Showing posts with label hot. Show all posts
Showing posts with label hot. Show all posts


You're going to be doing a lot of talking in The Outer Worlds. Or, rather, you're going to have a lot of people talk at you before selecting from one of several pre-written dialogue options in response. Anyone who's played a Fallout game won't be a stranger to this kind of interaction, but The Outer Worlds is keen to put these discursive parlays at the forefront of its role-playing experience.
In fact, I'd wager that over two thirds of my time with The Outer Worlds was spent in conversation with Halcyon's denizens, all fully formed with their own thoughts and motivations, and brought to life through strong voice performances and convincingly rendered facial animations across the board. That amount of verbiage will sound off-putting at first, but these are some of the most well written, multi-faceted, intelligent and human NPCs I've ever had the joy of getting to know, and the intricacies of conversing with them brings its own kind of rewards, making for The Outer Worlds' best moments.


These characters will react so acutely to your behaviour, the company you keep, and the events that transpire around them, it hurts my brain to even imagine how Obsidian accounted for every dialogue tree stored within their coded personas. Whether it's a potential boss fight suddenly becoming a lucrative trade partner after it turns out he's friends with one of my companions, or a total stranger expressing their disgust at my choice of clothing, I never got tired of discovering how Halcyon's inhabitants would express themselves in conversation, even if I did sometimes find myself skipping through chunks of dialogue when the exchange got too exposition heavy.

Close encounters



The Outer Worlds frontloads its deep dialogue systems because Obsidian knows that's where its strengths lie; but it's still a shame that the game's combat still feels relatively undemanding and rudimentary in comparison. There's nothing particularly wrong with it, per se, but the game's array of first-person firefights and melee brawls don't quite enthral in the same way as its contemporaries, even with a fairly substantial arsenal of weapons at your disposal.





Take Tactical Time Dilation; a side-effect of your character's sudden awakening from cryosleep which lets you slow down time at will. It's The Outer World's replacement for Fallout's VATS mode, yet lacks that system's strategic orientation and memorable sense of impact, thus ending up as a forgettable gimmick that adds little depth or colour to combat. Sneak enthusiasts will also likely be disappointed by the The Outer Worlds' ropey stealth mechanics, which make it frustratingly difficult to execute covert kills without alerting other nearby enemies, especially in the absence of ranged tools like crossbows or silencers.
There is, at least, a full cast of recruitable companions, two of whom can join you on your adventures at any one time, and bring their own flavours to the carnage via special attacks that lend a pulpy, cinematic flair to critical hits. Watching them stomp, smash, quip, and drop kick their way through enemies was enough to keep fights entertaining, even if the efforts of my own attacks never connected with as much panache or impact.


Here's the thing, though; you can avoid The Outer Worlds' combat encounters almost entirely if it's not your cup of tea, because the choices about the kind of spacefarer you want to be affects the player experience from top to bottom, as emphasised from the moment you boot up the game and start creating your character.
Invest your Skill Points in Engineering and Stealth, for example, and you should be able to hack and lockpick your way around any nearby aggressors, while those with the gift of the gab (a.k.a. a high Dialogue and Temperament build) can usually pursue verbal alternatives to violence, avoiding the need for any conflict in the first place. The freedom to progress your character through The Outer Worlds' dizzying brew of attributes, skill points, perks, flaws, companions, armour and weapon management, and reputation borders on limitless, and practically demands multiple playthroughs of its 25-30 hour campaign.

Decisions, decisions

That campaign is just as enrapturing and open-ended as The Outer Worlds' old school RPG foundations, too, beginning as a simple quest to save your abandoned colony ship from being left in orbit by Halcyon's ruling mega-corporation The Board, and unfolding into something else entirely over the course of your planet-hopping escapades. That's thanks to Obsidian's masterfully constructed branching narrative, one that's completely free from any binary morality system to weigh it down.


You can kill friends, partner up with former enemies, or terrorise entire towns if you want to, but Obsidian's carefully layered system of failsafes and alternate pathways means there'll always a plausible route for you to pursue each questline, with no arbitrary gauge of right and wrong to push you in certain directions. In a way, this makes some of The Outer World's narrative choices even more tough to grapple with, as they all sit in deliciously uncomfortable grey areas with no gamified moral code to rely on for answers.
I can't count how many times I was about to close the books on one of The Outer World's many multi-layered quest lines with a decision, before one last minute factor (perhaps one of my companions suddenly voicing their opinion on the matter, or an uncovered computer log revealing a new side to the story), made me reconsider my choices all over again. The Outer Worlds' multiple endings are an inevitable offshoot of that fluid structure, then, but - no matter how you see in the credits - you'll know you've left a determinable impact upon this world, one that will have changed the course of its future.
And what a world it is. Halcyon has been meticulously conjured up by Obsidian from top to bottom, with some of the finest writing and world-building I've seen from a game in recent memory. The studio sets its sights firmly on the avaricious extremes and laughable absurdities of crony capitalism, consumer culture, and red-tape bureaucracy, littered with satirical parables of exploitation that are as tragic as they are rib-tickling in their jet black punchlines.


Everyone in Halcyon has a story to tell about corporate mismanagement, mistreatment, or straight out malevolence, each one darkly humorous in tone yet not too far-fetched from the stories of greed and callousness you see in the real world today, making them all the more powerful as indictments of the ruling class. But there's real soul at the heart of this dystopian milieu, too, especially when it comes to your crew of motley companions. Each recruitable team mate (who will also readily leave your services if you do something to piss them off) steps aboard your ship with their own personal worldviews, emotional baggage, and connections to Halcyon, but watching this group of strangers slowly gel into a united crew of friends is genuinely affecting.
From the adorably naive Parvati, to the curt yet always surprising Vicar Max, the way in which each companion develops believable relationships with you and each other evokes the kind of space crew camaraderie that harkens back to the best of Mass Effect 2. By the end of my travels, I was completely invested in the world of Halcyon as a living, breathing place, and can only hope this is just the beginning of a brand new franchise for Obsidian, especially now that it's a first-party studio with the might and support of Microsoft behind it.
Each of Halcyon's various zones are relatively small in size, but Obsidian makes up for that more focused scale with a strong sense of environmental diversity, from drifting megamalls soaked in neon to terraformed jungles of engorged fungi and craggy red rock. Not only that, but one of The Outer Worlds' greatest distinctions from its most obvious comparison, Fallout, is its exceptional level of polish, at least on PlayStation 4.


