The first season of Fortnite Chapter 2 is
continuing into February 2020, and Overtime Challenges are in full
effect. This means that there are still loads of new cosmetics and
prizes to earn, and the latest set of Fortnite Overtime Challenges asks players to find a lonely recliner, a radio station, and an outdoor movie theater.
It is the location of the movie theater in Fortnitethat
this guide looks to provide, and players will find directions and a map
below. Indeed, with a little instruction fans should have little
trouble scouting the movie theater and completing this Fortnite Overtime Challenge.
Finding the Outdoor Movie Theater
To find the outdoor movie theater, players will need to set their
sights on Frenzy Farm, which is located near the middle of the map. Just
to the west of this point of interest, across the road, there is an
entire outdoor movie theater. It's very easy to spot from the sky, as
there is a giant screen and dozens of cars lined up, and players must
simply remain in the area until the game eventually registers the
challenge as complete.
There are plenty of other challenges to knock out once this one is
done, though. Players are encouraged to seek out the lonely recliner and
radio station in order to fully check off this challenge, and they can
then move onto several other locations that are part of the larger Cameo Vs Chic Challenge.
This challenge is comprised of nine smaller challenges, and players
that complete it will unlock a style for the Cameo Vs Chic skins.
Obtaining such a skin is all the motivation some fans will need, as
collecting the latest and greatest cosmetics is a favorite pastime for
many players. One recently-released cosmetic is a new Ninja skin,
which was made available in January and is inspired by of one of the
most popular streamers around, Tyler Blevins. While running around as
Ninja is something that some fans will be excited about in and of
itself, the skin also hides an interesting secret: it changes as players
wear it in-game.
Fans should not worry too much about the sheer volume of challenges available in Fornite at the moment, though. With Season 2 releasing in late February, there is still plenty of time to complete anything and everything Epic Games is throwing at players.
BioShock has a bunch of different powerful weapons and upgrades scattered throughout its semi-open world
that players can use to obliterate their enemies, one of them being
Plasmids. Plasmids grant players powerful abilities that they can use in
combat either offensively or defensively. Jack can inject himself with
different Plasmids, but only two Plasmids can be equipped at a time, so,
players have to choose two of the best-suited Plasmids before their
battles. However, players can’t switch or change Plasmids on the go, or
during combat, so they have to look for special vending machines
to change things up.
Plasmids are not only useful for combat,
but players can also use them to unlock doors, accessing certain areas,
or finding a Little Sister. Those who’ve already seen and used Plasmids
in BioShock know how useful these abilities can be, but it’s important to switch Plasmids to get through some tough sections of the game.
How to Switch Plasmids in BioShock
In order to switch Jack’s equipped Plasmids, players will need to
find a particular vending machine called Gene-Bank. These look similar
to other vending machines that can be found throughout the game,
however, Gene-Banks have an image of a muscular man holding a DNA strand
over his head. Here’s an image of a Gene-Bank found in BioShock:
There are several Gene-Banks scattered throughout Rapture,
and almost any time players come across a group of vending machines,
they'll find a Gene-Bank there. To switch a Plasmid, all players have to
do is interact with the Gene-Bank, select the Plasmid they want to
equip, and choose a button on either one of Jack’s hands to assign it
the Plasmid. This will successfully change the previous Plasmid with the
new one that players select. It’s important to note that players can
only equip two Plasmids at a time, so it’s better to keep switching them
for different encounters.
As the game progresses, players will be able to upgrade the Plasmids
and get the ability to equip more than two Plasmids at a time. These
upgrades will cost ADAM, which is a currency players can earn by
harvesting or saving Little Sisters in BioShock. Players can now go ahead and use these Plasmids to their advantage in older BioShock games since a new BioShock game is not coming any time soon.
