previous games were forgettable but enjoyable experiences. Quick weekend rentals and nothing more or bargain bin purchases. The Cartel was an absolute disaster and it’s sad as it had a lot of hype around it. The game was pretty much unfinished with game-breaking bugs, glitches, and slowdown. This was a by-product and a common scenario of the struggle to bring games to the HD gaming era. This game just didn’t work out and was quickly forgotten about.
The Walking Dead: Survival Instinct
This game was heavily hyped as was the whole The Walking Dead franchise. It was at its peak in the late ’00s with The Walking Dead adventure game by Telltale Games launching the franchise into the stratosphere in the video game world. With the success of that series, everyone wanted their hands in the franchise’s honey pot, but there wasn’t a single good game that came from it. Survival Instinct was dreadful. It was ugly, boring, and despite using Norman Reedus in the game his likeness wasn’t used very well. The game followed the TV series pretty closely, and instead of the tense atmosphere from that show, we got a boring arcade-like shooter.
I have never seen a game series so consistently terrible as the Sniper series. Both of the first two games were boring and generic as can be for military shooters. The game looked great on PC as it used the Crytek engine, but it ran poorly and looked pretty bad on consoles. There were some great sniper animations, but other than that the voice acting was bad, the levels were borderline free asset quality and there are zero reasons to bother playing this entire series. The series took a 4-year break before releasing Ghost Warrior 3 in 2017 and that one is barely passable.
Dead Island: Riptide
Riptide’s mistake was trying to be a sequel. It was pretty much the exact same game without any changes. This would have been better off as an expansion or DLC. The game also didn’t fix any issues from the decent first game. Lots of bugs, glitches, poor optimization on PC, and overall just not a fun experience. The open-world was void of any interesting characters and the story was just as lame. It did retain the eerie post-apocalyptic atmosphere and setting and was still enjoyable to smash zombies up and run away from them and craft weapons. If you never played the first one you can skip that and go straight for this one, but the entire Dead Island franchise has a sad history and just isn’t very good compared to similar games like Dying Light.
Alien Rage
Alien Rage is another byproduct of the era. Boring and sleep-inducing gameplay with generic aliens, weapons, and an overall feeling of low-budget cheapness. The graphics were awful and there was zero redeeming value to look in this game’s direction. Even by bad shooter standards this one fell into almost infamy of “why did they bother?” The problem is that no one wants to buy your game if it’s bad. The idea of quick cash grabs by releasing quick and dirty shooters just doesn’t work. You couldn’t even save this one with just good graphics or cool aliens. Everything about this game screams “I don’t care”.
Probably the most infamous shooter on this list Forever has a well-documented development cycle of hell that can be traced back in detail. What we got was a gross, dated, ugly, and messy game that barely felt like a Duke Nukem game. The jokes were dated, the gameplay, while varied, just wasn’t fun. The game was also poorly optimized, crashed, and glitched everywhere, and the slowdown was abundant. The hype wasn’t enough to make sales and it flopped with collector’s editions rotting on store shelves. Sadly, we haven’t seen hide nor hair of the franchise since outside of some cameos and releases. This game may have single-handedly killed the franchise forever.
Brink
Another well-documented example of the troubles HD gaming brought to the industry. What was here could have worked, but the lack of support, content, and overall polish killed what could have been one of the best multiplayer shooters of the era. The game also had average gunplay that felt generic and the overall aesthetic of the game was very bland and sterile feeling. It didn’t have an identity or rather one that was the culmination of broken or half-baked ideas. No clan support or single-player campaign didn’t help either. Poor sales led to this game’s quick demise and you can’t even play it anymore if you wanted to.
Bodycount
This is a perfect example of generic military shooters. This game tried to be arcade-like but also felt too realistic for its own good. It was boring, ugly, messy, and just wasn’t any fun to play. The first level showed you pretty much everything there was to offer. The guns had no weight, the enemies were copy/paste from other shooters, and the story and characters were pretty much in the background barely existing. Codemasters was trying to capitalize on games like Bulletstorm and Rage with fast-paced FPS action, but this just wasn’t it.
Aliens: Colonial Marines
Probably as infamous as Duke Nukem Forever, and sadly by the same publisher. Aliens was one of the worst games released of the HD era. Period. It was unfinished, rushed, lie and mess. It was so bad that there were glitches in the AI script for the aliens that users had to fix on the PC version. It was so different from what was shown in demos that Gearbox was sued. The game was boring, ugly, and didn’t feel like an Aliens game at all. Even the multiplayer couldn’t save this one. I played through the first level and never touched it again. This isn’t even a game that could have been patched up. It was rotten from its core and it shows.
