The sheer amount of delays faced by the console release of Painkiller: Hell & Damnation might lead any logical human being to draw the conclusion that Nordic Games should have axed the project entirely for fear of ending up in a similar situation as last yearâ€™s severely botched reformatting of Risen 2: Dark Waters. Apparently, neither the publisher nor the developers at The Farm 51 caught wind of Deep Silver and Piranha Bytesâ€™s grave blunder, ignoring the cardinal and unspoken meta-commandment of PC-to-PS3 ports: Thou shall not attempt to retool a clearly unsalvageable product. Hell & Damnation is being billed as both a remake of and a prequel to 2004â€™s Painkiller, a game that fed off the then-feverish desire for Doomâ€“ and Quake-inspired FPS nostalgia, escaping instant panning due to its, at the time, cutting-edge Havok 2.0 physics engine and a boatload of expansion packs. Itâ€™s now 2013, and unfortunately, for everyone involved in the production of Hell & Damnation, the hankering for yet another modernization of something in the vein of Unreal Tournament or Serious Sam has waned considerably. Not only is Hell & Damnation an unsightly, tedious, and mind-numbingly dimwitted distraction, itâ€™s also completely unnecessaryâ€”a nearly bottomless descent into uncompromising mediocrity.
Players once again assume the role of sullen, stubble-ridden Daniel Garner, who had his wife, Catherine, unexpectedly seized from him at the end of our heroâ€™s last infernal escapade. At the beginning of Hell & Damnation, Death swoops down and offers a dispirited Daniel a deal: 7,000 souls in exchange for his lovely bride. Daniel, who essentially has nothing left to lose but his own life, accepts the offer and quickly gets to monster-slaying. Thatâ€™s basically what the game is from start to finish: a rigidly mundane succession of artless killing sprees carried out by a protagonist who has about as much personality as a rotten corpse. The gameplay is just as stale, never feeling anything but antiquated, forcing you to run-and-gun across blandly designed rooms and corridors, slaughtering countless congregations of vapid peon enemies as you go. The occasional massive Big Bad will turn up to sprinkle a helping of much-needed spice to the proceedings, giving you a brief respite from hordes of hooded ghouls and disgruntled skeletons.
A game like Hell & Damnation could allow for some of its numerous flaws to be overlooked if it had delivered an innovative, exciting arsenal of ultra-violent weaponry, but much of Danielâ€™s diabolical armaments are pulled straight from the action-gaming-artillery recycle bin. The titular Painkiller returns, as well as the Electrodriver, Stakethrower, and faithful shotgun, but even the new additions are lacking in creativity. The Soulcatcher, for instance, is a poorly executed rip-off of every buzzsaw-firing/beam-style piece of offensive hardware that has come before in video games past, a cumbersome dual-functioning gat that does little to raise Danielâ€™s dwindling level of badassery. Similarly, it doesnâ€™t help matters when the gameâ€™s myriad of annoying glitches, from sporadic lagginess to texture tears, pop up in the middle of an already unstable battle. Power boosts from collectible tarot cards, as well as the capacity to morph into a one-hit-kill-capable demon creature almost feel like afterthoughts, especially the latter, which adds a confusing layer of motion blur over the environments, making navigation in tight spaces temporarily burdensome.
Derivative multiplayer scenarios have been shoehorned into Hell & Damnation in an attempt to recapture the old-school magic the original Painkiller had in that department, but, as with almost every other crack this game takes at revamping dated first-person shooter mechanics, the execution falls flat. From a slipshod cooperative campaign option to archaic renditions of tired modes like capture the flag, deathmatch, and PvP duel, Hell & Damnation repeatedly puts its inability to adapt and get with the times on full display for all to see.
Developer: The Farm 51 Publisher: Nordic Games GmbH Platform: PlayStation 3 Release Date: August 30, 2013 ESRB: M ESRB Descriptions: Blood and Gore, Intense Violence, Strong Language Buy: Game
Review: Castlevania Anniversary Collection Turns Its Back to a Seriesâ€™s History
Itâ€™s not greed in this day and age to expect publishers to respect and preserve their history. At this point, itâ€™s an artistic responsibility.3
The prospect of the widely detested Konami of 2019 turning a jaundiced eye toward the best franchise the beloved Konami of yore produced was, rightfully, a frightening proposition. After all, this is a publisher thatâ€™s had no qualms about charging $10 for an extra save slot, or canceling entire games, regardless of positive reception or earning potential, based on a grudge against creators. Remember that Konaniâ€™s last major contribution to the Castlevania series was a pachinko machine. So, itâ€™s almost a tiny blessing that the worst thing visited upon the Castlevania Anniversary Collection is a sort of benign neglect.
Out of the seriesâ€™s history, the Anniversary Collection includes the three NES titles (Castlevania, Castlevania II: Simonâ€™s Quest, and Castlevania III: Draculaâ€™s Curse), the first two Gameboy titles (Castlevania: The Adventure and Castlevania II: Belmontâ€™s Revenge), Super Castlevania IV (originally released on the SNES), Castlevania Bloodlines (originally released on the Sega Genesis and outside the United States and Japan as The New Generation), and the NES port of Kid Dracula, which was only released on Gameboy in the U.S. Want to play Haunted Castle, the obscure arcade game that serves as the mechanical basis for the first NES Castlevania? Or Dracula X: Rondo of Blood, the beautifully ambitious PC Engine CD spinoff? Youâ€™ll have to purchase those, and a sizable list of other Castlevania titles, separately. Which is a shame, because it only takes about five minutes of playtime apiece to realize that the Gameboy titles are taking up valuable real estate here that could easily have been filled by better and more interesting games in this series. The same can somewhat be said of Kid Dracula, an old-school mascot platformer thatâ€™s adorable but ultimately expendable.
The big question to be considered with any sort of collection or remaster effort is one of purpose. Is it to bring a game visually or mechanically up to modern standards? Or is it to preserve its code? In recent years, weâ€™ve seen Sega accomplish both with their Genesis Collections, Capcom with their Anniversary Collections of Street Fighter and Legacy Collections of Mega Man, and SNK with their 40th Anniversary Collection. The list goes on and on. Ultimately, for a collection supposedly celebrating a seriesâ€™s 30th anniversary, the amount of effort put into this release suggests a relationship long dead.
There are countless stories and questions about the creation and advancement of the Castlevania series that remain untold and unansweredâ€”stories you can tell either through the inclusion of the later games that showcase that evolution, or through the inclusion of ancillary materials that tell the story more directly. Many a developer has made that effort in bringing games of this age to modern players. Konami simply doesnâ€™t, and itâ€™s not for a lack of proof to draw from, given how different latter-day titles in this series became in the PlayStation/Nintendo 64 era. Thereâ€™s an entire thriving genre of video games co-named after this series. That alone is a grand reason to chronicle the how and why of this seriesâ€™s legacy in thorough detail. Yes, putting the effort in to localize Kid Dracula certainly took work, but itâ€™s also the least relevant game to said chronicle. This is a collection that feels loveless as a result, as it lacks so much context or respect for the place these games hold in gaming history.