Out of nowhere, a new survival-horror game clearly inspired by classic Resident Evil and Silent Hill hit the PlayStation Store for PS4. Dawn of Fear has the tank controls and fixed camera angles fans remember from the PS1-era Resident Evil games, and it also has its fair share of horrific monstrosities for players to contend with as well.
Beyond the standard zombies and other enemies that Dawn of Fear
players will bump into during their time with the game, there's also
some boss fights. The first boss players encounter is a huge beast that
appears to be made up of dead peoples' body parts. It can kill the Dawn of Fear
protagonist pretty easily, but there is a way to make the fight much
easier. As long as players go into the battle with sufficient supplies
and a good strategy, they should be able to come out the other end
unscathed.
The red hallway that leads to the first Dawn of Fear boss
has some pistol ammunition sitting the corner, along with a first aid
kit down the stairs. Collect both of these and make sure the pistol is
fully loaded. Just outside the boss door is a skeleton sitting in a
wheelchair, clutching a shotgun. Grab the shotgun and then head into the room with the boss.
The Dawn of Fear boss will wake up after walking into its pit. Collect the shotgun ammo on the ground and run around it in a circle. Like in a classic Resident Evil game, players can't move and shoot in Dawn of Fear, so they will want to make sure there's good distance between themselves and the monster.
Position the Dawn of Fear boss so that it's standing in in
front of the door in his pit. Shoot it a few times and it should be
stunned. Since the pistol shoots faster, we recommend using that over
the shotgun if possible, but either weapon will do. When it's stunned,
interact with the machine next to the door to call in a container. The
container should bump into the boss, which will damage it. It doesn't
have to be exact as the boss's hit box is all over the place, but try to
get it as close as possible to make sure it registers.
Simply repeat this process three times to defeat the Dawn of Fear boss. It's not the most terrifying survival-horror enemy ever, but it can still kill the player fairly quickly, so put it down as soon as possible.
Phantasy Star Online 2, the free-to-play
action-MMORPG from Online R&D, first launched in Japan way back in
2012. Since then, the game has remained accessible only to Japanese
players, with new versions on the Playstation Vita, Playstation 4 and
Nintendo Switch all being region-locked. However, this is about to
change as in Q2 2020 Phantasy Star Online 2 will finally be reaching western audiences, this time on the PC and Xbox One only.
As the game nears its North-American release, developer Online R&D will be offering beta periods to allow them to smooth out any issues,
and to give players a chance to sample the game. For new players,
taking the plunge into an eight-year-old MMORPG for the first time can
be a daunting experience. Fortunately, there is one class in the game's
line-up that is perfect as an introduction to the game: the Braver.
The Braver
As a hybrid of Ranged and Melee strength, the Braver is perhaps the most versatile of Phantasy Star Online 2's classes. As you'd expect of a class perfect for new players it's available right from the extended beta's character creation, and has a shallow but steady skill curve.
The Braver's greatest strength is its flexibility, and it starts with
immediate access to three very different weapons in both the Japanese
and Western versions.
The Bullet Bow is the pure ranged option, allowing the Braver to take a
step back and deal hefty R-ATK (Ranged Attack) damage from safety. By
contrast, the Katana is all about getting up close and personal,
boosting melee-ranged S-ATK (Striking Attack) and allowing multiple
enemies to be damaged at once. Finally, the Gunslash fills the middle
ground, offering both R-ATK and S-ATK bonuses, and allowing the Braver
to switch from melee to range without a pause.
Mastering the Class
The Braver can switch between each of its three weapon types simply
by pressing up or down on the D-Pad, then using A to confirm. This quick
switch between vastly different weapons gives beta players
trying the Braver the opportunity to find a style they're most
comfortable with, before learning to move in and out of melee range on
the fly.
If at any point a player decides they've had enough of being a
Braver, it's possible to switch classes at the Class Consultant desk at
any time in both the PC or Xbox One version.
