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 Fortnite that 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.

Fortnite Where to Find an Outdoor Movie Theater




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.

How to Switch Plasmids in BioShock



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.

How to Beat the First Boss in Dawn of Fear




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.

Best Phantasy Star Online 2 Class for Beginners



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 War uses 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.

Zombie Army 4: Where to Find All Upgrade Kits in Rotten Coast



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.

Boneworks Review


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 BreakpointGhost 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.





Ghost Recon Breakpoint Stadia Review


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.








Oddworld: Stranger's Wrath HD Switch Review