The magic of Journey has rarely been replicated. The fantastic audiovisual spectacle captured many gamers’ hearts and is one of the most memorable games I have ever played.Sword of the Sea can be considered the unofficial spiritual successor. There’s clearly some heavy inspiration from Journey here as well as its follow-up, Abzu. There’s also some Tony Hawk’s Pro Skater thrown in here, and before you close this review, keep reading. It sounds absurd, but by golly does it work. There’s not much of a narrative drive here. While Journey told a story through simple visuals and it worked, it still wasn’t what people remembered the game for. Sword of the Sea is about the journey. The sights and sounds are what you will remember and take with you. The sweeping soundtrack, gorgeous art design, and incredibly memorable design choices will make you talk about it for years to come.
Sword of the Sea is what Journey could have done if there was more power available from the PS3 and if the game was faster paced. The golden sands, luscious water, and sweeping vistas from Journey are all here. You play as a hero who uses a hoverboard and can move insanely fast across the landscape. The power of the current consoles allows for larger levels, further draw distance, and better physics. The magical part about Sword of the Sea is “rehydrating” (as I call it) areas by using your interact ability (very similar to Journey). This is done by lighting lanterns placed in a circle, and then the sand turns to water, and you can see through the water but can’t go into it. It’s incredibly magical once you rehydrate an entire area and it feels like you are underwater. Fish and marine life seem to fly through the air, and you can glide up kelp. You can bounce off jellyfish, grind giant chains, and boost through the air to find secrets for trophies. Exploration is all optional, including finding currency known as Tetra, which can be handed to a vendor to acquire optional abilities such as spin and jump tricks. It’s nice that all of this is optional, so most people can just enjoy the narrative while others can explore. Nothing bars progress so trophy hunters have something more to do. The control is fantastic with the hero moving at high speeds, but if you stop pressing the analog stick he will make a dead stop allowing for precise platforming.
There are various environments, from deserts to actual seas, a volcano, a ghostly ocean, and underwater caves, and various others. These are massive areas that are so beautiful and well-designed. In between each stage are scripted linear areas in which you ride a sea animal at high speed. You can dive in and out of sand and ice like water while hitting lanterns to activate water bubbles to hydrate the area. These also include scripted cinematic moments that will make your heart leap. There’s an ice level that has you climbing a massive mountain and jumping off of ramps, and flying hundreds of feet is exhilarating and never gets old. Optionally, you can perform tricks with the face buttons. This includes wall riding, half-pipes, and anything you can jump from. The overall score is tallied at the end of the game. I feel the trick system is more of an afterthought and isn’t as elaborate as something in THPS as there are just four basic tricks. I honestly only did tricks for the four optional trick event areas, and they are incredibly easy. You just need 10,000 points. As long as you don’t touch the ground, you can keep your multiplier going by bouncing on jellyfish, wall riding, and boosting in the air.
Outside of all of the optional content, which I recommend doing on your first run, you can do a new game plus with all of the upgrades you bought and can just speed run through the game and enjoy the cinematics and scripted events more. This is definitely a game that would be enjoyed by multiple play-throughs. The feeling of seeing the levels transform from desolate to beautiful is something I haven’t felt since Okami, when you make a large tree bloom and the entire area bursts with color and life. The soundtrack is equally beautiful, with swells during cinematic moments and calming vocal chants during exploration. Each level has its own song, and I highly recommend listening outside of the game as well.
This is a game of moving art. The amount of work that went into the level design and everything surrounding it is astounding, trumping even AAA titles with their multi-million dollar budgets. This is a game you won’t forget. Play it on your nicest display (preferably an OLED), turn off the lights, and watch your room burst with color and life as you bring life back to this desolate world of sand and death.
The concept of a video game taking over real life isn’t just a metaphor. There have been numerous instances where excessive gameplay has resulted in fatalities. But what about a game literally invading the real world? Is it actually real or a hallucination of the main character? Among Ashes explores this idea of a late 90s to early 2000s setting of a real game taking over the protagonist’s life. You play as a nameless gamer who ends up playing some indie game that his friend found and sends you the link over MSN Messenger (it’s MSN; it even has the same chimes and sounds). You can use the computer with a Windows 98 style setup. It’s not super interactive, but you can click links that open a web browser to a forum. The game inside the game is called Night Call. It’s a lost game from a developer that ends up putting it on this horror fan forum. You, of course, play this game along with your friend, and every so often you will go back and forth on the messenger talking about events in the game and what’s happening in real life.
Among Ashes is a melding of genres. It starts out as a Resident Evil clone with PS1 style graphics in a first-person perspective. You arrive at a mansion and are greeted by the maid. You make your way upstairs to talk to the resident doctor about reports of a woman screaming. Of course, this leads to puzzles, wandering around aimlessly with no direction, and combat. Combat consists of beating enemies over the head with a baton. You can block, which helps, but you also get a shotgun and revolver at certain points. It’s best to save the ammo for when you are surrounded by enemies, but I also recommend playing with a guide. There is a hedge maze that’s incredibly confusing to navigate, enemies respawn (they don’t die permanently), and there are typical lock puzzles, math puzzles, gathering hints puzzles, switch flipping puzzles, and so on. There are even a few chase scenes and a maze-like cave system with an enemy chasing you towards the end, and you have to flip switches and open gates. It’s frustrating and doesn’t add the right kind of tension to the game.
There are a couple of other game types thrown in here. There’s a game within the game of Night Call that’s for the Commodore 64. It’s an 8-bit action game that is required to play to advance the story. It’s not good, it’s repetitive, and it can get really hard sometimes. You only get three hits and you’re dead, and enemies can swarm you. There’s also an FPS Doom clone you can play inside the game, which is pretty bad, but it gets the point across. I will say that the game nails tension and atmosphere, and the monster designs are pretty insane. I love the scares here too. There are a couple of jump scares and just subtle scares, such as a monster staring at you through a gate. Not every scare is in your face. Some can be missed if you aren’t paying attention.
