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Raji: An Ancient Epic

Posted by BinaryMessiah on 11/23/2020
Posted in: Microsoft Consoles, Nintendo Consoles, PC Reviews, PlayStation 4, Sony Consoles, Steam Deck Playable, Steam Deck Verification, Switch, Xbox One. Leave a comment

Publisher: Super.com

Developer: Nodding Heads Games

Release Date: 08/18/2020


Available On


Small indie games can usually have better content than large AAA budget games these days due to their smaller scope and lower financial risk. Some of these games still rarely stand out and become huge, massive success stories. Raji is a game I wish could become a success story that blows up like Journey, Braid, Limbo, or Inside, but it feels like it’s missing something to bring it to that level. For starters, the story is rather dull and uninteresting and mostly focuses on teaching the player about Asian-Indian mythology. You play Raji, who is determined to rescue her brother, Golu, from an evil demon. The story mostly focuses on mythology, but Raji and Golu aren’t very exciting characters. They feel very one-note.

The game’s main focus is combat and platforming. Combat is surprisingly deep, with acrobatics and various moves that make it feel like Prince of Persia. Raji can do backflips off walls and pole spins, and each of the three weapons you acquire has a special attack: light and heavy. You start out with a staff, and this weapon is great for reaching; the second weapon is a bow; and the third is a sword, whip, and shield. You will end up switching weapons based on which enemies you are fighting. The enemy designs represent Asian-Indian mythology, look cool, and are a challenge to fight. The game might seem easy at first, but there were sections where I did it numerous times, and the boss fights are a great deal more difficult as well. However, there are difficulty spikes throughout the game. You will breeze through a few fights and then keep dying on just one that either has an unfair amount of enemies or multiple waves. You can heal by doing finishing moves, but that’s the only way in combat.

You can acquire skill points to add various elements that can damage enemies passively. These are mostly hidden in the game and require venturing off on different paths, but I didn’t make too much of an effort as the game is so short with only three large levels. Platforming is actually the most enjoyable part of the game, but the game focuses more on combat. While combat looks good and controls well, it just doesn’t have that oomph that other games like this have, like Prince of Persia or even God of War. It feels like there’s no response from enemies when you hit them; there’s no weight to her movements. There’s momentum, but no feeling behind her, which I feel would have taken the already detailed combat one step further. Platforming works well with wall runs, double jumps, shimmying, and hopping across poles.

The game adds puzzles, if you can call them that, as they aren’t really puzzles. You have to spin things to match them up, but it’s not like a typical puzzle. You can just rotate the rings until everything matches up. No puzzles here, really. This is probably the weakest part of the game, including the areas in level two where you have to throw out lilypads in the water to hop across. What’s the point? This doesn’t add a challenge to the game but just feels like a useless element that takes focus away from something else. At least the game looks amazing, with epic vistas, good lighting effects, and lots of detail. It’s clear that a lot of care went into the game, but it needed more time for some polishing. I even ran into some game-breaking bugs with enemies disappearing or not appearing and getting stuck on ledges.

Overall, Raji is a great action platformer that has some faults. It focuses too much on mythology and less on our heroine; combat controls well and looks fancy, but has no weight or feeling behind it; and platforming is the best part because it is focused on less over combat. The puzzles aren’t even puzzles, and the overall experience is only a few hours long. I haven’t played an indie game quite this fun in ages, and even with huge difficulty spikes, the game has a lot to offer.

Reviewed On

Xbox One S Controller


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Pumpkin Jack

Posted by BinaryMessiah on 11/22/2020
Posted in: Microsoft Consoles, Nintendo Consoles, PC Reviews, PlayStation 4, Sony Consoles, Steam Deck Verification, Steam Deck Verified, Switch, Xbox One. Leave a comment

Publisher: Headup Games

Developer: Nicolas Meyssonnier

Release Date: 10/23/2020


Available On


Small indie platformers are something I like paying attention to. Pumpkin Jack caught my eye as it looks and feels like a PS2-era platformer that would have fit in at that time, but has more polished gameplay than most did in that same time period. You play as a demon named Jack, who is sent by the Devil to stop an evil wizard from taking over the world. It’s a very paper-thin story, but the game is so short that anything else couldn’t really flourish. This is also akin to PS2-era platformers, as most of their stories were pretty basic and uninteresting due to their length and budgets. You have a crow companion that spews hints and dialog at you, but that’s it story-wise. The cinematics are nice, and the presentation of the story is fantastic, but the content is really lacking.

This goes for most of the game, honestly. While what is here is really solid, it’s very elementary and basic. Combat consists of one button mashing over and over with an aerial attack. You can send your crow out for a quick hit from afar, but the main attraction is the various weapons you acquire at the end of each level. Ranging from shovels, scythes, magic orbs, and a shotgun, The arsenal is quite fun and keeps things mixed up, and so do the enemies. The enemies are well designed and have one of the strongest points in the game. While you can button mash, you must also dodge, as dying is quick if you aren’t on top of your moves. Some enemies require being stunned first, some will spawn until you destroy their spawn point, some are strong, some are weak, and each enemy needs a certain approach to them.

