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Showing posts from August, 2021

The Big Con Review -- Oceans '97

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The Big Con is a nostalgic throwback to the 1990s that does not attempt to replicate the defining look or play of '90s games. This is a thoroughly modern adventure game, with an isometric look, hand-drawn graphics, and a resolute refusal to mine references from LucasArts point-and-clicks. The Big Con takes its cues not from what we were playing in the '90s but what we were watching. The debut game from developer Mighty Yell reminds me a little bit of Night in the Woods, but if, instead of talking animals, Night in the Woods had starred '90s teens rendered in the Nickelodeon's Doug art style, complete with the primary and secondary color skin tones that lended characters like Mr. Dink, Skeeter Valentine, and Roger Klotz their memorable designs. In this NickToons-inspired look, and in the decade-specific trappings of its narrative, The Big Con builds a setting that feels both true to the era, and heavily influenced by the art that era produced. In translating its inspir

No More Heroes 3 Review -- Desperate Struggle

No More Heroes 3 asks the question, "What if E.T. came back to Earth 20 years after leaving and was an insufferable asshole?" It's the kind of offbeat set-up for a video game you would expect from the unorthodox minds of developer Grasshopper Games and game director Suda51, and this basic premise contributes to what is a strong opening for No More Heroes 3. Between its 80s anime-inspired opening, your first taste of Travis Touchdown's cathartic combat, plenty of call-backs, and a suitably inventive first boss fight, it makes it all the more surprising when this initial goodwill is gradually chipped away. The first two games in the series were rough around the edges, but that was part of their charm. They were scrappy and stylish, both revered and derived, with a punk-rock spirit that made them cult classics. No More Heroes 3 is zany and maintains those coarse elements, but it also feels forced in a "How do you do fellow kids?" kind of way. You still have t

Humankind Review -- Culture War

Ambitious in the scope and meticulous in the detail of its genre reinvention, Humankind is a 4X strategy game that steps out from the shadow of Sid Meier's Civilization series. In parts, it does so boldly, both confident that probing questions were asked of the most tired genre assumptions and ready to respond with enlightening answers. But oftentimes it feels ill-prepared for the task at hand, and for all its spirited enthusiasm, Humankind struggles for coherence. Departing furthest from 4X tradition is the way in which you're able to alter your empire's abilities over the course of the game rather than having them defined by a selection at the outset. Typically, in a Civ-style 4X, when you opt to play as Cleopatra, you'll be the Egyptians for the whole game, with her handful of leader abilities set in stone and providing the same bonuses whether you're in the Classical or Industrial Age. Similarly, when you encounter Teddy Roosevelt leading the neighbouring Amer

Aliens: Fireteam Elite -- Suicide Squad

In the first real skirmish in Aliens: Fireteam Elite , you encounter more of the series' iconic Xenomorphs than in all of the films combined. This third-person shooter trades the slow tension of escaping one extraterrestrial predator for the chaos of trying to survive waves of hundreds at a time, instilling a different type of dread that the franchise has rarely balanced successfully. While not without its issues, Aliens: Fireteam Elite is a strong step towards realizing the potential in that approach, with a surprisingly deep progression system, consistently entertaining firefights, and engrossing presentation that keeps the action gripping throughout. Akin to squad-based shooters such as Left 4 Dead, Aliens: Fireteam Elite plays out over a series of acts which are part of larger chapters, and each one features new enemies and set pieces for your team of three colonial marines to tackle headfirst. The story leans heavily into iconography and tropes from classic Alien films, but i

Psychonauts 2 Review -- Mind Over Matter

Sixteen years ago, Psychonauts made a cartoonish, comically lopsided world feel believable and weighted thanks to its loveable characters and earnest storytelling. Now, Psychonauts 2 builds upon this foundation to reach ambitious new heights, while equally deepening its roots to impressive depths. It takes already well-realized characters and makes them more complex, even if that means traveling to the darker corners of their minds. It's a dazzling display of Double Fine's signature humor and creativity, but underneath the whimsical, action-platformer is a game about choices and forgiveness. Psychonauts 2 does more than just fill the shoes of its beloved predecessor, it sets itself apart as a classic in its own right. After a snappy catch-up for newcomers, the story picks up only days after the first game, and moments after the VR sequel-interlude Psychonauts in the Rhombus Of Ruin. 10-year-old psychic-prodigy Razputin Aquato (you) has saved the leader of the Psychonauts, Tru