Konamiâ€”partnered again with developer M2, a studio renowned for their work on similar compilations for Sega and SNKâ€”takes a similarly haphazard approach to the more restorative aspects of this collection. Aside from a manual Quick Save system, a few perfunctory graphics filters, and screen frames, the games are, well, essentially ROM dumps. The only major concession to posterity at the moment of this reviewâ€”post-launch content is plannedâ€”is a digital book, with rough concept sketches for all the games, and one admittedly excellent interview between famed series composer Michiru Yamane and Adi Shankar, show runner and executive producer of Netflixâ€™s fantastic animated Castlevania series.
Even just the small favor of including one or two of the basic graphics-smoothing options that even the most rudimentary emulator can provide wouldâ€™ve shown some level of forethought and consideration went into the Castlevania Anniversary Collection. Putting aside that itâ€™s being released at a time when archival efforts for gaming are in full swing, this collection feels almost begrudging of the seriesâ€™s existence. Given Konamiâ€™s current rep among both those who play and develop games, itâ€™s not a stretch to consider that that may be the case.
Thankfully, whatever enmity Konami holds toward its glory days as a developer doesnâ€™t affect the games whatsoever. The meat of the collection is, of course, the NES, SNES, and Genesis titles, which have all held up extraordinarily well to time. The original Castlevania remains quite difficult, but thereâ€™s very little in the game that goes beyond â€śtough but fairâ€ť aside from an infuriating fight with the Grim Reaper toward the end. Simonâ€™s Quest is the most troublesome of the bunch, in that itâ€™s so obtuse in its clues and RPG elements that itâ€™s essentially impossible to progress without the aid of a strategy guide. But itâ€™s also the most academically fascinating game in the collection. Many of its puzzles, designs, and mechanics are easily decades ahead of their time, even if theyâ€™re poorly implemented into the game.
Draculaâ€™s Curse, Super Castlevania IV, and Bloodlines represent the series hitting a creative stride, the 8-bit Hammer horror trappings of the first two games making way for the series to develop its own identity. Draculaâ€™s Curse and Bloodlines both bring a playfulness and mechanical ambition to the fray. The former does this via a grand experiment with branching paths and character swapping, the latter through a series of hardware-pushing special effects and optical illusions. Despite being a first-generation SNES title, Super Castlevania IV remains one of the systemâ€™s crowning achievements, especially in the sound department. Adventurous beats and melodies give way here to impressive facsimiles of an orchestral experience, featuring haunting choirs, evil organs, and ethereal, synth atmospherics that create a soundscape unlike anything else produced at the time. That, and the gameâ€™s organic, painterly aesthetic brings a dose of legitimate unsettling terror and dread far beyond the abstract pixels of the NES games or the bloodier but more cartoonish aesthetic of Bloodlines.
Itâ€™s not greed in this day and age to expect publishers to respect and preserve their history. At this point, itâ€™s an artistic responsibility, and for a series as creative and ambitious as Castlevania, simply tossing a few barely touched ROMs at players and calling it a day canâ€™t help but feel a little insulting, all the more so because the games presented in this collection make a rock-solid case that theyâ€™ve never been more worthy of the attention.
This game was reviewed using a download code provided by Hill+Knowlton Strategies.
Developer: Konami, M2 Publisher: Konami Platform: PlayStation 4 Release Date: May 16, 2019 ESRB: T ESRB Descriptions: Blood, Fantasy Violence, Partial Nudity Buy: Game
Review: Layers of Fear 2, Though Terrifying, Clings Too Tightly to Its Script
The gameâ€™s first few acts are its finest, particularly for their strong sense of physicality.3.5
Bloober Teamâ€™s latest, Layers of Fear 2, puts you in the shoes of an actor trying to find his or her character, in both the literal and figurative sense of that phrase. From a physical perspective, this means interacting with all sorts of horrific sights aboard a luxury cruise linerâ€™s cabins: the dioramic creations of an enigmatic director (voiced by Tony Todd of Candyman fame), each designed to trigger the actorâ€™s suppressed childhood memories. And from a psychological perspective, this means losing oneâ€™s grip on reality, as the line blurs not only between the role the actor has been tasked with playing and the actorâ€™s past, but between a film productionâ€™s props and sets and what the actor becomes convinced he or she is seeing: hedge mazes, pirate coves, industrial cityscapes, and so on.
Youâ€™ve been hired to star in a film being shot aboard the 1930s-style Icarus Transatlantic, but over the course of the gameâ€™s five linear acts, it becomes clear that something else is happening on the curiously empty ship. Players set out from an increasingly dilapidated dressing room, exploring not just the ship itselfâ€”everything from the coal-lined engine rooms to the kitchens and first-class cabinsâ€”but a variety of on-board sets that have been built by the director, such as a pirate ship thatâ€™s surrounded by papier-mĂ˘chĂ© waves, and a recreation of a private screening room. Such visual touchstones and their recurring motifs are the layers of fear of the gameâ€™s title, opening themselves up to multiple meanings, like the playing cards that reference Alice in Wonderland but also point to a relativeâ€™s gambling addiction.
The gameâ€™s first few acts are its finest, particularly for their strong sense of physicality and connection to filmmaking methods and aesthetics. The simple puzzles require you to operate slide projectors until youâ€™ve found the perfect shot, to use turntables to position your mannequin co-stars, or to follow chalk-drawn blocking notes across the various dioramic film sets. Even though some effects are logically impossible, such as the way flickering projector beams pierce solid walls, so that the shipâ€™s cabins sometimes seems as if theyâ€™re bleeding pinpricks of light, the directorâ€™s manipulations are so clever that you convince yourself that itâ€™s all somehow just a practical effect, or a really good perceptual illusion, as with the various doorways that vanish if you so happen to break your line of sight with them.
As Layers of Fear 2 reaches its conclusion, however, and the protagonist becomes more defined, we become disassociated from what should be the gameâ€™s most unnerving effects, like red-gel-lit hallways lined with squirming body parts. At times, it feels more like youâ€™re watching a scary film from the comfort of your living room than actively participating in one. An early sequence that draws inspiration from Fritz Langâ€™s Metropolisâ€”its giant brass pipes, its columns of steamâ€”is particularly strong for its function as a filter through which the actor processes whatever horrors he or she is actually seeing in the boiler room. But itâ€™s not long into the game before it starts to feel as if films are being referenced as a matter of course. Indeed, no narrative purpose is served by the awkward mini-game in which you fly, and in hallucinatory fashion, the rocket ship from Georges MĂ©liĂ¨sâ€™s iconic silent short A Trip to the Moon, or the appearance toward the end by the twins from Stanley Kubrickâ€™s The Shining.
