Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts


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 Breakpoint. Ghost Recon Breakpoint utilizes the Stadia Stream Connect feature, which allows players to watch what their teammates are doing. Stream Connect is a neat tool and while it doesn't really have a ton of practical use in Ghost Recon Breakpoint's current dead-online state, it's easy to see how it could be hugely beneficial in other games.


Even if Ghost Recon Breakpoint's online multiplayer was well-populated, the game itself is still mediocre at best. Ubisoft is changing its approach to game development partly because of this game, which plays like all of the company's other open world games. Players explore a huge map populated by enemies, vehicles, animals, and a bunch of random activities to partake in. But while there's a lot of stuff to do in Ghost Recon Breakpoint, none of it is all that interesting outside of the main story missions, so most players will find themselves just running from one mission to the next. All the open world accomplishes is keeping players from engaging with the actual content.
Besides having the generic Ubisoft open world, Breakpoint also has The Division's looter-shooter elements. As pointed out in our original Ghost Recon Breakpoint review, the problem is that bullet sponge enemies and the like that are associated with looter-shooter games don't translate to a tactical shooter series. The compromise is that none of the gear really matters or feels different in the slightest. Most enemies are still killed with a single shot to the head, with the exception of special bullet sponges that players sometimes encounter. It's only then when the gear really makes a difference, but since most encounters aren't against bullet sponge enemies, it seems like Breakpoint would have been better off just dumping its gear system entirely. In its attempt to be both a tactical shooter and a looter-shooter simultaneously, Ghost Recon Breakpoint falls short in both categories.
Players have the freedom to approach many situations stealthily like in a classic Ghost Recon game, but most shootouts can be survived by simply hiding behind something and shooting enemies as they bull-rush their location. The AI in Ghost Recon Breakpoint is some of the dumbest in franchise history, only ever putting up a challenge when players are caught out in the open or have to face off against enemies where better gear actually plays a role.


To make matters worse, Ghost Recon Breakpoint is buggy, and things haven't improved all that much in the Stadia version. The camera in Ghost Recon Breakpoint likes to get stuck in odd positions when players move in and out of cover, and running into something while driving may very well send players flying through the sky. Driving controls are generally clunky, and that combined with how easy it is to get stuck on terrain makes driving in Ghost Recon Breakpoint a frustrating experience. Unfortunately, with mission objectives often many miles apart from each other, players will be spending the bulk of their time with the game wrestling with the driving controls to get from one point to the next.
Exploring Ghost Recon Breakpoint's open world isn't fun, but one positive thing that can be said about it is that it looks quite good. Furthermore, Ghost Recon Breakpoint runs great on Stadia, with minimal stuttering and lag that sometimes plagues other games on the platform.
But while the Ghost Recon Breakpoint open world looks good, the same can't be said for other aspects of the visuals. The art style is bland and generic, and many of the NPCs are just downright ugly. Foliage also has a weird tendency to shake in a non-realistic way whenever there's any wind, and things like that make the otherwise gorgeous-looking game world look rather cheap.


Ghost Recon Breakpoint is average at best when everything is going right. The Stadia version has a barely-existent online community that makes some of the modes and features inaccessible, making it the worst way to experience the game by a wide margin. The Project Titan Raid is apparently in the works for the Stadia version, but if the game's online population doesn't grow, it's hard to see Ubisoft seriously supporting it as much as other versions of the game. Ghost Recon Breakpoint is already a shaky recommendation on other platforms, but it is impossible to recommend for those looking to grow their Stadia library.





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




For years, most VR games were just glorified tech demos, rarely offering a true, full-fledged gaming experience. However, that's starting to change, with more games coming out that feel like fully-featured games on par with titles on traditional platforms. The Walking Dead: Saints and Sinners is one such VR game, and while there are certainly some issues with it that keep it from reaching its full potential, it's otherwise a rather impressive and engaging survival-horror virtual reality experience.
The Walking Dead: Saints and Sinners puts players in the shoes of The Tourist, who is exploring New Orleans, Louisiana in search of the fabled "Reserve" - a treasure trove of important survival supplies. Players are tasked with completing quests for a mysterious man named Casey in exchange for more information on the Reserve, all the while contending with zombies and a militant survivor group known as The Tower.
With New Orleans mostly flooded, players have to use a small boat to travel from one location to the next. While out completing story objectives, players will also feel compelled to collect everything that isn't nailed down, as the gameplay loop in The Walking Dead: Saints and Sinners revolves around the crafting system. Players gather a bunch of junk, take it back to the bus they live in at their home base, and then toss it in a recycling bin to salvage the crafting materials.