When you get up from your computer in the real world, it almost feels like a breath of fresh air, but things get crazy here too. Objects appear, things become rearranged, and you are very quiet. It was also refreshing when your friend would IM you, as the game feels very isolated, which is a good thing that it nails. I felt very alone, and any sign or hint of another person was so relieving despite how brief it was. The last act of the game falls into the usual indie horror trope of doing crazy things like constantly changing rooms, teleporting you to different locations, recycling older locations, etc. At least, the story maintains coherence throughout and doesn’t deviate significantly towards the conclusion.
Outside of the great atmosphere and tension, the game just lacks in the actual gameplay department. It’s not fun to play, and the mechanics, while trying to be purposefully bad to fit the type of game it’s trying to emulate, just aren’t done well. Respawning enemies, confusing mazes, obtuse puzzles, and weird boss fights that don’t feel good are all over the place. I liked the story; the Web 1.0 feeling on the PC is nailed perfectly, and the tension is there. I just wish this was wrapped up into an actual fun game to play. Thankfully, it’s over in 3-4 hours.
As much as I love Gears of War, and for how iconic and revolutionary it was at the time, it doesn’t need three remasters. Yes, that’s right. It was already remastered before with the 2015 Ultimate Edition release. It was originally released on PC for the first time under the Games for Windows banner and featured DirectX 10 updated visuals and a brand-new chapter in Act IV that involved taking down a Brumak. The Ultimate Edition was already disappointing to some, but having the game further remastered was still nice, and I ate it up. Here we are a decade later, and the impossible has happened. Gears of War is now on PlayStation. This is the second most coveted Xbox franchise next to Halo. How could this possibly be? What kind of timeline have we jumped to? Well, if Xbox’s current downfall isn’t enough to spell it out, then I will. Microsoft is losing money on their GamePass feature as well as the Activision buyout and needs to desperately get their games on more systems. That’s okay, as the PS5 Pro version is the best console version.
With the shock aside, at least the price tag is nice. For $40 you get a remaster and a full multiplayer suite. For those who never played Gears of War, they are in for a real treat. For me, this is the fifth playthrough (twice on Xbox 360, once on PC, once on Xbox One S, and once on Xbox One X for the Ultimate Edition). The Ultimate Edition is also currently broken on PC and the original release has long since been taken down. So, outside of Xbox, this is the best offer for PC and PS5 players. The campaign is still fantastic despite how short it is, and its age is showing. Shooters back in the mid-2000s were still maturing, and we were still in the linear hallway shooter phase. The game still looks fantastic, and while nearly every game that used Unreal Engine 3 of the era was compared to Gears of War, it was the granddaddy of “grey and brown” games. This was on purpose. You are thrust in the middle of a war on a fictional planet called Sera (Earth is never mentioned), and a new beast called the Locust has emerged, committing full-blown genocide. It’s up to Marcus Fenix and the four-man Delta Squad to deliver a lightmass bomb to destroy their tunnels and stop them for good.
Gears of War was applauded back in the day for its fantastic cover system and level design. Marcus snaps into cover with ease. He can switch covers close to each other, roll out of cover, and use the Roadie Run feature, which brings the camera down near his legs while he crouch sprints for a cinematic effect. Gears of War was all about feeling like a movie. The over-the-shoulder camera perspective was heavily inspired by Resident Evil 4, and it works well here. When you aim your gun, the camera zooms closer, right up to Marcus’ face. It was something that was never seen before at the time of release. Gears also pioneered the Active Reload mechanic in which you need to press the reload button at the right time, and any bullets reloaded in that clip do extra damage. You will eventually have muscle memory of this feature and rarely ever miss. If you do, the gun will jam, and you will need to wait a few seconds before firing or switching weapons. It’s an awesome feature.
Gears‘ weapons are also well designed and perfectly balanced. The default Lancer Assault Rifle, an iconic weapon now, shoots large clips, has surprisingly good accuracy, and has a chainsaw mounted on the bottom. You can rev this up and saw an enemy in half. Even 19 years later this never gets old. The gib system is satisfying, with enemies exploding into chunks from grenades or getting sawed in half. One other feature that was well regarded was the sound effects. Gears of War has a distinct sound system and has never been replicated. The crunchy sounds of the guns, the reaction of enemies getting hit (which was a big deal) from enemies getting gibbed by grenades, or the subtle sound effect of “one more hit and you’re dead, so get into cover.” Gears of War took a page from Halo and featured a recovery system for health. A red Gears logo slowly appears in the center of the screen as you get hit. On higher difficulties (I cleared this on Hard, but not the hardest), it requires patience, careful flanking of enemies, and using the right weapons. The PS5 DualSense adds a layer to that crunchiness of the weapons. The adaptive triggers and vibration work wonders allowing to now actually “feel” how the weapons should be. This can’t be experienced on Xbox.
The level design requires you to flank enemies and close emergence holes. Tossing a chain grenade into a hole will close it up and stop respawning. They don’t infinitely respawn, but only killing two that crawled is better than waiting for all six. The Locusts are formidable foes and well designed. Not only do they look menacing, but each one has a design language that tells you how to approach them. Enemies can wear helmets, meaning headshots won’t work right away, and the Theron Guard have full armor, which takes longer to take down. The bigger Boomers have Boomshot grenade launchers and are bullet sponges. Then there are the occasional enemies like the Wretches, which are small ape-like creatures that come in swarms. There are Berserkers, which can only be taken down by a Hammer of Dawn, which is a satellite-guided laser. It’s freaking cool despite only being used three times in the game. The Berserker can’t see but can hear you, so you need to guide it around with sound to knock walls down to open up the roof for the satellite to triangulate. It’s neat.