The main focus outside of combat is platforming. You will be pressing the jump button at least once every 2–3 seconds without a break. There is tons of platforming that can get a bit tricky, but the momentum and physics of Jack feel just right, and the double jump helps quite a bit too. This would be a pretty monotonous game if there were just platforming and one-button combat. To break this up, there are some mini-games you can play with only Jack’s head that have you doing Simon Says, guiding bombs, memory games, etc. There are also on-rails sections in each level that require dodging and shooting down enemies. It’s quite fun, but you realize there is a formula in each level, and while these are different, such as riding in a minecart versus being carried by a giant bird, they are essentially the same mini-games with different skins. At least the amount you do is varied, with some levels having a lot and some having only a couple.

The only thing you collect in the game are crow skulls used to unlock costumes, which feels pointless as the game is about 4 hours long and there’s no replay value. You see everything the game has in the first playthrough, and due to its repetition and overall basic gameplay, I have no desire to go back through. It’s fun while it lasts and can offer a decent challenge, but it’s very formulaic when you step back and look at the game as a whole. The level design is great with various spooky themes like mines, graveyards, swamps, forests, and a neat Christmas level, but again, this is a PS2-era designed game with 2020 flair. The boss fights are probably the most unique things in the game, but I can say if this game came out 15 years ago, it would have been a smash hit.

The visuals are also very dated, looking a couple of generations old, despite using DirectX 12 and even having ray-tracing and DLSS support. The textures are just muddy and low-resolution, and they’re meant to look like an older platformer. The game had a low budget, but it still needs mentioning. However, with the tight controls, great platforming, decent challenge, and unique enemies and bosses, the game is just good enough to recommend a one-time playthrough. The story is thin and uninteresting; the combat is simple, but there are five different weapons to use; the level design is interesting; and there’s an actual challenge.

Reviewed On

Xbox One S Controller


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Doom Eternal: The Ancient Gods Part 1

Posted by BinaryMessiah on 11/18/2020
Posted in: Microsoft Consoles, Nintendo Consoles, PC Reviews, PlayStation 4, Sony Consoles, Switch, Xbox One. Leave a comment

Publisher: Bethesda Softworks

Developer: id Software

Release Date: 10/20/2020


Available On


At the end of Doom Eternal, I was left with a bit of disappointment. Too many things were forced into the game, and it got tiresome towards the end. New enemies were uninteresting and slowed the pace down some—too much platforming—and the difficulty was all over the place, no matter what difficulty setting you were on. The Ancient Gods, sadly, exacerbate this by adding a new enemy that, once again, slows the pace down and is just an excuse to use a certain weapon mod. There are no new weapons, just three newish levels. I say newish as the third level, The Holt, is a recycled Urdak level. It’s boring and uninteresting, yet the first level, UAC Atlantic, is just a giant science center in the ocean. The Swamps, the second level, were the most interesting of the three, but they aren’t amazing overall.

The story takes place right after the ending of Eternal, with Doomguy trying to kill the one true Seraphim God to end all demons. It’s mostly just dialog over intercom here and there and just barely advances the already silly Doom Eternal story. Outside of a few codex pages, there’s not much else to the story here. In fact, there are even fewer secrets to find. There are just 1ups, BFG ammo, and codex pages, and there are six gore nests and three slayer gates. The Gates will give you an extra perk that has been added, which isn’t very useful, and the Gore Nests reward new Slayer skins. That’s pretty much it for secrets, but the levels are very long and incredibly difficult. Combat arenas are tougher and longer, and I died numerous times in each level, even on the lowest difficulty. This is my biggest issue with Doom Eternal. Doom 2016’s areas felt hand-tailored, but Eternal’s felt randomized. Even the final boss is insanely difficult, with too much jumping and worrying about obstacles rather than just shooting.

The Ancient Gods feel more like stuff from the cutting room floor than an actual expansion. There’s almost nothing new here outside of 2.5 new levels, a few perks, and two irritating enemies. Yes, like Maurader and Maykyr Drone, these enemies just slow the pace down. We get another Maykr drone that has a shield and is only vulnerable when it’s down, and then there are the spirits. These possess demons and make them stronger, and the only way to kill them is to use the microwave beam or kill all the enemies in the area so it disappears. Super annoying, not any fun at all, and just slows things down. I would have liked to see a new weapon or an actual demon.

Overall, The Ancient Gods is still fast-paced and fun in Eternal Combat, but it’s just not enough new to be considered anything more than some lost levels. Fewer secrets, new annoying enemies, insanely pumped-up difficulty, longer and less interesting levels, and only three new perks. It’s still plenty of fun, and if you finished Eternal early on, then this will give you a few hours of mayhem to get another taste, but it’s nothing to write home about.

Reviewed On

Keyboard & Mouse


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Samsung Galaxy Note20 Ultra 5G

Posted by BinaryMessiah on 11/15/2020
Posted in: Android, Hardware, Mobile Reviews. Leave a comment

Smart phones have hit a plateau in the last five or six years, if you haven’t noticed. We went from huge leaps and bounds in software and hardware to arguing over megapixels, keyholes, and camera bumps. Phones have gotten to a point where even lower-end phones are no longer slow and can pretty much do whatever you need. The gap between a premium phone and a low-end phone is shrinking, and it’s getting harder to justify the huge price hike in premium flagship phones because of this. Samsung is one of the largest perpetrators of this issue. The Note series was their bread and butter, was easily miles ahead of the iPhone and many other popular phones, and continued to innovate with every iteration. Once the Note 8 was released, I was pretty much over it all. I switched to OnePlus and never really looked back, as it offered most of what Samsung could for over half the price.