These crafting materials are integral to success in The Walking Dead: Saints and Sinners. Players can use them to create new weapons and healing items, but they can also be used to upgrade the three crafting stations. Upgrading the crafting stations allows for stat upgrades as well, such as increased stamina, health, and other bonuses. Other games would typically separate stat upgrades into a skill tree or something along those lines, but by keeping it all under the crafting umbrella, progression in The Walking Dead: Saints and Sinners is more streamlined and better for it.
Instead of forcing players to hunt down specific crafting recipes like many other games would, The Walking Dead: Saints and Sinners instead lets them craft fan favorite weapons right away. Players can create a version of Negan's baseball bat, as well as Rick Grimes' magnum, and they can store extra weapons on their bus for use later. Players will feel compelled to go on extra supply runs just to build up a reliable arsenal. There's a satisfying sense of progression to all this, and it makes the game hard to put down.
The weapons that players collect in The Walking Dead: Saints and Sinners will mainly be used to kill zombies, which is where VR really enhances the experience. Combat is visceral, intense, and realistic. If players want to swing their barbed-wire baseball bat at a zombie's head, they have to grip the weapon as they would in real life and swing it realistically. This makes fighting zombies a lot more exciting than it would be if players were simply pressing a button for combat.




Melee weapons are definitely preferred in The Walking Dead: Saints and Sinners, though there are plenty of firearms players can use as well. Like with melee weapons, there's a sense of realism when it comes to using guns in Saints and Sinners, with players having to manually eject a clip, put in a new one, and pull back the chamber back before they can shoot. Likewise, shotguns require players to put in each shell individually, and the same goes for a six-shot revolver. Players can easily fumble and drop ammunition on the ground, which can make dangerous situations even more nerve-wracking.
Fighting zombies in The Walking Dead: Saints and Sinners is fun and takes cues from older VR games like Gorn. Fighting human enemies, on the other hand, is a miserable experience. The story will sometimes force players to infiltrate The Tower's hideouts, which are designed in such a way that it makes it seem like the developers wanted players to go through these areas stealthily. However, enemies can spot players instantly, even from behind objects, and there is no time to run to safety. The human enemies are ruthless, with players able to die in just a few shots. Stealth in the game just doesn't work, and so players will have to resort to cheesing these encounters.
The survival mechanics in The Walking Dead: Saints and Sinners only exacerbate the issues with the human combat. Players are constantly having to manage their stamina, which depletes at an alarming rate. It will only take a few minutes after starting a mission for players to have their stamina bar lowered an excessive amount, and the only way to fix it is by eating, which lowers one's max health. We reached a point in the game where it was nearly impossible to find medicine to restore our max health, so our health bar was stuck at the halfway mark and The Tourist wouldn't stop coughing. This went on for hours, and it was just plain annoying.


Survival games often struggle with finding a proper balance with things like the stamina meter, but the one in The Walking Dead: Saints and Sinners is just too harsh. It wouldn't be so bad if players didn't have to sprint everywhere, but the player character's walking speed is unbearably slow. Some players may also dislike the weapon durability system, which, similarly to the stamina meter, is a bit relentless in the early hours.
The farther players get in The Walking Dead: Saints and Sinners, the less annoying these survival mechanics become, though supplies get scarcer each passing day and zombies start to grow in number. Searching for supplies later in the game can become a bit of a chore, as players will constantly have to stop their search to pull out their weapon and whack some zombies on the head. Even though the combat is generally quite fun, this can become tedious after awhile.
Tedium also sets in thanks to the repetitive level design. Most areas players explore in The Walking Dead: Saints and Sinners look largely the same. Things are mixed up a bit later on, but generally players will be exploring similar-looking streets, looting similar-looking color-coded houses, and interacting with ugly NPCs that also all mostly look the same as one another.



