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Honest opinions from real players. The latest reviews across every game in the catalogue — browse by recency, or dive into a game to read them all and add your own.
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2 Apr 2026

Assassin's Creed Odyssey
Malaka, souring high like Icarus
tl:dr - A staggeringly vast and beautiful open-world ARPG game. Featuring some of the best combat, quests, and characterizations that I have played in a while. "Tell me where they are, or I'll shove my spear so far down your throat you'll be shitting iron at the gates of Hades!" Kassandra/Alexios, Assassin's Creed Odyssey. Bought on a whim after liking the art style and setting, 'Assassin's Creed: Odyssey' really grabbed me by the nuts from the get-go. It was when the opening title screen appeared after I had already been playing for nearly 4 hours that I knew I was in it for the long run. This ridiculously large and lavish action role-playing game was only just beginning, and I was loving every single second of it. I initially started the game playing as Alexios, the male hero of the story. But I quickly got tired of the voice acting, with him seemingly unable to do anything but shout at people. So, a quick restart later and I was following Kassandra on her journey through the, faithfully recreated, but a little smaller, Greek islands. The landscapes change depending on where about you are on the map. The height of the mountain or the city you are visiting have an effect on vista and even after nearly 100 hours in the game it never really gets boring. The main quest line takes you on a journey of self-discovery, telling you more about your family and their history. While the side quests help to fill in some gaps, get you more loot or just act as a little bit of light-hearted distraction. Along the way, you will get to meet a lot of NPC characters, some of which seem more fleshed out than others with decent backstories and quests. With actual relationships with these characters forming over a few hours. Yes, the quests do get a little samey and combat can become a bit repetitive, but nothing stops being fun. You continually want to explore, to find new mythical creatures to slay or to upgrade your hero's various abilities. This game can just go on and on, much like this review! So, what could I say to summarise? This Assassin's Creed game is easy to pick up and put down. A casual arcadey take on what used to be a stealth-em-up open-world. Think of this as the Forza Horizon to the Forza Motorsports! Kill your foes in open combat, or slay them from the shadows, it's your choice with zero repercussions.
Token
10 May 2022

Core Keeper
Is Core Keeper the new King of Base Building?
I discovered Core Keeper through one of the users of this site, he had posted a few images and spoken about it in the discord a few times and I was rather captivated. Created by the talented team over at Swedish developer Pug Storm, Core Keeper is a base-building, resource gathering, survival game that shows an incredible amount of promise. At the time of writing this review, I'm 60 hours in and still have plenty to discover. With plenty more content on the horizon, including new biomes, additional bosses, new recipes, new crafting blueprints, and more automation options, Core Keeper has the potential to be a game that lasts into the hundreds of hours. The familiar loop of mine, level, build, repeat is here in all its glory, but is done in such a way that doesn't get tiring. You begin with the ability to craft simple wooden tools, meaning only the dirt walls around you need to be worried, mining further will see you soon hit clay and stone where your wooden pickaxe simply won't cut it. This is where you need to find your first ore type, often copper, allowing you to craft copper tools and be able to venture further out into the wild - discovering more ore types, foods and more. ——— Original ratings: • Visual Design: 9/10 • Sound Design: 8/10 • Gameplay: 9/10 • Longevity: 9/10 • Fun: 8/10
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26 Mar 2022

Ragnarock
Drumming Into Valhalla
I did not have high hopes for this VR game. I had seen the videos of it on the Oculus Store and felt that it was a rip-off of the old Rock Band games, just with a Viking twist. It is a little bit of a copy, but who cares when you have such a great soundtrack combined with a longboat full of Vikings to command. ——— Original ratings: • Visual Design: 7/10 • Sound Design: 10/10 • Gameplay: 9/10 • Longevity: 9/10 • Fun: 10/10
Token
18 Mar 2022

Sifu
Master the Art
SIFU is a game that deserves patience, the controller-fu needed to accurately and successfully pull off attack, parry and dodge is fast fingers and spot-on timing. A skill that only comes through plenty of playtimes. That's a good thing though, with only five levels the game would be pretty short if you could get your controller-fu black belt on your first attempt. I would be lying if I didn't immediately say that this game frustrates me. Not even Elden Ring could come close to causing my palms to sweat and my fingers to grip as tight as SIFU did. This game can be brutal from the outset. Let's first go over some of the mechanics of SIFU, created by the brilliant minds over at Sloclap (the development team responsible for the impressive, but often looked over Absolver). The game is a pretty standard story, one of revenge for your slain father. You've grown from a child that was left for dead to a young warrior (male or female) and is now seeking to cut down those who were there during your SIFU's demise. A plot lifted from the pages of countless other games/movies. What sets this game apart is the gameplay. You are not given 'lives' per se, but rather a mystical talisman that upon your death revives you to carry on fighting. The catch. Every time you die you age by a number of years - growing older with less health, but a more powerful attack. For example, if you complete level 1 having only been revived a few times, you could start level 2 at the age of 24. However, unless you restart the game, you will always begin level 2 at 24 - meaning there is a race to not die too early, else you will be beginning the later levels an old person. The first playthrough I had I did pretty well, getting to grips with the immediate controls faster than I expected. Each enemy was initially easy to dispatch and I did so with aplomb, completing the first level with my age only reaching 24. But then things got real, I began to die and regen over and over again and I finished the second level middle aged. I couldn't even complete the third. So I went back and start again, finishing the first at the age of 22 and the second in my 30s. But still couldn't do the third level. Here is where the roguelike element comes in, you can earn points to spend on additional moves or abilities, but these are not persistent until you lock them in by purchasing them a number of times. Meaning the game knows you are going to be doing the first few levels, over and over and over and over again! Kind of a groundhog day of video games. Don't get me wrong, it's fun and learning a new skill can be emboldening, but jeez it can get you angry. I've found that I have begun to play SIFU one run through at a time, just to get a fix really. Would I recommend it? Wholeheartedly... But just be patient. ——— Original ratings: • Visual Design: 9/10 • Sound Design: 8/10 • Gameplay: 8/10 • Longevity: 8/10 • Fun: 8/10
Token
10 Mar 2022

Elden Ring
Live, Die, Level, Repeat
When I pushed the 'Buy' button for Elden Ring, I wondered whether I was getting caught up in all the hype for the game and just buying it for the sake of it. I have all the previous Souls, Sekiro and Demon Souls (both the original and remake) games, but I never seem to get very far. The difficulty combined with having to retrace your steps if you die was not something I seemed to enjoy, and I was quickly getting frustrated. Could Elden Ring hold my interest longer than the other FromSoftware games? As I write this, I am currently 32 hours into the game and nowhere near finished - both in playing it and the story. I'd be a lot further, but baby and life take up a large portion of my time. Nevertheless, Elden Ring has me hooked and has indeed stolen my heart. Is it perfect? Hell no, nowhere near. But it is brilliant. I didn't know where to start when it came to creating my character, and I probably spent a lot longer than I should have to adjust every part of his looks—aiming to create an authentic-looking Samurai character. I changed everything from the face shape to tweaking each limb to the exact proportion best suited a fast and ferocious Samurai. When I loaded in, I noticed that I needn't have bothered as you couldn't tell anything about your character model with all the armour he was wearing. There was no way to remove the headgear to show his face unless you unequipped the helmet, which would lower your armour, so there was no way I was doing that. Lesson learnt for future characters - don't worry about how they look. I (unlike some) followed the spectre pointing down to the 'tutorial area' and found my way through nice and simply, learning about the art of crouch crits, blocking, counters and more. So far, so good. Running happily onto the platform, I made my way up to the world and pushed open the large double doors to get my first glimpse of 'The Land Between' and Limgrave. Wow. While it may not be the most beautiful game ever created, it is still gorgeous to behold. The game's scale becomes apparent as you look around and take in the various landscapes you can immediately see. Knowing there is a lot more out there made it even more incredible. I looked for a quest to undertake but couldn't find a quest journal, so after touching a Site of Grace which are Elden Rings checkpoints, I approached (somewhat cautiously) the first dude I saw. He gave me some cryptic clue, and I was off on my own. The lack of clear guidance is both the beauty and the beast of Elden Ring. On the one hand, you can go about exploring the lands without any interruption or fear of not doing a side-mission. There are no waypoint markers or journals in Elden Ring, so you are free to do as you wish and go where you want - there isn't anything stopping you, except enemies. To begin with, I found this frustrating. I wanted to know what to do next, where should I go? But, over time, this frustration feeling changed to a one of freedom. There WERE no restrictions. I could happily go where I pleased and do whatever I wanted. My biggest 'a ha' moment was discovering the markers that I could place on the map, and I used these to place markers over any NPCs, Dungeons, Merchants and high-level enemies that I found. This revelation made navigating far more manageable, and I could always fast travel to a Site of Grace near a merchant if I wanted to buy something. The map is vast and exquisitely put together. I'd often stumble upon a hidden cave or door that would then lead me to a new area in my explorations. Often these areas had their own mini-boss, each with a unique fighting style and looks. Granted, some are more fun than others, but each adds something to the game, whether it's a particular weapon or just a bucket ton of runes. Speaking of which, Runes are your currency in Elden Ring. Each enemy you kill will drop a certain number of Runes, which can then level up your character at a Site of Grace. If you die while holding onto Runes, you will drop them. If you die again before you recover them, they are gone forever! A mechanic that will often see you return to the area even if there is a brutal enemy so that you can 'hit and run' the pickup of your dropped Runes. Runes can also be used to buy items from traders, and I'd highly recommend picking up both a Torch and Crafting Kit as soon as possible. The combat in this game sets it apart from other open-world sprawlers from the likes of Ubisoft. It feels tight, with timing somewhat akin to a beat-em-up. Each battle has a strategy, and every attack has a different feel. I either run my character as a two-handed Samurai if I'm taking on a big boss or character where they hit heavy or with sweeping attacks, but bust out a shield if going piling into a group of lower-level enemies. Each battle is like a dance, with each participant finding the opportune moment to close the distance and get a strike in. The chance of winning a fight against the main boss types the first time (I feel) is relatively low as you need to learn their attack set. The patterns they will use. The strikes they will reign down on you. Do you need to recoup and come back later? Maybe, but nothing is stopping you from trying early in the game. One of my finest moments came straight after opening the doors to Limgrave for the first time. I merrily head towards what I now know is the Church of Ellah and come across a giant golden knight atop his steed - unfortunately, he didn't look upon me with the same admiration that I had for him, and he struck me down within a second. I've come to learn that enemies don't scale with you, they remain at one level, and this is genius. So I left the Knight and just explored. I tried to find every nook and cranny within the first map area, taking on characters as often as possible, learning the ropes in ruins near Stormgate and slowly levelling my character. Soon I was taking on mini-bosses in the smaller dungeons and caves, dying to some of the more giant bosses but learning every moment. Like something out of a Rocky movie, my training montage was furious. Enemies were falling fast, and each time I'd try something new, I got the Ashes of War, I got my steed, I learnt about Smithing Stones and Golden Runes, Sacred Tears, and so much more. I felt invincible... Then I took on the Flying Dragon Agheel and died pretty much instantly. But that's okay; I know it will die at my hand, though when I don't know. It's going to be fun getting to the point I'm capable, and that's the greatness of Elden Ring. ——— Original ratings: • Visual Design: 10/10 • Sound Design: 8/10 • Gameplay: 8/10 • Longevity: 9/10 • Fun: 8/10
Token
2 Mar 2022