What made me want to go back? Especially since Note phones run over $1,200 these days. The Note series has evolved enough since the Note 8 to catch my eye. The phone may not be super special to anyone who upgrades yearly, but for a jump from three generations ago, it’s a beautiful piece of hardware. The evolution of the note is still subtle, but in many ways. From the pretty much edgeless display to the return of an aluminum back and expandable storage, The series feels like it went back to its roots compared to older generations. Outside of lightning-fast response times and fantastic game performance, those are a given. I came back for the little things.

The unboxing is rather humble and minimal. Just a plain box with the S-Pen on the front and a big N20. It’s screaming, “Yeah, we don’t need to say much.” Just a charger and a phone without all those crazy adapters that the Note phones started getting since the Note 7. When you pick up the phone, the first thing you notice is a huge camera bump. Like, holy hell, this thing has grown! These things are getting so big and silly, but it doesn’t detract from the phone’s looks. The series finally feels premium again. Glass doesn’t make a phone feel premium; it makes it feel delicate and fragile. I never liked glass-backed phones, and I’m glad aluminum is back in. The brushed bronze color is gorgeous, and it continues on the top and bottom, with only the front being glass like it used to be since the Note 4. There’s also a lack of a headphone jack, but loo, it’s over. Headphone jacks are bulky, and you’re fighting for room inside the phones. You also can’t make a phone thinner than 3.5mm if you keep this.

The software is a rather familiar experience, but I jumped off the Samsung train before the Galaxy One UI ecosystem was created. It feels familiar but very evolved, and there are subtle things I like. The Note20 has some of the most in-depth options for a phone I’ve ever seen, and it’s incredibly customizable down to its features. The S-Pen is pretty much the same, but has minor changes, the biggest of which is an internal battery and being able to use it for air gestures away from the phone. The phone also has lost its weird quirkiness of slowing down over time and being sluggish, which was the main problem I always had with Samsung phones, but it seems the 12GB for much faster processing has helped that.

Gaming on the phone is amazing, and it will run any game out there with no issues. Using various controllers and clips of your favorite configuration as well as emulating systems like the GameCube worked really well with not many issues outside of just typical emulator compatibility issues. The phone does get hot, but Samsung’s Game Launcher has evolved to allow performance plugins to monitor framerate, temperature, and CPU and GPU utilization. It’s great that Samsung has embraced the hardware demographic, as these are the phones power users reach for.

I do have to talk about the S-Pen and its functionality. This is a gimmick for anyone who doesn’t need to write notes or do art. My previous job found this phone useful as I was always needing to take notes on the fly, but the various software added feels more and more like there’s less of a reason to use the pen. AR Gestures, Live Messages, and various other apps like these are pure fun and gimmicky, and there’s no reason why Samsung hasn’t really advanced the Pen’s software suite much in almost a decade. The air gestures are great for presentations or something, but unless you actually need a pen on your phone, you probably will never use them outside of satisfyingly clicking the pen in and out. I love the S-Pen, and there’s no other phone like it on the market that has something like this.

Overall, Samsung has created the most premium Android ecosystem on the market, and the Note 20 reigns supreme. With a 108MP camera, themes, an always-on display, tons of battery-saving measures and options, the best OLED phone display on the market, Dolby Atmos speakers, a 120Hz refresh rate, a true edge-to-edge display, and the return of the aluminum back, the Note20 feels like it has returned from a long run of being a copycat instead of staying true to form.

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Doom Eternal

Posted by BinaryMessiah on 10/27/2020
Posted in: Microsoft Consoles, Nintendo Consoles, PC Reviews, PlayStation 4, Sony Consoles, Steam Deck Verification, Steam Deck Verified, Switch, Xbox One. Leave a comment

Publisher: Bethesda Softworks

Developer: id Software

Release Date: 03/19/2020


Available On


Doom (2016) helped resurrect the aging and dying franchise. Doom 3 was scary and atmospheric but lost the fast-paced action of the original games. Doom bought this back in 2016 with a rocking soundtrack, fantastic visuals, fast-paced shooting, and what felt like Doom brought into the future, it was nearly perfect. Eternal follows in the footsteps of Doom 2016 by trying to expand the lore, story, and combat altogether. It does a great job doing this, but it does bring about some problems that didn’t exist in the first game.

You are still Doomguy, or the Doomslayer, trying to stop Hell from invading Earth. ID Software did a great job expanding the lore via a codex that has some interesting reads on the backstory of the Doomslayer, his origins, and what the world is that he’s trying to save and destroy. The locations are more varied this time around, with more back and forth between Hell and a mix thereof. Combat is basically the same as the demons you encounter, minus a few additions. A new shoulder blaster has been added that can shoot fire or ice bombs as well as a flame. I feel this was probably the most useless addition, as it’s one more thing to remember while you’re furiously trying to kill enemies. The ice bomb can freeze a group of enemies if you’re backed into a corner, and the firebomb does a decent amount of splash damage. The flamethrower, though—what was the point? On the other hand, you have a new super punch ability that can be used to knock out some demons’ armor and open walls for secrets. You also get a new dash ability, which is used for platforming.