Playing on a standard PS4 Slim, the game ran at a reliable and steady framerate, with only the odd freeze and texture pop-in occurring here and there to load in assets for new environments, while I can count the total number of bugs I encountered in my first playthrough on one hand. Loading times are a bit of a hassle in terms of their length and frequency, but The Outer Worlds is an experience that's otherwise hard to fault on the technical side, with a glowing, Golden Age inspired art style that elevates its modest graphical makeup into some seriously eye-pleasing playgrounds.
Obsidian's talent for sharp writing, choice-based narrative, and complex role-playing systems have coalesced together to create one of the strongest new IPs of the generation with The Outer Worlds. There's plenty of room for improvement when it comes to making combat as compelling and rewarding as the rest of the game but, nevertheless, The Outer Worlds absolutely delivers on its premise as an immersive, full-bodied RPG that successfully picks up the baton where Bethesda has been dropping it of late.
Those expecting a straight-up spiritual successor to Fallout: New Vegas might be surprised by Obsidian's more contained and old-fashioned approach to science fiction, but stick with this unashamedly talkative tragic comedy, and you'll discover one of the smartest games of the year.

The Outer Worlds review: "Obsidian operating at the top of its game"



The developer of the MediEvil remake wanted to make a game so true to the original that modern players could still use the 1998 version's strategy guides. It succeeded. Believe me, that was the first time I've loaded up one of those old GameFAQs guides in at least half a decade. It was a good thing I had a trove of plain text strategy guides to peruse, too: there are winding level layouts that make the way forward difficult to find (that anthill level is the worst), there are key objects that are easy to miss, and there's a boss that requires you to hit specific parts of the environment – even though those parts of the environment don't do anything elsewhere in the same level and no other boss is like that.
Please hold your scoffing until the end, seasoned gamers. All that is indeed the kind of retro roughness that I expect from an old-school or old-school-derived game. It would be easy to look past all of those flaws, or maybe even see them as positives, if exploring stages and doing battle felt challenging and satisfying. It feels OK.

Creaky old bones


I know it's old hat to talk about the camera in a video game review, but since this whole game's a throwback, let's start there: MediEvil uses a mix of fixed and free camera angles, sometimes letting you zoom in to an over-the-shoulder view if you hold down a button. I'm occasionally left flailing during a scene transition or as I try to find enemies hidden in corners but it usually works fine.
Unfortunately, even the not-at-all-hidden enemies are rarely fun to fight. Most monsters move about the same speed as our skeletal hero Sir Daniel Fortasque (pronounced Fort-Askew) and hurt him whenever they touch him, so I usually try to catch enemies with wide sword swings or trap them behind fences or walls and plink away with ranged weapons. I haven't found a strategy that doesn't include enemies smacking me back at least a few times, leading each level to feel like a battle of attrition rather than a test of wits or reflexes. It's both imprecise and unforgiving, which is a frustrating combination.




When the original MediEvil came out in 1998 it had rough combat and camera work too. Its ambitious steps in other areas like 3D level design and quirky, cinematic storytelling still made it a classic. Some of those clever touches are just as fresh today; even with his means of expression limited to jawless grunts, toothy grins, and one-eyed squints, I enjoy Sir Dan as a character. If you share in my generation's rampant feelings of impostor syndrome, his valiant attempt to live up to his undeserved post-mortem glory will probably inspire immediate sympathy as well. Unfortunately, those forward-thinking spots make the rest of MediEvil feel even more archaic.
I spent about 11 hours playing through MediEvil's campaign from start to finish, and in that time I encountered a handful of annoying glitches. The least troublesome stranded me on the map screen between levels so I had to quit to the title and load back in (the load screens are surprisingly long for how small most levels are). The worst occurred when I accidentally skipped a cutscene, making two events play out at once and depriving me of the Chalice I should have unlocked by rescuing a bunch of Cockney fairies. Naturally that second one happened on the damn anthill level so I felt obligated to play the whole damn thing over again. All of my issues occurred on version 1.01 of the game, hopefully they'll be put to rest in future updates.

Scrappy Halloween



All other criticisms aside, I can find no fault with MediEvil's release date. It is coming out at the perfect time of year. This game is a chef's kiss worthy distillation of the Halloween aesthetic. There are ghosts and imps and skeletons, there's a warty witch stirring a cauldron (who sent me to the anthill but I forgive her), and there are entire levels set in pumpkin patches and haunted corn mazes. Even when fighting the restless dead and demons it's more cartoonish and comedic than scary.
Most of the people or friendly spirits Sir Dan meets poke fun at his ignoble death and missing bits, but their sense of humor never gets too dark or morbid. There is one unwelcome portrayal of mentally ill people as straightjacketed cannon fodder in an asylum level. Aside from that, I enjoyed the game's cheesy/kooky/creepy vibe, and spending time in the haunted kingdom of Gallowmere enhanced my enjoyment of the season. Anybody who can appreciate the powerful energy that radiates from the aisles of those strip mall Halloween stores will likely feel the same.


That Halloween energy, that gooey green aesthetic, is what I enjoyed most about MediEvil - what kept me going even as I groaned through too many of the authentically loosey goosey fight scenes and platforming challenges. If you're a big fan of the original who just wants that with better graphics and some subtle improvements, you'll be delighted. If you want something a little scary and very silly to play for Halloween, you'll be pleased. If you're looking for a new game to play, you don't have any nostalgia for the original, and there isn't at least 10 square feet of fake spider webs in your home, you should keep looking.

MediEvil remake review: "Too much of a Halloween treat to dislike"


Call of Duty has never been afraid of courting controversy. In many ways, it has been an integral component of the series' design since its very inception, as developer Infinity Ward lead the charge in showcasing a cinematic – and often unflinching – trench-level view of the geopolitical warfare that has shaped the world. Call of Duty: Modern Warfare takes this narrative framing to the next level.
Modern Warfare asks us to engage with the experience of war through the Reflex Sight of an M4A1 assault rifle. It does this even as it gives us the rare opportunity to peer behind the veil of smoke and shrapnel that Call of Duty typically throws up to mask its moral ambiguity, daring us to consider the ethical complexities of the contemporary conflicts it so liberally draws inspiration from. This is made clear from the outset of Modern Warfare's campaign – vocalised openly by characters stood on the teetering edge of the uncanny valley – and these intentions are almost immediately at odds with one another.