Danger Close is talented in the sense they can screw up two games in a row this badly. The first game was an ugly dated mess using the Unreal Engine 3 and just felt like a game stuck in the past. Ditching WWII and trying to capitalize on the realistic military shooters and compete head-to-head with Battlefield, Medal of Honor was just a boring and generic feeling. The use of the Tier 1 operatives didn’t do anything, and the multiplayer had downgraded visuals and felt like a worse game in general. Warfighter looked much better but was a linear, scripted, and boring unoptimized mess that didn’t stand out from the crowd at all. You’re better off playing the older WWII shooters and leaving these to rot. There’s a reason why the series died after Warfighter.
007 Legends
Probably the single worst Bond game to date. Legends shoehorned memorable Bond moments with some of the worst Call of Duty clone shooting you can imagine. This is a perfect example of the HD-era shooters that shouldn’t have existed. This was a plague in the industry to create quick cash grabs from the Call of Duty fanbase. GoldenEye this was not.
A game-changer for any game is its atmosphere. How it can make you forget you have a controller in your hands and suck you into its world, make you believe in its world, or even scare you. There are many memorable worlds that have been created such as Fallout 3, Silent Hill, and Metro. These games have tons of atmosphere that suck you in and make you fear or delight in the next step that’s coming.
Resident Evil Village brings back the fear factor and not just the action. While VII was more scare than action, I feel Village really balanced the two well. The entire world of Village just feels like absolute terror. Each level has a tense atmosphere of dread, death, and like you just want to get the hell out. There were many games that created convincing worlds, but Village did it the best.
A game-changer for any game is its atmosphere. How it can make you forget you have a controller in your hands and suck you into its world, make you believe in its world, or even scare you. There are many memorable worlds that have been created such as Fallout 3, Silent Hill, and Metro. These games have tons of atmosphere that suck you in and make you fear or delight in the next step that’s coming.
Resident Evil Village brings back the fear factor and not just the action. While VII was more scare than action, I feel Village really balanced the two well. The entire world of Village just feels like absolute terror. Each level has a tense atmosphere of dread, death, and like you just want to get the hell out. There were many games that created convincing worlds, but Village did it the best.
A brand new category was introduced this year. Sequels need to take accountability for not evolving or changing anything. Sometimes you don’t fix what’s not broken, but you still need to add something. There are plenty of sequels released year after year that doesn’t change enough to justify the cost or just exist.
While Modern Warfare 2019 was a fantastic game and brought the series back to its roots it quickly slid downhill and doesn’t seem to be stopping. Battlefield was successful and bringing the series back to the past, but Call of Duty: WWII was mediocre, and Vanguard doesn’t seem to be much better. While the story campaign is entertaining yet forgettable, I remember the campaign from Modern Warfare 2019 and played through it twice. It was very entertaining and well done. The multiplayer in Vanguard is the most disappointing part. Copied and pasted from the last two entries while shoving some Overwatch stuff in like Plays-of-the-Game and points for voting on the MVP. While the game looks fantastic and plays well we still get ho-hum maps, and lame Zombies mode that takes the best parts out, and just one of the worst games in the series in a long while.
Life is Strange is one of my favorite games of all time. It just captured the small-town teenage adventure that a lot of us can reminisce about. It was one of the few games that I played that were so emotional and really made you feel for the world and characters you were in. The series keeps trying to capture that lightning in a bottle and doesn’t quite do it as the first game did. That magic is hard to reproduce, but True Colors is still quite an emotional game with great characters.
You play Alex Chen, a young woman who is leaving foster care for a small town in Colorado called Haven. Not only is there a town mystery to solve, but you are also trying to find a purpose and reason to stay. You end up living with your brother, Gabe, and slowly start unlocking your past and the mystery of the town. That’s as far as I want to go with the story; anything else will literally spoil the game, as there are quite a few big twists and turns, and even just revealing certain things that happen is surprising and unexpected. What I will say is that the story focuses a bit too much on this town mystery and less on your personal feelings with those around you, despite Alex’s “power” involving raw emotion. When I first started the game, I will admit that Deck Nine has a great way to get to the point of how the main character feels about the world around them. When you open your phone, you can read text messages and bulletin posts that help explain what’s going on outside of Alex’s life. I recommend reading these texts at the very beginning of the game because she ends up blocking some people, and after reading this long thread, it kind of helps you see more of what Alex is feeling in her life.