Naraka Bladepoint Review -- House of Flying Daggers

If absolutely nothing else, be grateful to Naraka Bladepoint for being one of a scant few battle royale titles where getting one-shotted by someone hiding in a shrub three football fields away isn't a danger. That by itself makes it welcoming in a way the genre tends to ignore. But lurking beneath that relative ease and approachability is a shrewd game of wuxia-inspired combat that demandsfar more steelfrom its players--and we're not just talking about swords and spears. The basic premise of Naraka Bladepoint involves a secret island where warring gods once battled to their deaths, and warriors now battle for the smallest part of the gods' power. But that story all but evaporates after the tutorial stage, aside from some skimpy lore cards for each character unlocked after reaching a certain XP level. All you really need to know is you're on an island of abandoned villages, scattered weapon caches, and an undulating purple wall of death that ushers 60 brave warriors cl

Madden NFL 22 Review -- Momentum Shift

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Seattle Seahawks fans have caused minor earthquakes in the past, such is the raucousness of the aptly named 12th Man. The crowd at CenturyLink Field has also earned two Guinness World Records for the loudest roar recorded at a sports stadium, once registering a deafening 137.6 decibels back in 2014. Of course, Seattle isn't the only city known for its boisterous fans and intimidating atmosphere, and this is reflected throughout the various stadiums in Madden NFL 22. After criticism that last year's game was light on new content--particularly as it relates to Franchise mode--developer EA Tiburon has introduced a number of sweeping changes this time around, with the crowd being the most prominent right out of the gate. The new Gameday Atmosphere feature brings crowds to life with new animations and remastered fan recordings that more accurately replicate what you're likely to see and hear on any given Sunday. It also extends beyond the cosmetic side, too, as the ball will fl

Ghost Of Tsushima Iki Island Expansion Review - Sins Of The Father

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Rather than being shoehorned into an already complete experience, Ghost of Tsushima 's Iki Island expansion feels remarkably integral to Sucker Punch's open-world action game; it might be something newly added to the game, but it feels like it could have been there all along. Its inclusion brings new depth to protagonist Jin Sakai, while providing even more of what made the vanilla game fun and compelling. If Ghost of Tsushima was about Jin failing to live up to the expectations of his father figure , Lord Shimura, his adventure to Iki Island is about Jin's biological father, Kasumasa Sakai, failing to live up to his son's expectations. The vanilla game dedicated a lot of time in Jin's character arc to his feelings and regrets about his father's death, and with Iki Island, Sucker Punch finds ways to explore that event and their relationship in a lot more depth. Whether you're playing the expansion after having finished Ghost of Tsushima when it launched on

12 Minutes Review -- Loop Anti-Heroes

12 Minutes is the time-loop story reduced to its very essence. It is spare in length and small in scope, taking place almost entirely within a one-bedroom apartment. But that smallness contains narrative and mechanical multitudes that pay off consistently over the course of 12 Minutes' six-hour runtime. I say "almost entirely" because, as the game begins, its unnamed protagonist (voiced by James McAvoy) rides the elevator up to that apartment. The hallway between the elevator and the apartment door--eerily carpeted with the autumnal pattern from The Shining's Overlook Hotel--serves as a brief tutorial: learn to navigate from the game's top-down perspective, find a fake rock in the potted plant outside the apartment, use the fake rock to find the key within, take that key and use it on the door. It's a short but effective introduction to the point-and-click-style mechanics on display here. 12 Minutes is mechanically rich because it leans into this old school

The Forgotten City Review - Seven Deadly Sins

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In the years prior to Julius Caesar's rule of ancient Rome, the legions of the empire were led by a wealthy general known as Marcus Crassus. He was infamous for many things, one of which was his revival of decimation--a harrowing means to control the army by punishing the collective for the actions of singular dissidents. Soldiers were divided into groups of ten, where each would draw stones. The one unfortunate enough to draw a white one would be beaten to death by the remaining nine, regardless of their involvement in any crimes against the empire. It instilled not only fear, but a strong sense of responsibility among the legions of soldiers, who quickly learned to self-discipline in the face of such punishment. The Forgotten City , a narrative puzzle game that started out as a Skyrim mod, uses the principle of decimation as its basis. It's an anecdote used to describe the game's most prominent mechanic, The Golden Rule, which is an ever-present threat to the small comm

Axiom Verge 2 Review -- More Vania Than Metroid

Axiom Verge 2 is almost a sequel in name only. It's still a metroidvania, and there are a couple of minor similarities between developer Thomas Happ's latest game and its 2015 predecessor, but these are minor aspects when compared to everything that's new and divergent about this unexpected sequel. Considering how revered the first Axiom Verge was as an affectionate homage to Metroid, presenting something that's vastly different is a surprising approach when building on those original foundations would have been more than enough for most. Instead, Axiom Verge 2 is a bold, daring, and ambitious sequel that falters in a few select areas. One such area is the game's story, which starts much like the first game, as our human protagonist is transported to a bizarre alien world. This time around, you play as billionaire CEO Indra Chaudhari, who ventures into an Antarctic research base--and eventually another reality--in search of her missing daughter. This clear-cut sto