The downside to Gears of War, and the aging part, is not only how linear it is, but also how sparse the story is and how little is explained. While the game is greatly expanded upon in the sequels, and especially the novels, it just feels like it’s over too soon. You want to get to know Delta Squad more. Their personalities are great and well written. Marcus has a dark past (why was he in prison at the beginning of the game?). Dom is trying to find his missing wife but is only mentioned a couple of times. Cole is an ex-football player, but his past isn’t talked about at all, and neither is Baird, who is the nerdy smart guy of the squad. It makes sense that in the heat of this war, going point to point with no breathing room means there’s no time to get to know anyone. Thankfully, this was changed in later sequels, but it’s just odd that this isn’t a remaster of the entire trilogy. The banter between the squad is great, and many new players will want to know more.
There are also some other things that didn’t age well, like some of the clutter in the levels. There are random chairs, stoves, and home appliances kind of haphazardly strewn about in ways that make no sense. The entire game is built like a video game and not like a world people would live in. Some areas just don’t make any sense. I don’t feel like I’m fighting in a city but a video game level. Despite how much Gears wanted to be taken seriously, its world-building is really lacking. Thankfully, the campaign is less than 6 hours long, and you can play with a buddy in co-op; that’s always fun. Just don’t give up on the series yet if you have never played it before. There is more to come. There also aren’t a whole lot of weapons in this game. The arsenal is small, and you will mostly stick to a couple of guns. I also hate how useless the Boltok pistol feels in this game. It’s the only weapon with no feedback when it hits enemies, and the snub pistol is pretty much MIA after the first act.
The multiplayer suite is…fine. I was never a fan of Gears multiplayer. I feel the gameplay doesn’t translate well when fighting against others. There are also some of the better modes from later games missing like Horde. Many will get frustrated with cheap deaths like the rolling shotgun blast. It does feel like an old-school shooter with regular modes that are missing in most of today’s games, so some players will find this refreshing in a world of Call of Dutys and Fortnites. This is an unnecessary remaster to begin with. The game runs smoothly on PS5 Pro at 120 FPS with no dips. The game uses the Pro’s PSSR and there are enhanced textures and lighting. It looks pretty much identical to the PC version. At least, I couldn’t tell the difference. If you’re new to the series or are a hardcore fan, I would say the low price is worth it. While the campaign will only last an evening, the multiplayer may be enough for people to keep coming back.
Open-world games have become stale and boring. It appears that developers are merely creating open worlds without any enjoyable activities within them. Mafia’s open world is deceptive but beautiful, refreshing but also sort of pointless. Mafia tries to go back to its roots, literally, by bringing us to the times before the Italian mafia came to the USA. The Old Country subtitle is exactly that. This is a prequel to the original game before any family made it to Empire Bay. We play as Enzo Favara. An orphan miner who has been enslaved by a mafia family to work until he seems like he will die. The first chapter of the game introduces us to various characters, combat, and essentially a tutorial area. You will notice the game is very cinematic, with a lot of dialogue and cut scenes and scripted gameplay.
I hope you like scripted events because they are everywhere and there are a lot of them, and it’s mostly that. I personally felt this was refreshing. There was less emphasis on pointless mind numbing fetch missions. However, the game was clearly incomplete and cut off at some point during development. The open world is nothing but a tease and a backdrop to go from mission to mission. There’s nothing here. The world is literally empty of anything to do outside of a few missions, like finding new upgrades and upgrade statues. You can listen to dialogue with characters while riding in cars or on horses to missions, but after that you can just skip to the destination. This is one of the most pointless open worlds in any modern game. There’s no traffic, no people, and no real towns outside the main town, San Celeste. I honestly didn’t mind this. I was just surprised at how this game didn’t really need an open world. This is a shame because the first generation of cars around is really cool, and the horse back riding works well too.
With that said, the main attraction is the characters, and it’s some of the best this year. Every character is full of life, and I really wanted to know more about them all thanks to the tight writing and amazing script. Enzo is a great character to get behind. He’s humble, not perfect, but very loyal. His love interest ends up being the Don’s daughter, Isabella. She’s a great character to get behind too and ends up becoming the most important character in the game without giving spoilers away. The game’s story flows similarly to other mob stories such as The Godfather and The Sopranos. There’s a similar ebb and flow to everything and constant danger always being present and around every corner. Some might say that Mafia doesn’t tread new ground, but that’s okay. There are some stereotypical setups, like two rival mobs needing to make amends, love interests getting put on the back seat, the Don’s blood relative being a total douche nozzle (Cesare), and so on.
The gameplay features some excellent gunplay. There aren’t many guns in the game, but you will constantly swap between them based on your situation. Additionally, the game includes effective stealth mechanics. You can hold two weapons at a time and always have a knife on hand. The knife is a more fleshed-out mechanic than in most games, as knife fights are a big part of the combat. Boss fights consist of one-on-one knife duels similar to a sword fight. You can parry, break blocks, and do heavy and light attacks. It seems simple at first and feels more like a whack-a-mole style system, but there are enough moves here that require you to use quick reflexes. When a red flash appears, you can dodge and then counterattack. Regular attacks can be parried, and of course you can slash to your heart’s content. It’s not overused and is mainly reserved for boss fights, so I never got tired of them. In the middle of the fight, a scripted cinematic will play out too. The main focus of the combat in this game is shooting.
Shooting feels really good, which it didn’t in previous Mafia games. You can hide behind cover and blind fire as well as pop out and shoot enemies. It’s best to go for headshots here, as only a few shots will kill you. You can hold up to two bandages to heal, and you will chew through these fast. Weapons like revolvers, shotguns, and rifles are all on board, so nothing fancy or crazy. You can toss molotovs and grenades too. Once an enemy is down, you can loot their body for cash and ammo. Stealth gameplay works here because enemy placement isn’t random and you can track patrol patterns. Many areas can be done without killing anyone, but the added addition of throwing your knife is a great feature. Only a specific type of knife can be thrown. When you select your arsenal layout, you can choose different knives that deteriorate slower than others. A thrown knife must be recovered, or you lose it for that mission. You can use sharpening stones to bring your deterioration bar back up. You also use your knife for opening doors, locks, and boxes full of loot, so you need to use it wisely.