While many of the human characters are the same, gruff-looking bald men copy and pasted over and over again, the voice acting and writing are strong enough that players will still find themselves interested in the stories of the more important NPCs. There are some interesting side quests to find in The Walking Dead: Saints and Sinners that hit players with some shocking twists and force them to make tough decisions, which is true to the tone of the source material.
The Walking Dead: Saints and Sinners has incredible respect for the source material in more ways than just the game's story structure. Not only does The Walking Dead: Saints and Sinners' stories feel exactly like something from the comic book series or the AMC show, but there are many other little details that will make hardcore fans of the franchise feel right at home. For example, if players shoot a human enemy and fail to destroy their brain, they will eventually reanimate as a zombie. Players are also able to cut guts out of zombies and rub them on themselves for camouflage, which is a trick used by the characters in the comic and the show to move stealthily through areas.
Being able to do things like cut out a zombie's guts shows just how far the level of interactivity goes in The Walking Dead: Saints and Sinners. It's reminiscent of the recent Boneworks VR game, with players able to interact with almost anything that isn't nailed down. This is great for VR enthusiasts who have a lot of experience with virtual reality, though admittedly some players may find all the different things they can do a bit intimidating at first. Even so, this is better than bogging everything down with lengthy tutorials.



There is a very brief tutorial at the beginning of The Walking Dead: Saints and Sinners, but otherwise players are left to their own devices and allowed to experiment to figure out how everything works. This is just one of the ways that the game is reminiscent of the Dark Souls series, with the other being its death system. If players die, they are given the option to reload a save or continue and attempt to reclaim their loot. Like in other Souls-like games, if players die again on their way to their loot, it's lost forever. Most levels are small enough that players can just reload the auto-save and not really lose much progress, though, so it doesn't really add anything to the game.
The Souls-like mechanics don't help or hurt The Walking Dead: Saints and Sinners, but something that does bring the game down is its technical performance. We ran into some rather serious issues, like crashing, stuttering, and times where the game would refuse to register when we were eating food or trying to grab a collectible. These issues were less prevalent than they are in some other VR games, but still enough to cause a headache.
Technical issues aside, The Walking Dead: Saints and Sinners is generally a good time and one of the better VR horror games on the market. The level of interactivity alone makes it a game that many VR enthusiasts will want to check out, though expect to be frustrated by the poorly-implemented stealth mechanics and human combat encounters.
The Walking Dead: Saints and Sinners is out now for PC-powered VR headsets, with PlayStation VR and Oculus Quest releases coming later this year. Game Rant tested the Steam version using an Oculus Rift S headset.







The Walking Dead: Saints and Sinners VR Review


Fans of science fiction and space exploration games got quite a few treats last year. Whether that came in the form of The Outer Worlds' skewering of capitalism, The Outer Wilds universe puzzle box approach, or any of the No Man's Sky updates, there was something out there for every fan to enjoy. Announced at the Game Awards in 2018, Journey to the Savage Planet looks to continue that trend, and it does a fine job doing so.
Journey to the Savage Planet drops players into the shoes of a space-explorer for Kindred Aerospace, Earth's fourth-best space exploration company. Along with an AI companion and a blaster pistol, players set out to find a new home for humanity amongst the stars. Regular updates from Martin Tweed, CEO of Kindred Aerospace, let players know how their discoveries are shaking things up back home as they try to uncover the secrets of a lost alien race that once called the planet home.

With a variety of tools to help back the player up and popping environments to gaze at, exploring the planet is an absolute joy. At its core, Journey to the Savage Planet feels like a playground. There are things to bounce on, walls to climb up, grapples to swing around with, and tons of obstacles to navigate. The game is at its best when it puts all these elements together, letting players maneuver around the planet in a variety of ways with the hope of a reward just around the corner. It's a love letter to some of the best movement mechanics of the generation, and the game blends them incredibly well, easily contending with some of the best level design of last year.


While they don't have a ton of variety, there are plenty of rewards for players to discover scattered around the world, too. Orange Goo, a gross looking blob, will upgrade the player's health and stamina. Those blobs are stuffed in every nook and cranny, with some being far more difficult to collect than others. There are also Alien Alloys, a key ingredient in upgrading the player's toolset. Alien alloys are harder to come by, and usually require a combat or environment challenge to complete. Alien Tablets and Explorer's Logs will help unravel more of the game's narrative, which is pretty secondary to the exploration. It isn't one of the best stories out there, though there is a prudent message in the end.
Finding these upgrades is the greatest joy of Journey to the Savage Planet. Progression happens quickly, with upgrades becoming readily available as players gather resources throughout their journey. The only roadblock for that progression is the player's Explorer Rank, which can be upgraded through challenges. Challenges are actually pretty fun to pull off, though they can take some trial and error. It's a nice distraction from constantly running between the planet's three main zones, adding some nice variety to the adventure.
Journey to the Savage Planet is a game for explorers. Those that want to blaze through it won't have any trouble doing so, as the main story portion of the game doesn't take long to finish once players have all the necessary upgrades. But Journey to the Savage Planet is a game worth taking the time to explore. Doubling back to find things previously unattainable usually reveals several more equally interesting things to discover, each of which tied back into upgrading the player.