Still, even when these references and recreations fail to connect to the gameâ€™s grand design, theyâ€™re at least arrestingly vivid in their aesthetics and often quite unsettling. Layers of Fear 2 doesnâ€™t explain or justify these sequences, which makes them all the more striking. You may ask, â€śWhat, exactly, have I stumbled upon?â€ť By contrast, the many artifacts and collectibles that you pick up throughout are frustrating for the way they elaborate upon the gameâ€™s horrors instead of deepening them: Watch as art imitates life, they seem to say to you, specifically the fateful choices made by a brother and sister who once stowed away on a ship very much like the one youâ€™re trapped on. These narrative moments provide a safe harbor from whatever else is more immediately going on around you, giving truth to the gameâ€™s binary choice to either â€śLose the character, find yourselfâ€ť or â€śFind the character, lose yourself.â€ť
Because Layers of Fear 2 is a game about the madness that lies within oneâ€™s imagination, itâ€™s no surprise that the moments that hint at unseen horrorsâ€”and the 3D audio is particularly effective on this frontâ€”are more unsettling than those that explicitly show them. The sequence in which youâ€™re trailed by ogre-like footsteps is infinitely more unnerving than the one in which your pursuer is depicted as a fire-breathing titan, whom you can easily hide from. The more that Layers of Fear 2 offers players a peek behind the curtain, the more it leans on redundant trial-and-error chase sequences, effectively leaving psychological complexity in the rear-view mirror and making it harder for us to get lost in its illusory horrors.
The acting conceit of Layers of Fear 2 presents a compelling psychological dive into what it means to create a character, to truly imagine yourself as someone else. But each time players might be swept away into something truly unsettling, the directorâ€™s demands snap things back to a comfortable reality. For all its unsightly imagery, the overall arc of the game conforms to a familiar structure (especially in the ineffective New Game+ mode), forgetting that its scariest moments are those unexpected ones between the instructions given to you by the director. Layers of Fear 2 can be terrifying, but only when it stops clinging so tightly to its script.
This game was reviewed using a download code provided by Evolve PR.
Developer: Bloober Team Publisher: Gun Media Release Date: May 28, 2019 Buy: Game
Review: In Observation, the Ghost in the Shell Is the Player Itself
The setting of the game is the familiar stuff of science fiction, but the lens through which itâ€™s viewed is not.3.5
The setting of Observation is the familiar stuff of science fiction: a space station dotted with airlocks and hatches and run by a voice-activated artificial intelligence. But the lens through which itâ€™s viewed is not. You play as S.A.M., the aforementioned AI armed with a battalion of unblinking eyes: the cameras that line every one of the eponymous stationâ€™s hallways. Despite his constant watch, something has gone wrong aboard the station. The Observation has spun far off course, most of its crew is gone, and neither S.A.M. nor Dr. Emma Fisher, who appears to be the stationâ€™s only survivor, know what happened.
Besides observing, most of S.A.M.â€™s functions are doled out piecemeal for the exclusive task of progressing through the guided storyline. He can access things like laptops and terminals. He can open (and close) doors, and he can recite whatever data heâ€™s been asked to find by Dr. Fisher to help unravel the mystery behind the stationâ€™s crisis. Though sci-fi connoisseurs may already have ideas about where the story will end up, Observation is, despite appearances, less a game about refusing to open the pod bay doors than cooperating with Dr. Fisher. S.A.M. isnâ€™t one to cause problems so much as help solve them by dutifully performing different tasks.
If Dr. Fisher needs to broadcast a signal, for example, youâ€™ll need to call up the shipâ€™s map and access cameras in the room housing the astrophysics terminal. From there, youâ€™ll use the terminal to look up the coordinates on a black-and-white image, send those coordinates to the communications screen, and then input the numbers manually. Itâ€™s not glamorous or even particularly challenging work, but neither is being a space stationâ€™s artificial intelligence; the gameâ€™s most complex tasks involve things like tracing a schematic for clues or piloting one of the spheres floating around the zero-gravity station to reach camera blind spots.
As rote and mechanical as these operations may be, they sink you deeper into your role as the AI. The gameâ€™s excellent interface design helps you feel at one with the environment through interactions that feel tactile. Adjusting camera angles is slow and accompanied by a faint hum. Spheres are likely to bump into objects since theyâ€™re a little unwieldy and donâ€™t turn on a dime, and their camera view fizzles accordingly. Various text displays donâ€™t look friendly, as a smartphone display might, so much as functional. Theyâ€™re rendered in stark reds, whites, greens, and grays that evoke old technologyâ€”the loud clacking of keyboards, of numbers not entered so much as forcibly pressed in. The station isnâ€™t exactlys old-fashioned, but its occasionally clunky software feels rooted in a tangible past, as if modernization has yet to erase the vestiges of technology conceived near the turn of the century.
And yet, playing as a computer isnâ€™t the same as feeling like one. Engaging with the game means navigating its menus and devices by lumbering through human thought processes, relying on the inefficient motor functions of sausagey fingers mashing on controllers and keyboards. When moving inside a sphere, the labyrinthine station can be confusing to navigate without stopping to check a map, making it easy to float off down the wrong hallway.
To compensate for player awkwardness, Observation specifies that S.A.M. is too damaged to operate at full capacity, but itâ€™s not quite enough to maintain the illusion. No machines ask you to interact quickly or skirt around a fail state. While this gentleness keeps the game humming along smoothly without constantly stopping to chastise players, it makes what are ostensibly the routines of a computer feel built to accommodate humansâ€™ comparative sluggishness, preventing you from fully inhabiting a believable role. Frantic characters simply stand and stare while they wait for you to complete even the most time-consuming of tasks.
But the playerâ€™s presence isnâ€™t a total loss since it gives the story room for subtlety. The development of S.A.M.â€™s emotions is understated and even totally peripheral to the central mystery because your personal reactions to characters, the solutions you uncover, and the attachments you develop stand in for what S.A.M. feels. Your emotions are his. As the plot escalates and the suspense grows, the momentum may slow as you fiddle with a door switch, but it never stops to explain character growth because you fill in the blanks yourself. S.A.M.â€™s development is almost taken for granted, allowed simply to be as a part of a larger story and compelling mystery buoyed by a unique perspective. Thereâ€™s a ghost growing inside S.A.M.â€™s mechanical shell, and after just a few hours with Observation, it turns out to be you.
This game was reviewed using a download code provided by Tinsley PR.
Developer: No Code Publisher: Devolver Digital Platform: PlayStation 4 Release Date: May 21, 2019 Buy: Game
Review: Rage 2 Brings the Flair, but It Barely Fills Its Open World
Itâ€™s hard not to be disappointed in how little use the Wasteland has for you when you’re not dealing in lead.3
The first Rage was released back in 2011, when it seemed like every game was painted in washed-out browns and graysâ€”a visual shorthand for a world in ruin. Weirder and wilder out of the gate, Rage 2 is certainly more varied in that regard, with lush vegetation and advancements in Wasteland technology bringing modern and bracing fluorescent green and yellow glows to its environment, making for a much more colorful reality, with a striking pink visual motif cutting through almost every scene like a knife.
Itâ€™s two decades after the events of the first game, and thereâ€™s been enough peace in the post-asteroid-collision world of tomorrow for the Wasteland to develop something resembling an ecosystem capable of supporting life in the long term. And then General Cross makes his grand, violent return, wiping out the Wastelandâ€™s seat of military power and quickly revealing that things havenâ€™t changed as much in this world as its people would like to imagine.