The first chapter is slow to build, much slower than in previous games, and the story doesn’t really pick up until right at the end of Chapter 1. The game also doesn’t have much gameplay. You do get to control Alex in certain areas to “explore,” which only consists of hearing her internal dialog and commenting on things you can look at. I don’t feel this really adds to anything; it just feels like an excuse to make this a game and not an interactive movie. This is a serious issue with adventure games these days. There are no puzzles, no real exploration, just lame gameplay excuses to make you feel like you’re controlling anything. I understand this is so it doesn’t scare off casual gamers, but adventure games are known for their puzzles. The only gameplay in here is a certain scene where you are doing a LARP (live-action role play) that the town takes part in, and the game kind of has a light make-believe RPG thing going on. There are things to “collect,” like looking at certain objects, interacting with things that can be missed, and listening to people’s internal dialogue with Alex’s powers.
There are major choices to be made in the game, and that’s the true core of Life is Strange. These choices are pretty tough and really change the outcome of the story, but there aren’t as many in True Colors as in previous entries. There are only a few major choices where the game pauses and lets you choose. Other things are dialog options, but I never could really tell if these made a change or not, and that’s a real weakness with this game. You could argue it’s so organic that you don’t notice, and maybe that’s better? I’m not quite sure, but I know only the major choices I made were obvious in their effect. I also found that there may be too many characters in this game, and we aren’t given enough time with any of them. Even Alex’s love interest, while touching and emotional, feels shallow and one-note. There isn’t enough time spent with this person to establish this connection. It’s more in line with just a few actions that took place, and suddenly they love each other? It doesn’t feel super organic, and Alex’s other friends aren’t allowed any insight into their past, like with Cloe or Max in the first game. I cared a lot about Alex, but not too much about anyone else because of these factors.
The game isn’t impressive to look at on a technical level; there are some last-gen textures here and there, but the lighting is great, and the facial animations are fantastic. The characters’ emotions really come across thanks to the details put into the facial animations. While the game looks miles better than previous entries, it still feels like parts are older than others. The music is fantastic as always and carries the Life is Strange atmosphere from previous entries. It’s good enough to listen to outside of the game, and I still listen to the first game’s OST all the time. The music plays in just the right moments, really helps carry the emotional scenes through to the end, and adds an extra punch to the gut.
With that said, True Colors does what previous games did well, but it doesn’t quite capture the magic of the first game. There are too many characters, and this brings the focus away from the core characters, and we don’t get enough insight into their past to care about them much. Alex’s love interest feels shallow and underdeveloped, and the mystery of the town itself also brings the focus away from helping the characters grow. I feel there are just too many distractions in the story to make it feel as wholesome as the first game. The visuals, while looking great in spots, feel dated, but the facial animations are fantastic. The music is amazing and helps Life is Strange establish an atmosphere all on its own, but I also feel the choices aren’t as obvious in this game. What’s here is a great game with some seriously emotional scenes that are well done, but don’t come in expecting out-of-this-world storytelling like the first game.
If you were really into gaming back in the mid-2000s, then Psychonautsis a game you either played or heard of, and that’s thanks to Tim Schafer’s voice being heard. The game was critically well received but sold poorly due to a lack of advertising and support from the publisher. The game was great on PC and Xbox, but didn’t do so well on PS2 due to the system’s lack of power, framerate issues, and downgraded visuals. A few years later, a petition was released to put the game on Xbox Live Arcade for the Xbox 360. I remember signing that petition, and that’s how I finally played the game. It was visually brilliant, but it did have issues with the camera and felt a bit repetitive.
Here we are 15 years later and that same brilliance has happened again. You play as Razputin, a large-headed boy whose dream is to be a Psychonaut. This team of mind-bending heroes is trained to enter people’s minds and rid them of anything dangerous and help people get back to being mentally more stable. I won’t spoil the story and tell if Raz gets in the Psychonauts or not, but the game’s main hub is the Psychonaut headquarters. The story itself is entertaining with the main villain, Maligula, who needs to be stopped before she…does something. It’s never really told what danger Maligula can do to the world as Psychonauts‘ story solely focuses on just the team and never anything outside of it or how they affect the world around them. It feels like a very claustrophobic world and seems a bit strange to be like this, but the voice-acting is wonderful and the dialog is clever and witty at every turn and it never misses a beat. While the story feels a bit rushed towards the end and feels a little too convoluted for what it is, it’s entertaining and all of the characters are a joy to see on screen.