This has forced Infinity Ward down a perilous path. When its good intentions coalesce, Modern Warfare feels as if it is offering a tantalising glimpse into the future of the industry's biggest shooter. You'll feel this in your fingers as the game breathlessly propels you between its checkpoints under a hail of deafening gunfire until you're left gasping for air. When they clash, it's a stark reminder of just how easy it is for an action game to turn tasteless – that's a direct result of Infinity Ward attempting to tactlessly gamify a variety of war crimes in the service of fashioning a bombastic entertainment experience.
Infinity Ward set out to create a campaign that could "reflect the world that we live in". The studio has stumbled in its desire to hold a mirror up to the modern military machine or engage with the messy politics that fuel its characters and the broader strokes of the story. And ultimately, that's OK, just so long as we are all being honest with what's being portrayed here. Infinity Ward has undoubtedly succeeded in assembling a blockbuster action game quite unlike any other. On the whole, it's a tightly scripted and excellently executed experience. It's an all-encompassing audio and visual assault on the senses, one that somehow finds just enough room to let you breathe between each of its awe-inspiring set pieces – letting the enormity of it all sink in – before it kicks back into gear and drags you to the edge of your seat.

What was old is new again




It's worth remembering that the Infinity Ward of 2007 is not the Infinity Ward of 2019. In deciding to revive the Modern Warfare moniker, the team currently occupying the studio space has locked itself into a war of attrition versus nostalgia itself – a foe few have ever comfortably beaten, let alone conquered.
So to be clear, Modern Warfare doesn't have an All Ghillied Up moment to call its own; truth be told, it doesn't even attempt to mimic it, which is more than can be said for nearly every other Call of Duty game released in the years since Call of Duty 4 changed the state of play for the FPS. Modern Warfare never quite captures the quiet unease that Death From Above so effortlessly cultivated, nor does it manage to replicate the chaos born out of the One Shot, One Kill carousel shootout. It also doesn't rely so heavily on the visual language that dominated cinema at the turn of the century – the likes of Black Hawk Down and its kin – and instead attempts to carve its own path. That, I think, actually works in Modern Warfare's favour. It's less Shock and Awe, and more contemplative overall; more precise and more consistent in its creative vision, direction, and execution than its spiritual predecessor. Modern Warfare doesn't feel like a collection of missions stitched together, but a desperate race against time.
Over its eight hour runtime, Modern Warfare's campaign puts you at the centre of a civil war in a fictitious Middle Eastern country named Urzikstan, only occasionally reconnecting with a bullet-ridden reality to pit you against terrorist cells in London's bustling West End, the quiet streets of Saint Petersburg, and the outskirts of Verdansk. It's an effective demonstration of what Call of Duty is capable of when it truly grounds its action and invests in the power of the solitary soldier. You spend surprisingly little time 'following the man' as you would have in previous Modern Warfare titles. Instead, this new iteration sees much of the action triggered by your ability to lead firing lines and change the composition of a battlefield.


To do so, you'll find that you have to fight tooth and nail to claim even an inch of territory as enemies swarm rooftops and ruined streets. Modern Warfare pushes you to continually scramble for cover and a fresh clip of ammunition, death coming for those that hesitate for even a second, especially as you begin to cycle up through the difficulty modes. If Call of Duty is the purest form of military fetishism that we have in this industry, then Modern Warfare is easily the best celebration of it to date. It offers a power fantasy that is difficult to turn away from, even on the rare occasions that it misfires or embraces controversial design decisions for easy shock value.
Weapons are weighty and powerful, and you'll really feel it as bullets exit the chamber and begin to puncture enemies and the environment with little discrimination. Visually, it's a true achievement too; audibly, there's nothing else out there like it; these elements combine in spectacular fashion as Modern Warfare presents its stages Clean House, Wolf's Den, and Going Dark. Tense standoffs in tight corridors cast in thick shadow, each of them experienced through the lens of night vision equipment and executed in a cold green hue. These missions are quiet and claustrophobic, with the silence only occasionally shattered by controlled gunshots and breathless whispers. Modern Warfare excels in these areas, and it's difficult not to feel an overwhelming sense of tension wash over you in these missions thanks to the near-photorealistic presentation and the high-stakes framing of the objective at hand.
The game also fares excellently in its wider spaces, where Infinity Ward's propensity for daring level design, tightly scripted action, and relentless pursuit of forward momentum is on full display. This Modern Warfare might not have its own Pripyat-set double-bill like its namesake, but a daring defence of an under-siege US Embassy will no doubt be held up as a modern classic. It's an excellently executed multi-stage mission that hits all of the highs of Call of Duty with none of the lows, an excellent example of what this series is capable of when it is firing on all cylinders.

Refreshed for a new generation of players



Much of Modern Warfare could be described as just that, firing on all cylinders. It's a fun and frenetic shooter that delivers in all of the ways that you'd hope and expect it too. The truth is, Infinity Ward unwittingly shouldered the responsibility of proving that there's still a place for storytelling in Call of Duty following Treyarch's decision to pursue battle royale in Black Ops 4. And for the most part, it has succeeded. There's an argument to be made that Modern Warfare is one of the finest Call of Duty packages of the generation, but that doesn't excuse some of the egregious decisions that were made in the campaign, leading to a handful of uncomfortable – if I'm being kind – scenes that pulled on the brakes, broke the suspension of disbelief, and threw an otherwise captivating campaign into momentary disrepute.
Modern Warfare wants you to believe that it's an unflinchingly authentic and realistic portrayal of contemporary conflicts, a reflection of the world as it is today. The truth is, it is an overly serious, utterly ridiculous, globe-trotting adventure. When words like 'realistic' and 'authentic' are thrown around, it's Infinity Ward suggesting that Modern Warfare is a reflection of the time we are in. The reality is that it's more of an impressionist painting than a snapshot. Instead of 'authentic', it should be discussed as 'accurate' – in that the names of the weapons are correct, as is much of the battle chatter. Rather than talking about its 'realism', we should be talking about its fidelity – which is crisp and commanding, effectively unparalleled.
Infinity Ward was always going to have to simplify the complexities of modern warfare to make this game work. What's important is what it chose to emphasise in service of that. For the most part, the studio has decided to pull focus onto the chaos born out of proxy wars and the debilitating pressure of being under fire from a seemingly unstoppable force, and it works when it does so. When it works to emphasise some perceived darker reflection of the world, it comes across as callous and a little cynical. That isn't enough to detract from what this Modern Warfare revival is ultimately able to achieve, but there's still work for Infinity Ward to do as it works to re-establish this series for a new generation.