For those who persevere however, once the Braver hits level 30 they
will unlock the ability to swap into the advanced Techer and Gunner
classes. The Techer is a support class built for healing and buffing
allies, while the Gunner is a pure ranged damage-dealer, though both get
to keep the Braver's Gunslash as a weapon option.
Zombie Army 4: Dead War is the latest game in the Zombie Army series, a spin-off of the Sniper Elite
franchise and created by Rebellion Developments. It's releasing during a
relatively quiet period in gaming, which can often help draw more sales
and eyes. Zombie Army 4's reviews have been about average for the franchise, guaranteeing that longtime fans should have a good time with it. Zombie Army 4: Dead Waruses
an upgrade kit system, with said kits being hidden throughout the
levels. The game gets progressively more difficult, so without these
kits, and without using them to upgrade weapons and gear, it will be
quite challenging to complete the high-level areas.
Zombie Army 4: Dead War will take about 10-12 hours to beat,
but that amount will vary depending on the difficulty level that
players choose. Additionally, without finding the upgrade kits, that
amount could skyrocket.
Each level in the game has upgrade kits to find. The "Rocket Coast"
level has five hidden upgrade kits. Here is where to find them, meaning
what part of the mission it takes place on and how to find them on the
level itself (in most cases, the upgrade kits are found off the beaten
path):
Head to The Resistance Compound
During the first chapter of the game, when the top right states that
the current objective is to "Head to the Resistance Compound," follow
the road to the far end and towards the right. Clear out the remaining
zombies and at the end of the road, there will be a small shack. Inside
the small shack, there will be an upgrade kit on the brown table.
Destroy The Zombie Half-Track
During a section in chapter two, the goal is to keep a sniper alive
atop a tower. If the objective is met, if the sniper is kept alive from
zombies and from a very challenging tank below (which probably won't
crack anyone's top 10 tank missions) a safe will open up right behind the sniper. An upgrade kit is behind him and inside the safe.
Get to The Safe Room
While still in chapter two the objective will tell players to "Get to
the Safe Room." As much as finding some safe space and avoiding the creepiness for a moment
may sound nice, bypass this and follow the road past the safe room,
hugging the wall to the left. The first available house to the left,
with an open door, is where the upgrade kit will be found. Go into the
house, up the flight of steps. On top of the counter on the second floor
is where the upgrade kit can be found.
Re-Align The Communication Dish
The fourth upgrade kit is found while working on the "Re-align the
Communication Dish" objective. In the swampy area, follow the swamp to
the left and there will be a house/shack up against the water. Inside
the shack is where a useable buzzsaw can be found, which probably doesn't hold a candle to Nazi sharks, along with the upgrade kit.
Exit The Cellar
While working on the "Exit the Cellar" objective, directly after
fending off a buzzsaw wielding enemy, around the corner and through some
gassy catacombs to the left there will be an upgrade kit on a barrel,
the final for "Rotten Coast" in Zombie Army 4: Dead War.
Virtual reality has come a long way since the Oculus Rift consumer model
launched in 2016, but the medium is still missing its killer app. There
are plenty of great virtual reality games available, but there's
nothing that makes the investment a must for gamers. Boneworks
doesn't quite fit that bill as VR's killer app, but it is a huge step
in the right direction and a highly innovative game that should pave the
way for more ambitious VR games in the future. Boneworks in its current state feels more like a tech demo
than it does a full-fledged video game. The appeal of the game is
interacting with the world and not so much progressing the story or
solving its puzzles, which feel half-baked at best. Boneworks
also suffers from some technical problems that make it seem a bit
unfinished at times, but even so, the game's innovation in the VR space
simply can't be denied. It's something that those with VR headsets should try because while its execution is a little off, it shows where VR can go next.
The immersion in Boneworks is undeniable, with the game
giving players unprecedented control to experiment with the game world.