There are some minor RPG elements here. You can’t level up or anything, but you can equip charms that add passive abilities such as carrying more ammo, reducing knife deterioration rates, making your footsteps less obvious, etc. You can equip up to six, but four need to be unlocked by buying slots at the store. There is only one store in the game, and you must drive there each time, which I find frustrating. Here you can unlock weapons, clothing, and customization items for your cars. I find this all pointless, as the story missions give you weapons when they are needed, and driving cars has a minimal impact on gameplay. One of the biggest gripes I have is that the story introduces these open-world concepts to you, but you can’t drive around except during a few missions. This means you can only visit the store a few times during the game, and once the story is over, there’s no point in continuing unless you want to get every achievement in the game.
Despite the open-world portion of the game feeling half-baked, I enjoyed my 12 hours with Mafia. This may seem too short for some, but the story was satisfying, and I felt like I could go back and get the few collectibles that were left at a later time. For anyone wanting an authentic Mafia experience, they will be disappointed in everything but the story. The combat has undergone significant enhancements, and the visuals are outstanding. I also loved the authentic voice acting for the characters. They have weight and authenticity behind their roles. We don’t get video game stories like this very often anymore.
We have a lot of post-apocalyptic games right now. A lot of them are what the world is like shortly after the apocalypse. Usually a few years or decades. Horizon is one that shows what the world could be like thousands of years after one, and this fascinates me even more. Zero Dawn was a hard game to get into. It was slow to start, even slower to get good, and the combat just wasn’t all that great, including the stealth. Aloy is a fantastic main protagonist and one of Sony’s best in years. She’s strong, not cliche or stereotypical, and has a striking design. Sadly, she was the only memorable character in Zero Dawn. Forbidden West tries to remedy a lot of this by giving us a bolder and grander adventure and more refined mechanics, but does it succeed?
The game doesn’t exactly expect you to have played the first game and catches you up on the story so far, and kind of does throughout the entire game. Zero Dawn’s story only got interesting during the last few missions of the game, and it kind of exposition dumped on you during a few long cutscenes. It was interesting, but not very nuanced. Here, the story is kind of retold as you continue your adventure to stop Sylens and the Hephaestus AI from destroying the world. The game does start slow…again. You end up dealing with another warring tribe before getting to the heart of the story and saving the planet. Honestly, I lost interest in the game for a couple of years because of this. I put around 8 hours into the game, mostly trying to explore and get into the game mechanics again, but it just dragged. I highly recommend just doing the story before doing any side content, as you really need more of the special gear and higher-tier armor and weapons. You will constantly hit blocks, and it will frustrate you early on. The story itself takes around 20-25 hours to complete. By the end you will be around level 30 or so and have really good gear.
I don’t want to spoil much of the story, but your main goal is to help the GAIA AI to take back control of the various terraforming systems that Zero Dawn launched as the end is nigh. There are a few small plot twists, some new factions, and a great buildup to a pretty damn good story by the end of it all. There’s a lot of science fiction thrown in, and it talks about interstellar travel and whatnot, and I was hooked. There aren’t choices in the game like in most action games, but you do get dialog trees that let you optionally listen to more exposition and backstory. There’s a lot of this, by the way. Just metric tons of optional dialogue, audio recordings, and texts. They really wanted to sell this story and flesh it out as much as possible, and they did a pretty good job. It’s very believable and feels grounded and almost like it can happen. There are moments that got intense in the story where you weren’t sure how Aloy and her companions would get out of hairy situations. I really like what they did here, and there’s potential to now expand on this even further and branch off into other subgenres.
The writing is much better this time around with less cringy dialogue and corny lines; however, the character design is still generic. All of Aloy’s allies are either just generic characters or have good writing and personality, but their looks are generic. For example, Alva is a great character in writing, but she still looks generic. Varl and Zo are forgettable, and Erand is a stereotypical biker personality who discovers he likes drinking and “Death Metal”. All of the miscellaneous characters who give side quests and errands are pretty generic. I just didn’t care for most of them. Some other characters are more decent, like Kotallo, who is missing an arm and is battling his honor. They have some great personality, and I could get behind them. It’s better, but not quite there yet.
With the story out of the way, let’s dive into the combat. I still don’t love it. You’ll be dodging and rolling out of the way of these machine creatures. I feel there’s too much focus on ranged combat when most of the machines attack you up close. There is less stealth in this game and more up-close melee, but you still only have heavy and light melee attacks. If you sneak around, you can do a stealth kill, but you need to be at or above the area’s level to do instant kills. Humans are always instant kills, but machines not so much. There are many ranged weapons at your disposal that can set tripwire traps, semi-automatic arrows, long-range arrows, bomb slings, javelins, etc. These can all be equipped with coils that inflict various elemental ailments, such as corrosion to eat away at armor. The quickest way to take a machine down is to use your Focus to highlight weak spots and target those. You can slow down time (and this meter increases with various stat boosts), but I never felt in control of fights. Boss fights require tons of health potions and either having the right weapons or blasting them with everything you have. You can craft more ammo in the weapon wheel too.
Stealth still consists of hiding in tall grass, and you can use combat augments from the upgrade tree like an invisibility cloak. The upgrade tree now has more branches on the tree, such as trapper, hunter, infiltrator, warrior, etc. While enemy placement is a bit better this time around, I still found stalking around massive camps to be nearly impossible. When you get seen, the enemy and nearby enemies are on alert, and it takes forever for them to go back to patrol. With the heavier focus on direct combat, it was easier to just wipe everyone out. Find a heavy weapon and you can take out an entire camp with it. Combat does feel improved with a couple more weapon types, but melee fighting is still limited, and combat just isn’t my favorite in this series. I prefer exploring more than anything.