Thereâ€™s quite a bit of interesting world-building going on here, with the gruff warlords, scrappy survivors, and crackpot scientists of the first game joined by a motley transhumanist population thatâ€™s evolved into a slapdash DIY iteration of our modern life. Transgender bartenders and store owners are commonplace. Every human with missing limbs or other body parts seems to have their own personal, customized replacements.
The larger-than-life characters of the upper-classes range from Desdemonia, a Norma Desmond-esque vamp producing a daily televised deathmatch, to simpering scumbags like Klegg Clayton, whoâ€™s like the unholy cross between Kenny Powers and Guy Fieri. The critical NPCs who hand out the missions that advance the story are simple archetypesâ€”save for one horrifying, Kuato-like living prosthesisâ€”but people under their leadership are anything but.
The world of Rage 2 is a grand place to shoot things, but an even better place to simply people-watch for a spell. Strolling into new settlements and meeting these people is the most engaging part of the game, as the post-apocalyptic society feels very well conceptualized and lived-in. That said, it doesnâ€™t take long after actually getting involved with missions and side quests to realize little has changed about Rageâ€™s overall gameplay loop. As wonderfully realized as the world is, you only meaningfully interact with it when NPCs have missions to dole out. And those missions almost unilaterally involve driving to a specific place on the map, killing everything that moves, looting the place blind, and moving on.
The killing and looting in and of itself isnâ€™t necessarily a detriment. Thereâ€™s a lot of the same ethos going on here that fueled Idâ€™s Doom reboot from 2016â€”a game that, for what itâ€™s worth, Iâ€™ve come around to since my initial review. Every gun has a visceral heft and punch to it, bolstered here by a surprisingly vast collection of superpowers and nanomachine-aided combat enhancements. Mechanically, Rage 2 feels more like Crackdown than, well, the Crackdown game we got this year. Missions are rewarding enough where every couple of skirmishes nets you a much-needed upgrade or the materials/currency to purchase or trade for it. Itâ€™s become pretty clear in recent years how much we all need to treasure games operating at this level that arenâ€™t abhorrently stingy with immediate gratification.
Doom, however, is a game content to just let the player plow through hordes of nameless cannon fodder for hours, and little else. It starts with the protagonist literally pushing character motivation and backstory aside so he can get some killing done. The setup is far more involved in Rage 2, and the world so much bigger, but itâ€™s one thatâ€™s littered with distractions from the main quest, and characters whose motivations and problems beg for more nuance than Rage 2 is willing to provide. Roaming from place to place looking for either more things to kill or better, more efficient ways to do it is a huge waste of an interesting world, and if there was any lesson this type of game should have taken from the Fallout seriesâ€”or, more broadly, from the Mad Max films itâ€™s drawing so much inspiration fromâ€”it was telling dozens of tiny interpersonal tales using the deep pool of well-drawn characters at its disposal without sacrificing being a gory shootout in a desolate environment.
The actual, spatial waste just compounds the problem. Rage 2 is another in a sad class of open-world games that has trouble filling up that open world, and thatâ€™s a bigger problem when gameplay doesnâ€™t meaningfully vary from â€śkill everything in sight.â€ť Thereâ€™s plenty of driving to be done, and there are races, just like in the first Rage. Thereâ€™s also a tidy collection of armored vehicles to try out beyond the APC you get at the gameâ€™s start. These are the only activities that significantly stray from the one thing Rage demands from its players.
Still, it cannot be understated how good Rage 2 is at that one thing. Itâ€™s a game that works wonders in small, appreciable bursts of neon violence, engaging enough to see its comparatively brief story through to its conclusion. When itâ€™s all over, however, itâ€™s hard not to be disappointed in how little use the Wasteland has for you when youâ€™re not dealing in lead.
The game was reviewed using a download code provided by fortyseven communications.
Developer: Avalanche Studios, id Software Publisher: Bethesda Softworks Platform: PlayStation 4 Release Date: May 14, 2019 ESRB: M ESRB Descriptions: Blood, Language, Suggestive Themes, Violence Buy: Game
Review: A Plague Tale: Innocence Will Make You Squirm But Its Story Comes Up Short
Itâ€™s unfortunate that A Plague Taleâ€™s story falls short of its technical accomplishments.3
French video game developer Asobo Studioâ€™s A Plague Tale: Innocence imagines a 14th-century France ravaged by the combined horrors of the Hundred Yearsâ€™ War and the Black Plague. After witnessing the murder of their parents by religious fanatics, Amicia De Rune and her sickly younger brother, Hugo, escape their familyâ€™s affluent estate, trying to avoid being caught in the machinery of the Inquisition. What follows is a visually impressive third-person adventure game thatâ€™s focused to an almost stubborn degree on the extent to which these two young children must stealthily evade their foes, not least of which the swarms of flesh-hungry rats that have overrun the country almost as a matter of course.
Light itself is the star of A Plague Tale, as the rats that emerge from the underground will swarm and consume any living being that doesnâ€™t remain shrouded in light. Throughout, Amicia can use lit torches to safely walk past the ghoulish critters, but these burn out, as well as draw attention from Inquisition knights. Luckily for her, she also has a slingshot at her disposal. This instrument of destructionâ€”and distractionâ€”is your weapon of choice at the start of the game. With it, you can use rocks to knock lanterns from your enemiesâ€™ hands, or extinguish their torches, leaving them helpless to the hungry rodents that maddeningly linger in an area. Each scenario is presented as a puzzle where the objective is to figure out how to lure enemies to a certain spot so that they can meet their certain doom.
These sequences are consistently varied, with new tools introduced across the game, such as chemicals that can be used to lure rats away from Amicia and toward your human foes. Likewise, searchlights set up by the Inquisition to provide safe pathways can be moved by the player to plunge enemies into the fatal darkness, and provide new trails for Amicia and her brother to safely traverse. And using these varied gameplay mechanisms in tandem elicits satisfying results, especially when youâ€™re trying to overcome the unusually strong AI, which doesnâ€™t give up as easily as enemies in similar stealth action games like Metal Gear Solid.
Being spotted by the guards who patrol an area will almost always seal your fate, as the guards will relentlessly give chase, and groups of them will work together and cover escape routes to enclose Amicia, as well as call out your position to long-range enemies, such as archers. Itâ€™s a dynamic game of cat and mouse, and thereâ€™s pleasure to be had in trying to figure out how best to take advantage of A Plague Taleâ€™s core gameplay in order to ensure your survival.
Itâ€™s unlikely that players have come across adversaries in a video game as squirm-inducing as A Plague Taleâ€™s rodent swarms. Their movements are realistic, and especially horrifying as the rats overpower their prey in a blood-crazed frenzy, their beady little eyes just barely reflecting the light coming from some nearby object. No less detail-rich are the dilapidated castles and plague-ridden villages you come across that conjure a tense atmosphere that rarely lets up throughout the game. Inside abandoned homes, walls are caked with grime and blood, harrowingly evoking the violence that transpired there, while exterior ruins are cloaked in darkness and fog that obscures all sorts of horrors contained within.