These upgrades, which range anywhere from extra jumps in the air to weapon damage, are key to the game. They allow players to explore previously inaccessible areas, almost like a Metroidvania, and offer even better movement throughout the game's various platforming challenges.That platforming isn't always perfect, grabbing ledges doesn't always work well and mid-air movement can be a pain to nail down at times, but it isn't enough to ruin the experience.
With mixed success, Journey to the Savage Planet is almost constantly delivering jokes. Not all of them land - in fact, some are pretty terrible - but there are few that actually manage to prompt a fair bit of laughter. It's in the same vein as what Borderlands 3 humor tries to accomplish, though a little bit more PG in a lot of instances. Creature descriptions and world events tend to have better delivery, while auto-playing videos in the player's ship, the Javelin, are typically just obnoxious, save a few.
Combat, by far, is Journey to the Savage Planet's weakest aspect. Many of the game's enemies need a certain level of precision to defeat - precision that the blaster simply isn't great at. Projectiles are relatively slow against fast creatures. Targets are typically small and difficult to hit, but the aim-down-sight doesn't help precision all that much. Using some of the planet's grenade-style resources can help stun enemies or lock them into place, but even that can be difficult to accomplish at times. The blaster can be upgraded to deal more damage, hold more bullets, and reload faster, which does help immensely, but it still isn't ideal, leading to an overall lackluster combat system.


That being said, Journey to the Savage Planet has some surprisingly fun boss fights, shooting aside. The big baddies at the end of each zone are surprisingly well-designed, with a blend of platforming, shooting, and resource management happening all at once during face-offs. The only exception here is the final boss, which emphasizes the game's worst elements - precision shooting and confined spaces. Dodging and dashing make the combat feel fast, but the final boss periodically restricts players to three small platforms in its third phase, which makes the player extremely easy to hit and kill.
Luckily, not everything on the planet wants to kill the player. Many look like they could be added to the Pokedex with very few changes. Finding new creatures, or variations of those creatures, is one of Journey to the Savage Planet's better aspects. Of course, science experiments and a constant need for resources will result in the player slapping, blasting, and otherwise torturing some of the friendly inhabitants of the planet, so it's best not to get too attached to the little critters.

As a sort of side goal, players are tasked with scanning and documenting these creatures, similar to what one would find in a game like No Man's Sky. Each one is memorable in its own way, often bringing along their very own quirks and oddities. Puffbirds, cute round creatures, have a variation that basically turns them into a mindless zombie. Some minor boss enemies will have versions with outer layers of rock or amber that need to be blown up or melted away before they can be damaged. They aren't major differences, but it's enough of a change to keep things interesting from encounter to encounter.
There's a profound sense of exploration and discovery in Journey to the Savage Planet. It's constantly motivating the player to double back and take another look at an area without ever explicitly telling them to. It's like being let into an amusement park with no lines and no rules, giving players the freedom to make their own fun whenever they need a break from an incredibly vertical, and hardly ever uninteresting, scavenger hunt for new resources and upgrades. It may not be an entire planet to explore, but it could easily fill one up.




Journey to the Savage Planet Review



Netflix has attempted to adapt some of its biggest properties to video game form with mixed results. There have been Stranger Things games, Narcos games, and now a game based on Jim Henson's The Dark Crystal: Age of Resistance. The dark fantasy setting of The Dark Crystal: Age of Resistance seems like it would lend itself better to a video game than other Netflix game attempts, but The Dark Crystal: Age of Resistance Tactics fails to take advantage of the IP.
The Dark Crystal: Age of Resistance Tactics is a toothless retelling of the TV show's story. For those who are unfamiliar with The Dark Crystal Netflix series, it is a prequel to a 1980s movie set in the magical world of Thra. Notable for having zero human characters, The Dark Crystal movie and TV show feature Jim Henson puppets instead of live-action actors, and have a very unique, vibrant, and arguably quite creepy look to them. The story revolves around the evil vulture-like beings called the Skeksis that rule over Thra as dictators, enslaving elf-like creatures called Gelflings and consuming their "essence" to achieve immortality. The Gelflings become wise to the Skesis' evil ways and rise up in rebellion against them, leading to plenty of shocking Game of Thrones-style plot twists and exciting action scenes.
The TV show spends a great deal of time building its world so even though it is completely and utterly bizarre, it all makes sense to the viewer. The Dark Crystal: Age of Resistance Tactics video game, on the other hand, must assume that players have an intimate knowledge of the TV show's lore. Someone who has never seen The Dark Crystal TV show would be lost trying to piece together the plot of the video game. Its narrative structure makes things even worse, starting in the middle of the show's story, working backwards, and then jumping ahead.