Deathloop
All You Need is Kill
I read All You Need Is Kill a long time ago, a graphic novel by Hiroshi Sakurazaka. I remember it being one of the best things that I had read in a long time. The whole premise of living, dying and then returning at the beginning of the day with the skills, knowledge and abilities that you had learnt during the previous cycle was such a brilliant idea that it eventually ended up in Hollywood and the movie "Edge of Tomorrow." The roguelike genre has been around for a while, but recently we have seen some incredible games, such as Dead Cells, Hades, Slay the Spire, The Binding of Isaac, Risk of Rain, that have pushed the genre even further. With Deathloop, the whole idea has been taken one step further with the retention of knowledge in the form of clues and infused items between loops. You play as Colt, a man who just wants to get through the day without being shot, stabbed, blown up, gassed or obliterated in some other weird and wonderful fashion. Waking up on a beach, you discover that you have done this before, many, many times. But for some reason, this time, you can retain the memories of what has come before. You must piece together what is happening, why it is happening and what you must do to stop it all from continuing—no mean feat. The key turns out to be eight 'visionaries', the leaders of the beautiful island of Blackreef. Each Visionary has a role to play in why Colt can't get out of the loop, so each of them needs to be taken out for everything to go back to normal - all within the same day. The trouble lies in that this can't happen at the beginning of the day as Colt can't be in two places at once. So begins the journey of Colt and his attempt to round up the visionaries so that he can slaughter them in bulk. The map of Blackreef is divided into four distinct areas - Updaam, Karl's Bay, The Complex and Fristad Bay. Colt can play each of these areas at one of four times in the day - morning, noon, afternoon, evening (except Karl's Bay and Updaam, which are off-limits in the afternoon). Giving you a possible 14 different locations to discover clues, kill Visionaries and pick up new weapons. Colt's initially armed with a shitty SMG, and it tends to jam at the most inopportune moment. So one of the priorities is to pick up another weapon. The issue is that you lose any guns you may have picked up with the whole respawn at the end of the day. To combat this annoyance of losing items, skills and powers, Colt can harness something called Residuum that gives him the ability to infuse items to keep them in subsequent loops. This mechanic makes him more of a death machine each loop and means that Colt can take new routes to his targets, use different powers to avoid, bamboozle or straight out destroy the enemies. Arkane is probably best known for the Dishonored series of games. It's a series I truly loved. Not just are you a kick-ass Assassin, but you also get to harness some super abilities such as Blink. Well, Deathloop takes this one step further and brings these powers in via slabs. We get the typical Blink (called Shift in Deathloop) and Invisibility (called Aether in Deathloop), but it also introduces Nexus, which links enemies together so that if you take one out, it does them all. These powers are what brings Deathloop together, and you can choose to go stealth with Aether and Shift or loud and proud with Havoc and Nexus. Overall the game is great fun; I had a blast going through and nearly mastering it. I have completed the run through a few times now, each trying to do something a little different, taking out the Visionaries in different ways and then choosing a different ending. I will probably come back just to 100% and grab that achievement, but there are other games to play for the moment. As a side note: There are hints that Deathloop is part of the same universe as Dishonored, and I'm looking forward to seeing if they take this any further. ——— Original ratings: • Visual Design: 9/10 • Sound Design: 9/10 • Gameplay: 8/10 • Longevity: 9/10 • Fun: 10/10
Token
1 Mar 2022

Far Cry 6
It's a Far Cry from a New Game, but Fun Nonetheless
Let's start by getting this straight off my chest, Far Cry 6 is definitely not a 'new' Far Cry game. It may have the number 6 after it, but it feels like a game stuck in the same era as its great, great grandparent. That's not necessarily a bad thing as there is still some retro-cool fun here, but nothing that makes it stand out in the series. Before we look at Far Cry 6, it's worth taking a look back down the line of main games. I have always been a fan of the Far Cry series, from the first initial outing all the way through. Far Cry 2 was a flawed, but brilliant open world, with the immersion level cranked up to 10. Far Cry 3 was possibly my favourite in the series, becoming what would be a winning formula for open-world games far into the future. The brilliantly portrayed Vaas Montenegro is the best antagonist in the entire series for me - his memorable line Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again, expecting... shit to change. That... is crazy now seems particularly appropriate as the numerous Far Cry games roll out. Far Cry 4 was a beautiful setting, but the story just didn't grab me personally. with the endings proving that no matter what you do, things might just turn to shit anyway. Far Cry 5 was set in the gorgeous Hope County, with some gorgeous vistas for you to venture between - from mountains to luscious fish-filled lakes. Though this world is one of the most realised in the Far Cry series, its antagonists and story were quite cookie-cutter and bland. This leads me onto Far Cry 6, the game I'm reviewing today. Let's start with the technical side of things... Graphically we're still on the same engine (Dunia 2) as previous games, with a few tweaks here and there to enable ray tracing, not that the ray-tracing adds enough to make it look 'next gen' for want of a better phrase. Sound-wise we're pretty good, the voice-acting, weapon sounds and ambient noise is still on point. The gameplay, well this may as well be a DLC for any of the previous three titles. So, it looks okay, it sounds okay and it plays okay... got it. The story plays out okay, there is a dictator who is looking to run these islands by force. Using propaganda to try and show him in a good light, whereas actually, he's just an arsehole. We see him taking lives without so much as batting an eyelid; treating people, including his own family, with disdain and generally just trying to be the big dog. Dani is your protagonist and she/he goes about trying to help the freedom fighters regain control and overthrow the regime. She does this with the help of a number of different NPC's, some interesting and others not, and a giant back mounted arsenal of weapons. That about sums it up. Now we come to the crux of my issue, the game is just incredibly tedious once you've sunk a good 40 hours into it. It's the same shit, different island. Same side quests, same looking locations and it's just rinse and repeat. I have yet to complete this Far Cry and to be honest, I don't think I'm going to bother. If you like open world games and exploring for the sake of exploring, then by all means try it out. It's NOT a bad game, that said it's also not a very good one either. ——— Original ratings: • Visual Design: 7/10 • Sound Design: 8/10 • Gameplay: 7/10 • Longevity: 7/10 • Fun: 7/10
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1 Mar 2022

Pistol Whip
The Master of Gun-Fu
After picking up a (ridiculously cheap for what it is) Oculus VR headset, I was on the search for a game that would a) wear me out b) showcase the hardware and c) be a great game to demonstrate the capabilities to others while not being too hard. Enter Pistol Whip. This game is a combination of a rhythm game and an action game, with the points being worked out depending on how on beat you are and how accurate your shots are. This is a game that is easy to pick up, but hard to master. I think of it as the ranged version of Beat Saber. The soundtrack is thumping and great to listen to while you are John Wick'ing your way through the levels, with the amount of customisation available to you being truly astonishing. I don't want to blow my own trumpet, but for one particular song, gun combo, I'm now in the top 100 globally! If you have a VR headset where this game is available, pick it up. ——— Original ratings: • Visual Design: 10/10 • Sound Design: 10/10 • Gameplay: 9/10 • Longevity: 10/10 • Fun: 10/10
Token
1 Mar 2022

Icarus
The Next Prospect?
Icarus takes the open world survival genre and attempts to flip it on its head, making it less about just getting a base up and running, but more contract focused. You see, you aren't on the planet for an unlimited time, but instead are there for a purpose. Get in, complete the prospect, get out - simple... Let me start with the easiest part to critique, the graphics, simply put they are truly gorgeous. Forests are lush with greenery and different types of fauna, the ponds and lakes are invitingly blue and when all hell breaks loose and the world is on fire, you can't help but take a step back and think "beautiful". The only trouble being that there isn't that much else to look at. You can build yourself a base, but the whole point of Icarus is that you are down onto the world, do your contract and then you leave again. So building a stunning looking base is kind of beside the point. A quick functional place will do. The fun of Icarus comes when playing with others, standing and watching our base burn down following a lightning strike with my fellow prospectors was very funny. One was desperately trying to beat the flames out with a whacker while myself and another tried to empty the property of our possessions before there was nothing left. The game is currently in early access, so I am excited to see where this one goes, I will be returning to it every month or so to see what's new and if it can hold my interest. ——— Original ratings: • Visual Design: 10/10 • Sound Design: 7/10 • Gameplay: 7/10 • Longevity: 8/10 • Fun: 8/10
Token
20 Dec 2021