Call of Duty: Modern Warfare review: "Clearer in its vision and execution than its spiritual predecessor"



Following its debut game, Night School Studio had the unenviable task of keeping up its momentum. 2016’s Oxenfree was a surprise hit that innovated on the choose-your-own-adventure genre in ways that have still yet to be outdone. Afterparty, in many ways, feels like a spiritual successor to Oxenfree, but it also feels a bit like a sophomore slump. The game’s strong premise and Night School’s continuing practice of rethinking the way players make choices keep it worthwhile, but bugs consistently halt the flow of the game, leaving Afterparty feeling like a hell of a time, but with some damning issues too.

To die by your side, such a heavenly way to die 


Sarcastic Lola and timid Milo are best friends, recent college graduates, and even more recently dead and gone to Hell. Not content to stick around, they soon learn humans are allowed to leave if they can out-party Satan himself. Determined to get back to their post-grad lives on Earth, the pair set out to drink Lucifer under the table until he agrees to give them safe passage home. Afterparty’s depiction of the underworld is irreverent and neon-lit. As one early demon tells the pair of friends, every religion they heard about got a little bit right and most things wrong. God is real, but so is the Devil, though the prince of the underworld is maybe not the punishing rage monster you’d think he is.



Night School’s Hell is a world where humans are sent for the smallest infractions, like using the express lane in grocery stores when they have too many items in their carriage. It’s where demons work regular 9-5 schedules and go out during their off-work hours, drinking heavily and partying like there’s no tomorrow - because in eternity, there technically isn’t.


Unlike in Oxenfree, where jokey millennial future shock gives way to darker stakes as the story goes on, Afterparty’s similarly youthful spirit and questions of “now what?” are given consistent levity. Afterparty is a comedy game through and through, and that’s its strongest feat. Demons approach their roles as torturers like humans would a factory job, bringing the same oft-seen apathy to something as severe as forcing hellbound humans to urinate sand. Then their shift ends and the tortured and the torturers go out to play beer pong together like it was all just another day at the office.

After the opening act, I began wondering if Afterparty might be the funniest game I’ve ever played, and though it doesn’t end up in the top spot, it’s quite near that summit. No matter how serious the situation could’ve or even should’ve been, the game doesn’t lose sight of its absurd premise, and it doubles-down on it all the time by gleefully disrespecting the tendencies of humanity and our best-laid plans, faith-based or otherwise.

Say what?


If you played Oxenfree, you’ll find Afterparty’s dialogue system familiar. Lola and Milo will spend the game’s four to five hours moving left to right, talking to secondary characters to advance a plot that players get to steer quite a lot. Every time a prompt appears for you to talk, you can choose one of two choices, say nothing, or, in a new wrinkle befitting of the boozy hellscape, sip your drink for a fourth drunk option.
Drinks have different characteristics so your path through a conversation may go totally different on subsequent playthroughs. One drink may make you flirty, while another can imbue you with confidence, tell bad jokes, or even talk like a pirate. Every character seamlessly reacts to whatever you’re firing back at them and the whole system maintains a natural flow that few adventure games have achieved. Quests have a similar elasticity too, and you’ll need to play several times to see all versions of events, including at least three endings.
It does sometimes feel like Hell is too quiet given its party atmosphere. Walking around to complete branching quests, the game is happy to let you veer off course sometimes to drink somewhere else or chat with the locals, but it seems like more often extending your travels to the far reaches of the screen is unrewarded. Demons and humans are often seen chatting, but not often enough are they heard. Still, when the optional moments do arise, they’re always funny. You can even follow along with Hell’s official social media platform, Bicker, to see what people are saying across the Nine Circles. It’s almost as miserable as Twitter, I’d say.

All bugs go to Hell



All of the above would’ve cemented Afterparty as one of my favorites of 2019, but the game’s instability in several areas hurt the experience too much to keep it there. Most glaring are frame rate skips, which plague the game after a smooth opening section. It’s in the small 2D open-world hubs where this problem most often rears its stuttering head, like the game has trouble keeping up with your travels when it can’t predict where you might head next.


I've been informed that it’s a known issue, affects only base level consoles (despite the fact I'm playing on Xbox One S), and will be patched this weekend and in time for day one, but finishing the game mid-morning on a Sunday, I never saw any patch arrive in time for me, and even then, I don’t know how much it will help when it does arrive. Hopefully when the game launches, this is one issue that disappears, but it’s also not the only problem.

A few times, dialogue options repeated too, including one argument between Lola and Milo that they had twice, once after each chapter-ending quest. It seems given the game’s branching story that it failed to recognize I’d already had the particular chat I found myself having again. Another time toward the end, I got stuck on an infinite loading screen and had to rest the game from the dashboard. One other time, I also lost all dialogue audio at a crucial point. Thankfully I had subtitles on and quickly reset again to resolve this issue. It starts off stable and clean, but by the end, Afterparty gets messier than someone sent to push boulders up a hill all day.
Perhaps on other platforms it will run more smoothly, and maybe by day one this patch will have already fixed some if not all of these issues. I hope so, because Afterparty is, in most other ways, a game deserving of great praise. It’s hilarious and blasphemous, but just a little too buggy to fully be enjoyed.

Afterparty review: “Hilarious and blasphemous”



During the opening cinematic of Luigi's Mansion 3, Luigi looks up at the glistening Last Resort hotel where the latest ghostly adventure takes place and says "wowee zowee." From the moment I hear that phrase, a smile spreads across my face, and it rarely leaves me as I navigate my way through Nintendo's spooky fest – and that speaks volumes about just how charming and enjoyable Luigi's Mansion 3 really is.
Fast facts: Luigi's Mansion 3

Of course, the aptly named Last Resort Hotel isn't as it first appears. If you've ever read about a hotel on TripAdvisor that sounded too good to be true, and it turned out to be a real horror show, chances are you're going to sympathise with poor Luigi. After receiving an invite from the hotel owner Hellen Gravely, Luigi, Mario, Peach, and the three Toads make their way to the vacation spot. You begin by taking a little tour around the lobby with the adorable Polterpup at your side, but you already get the feeling that everything's just a bit too nice. With decadent cakes adorning the tables, piles of presents on the floor, and balloons festooned about the place, anyone would think you're in for the best holiday of your life.