That’s another thing that’s been added: more platforming. You can wall climb on some surfaces, and jumping from platform to platform works well enough but feels wholly unnecessary. Secrets consist of numerous items, from songs to unlock to play in the Fortress of Doom, codex pages, toys, and an all-new upgrade system for the Praetor Suit and weapons. Weapons get two mods each and can then be upgraded with weapon runes. There is also a mastery upgrade that requires certain requirements to be met, or you can skip the challenge with a mastery token. You can also upgrade your health, armor, and ammo with certain passive benefits. There’s a lot of upgrading and acquiring, and I feel this is an excuse to make the game feel artificially expanded. I preferred the simpler game of Doom 2016 with regular upgrades. I feel Eternal is doing too much for a game that’s supposed to be very simple. I also feel the new reboot series has run its course at this point. There’s not much else the game can do, really.

The combat itself feels fine and is incredibly challenging and mostly unbalanced towards the last few levels. There are 14 missions, so it’s much longer than the last game, running about 10–15 hours if you explore every nook and cranny. I found exploring for secrets quite enjoyable and fun, as everything is on the map and you just need to figure out how to get there. There are also combat challenges such as timed gore nests and crucible challenges that give you keys to unlock a hidden weapon. You can find sentinel batteries to unlock rooms in the Fortress of Doom, which is the new hub area that also has upgrade items locked away. It’s fine enough—a pain to navigate, but an interesting idea. I again feel that Eternal strays a little too far from the traditional Doom path in favor of more modern methods to make the game feel bigger and expanded, when in essence most people come to Doom for the visuals, gore, fast-paced shooting, and interesting levels.

Speaking of levels, the game does overstay its welcome around mission 10 and feels like it just drags as you chase the final boss around. Not only are they incredibly difficult and almost unfair, but the levels end up being repeats of previous levels, and the Urdak level is boring to look at. I do like the first 8–10 areas, as they are interesting to look at with demonic imagery, gore, and just overall interesting atmospheres. The demons are great to look at and fun to shoot and tear apart. The quick-time event animations are much faster this time around and more varied. Each demon has its own set of front, aerial, and rear animations. Blue for health and orange for more ammo. You also have your chainsaw with three fuel cans to get yourself a large number of orbs, but this is also one of my gripes with the game. You have to rely more on using the chainsaw to acquire ammo and health from enemies than you do on picking them up around you. Instead of giving us larger ammo capacities, you have to constantly scrounge for ammo, and it drives me insane. I understand you run out of ammo sometimes in Doom, but every 5 minutes? I would die sometimes because I ran out of ammo and chainsaw fuel, so what do you do then? Use your super punch and hopefully have a weaker demon around for a scrap of ammo. This focus on ammo scrounging really needs to shift in the next game.

The multiplayer in Eternal is much better than Doom 2016, as PvP is out the window this time in favor of demons vs. the Slayer. Two demons and AI bots versus one slayer is kind of fun at first, but after about 3–4 hours in these modes, I was over it. It just doesn’t hold my interest like Unreal Tournament or Quake’s Deathmatches did. Doom was never really well known for multiplayer, and while it’s much better here, I wish it would just focus on single-player only. Overall, what we get is a great sequel to Doom 2016 with fantastic visuals, a rocking soundtrack, great weapons to shoot and demons to kill, and just amazing fast-paced shooting. The last few levels are boring and overly difficult, and the added stuff to combat feels like filler and fluff to pad a game that was already great.

Reviewed On

Keyboard & Mouse


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Mafia: Definitive Edition

Posted by BinaryMessiah on 10/19/2020
Posted in: Microsoft Consoles, PC Reviews, PlayStation 4, Sony Consoles, Steam Deck Playable, Steam Deck Verification, Xbox One. Leave a comment

Publisher: 2K Games

Developer: Hangar 13

Release Date: 05/19/2020


Available On


I remember Mafia back in the early days of the PS2 era. I also remember not really understanding it because I was 12 years old and probably shouldn’t have been playing a Mafia game. I also remember the game being as hard as nails, but that’s about it. 18 years later, Mafia is a classic and a surprising choice for a full-on remake. The game takes you through a story of the 1930s mafia motif as you follow Don Salieri’s family and, particularly, the story of Tommy Angelo. A simple cab driver just happens to be in the right, or wrong, place at the right time and gets inducted into the family. You and your pals Sam and Paulie go through the ebb and flow of a Don losing turf in a fantastical Chicago, Lost Heaven, and trying to gain the turf back from a rival mafia family.