Psychonauts‘ combat has always been something to be desired and kind of takes a back seat to platform and that’s the same for this game. You get one melee button and have to use other Psi-Powers in tandem with this and it feels too easy and a bit lazy. Most of the Psi-Powers aren’t useful in combat so I just stuck with Psi-Blast, Telekinesis, and Pyrokenisis which sets things on fire. Enemies are either too easy or are just damage sponges and towards the end of the game, it really feels unbalanced and just an annoyance. While the combat plays well and there are no control issues, it just feels like it needs more work if there is going to be a sequel. Bosses also just felt like damage sponges and aren’t really challenging. Even the final boss is a push-over. Thankfully the game mostly focuses on platforming.
With that said, platforming and collecting are where Psychonauts shine the most. Each level oozes personality and style. The art in Psychonauts 2 is absolutely gorgeous, with some of the most creative levels you will ever see in gaming. This is art in raw video game form, and they just don’t make them like this, especially in AAA form. Most of the Psi-Powers are used for platforming, and this is another issue with those powers. They are either really useful for a few things or useless for everything but one thing. Projection is gained last, and towards the end of the game, it’s mostly used for that level and collecting a few items in others. Mental Connection is used to swing between nodes; Time Bubble is used to slow down spinning fans and platforms; and Clairvoyance is mostly used to read people’s minds for fun and use their eyes to find treasure in hub worlds. Despite this, you can collect 2D Figments, which are colorful sprites scattered around; emotional baggage and their associated tags, which are needed to collect the bags; memory vaults; relics; and others. You can skip all of this, as it’s mostly for completionists and achievement hunters, but you’re missing out on most of the more difficult and fun platforming if you do. The hub areas, of which there are four, have Psi Cards, Half-A-Minds, and Psi Ranks to collect. There are vending machines to spend the cards on, and you can use Psitanium to buy pins that passively enhance some Psi-Powers, but I felt this was a last-minute tacked-on feature since the combat is already easy.
With that said, the game’s art style is bananas. It feels alive, and there’s so much detail in every single level, and neither level is the same. There’s a 60’s-style acid-induced mind-trip level, an amusement ride level, a library, a hospital, and others. They all feel unique, and I couldn’t wait to see what the game brought next. While the story does feel convoluted, it’s still entertaining, and seeing the characters on screen was never dull. While most people will skip all the collecting, you miss out on a lot as you won’t see what all the levels have to offer. This is interactive art, and there’s no denying that this is just one of the most artistically impressive games to be released in the last decade. While it’s not technically impressive since it uses Unreal Engine 4, it still looks good with great textures and good lighting effects, and there were no bugs in my playthrough.
Overall, Psychonauts 2 is a mascot platformer dream, and you only get these games once a decade these days. While indie games have taken over this hole in the gaming space, it’s nice to see larger-budget AAA games do this too once again. The story is entertaining, albeit a little too claustrophobic in its world-building and convoluted for what it is, but the character writing is clever and the voice acting
Up until this point, Assassin’s Creed had pretty much overstayed its welcome. With the release of Rogue, it was clear Ubisoft was just wanting to use the series as a yearly cash grab. While no single game is inherently awful or bad, the formulaic nature of every game playing nearly the same but with new characters and stories just wasn’t appealing anymore. The game was starting to feel less unique and made from love and care and more like just copying and pasting and inserting a few new characters. Unity was the series’ first next-gen outing with updated visuals, mechanics, and co-op. Unity scales the series back to its roots and focuses solely on the narrative and less on varied mechanics. For instance, naval battles are gone as the game focuses just on Paris, set during the French Revolution. So, like in the original games, we get to run around a large town area full of chests, side quests, and things to collect to gain money to buy customization pieces. Then there’s the meat of the game, which is the story missions.
Honestly, this is where AC shines best—just a large, historically accurate city with fun story missions and a few side quests. Unity’s side activities are abundant and completely optional. These range from various co-op quests to helping solve mysteries using your Eagle Vision to finding chests that contain various amounts of money or customization pieces, emblems, and secret relics. I personally feel there’s too much here, and it’s all padding and filler. I spent a couple of hours doing these activities just to try them out, and they don’t interest me at all. Once you finish the game, there’s no reason to keep playing unless you’re a completionist and want to hunt for achievements. The series has always been great for that.