And with that, exploring is abundant here. The map is massive, too massive. It’s a truncated version of the West of the US. The Pacific Northwest (Washington, Oregon), Nevada desert, San Francisco coastlines (Northern California), and Las Vegas. They took all of these biomes and shrunk them down onto a single map. What’s here is a lot of nothing. While there are tons of side quests, errands, missions, and things to find, Forbidden West falls into the same tired trappings of modern open-world games. Too much bloat and not enough focus on what’s interesting. Everything outside of the main story is just for getting the platinum trophy. The side quests are given by companions, so those are more story related, but everything else is just filler to extend game time. I did like doing the Tallneck missions. These are one of the few less generic-looking machines in the game, but there are only five, with one being part of a main mission. These reveal more of the world and reveal large landmarks in an area, but there’s still some fog of war.
Traversing this larger map requires you to have a mount. I forwent them in the last game, as it wasn’t a very big map, but here they’re a must. You can bypass most machine herds and get to where you need to go, plus you can now fly on winged machines this time around, but not until the last act of the game. This makes doing side content so much easier, and you can pretty much avoid all herds this way. However, I do have a problem with platforming in this game. This game is just way too context sensitive, and that’s another problem with modern gaming right now. These large AAA games are so context heavy that it can make things feel sluggish and cause many glitches. Jumping and climbing in Horizon is not great. Animations are too long; Aloy will jump when not told, and she won’t grab onto ledges despite jumping right towards them; she will just fall through ropes and other objects. A lot of long platforming segments required many restarts just because something went wrong. You have to be lined up perfectly, or things won’t connect. I fell through objects and got stuck; she would swing half her body through a wall, and I would jump right past a pole or beam for no reason and then land it the next time around. It sucks.
And with that we can talk about visuals. Forbidden West is still one of the best-looking games of all time. The visuals are stunning, and even in performance mode, they look great. I played in balanced mode with 120 Hz turned on, and it was the best way to go. There is so much detail everywhere, from small facilities that look like they were abandoned for thousands of years to lush forests and dry deserts. There’s so much detail everywhere, including the new large underwater areas. While I still feel parts of the game feel generic, like the overall futuristic look of the game. It’s a lot of shiny metal, smooth gel like metal, white, gold, triangles, etc.; it feels like stuff that’s been done to death in games like Deus Ex: Mankind Divided, Mass Effect: Andromeda, Echo, etc. It was fine the first time around, but this futuristic style is getting old. We need a refresh. I also don’t care for the machine designs. They look like generic Transformer animals. Even the tribal armor all looks generic and the same after a while.
Despite all of that, the game has a fascinating story, a large beautiful world to explore, and some decent gameplay loops of side content. I just wish the combat was tighter and the platforming didn’t suck. The writing is better, and some of the main characters are better, but most of the other characters you run into are forgettable and generic.
Have you always wanted to know how certain things happen in Resident Evil 4? Why did Leon escape from situations at the right moment, or why did the odds of him surviving certain encounters seem unusual? Some of those questions are answered in Separate Ways. This is the side content from the original game remade for 2023. You play as Ada Wong here. She’s such a fascinating character, and despite being an early childhood crush, I found I appreciated her more endearing qualities as an adult. She’s mysterious and bold, doesn’t take crap from anyone, but is still fighting a moral quandary within herself. She wants to be a bad guy, but not that bad. She also has a hankering for Leon, and their sexual tension ratchets up here more than any other time.
Separate Ways is more of a remix of the main game than anything really new. New battlefields are usually above or in Leon’s old areas. Sometimes you will notice he’s cleaned up the place or destroyed an area before you get there. One such area is after the church bell tower fell in the main village. You go through the game in the same order, but at a rapid speed. Ada has a grappling hook in her arsenal to traverse the high ground. She can also use this to get closer to enemies quicker for a finisher and rip shields off of enemies. This is even used during the boss fight with El Gigante. She can swing up and fight on top of buildings, giving her an advantage. Ada also has access to the shopkeeper and a small repertoire of guns. She starts out with the Punisher MC pistol and the TMP. She’s all about close quarters combat. You can eventually get the M1903 rifle and the much better Stingray toward the end, but you will most likely always be charging in to get close. You can get access to the shotgun as well, but shells are really rare and take 12 gunpowder to create just 6 shells. Although it won’t be useful frequently, it can save you in an emergency. Save it for dispersing large crowds or for tougher enemies.
Ada also gets a few side quests, such as her very own medallion mission and fetching various items. There’s plenty of treasure lying around, and gemstones can be inlaid into valuable items to make them worth more. Be on the lookout for hanging treasure pots and chests everywhere. You will need those Pesos. You can use Spinel gems to trade for passive keychains to add to your cache to increase stats such as sprint speed, damage, and defense. I didn’t end up using any of these, as they are expensive, and the DLC’s short run time means you’re better off upgrading your pistol, TMP, and buying new weapons. I did end up with the Red9 towards the end and spent most of my money on upgrading those two weapons, as the ammo is most plentiful for them. I only used the bow a few times, but bolts use knives, and these are better suited for stabbing enemies on the ground before the Las Plagas pops out of their head. You will also need to get out of tight situations, and you can sneak around some areas and pick off some enemies too. Here it’s best to be resourceful, as ammo is scarce, and so are healing items, more so than in the main game.