Among Trees
A Beautiful, But Dead, Walking Simulator
Among Trees is a beautiful 'chill' survival game by FJRD Interactive, a micro development team based deep within the forests of Sweden. Only released onto Steam on the 10th November 2021 and already abandoned by the development team. The latest word being that they are moving onto other exciting projects. That's a crying shame to me as the game had a lot of potential, setting itself apart from other survival based games with its beautiful low key visuals that are somewhat akin to Firewatch. With no real threats in the world (apart from Bears), your soul mission is to survive day-to-day by keeping yourself warm, fed, watered and making sure you sleep. It's a wonderful walking simulator that never really becomes a lot more. The daily gameplay loop is scavenge, eat, drink, sleep. Wake, craft, scavenge, eat, drink, sleep. Repeat. Given more time and resource I'm sure that they could have added additional complexities, threats etc to the game, but it's now dead in the water. I'd love to be able to recommend this game, but now there is no further development, I advise against it. (unless you want to just use it for Wallpaper). ——— Original ratings: • Visual Design: 9/10 • Sound Design: 5/10 • Gameplay: 5/10 • Longevity: 4/10 • Fun: 9/10
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2 Aug 2021

Lonely Mountains: Downhill
Watch out for that tree!!
This is one of those games that crossed my path due to being front and centre on the Xbox Game Pass. I thought it looked like a nice casual time sink, something I could spend my lunch just chilling out with. Turns out I was bang on the money in terms of casual, but not so much the chilling. Just Cruising Lonely Mountains: Downhill was a game funded on Kickstarter to the amount of €45,000. With this money, the small indie team at Megagon Industries have created something really quite charming. You play as an unnamed downhill mountain biker who simply has to make it from point A at the top of the mountain to point B at the bottom as quickly as possible. Sounds simple right? <iframe width="560" height="315" src="https://www.youtube.com/embed/nfJxYa3kt5U" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe> Well at its most basic, you twist and turn your way down the mountain path avoiding rocks, trees and other obstacles thrown in your way. Take that and throw in a combination of narrow paths, cliffs, steep fast slopes, mud that slows, jumps, shortcuts and many, many different routes and you end up with something far deeper than just cycling down a hill. ####Simple Mechanics, High Skill Level It's fair to say that if you were to just let the bike freewheel down the mountain, you may well be able to get to the end without too many crashes. But if you take a look at some of the challenges for each level you will see that you need to make certain times, reach the end without going over a certain amount of spills and more. To make these challenges you need to seriously up your game. Even the simple mountain becomes a frantic stick shindig with your left thumb doing everything in its power to stop you flinging your body, once again, over the edge of the cliff. The dexterity needed to flick your biker around a shingle path as it gets ever steeper is up there with a flick shot on Call of Duty. You need precision. You need timing and you need patience. ####This Controllers Going Out The Window! Over the course of the last week, this game has given me a sense of accomplishment as I finally get the shortcut down, or complete the mountain in the top 100,000 people who have played the game (my record is about 41,000th in the world on certain stage checkpoints), but holy moly have I wanted to hurl my controlled through the wall at certain points. There is NOTHING more infuriating than smashing down the course, hitting personal bests only to then fall at the last hurdle! That's when I need a break, time to have another lunch to get over this one... Damn you Lonely Mountains: Downhill. I'll be back tomorrow. ——— Original ratings: • Visual Design: 8/10 • Sound Design: 7/10 • Gameplay: 8/10 • Longevity: 7/10 • Fun: 8/10
Token
23 Jun 2021

Resident Evil 2
Recreating A Classic
I'm not sure about you, but I often look back at the games I used to play through somewhat rose-tinted glasses. I remember Resident Evil 2 being this graphical masterpiece that took the fixed camera approach and created a cinematic marvel. How good was the original!? Well, after firing up the PlayStation and giving it another try, my memories were shattered. Compared to most modern games, the controls were janky, the camera angles made aiming difficult and it just brought me down to earth. I still wanted my Resident Evil fix though, so I bought the well-received remake. So Brilliantly Close To The Original The first thing that hit me when I began this game was the visuals. Each character is still recognisable from the original, but have been brought into the 21st Century with a dramatic High Definition makeover. Leon looks like he should be part of a boy band with his flowing locks and Claire, with her signature red jacket, is his female counterpart. Marvin, the mortally wounded officer, is still here clutching his wounded abdomen while attempting to help new recruit Leon escape. As an aside, the voice acting for Marvin by Christopher Mychael Watson is possibly the best in the game. The original, pixelated as it was, did a good job of setting the scene for the Racoon City Police Department. The fixed camera doing an alright role of showcasing some of the architecture of the building. The remake, however, takes these corridors, rooms and textures to a whole new level and right from the start lends itself to the eeriness of the situation. Fans of the original might be able to tell exactly where this is in the original game No Change Here The story is still as great as it was originally with the game taking place immediately after the occurrences of the first game. Leon is making his way to the station to begin his job as a rookie cop, while Claire is heading there to find her brother (Chris Redfield from the first game). Each character is playable from the beginning with a few minor changes between the two. Like the original, upon completion, you are able to play the other character as though they were on the same timeline as your first playthrough. Action Game, Horror Game or Escape Room I've never really known where to place Resident Evil 2 in terms of genre, some would say that the Resident Evil series is what began survival horror. I mean it's not so much an action game despite there being moments of kill or be killed. The game itself features a lot of figuring out puzzles. Find the key, locate a handle, find a fuse and this is only within the first 45 minutes or so. The downtime between shooting zombies in the head allows tension to build and I love that. More modern horror games should take note. Prying Loose of the Fixed Camera The move from fixed camera to over the shoulder is a big one but shows that this type of game works really well from this aspect. It does remove the cinematic aspect a tad, but also ups the tension as you look over the shoulder of your chosen protagonist, living their experiences up close and personal. Get up close as Leon bursts a few zombie heads Verdict If like me, you were a fan of the original game and/or the Resident Evil franchise as a whole, I would recommend checking this game out. It really is a labour of love towards the original game. Each character, each cutscene, each location has been lovingly recreated to take advantage of modern hardware. It's great. Now just remake the original for me. Pros • Incredible Visuals • Voice Acting is great, especially Marvin • Inventory Management is far easier than the original • Additional Features and modes add longevity Cons • No Photo Mode to speak of ——— Original ratings: • Visual Design: 10/10 • Sound Design: 8/10 • Gameplay: 9/10 • Longevity: 9/10 • Fun: 10/10
Token
22 Jun 2021

Terminator: Resistance
I Won't Be Back
Before I start this review, I want to put it out there that "The Terminator" is in my top 5 movies of all time. I have seen Terminator 2: Judgement Day what feels like a million times, and even went to the Premiere for Terminator 3 in London (Got to chat to Arnie!) - so you could say I'm a huge fan of the franchise... This game just disappointed me on so many levels. Literally. Each mission felt like a scavenger hunt: "Go and look for survivors" "Go and find some tools" "Go and look for ..." You get the picture. Each mission required me to enter a pretty empty map, kill a few 'spider scouts' and 'armoured spider scouts' before finding said item and returning it back to the Hideout. Yes, little Jimmy does just sit there staring into space for eternity The graphics aren't too bad, a little bit close with the FOV, but otherwise half-decent, I did notice the same items dotted everywhere and some of the textures are quite low resolution, but it was okay. Sound-wise, the voice acting is mediocre and I found myself skipping conversations if they started speaking and sounding dull. I did enjoy the sounds of the weapons, but just wish there was more shooting to hear them. I hope one day that we get a decent Terminator game, but for me at least, this certainly isn't it. Pros • Music is Terminator-esq • The T-800 on the Menu Page looks cool • Weapons sound pretty cool Cons • Repetitive and boring missions • Lack of Enemy numbers makes the game feel empty • Lacklustre and desolate environments • Uninteresting story. ——— Original ratings: • Visual Design: 7/10 • Sound Design: 7/10 • Gameplay: 5/10 • Longevity: 5/10 • Fun: 5/10
Token
5 Feb 2021