Unity has a five-tier difficulty system in which missions are rated from one to five diamonds. Of course, you can increase your rank by buying or finding better armor pieces and weapons. You also need to buy skills to increase this rank. I finished the game at rank four and never found the game overly difficult combat-wise. You should never engage 8–10 enemies anyway, and that’s been a rule in the series since the beginning. The skills you can unlock are rather useful, and some are acquired just by playing the game. Poison darts, health, lockpicking, and various things like these have been done in the series before, and at this point, I don’t find it necessary to lock these things away anymore. Just give them up in the beginning and let me acquire armor pieces. It’s just another excuse to pad the game and make you finish missions for skill points. The only reason to acquire franks in the game is to increase your ranking and allow you to buy armor and weapons; however, this is completely optional. You should be at least rank four by the end of the game, but I didn’t have to end up buying much.
The story itself is decent at best. At least we get to see Arno rise and fall as an assassin and regular person. You start out playing through Arno’s childhood and how he discovered the Assassin Brotherhood, and he is on a path of vengeance to kill the murderer of his father. You also have a love interest, Elise, whom you knew as a child, and the strife they go through is okay. Unity’s story was never gripping or kept me on the edge of my seat. There were a few twists and surprises, but nothing amazing. The ending is rather disappointing and typical. The “real world” here with Abstergo mostly takes a back seat, and you never control any character like you did with Desmond. It’s told through dialog and pre-rendered scenes. It’s mostly pointless, and I wish the series would just get rid of this part of the story. I say this in every AC review I do, and I’ll keep saying it.
Sadly, while it did go back to its roots in terms of scope, the game still has mundane, boring combat. The animations are silly with weird clipping issues, and the game is still just a parry fest. You can unlock heavy attacks, but when the enemy’s life bar flashes yellow, you parry and attack. Its uninteresting and head-on combat has never been the series’ strong point, as it should be avoided. Most of the missions require you to find a target, assassinate them, or find your way into a stronghold and gather evidence for something. Eagle Vision is key here, as it lets you see enemies through walls and tag them on your mini-map. As the game progresses, these strongholds get tougher, bigger, and more confusing to navigate. A new addition to assassination missions are side objectives that allow you to make the hit easier. There is usually one assistance and assassination opportunity that requires extra thinking and legwork. Sure, you can just charge in and kill the target, but usually, in later levels, there are just way too many enemies around, and you will never even make it. You also can’t finish the missions unless you’re anonymous, so the target will lay there. You then have to run away and work your way back without being seen to finish the job. It’s best to just do it the correct way the first time around, and it’s satisfying every single time.
I found these side objectives to be rather neat and fun. Sometimes you can free some people to start a distraction and clear out an open courtyard, which gives you quick access to the target. The assassination opportunity puts you right in front of your target without being seen. One mission had me kill someone attending a ball in a mansion. I freed a fireworks cart that would force the target out of the ballroom and into the hallway, which let me blend in with the crowd and kill her without fighting through guards. Some of these were fiddly, and you have to be in the right position at the right time or you will blow it, so a lot of trial and error is still needed, which can be really frustrating but satisfying once you figure out where the target is and the quickest way to get to them. I did find that traversing the buildings can still feel finicky and too sticky. Sometimes I just wanted to hop down to go to a specific platform, and Arno would hop around like a bunny and jump down or go up to something when I just wanted to run straight. It made me fail some missions, and this is still an issue that needs to be addressed.
The visuals of Unity are outstanding, but it’s a technical nightmare. At launch, Unity was one of the most broken games to ever be released, and while now it’s been patched up just fine, the engine is horribly optimized and runs like garbage even 7 years later on new hardware. The anti-aliasing is a resource hog, and I had to turn it off just to get 60FPS on an overclocked RTX 2080. Back in the day, it was impossible to run the game maxed out and get 60FPS, and it ran even worse on consoles. At least Paris is beautifully recreated, and the historical buildings look beautiful and are fun to explore. Everything just looks so good here, but at the cost of a terribly optimized game engine.
With that said, Unity isn’t the worst AC game, but it’s not the best either. I appreciate the return to simpler times with just a core story to focus on and one city to explore on foot. There are still too many side activities to pad the game, and the ranking system is guilty of this as well. Combat is still boring and rough-looking, and climbing around things is sticky and fiddly. While the new opportunities during assassinations are fun to accomplish, it makes the trial and error that much more prominent and frustrating, despite the satisfying pay-off. Unity is worth a play-through if you
Here we are, another year, another Assassin’s Creed game. Having to actually say this is just sad as Assassin’s Creed has always been a good series. The games are high quality, play well, and look amazing for their time, but when you release that same greatness over and over with only minor changes it can grow tiresome. I was personally done with AC when Black Flag was released. I just couldn’t get through it. I already played them all up until that point and I felt AC3 hit the series peak, but they had to keep going.