It's hard to see anyone who isn't a fan of the TV show trying this game anyway, but even the most diehard Dark Crystal fans are bound to be disappointed by Age of Resistance Tactics. Whereas the movie and TV show depict a largely original fantasy world populated by fascinating creatures, the video game depicts a bland world that's painfully generic. None of the charm of the TV show has translated to the game. The visuals are drab, the music is repetitive, there's little to no voice acting, and the whole thing just feels lifeless. Considering how visually striking The Dark Crystal Netflix series is, the presentation of the video game is a huge disappointment.
Dark Crystal fans are likely to come away from Age of Resistance Tactics disappointed because of the presentation, but the gameplay is serviceable, if not also generic and unambitious. Dark Crystal: Age of Resistance Tactics is a turn-based tactical RPG in the vein of Final Fantasy Tactics. Players move characters around grid-based maps, fighting enemies and completing various other objectives. The vast majority of the game's missions boil down to just killing everything on screen, though, so players shouldn't expect a ton of mission variety.
Sometimes the maps have gimmicks, like rising tides or poisonous swamps. Despite this, every battle feels the same. Players will find themselves using the same characters in every fight, and there's never really a reason to switch things up. In fact, it's arguable that players are punished by using other characters, as then they're just making things harder on themselves when it's much easier to just level up a very specific group instead.




Battles in The Dark Crystal: Age of Resistance Tactics soon become monotonous. Later missions are especially tedious, as players will have to contend with more enemies who take longer to kill. This doesn't really make the game more difficult or require more strategy. It just makes the battles last longer. Thankfully, it's possible to double the speed of enemy turns, but even that seems too slow near the end of the game.
The Dark Crystal: Age of Resistance Tactics lacks excitement, but what's here is not necessarily "bad." From a gameplay perspective, The Dark Crystal: Age of Resistance Tactics is a completely inoffensive take on the turn-based tactics genre. It lacks ambition and isn't all that fun to play, but everything works as it should and we didn't encounter any significant technical issues during our time with the game. Even so, the missions soon blend together, and The Dark Crystal: Age of Resistance Tactics doesn't do much to spice things up.
Besides just fighting, players can engage with a job system similar to what's in the well-received Final Fantasy Tactics, but it's pointless to really experiment with jobs. Players will want everyone in their party to have the Throw Rock move and a way to heal themselves, so they will most likely end up with a team composed of characters with all of the same jobs. And whereas this would put players at a disadvantage in other games, Dark Crystal: Age of Resistance Tactics players will still be able to steamroll through most every mission. Despite marketing itself as a tactical strategy game, players don't really have to put a lot of thought into the missions to be successful if they pick the right jobs.


Beyond the main story missions, there are some extra "encounters" players can partake in as well, which are good ways to get some extra cash or level up characters. The game is balanced in a way that players should be able to bounce from one main story mission to the next and not be at a huge disadvantage, so those who do participate in this side content will soon find that their characters are way overpowered. Having such strong characters without having to put in much effort is another way the game doesn't really require much in the way of "tactics," but players can turn up the difficulty to make things a little more interesting.
Someone looking for a playable, reliable turn-based tactics game will find one with The Dark Crystal: Age of Resistance Tactics. It gets the job done, but does so in the most generic, unexciting way imaginable. It completely fails to take advantage of the Dark Crystal IP, and is simply not very fun to play. Instead of playing this latest Netflix game adaptation, fans of the Dark Crystal franchise would be better off re-watching the TV series and keeping their fingers crossed for an Age of Resistance season 2.

The Dark Crystal: Age of Resistance Tactics Review




Zombie Army 4: Dead War, the latest entry in the franchise from developer Rebellion Developments, takes players to the year 1946 where World War 2 has evolved into the Dead War, pitting players against hordes of countless zombies instead of living Nazis. In doing so, Rebellion offers players fun gunplay and a stellar co-op experience built upon the Sniper Elite 4 engine, but if the title sounds all too generic, it's worth noting a majority of the game feels that way too.
Players will be able to choose one of four characters⁠—Karl, Boris, Shola, and Jun⁠—and a weapon loadout composed of a primary rifle, a secondary, and a pistol. Each character has unique attributes, with players able to modify their characters further with perks unlocked via gameplay. For example, players who pick up a lot of heavy weapons in the field will eventually unlock a perk that allows them to better utilize heavy weapons, whereas some are unlocked by leveling up. Rebellion Developments' Zombie Army 4 allows players to design their weapon loadout to tailor their gameplay, whether that's adjusting the weapon with explosive rounds, a vampiric scope, or a mod that allows one player to heal another.