The story and characters are the best part of the game and, honestly, the only reason to stick around. While the game looks and feels like 2020, it’s still structured like 2002. You see a cut scene, play out a mission, and that repeats about 15 times. The missions are at least somewhat varied, from running on foot to long shootouts to being a getaway driver. Sometimes there’s stealth involved with sabotage, espionage, and subterfuge. I was entertained throughout the entire game, but I kept feeling like I was playing an old game with a new coat of pain. While the controls work, the animations are fine, and the cover shooting is awesome, it just feels like an older game in the way it’s structured. I also felt the large open world of Lost Heaven was wasted, as the game is linear in design despite this open city. There are zero side missions or activities to complete, and the open city just acts as a living, breathing hub for you to drive around in during missions. It’s honestly a huge waste, as side missions could have been added in.

When it comes to driving, the game feels great. There are simulation and arcade modes with automatic and manual transmissions, and you also must drive on the road and follow the rules or get pulled over and cited. This was a super awesome concept back in 2002, but today it feels pointless as you can speed if you don’t see a blue blip on your map nearby. Until I understood that I got pulled over only twice early on and used my speed limiter, Once you figure all of this out, the whole “traffic law simulation” gimmick is completely out the window. You can get wanted rating stars and lose the cops like in any open-world crime game as well, but that’s literally it for the world. Shooting feels fine with a decent cover system, and peeking over and blind fire all work well, but the shooting feels loose and ancient. It has this wonky feel to it that I can’t quite put my finger on, but it still retains the stench of a 2002 third-person shooter, and while not game-breaking by any means, it’s still noticeable and just feels a bit off. The PS2-era difficulty spikes are also present, as more than a few shots will kill you. You can find pills laying around sometimes, but overall, you have to use the cover and play whack-a-mole or you will die fast.

My biggest gripe is these difficulty spikes. I will play a few fun missions, and then I get thrown into a huge shootout level with wave after wave of enemies, and I will die numerous times. The same goes for overly long chase scenes. One crash, and I would lose my chase and have to start all over again. This is more of that 2002 stench that just lingers in the air around all the 2020 glitz and glamour. Sneaking is fine as well, as you can perform takedown moves, and those missions weren’t insanely long and the levels were easy to navigate. This simple mission structure is also a piece of 2002 that Hanger 13 just couldn’t shake. I would have loved a whole new shooting system and some more stuff to do in Lost Heaven. See, the issue here lies in absolutely zero reasons to go back. There’s a “free ride” mode, but you just drive around doing nothing in the city. Again, that was fun and exciting in 2002, but today it’s a snooze fest.

Overall, the visuals are fantastic, with great lighting effects, animations, and terrific voice acting. Lost Heaven looks like a living, breathing world, but you’re just shuffled from mission to mission, unfolding a well-written story with likable characters, only to have zero reason to go back afterward. With nothing to do inside the open world and having silly collectibles distract you from mission objectives, as well as lingering issues from the original game, there’s just too much 2002 mixing with the 2020 stuff that makes things connect weird. It’s a fun ride the first time around, but after that, there’s no reason to revisit.

Reviewed On

Keyboard & Mouse


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Mirror’s Edge Catalyst

Posted by BinaryMessiah on 10/15/2020
Posted in: Microsoft Consoles, PC Reviews, PlayStation 4, Sony Consoles, Steam Deck Playable, Steam Deck Verification, Xbox One. Leave a comment

Publisher: Electronic Arts

Developer: EA DICE

Release Date: 06/07/2016


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Mirror’s Edge is actually one of my favorite games of all time. It didn’t sell well, hence the near-decade hiatus, and a lot of gamers just didn’t get the game. It also had a lot of flaws, such as linear-level design, a paper-thin story, and awful combat. While Catalyst improves upon a lot of weaknesses from the first game, it also never addresses some as well. EA DICE really tried pushing the story further by showing us more of Faith’s past and how she’s tied to the KrugerSec conglomerate that’s brainwashing the entire country. Faith, along with the help of friends, must stop this evil police state and try to free the people. While this is good and all, the problem is that the world itself is sterile and boring, as are the characters. There’s no reason to really care outside of the somewhat entertaining story missions thrown at us. Icarus, Plastic, Noah, and various other characters just feel like cookie-cutter generic fill-ins for something that could be more.

This also goes for learning about the world. The majority of the game is actually filled with side missions, time trial runs, collecting things, and audio recordings. Here’s the problem with all of this: I just do not care one iota to do any of these. I spent a good ten hours trying to complete every mission as I went on, and then I just gave up. I don’t care about this world enough to bother spending more than the 8–10 hours the story missions give me. While the art style is faithful to the original with vibrant reds, blues, whites, and oranges, running around the city on top of glass just isn’t interesting. I’m glad there’s an open world here rather than linear-level design, but if it’s filled with boring filler content, just give me a better linear story mode. I don’t want to hack billboards to put my “ghost” on them for other players to see. I don’t want to create my own run trials for others to play. I have never cared less for an open world than in Catalyst. You pretty much see the entire city during the story missions, but after collecting the 100th chip, the 150th blue orb, and finishing at least two dozen trial runs and side missions, I just stopped caring. There’s no real reward for finishing all of these outside of “drops,” but you get to customize your ghost for players to see online.