Hell Let Loose
I Need a Medic
Another bullet flies over my head, I hear the crack, but can't quite place the enemy's location. Over comms, my teammate gives me a number, and I know instantly that they are firing from the pillbox to the North East. I turn and jostle into a better position, while the automatic machine gunner in our Squad starts to lay down suppression fire. The return fire stops. But unless we go and check for ourselves, whether they are genuinely down is a mystery to us. Under cover of suppressive fire, our Squad makes a crouched run for it through a nearby stream. We see a shot from the pillbox in our direction, and a fellow squad member goes down—those of us remaining return fire. Luckily, accompanying our party is a medic. He crouches over the prone soldier and pumps them full of adrenaline before bandaging their wounds. The injured Rifleman is back on his feet and rejoins our Squad on the offensive. With the pillbox just in front of us, we begin our assault - two grenades go in, we pepper the sides with bullets, and an enemy soldier makes a sprint for it. I raise my rifle, draw breath and fire. My aim is true, and the enemy drops, dead. A single shot to the head making it impossible for resuscitation. The Squad makes a sweep around the pillbox before we slowly make our way in. We open our comms channel and report back to our Commanding Officer. The enemy squad are all dead. This all happened in the space of three minutes. Hell Let Loose is a game unlike many others, it is unforgiving, relentless and frantic. There is no place for glory hunters or those solely seeking to top the table with their K/D ratio. Your team will win or lose by their teamwork, by the communication hierarchy of Commander to Officer, Officer to Squad, and how well your Squad will listen and obey the orders that they are given. Successfully Kickstart in 2017 by Black Matter, Hell Let Loose is a platoon-based, realistic shooter based on World War II's actual locations. With huge, varied, and detailed 4km maps that have been pieced together using real satellite imagery and archival aerial photography, strategic battles are waged with up to 100 people taking part. The conflict's ebb and flow depend hugely on how commanders and officers manage the resources they control. Place a garrison too near enemy lines and your team will spawn directly into battle, often dying before getting a bead on an enemy soldier. Place it too far back, and it will give the enemy time to advance. Every single decision made affects the course of the battle. The butterfly effect made from a Commander's decisions can be both devastating to the outcome or war-winning. Those trying the game out after decimating the opposition in Call of Duty or Battlefield will think they are running through treacle, with movement purposefully slow. Soldiers can drown in seconds if they wade into water deeper than head height, or by laying in a flooded trench. There is no mantling, or sliding into action. You can walk, run, crouch, peek, or go prone. These design choices may frustrate some, but once again, they add to the strategy. Soldiers can't spring up from a river to surprise you or spring over a wall behind you. Each movement needs to be calculated and thought about - if you don't, you die. Being an Officer can be genuinely stressful, receiving orders from the Commander and then relaying these to your Squad, all while under fire, can make even the coolest, calm and collected individual sweat. When it clicks, though, and your team works like a well-oiled machine, the feeling is invigorating. Building Garrisons for your team or Out Posts for your Squad will drive your side's war effort and ultimately win you the game. Another significant aspect of an Officers duties is utilising your map and the many different pings available to you. This will benefit your Squad and your side as a whole. Pings to your team are not just limited to the Officers. All members can alert others to danger with merely a click of the middle mouse button. Teamwork is by far the most essential part of the game, and many servers online will insist you are either in their Discord or at the very least have a headset with microphone. Squads are made by up to six people, with roles limited to one of each type, except Rifleman - the games' 'basic' class. This limitation ensures that you don't get an entire squad of Heavy Machine Gunners and balances the whole match between both sides. Each team of 50 is also only allowed one Recon unit, consisting of Sniper and Spotter - their role is literally to camp and protect - something that in any other game sees them cursed and flamed from beginning to end of the game. There are two modes within Hell Let Loose, with both of them revolving around nodes on the map. Warfare sees both teams start with the same amount of territory and nodes, with the game ending when one team holds all of the nodes or a timer is reached - in which case the team with the most nodes is declared the winner. In Offensive, one team will control all the nodes, and the other team will be defending. The game will end when either the offensive team has taken all the sectors, or the defensive team holds out till the timer ends. There are currently 9 maps within Hell Let Loose and, as mentioned earlier, are based on archival aerial photography of the areas depicted. According to Black Matter, the Sainte-Marie-du-Mont map is an actual 1:1 replica of the town - an incredible feat that only heightens the sense of awe within the game. When working with a squad over comms, this game is a masterpiece of tactical teamwork. The feeling of a victorious enemy flank, or taking an enemies node through determination and well-laid plans is second to none. This game makes you work for these little victories, nothing comes easy, and because of that, these moments are ones you hold onto. While the visual design may not be ray-traced perfection, they serve their purpose well. With forests, towns and flooded fields first giving a sense of serenity before all hell breaks loose (can see where they got their name now). My only real gripe being the character models could be done with more variety, as rolling out in a troop transport filled with doppelgängers is quite amusing, but takes out some of the immersion. One of my favourite aspects of the game is how your vision warps and blurs the more suppression you are under. Never before have I seen the suppression mechanic used so well in this way. You really have no sense of direction while under direct fire from a mounted machine gun! In terms of sound design, the difference between leaving your initial garrison and taking up arms in the middle of a battle is night and day. The crack of a bullet past your head, the sound of artillery bombarding your location and the sheer relentless noise as you hold your ground is enough to get your heart racing. A feeling I haven't got from a game in a long time. To say that Hell Let Loose surprised me would be an understatement. The game got our group together, pre-sorted into individual squads and then sent out onto the battlefield on different sides. Win or lose, every single one of us enjoyed the experiences that it provided. Each person would silently take up their preferred role, and we would head out - each time getting better and better at what we were supposed to be doing. Each time fulfilling more of the Commanders orders, and each time finding new and inventive ways to take out an enemy node. Would I recommend this game? Wholeheartedly, to anyone that wanted to play a war' sim', thinking mans FPS. You don't need the fastest reactions, you don't need to smash your K/D, you simply need to be able to receive orders and carry them out without question. See you on the battlefield. <iframe width="560" height="315" src="https://www.youtube.com/embed/Jjz64W08HrA" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe> ——— Original ratings: • Visual Design: 8/10 • Sound Design: 9/10 • Gameplay: 8/10 • Longevity: 8/10 • Fun: 8/10
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1 Feb 2021

Tom Clancy's The Division 2 - Warlords of New York
Back To New York City
This latest expansion takes everything good about Division 2 and refines it for the better, whilst also fixing those underlying niggles. The City That Never Sleeps Although Washington was vast and offered a bit of variety, my heart remained with the first game in New York. It may be down to the fact that I have been to New York on several occasions and could recognise many of the landmarks. They're here. Not all of them, just enough to make me believe in the locale. This time, the harshness of the winter has dispersed and you can see the devastation that the pandemic has had on the city. Litter and dead cars are strewn about the streets and the detail has been amped right up. It's great to return back, with my only niggle being that the map is so much smaller than Washington. I'd love to be able to fight up the Empire State Building or try and reach the Statue of Liberty without it being in a mission. But otherwise, I love NYC. The City That Never Sleeps Back to the Grind Stone First thing I noticed was how my level 30 build no longer cut the mustard in New York, my equipment had for want of a better phrase, been nerfed. Not that I minded. Picking up a level 33 blue and deconstructing my named gold weapon seemed a bit counter-intuitive, but the new stat system made it very easy to tell at a glance that I wasn't losing out. Over the course of the next few hours, my team and I completed the hunt and destroy missions for 5 of NYC's most deadly Agents. We would quickly swap out weapons for newer and better stat versions. There was no point getting too attached to anything until we hit level 40, so we just grind up. Keeping any weapons that possessed stats that we liked so that we could then go and store them in the new Gear Stat Library. That then became the goal. We would grind to find a weapon containing that one stat you wanted - be it a 15% Critical Hit Chance or Reload Speed, or Headshot Damage. You find the piece with it on - you bank it in the library. Next comes the grind to find the perfect armour piece, the weapon you want WITH two of the stats that you like, then back to bank it in the library. The Indestructibles One of my personal frustrations about the game is the sheer amount of punishment enemies can take. Some of the brutes of the game just stand in front of you and your squad, firing blithely into your group as each one of you empties clip after clip into their seemingly indestructible but somewhat human frame. I mean, I'm not expecting the one-shot kill of other Tom Clancy games, such as Ghost Recon Wildlands, but these bosses just become frustratingly hard to kill and ruin the immersion of the game. The division of the Division As far as the story goes, this one is a pretty standard affair. There are a number of rogue Division agents, led by Aaron Keener, who has taken over lower Manhatten to develop their own biological weapons. The game allows you to take on the four lieutenants in any order, revealing parts of the story as you defeat each one. Some are easier, some are more memorable, but they all lead you to the ultimate showdown with Aaron Keener. Playing through the game on Heroic or Legendary makes this final battle a slog, with a tight group needed in order to bring him down. In terms of enemies, Aaron Keener is definitely one of the more interesting ones out of any of the Division games and their expansions. Conclusion While the Warlords of New York doesn't deviate too far from the formula that helped The Division and the Division 2 to succeed in the looter shooter market, it does bring a number of improvements to the game. Being able to create a library of stats gives players the opportunity to create their perfect build, even if obtaining those stats can be a bit of a slog. The map is wonderful and being back in New York is a good feeling, I hope they return to here again in the future, but maybe add some verticality to it. If you have a group of friends who enjoy a looter shooter, want something they can drop in and out of, then The Division 2: Warlords of New York is a firm recommendation. ##Pros • Still gorgeous to look at, with incredible vistas and nice attention to detail. • Sound is great with nice effects to the guns and the voice acting is pretty good. • The updates to the stat system and the introduction of the Stat Libary 👌 • Back in New York ##Cons • Enemies take far too many bullets to take down, feels like you're fighting superhero. • Cookie-cutter plot ——— Original ratings: • Visual Design: 10/10 • Sound Design: 9/10 • Gameplay: 9/10 • Longevity: 9/10 • Fun: 9/10
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17 Nov 2020