Every object has its own physics and can be messed with; if players walk
into a break room, they can pick up each individual pop can on a table
or even flip the entire table over itself. Some of the most fun that can
be had in Boneworks is just simply picking things up and seeing what can be done with them. The level of interaction in the game world makes Boneworks
stand out compared to other VR games, and should make the game worth a
the price of admission for any virtual reality enthusiast.
Fans of Valve's Half-Life and Portal games should also consider giving Boneworks a look. The game is clearly inspired by those titles, from its aesthetic to its physics-based puzzles. Boneworks
leans hard into its inspirations, going as far as to have a Gordan
Freeman-esque crowbar readily available for players to use as well as
having Companion Cube-like weighted crates for some of the puzzles. Boneworks' gameplay mainly consists of solving puzzles, but
combat is gradually introduced and becomes more advanced in each stage.
Every enemy can be a legitimate threat in Boneworks, so it's
always nerve-wracking getting in close for melee kills, but luckily
players will find themselves properly armed before too long. Loading
guns requires popping a clip into place and then pulling back the
chamber, which is another way the game manages to feel more immersive
than most.
Weaponry is kept on the player character at all times, with players
having to manage their inventory space in real-time. They can bring up a
menu that makes things a little simpler, but it's more immersive and
fun to reach behind one's back to put an axe away or physically grab a
pistol from its holster. The only downside to this is that the game
doesn't always read what the player is trying to do, so an attempt to
put a gun away may just see it fall to the floor. There's also an issue
where the game reads trying to pick up an object in front of the player
as them trying to grab a clip, which leads to a lot of forgotten clips
landing on the ground.
Combat isn't always a huge part of the Boneworks experience,
but it's fun when it does happen. The combat encounters feel just as
old-school as the rest of the game, which will appeal to some fans but
others may find themselves wanting more depth.
Unfortunately, actually playing through the game is where Boneworks becomes infinitely less interesting and oftentimes kind of frustrating. Some of Boneworks' Half-Life
style physics-based puzzles are designed in a way that players can
literally make it impossible for themselves to continue without starting
over. For example, an integral object that players need to utilize
could fall in an area where it can't be retrieved, and players are just
stuck until they restart.
It's not always clear what Boneworks players need to do to
proceed, though, so players may not realize that they've made it
impossible to complete whatever puzzle they were working on, leading to
hours of confusion. The level design doesn't help either, with Boneworks
perhaps taking too much inspiration from 90s first-person shooters in
that regard. It's not uncommon to find oneself stuck in an object after
miscalculating a jump, for example, and players may also find themselves
getting lost in the game world. Pretty much all the environments look
similar to each other, which sometimes makes it difficult to figure out
where to go next.
Boneworks' levels are all mostly similar from an aesthetic
standpoint, with most stages having the same drab suburban corporate
office-look to them. This is done as part of the game's commentary on
corporations and as part of its clear Portal
inspiration, but a bit more visual variety in the stages would've been
greatly appreciated. As it stands, going from one same-looking level to
the next can get dull, especially during extended playthroughs.
The biggest downside to Boneworks, though, is its sometimes
sloppy technical performance. It's not uncommon for players to get their
arms stuck at weird angles, and we also experienced one frustrating
glitch where we wound up permanently stuck in the crouch position. Boneworks
has some excessive load times (understandable as its levels are all
fairly large), so having to reset a stage because of the crouch glitch
or a puzzle getting screwed up can be especially frustrating.
Despite its frustrations and some half-measure design, Boneworks
is still a game that is easy to recommend for VR fans. There's a lot
about its immersion that other VR games could learn from, and hopefully
build an overall better game around. If nothing else, its Valve-inspired
visuals and puzzles may hold some fans over until they can get their
hands on Half-Life: Alyx. In the meantime, Boneworks
is the kind of game that people can use to show their friends some of
VR's more exciting capabilities, though it's a little rough around the
edges to be something that one will want to spend all their time
playing.