After checking into the room and settling in for the night, Luigi is awoken by a familiar scream coming from a nearby room. The shiny exterior evaporates into ominous purple smoke, and with nothing but a torch in hand, the poor green plumber's nightmare truly begins.

Lifting up your spirits

King Boo is once again the orchestrator of Luigi's latest nightmare thanks to Hellen Gravely, who released the spectral ruler back into the world. Yep, that's right. Your holiday invitation turned out to be a trap all along. As the main antagonist, the king of Boos has trapped Mario, Peach and the three Toads inside picture frames, and Luigi is the next target. After you make your escape, you set out as the moustached plumber to rescue everyone and check out of the nightmarish hotel for good.



The Last Resort is made up of 15 floors and every level has a different theme. The trouble is the elevator's buttons are missing, and in order to access all the floors and progress, you have to get them by defeating a boss ghostie on each floor you unlock. It's essentially the same kind of deal as previous games in the series. You have to set about solving puzzles to overcome obstacles and progress through blocked paths. While it does veer into familiar territory, switching up the setting from a mansion to a hotel makes the third entry in the series feels much bigger in scale, especially as it's packed with so much variety.
No room is the same, and every differently themed floor presents new challenges. This variety encourages you to experiment with everything in Luigi's arsenal - it's incredibly pleasing when you work out how to pull down a hidden lever, or spin a wheel that showers you with coins. From a level with movie-set theme (which is my personal favourite), to a magic floor laden with all kinds of trickery, and so much more besides, the level designs are impressively creative and a pure joy to explore. I did find myself enjoying certain floors more than others, but overall, investigating every nook and cranny to find all of the rooms' many hidden secrets is an endlessly satisfying delight.

You can teach a plumber new tricks


Of course, you can't do any kind of exploring without the right equipment. As luck would have it, the paranormal researcher Professor E. Gadd gets caught up in Kings Boo's trap too. The professor brings with him a pop up laboratory that acts as an in-game menu hub where you can access a gallery of your collectibles, buy items from the shopping network, check out the map, and access the competitive co-op mode ScareScraper and the multiplayer mode ScreamPark.
To communicate with Luigi as he ventures through the floors, Gadd gives you a VB, or Virtual Boo, that looks exactly like a Virtual Boy. Just like the adorable GameBoy Horror (that pays homage to the Gameboy Colour) from Luigi's Mansion on the GameCube, and the Dual Screen from Luigi's Mansion Dark Moon (that looks just like a DS), you use the VB to access the map and get helpful tips from the professor using the E.Gadd hotline if you get a little stuck.
Oh, and it's thanks to E. Gadd that you get your hands on the latest model of Luigi's vacuum - the Poltergust G-00. Thankfully, the controls for all of the Poltergust moves are pretty straightforward and - for the most part - control smoothly, which is important since you'll be spending the majority of your time vacuuming up everything in sight. Aside from sucking up the contents of a room, you can also perform a Suction Shot that fires a plunger onto surfaces and objects to pull items or levers, and use the Burst move to jump into the air. But the piece de resistance is undoubtedly being able to summon your very own green doppelganger, Gooigi.

The gooey Luigi lookalike can pass through grates and drains, help you move objects you can't otherwise move on your own, and is handily resistant to spikey projectibles. Get water on him, though, and Gooigi will disintegrate into a gelatinous blob. Outside of his unique abilities, the green doppelganger is the perfect way of incorporating two player co-op into the mix. If you're playing by yourself, you have to switch between roles. In some situations – particularly certain boss fights – playing solo adds an additional challenge. I can just imagine how much easier it would have been if a pal took control of my doppelganger, but it's very doable on your own, so you don't have to be scared off if it sounds like it’s made with co-op in mind. The addition of Gooigi overall shakes the puzzle solving up in inventive ways, and the gooey guy is certainly one of the best additions who injects a breath of fresh gloopey air into the adventure.

Ghosts and gold galore


Naturally, you'll be fighting a lot of ghosts throughout your stay at the hotel. The exploration side of things is a lot more satisfying than sucking up the ghastly fiends, but once again Luigi's Mansion 3 shines in this department thanks to its variety. There are a lot of different ghosts who will have a variety of weapons, attire, and moves that push you to try out different tactics. I'll happily admit that I would just try out moves at random until I worked out the solution - because it isn't always obvious - but once you get the hang of what works and what doesn't, you'll feel like the most talented ghostbuster around.
Taking out the spectral foes involves doing a sequence of moves to collect them up into your vacuum. Using your trusty Strobulb, you stun the ghosts, suck them up with your Poltergust by moving the left analog stick in the opposite direction they’re going in, and perform a finishing slam move until their health has depleted. Pulling the ghosts can handle awkwardly at times due to how the Poltergust locks into place, and after I vacuum up another ghost for what felt like the thousandth time towards the end of the game, I'd more than had my fill of ghostly combat. Still, the variety of different ghosts interspersed throughout prevents things getting too routine.
Every boss you face on each level also has a unique style that ties in with the floors' themes. As such, the bosses have different features that are impervious to certain moves. So, for example, a security guard boss you face wears sunglasses that shields his eyes from Luigi's Strobulb, so you can't just stun him as you would normally. Every boss pushes you to experiment with all of your moves in a diverse range of ways, so no fight feels too stale or similar.

Boo-tifully animated scares


Luigi's Mansion 3 looks absolutely gorgeous. In fact, it's one of the best looking games on the Switch so far. The animation is wonderfully expressive and charming, with so much attention to detail. From the stitch work on Luigi's overalls, to the horrified expressions of our dear cowardly plumber as he gets spooked, every single cutscene and level design is beautifully executed.
Overall, Luigi's Mansion 3 manages to get the right balance between old and new to deliver a refreshing spin on the formula we've come to know and love from the series. Newcomers and longtime fans are sure to delight in exploring everything the hotel has to offer. Solving all of the wonderfully clever puzzles will leave you feeling satisfied, and with so much personality and charm, Luigi's Mansion 3 truly proves the green plumber can be the star of the show. After all, Mario can't have the limelight all the time.