Syndicate doesn’t do much new, but as it’s the last of the “older AC style games” it does everything very well but is also a little too familiar. While we do get new characters and the continued “real-world” story of the Assassins vs the Templars, the most interesting part of any AC game is the historically accurate world you explore. This time its 19th century England, specifically the London area and surrounding cities. You play as two characters this time, Jacob and Eevie Frye who are rogue assassins that are trying to stop the Templar plot in London. The main villain is Starrick who is pretty decent and well hated, but overall, the actual story is not much to really care about as it drags on a bit too long and takes forever to really go anywhere. Most of the game is just interaction cut scenes on what to do for the current mission and very little progression overall. Eevie is trying to obtain the Shroud relic which grants eternal life and Jacob doesn’t believe in the relics and pieces of Eden and wants to just stop the Templar threat. Both characters play exactly the same minus a few skills, but Jacobs’s missions lead him on a separate path.
Assassin’s Creed has been slowly eeking in RPG elements over time and I hate them. It doesn’t belong in this game at all and it really shows here. The entire map is sectioned off with leveled areas up to level 9. Of course, story missions also require you to be at certain levels and the only way to level up is to complete missions and use your points in the skill tree. Once you acquired enough skills, you will level up. The grinding isn’t too bad here, but a few times the story missions didn’t give me enough XP to level up, so I had to end up liberating sections of the map. This is where the game really becomes formulaic, and you can see the series has hit a brick wall. Each side’s mission that requires you to liberate an area repeats throughout the game. The missions range from assassinating templars to bounty hunts that require you to kidnap the target dead or alive, then there are child labor camp liberations where you just have to assassinate the foreman and free the children, and there are gang strongholds. The gang in this game is the Blighters, and they all dress in red, so they stand out. You just need to kill everyone in these areas. Once you liberate all areas of the city, you then have to fight the gang leader. You get an opportunity to do it out in the open, but more often than not, the thugs will take you down, as there are so many of them. Whether you kill the leader or not, you have to challenge the gang to a stand-off and just eliminate a bunch of them in a closed-off area. Once that area is 100% liberated, you can recruit those green-dressed members to fight for you.
After you liberate your first two areas, these missions get old really fast, and I didn’t bother with the last two cities. Most of the main missions are pretty much this combined with just unique areas and circumstances. Kidnapping, assassinating, stealing, blowing things up, and of course, there are secondary optional objectives you can meet for more XP and money, but some of these just seem impossible to accomplish. It was fun to try and strive for these, but if I blew it, I didn’t bother restarting or anything. One new addition to the series is vehicles in the form of horse-drawn carriages. These drive okay for the most part but are pretty useless once you start unlocking more fast travel points by syncing up at high points. They drive okay, but there are a lot of physics glitches in this game, and often you’d see horses fly off into space or freak out and run off into the abyss.
Syndicate has a lot of great-looking outfits and items to unlock. Each character has an outfit, gauntlet, and sidearm to equip. Most of these have to be crafted or met at a certain level, and you can find them by meeting secondary objectives on missions, locked chests, or by just playing the game. I feel the game is far too small in scope to need RPG elements. Once you get to level 8, you can finish the game, and there’s no point in continuing to play anymore. The only reason you need to level up and get better equipment is to survive the story missions. I was able to finish the game in about 13 hours, and I still felt this dragged on. Without the grinding, the story takes about 6–8 hours to complete with 8 sequences. I enjoyed the story, and the Frye twins have great personalities, but overall it felt average and forgettable at best. They didn’t go through enough personal issues; they got away scot-free for going against the order’s rules, and overall, the entire Assassins Order played no part in this game. The missions felt like they were just stringing you along and barely had a story to tell as an excuse.
As it stands, when I finished the game, I felt the side stuff was pointless and boring. I enjoyed the unique story missions the most, and yes, acquiring skills is just fine, and the skill tree was actually useful. My characters felt more powerful as I leveled up, and it made doing certain things easier, like when Eevie can stay still and become invisible when she masters the Stealth Tree. There are crowd events to complete in each area, like stealth, kill a messenger, or scare some bullies, but these aren’t fun. They are just there for completionists and to pad hours onto a game. I felt no reward or accomplishment when just checking these boxes for items I wouldn’t even need to use. You can upgrade each piece of equipment once to add a stat, but this is mostly for melee combat. Which, in fact, is terrible. It tries to be like Batman Arkham’s combat system, where you mash one button and then counter or break defense. When the enemy’s health bar flashes yellow, you can press the parry button, and when the health bar is gray, you can break their defense. It doesn’t chain together smoothly, and half the time it felt unresponsive. Some of the kill animations are also way too long, and there’s a lot of clipping. While it feels and looks brutal, it’s just button mashing.