That is practically the crux of the game: gunplay and co-op. Players will be able to figure out which weapons they prefer, which mods fit their play style, and go into the field suited for most scenarios. Sniping zombies or blowing them away with heavy weapons creates a genuinely fun experience backed with excellent co-op gameplay in Zombie Army 4: Dead War. However players choose to design their own character, the co-op seems symbiotic as if the game itself were designed for co-op. This is evident in every part of the game, whether it's the quest design, the loadout, the character interactions, and even the overall stability of the game.
Luckily, Zombie Army 4 players don't need to worry about any bugs or glitches that affect the ability to play online with co-op partners, as the worst glitch that we came across was a camera snafu when shooting a sniper rifle. Other than that, it was a straightforward and solid experience that helped drive the full capabilities of its co-op home.



There's also something to be said for the game's exploration and the various smaller features available in Zombie Army 4. Some of the best moments of the game arose when exploring alongside our co-op partner, and there'd be a train carriage or house to explore. Several times, collectible Zombie Hands would be inside doing something strange, or there'd be dolls that would appear in safes, in the woods, on bridges, and in other areas. When shot, these dolls would react in a variety of ways that reward the exploration.
Death itself is a rather interesting mechanic as well. When players die, their characters return as a zombie until they either decide to quit in single player or get killed and/or respawned by their co-op partner. Shooting these dolls, collecting the zombie hands, and coming back from the dead add a nice air of eerie ambiance to Zombie Army 4, yet this isn't really enough to cast it among the best zombie games out there.
Zombie Army 4 players will quickly realize that this is practically all the game has to offer, and without a co-op partner, the main campaign is more monotonous than anything. Players will repeat the same grindy process throughout, whether that's breaking arbitrary barriers known as blood seals (by killing zombies), filling blood fountains (by killing zombies), and dealing with summoning shrines and rifts (by killing zombies). There are a few unique enemy designs as well, but by large, it's generic zombies and zombie heavies. The game ships itself as a zombie game, so on the one hand, this isn't altogether too surprising or different from what the franchise has done in the past, but it does evoke a sense of zombie fatigue after a few hours.
This is only worsened by a mostly unremarkable story. Zombie Army 4 players spend a lot of time repeating the same game mechanics in the same story vein, destroying hellgate after hellgate until Hitler's eventual revival. On this point, it's worth noting that this isn't the type of game that should be played for its story, as it offers zombie levels of mindless fun to enjoy. Zombie Army 4 is largely predictable and unoriginal, and while that does count against it, the title practically says it all. Outside of the main campaign, there's also a Horde Mode and Weekly Event players can check out.


Once again, though, the Horde Mode offers little if not done so in co-op. It is wave after wave of enemies but feels so limited due to a lack of variety. There's simply not enough guns to make a Horde Mode truly enjoyable, and while players can find their guns and have them adapted to their loadout, there's a lot of senseless grinding involved in trying to make that an effective reality.
The Weekly Event offers some replayability by introducing new elements to main campaign missions, but the only point in this would be to continue leveling up and improving a player's various loadouts for the Horde Mode. For those who are obsessed with maxing out characters and love to endlessly grind, this is a beneficial element to Zombie Army 4, but for those who are in it just for the fun, there is some here but not near enough. This element makes the game feel like the ill-conceived and rotten child of Call of Duty Zombies and Left 4 Dead, containing elements of both games but failing to reach the same level.
At its core, Zombie Army 4 feels uninspired and fails to capture anything unique. With the plethora of zombie video game content out, it seems safe to say that there is plenty out there that have done it better. For zombie enthusiasts or those with a dedicated co-op partner, this game is a reasonable recommendation, but for anyone looking for something more, there are other games out there that can check all the boxes of a zombie game but still offer a unique experience. This is more than can be said for this game, and while it is typically best to avoid judging a game by its cover, Zombie Army 4's cover says it all.
Zombie Army 4: Dead War is out now for PC, PS4, and Xbox One. Game Rant was provided a PS4 code for the purposes of this review.

Zombie Army 4: Dead War Review



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"