Marvel's Spider-Man
The Best Superhero Game - So Far!
Let me go straight ahead and say it, Marvel's Spider-Man is very possibly the most fantastic superhero game that has ever been created. A bold claim indeed when you have the Rocksteady Batman series, but one that I'm willing to stand behind. Let me briefly explain. Introduction One of the most beloved superheroes of all time, Spider-Man needed to be something special to appease all the comic book fans, and on that front Insomniac Games have done a truly fantastic job. They have included many of the iconic villains from the comic books, in surprising detail, and many of the alternative Spider-Man costumes. All the nuances of each character is here too, with the fast-talking, wise-cracking Peter Parker and J. Jonah Jameson with his constant barrage of disparaging comments being the highlights for me (brilliantly portrayed by Yuri Lowenthal and Darin de Paul respectively). New York is rendered in spectacular detail, the city feeling alive and bustling, with pedestrians going about their days, cars making their way to unknown destinations and skyscrapers looming large over the cityscape. This game is wonderous. Gameplay From the very outset of the game, you are thrust full speed ahead into the fray, helping the NYPD apprehend the Kingpin. This immediate action quickly introduces you to the controls, utilising not only every individual button the PS4 pad has to offer but even combinations of buttons. Some would say that the lack of ease-in tutorial is detrimental, and I can see why, but I personally loved the more frantic pacing. I'd only just learnt to swing using the R2 trigger (badly, may I add) before I had to perform combos to take out enemies with assault rifles and even rocket launchers. After a few hours of playing though, these button controls become second nature, and you can begin to enjoy the flow of combat and exploration. The game uses a level-based system to gain access to new abilities and skills. Your enemies aren't skill-based though, and you can explore the entirety of New York without having to worry about running into enemies that you simply cannot beat. Graphics and Sound Let's not beat around the bush, at the end of the PlayStation 4's lifecycle; this game will go down as one of the best looking, best sounding offerings of the last generation. Looking out across the channel, from a highrise, you'd be forgiven for mistaking the skyline is real. The amount of work that has gone into the look of the game is unreal; it's gorgeous. If you play the game, utilise the photo mode, you will not be disappointed with the results that you get. Every character model is lovingly created, zoom in on Spider-Man (once again in photo mode), and you will see the fabric of his suits. Each villain looks brilliant, with my personal favourite's being Rhino and Kingpin. Then we come onto the sound. The hustle and bustle of New York and the constant radio chatter of J. Jonah Jameson make the city feel alive. The Police radio is continuously abuzz with crimes being committed, and Yuri, your friendly Police contact will almost certainly be bending your ear every quarter of an hour with something of interest. But by far the best use of sound is with Peter Parker/Spider-Man himself, with the constant running commentary throughout the game, mocking and chatting to his assailers each time he gets into a fight, and running his mouth the entirety of the game. Just fantastic stuff. Final Thoughts As I write this, I'm eagerly awaiting the arrival of my PlayStation 5 and my day one purchase - the Deluxe version of Miles Morales. I will be playing through Miles Morales, but am equally looking forward to playing through Marvel's Spider-Man: Remastered. A game I have already completed, twice. I cannot recommend this game highly enough. Pros • Incredible Graphics and Sound • Fluid Gameplay with great combat and movement • Story is engaging and not drawn out • Side missions are varied and fun Cons • Not enough DLC :D ——— Original ratings: • Visual Design: 10/10 • Sound Design: 10/10 • Gameplay: 9/10 • Longevity: 10/10 • Fun: 10/10
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2 Sept 2020

Crysis
But Can It Run Crysis
A meme that simply every PC gamer is aware of is "But can it run Crysis!". Released back in 2007, Crysis seemed to have generations of gaming rigs. Every machine that tried to run the game was pushed to its maximum, chugging along at low frame rates unless the settings were dropped substantially. In some ways, this gung-ho attitude towards graphics is to be applauded, Crytek became synonymous with graphical prowess and they were on the lips of every PC Gamer - could your rig run Crysis? Plot You begin the game on a rescue mission, taking control of Nomad, the noob member of an elite squad of soldiers equipped with "Nanosuits". This Nanosuit grants the wearer incredible enhancements to their usual abilities, such as active camouflage, super strength, bulletproof armour and finally super speed. The only downfalls are that each of these abilities drains the power of the suit for a small period of time and that you cannot use two of them at once. Your mission is to liberate an island that has been taken over by a North Korean force. Following a HALO jump that goes slightly wrong, you are separated from your team and forced to go alone. Along the way, you discover that it isn't just the Korean military that you need to fight, but also something a bit more otherworldly. Gameplay Throughout Crysis, you find so many different ways to complete levels that you could be forgiven for thinking you are in a completely open-world. You can attack enemies head-on, using cover and the armour in your suit to deal with the incoming fire from enemies, or you could take a more stealthy approach, utilising your active camo to sneak up and either choke enemies to death (sleep!?) or take them out with a silenced shot to the noggin. The choice is yours. Personally, in my latest playthrough, I took the Predator approach and tried to get through the first few levels without raising suspicion - which turned out to be surprisingly good fun. As the game progresses you find out more and more about the island you are on and face ever more powerful enemies. Good think the weapon power also increases. Sound Design / Music Part of the experience with Crysis is the immersive and impressive soundtrack that comes with each game in the series. Inon Zur is the man behind the original game's soundtrack and it lends itself well to the environment with long orchestral harmonies interspersed with stabs of a synthesizer. I can listen to the soundtrack on repeat it's that good. The sound design that every person who has ever played the game will take away is the suit. The number of times you here "Maximum Armor", "Maximum Speed", "Maximum Strength" and "Cloak Engaged" throughout the game must be in the thousands. Each time you hear it you know that you're going into a possible firefight scenario. Talking about firefights, every gun in the game has a nice sound - from the pistol to the Alien Moac. BUT, if you want to see and hear the best weapon in the game you need to get to the point of picking up the TAC Launcher. The TAC Launcher is Crysis answer to Dooms BFG, firing mini-nukes all over the place which explode on impact and spew a mini mushroom cloud. Pros • Incredible Graphics, even holding up well today • Level design makes you feel like you are within an open world • Great Soundtrack • Gunplay is on-point with meaty sounding weapons with good customisation options. Cons • Story is a bit weak • Alien enemies not as much fun as humans • ~~PC Intensive~~ Not anymore ——— Original ratings: • Visual Design: 10/10 • Sound Design: 10/10 • Gameplay: 8/10 • Longevity: 8/10 • Fun: 9/10
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14 May 2020

Unreal Tournament III
One of the Best Arena Shooters Ever
This evening, my friends and I jumped onto Discord to find a game we could all play together. After a few games of Call of Duty 4: Modern Warfare, also released in 2007, we decided to try out Unreal Tournament 3. After playing COD, Unreal looked like it had been made 5 years later. The graphical finesse of this game in comparison to Call of Duty is sublime. The textures, environments in the levels and the character models must have blown people away back in 2007. It is still lovely. The plus in this day and age is that it runs like an absolute dream. The sound design is also exemplary. It lets you know where people are, it lets you know what weapons they are using, and it gives you great auditory queues to give you the upper hand on your opponent. Combine this with the brilliant announcer and the classic lines of: "Multi-Kill", "Mega Kill" and "GODLIKE". Each character also has their own lines that they blurt out during the course of the match. Bringing a smile to your face in the ferocity of battle. The guys all said that I have a very serious face on when I'm playing this. I take that as a badge of honour. I love this game. ——— Original ratings: • Visual Design: 10/10 • Sound Design: 9/10 • Gameplay: 8/10 • Longevity: 8/10 • Fun: 10/10
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15 Apr 2020

Animal Crossing: New Horizons
My Chance to Just Get Away
On the morning of March the 20th this year, I was relishing the opportunity to get stuck into slaying demons, performing glory kills and just enjoying the gunplay that I was expecting with Doom: Eternal. Then, Animal Crossing: New Horizon dropped through the postbox and changed everything. It was meant to be a present for my girlfriend, but I just wanted to see what all the fuss was about. Surely it wasn't that good of a game? So I popped it into my Switch. source: Imgur/ Titmouseman Right from the get-go, I was hooked. I was not expecting to enjoy this sedentary pace of life quite as much as I did. Arriving onto my chosen island I got to meet the master and commander of the island, Tom Nook, and his two twin cubs Tommy and Timmy. They talked me through the basics of how to get set up and where to go to begin collecting my bugs and fish. So off I went... These last few weeks since purchasing Animal Crossing have really shown me how important games like this really are. When I need a pick-me-up or a game that will place a smile on my face, it's this game. I merrily wander around my own (semi) deserted island, gathering materials and crafting whatever items I've needed to decorate and expand my little home away from home. I have no need to wander around outside, I can do that on this idyllic retreat I have created myself. There are certain aspects of the game that I'm not overly keen on, but they are few and far between when compared with the things I love about it. For example, not being able to do things in bulk, such as crafting multiple items. Having the same species shown over and over to me when I collect them, and I don't like how much it is to move things around on the island. When I began this game I was a total and utter noob in the Animal Crossing series and had no idea that I would be building houses all over the place, putting down fountains, statues, pavements and even museums; so I had just thrown them down. This is very likely an oversight on my behalf, but I genuinely had no idea what the game entailed. Here she comes, showing off her summer dress and about to decimate my island for resources. Another frustration was not being able to allow my girlfriend (yes, we bought two copies in the end!) to visit my island whenever she wanted. Instead, I have to go to the airport and fling the gates open for her. Then when she arrives, much like she does in real life, she stops me being able to do things (jokes, she's very good to me!). If I try to perform Actions such as crafting or selling then I am greeted with a message that I have to wait for my visitor to leave. But to be honest, that's where my criticism of the game ends. Yes, this game contains a lot of repetitive actions. Gather resources, break tools, build items, sell items, build tools, gather resources... But this is the beauty of the game in my eyes, you create a cycle of chores that instead of becoming a detractor from the game actually instils a sense of calm. I know that when I pick the game up each day, I'm going to have to do the same things as I did yesterday. It's no bother. Though basic, I love being able to customise my property. So far, I've upgraded my property a number of times to give me more space to decorate. Then I've invited a load of new buddy animal creatures to come and stay on my island and helped Mr Nook out on a number of projects. I'm enjoying it. Every damn day I log in to keep up with my nook miles through the ATM machine. Every day I go and catch myself some fishies and bugs. Every day I check turnip prices and hot items. This cycle is similar to a cookie clicker game, and it has me hooked. I'm determined to make my island a thriving metropolis, even if it takes me a lot longer than everyone else. I want to see it develop and grow. I want to create and nurture these in-game friendships and I want to use Animal Crossing as my escape from the craziness that is the reality at the moment. ##Pros • Quick to up into and get up to speed with the mechanics • Unbelievable amount of items to collect, craft or find • Very satisfying when you find a new species or complete a fossil • Very appropriate graphics, that although basic, truly convey happiness ##Cons • Can get repetitive and samey after periods of play • Wish there was a way to skip all the dialogue • Would love to be able to bulk do actions, such as eating or buying. • The amount of Bass in the sea! ——— Original ratings: • Visual Design: 9/10 • Sound Design: 7/10 • Gameplay: 8/10 • Longevity: 9/10 • Fun: 10/10
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27 Feb 2020