Given how believable this plague-ravaged world is, itâ€™s unfortunate that A Plague Taleâ€™s story falls short of its technical accomplishments. While the plot here is ripe for an examination of the destructive nature of Christian fanaticism, as well as the class divide between the De Rune siblings and the poor, criminal underclass they fall into, the game sidesteps deeper questions about the themes it raises. Even though it casts agents of the Inquisition as its primary antagonists, A Plague Tale is careful not to vilify any kind of faith. In fact, at one point it goes so far as to hastily introduce an archbishop character so that he can conspicuously state that none of the gameâ€™s evildoers are real Christians, at which point heâ€™s quickly ushered out of the narrative. And perhaps as a result of the game refusing to label its villains as Christians, it leans on cartoonish, otherworldly depictions of evil taking root in medieval France. Throughout, clichĂ©s of power are carried unto absurdity, with the final boss reveal so ludicrous that youâ€™d think we were back in the Eldritch-nightmare-themed world of Bloodborne.
It doesnâ€™t help that A Plague Taleâ€™s protagonists are also flimsily characterized, barely inviting the playerâ€™s emotional investment. A late-game chapter that takes place in Amiciaâ€™s head lifts more than one sequence from the Silent Hill seriesâ€™s unnerving Nowhere, but it doesnâ€™t land with any real effectiveness because the girlâ€™s trauma still feels alien to us by that point. Indeed, by the narrativeâ€™s conclusion, the player will have spent over a dozen hours with the girl but still know little about her as a person. This is especially unfortunate given that Amicia comes across a few potential romantic partners and personal adversaries across her journey. Just as it seems as if A Plague Tale is about to fully open the door on a personal reckoning for the girl, it quickly closes it shut, ensuring that she remains a cipher.
Nothing in A Plague Tale, though, is as ineffective as Hugoâ€™s characterization. The childâ€™s behavior seems to pivot on a dime, either exhibiting the bearing of a helpless innocent or the wisdom of an old sage. In one scene, he throws a tantrum over the loss of family members; then, not long after, he bemoans how characters lie to him and refuse to trust him with information. Despite being terrifically voice-acted, Amicia and Hugo rarely exhibit the sort of conduct that realistically syncs up with their ages. And after a while, their lack of response to the horrors that befall so many innocent people in their midst comes to feel weirdly aloof. Of course, that flaw might be more accurately understood as the result of programming work that was less devoted to character work than making sure that the sights and sounds of rats tearing into human flesh struck the deepest of nerves.
This game was reviewed using a download code provided by Evolve PR.
Review: BoxBoy! + BoxGirl! Makes the Most of Its Two-Dimensionality
The game is clearly geared toward young players, so expect a lightweight experience.3.5
You might have to think back to your childhood to remember the mystery, even magic, of a plain box, as it seemed anything could be inside of it, or that it could be imagineered into just about anything. This, perhaps, explains the unlikely triumph of the minimalist BoxBoy! series, a hybrid platformer-puzzler from HAL Laboratory that arrives on the Nintendo Switch with the release of BoxBoy! + BoxGirl! If the gameâ€™s largely black-and-white levelsâ€”with a few splashes of color to call out helpful switches or dangerous electrical trapsâ€”donâ€™t try to awe players with fancy graphics, thatâ€™s because their gameplay is more than enough. There are over 270 levels here, and itâ€™s to the credit of the consistently creative design of BoxBoy! + BoxGirl! that said gameplay, which consists of variations on stacking chains of boxes together so as to traverse obstacles, almost always holds up.
To those whoâ€™ve played any of the prior BoxBoy! titles, the first third of BoxBoy! + BoxGirl! is a little repetitive. In these early, solo levels, players are reintroduced to the way in which Qbby (or his be-ribboned pal Qucy) can break the rules regarding the conservation of mass energy. Qbby can generate up to six additional Qbby-sized boxes, which he can then carry or throw so as to create bridges, staircases, ladders, and so on. The obstacles he needs to contend with are also largely familiar: moving platforms, switches that need to be pressed, lasers that have be to blocked. Gradually, however, Qbbyâ€™s moveset expands, past the returning Up Hook (by which Qbby can retract through his boxchain so as to slither from point A to point B), to new skills, like being able to butt-slam stacks of blocks down through solid objects, or sliding your shapes from wall to wall, as if playing a horizontal game of Tetris.
These skills are further tested by the co-op campaignâ€”the seriesâ€™s first. As in BoxBoxBoy!, this allows for two distinct sets of boxes to be placed simultaneously (if one character tries to generate a second chain, the first disappears). More so, it allows characters to use one another as boxes, or to carry one another, jumping in tandem to reach new heights. (Rest assured, too, that this mode isnâ€™t boxed off from solo puzzlers; it just requires players to do a lot of manual swapping between roles.) As a further bonus, the game also includes a third full campaign featuring a rectangular box, Qudy, who can generate either 2Ă—1 blocks or 1Ă—2 blocks, depending on whether heâ€™s standing upright or bowed at a 90-degree angle.
That said, BoxBoy! + BoxGirl! is clearly geared toward young players, so expect a lightweight experience. That fact is readily apparent from the goofy four-panel comics that you can unlock with the medals you earn from clearing levels. Checkpoints are generous, and as no puzzle takes longer than 30 seconds to complete (once you know what youâ€™re doing), there are none of the gauntlet-like dexterity tests so often found in other platformers. You can even use in-game currency to purchase visual hints in the middle of a puzzle, or to pick up assist items that allow you to move faster, jump higher, generate extra boxes, or become invincible. Though laudable that HAL Laboratory has ensured that anyone can beat the game, itâ€™s frustrating that there are few ways in which to increase the challenge, beyond collecting optional crowns. You can also optimize the number of boxes used and try to cut down on the time spent clearing an area, but these are just additional hoops, not harder content.
This relative lack of challenge is compounded by the way the gameâ€™s difficulty is designed to reset with each new world. World 13, which introduces drill blocks that can be snagged by your own boxchain, gets increasingly complex across its seven levels, but itâ€™s no harder than World 9, which offers seven levels focused on an exclusive warp portal gimmick. Itâ€™s not until the appropriately titled â€śThe Last Worldâ€ť that you get to combine various mechanics, and even then, only two at a time. HAL Laboratory is leaving a slew of underutilized concepts on the table, and BoxBoy! + BoxGirl! is crying out for a Super Mario Maker-like level designer that would allow players to pick up those boxes and run wild with creativity.
This game was reviewed using a download code provided by Golin.
Developer: HAL Laboratory Publisher: Nintendo Platform: Switch Release Date: April 26, 2019 ESRB: E ESRB Descriptions: Mild Fantasy Violence Buy: Game
Review: Mortal Kombat 11 Is Well-Executed, But Itâ€™s a Hell of a Grind
The game is at its most entertaining and gleeful when it is, indeed, just Mortal Kombat.3
At the heart of Mortal Kombat 11 is a great fighting gameâ€”one from a studio, NetherRealm, that clearly learned all the right lessons from not just Mortal Kombat X but Injustice 2. By and large, the studio has divined the winning formula for thoughtful, tactical, and satisfyingly brutal gameplay. Which makes it all the more baffling that much of the game seems to begrudge players their enjoyment of it.