Ada does run into her fair share of bosses, but not all of them are attacked head-on. One boss is a chase scene through a facility, while some are recycled from the main game but remixed a bit. I found the constant scraping for supplies, upgrading, crafting, and looking for treasure to be just as fun as the main game. It was nice seeing new areas and having some questions answered. Ada is a great on-screen presence and is one of my favorite female video game characters of all time. Her new voice actress does a good job making her sound emotionless and stern, but when emotion needs to break through, she can’t quite seem to land it. Emotions like surprise and slight fear just don’t come across well. Ada is almost like a robot by design, but she does have her humanity peek through from time to time, and that makes her such an awesome character. She’s not as evil as Wesker, but a nice in-between.
Overall, Separate Ways is a fantastic DLC that does everything right. Coming in at 4-5 hours of run time, it’s enough for a nice evening playthrough and to see the other side of RE4 that Leon can’t access. There are no upgraded visuals or anything like that with this, and there’s nothing inherently new or unique. It’s a remix of RE4 and that’s fine.
I’m not really a co-op person. I do not consider myself a person who typically engages in cooperative gaming. I was raised among friends who did not share a strong interest in video games, and when they did, it was not in the genres I preferred. I have always been inclined towards single-player experiences. It Takes Two is the first co-op-only game that has motivated me to seek out a partner for gameplay, even though it took me four years to complete it. I was always a single-player kid. It Takes Two is the first co-op-only game that has pushed me to find someone to play multiplayer games with, even if it took me four years to finally finish. I started the game out with my wife and finished it off with my youngest sister. Couch co-op is something that builds bonds and memories, and this is one of those games. The story takes a backseat to fantastic gameplay that is always changing with incredible level design.
The story is the worst part of the game, and not for the reason you think. It’s poorly written. Painfully written. The idea itself is fine on paper. You are a married couple (Cody and May) going through a borderline divorce when your child gets the troubling news and uses her handmade dolls to act out her parents getting along again. Both of you drift off to sleep, finding yourself in a world akin to Pixar’s, where everything is grandiose and seemingly insignificant details are conspiring against you. One of the most annoying characters ever conceived in pixels is a therapist in the shape of a book called Dr. Hakim, who is a racist Mexican stereotype. His dialog is cringy and awful, and he’s just so incredibly annoying. Whenever he was on screen, my wife would use her phone, or my sister would walk away. I also don’t like how Cody and May’s relationship seemingly never evolves despite these harrowing acts they go through. Each level should typically show some change in their relationship, and relying on a monkey-in-the-middle remediator is quite frustrating. This is one of my least favorite video game stories ever. It’s just incredibly horrid.
Outside of that, the game is a delight to play. Each level is unique and full of charm, such as the garden level with enemies that are different flora and the attic level, which has you walking and bouncing on instruments that make real sounds. Each level gives Cody and May a unique ability they must use to puzzle-solve and use for combat. Not every level has combat, but every one has a lot of platforming and puzzle solving. The first level’s vacuum cleaner, for example, is a delight, and another level uses a honey cannon backpack. The game is played in split-screen, so you must work together to solve everything. In some areas, one character is needed to get through. The puzzles constantly change, and each ability is used to its fullest.
There are some mini-games spread out throughout the game that are more like “toys” and don’t really do anything. They are marked with a tambourine floating above them. Some range from getting points by shooting cannons at blocks to long jumps off of swings to a chess game. They are interesting but slow the game and have no rewards. These are good ideas, but the winner should get a reward, like a damage boost. Most of the time we would just play once for a couple of minutes and move on.
Combat, on the other hand, is really annoying and not excellent. Balancing is an issue here. Occasionally, an excessive number of enemies will attack you, resulting in both of you dying and necessitating a restart of the area. If one player dies, they can revive by mashing a button, but if both die, it’s over. We died more in combat than any other time, and everything is too chaotic to monitor your life meter. I would get pummeled and wailed on as a passive ability character waiting for my partner to take out the baddies or expose the weak point of an enemy or boss while smaller enemies just annihilated us. This problem isn’t a skill issue either. Additionally, the absence of a lock-on button increases frustration during gameplay.
The visuals themselves are fantastic. Each level feels unique while grounded in realism. The unique dreamlike and cartoonish visuals provide a Pixar vibe, and they are a sight to behold. The explosion of everything, from everyday objects to skyscraper-sized buildings, is truly captivating. However, some levels, like the dream level at the midway point, seem overly lengthy. There is a hub area, and you branch off to different sub-levels, but it seems to go on forever. Then, later on, I felt like a single character’s ability was underutilized. The attic level had me barely doing anything for my partner. The balancing in this game is significantly flawed, but it can be overlooked.
Overall, It Takes Two is a must-play for anyone remotely interested in co-op games. The story, characters, and writing are both awful and rote, but the gameplay is why you will stay. The visuals are incredibly charming and imaginative, and the combat requires each player to assist each other at every single turn and puzzle. Combat is too simple and chaotic to be very fun or engaging, but there’s not a lot of it. The game is a pretty decent length, clocking in at 8 hours or so.
The idea of robots taking over humans has been an age-long discussion, but what if they were designed to help us instead, no matter the cost? That’s the idea that The Fall presents to players. You play as a pilot who has crash-landed on a planet, but the AI known as A.R.I.D. (autonomous robotic interface device) activates and uses an advanced smart suit to essentially control the pilot’s body while searching for medical attention. The pilot lands on a derelict planet run by an AI called the Caretaker, who is examining and studying ARID for unknown reasons. Excellent writing and voice acting bring the story to life, despite its short length. There is not a single wasted line of dialogue or moment. This is an incredible premise and idea that I want to see more of. The Fall is a Metroidvania-lite, but with its own identity. The genre has seen little of this type of game today, especially with the explosion of indie games being produced.