Here’s something else to consider. I had this game installed on my PC for four years before finally finishing it. I wanted to complete the game as much as possible, but every time I booted it up and saw the dozens and dozens of icons on the maps and finished a few side missions, I turned it off. I have never had a game installed on my PC for that long without making frequent progress. I had a kid, went through three GPU generations, built two whole PCs, became a nurse, moved states, lost my father, and had a second kid on the way. All that happened between the release and finishing the game. The world is just plain boring, and the story isn’t interesting enough to warrant sticking around for most gamers. I really like Faith, as she’s a well-designed character, but her personality is very one-note, and she feels generic as well.

Let’s talk about what you can actually do in the game. The entire appeal of Mirror’s Edge is the parkour system. The first-person parkour system is a lot of fun and, honestly, the only saving grace for the entire franchise. You can run, jump, slide, double jump, zipline, and propel yourself around the buildings with grace. The new runner’s vision is a must, as this is a red line you follow, and the objects you need to use turn red. While running around and jumping around buildings is exciting, after 15 hours, you grow tired of it sometimes. Only the story missions provide something new to climb on or new environments to be in, as well as scripted events. The controls work for the most part, but it’s the combat that hasn’t improved much and is a real pain. I honestly wish they just nixed combat together for the series. You can do heavy and light attacks, but also while jumping off walls, off ledges onto enemies, and sliding into their legs. If they’re stunned, you can do quick three-hit combos, dodge and kick from behind, and all that jazz. It works, but it’s very frustrating when you confront more than two enemies at a time, and it’s not fun when you aren’t on the move. Most of the time, you can avoid enemies, and only a few instances require me to take them down, but combat isn’t fun at all. The guns are gone in this game, but the combat just feels clunky, heavy, slow, and cumbersome.

That’s pretty much all there is in the game. It looks fantastic as it pushed the Nvidia 10xx series cards to their limits when this game came out, and I remember my GTX 970 couldn’t run the game on Hyper settings at 60FPS. It just looks so good, but again, it is very sterile and boring to actually be in. The main missions provide entertainment for about 8–10 hours, but the extra side stuff is a pointless borefest. The parkour system combined with an open world just isn’t interesting enough to justify spending 50+ hours completing everything. Every area pretty much looks the same, and the characters are boring and generic. I feel the series needs a complete overhaul, if it even gets one. Due to poor sales of this game, we may be seeing the end of Faith. Stay for the story, and then don’t bother after that.

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Keyboard & Mouse


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Far Cry: New Dawn

Posted by BinaryMessiah on 10/13/2020
Posted in: Microsoft Consoles, PC Reviews, PlayStation 4, Sony Consoles, Steam Deck Playable, Steam Deck Verification, Xbox One. Leave a comment

Publisher: Ubisoft

Developer: Ubisoft Montreal

Release Date: 02/15/2019


Available On


One of my biggest problems with Far Cry is that it’s too big. Every Ubisoft open-world game has become so large that it’s boring to explore. I’d rather have a smaller area with more interesting things to do. No longer does a large, open world impress people these days, as it’s nothing new. These games just keep getting larger and larger, but what you do inside has not evolved much. Running around taking out the same outpost 50 times, collecting things, hunting animals, upgrading stuff—it’s just so trite that I just don’t care for it anymore, and Ubisoft is the worst offender out there.

New Dawn is a direct sequel to Far Cry 5, in which you play as a nobody who has come across Hope County in its isolated post-nuclear world of Montana on a train of survivors and gets ambushed by the sisters Lou and Mickey. These are the antagonists of the game, and while they have a great personality and hit that Far Cry villain meter just right, their screen time is cut down to just a few scenes. The entire game is basically Far Cry 5, but more post-apocalyptic this time around. If you played that game, nothing has changed here outside of a new ranking and looting system that is forced upon the player to even progress in the story. It’s something that drove me insane through the entire game, and I always hit a progress wall because I had to stop and grind for material to unlock the next weapon bench level, which then unlocked the next weapon level, but to craft those weapons, I had to grind for different material. I mean, Christ! Do you see what I mean?

The game is broken down into four different levels, with the highest being an Elite rank. The enemies are ranked and are only immune to weapons of that rank as well. This is the stupidest system they could have used to try and make the game more interesting. I can use level two weapons on level three enemies, but I will die and dump tons of ammo into them, and I can’t carry enough even with my full ammo perks. The entire game can really only be played one way, to be honest. The main material to upgrade your main output, prosperity, is ethanol. This is acquired by liberating outposts. Oh jeez, liberating outposts? I wonder where I’ve done that before. Once you liberate the outpost, you get ethanol and a bonus if you don’t set off alarms or aren’t detected. I believe there are about a dozen outposts in the game, but the redundancy doesn’t end there. Once you liberate all the outposts, you need to re-liberate them! Yeah, what?! This is to put that rank system into play and let you take it on with the next level of enemies. Then you get even more ethanol, and the process repeats. You can’t even progress to Chapter 2 without upgrading all the stations at least once, which requires liberating all outposts. You can steal ethanol trucks, but it’s not enough to bother with.

Once you finally progress, you are at least using level two weapons, and I stuck with this for most of the game. However, I hit a wall at the end of the game as I couldn’t finish a mission without elite weapons. To do this, I had to liberate a few outposts, upgrade the station, and then grind for materials to get at least one elite weapon. To do this, I had to do expedition missions that are so boring and annoying, especially without a real co-op partner, to get the circuit boards that are needed for most elite weapons. That wasn’t enough, though! I needed to hunt the elite animal for its skin too! Just…the walls never ended, and it was just one after another after another. In between these walls, there’s really nothing to do outside of collecting materials all over the place. That’s literally it. The game is a borefest outside of the mildly entertaining story mode, as I did enjoy seeing the villains on the screen, including Joseph Seed.