Thatâ€™s even more bewildering considering no Mortal Kombat game has ever been this comprehensive about teaching you how to actually play it. Thereâ€™s an exhaustively dense tutorial that teaches you literally everything there is to know about the gameâ€™s mechanics, from the numerous strategic escape and counter moves you can perform, to the gameâ€™s Fatal Blow system, a simple two-button ultimate move that functions like a hyperviolent counterpart to Super Moves from the Injustice games. Thereâ€™s even a section that explains attack frames, generously opening up a bridge for casual players who hope to one day hang tough with the pros. Most useful, however, are the character tutorials that offer a basic primer on each characterâ€™s specific moveset. Itâ€™s rare and truly heartening to see a game that doesnâ€™t have Arc System Worksâ€™s name on it be so thorough about preparing its players for battle.
The game is also rather good at giving players just the right amount of context for each fight, via its Story Mode. Here, the game leans hard, and in winking fashion, into its Saturday-afternoon B-movie trappings. The game picks up directly after its predecessor, with the thunder god Raiden now a megalomaniac, corrupted by coming in contact with fallen Elder God Shinnokâ€™s amulet. Seeing as this is a direct result of Raiden screwing around with the fabric of time in Mortal Kombat 9, the goddess of time herself, Kronika, steps in to correct the problem in the extreme: She decides to merge the original Mortal Kombat timelineâ€”which covers the first game through the eighth, Mortal Kombat Armageddonâ€”with the current one in hopes of breaking the entire space-time continuum and starting anew.
Plenty of multiverse shenanigans ensue, with old Mortal Kombat characters meeting their changed counterparts and dead villains returning to wreak havoc. The gameâ€™s story is a wild, freewheeling kung-fu/sci-fi mashup that knows better than to stop and get too bogged down in the gritty minutiae of time travel when just letting Johnny Cage quip or Scorpion and Sub-Zero beat up robot ninjas is so much more engaging.
More than anything, the Story mode provides context for the gameâ€™s bread-and-butter single-player and online Versus modes, especially with the tiny character interactions that occur before and during matches. Combine that with the expected cherry on topâ€”a slew of brand-new creative, surreal, and horrifying Fatalitiesâ€”and we could have had a Mortal Kombat 11 that was a gloriously bloody and deep fighting game that builds impressively on the gameplay principles of its forebears. But NetherRealm then proceeds to drown that game in a collection of appallingly unfriendly and unrewarding mechanics that begin to sour the entire package.
New to Mortal Kombat 11 is the ability to fully customize every character to each playerâ€™s liking, from their special move loadout, to their weaponry, to their costumes, to their intro and win poses. Theoretically, itâ€™s a wonderful idea, and thereâ€™s a plethora of options in each category to allow for some truly unique builds. The problem is that you earn most of these customization options through the Towers of Time and the Krypt.
The Towers of Time are a series of four to eight consecutive matches, not unlike the old-school Arcade modes in prior Mortal Kombat games. The caveat is that each opponent may possess randomized buffs and each stage may have various debilitating hazards. You can use buffs and magic and assist items, earned through the course of gameplay in the Towers, but the game is stingy with it all, and few are as utterly devastating as what the CPU can use. So many of the hazards and buffs that your quite aggressive CPU opponents can utilize are literally unavoidable, and, unfortunately, completing the full gauntlet of Towers for specific characters is the only definitive way to unlock the vast majority of a specific characterâ€™s arsenal.
For everything else, thereâ€™s the Krypt. What was traditionally just a spooky treasure-laden grid strictly for unlocking bonus content is now a third-person, fully explorable recreation of Shang Tsungâ€™s island from the first game, with a motion-captured Cary Hiroyuki-Tagawa performing some grandiose, scenery-chewing fanservice, reprising his role from the now-cult-classic Mortal Kombat film from 1995. Thatâ€™s delightful, again, in theory. In reality, aside from a few exceptions locked to specific locations, the Kryptâ€™s content is randomized, as are the prices for opening each treasure trove within. The game is also grudging with that currency, of which there are four different kinds. If thatâ€™s appalling enough in a game like Destiny, itâ€™s unfathomable why thatâ€™s the case for a Mortal Kombat titleâ€™s bonus area, especially since there isnâ€™t even a guaranteed way of getting exactly what you want for a character in the Krypt.
Itâ€™d be infuriating but understandable if this was all to funnel players to spending real money in the gameâ€™s store to unlock everything, but a revolving door of salable items means you canâ€™t even cherry pick from there either. The end goal of all this seems to be to keep players trapped grinding for currency in the fervent hope that they will unlock something they want, but the needless grind is likely to tire players long before they actually get to unlock everything. Itâ€™s the gaming equivalent of a cable company that offers excellent internet but uses every shady tactic in the book to offer you the landline telephone package. The sole saving grace is that the gameâ€™s beating heartâ€”its combatâ€”is so well-executed. Mortal Kombat 11 is at its most entertaining and gleeful when it is, indeed, just Mortal Kombat. Itâ€™s at its most utterly repellent when itâ€™s trying to be Mortal Kombat Mobile.
This game was reviewed using a download code provided by fortyseven communications.
Developer: NetherRealm Studios Publisher: Warner Bros. Interactive Entertainment Platform: PlayStation 4 Release Date: April 23, 2019 ESRB: M ESRB Descriptions: Blood and Gore, Intense Violence, Strong Language Buy: Game
Review: Days Gone Demands Your Submission to the Content Treadmill
The game meets the baseline level of quality we might expect from a big-budgeted joint, yet it remains a tiresome, empty experience.1.5
The second big zombie game of the year, Days Gone, is also the total inverse of the first, Resident Evil 2. Its zombies donâ€™t shamble, and its resources arenâ€™t doled out in a tense drip feed while you creep between cramped rooms and corridors. In Days Gone, the zombies runâ€”namely, in vast hordes across the vast wilderness of a post-apocalyptic Oregonian open world that you navigate by foot and motorcycle. Enough time has passed to foster new societies yet not enough to uproot memories of the fall. Where Capcomâ€™s game relied on understated linearity, the latest from developer SIE Bend Studio opts for excess, in the process clarifying the worst parts of our fascination with the sandbox fantasy.
Days Gone is, in every possible sense, a capital-M modern video game. Its world is littered with crafting materials and tasks to complete, which feed the player experience points to unlock parts of a skill tree. As you progress through the game and build up trust in different wilderness encampments, you gain access to more weapons, more skills, more parts for your motorcycle. Days Gone replicates the excruciatingly basic stealth elements of so many other games, where violent takedowns are easy and throwing distraction objects is key. Youâ€™re totally invisible if you duck into any of the conveniently placed bushes, which comes in handy when capturing outposts full of non-zombie marauders. The cruel, clichĂ©-riddled story is of little consequence, perhaps best summarized by the fact that the gameâ€™s (initially) bearded protagonist, Deacon St. John, has the name of the woman heâ€™s mourning tattooed on his neck. He wears a backward baseball cap and is meant to be a serious character.