The overall movement and flow of Syndicate feel a bit janky. A lot of time, the character would hop around like a rabbit when I was trying to get down somewhere to hang on to a specific thing. A lot of the time, this blew missions, and I had to restart. You can free-run up or down with two separate buttons, but you also get a grappling line, and it doesn’t work as you think. You have to be directly under a building to grapple up, and you can grapple across rooftops, but it does come in handy for assassinating people in large open areas. The problem is that you can’t grapple back out quickly, as you must be right next to a building. This felt only half-useful most of the time. Other than this, the only side missions I enjoyed were with real-life people such as Alexander Graham Bell and Charles Dickens. These missions are always enjoyable in AC games, but the same repetitious missions repeat here as well.
The game does look absolutely stunning, though. For the time, the game was ahead in terms of technical achievements for graphics, and no GPU could run the game at maxed-out settings and 60FPS, but now that it’s been five years, I can see why. The Anvil engine is horribly optimized and runs poorly on GPUs that are four generations newer. I had to turn anti-aliasing completely off on an overclocked RTX 2080 as I couldn’t get 60FPS with everything else maxed out at 1440p. That’s the game’s fault, not my system. When you do get it running well, it looks stunning, even today. Great lighting effects, outfits that look gorgeous, and beautiful recreations of historical buildings. I enjoyed exploring London. However, the facial animations and models on everyone, but the main characters, looked horrendous, and the same five-character models repeated. The game is a little rough here and there, and I also found on my 1660ti system that the camera had jerkiness to it despite hitting 60FPS with everything maxed out and anti-aliasing set to FXAA (otherwise you lose 20FPS and it’s not worth the cost).
As Syndicate stands now, the series really needs to reboot or go back to simpler times when you just had a nice narrative and a few things to collect. Outside of the mediocre story and somewhat fun story missions, the side missions are repetitive, formulaic, and get old fast. There are only chests and newspapers to tear down walls, and even these are old as they have been in every single game except the first one up to this point in time. You can make beautiful, historically accurate worlds, and you can have state-of-the-art graphics, but in the end, the series will get stale and tiresome fast.
Let’s get one thing straight: Assassin’s Creed needed a reboot, for sure. Syndicate was by no means bad, but the only thing really changing were the locales, and the gameplay was getting stale. Origins ups the ante with the largest game yet, but…also adds RPG elements? RPGs aren’t something I associate with Assassin’s Creed. At least the story is entertaining and the new settings are daring and beautiful all at the same time, but do the RPG elements hurt more than help, and is the series going to find itself stuck in a new rut it can’t get out of?
You play Bayek of Siwa, a man who had his son murdered by The Order of the Ancients, and he is on a journey of vengeance and revenge. Bayek is actually a great character with a good amount of personality and spirit. He’s a likeable character and isn’t just hellbent on revenge. He changes over the course of the story, becoming even colder and bitter towards the end (not a spoiler), but this is also the story of how the Assassins came to be. The origins of the Creed we have all come to love. This was also long before the Templars stepped in too.
One of the first things you will notice in the game is the size of the world. It’s incredibly massive, and sadly, too massive. Almost two-thirds of the map isn’t explored during the story and is reserved for just going around, finding collectibles, and doing side quests. There are dozens upon dozens of side quests, and these are needed to grind levels. That’s the first major damper on this game. Yes, it has RPG elements, but you need to grind just to complete the story, which is not ideal. The cap here is level 44, and thankfully the first twenty or so levels come fast. By the eighth hour, I was already level twenty, but it slowed down a lot after that. You need to be at least level 33 by the end of the game, and those last 15 levels are a serious grind as missions are the fastest way to level up, and most don’t grant more than 3,000 XP. You would think that higher-level missions would give more XP, but the game chose quantity instead. The higher you get, the more you need to complete to move on. I hate this so much, and it feels like an absolute chore.
The combat is refreshed and isn’t a total parry fest like previous games were. You have light and heavy attacks, as well as a block and parry button. It works well enough, but it’s still just button-mashing in the end. You get an adrenaline bar that can be used for powerful attacks that are unlocked in the skill tree. Ranged weapons are added in the form of bows. There are various types of weapons and bows. Two-handed and one-handed weapons, plus various bows with different ammo types. These come in handy when hunting animals and trying to take out guards from a distance. However, your level will impede one-hit assassination kills and how much damage your bow can do.