The game map is also just too damn big. It’s smaller than Far Cry 5, but everything is spread so far apart that driving is a must, but I never even bothered flying anywhere as you have to grind to unlock flying vehicles. I feel like all the work I did in Far Cry 5 was reset after playing this game. The entertaining parts of Far Cry 5 are absent, like the arcade mode and the stuntman levels. There are a few side missions here to acquire allies, but they are mostly uninteresting. After I got just enough stuff to finish the game, I felt there was no point in continuing. The entire game is built around grinding to progress in the story, but once that’s done, what’s the point of finding everything? You can unlock perks for stealth kills and various other things that are mostly useless, like faster cooldown on mounted weapons. What’s the point of that? The game relies way too much on this material system to build up everything without it ever meaning anything after the story is finished.

Overall, New Dawn is worse than Far Cry 5, but taking out all the fun and wrapping the game around a grinding material hunting fest and smacking you will progression walls constantly. The map is too large and empty; there aren’t really any modes or things to do outside of looting materials; and the only really entertaining parts of the game don’t get much screen time. This feels like the most useless Far Cry game to date, as if it never existed, anyone would miss it. Even if you did play Far Cry 5, there’s no reason to even play this outside of sheer boredom. The shooting is still solid like always, and the visuals are amazing, but that means nothing when it’s inside of a boring, empty world that forces the player to play the game a certain way and then gives them the finger when the game is completely over.

Reviewed On

Keyboard & Mouse


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I Am Dead

Posted by BinaryMessiah on 10/11/2020
Posted in: Microsoft Consoles, Nintendo Consoles, PC Reviews, PlayStation 4, PlayStation 5, Sony Consoles, Steam Deck Playable, Steam Deck Verification, Switch, Xbox One, Xbox Series X|S. Leave a comment

Publisher: Annapurna Interactive

Developer: Hollow Ponds

Release Date: 10/08/2020


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I Am Dead is a curious object-hunting game about the ghost of a museum curator. That may sound boring on paper, but it’s quite charming, and the mini-stories within are nice enough to keep the game moving along. You discover you have died, of what is unknown, and you can see through objects like a ghost or “slice” objects. This is a game all about a no-clip camera! It’s pretty cool at first, as you can push the camera through an object to see what’s lying or hiding underneath. This is 100% a hidden object game with a larger budget. The goal of the game is to find a spirit that can take over, quieting the island of Shimerston as the volcano is about to erupt. You slowly learn of the island legend and the five main characters you need to try and convince to do the job.

There are five objects to find on each level. You spin around an area with smaller areas to click on, and then the object hunting begins. To know what you are hunting, you click on characters with bubbles, as you will recall their memory, and the main object they are talking about in that memory is what you will hunt. The stories are the most charming part of the game. They are super short but well written, and during these stories, they rotate some sort of weird globe to focus the picture. It’s pointless, but it’s something to do during all the talking. Once you know what object you need to find, you will get a hint if that object is in the area you clicked on by the icon popping up on the screen. It was never too difficult to figure out what the items were, but the optional Grenkins objects are a lot tougher. This is a side puzzle that requires you to rotate a certain object, like a shadow game, so only part of the camera clips through and it looks like the icon. If the Grenkin object is what you clicked on Sparky, your canine companion will bark, so you aren’t aimlessly rotating every object. There are additional, tougher objects to hunt if you can find the secret list. These are tiny objects hidden inside others, such as toys or bugs, and you only get descriptive hints as to what they might be.

To be honest, the game shows you all it can do in the first ten minutes, and outside of hunting for the main items, I collected Grenkins for two levels and stopped. It was just too much to endlessly rotate and hunt objects forever, as the main story was already asking for a lot. If you really love the gameplay mechanics here, then it’s for you, but after so long, I got tired of it and wanted to see the story progress. There is literally nothing else to do in the game outside of object hunting, as that is the sole mechanic. At least the areas are varied, and no single object is the same. You can finish the main story in about 4 hours, but if you collect everything, you might be here for over 10. The visuals are quite charming, with a flat pastel color and low-poly objects. It has a unique look, and each item is surprisingly detailed, both inside and out. There are hundreds of objects to examine, and it’s quite impressive that the developers went through all that effort. The voice acting is also quite good, and it helps seal the aesthetic.

Overall, I Am Dead is a fun object-hunting game for a few hours, but the story, in the end, doesn’t wow you or have a twist ending. It’s pretty predictable, and the extra puzzles aren’t worth your time as there is no reward outside of just doing them. The visuals are charming, and there is a lot of detail put into the objects you examine, but the entire game shows everything it can do in the first ten minutes and never evolves beyond that. If there was something more to this game than just clipping through objects for 4 hours until I found what I needed, I would stay longer, but this game is mostly for object hunting fanatics.