Very little in Days Gone stands up to close scrutiny. Something like the crafting at first seems like a natural function of post-apocalyptic survivalist fantasy, yet the system imparts no desperation or need for resource management because every location practically leaks crafting materials out the ears. Carrying capacity is so low (and the increase for it so far down the skill tree) that thereâ€™s hardly any point to scavenging, because upgrades are only found at the checkpoints specifically marked on the map. Missions may task you with shooting and stealthing your way through zombies or humans amid various arrangements of chest-high walls, yet thereâ€™s no need to prepare; the item wheel slows the action of these encounters to an accommodating crawl, allowing you to quickly and comfortably craft anything on the spot. Itâ€™s no problem at all to repair a weapon or cobble together a Molotov cocktail while fleeing a flesh-eating horde of zombies, which, in the regrettable parlance of this new world, are referred to exclusively as â€śfreaksâ€ť and â€śfreakers.â€ť A heavily zombie-infested area is called a â€śfreakshow,â€ť and the land outside safe encampments is called â€śthe shit.â€ť
Likewise, the game contrives a reason for Deacon to start over from scratch when upgrading his motorcycle but offers no explanation for why this expert survivalist has accumulated just about no weapons whatsoever in his personal gated outpost, or why his skill tree is full of things like basic shooting accuracy when heâ€™s ostensibly been killing zombies for years. Why must he seek out gasoline so often when itâ€™s found lying around everywhere in containers, as one of the many red objects you can shoot to blow up? â€śYou know, weâ€™re gonna run out of this someday,â€ť one character alleges when you buy gas, though itâ€™s certainly not any time soon.
The various systems of Days Gone arenâ€™t in service to a coherent whole so much as the vague idea of an open-world video game, where everything is arbitrarily gated off as an Unlockable simply to impart a sense of progress. Of getting better. Of winning. This is world where a young girl character exists only to suffer and, in the process, affirm Deaconâ€™s humanityâ€”a world where there are droves of self-mutilating human cultists who are okay to slaughter because theyâ€™re â€ślunaticsâ€ť high on PCP. You can permanently clear camps of marauders and burn zombie nests to make the map safer because this dour, violent post-apocalypse is built to be conveniently managed and maintained by the playerâ€™s hand.
These inconsistencies lay Days Gone bare as a vapid content treadmill, an â€śimmersiveâ€ť fantasy nevertheless carefully modulated to accommodate the playerâ€™s thirst for dominance. Many of the systems seem included mostly just because theyâ€™re expected of an open-world game, if not to weave the absolute thinnest of illusions that this is a hard, unforgiving existence. The game provides some pushback through enemies and resource management but not so much of it that the player might actually feel anything beyond all-encompassing authority in the shoes of the cool, tatted-up, backward-baseball-capped bikerman; running low on materials only ever requires a momentary search of your surroundings.
Even character moments are set aside as designated content. If you visit a man on his sickbed when youâ€™re not on a mission that specifically takes you to him, you canâ€™t interact with him at all beyond picking up whatever heâ€™s crafted in his spare time and left in the box by the door; you visit him at your convenience, to pick up items for your trouble.
Of course, enough time, enough money, and above all enough effort has been poured into Days Gone so that it looks nice and, once youâ€™ve upgraded beyond the absurd limitations that pad the early game, it controls okay. The game meets the baseline level of quality we might expect from a big-budgeted joint, yet it remains a tiresome, empty experience. Even the outlandishly long Red Dead Redemption 2 felt like its occasionally cumbersome elements were meant to be in service of something, regardless of how successful that game ended up being.
Days Gone is the apotheosis of the more-is-more philosophy: more bars to fill, more gates to progress, more hours of playtime, more zombies per square inch because â€śmoreâ€ť is supposed to fill the hole where some semblance of meaning ought to be, bridging the gap between one mind-numbing mission template and the next. Itâ€™s the purest example yet of the video game as mere content to be consumed, down to the very fact that each storyline youâ€™re supposed to be emotionally invested in is marked with a completion percentage. Days Gone is a void.
This game was reviewed using a download code provided by Sony Interactive Entertainment.
Developer: SIE Bend Studio Publisher: Sony Interactive Entertainment Platform: PlayStation 4 Release Date: April 26, 2019 ESRB: M ESRB Descriptions: Blood and Gore, Drug Reference, Intense Violence, Sexual Themes, Strong Language Buy: Game
Review: Godâ€™s Trigger Deliriously Gratifies the Playerâ€™s Thirst for Schlock
The game takes delight in its over-the-top violence, cheesy monologues, and nonsensical plot.3.5
Some games donâ€™t aspire to be sprawling epics, like Witcher 3: The Hunt and The Elder Scrolls V: Skyrim, as they have a different idea of greatness, if not pleasure. Take, for instance, Journey and David Oâ€™Reillyâ€™s Mountain, which suggest miniature art-house films for the way they lean heavily on atmosphere or aesthetics above all else to stoke our curiosity. Others are unabashedly joyful aberrations, evoking the feverish intensity of a B movieâ€”content with just being offbeat. They revel in schlock for its own sake, not unlike Godâ€™s Trigger, a top-down action game thatâ€™s closer in spirit to the campiness of the violent House of the Dead than the more thoughtful, neo-noir cool of Hotline Miami.
Mechanically, the game still functions more like Hotline Miami, where most of the actionâ€”planning, looking, and slaughteringâ€”is viewed from an overhead perspective. As a fallen Angel and a banished Demonâ€”both of whom go by the amusingly mundane names of Harry and Judyâ€”players have to save the world from certain annihilation at the hands of the Four Horsemen of the Apocalypse: Death, Famine, War, and Pestilence. True to the threadbare plot of most B movies, Harry and Judyâ€™s grand plan to cancel the apocalypse is brutal and straightforward: Rampage through the highest heavens, the bowels of hell, and everywhere else in between, and pulverize every corrupted being standing in your way. But whereas Hotline Miami sets out to make a statement about violence, Godâ€™s Trigger dispenses with such pretenses, wanting above all else for you to savor that endorphin rush that comes from fighting violence with bigger, badder forms of itâ€”a spectacle thatâ€™s often capped with the cheesiest of one-liners, like â€śI never thought Iâ€™ll be fighting alongside a demon like her.â€ť
Godâ€™s Trigger can be played as single-player or co-operatively, and if you chose to storm through the campaign by your lonesome, that means having to switch between Harry and Judy at opportune moments. Conversely, the gameâ€™s co-op mode not only shows more relish as you exact unholy justice against your enemies, it channels the most clichĂ© of tropes from your average buddy-cop film along the way. For one, Harry and Judy are prone to trading barbed quips like â€śAm I doing this alone?!â€ť in the midst of near-death scenarios.