You do get the hidden blade in this game about a fourth of the way through the story. Assassinating is the same as usual and just as satisfying. Leapfrogging from guard to guard is fun when you are at least two levels below theirs. The game is tightly locked around this two-level plateau, and if you are three levels or more below the enemies, they are almost impossible to kill. It makes the game more frustrating, as you just want to take these guys out, but you need to come back when you level up so you don’t die all the time. The whole RPG system just hampers Assassin’s Creed‘s fundamental gameplay, which was best when you could just go into any fight and take them out with stealth if you were good enough.
You can loot weapons off of enemies, chests, and other places and even upgrade them at the blacksmith, but I found this useless as I was getting a constant stream of better weapons by just playing. I didn’t even really need to buy anything either. It’s just a wasteful system, which means I didn’t really need any money either. I just refilled my arrows when needed, sold stuff to empty out my inventory, and maybe bought outfits for Bayek, which all look great. You don’t get any armor in this game, as your health and damage are all determined based on your level. You can hunt animals for their skins to upgrade your hidden blade and overall armor rating, but that’s about it. I didn’t even bother doing this, as hunting is just another chore added to the game that isn’t really needed. One of the few things the series scaled back on was collectibles. There are hidden scrolls, Ptolemy statues to destroy, and, of course, viewpoints to sync up with, but most of the collectibles are in the form of taking out guard outposts and looting them. You need to kill the captain as well to make the fort takedown complete. I found this boring and tiresome after I did a few and just skipped them entirely.
There are some entertaining side quests, and most are different, but the majority require you to either rescue someone, as you can carry them out of a camp and put them on your horse, or assassinate someone. These got old quickly, and even the dialog in between didn’t matter much. Some missions have you “investigating” an area, but again, just filler to cram on more hours to the playtime. The most enjoyable part of the game was climbing up to viewpoints and doing story missions. Naval battles are also back, but only during a few scripted events, and they are fun, sure, but it’s nothing different than previous games. You play as Bayek’s love, Aya, during these missions, and they mostly consist of just taking down ships with different life bars. There’s no upgrading, no customization, or anything like that. You get this set ship and controls for about three missions. You can use boats in the main game, but they are just used as transportation and nothing more, as there isn’t a whole lot of water in Egypt.
I can’t deny that the story was entertaining, especially towards the end, but the game is just beautiful. Large, sweeping vistas of deserts and climbing the Pyramids of Giza are memorable and incredibly fun. However, a lot of the realism that was well-loved in previous games is gone. This isn’t a painstakingly recreated Egypt with buildings that are realistic down to the brick. It’s a hodgepodge of real-life objects thrown into a somewhat realistic-looking Egyptian landscape. The game recreates the biomes and environments of Egypt, but the map has large areas smashed together. While it flows well and looks pretty, I don’t particularly care for this. I like the smaller, more realistic, and historically accurate places. I liked reading about each building I discovered or a real-life person. Yes, there are real historical figures here like Cleopatra, Ptolemy, and Caesar, but they’re fictional recreations, and their backstories aren’t told anywhere. If this is sacrificed for larger, more open worlds, I just don’t want it. Assassin’s Creed is getting too big, and there are not enough interesting things within to fill it.
In the end, Origins‘ RPG system hampers the game at every turn. You have to stop advancing the story to level up with mostly repetitive side quests, which are filler to force you to explore the world. While the main story is really entertaining, I still didn’t care about Layla or the real-world stuff with Abstergo. You cut away maybe a few times from this, but that “side story” just doesn’t feel like it ever goes anywhere. Just keep me in the historical world, and that’s it. We don’t need the Animus; we don’t need Abstergo or any of the science to make an excuse to keep exploring various worlds. We don’t need the Apple of Eden or any other artifacts. Origins also has a poorly optimized engine with frequent slowdowns and AI issues everywhere. I even had plenty of physics glitches. Sure, it looks stunning, but there are problems here. The combat system is fine, but again, the skill tree doesn’t even help much here, as most of the skills felt pretty useless and I didn’t even need them. These systems were never needed in an Assassin’s Creed game. I don’t mind more side quests, but make them optional like they’re supposed to be. The RPG system is the worst thing to ever happen in the series, and sadly, it seems like it’s here to stay.
Try multiplayer. A lot of fun !