Wolcen: Lords of Mayhem
End of Chapter...
At the time of writing this, I'm level 21 and have just completed the first of the three chapters within the game. So these are my first impressions after playing the game for approximately 13 hours. My first thought is that this is a love-child between Diablo 3 and Path of Exile. The familiar ARPG traits from Diablo 3 such as the looting mechanics, combined with the choice of skills and additional perks that can be garnered through a choice wheel similar to that found in Path of Exile. The difference is that this game is classless, leaving it up to the player to decide what weapons, skills and traits each of their characters have. So although most will choose either a build that is recognisable in other ARPG's as a Ranger, or a Mage, or a Barbarian - here you can have all three... An average Joe of ARPG characters! Due to the crazy problems that happened at the launch, my game has consisted of playing offline for 95% of it. My single-player experience has been for the most part bug-free, though a few things have cropped up that taint the enjoyment slightly. But we'll get to those in due course. Character Creation The character creator within this game leaves quite a lot to be desired, with the choice of Male/Female, each of which has a choice of Skin Colour, Eye Colour, Hair and Facial Hair - these are fairly generic and none of which really stand out. Not that I really cared about this, as for the most part, you can't see your characters face in the game anyway (apart from cut-scenes). edit: I hear that there will be more choice in an upcoming major patch Character Traits One of the promoted aspects of Wolcen is that the game lets you choose what kind of character you want to play, there are no pre-defined classes. If you fancy something tanky you load up points into your Toughness, if you like to be DPS then you stick them in Ferocity and so on. But this is just the beginning, the next part is choosing where you are going to put your level point in the Wolcen Wheel, the Gate of Fates! Here you can choose to truly define your character, though not as in-depth as Path of Exile, it's still quite fun and does make a difference during gameplay. Story Not that anyone really cares, but from what I can gather, the plot revolves around your character popping out an angelic/demon form during a battle, and all of your mates turning on you like you're some sort of rabid dog. The Good The first thing that struck me about Wolcen was how damn nice it looks... Everything seems really polished, with truly detailed environments that change from area to area. Not once did I stop and think that something could be improved upon. Your character it smoothly animated and each item appears upon them no matter how weird your choice of attire. The same thing goes for the sounds, with everything except a few characters voice acting being great. There are a few stiff lines delivered, but for the most part, it really is a great game to listen to. The Gameplay is generally in the "good - very good" range with only a few issues cropping up which I cover below in - the bad. The Bad A few things have cropped up that tarnish the experience slightly, nothing major (except the Multiplayer), but after defeating a level or dungeon boss you are immediately presented with the choice of prizes, even if there is still mobs or creatures in your vicinity. So you have half the screen covered and are still taking damage. Please let this appear at a more suitable time, it would be greatly appreciated. After attempting to play Multiplayer on launch, I swiftly had decided against it after all manner of connection drops. But a week or so later, a friend and I try again, this time we can at least play, although his character seems to be consistently running towards the Northeast, and warps around the screen instead of running. Quite jarring and something we hope will be resolved in a patch asap. The Ugly Okay, now we're down to my single biggest gripe, the damn difficulty spike when it came to meeting the first boss... I mean, WTF... I was merrily breezing through the game, taking out swathes of enemies without so much as breaking a sweat and then this behemoth appears (no spoilers). Those of you who have reached this point will probably have dealt with the big bad a lot easier than I did, but the amount of damage that they/it soaks up and dishes out is immeasurably higher than anything that you had previously faced. C'Mon, level the difficulty out a bit... Please... All in all, I think it has great potential and I'm looking forward to seeing the game improve over time. Pros • Simple to learn • Straight into the action • Graphics are great • Enjoyable for the most part Cons • Multiplayer is buggy as all hell • Difficulty Spike on End of Chapter Baddies is horrific ——— Original ratings: • Visual Design: 9/10 • Sound Design: 9/10 • Gameplay: 7/10 • Longevity: 7/10 • Fun: 8/10
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17 Feb 2020

Ark: Survival Evolved
Got To Catch Me A T-Rex
I've always had a bit of a penchant for survival games, they seem to be a genre of game that I get quite addicted too. While going through all of the titles that I own on Steam, I have discovered that the top 3 games in my collection are all survival-based and that I have sunk over a thousand hours collectively into them. Alongside Rust and 7 Days to Die, there is Ark: Survival Evolved - but we certainly didn't get off to the greatest of starts. I bought Ark as soon as I could after seeing the announcement trailer, this looked to be a Rust clone with an additional element of PVE against Dinosaurs!! I mean, who in their right mind could ignore that. If you want to check out the trailer then click here to see it in all its glory. I got the game on release back in June 2015 and loaded in, excited at the prospect of learning to survive on 'The Island'. But... it ran like absolute crap on my PC, which at the time was still a fair beast of a machine. So, it got turned off (Steam didn't do refunds back then) and I forgot about it, until about 2017. 2017, I get a brand new rig with a high-end GPU meaning that it didn't run like ants through syrup and I could actually play the game. This time, it was the grind that got me. Playing on official servers meant that everything was set to default, including the speed of your XP gain, the amount you harvest and how long it took to tame a dino. To get anywhere near being technologically ready to take on a 'Boss' would take thousands of hours! Thousands of hours of smashing down trees and running the two stacks of wood you had to a safe place. Oh... my... lord... I couldn't take it anymore and I once again switched it off. Jump forward to 2020, a friend of mine picks up a server and customises some of the features. Great respect to Studio Wildcard here, as the amount of things you can tweak serverside, is mind-boggling. But we have an increased harvest rate, faster XP levelling and much, much more. What I like though is that we the players still don't feel OP in comparison to the wildlife. The game has progressed and we are working diligently towards the endgame. At the time of writing this, I'm about 80 hours into this particular game and am still trying to get myself to a standard where I can take on the End Bosses and stand a chance. I don't think I'm anywhere near that yet. The way the game works is simple... and I'll try and break it down into a typical fresh session: • Spawn at the South of the island. The easier side. • Collect resources in the form of wood, thatch, fibre, stone, flint and berries. • Begin to level up. Each level allows you to learn new Engrams (recipes of items) • Build a small hut, this is your starter home. • Work towards taming a Dino • Level up • Learn new Engrams • Build a bigger and more technological home (maybe stone) • Level up • Learn new Engrams • Tame bigger Dinos • ... well, you get it I think. The game is like a cookie clicker, it's addictive as hell and each level brings you new and exciting things to play with. So you just keep doing it... I'm still not ready to take on the bosses, and I've taken down a rainforest worth of wood. But, it still has me enthralled. Pros • Graphics aren't mind-blowing, but still great for a 5-year-old game. • Dinosaurs are cool AF. Seeing a Bronto or T-Rex for the first time is incredible (and scary). • Level progression means that there is always something else to aim for. • The Island is varied and vast • Bosses are hard as nails and means everyone has to work towards the end game. Cons • Not much character customisation. • Hearing the thwack of hitting trees, rocks etc. is driving me slowly mad. • Sometimes just need to turn it off because of how repetitive it is. ——— Original ratings: • Visual Design: 8/10 • Sound Design: 8/10 • Gameplay: 7/10 • Longevity: 8/10 • Fun: 7/10
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14 Jan 2020

Super Mario World
One Of The Best Ever?
There are not many games that I have played where I can say that they are worthy of a 'perfect' score. But Super Mario World is as close as they come! Released at the same time, and bundled alongside, the SNES console, I remember pushing the cartridge in and firing it up for the first time around my grandma's house. She only had an old and small tv, but that's all I needed. The now-iconic catchy Super Mario World theme tune began to ring out, and I became transfixed. The beauty was the subtle differences between 8bit and 16bit Mario that you don't initially notice. From the subtle shading on the character sprite to the lift of the hat when Mario jumps in the air, everything had been refined, perfected and it made all the difference. Levels were far more vibrant and varied, with the first level showcasing what was going to become the norm, with a great level design that straight away got you in on the action and familiar with the controls. Mario had a few new moves up his sleeves, but the first real surprise was when you once again slammed your fist into a block and something new emerged. Right from the get-go, we were introduced to the now-iconic green dinosaur, Yoshi. This cute little creature becomes not only Mario's soul mate throughout his journey to once again save Princess Peach but also his saviour in many a situation. He can run across the spikey little enemies or the Munchers without so much as taking a scratch of damage as well as lick up and use Koopa shells. Yoshi became such a popular character after the release of Super Mario World that he has since spawned many games dedicated to him and his kin. <more to follow> As 2D platformers go, this may be the ultimate showcase. The level design was something to behold, with obstacles perfectly placed to allow for the newbie to get to grips relatively quickly, while still offering a challenge to the seasoned professional who is trying to perfect their speed run . The sound design was incredible, with music that still sounds great today and little flourishes of sound effects whenever something happened onscreen. Graphics were ahead of their time and still great today in a world where pixel sprites are making a comeback and the gameplay... Was simply sublime. Pros • Incredible level design • Great graphics • Brilliant (and often Iconic) Sound Design • Introduction of worthy heroes • A vast and varied world Cons • Just want it to keep going ——— Original ratings: • Visual Design: 10/10 • Sound Design: 10/10 • Gameplay: 10/10 • Longevity: 10/10 • Fun: 10/10
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14 Jan 2020