The game is exceptionally good at empowering you with the means to enact such violence, and in a satisfying variety of ways. On one side we have Harry the melee warrior, armed with a celestial blade and an aura of righteous anger that grants him the strength to storm through crumbling walls. On the other we have Judy and her infernal chain-whip, which allows her to attack grunts from afar; she can also teleport a fixed distance between rooms that are separated by prison bars, incinerating her opponents when she re-materializes. Between levels, youâ€™re awarded experience points, letting you fine-tune these skills and unlock even more techniques for bludgeoning your way through mobs of foes.
Given its emphasis on teamwork, Godâ€™s Trigger is a far more gratifying experience as a co-op shooter. The protagonistsâ€™ abilities are highly complementary; one is a close-combat fighter, while the other is a ranged hunter. Beyond that, the puzzles strewn across the levels often require players to coordinate and strategize with one another, such as having Harry and Judy pull two levers at the same time in order to open up a new route through a level. And at more challenging levels, they even have to keep their movements perfectly in sync, so as to avoid triggering deadly traps like spiked floors. Meanwhile, synchronizing Harry and Judyâ€™s kills rewards players with additional experience points and perks, such as a bullet-time effect.
Coordinating and strategizing with a second player is so rewarding that the single-player feels beside the point, lacking as it does the thrilling unpredictability and momentum that the co-op mode delivers in spades. The solo approach, which requires overthinking oneâ€™s moves or taking a stealthy approach, flies in the face of the riotous fun found in the co-op mode.
In the vein of so many B movies that seek to provide the campiest of thrills, Godâ€™s Trigger takes delight in its over-the-top violence, cheesy monologues, and nonsensical plot. Itâ€™s what makes the game so memorable, even if that means it never defies genre expectations. Godâ€™s Trigger is no rousing masterpiece, nor does it want to be. Only time will tell if it will land in the pantheon of B movie-inspired gaming classics. Until then, sit back and enjoy how much fun and violence it lets you extract from obliterating the Four Horsemen of the Apocalypse.
This game was reviewed using a download code provided by fortyseven communications.
Developer: One More Level Publisher: Techland Publishing Platform: PC ESRB: M ESRB Descriptions: Violence, Blood and Gore, Suggestive Themes, Partial Nudity, Strong Language Buy: Game
Review: Ghost Giant Is Adorable in Small Doses but Clumsy with the Big Stuff
This VR title boasts an endearingly goofy premise, but itâ€™s one thatâ€™s executed in bumpy fashion.2.5
In Ghost Giant, players take on the role of an enormous and comforting specter thatâ€™s been accidentally summoned by the tears of an 11-year-old kitten named Louis. Unfortunately, this spirit is as clumsy as the boy turned superhero from Shazam, and in trying to calm the understandably frightened cat down, almost ends up killing him. Itâ€™s an endearingly goofy premise, though one thatâ€™s executed in bumpy fashion by this VR title, as using the PlayStation Move controllers to lift and poke physical objects rarely goes as planned.
The gameâ€™s unwieldy control scheme should come as no surprise to those whoâ€™ve played previous titles from developer Zoink!, such as Flipping Death, in which players fumble around as a spirit possessing living creatures, and Stick It to the Man, where the human protagonist comes equipped with a wacky spaghetti-like third arm. But Ghost Giant also suffers from a bit of an identity crisis, in that it canâ€™t quite decide whether it wants to be an adorable, low-stakes exploration game or if it wants to be about capital-B big issues.
The game looks like Night in the Woods and plays a bit like Beyond: Two Souls but lacks the gravitas of either. Louisâ€™s mom is suffering from severe depression, and Louis is rightfully terrified that if he canâ€™t hide her ailment from the neighbors and cheer her up, she might be taken away. But thatâ€™s as far as the game goes in addressing mental illness; for the majority of the game, itâ€™s just a puzzle to be overcome. Ghost Giant understands that not all problems can be solved by, say, baking Momâ€™s favorite apple pie and restoring her beloved cello, but it doesnâ€™t respect us enough to acknowledge that most problems require hard work to resolve.
If Ghost Giant avoids similar issues of insincerity or exploitation with the other villagers in the gameâ€™s French-inspired Sancourt, itâ€™s only because these characters lack any sort of interiority at all. Theyâ€™re all plagued with low-stakes problems, all directly solved. A melancholy bird, for instance, isnâ€™t depressed so much as it simply refuses to singâ€”that is, until its favorite hat is returned. And that birdâ€™s owner doesnâ€™t have some deep-seated issue preventing her from writing; she just misses the birdâ€™s song. Satisfying these needs can be humorous, as when youâ€”an actual but sadly invisible spiritâ€”must create a bedsheet poltergeist that you can dangle in front of a ghost-hunting photographer. And some of the tasks make clever use of your size: After pulling wilted sunflowers out of the ground and reseeding a farm, you have to reach up and grab two clouds and squeeze them together to make it rain. What these literally odd jobs donâ€™t provide is room for growth, either in the characters or in the gameplay.
Thatâ€™s a shame, because itâ€™s so obvious that more vivid, elaborate stories could have been told using these anthropomorphic denizens, like the goat landlord whoâ€™s desperate to catch some shut-eye, the avian scuba diver who dredges up trash, or the confidence-lacking lion who sets out to become a confectioner. These are well-designed characters, and theyâ€™re nicely voice-acted, which make it all the more frustrating that the playerâ€™s interactions with them are largely limited to single scenes, entirely within the context of puzzles. The same goes for the districts of this model-sized town, which donâ€™t feel lived in so much as designed around cheap and often repetitive gimmicks, from using a magnet to fish through a creepy, cemetery-adjacent junkyard, to operating a crane in a sunny, seaside harbor.
Ghost Giantâ€™s puzzles are as precise as the clockwork machinery around Sancourt thatâ€™s used to rotate and raise some of the varied buildings. Creative or brute-force solutions are restricted, as players are allowed only to manipulate copper objects (though you can carry and throw just about any loose inanimate object) and can only rotate around a fixed point. Why allow players to be a giant freaking ghost and give them the wider range of movement offered by VR if youâ€™re just going to restrict that freedom? (I wish I could say this was an intentional manifestation of Louisâ€™s motherâ€™s depression.) Thereâ€™s only one way to accomplish each task, so when players are asked to clear a bird out of a pedestrianâ€™s path, youâ€™ll have to lean in and physically blow on it, because nothing else is designed to frighten the bird. In another nonsensical situation, youâ€™re required to paint a picture to get a crowdâ€™s attention, as if slathering paint on these individuals wouldnâ€™t make them move.
The gameâ€™s most enjoyable aspect is how you get to pull apart the walls and ceilings of miniature homes, so as to get a better look inside them. But itâ€™s baffling that so few fixtures are detachable, and that they hold only meaningless, disparate collectibles like hats, insects, basketballs, and pinwheels. In the moment, you feel the thrill of spying on some hidden interior world, but then youâ€™re just clumsily activating what are essentially animatronic displays. However impressive some of these dioramas and mechanisms may be on the surface, like so much of Giant Giant, theyâ€™re ultimately lifeless.
This game was reviewed using a download code provided by Thunderful Games.
Developer: Zoink! Publisher: Thunderful Games Platform: PSVR Release Date: April 16, 2019 Buy: Game
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