 

Luigi's Mansion 3 review: "Proves the green plumber can be the star of the show"



While our Call of Duty: Modern Warfare review tackles the most controversial campaign to date, multiplayer is a different beast entirely. Countless players pick up Call of Duty every single year solely to enjoy the online multiplayer, and this time, Infinity Ward has rebuilt the competitive modes from the ground up. While there are some familiarities, the experience is vastly different to anything we've seen in recent years.

Finding the sweet spot with the weapons


As the gunplay is so core to the multiplayer gameplay, it's got to be impressive. Weapons need to feel weighty, they need to offer the right amount of recoil, and so on, because otherwise the multiplayer loses its core. For the most part, Infinity Ward has got the weapons bang on: every gun packs a real punch, and the sound design this year has been stepped up a notch, to almost Battlefield-esque levels. There's some serious recoil you need to learn how to control, and there's nothing I've found yet that feels too accurate and overpowered.

While previous games have let you modify your weapons with a specific number of attachments, Modern Warfare takes it to a whole new level with the Gunsmith. On any weapon, you can have up to five attachments, ranging from the muzzle to the rear grip, and even a specific weapon perk. There's nine categories in total, depending on the weapon – no, you can't put a laser for improved hip fire accuracy on a sniper rifle – and each slot has multiple options. You can choose from 20 optics and 13 underbarrel attachments on the M4A1 assault rifle for example, which means you can tweak every aspect however you see fit.

Realism is the goal


It's these sorts of improvements upon the core Call of Duty concepts that show just why the Modern Warfare series has been revamped. Realism is the aim this time, and it's clear to see that the "Realism" playlist is how the game was originally meant to be played.
This playlist does away with every single HUD element except for indicators above your teammates' heads, and it truly does feel realistic. It's clearly the experience Infinity Ward spent the majority of development working towards, because it feels natural. Something clicks when playing that mode, but there's one huge caveat: it's not very fun. Having no idea where the enemies are, no hitmarkers, and worst of all, no radar to refer to means the gameplay is far slower than any Call of Duty to date. Corner campers and silencers galore, it's only marginally better than playing Hardcore.
As a result, the experience in core playlists leaves a lot to be desired. While the new turbo sprinting movement is a wonderful addition that would imply close-quarters rushing is more than viable, you'll quickly learn it's the opposite. The low time-to-kill means you'll rarely be able to turn on your opponent and outgun them if they've shot first, and while the number of options in Gunsmith are plentiful, anyone trying to play towards a "quickdraw" style will struggle because most attachments negatively impact the aim down sights speed.
Part of striving to be more realistic means footsteps are now louder than ever before. Dead Silence makes a return but only as a field upgrade, which means it's temporary and lasts for about 30 seconds before expiring. Headphone users can gain an overwhelming advantage because footsteps are blaringly loud, which means sitting in corners and not sprinting everywhere like Wile E. Coyote is the optimal strategy.

Lacklustre map design

The map design doesn't do anything to alleviate the corner camping either, which is a crying shame since the original Modern Warfare features some of the franchise's all time best maps. Gone is the three-lane philosophy that kept matches flowing and layouts easy to understand, as it's been replaced by seemingly haphazard designs that feature no structure whatsoever. Piccadilly is the biggest criminal for this. Despite being a faithful recreation of the real life location (seriously, it looks unreal), the amount of buses and oddly shaped playable areas make it a true nightmare to play.
Another example is Azhir Cave, but for slightly different reasons. Looking into the enormous cavern that takes up half the map from the outside is almost impossible because of the lighting, but if you're inside looking out, you have a perfect view of the surroundings. You'll find the same issue looking into buildings on otherwise bright maps. It's small hindrances like this and the plethora of head-glitches and camping spots that make so many deaths in Modern Warfare feel unfair and unavoidable.
With specific maps limited to different modes – you won't find Euphrates Bridge in 6v6 Domination, for example – the map pool feels incredibly limited, often playing the same three or four frequently if you stick to the same mode. Thanks to the upcoming season of free DLC maps however, here's hoping Infinity Ward will revert back to the formula that provided us with so many incredible maps in the past.

More than just 6v6


In an effort to become the ultimate first-person shooter, Ground War isn't 9v9 anymore. Instead, jumping into the biggest mode available in Modern Warfare puts you in a 32v32 bedlam, on enormous maps with tanks, helicopters, the ability to spawn on your squadmates, and more. Sound familiar? It should, because Ground War is essentially Battlefield, minus the destructible terrain. Except the low time-to-kill and classic killstreaks make for a positively miserable experience, because Call of Duty works best when you can predict enemy spawns and learn the intricacies of every map. Ground War forgoes that, much to its detriment.

On the other end of the scale is Gunfight, a 2v2 one-life-per-round mode with tiny maps and nowhere to camp. This is Modern Warfare at its best; you spawn with the exact same loadout as your enemies, which switches every two rounds, and it's a race to win six rounds. Fast paced, frantic fun in which you're fairly matched and with a co-operative teammate, callouts become essential. You don't heal during a round either, which means balancing aggression with cautious play is key.
The problem is that it's unlikely Gunfight can carry Modern Warfare's multiplayer through the next 12 months, and while I'm yet to tire of the core modes like Domination and Headquarters, there's not much new to explore. Infinity Ward had an opportunity here to invent some new modes or perhaps revisit some forgotten ones like Demolition or Sabotage, but instead the only new mode that shakes things up is Cyber Attack. Imagine Search and Destroy, but both teams are fighting over one bomb in the middle of the map and when you die, a two-minute countdown starts which gives your teammates time to revive you.

A culmination of small problems


Innovations like these could see Modern Warfare's multiplayer be the best online first-person shooter this decade, because it genuinely is a game that feels brilliant to play. There's just so many small issues that drag it down – and I've not even mentioned how your your character bellows at the top of his lungs whenever he sees an enemy, making stealthy play nigh on impossible, especially when footsteps sound like everyone is masquerading as the big friendly giant.
There's a lot to dislike about Modern Warfare, from overpowered guns that will hopefully be patched – I'm looking at you, 725 shotgun – to the low time-to-kill and how the main viable strategy is camping. With that said, the core gameplay loop is the most satisfying Call of Duty has felt in years, and while it doesn't shine a light to how revolutionary the original Modern Warfare was in 2007, there's something about this revamp that simply works.
Reviewed on both PS4 and PC.