Google Stadia is clearly struggling. While there was some enthusiasm
for Google's new video game streaming service out of the gate, things
have since stalled, with barriers like Internet data caps and weak wi-fi connections
keeping most gamers from even giving it a chance. Those who do have
adequate Internet to experience Stadia to its fullest don't really have
much to play on it at this time, though Google has worked hard to pad
its library with various third-party releases. Recently, this has
included Tom Clancy's Ghost Recon Breakpoint, but a poorly-received tactical shooter/looter-shooter hybrid doesn't exactly do much to make Stadia a more appealing prospect. Ghost Recon Breakpoint
suffers from the big problem that many other Stadia third-party
releases suffer from, and that is a generally dead online community. The
poor reception to Ghost Recon Breakpoint likely means that
versions of it on PC and consoles probably aren't all that
well-populated either, but the Stadia version is even less-populated.
Stadia has a significantly smaller userbase when compared to other
platforms, and so this isn't exactly surprising, but it's been a common
problem for Stadia ports.
When players first attempt to connect to Ghost Recon Breakpoint's
online servers, they will be asked to create an Ubisoft account. While
this is really just a minor inconvenience, it is nevertheless another
barrier that may keep some Stadia owners from even bothering with the
online, shrinking the potential player pool even more. Considering how
difficult it is to really experience the online in Ghost Recon Breakpoint's Stadia release, it seems like it would have been better to make the process as simple as possible.
As it stands, Ghost Recon Breakpoint's online multiplayer
experience is practically nonexistent when compared to the game on other
platforms, though its online is a bit more populated than, say, the Xenoverse 2 Stadia port.
It sometimes takes quite a long time to get into a public co-op
session, and usually it's just with one other person instead of a full
squad, but it's better than literally never finding anyone else online
at all.
Getting into a PvP match is a different story, with nearly hour long queue times. Anyone thinking about getting Ghost Recon Breakpoint on Stadia for the Ghost War PvP multiplayer should definitely think twice about it, as PvP is completely dead at this point. And chances are Ghost Recon Breakpoint's Stadia population will continue to get smaller as time goes on, so things will just get worse.
When players do manage to get into a game with someone else, they
will be able to take advantage of an interesting feature unique to the
Stadia version of Ghost Recon Breakpoint. Ghost Recon Breakpoint utilizes the Stadia Stream Connect feature,
which allows players to watch what their teammates are doing. Stream
Connect is a neat tool and while it doesn't really have a ton of
practical use in Ghost Recon Breakpoint's current dead-online state, it's easy to see how it could be hugely beneficial in other games.
Even if Ghost Recon Breakpoint's online multiplayer was well-populated, the game itself is still mediocre at best. Ubisoft is changing its approach to game development
partly because of this game, which plays like all of the company's
other open world games. Players explore a huge map populated by enemies,
vehicles, animals, and a bunch of random activities to partake in. But
while there's a lot of stuff to do in Ghost Recon Breakpoint,
none of it is all that interesting outside of the main story missions,
so most players will find themselves just running from one mission to
the next. All the open world accomplishes is keeping players from
engaging with the actual content.
Besides having the generic Ubisoft open world, Breakpoint also has The Division's looter-shooter elements. As pointed out in our original Ghost Recon Breakpoint review,
the problem is that bullet sponge enemies and the like that are
associated with looter-shooter games don't translate to a tactical
shooter series. The compromise is that none of the gear really matters
or feels different in the slightest. Most enemies are still killed with a
single shot to the head, with the exception of special bullet sponges
that players sometimes encounter. It's only then when the gear really
makes a difference, but since most encounters aren't against bullet
sponge enemies, it seems like Breakpoint would have been better
off just dumping its gear system entirely. In its attempt to be both a
tactical shooter and a looter-shooter simultaneously, Ghost Recon Breakpoint falls short in both categories.