Despite its simplicity, the game boasts a surprisingly complex control layout. You can walk around in a 2D plane, but jumping and combat are limited. You must use the flashlight on your pistol or light the path ahead, as the game is very dark and is mostly underground. When you shine your light over objects, a context piece of text will appear describing it or allowing you to interact with it. The majority of the game is puzzle-based, relying on an inventory system to combine and interact with the right object. The Caretaker’s testing center is the longest section of the game. Many puzzles are actually quite fun and clever, but a few can take a weird obtuse angle and make little sense in terms of how they are solved.
Combat in The Fall is crunchy and powerful but very limited. Other androids will attempt to attack you, but their actions are very limited and occur only during scripted events. You can hide behind cover and pop out to deliver a headshot. You must switch to the laser sight for better accuracy. You can sneak up behind enemies to kill them, or you can advance on them while they take cover. The shots are impactful and crunchy. The combat doesn’t overstay its welcome and is used at the right times. Of course, you can’t use your gun for the first third of the game, as abilities need to be unlocked, such as faster fire rates, the gun itself, and other suit abilities.
The game is tedious because it has a lot of backtracking, so you’ll often go from one end of a level to the other. I understand that this is part of a Metroidvania, but you aren’t going back to a level once you are upgraded and can access new parts of a level. You often find yourself running back and forth to collect parts of a puzzle, hoping you have the correct piece, only to discover that you either don’t or that it belongs to another puzzle located elsewhere. It’s not game-breaking, but it does get old pretty quickly. Once you have read all the text and discovered every part of the level, the adventure part of the game kind of disappears, and all that’s left is the tedious process of solving puzzles and running around.
The atmosphere and graphics are fantastic even today. The game has a surreal feeling of almost transporting you to the world thanks to its great sound design and visuals. While there is a lot going on in the foreground, most of the atmospheric stuff comes from what’s happening in the background. A lot of the background stuff can give you a visual cue as to what’s going on just from one glance. You can see a massive cave and the exterior of a spaceship through the windows, among other things. The few occasions where there is spoken dialogue are excellent, and the excellent writing keeps you captivated with every word.
Overall, The Fall is a fantastic atmospheric Metroidvania-lite that features great writing and tense gameplay, including gun sections that do not overstay their welcome. ARID is a wonderful character despite being a programmed robot, and the ending of the game is well worth your time. This game was one of the few indie titles that contributed to the “indie revolution” of the early 2010s and played a significant role in establishing the Wii U eShop as a prominent platform for indie games.
There’s been an ever-increasing discourse between the people and corporate America. American Arcadia takes the worst of the present and shows us the ugly side of being slaves to mega corporations. With clear inspiration from The Truman Show and Walt Disney’s vision of “The World of Tomorrow” and his original vision of Disney EPCOT, American Arcadia is a dystopian trip down 70’s lane with fantastic voice acting, a riveting story, and excellent pacing.
You play as two main protagonists. Trevor Hills and Angela Solano. The game has two perspectives. Trevor’s gameplay is a 2D side-scrolling platformer similar to games like Limbo and Inside, and Angela’s more puzzle-heavy first-person sections have inspiration from 70s spy movies, not too dissimilar from No One Lives Forever, but without any shooting. Angela is a stage tech for the corporation Walton Media (clearly a dig at the Walt Disney Company) who ends up being recruited by an activist group called Breakout, and you end up helping Trevor escape where he lives while trying to shut down the corporation. The game’s pacing is fantastic. The game consistently presents fresh scenarios, never growing stale or monotonous. The story continuously moves and evolves as you play, with events unfolding for each character while you control the other. Many times there will be cool split-screen sections in which you need to do tasks with Angela while controlling Trevor on her monitor. I don’t want to give away too much plot to have the explanation make more sense, but it’s really cool and well done.
Trevor and Angela are likeable characters, and while not super original, they leave an impact, including on the villains. There are sections of the game that teach you organically about the world of American Arcadia, including the lives of Angela and Trevor. Trevor’s sections are full of fast-paced platforming and push puzzles. These are not super complicated, but they are fun and help break up the chase scenes. Angela’s sections include quite a few puzzle types, from sliding puzzles and quizzes to some that are completely unique. This includes mostly hacking things to help Trevor get through areas. This was one of my favorite gameplay ideas. You can press a button to enter the camera mode. The feature changes the perspective of Trevor’s sections, and you must manipulate electronics around him to get past guards and obstacles. Every single scene gives you something new. I can’t state that enough. There were a couple of frustrating sections in which I realized I was analyzing the scene wrong. I made mistakes such as jumping onto the incorrect platform and running in the incorrect direction. Nothing was ever so annoying that I wanted to quit playing. I do think the game should have given a couple of hints if you keep doing the same thing over and over and dying, but again, it’s not a big deal.
Visually, the game has a fantastic sense of style. Inside of Arcadia, the world is stuck in the 70s. There are a lot of panning vistas of cool interior designs while Angela is in the present day, and it’s all less captivating to look at. I’m not a fan of the character designs. They are very blocky with no noses. It’s a bit off-putting, but the rest of the game looks excellent. I feel the biggest issue is that the game is too short. Depending on how much you struggle with the larger puzzles, you can finish the game in about 4-5 hours. While the entire game is explained well and feels like nothing is left out, I wanted to know more about Angela’s childhood and backstory, as we get to know mostly about Walton Media and Trevor.
As it stands, American Arcadia is one of the best games in this category. With constantly evolving gameplay ideas, fantastic voice acting, a riveting story with twists and turns, and a delightful art style, there’s not much you can’t like. Going between Trevor’s 2D sections and Angela’s first-person sections is a lot of fun, and you never know what’s coming next.
South Park has had a reputation of having terrible games in its repertoire. In fact, South Park on the N64 is considered one of the worst games ever made. The studio redeemed itself with The Stick of Truth in 2014 and delivered a fun turn-based RPG that kept the look and humor of the shows. Critics praised it for evoking the experience of playing an actual show. The Fractured But Whole carries on this tradition, introducing a fresh narrative and featuring the character of the New Kid, also known as Butthole or Butt Lord. Sadly, the game feels more like an expansion on the first game rather than an entirely new game. We get the same South Park map, nearly the same locales and shops, and the gameplay is mostly unchanged. The studio didn’t do much to address many of the concerns from the original, either.