Call of Duty: Modern Warfare multiplayer review: "The core gameplay loop is the most satisfying Call of Duty has felt in years"


It’s fair to say Need For Speed Underground 2 remains the peak of the street racing side of the series. We’ve had better graphics, bigger environments, online integration and pretty much every other modern mechanism available, but still it’s the one game that fans have longed to see rebooted the most. Well, Need for Speed Heat is here to have another stab at the formula, this time adding laid-back daytime driving to emphasise the action of the streets at night. It’s a great idea, especially when you add the ‘Heat’ reputation multiplier to literally raise the stakes, but this game still feels like a modestly tuned engine starting from cold instead of a snarling beast revving at the limiter.
Fast Facts: Need for Speed Heat

Story-wise, it’s yet another ‘rookie racer looks to make a name for themselves’ narrative that’s so well-trodden it’s down to bedrock. You can choose any of the preset avatars be the lead role, even if what appears to be a spunky protagonist turns out to look like a complete idiot and hilariously out of their depth. Cut scenes like the ‘hiding behind stuff in the same room to eavesdrop’ bit are completely unbelievable, and only the middle of the main story has any emotional clout. It’s at least decently voiced and there’s always radio chatter to keep you company, but you never feel like you’re racing against an actual awe-inspiring league of ace drivers.

Nights into screams


Ah yes, the street racing scene here is an odd one. By day, it’s very civilised as you enter race events to earn ‘bank’ (why can’t they just call it ‘money’?) and visit dealerships to buy new cars. It’s a decent racket, earning $25,000 for a five minute race, but you can’t buy decent upgrades unless the dealers respect you enough. You earn respect at night but - aha! - by night, the cops are out in force to take you down. Police intervention can happen at any time, whether it’s mid race, during a drift challenge, or even while you’re sat looking at the map screen if you’re online, as the game carries on in the background since it can’t actually pause the action. At least you now have the choice between online and offline play, and it closes the map automatically when you’re spotted so you at least have a chance to get away.

The biggest question posed by the gameplay is on how confident you are in being able to do just that. There’s a clear gambling element to progressing in Need For Speed Heat, but it’s only after a long time that you realise what you’re gambling with: your time. You can speed up your progress by increasing your eponymous Heat gauge to a maximum 5x multiplier each night. Lose the cops and make it to a safehouse and you bank your rep and reset the counter for the next day’s business. Get caught, however, and you lose all your multiplier (though fortunately not your base score, that would be too much). So essentially you’re climbing ladders and sliding down snakes, with the currency of success and failure being real life hours of precious time. You may as well go slow and steady, banking everything as soon as you hit the doubler; you’ll finish the game just as fast as always going for higher and failing, say, every other time.
 

Of course, that’s a cynical approach and doesn’t consider the increased danger of higher heat levels that undoubtedly make the game more exciting. It takes a while before you realise you need to upgrade certain perks in the garage to be able to withstand protracted chases. All of this stretches out the game’s run-time, while never really offering anything different in the process. You get drift events later on, as well as an optional off-road branch in the story, but the basic gameplay is very, very repetitive, and wholly unoriginal.

Slip-slidin’ away


The car handling is admirably crafted, managing to feel like your ride has actual weight, while also visibly moving like a vintage Need For Speed game. Drifting is now mapped to a single pump of the accelerator while turning, and if you need a tighter turn then hitting the handbrake works, which also kicks in the drift mechanic albeit at a much lower speed. The result is comfortable, assured driving even at 150mph. The movement is solid and smooth, though of course the city’s layout is simplified to accommodate traversal at these unrealistically high speeds.
There’s also another concession to allow all this zooming about; generally, nothing smaller than a house is an obstacle. Fences, bushes, fully-grown palm trees, bus stops, trash cans, street lights and solar farms are all smashable and completely disintegrate even when nudged at 3mph. So instead of looking ahead and carefully plotting a path between all of these things, instead it’s akin to piloting a superfast rocket out in space. As long as you avoid the planets, everything else is just pretty space dust, provided as eye candy and barely slowing you down. Sure, if you plough through successive fence sections, you’ll lose enough speed to get overtaken, but that’s the worst you’ll see. There’s more than a hint of Forza Horizon about the way you smash through thick stone walls without the car damage indicator even flashing, and it makes for an inconsequential racing experience.
The realistic filter of 2015’s Need For Speed’s visuals has been dropped, making for a slightly sharper but less urban look. The draw distance is definitely the most impressive feature of the engine, though the city can look barren and dull in the hard light of day. Palm City is supposed to be a vibrant place, yet the streets have no pedestrians (for obvious reasons - one wrong move and you’d be responsible for a massacre), and traffic is unrealistically light.

Taking the scenic route

It makes much more sense at night when the good residents are tucked up in bed, but even so the city is simply duller than it should be to drive around. It just doesn’t have enough character or classic EA flair. It hits all the right beats with an observatory, a mine, laser-spouting performance arena and even a rocket launch pad, but they feel empty somehow, like they’re movie sets. There’s never the sense of personality or confidence that the games had in the PS2 era, leaving a ‘by numbers’ feel to the whole game, which is disappointing considering the inarguable quality of everything that’s actually happening on the screen.
It all feels stretched out to justify its existence. It takes ages to get your wheels and your gear sorted out, then suddenly the story’s all done in a couple more hours. Of course, playing with your own friends elevates any game’s fun factor, and even solo there’s still loads of other stuff left to do. There are the usual speed traps, jumps, billboards and flamingoes (yes, flamingoes, I wasn’t just checking you were still listening), which will likely take you weeks to check off completely. But unless you really love modding cars, there’s nothing here that’s ever more than mildly entertaining. It’s not a disaster by any means, and it does feel slightly more enjoyable after the first 15 hours (yikes), but the Heat level is somewhere just above lukewarm in this one.

Need For Speed Heat review: "Can’t quite capture the glory of the series PS2 heyday"


Pokemon Sword and Shield starts like many other Pokemon adventures have. You're sat in your mum's house flicking through videos on your phone when your best friend/rival/neighbour arrives to tell you that it's time for your very first Pokemon adventure to begin. So you gather up your stuff, have a quick chat with your well-wishing mother, and head out into the world as a plucky young kid just wanting to be the very best. The best there ever was, in fact. But emerging into the world of Galar is quite the spectacle. It's chocolate box Britain, channelling strong The Vicar of Dibley vibes, with ivy trailing across cottage rooftops, square hedges lining the paths, and fluffy Wooloos roaming freely. It's beautiful, and quaint, in a way that you always hope Britain will be in between the drizzle and the Brexit.
Fast Facts: Pokemon Sword and Shield

Although you might question some of the locales and how exactly they equate to areas of the UK, there's no doubt that this is as British-influenced as they come. There are plenty of characters that will call you 'mate' or 'love', and if you know anything about British humour, there are plenty of in-jokes and talk of the weather that will give you a few little chuckles here and there. It tinkers with British stereotypes too – although thankfully only the good ones – and even imbues the new Pokemon with a distinctly British touch. I won't spoil any of the unannounced creatures for you, but the wildlife is a joy to discover, especially as The Pokemon Company has kept the lid on the majority of the new Pokemon and their evolutions (especially if you ignored all those pesky leaks). 