Players have the freedom to approach many situations stealthily like in a classic Ghost Recon game,
but most shootouts can be survived by simply hiding behind something
and shooting enemies as they bull-rush their location. The AI in Ghost Recon Breakpoint
is some of the dumbest in franchise history, only ever putting up a
challenge when players are caught out in the open or have to face off
against enemies where better gear actually plays a role.
To make matters worse, Ghost Recon Breakpoint is buggy, and things haven't improved all that much in the Stadia version. The camera in Ghost Recon Breakpoint
likes to get stuck in odd positions when players move in and out of
cover, and running into something while driving may very well send
players flying through the sky. Driving controls are generally clunky,
and that combined with how easy it is to get stuck on terrain makes
driving in Ghost Recon Breakpoint a frustrating experience.
Unfortunately, with mission objectives often many miles apart from each
other, players will be spending the bulk of their time with the game
wrestling with the driving controls to get from one point to the next.
Exploring Ghost Recon Breakpoint's open world isn't fun, but one positive thing that can be said about it is that it looks quite good. Furthermore, Ghost Recon Breakpoint runs great on Stadia, with minimal stuttering and lag that sometimes plagues other games on the platform.
But while the Ghost Recon Breakpoint open world looks good,
the same can't be said for other aspects of the visuals. The art style
is bland and generic, and many of the NPCs are just downright ugly.
Foliage also has a weird tendency to shake in a non-realistic way
whenever there's any wind, and things like that make the otherwise
gorgeous-looking game world look rather cheap.
Ghost Recon Breakpoint is average at best when everything is
going right. The Stadia version has a barely-existent online community
that makes some of the modes and features inaccessible, making it the
worst way to experience the game by a wide margin. The Project Titan Raid
is apparently in the works for the Stadia version, but if the game's
online population doesn't grow, it's hard to see Ubisoft seriously
supporting it as much as other versions of the game. Ghost Recon Breakpoint
is already a shaky recommendation on other platforms, but it is
impossible to recommend for those looking to grow their Stadia library.
Oddworld: Stranger's Wrath HD is a game
that clearly has a lot of good ideas and design polish put into it, but
it suffers from its age too much to really shine. The original Stranger's Wrath
launched in 2005 to critical acclaim, while updated versions have been
released for various consoles including the PS3, Vita and PC over the
years since. The HD version is now on the Switch with updated controls, but the game feels remarkably similar to its original form. Stranger's Wrath
follows the eponymous player character, Stranger, as he bounty-hunts
his way through an old-west inspired setting filled with
anthropomorphized animals as townspeople, bandits, and other NPCs.
Stranger starts his journey on a quest to make enough money for a
life-saving operation, but the tale becomes embroiled in betrayal,
secrets, and an evil plot as Stranger gets closer to his goal. The story
and worldbuilding are the primary attractions, while decent
third-person platforming and a unique first-person-shooting mechanic
based on different ammo types make up the majority of gameplay.
The characters, setting, and story are a big part of what makes Stranger's Wrath unique. It joins the roster of several other Oddworld games, but it is the only one with a first person shooting mechanic. It has a nostalgic Oddworld
flair, with wacky, over the top characters and voice acting. Stranger
comes across as a gruff, brooding answer to classic mascot platformers
like Spyro and Crash Bandicoot.
This characterization might come off as bland at first, but it becomes
charming with time and an appreciation for a stoic old-west gunslinger
attitude in the context of the brightly colored, loud, and energetic
character designs of the time the game first released.
The story is slow to start off, lulling players into a false sense of
monotony. However, when the twists come, they come hard and fast. The
tale takes some surprisingly dark turns for its goofy facade, with
genuinely intense, shocking, and even saddening moments. There is no
need for spoilers here, but suffice it to say that Stranger's Wrath
tells a story that is oddly mature for a game with such crude humor and
cartoonish character designs. This is nothing new for those who are
familiar with the storytelling of other Oddworld games.