Call of Duty: Modern Warfare
A Positive Retrograde Step Back To Better Times
Thirteen long years ago, Infinity Ward unleashed what turned out to be a game-changer in the world of Multiplayer - a game where progression meant something, the chance to unlock weapons and additional perks. Where everyone on the battlefield had the opportunity to have totally different load-outs, which meant varying tactics. The Camper, the Run-n-Gunner, the Demo guy, the annoying Martyr, and so on and so forth. But in the following iterations, things just became bland, the franchise ran a bit stale, and Call of Duty lost its shine. Jump forward to 2019, and Infinity Ward hit us with 'Call of Duty: Modern Warfare'. Like someone using Martyrdom, it took everyone by surprise. The engine has been totally overhauled, and at last, we have a decent looking game with significant lighting effects upgrades, excellent sound and even better gameplay. But this is a game of three parts, so I want to break it down into each piece. The Single Player I don't want to give too much of the story away, as if you've played the single-player in other 'COD' titles you'll know that there are some fantastic moments. Sometimes shock based like "No Russian" in Call of Duty Modern Warfare 2, others are fairly poignant, but the story ticks along quite nicely. The premise is simple, you learn of a plot involving chemical weapons and needing to deescalate a situation between fictional Urzikstan and Russia (always the bad guys!). There is a lot of exposition as you jump between characters, finding out backstories, learning of motivations and seeking resolutions - through each part of these stories it kept my interest, I did find them a bit boring compared to previous versions. One level, in particular, grabbed me as much as 'All Ghillied Up' did way back in 2007 and it has definitely become one of my favourite levels in Call of Duty history - it's called 'The Wolfs Den' and involves a night-time raid on a Safe House in the heart of London. The whole thing is incredible, start to finish as you have no idea what to expect! I'd recommend playing through the single-player, even if it's to unlock a few of the multiplayer characters. It's interesting, it has some great performances in Farah and Captain Price, and it has some great set pieces. Multiplayer The multiplayer aspect of the game is where it really shines (for me at least). Out are the pay to win items, peer to peer matchmaking, loot boxes and in, are free DLC maps, free additional game modes being introduced regularly, some new game modes such as the fantastic 'Gunfight' mode, cross-play and dedicated servers. In terms of value for money, not a single person should quibble as the amount of content they have crammed into the game is insane for the price. Yes, there are some gripes, things like your 'Double XP tokens' counting down while you aren't even in a game, or some of the guns not being balanced correctly (the now fixed, sniper 725 shotgun was great fun though), or a new lobby on every-single-game. But, these are getting addressed regularly by Infinity Ward, and improvements are happening. Personally, my biggest gripe is the inability to host our own dedicated servers as with COD4. This enabled us to create our own 'clan' before and had people join us regularly and form some excellent friendships. The sheer amount of ways you can now play in multiplayer is too much for me to really go into but needless to say, you won't run out of modes soon. The ability to play with friends on different platforms is a real boon, as getting my brother and his friends into a private lobby with me and my group was great. They were all playing on Xbox Ones, and we were all PC based, so we thought we would decimate them. Turns out that they were all pretty good (or we were terrible) and they could hold their own against their PC siblings. So Crossplay is most certainly a winner in my eyes, if you don't like it, then you can quickly turn it off in the settings. One of my personal favourite modes is 'Gunfight'. This mode is a fast, 2v2 based, quick thinking, small map, blast of a mode. With your opponent just out of sight on the other side of the arena, getting into an engagement can be done in the first second of the match. Working out the best tactic for your opponent becomes something akin to - should you push and play offensive, stay back and be defensive, or split with your teammate and play one forward, one back. Matches are played in a best of 11, and we've often seen games push back from 5-0 up to a 6-5 loss. Trust me when I say that this leads to some tense and anxious moments in the game! Other fan favourites such as Gun Game, Team Deathmatch and Domination are back, so gamers can get their fix any way they choose, with filters to pick their preferred game mode. Choosing a weapon has become a lot harder with some really great additions, and some notable subtractions. The Kilo is a great weapon and one I have stuck with since the beginning of my game, with the right attachments (you get 5 per gun) I have made it super fast to ADS, and it suits my playstyle perfectly. This is all done through the Gunsmith, a new way of updating your gun, adding cosmetic items and changing the attachments any way you see fit to make it the way you want. Conclusion Call of Duty: Modern Warfare (2019) is a tour de force of what can be crammed into a single game. Yes, it is by no means perfect, but it is improving month by month. With many new additions to the game, it feels at last that rather than rehash old mechanics, they (Infinity Ward) have gone back to the start and redesigned and reimagined everything that made the original COD4 great. I heartily recommend it. Pros • The new engine finally updates the look and feel of the game. • New game modes such as Gunfight increase longevity. • Crossplay finally enables us to play with friends on other platforms with no noticeable loss in fairness. • Specific single-player story missions are gripping and interesting. Cons • No ability to host a dedicated server. • Bit of a balancing issue with some weapons. • Certain gameplay items need some work (XP Tokens) ——— Original ratings: • Visual Design: 9/10 • Sound Design: 8/10 • Gameplay: 9/10 • Longevity: 9/10 • Fun: 9/10
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14 Jan 2020

Dying Light
Definitely Not DOA
One of the sleeper hits of 2015, Dying Light took everything that was good with Dead Island, tossed away the bad and created something special. I remember purchasing Dying Light and not really holding out too much hope for it, I had previously bought and played both Dead Islands and while entertaining in their own right - simply didn't grab me. I just thought the parkour in Dying Light looked cool, and anyone that knows me will understand I'm quite quick to buy a game on a sniff of a mechanic I like. Playing as Kyle Crane, you enter the world of Harran as an agent for some agency that resides somewhere in the world. Your mission, to find out information about a mysterious virus that is currently wreaking havoc on the city and its population. Upon entering this world you find out that the virus has decimated most of the population, turning them into mindless (apart from the hunger) zombies that just want to tear you apart, limb from limb. Luckily, apart from a couple of special types, these are the slow and lumbering zombies like 'The Walking Dead' series, rather than the fast and relentless zombies from '28 Days Later'. Still, in the early game, you are woefully underpowered and even these slow ones can kill you quickly if you get surrounded. The city is vast, with lots of areas to explore. A high-rise dominates the slum area of the map, with shacks and small shops making up the outlying area. A small coastline gives you the opportunity to do a bit of swimming and a motorway over a bridge can give you a sense of vertigo as you leap from the top of it. The addition of the 'Old Town' in the standard game and 'The Countryside' in the subsequent DLC means that the space to explore is vast and varied. I personally love Old Town for the aesthetics and feel, with far more verticality to explore. The gameplay is top-notch with the skill tree allowing you to level Kyle up to be both far more athletic and far more deadly. Personally I would level up anything that allowed me to carry more in my Backpack, or to extend the reach of the (oh so satisfying) zipline. Lots of the skills are centred around the crafting side of Dying Light, the ability to make and customise your weapons! Dying Light is one of the only games that I can think of where melee weapons are better than the guns. In fact, to clear some space in my backpack I'd often just clear out any weapons that fire bullets. Baseball bats, Sickles, Axes, Oars, Pipes and Bows are all fair game, and the ability to customise these with items such as circular saw blades, flamethrowers, electrical charges etc gives plenty of options to kill the Z's. Apart from some mild mouse lag, I thoroughly enjoyed this game from start to finish. Playing mostly in co-op with a friend (@Skillet), we found it a perfect for team play, we were each other's medics, guides, mules and traders. Swapping weapons when we found something better, ensuring both of us levelled equally. Night times were particularly fun, with the special infected coming out to play. The sense of dread and trepidation that occurred when you had a 'Volatile' on your heels as you desperately seek a safe room was incredible. Throughout the game, you find many different types of infected, Volatiles are potentially the most deadly - fast-moving, powerful and plentiful enough that it makes night time an exciting time to be alive. But then you have the powerful, and armour laden Demolishers who smashes you with one hell of a (Charger-esq) shoulder charge. Over the period of the game main missions, you slowly get more adept at dealing with these threats. By the end, you will not only be able to defeat things with relative ease but will be hunting them down much the same way they did to you earlier in the game. There aren't many games that can really stand the test of time, but I find myself drawn back to this game time and time again. It's a game I recommend to anyone that likes the open-world style gameplay combined with a great combat system and interesting story. ——— Original ratings: • Visual Design: 9/10 • Sound Design: 9/10 • Gameplay: 8/10 • Longevity: 9/10 • Fun: 10/10
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14 Jan 2020

Generation Zero
Death of the Machines
I so wanted to like this game, when I saw the initial launch trailer it went straight onto my wishlist. An open-world survival romp with machines that have a striking resemblance to those found in Horizon Zero Dawn, made by the people behind some other great games like the Just Cause series and Mad Max. What could possibly go wrong? Set in an alternate reality in Sweden around 1980, I began my story by trying to find out what was going on, so I just headed to the nearest building and my quest began. The landscape is totally devoid of humans and the only things lurking around are these mechanical machines. Machines that just want to kill anything around them that has a pulse. This is where the problems began for me, the scenery, while quite pretty at times is generally fairly bland and repetitive. The machines are actually quite dumb and going inside a building pretty much put you out of harm's way. Finding items is just looking in the back of cars or searching the odd building and the gunplay is just dull. I really wished this was going to be that perfect marriage of DayZ, Horizon Zero Dawn and Rust, but it just wasn't! The ultimate disappointment for me was when I had just had enough and, after 20 or so hours, turned it off, where it has remained to this day... Dormant ——— Original ratings: • Visual Design: 7/10 • Sound Design: 6/10 • Gameplay: 4/10 • Longevity: 3/10 • Fun: 3/10
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12 Jan 2020