The power of Pokemon


But more importantly, it perfectly captures the spirit of Pokemon in a way that no game in the series has done before it. Though you might question some elements of Detective Pikachu's story, I can never get over just how Pokemon Ryme City felt. Every inch of its urban sprawl was distinctly themed, stuffed full of Pokemon references, Easter eggs and trivia that it felt like a true celebration of the series and mania that surrounds it. And now, with Pokemon Sword and Shield we get that in game form. Each of the towns is beautifully created to imbue an element of British culture or landscape, but it also truly reflects what it would be like to live in a Pokemon world.

It ranges from lovely little touches to bigger pieces of immersion. For example, as you work your way through the Gym Challenge – the new official name for your quest to work through the eight Gym Leaders en-route to beating Champion Leon – people on the street will react to your presence or comment on your latest battle. It makes you feel like a celebrity, the ultimate Pokemon trainer, and kind of how I've been feeling in my head playing Pokemon games since the days of Red and Blue.



Going wild


Of course, that increased sense of Pokemon world building is helped by the fact the Pokemon are always at the forefront. The gameplay takes elements of a traditional Pokemon game, adds a twist of Let's Go, a dash of Pokemon Sun and Moon, and shakes all that over ice to create the most perfect Pokemon cocktail. Battling is the same turn-based affair as it has been in previous installments, but it takes on a more polished, animated feel than ever before, taking cues from Let's Go. Gym Battles have evolved to take on exciting new Gym Missions, moving away from battling a series of generic trainers before challenging each leader, using inspiration from Sun and Moon's Trials system.
But the real star player is the game's core: the Wild Area. It's a sprawling expanse where Pokemon roam in the wild en-masse, with ever-changing weather conditions and a size that's equivalent to two Zelda: Breath of the Wild regions. Like in Pokemon Let's Go, the Pokemon all visible walking through the long grass, meandering down paths, weaving through the lakes and streams, or flapping through the air, just waiting to be caught. You can spend hours here just catching and exploring, setting up camp and bonding with your Pokemon, or meeting and battling other trainers. The 'always-online' elements of this area haven't gone live as of launch yet, meaning it's just been me exploring the wildnerness rather than a plethora of other trainers.  But I've had fun dabbling in the new four-player Max Raid battles (with AI friends) that pit you and one of your Pokemon against a rare, catchable, Gigantamaxed Pokemon, hidden deep in wells below the Wild Area. These again add to the sense of importance given to Pokemon in Sword and Shield, with a panning shot of your character rising from a bended knee before swirling around to see the Gigantamax Pokemon in all their glowing red glory.

Gigantamaxed Pokemon aren't limited to these Raid battles either, they'll also crop up in the Gym Challenges, with some Leaders using special Gigantamaxed forms, which change their physical appearance. They're quite the spectacle, adding a heightened sense of drama to a traditional Pokemon Gym battle. You can Gigantamax your own party members to see how much more powerful they are, and whether they have their own Gigantamax form too. That adds a new sense of mystery even to the original 150, as they could well change in Gigantamax form too. Of course, that sense of discovery – or rediscovery – is helped by the fact that the Pokemon appear in the long grass even outside of the Wild Area too. The Pokemon Company's decision to keep the majority of new Galarian forms and Gen 8 Pokemon as a mystery means that discovering each new furry face was a surprise and a joy.

Catch 'em all

I've never felt so encouraged, and assisted, in my quest to catch 'em all. There are a number of new quality of life improvements, whether the game is telling you which move is super effective or effective on any Pokemon you've battled at least once before, adding a shortcut to your inventory of Pokeballs on the battling screen for Wild Pokemon, or doing away with HM moves entirely in favour of on-demand Corviknight taxis and transforming aquabikes. But there's also a new recommendations section to your Pokedex, which will suggest the next Pokemon you should look to add to your 'dex, based on current time of day and weather conditions in the Wild Area. It's a great way to keep you diving back in, in a way that I've not experienced with a Pokemon game for a long time.
Some of these quality of life improvements have come straight from Pokemon Let's Go, which may make some long-time players take pause. The changes are designed to make the game more palatable for new users, although some may complain that the tweaks make Sword and Shield a much easier game to complete than any of its immediate predecessors, and I'm inclined to agree. However, that doesn't detract from how brilliant the game's storyline is, how it manages to make the core gameplay loop feel fresh and new in a way that makes this first Switch Pokemon adventure feel like a Pokemon game for a new generation.


It's just a shame that it doesn't always look like a new generation game. The cutscenes are slick, and the ability to control the camera freely in the Wild Area are definitely the makings of a true Switch game, and on the whole the game looks fantastic. It's easily the best-looking Pokemon game to date, but isn't anywhere near on par with the likes of Breath of the Wild, Luigi's Mansion 3, or even Super Mario Odyssey in terms of graphical fidelity. The fact that there's no voice acting also jars a little, especially when there's a character who's all about singing, but ends up just mouthing silently while the text beats underneath. There are occasional framerate stutters too, particularly in the vaster expanses of the Wild Area, with both the OG Switch and Switch Lite sometimes struggling to render the sheer amount of wild critters popping up.
Thankfully though,  this is a seriously memorable Pokemon adventure. The story delivers enough twists and turns to keep you guessing, steeped in the kinds of myths and legends that you forget the British Isles are chock-full of. It might lack the puzzling areas of previous series' entries like Silph Co, but there's plenty to love about Pokemon Sword and Shield, especially the loveable cast of characters, and the impeccable attention to detail in the Galar region both visually and in terms of the regional dialogue. It's a great way to start the next core generation of Pokemon games.


Pokemon Sword and Shield review: "A Pokemon game for a new generation"