The story and levels are almost completely linear. Players receive
one task at a time, complete it, and move on to the next. Those who are
used to the modern standard of multiple ongoing narratives at a time and
branching level design may find this boring. The pattern of getting a
bounty, going through a linear level, beating a boss fight, and then
coming back for another bounty can get pretty repetitive.
That being said, every level is very polished, with purposeful design and great pacing. Thanks to the HD PSN release from 2011,
the game still looks pretty good for what it is. There is a good amount
of variety in the dusty desert, from crumbling temples to barren
gulches and dark caverns. Meanwhile, subtle touches like red flowers
placed in the foliage near important parts of each level display
the attention payed to each stage. Areas usually consist of some
traversal puzzles, light obstacles, and arrays of enemies that must be
taken out with a bit of planning and ingenuity.
To dispatch foes, players must collect different small creatures
within the environment around them, then save them for later use. Each
type of "ammo" has its own use, from a rabid furball proximity mine to a
skunk smoke bomb. Players can load two types of critter into their
crossbow at a time, and use them to strategic effect to clear each area
of enemies. This rewards creativity, as capturing enemies alive (by
stunning them then sucking them up ghostbusters style) results in a
bigger payoff upon return to the bounty office. Ammo collection and
varying ammo types are pretty fun and interesting mechanics, especially
considering how long ago they were introduced. Even the more mundane
mechanics for sprinting, shaking off damage, and platforming feel
satisfying and polished. Tilt controls can also be used to aim more finely in first person, but in practice it does not help much.
One thing, however, prevents these mechanics from holding up fifteen
years after they were thought up: the controls. The controls are the
most glaring issue with Stranger's Wrath, and being on the
Switch does them no favors. It feels like very few changes were made to
the controls for the new platform, and it can't be understated how
unfortunate that is. The third person camera is so sluggish it hurts.
Side to side movement is somewhat bearable, but when looking down over
an edge (of which there are many) or up to a climbing rope, the camera
moves so slowly that it's hard to avoid tapping one's foot in boredom
while waiting an eternity just to see a bit ahead. This is particularly
unfortunate, considering that Stranger's Wrath on the Vita was adapted very well to a small, portable format.
Conversely, first person aiming is so sensitive that it is a genuine struggle to aim accurately even with a Pro Controller.
To add insult to injury, there is only a single camera sensitivity
slider. Putting the sensitivity low enough to aim in first person means
essentially giving up the ability to move the third person camera at
all, while making it sensitive enough to smoothly pan in third person
makes shooting a twitchy, wide-swinging nightmare.
There was simply not enough effort put into updating the controls to a modern standard. Great remasters like Link's Awakening
completely overhaul everything in the game to make it new again.
Acceptable remasters will settle for making just a few quality of life
updates. The lack of attention to updating Stranger's Wrath instantly
ages the game beyond what most players outside of nostalgic fans will be
able to tolerate. This is not just a remaster of a fifteen-year-old
game, it is a re-release of a nine-year-old remaster of a
fifteen-year-old game.
The other major issue with the game is that it does not benefit from being on the Switch. Some titles seem perfect for the Switch,
benefiting immensely from being portable, while still having a depth
that merits being put up on a big screen when possible. Unfortunately,
most first person shooters do not feel very good on the small handheld
controllers for the Switch, and Stranger's Wrath falls into
this camp. The game does not benefit much from being portable, and might
as well be played on any other console. At the very least, its simple,
clear level designs are easy to read even on the Switch's small screen.
All in all, Stranger's Wrath was a great game... fifteen
years ago. It's still good, but after so long it does not age well
enough to warrant the $30 price tag. It is a bit too simple and
repetitive to be fully redeemed by its careful design. It is still a
surprisingly entertaining romp, and will likely provide a lot of fun for
younger players or nostalgic fans. By modern standards though, there
are plenty of better games out on the Switch that have a similar level of polish but feel smoother to play and benefit directly from being on a portable console.