You start out by creating your hero to look like a South Park character. You are a voiceless protagonist again, but I wish I could actually play as one of the main characters here. Once the plot is dished out, you can go explore South Park. Unfortunately, the map remains largely unchanged. Until you acquire different fart powers, various areas remain blocked. Your primary superpower is the ability to produce potent farts that have the capacity to alter the course of time and space. You eventually acquire various abilities that allow you to reach higher places by using small fans. You can use Captain Diabetes to knock over objects with green bases. You can unlock the electric door by having Butters…shove a hamster up your butt and then fart it out, which will short out the circuit. You couldn’t make this stuff up if you tried. You also have the power to have Toolshed shove a hose up your butt to act as an air compressor to blow debris away. Usually this is in the form of the lava Lego bricks that block paths early in the game. Exploration is mostly for finding crafting parts, which are hidden in various objects with gold handles or lids. You can also go around collecting Yaoi posters or find Big Gay Al’s hidden cats with pink scarves.
Exploration can be fun early on, as there are many areas to unlock, and you will always wonder how to get to certain spots. Once you get towards the end of the game, the entire town will be accessible. There are various vending machines that allow you to buy costume parts, artifacts, consumables, and crafting parts. You also have a social media presence on Coonstagram, so you can walk around and take photos with South Park characters to increase your following. This mainly just allows you to complete your character sheet. Mastery in various areas will unlock some rewards. Certain characters won’t take photos with you until you meet certain criteria, like finishing a side quest or main mission. There are also toilets you can poop in to play a mini-game. Honestly, all of these things are superficial and don’t really add substance to the exploration, but it’s better than nothing.
This game primarily focuses on combat, dividing each area into squares. Each character has different attacks that can reach certain grids based on what kind of attack it is. Some attacks move in specific lines, such as Toolshed’s drill attack, which is diagonal in both directions. Certain attacks have the ability to knock enemies back, which can result in additional damage if an enemy is standing behind them. Certain attacks have the ability to penetrate through enemies, while others require you to be in close proximity to them. To be honest, I don’t think the attacks are well balanced. There are three different power attributes: brain, brawn, and spunk. There are several superhero classes, including assassins, brawlers, plantmancers, and psychics. These are generic classes, and you can pick and choose abilities after selecting your class. Each class also possesses an ultimate ability. This ability is a yellow bar that builds up when hit, and when you are hit, you can press a button in time to give yourself a small health boost and advance the ultimate meter further. The ultimate meter is essential to winning longer and tougher battles.
Like in the previous game, there are positive and negative status effects. Bleeding, gross out (poison), attack and defense up or down, but positive status effects take a back seat over negative. There aren’t many abilities that give you positive effects. This illustrates my point about the powers being poorly balanced. There are very few healing abilities, and most of them feel useless. It is rare to find abilities that can heal your entire team, as healing individual characters becomes challenging when there are four or more characters on screen. There are consumables you can use for this, but items that give you more health as you go on are pricier and harder to come by, just like any RPG. You at least fully heal after each battle, and effects don’t carry forward. I found the attack patterns to be mostly annoying and attributed them to the balance issue. A lot of damaging attacks require you to be in front of or in line with the enemy. I wish there were more abilities that allowed you to attack from a longer distance. Some abilities feel useless when the grid layout just doesn’t work in your favor. I feel the grid needs to be wider so more characters can get in direct contact with the enemies. It’s not always a problem, but if you balance your abilities and party, you can avoid this, mostly. You can complete side quests to unlock summons, which are craftable items that can heal or do damage to the entire grid.
I also discovered that the story mode primarily focuses on boss rushes in the last half. You will run into various groups in the show, such as the Raisins, Rednecks, Ninjas, Sixth Graders, and so on. Each group has certain abilities you need to remember, and you need to pick the right party members to counter them. Some enemies will have attacks that require a countdown before they can be executed and cause splash damage. Some enemies are incredibly powerful and can swarm you. I appreciated the variety of bosses with different win conditions, such as escaping or pushing enemies toward the boss, as that is the only way to deplete its health. The biggest gripe I have about the combat is how slow it is. There are many funny quips and one-liners from every character, but the turn won’t start until they finish their line. You can’t speed up battle in any way, and ultimate animations aren’t skippable. Thankfully, a lot of the smaller battles that are around town don’t respawn, but you need to do side quests and fight everyone you can to get a high enough rank.
This game is equipment and rank-based, and you don’t acquire levels. Each rank unlocks an artifact slot, and your artifact rank determines how powerful you are. By the end of the game, you will need to be ranked at 800 or higher to fight anything. Each mission has a rank level next to it that must be met, or you will quickly die. You can obtain artifacts by fighting bosses, scrounging around, or crafting them once you find the recipes. You must fight as much as you can to increase your rank to unlock new slots. It’s really annoying how restrictive the game is, but thankfully I didn’t run into not being ranked up enough, as I did do most of the side quests and fought everyone I could see. Different artifacts will increase their stats based on the build you have. Costumes are cosmetic only.
As the story progresses, the game feels dragged out. I feel there are many battles that are just there for fan service and don’t actually add to anything. The story is also similar to The Stick of Truth in that it’s nothing special and just feels like a typical South Park episode. That’s fine and all, but for a game, I wanted something a bit grander and more original. The game’s story relies too much on fan service and rehashing old story arcs from the TV show. Overall, The Fractured But Whole is a delightful superhero take on the formula but doesn’t do enough to advance the series or change much. If you didn’t like the last game, then this one won’t change your mind at all.
Yep! The fact that I forgot about this game until you made a comment proves that.