Luigi's Mansion 3
Cute, Quirky and Stuffed with Character
There aren't many games out where both my girlfriend (@KaipoNat) and I have wanted to complete it as much as we did Luigi's Mansion 3. We sat down one evening to give it a go and to begin with it is solo play only. So I watched in amusement as she tried to get to grips with the control method (Left stick moves Luigi around, right stick swivels his body and makes him look up and down!). I found it hilarious that she couldn't hoover up the gold bar directly behind her without spinning wildly on the spot - until I tried! But that is where the frustrations ended. All of a sudden Gooigi (Luigi made of Jello) became available for me to play, and I jumped in to help out. Instantly we began having a great time, her blinding me with a flashlight and me sticking Googi's plunger onto the top of her head. We set out to take on the many levels of the mansion, with every level featuring totally different and interesting themes. With different abilities between Luigi and Gooigi, both parties had a role to play in the success of each level. Having not previously played a Luigi's Mansion game, we were both taken aback by just how great the level designs and puzzles actually were. We thought it might be a little bit of a dumbed-down Mario Odyssey game. But, it turns out, this sidekick really does have the means to stand out - to the point where when we finally see Mario again in the game, he just annoyed me. We played the entirety of the game story in roughly 15 hours but will be back to try and complete the collection of the treasure gems over the next few weekends! ——— Original ratings: • Visual Design: 9/10 • Sound Design: 6/10 • Gameplay: 9/10 • Longevity: 8/10 • Fun: 10/10
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17 Dec 2019

Rust
Silly, Fun, Sometimes Toxic Survival Romp
You wake up naked, bits swinging freely in the breeze! Somehow stowed on your previously prone body are a rock, and a torch, where these were kept is probably best left to the imagination. How did you get here? What is your name? How do you get off the island!? All of these questions and more will never be answered, but it doesn't matter, you're here now, best make the most of it. Wandering the island, you come across a similarly sparse character, you shout over to say hi... Thwack! An arrow to your cranium... You wake up naked, bits swinging freely in the breeze! Somehow stowed on your previously prone body are a rock and a torch... And so it continues, you soon realise that you need to avoid these encounters early on. Bide your time, build yourself a small wooden hut, get some essential mining tools and find yourself some grub to tide you over. Throughout the next few hours, you'll slowly discover blueprints and other items that will assist you against the bullies of the server. Your basic wooden hut will become a reinforced armoured palace of worthiness, your bow and arrow will become a fully equipped rifle or AK-47 complete with scope and high-velocity rounds. Now you become a target for another reason entirely, you're too well equipped, and others are now worried about you. This rinse and repeat formula could get tiresome very quickly, but on a nicely populated server of people you know it is a good laugh. Encounters may or may not end with the conflict, people can and will sometimes help you out with a drop here and there, it's great fun! The great thing is that FacePunch studios, led by Garry Newman, is always evolving the game. I may disappear from the game for a few months, but I always look forward to seeing how it has changed on my return. With new balancing, plentiful and varied 'monuments' and different gear all around. ##Pros • Constantly evolving • Huge player base • Mod enabled ##Cons • Sometimes toxic servers (find another!) • Not overly noob friendly ——— Original ratings: • Visual Design: 8/10 • Sound Design: 7/10 • Gameplay: 9/10 • Longevity: 9/10 • Fun: 8/10
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27 Nov 2019

Star Wars Jedi: Fallen Order
The Force is Strong with this one
It's been a long time since I can honestly say that I enjoyed a Star Wars game. The original Battlefront II being the last one that I can remember, and even that was due to the large scale multiplayer battles and the nostalgia trip of using familiar characters. Seeing that Respawn Entertainment were the developers gave me some hope, their previous releases Titanfall and Titanfall 2 were incredible games that sadly underperformed in sales (as an aside, I recommend 'Titanfall 2' if you like good single player campaigns). You play as a Cal, a Jedi Padawan who's master was slain five years earlier in the 'Order 66' purge. In hiding on the planet Bracca, Cal uses his force powers to rescue a colleague of his - but inadvertently attracting the Second Sister. Rescued by Cere Junda, Cal goes on a journey around the galaxy trying to figure out more about what has happened, who he is and how he can have an impact against the 'Galactic Empire'. The game itself plays well, with a cross between Tomb Raider for the exploration, Uncharted for the various climbing sections, God of War for the squeezing through crevice loading screens and Dark Souls for some of the combat sections. My most significant criticism is the back-tracking that you need to do With the maps being reasonably large, but also quite linear, no matter how much they try and hide the fact you need to go back over the same ground, you do, a lot. With Cal having to return to planets once another Force power has been 'remembered'. It means that you see the same section of level over and over again. The combat is what makes this game shine, and apart from the odd janky camera angle and locking onto the wrong target, the combat feels good. Fighting Storm Troopers is relatively easy, and they are dispatched with relative ease, but come up against some of the elite enemies, and you'll find yourself respawning over and over until you get a grasp of their various tactics and moves. Respawn locations are often in a convenient location, giving you the chance to take Cal right back into the thick of it within 30 seconds. Overall, I would recommend this game to anyone who fancies a single-player adventure in a Dark Souls kind of way, with fun combat and a decent enough story to keep you hooked. Pros • BD-1 is my favourite droid now within the Star Wars universe • Fun combat with a real sense of swinging a lightsaber • Force powers are fun to use in combat • The story is interesting, and you meet some familiar characters Cons • Bit of back-tracking involved with exploration • Some boss fights are a little deceptive Graphics could be a bit better (PC Version) ——— Original ratings: • Visual Design: 7/10 • Sound Design: 8/10 • Gameplay: 8/10 • Longevity: 8/10 • Fun: 9/10
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17 Nov 2019

Red Dead Redemption 2
Get Off Your Horse And Drink Your Milk
Let’s start by saying that I owned this game on the PS4, but due to having thumbs as agile as two age-old pensioners, I was unable to shoot anything with any degree of accuracy, and the game succumbs to sitting on my digital shelf gathering virtual dust. RIP RDR2 Move forward a couple of years and Rockstar made the sensible move to finally release their game on PC. With the possible increase in grunt my PC could give over my PS4, I was curious to see how well things would run? Well, upon initial release, not very well! Booting the game up I was met with frequent glitches and a pause/map screen that would slowly eat itself up leaving nothing but a slither of the overlay at the top of my monitor. But... quick to react Rockstart released a patch and, now, these release bugs and issues have been quashed. With Red Dead Redemption 2 we are introduced to a band of outlaws who, down on their luck and on the run, are looking for a new beginning to lay low and get settled. Your character, Arthur, is a disgruntled middle-aged fella who you can either play as an honourable and fine gentleman or someone who has a chip on his shoulder and wants to rob, murder and plunder everybody he comes across. I have chosen the more honourable route and am enjoying my journey around the vast, vast map checking out the vistas and helping out the poor folk that are being held up by the rival gangs and thugs that quite obviously littered the wild west back in the day. Using the mouse and keyboard has given me far more accuracy when it comes to the shooting side of things, allowing me to rush into battles far more than I did with the Playstation controller. I find that I am moving through the game far quicker than I did on console and enjoying the game far more than I previously did. I'm currently about 45 hours in but would like to come back to this review after I have completed a few more quests (including the main storyline). ——— Original ratings: • Visual Design: 10/10 • Sound Design: 9/10 • Gameplay: 8/10 • Longevity: 10/10 • Fun: 8/10
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21 Oct 2019

Satisfactory
A Game of 3D Factorio?
Satisfactory is one of those games that once you begin to get a grasp of the game and make headway, it's very hard to stop playing. There is always one more thing you can do before retiring from the game for the day. ——— Original ratings: • Visual Design: 8/10 • Sound Design: 6/10 • Gameplay: 8/10 • Longevity: 9/10 • Fun: 9/10
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21 Oct 2019

Days Gone
Awful Dialogue, Alright Game
Days Gone was one of those games that piqued my interest with the original E3 announcement. Seeing the hordes of zombies sprawled across the screen eagerly running to eat our protagonist Deacon really whetted my own appetite for the game. I'd never seen this many characters on display in any video game (except maybe Gauntlet!), and it was running like a dream. The game was a day one purchase but did it live up to the hype? You play as Deacon, a man who has lost his wife amid a Zombie outbreak. He's devastated, heartbroken and just wants to head north with his best friend, Boozer. The story is a little bit mish-mashed and all over the place, but I'm just about able to follow along with it. The voice acting is generally on point, although some choice lines made me cringe a little, "Promise to ride me as much as you ride your bike!" bleurgh! What sucked me into this game was the scenery and the vistas of the vast Pacific Northwest. My love for in-game photography has made this one of my go-to video games. Exploring and finding new locations, be it just scenery or the rugged handsomeness of Deacon, I don't care! The graphics, especially running at 4k with the Sony PS4 Pro, are some of the best I have seen on the platform. When it comes to the game, it's a slightly different matter. It looks great, it sounds good, but it can become a bit tedious and infuriating. For instance, trying to find supplies has you turn on 'survivor vision', as with many video games at the moment this is a way to scan your surroundings. No problem, no? Well, yes, there is, everything highlights, from doors to places to hide, to items to pick up. The most infuriating thing here is if the item is within a vehicle, every single time you sit through the same 'breaking in' animation! Combat is generally excellent, although I wouldn't have thought a baseball bat would break after cracking someone around the noggin with it only a few times. But, let us escape reality for a bit, considering said someone is a Zombie. Gunplay is alright, with decent booms and bangs - I'm so rubbish at aiming with a controller though! Thank goodness for the hordes, where I can literally spray-and-pray. These hordes are so much fun, with the first one I stumbled across literally making my heart beat out my chest as I ran for my life. A great addition to the game and one that makes the hordes in World War Z look pretty rubbish! Overall, I think this is a slow-burner, one where you just stumble across story missions as you explore the exemplary surroundings of the Pacific Northwest. ——— Original ratings: • Visual Design: 8/10 • Sound Design: 5/10 • Gameplay: 6/10 • Longevity: 7/10 • Fun: 9/10