Reviewed On

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Epistory: Typing Chronicles – 5 Years Later

Posted by BinaryMessiah on 10/11/2020
Posted in: Linux, Mac, PC Reviews, Steam Deck Playable, Steam Deck Verification. Leave a comment

Publisher: Fishing Cactus

Developer: Fishing Cactus

Release Date: 09/30/2015

Available On


I absolutely love typing games. Why? Because it’s a skill everyone needs to learn, and it’s a unique way to play a game that you can only do on PC. I remember Mario Typing Tutor back in the ’90s and various programs on the Apple II and original iMac back in the early ’90s in school. Then there was Typing of the Dead and Typing of the Dead: Overkill. These games were so much fun, and there just don’t seem to be enough of them. Epistory is a Zelda-like adventure in which you type for every action. It’s a game unlike any other, and no other typing game does something like this. Rather than an on-rails shooter or just a series of exercises, you go on an adventure, trying to cleanse the land of evil and darkness. The story doesn’t really make much sense, and there’s not really much of one, but it’s the adventure that counts here.

There are also not really any characters to get attached to, as you are the only one. You are a girl riding a three-tailed fox, and whenever you see something flashing, like a log, stone, chest, or anything like that, you press space and enter combat mode, in which you type the words shown above the item. It’s a lot of fun running around gathering chests, increasing your score count, and in the dungeons, solving extra puzzles to collect fragment pieces. While these just unlock art pieces that are mostly meaningless, the game’s adventuring is highly addictive, and the challenge slowly increases as the game goes on. When you see bugs on-screen that slowly crawl towards you, that’s when you can press space and type the words above them to attack them. In the beginning, it’s rather easy and slow-going. Some smaller bugs just have a letter, while larger enemies have larger words. The largest word of them all is actually an optional “arena” with a boss that has something along the lines of a 30-letter word, and it was the hardest arena in the game.

That’s not all, though. You go around collecting four different elements in these dungeons to progress further in the open world. Fire, ice, wind, and electricity. You can switch between each ability by typing the name, such as fire, ice, spark, and wind. These also need to be used in conjunction with strategy, and the game’s arenas throw more and more waves at you. Some enemies can only be hurt with a certain element, and your upgrades can make combat much easier and are essential to even finishing the game. Even if you can type 100 words per minute, you won’t finish the later arenas without upgrading items such as spark, which will burn a word on the adjacent enemy, or fire, which will burn the next word for that same enemy. This is a great strategy for enemies with long words strung together. It lets you type as little as possible, so you can deal with smaller enemies. If there are a lot of small enemies coming at you, Spark will jump around, knocking them out as they only have one or two words each. Wind allows you to blow enemies back, and ice will freeze them in place for a second.

You also need these elements to solve puzzles in dungeons, but not every puzzle requires typing. Some require sliding on ice in a certain pattern to press buttons, and some require deciphering a code in a certain order. The puzzles are mixed up nicely, and the dungeons are all different. One dungeon is full of darkness, and you must type a word above a crystal to light up the area for a few seconds to proceed. Each dungeon was a blast, and the open world was also really fun to explore, with lots of hidden chests and optional arenas. I highly suggest trying to complete the game 100%, as you will have a lot of fun, but the game does have some issues.

For one, the map is terrible, as you can scroll around the map or hover over something to see the description. You can only zoom in on yourself and zoom out all the way. The enemy variety is also atrociously small, as the same bugs repeat throughout the entire game and get old. Like I mentioned earlier, there’s pretty much no story outside of a woman narrating your adventure in broken-up sentences that don’t really add up to much other than feelings of what the girl on the fox might be thinking at that moment. However, I found the visuals to be strikingly gorgeous. Papercraft art similar to Tearaway scatters across the screen with bright, vivid colors and a lot of detail. It’s not something I expected, but the game never got old to look at.

Overall, Epistory has a great typing adventure mechanic that’s highly addictive, with great dungeons, fun puzzles, and challenging arenas. The game looks fantastic with gorgeous papercraft art, but it lacks a story or any characters to care about. The overworld map is also mostly useless and hard to navigate, and there’s no real reward for finding everything outside of Steam achievements. My biggest gripe is the severe lack of variety in enemies that just repeat for 5–6 hours straight over and over. At least the game provides a fun challenge and uses typing in a way that we haven’t seen before.

Reviewed On

Keyboard & Mouse


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    1. Unknown's avatar
      Anonymous on Red Faction – 22 Years Later03/10/2026

      Try multiplayer. A lot of fun !

    2. BinaryMessiah's avatar
      BinaryMessiah on Rengoku II: The Stairway to H.E.A.V.E.N. – 19 Years Later01/25/2026

      Yeah, it's pretty damn awful. Notoriously one of the worst games on the PSP. A 4 was actually being generous.…

    3. Unknown's avatar
      Anonymous on Rengoku II: The Stairway to H.E.A.V.E.N. – 19 Years Later01/24/2026

      No idea about this game, its not that bad its a 6.5 not a 4....

    4. BinaryMessiah's avatar
      BinaryMessiah on Lonewolf12/10/2025

      Yep! The fact that I forgot about this game until you made a comment proves that.

    5. Unknown's avatar
      Anonymous on Lonewolf12/10/2025

      completely forgetable?

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