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Avowed review | Xbox Series X|S

19/2/2025

 
Avowed skeleton

Fantasy is having a bit of a resurgence lately. Sure everyone always has kind words for The Elder Scrolls VI: Skyrim, but that was 14 years ago, and with other heavy hitters like Dragon Age and even Diablo sitting on their hands for a few years (“do you guys not have phones?”) it was mostly left up to the waning World of Warcraft to fly the AAA flag for the mythical realm in much of the 2010s and early 20s.

Fast-forward to 2023 and the full release of early-access darling Baldur’s Gate 3 it felt like everything suddenly changed. There was a new Monster Hunter, a second grown up The Legend of Zelda, and an open-world Harry Potter game. Diablo even came back in full force, and a swathe of indies bringing fresh ideas to the table like Sea of Stars and The Plucky Squire.

Fantasy felt fantastical, new, and exciting again for the first time in a decade, so much so that plenty of players are still exploring Faerûn to this day. And now, in this post-BG3 world, a new challenger approaches – Avowed.
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by James Michael Parry

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@james_parry

Avowed box art
Developer: Obsidian Entertainment
Publisher: Xbox Games Studios
Platforms: Xbox Series X|S, PC
Players: 1


All fun(gi) and games

Avowed docks
While the gaming landscape is always going to ask a lot of any new IP, albeit one set in an existing universe, fantasy always gets a harder time as there’s a sense we’ve seen it all before.

Industry veteran’s Obsidian met this challenge with one thing – mushrooms. While other games might focus on an evil demon or a troublesome wizard, Avowed personifies its nefarious force as twisted mother nature itself extending its roots into the ground and driving people mad with something called the dream scourge.

When the condition affects people for too long they gradually start to lose grip on what is real and what is a dream, as you discover quickly in an early encounter with a troubled guard.

The wrinkle is that your character is unlike most other NPCs, they have lichen-like colours on their face and unusual head growths that look a bit like roots. These come from being touched by one of the gods, hence the name – godlike.

Other characters comment on your appearance frequently, and it definitely impacts how people treat you. The main effect on gameplay is that you are immediately even more of an outsider, with more to prove.​

Grow your own adventure

Avowed combat
Your character, whichever race and class you choose, will always be godlike, and also will have no idea which god they are connected to. Exploring the secrets of your origins is a key theme throughout the game, and does succeed in making you care about your character’s journey.

As well as name and appearance – and the visual customisation is pretty substantial – you get to choose elements of your character’s backstory. There's variety but also the game never paints you into a corner, as all your skills options are completely open regardless of your choices at the beginning. You can even respec for a nominal fee.

All these touches go a long way to make the process of getting started stress-free, and allows you to get right into the game and immerse yourself in its story and world without getting distracted by numbers and options.

There are stat points to apply and skills to unlock, but there’s a straightforward simplicity to how everything is explained, and it’s always clear when the weapon you’ve picked up is just something simple, or something fancy which is worth holding onto.

In fact, Obsidian’s approach to who you are feels fairly relaxed and straightforward compared to the depth of something like Baldur’s Gate 3. That class flexibility could let you pursue all classes at once, though you’d be spending a lot of time grinding enemies.​

Better the mushroom you know

Avowed Kai
While there are natural enemies like spiders to contend with, there are also kith – a lizard-like creature, that can come in all manner of types.

This is mirrored by skeletons, who may even be priests that have a tendency to heal and revive other enemies, including bigger boss enemies.
While the locals are generally suspicious, you're given free reign to explore and your status as an envoy tends to help you get to the bottom of most situations...
Combat overall offers a solid challenge that does make you think, often just spamming attack as fast as possible isn't the way to go.

There is a dodge mechanic, though locking onto enemies and moving around the space is difficult to master at first, especially if you're playing in first person. Fortunately, the game lets you switch between the two at your leisure.

Exploring The Living Lands

Avowed docks
The structure of the game plays out fairly traditionally. You are tasked by the king with essentially investigating what's going on in The Living Lands – a group of islands away from the main kingdom that's experiencing this mysterious dream scourge.

While the locals are generally suspicious, you're given free reign to explore and your status as an envoy tends to help you get to the bottom of most situations.

Along for the ride, and with a useful amount of local knowledge, are your companions, chief among them is Kai, voiced by Brandon Keener who you may know better as Garrus from the Mass Effect series.

As well as being a dab hand in combat, Kai is instantly likeable, bringing just the right mix of humour and charm, which can help with your diplomacy with the inhabitants.​

It’s a kind of magic

Avowed landscape
While we opted for the fighter class, it doesn't take magic off the table. As well as unlocking magic through skills you can also use grimoire volumes which unlock entry-level (and later, with a skill point or two, more advanced) spells that can be used for various elemental effects, useful for opening some doors or mastering other simple puzzles.

Combining the grimoire in combat with your main weapon can make for some interesting combinations, and it's nice to have an approachable way to do some magic without needing to invest skill points.

These tactics are crucial for getting the edge in certain fights, as each type of enemy will attack slightly differently. At first you might find yourself being overwhelmed, but picking up the combat after a few tries doesn't take too long, and, unlike some games, the process of learning isn't punishing.​

Forging your destiny

Avowed bow and arrow
There are a few things the game doesn't spell out however, at least not at first, so it can take a while to feel like you've got to grips with it all.

One fun feature is that you can wear one piece of armour but take on the visual attributes of another, so you don't have to sacrifice your look for better stats.

Or there's the fact that enemies in the game generally don't respawn, meaning adventure is the main way to gain experience and climb levels.

In contrast, in your character menu there's plenty to read and absorb, but if you breeze through without reading the instructions the first time you'll find there's a lot of reading to do to remind yourself when it comes time to upgrade items, for example.

In all Avowed is a fantastic, original experience which carries through Oblivion’s knack for characterisation and good writing while not getting side-tracked with too much depth. (If you're looking to romance your companions, for example, BG3 or Dragon Age are your best bet).

While it might not push every visual boundary, the Unreal Engine does produce some nice looking environments, and above all the lasting impression as you explore is that the natural world has been left to define the landscape.

Even more than that, there is colour everywhere, and even bioluminescence, particularly in areas where there is a lot of fungi around.

There might not be the depth of Baldur's Gate – though, at this point, what other game does – but there's a huge amount to explore through a series of different locations and climates.

Fantasy fans will feel right and home, and even if you're not, or you're on the fence, this is well worth your time.

​Pros
  • Bright, colourful, and exciting world
  • Fantasy's best bits without the fuss
  • Garrus is back!

Cons
  • Enemy and weapon variety is limited
  • Combat takes some mastery
  • Lack of romance may irk some

9/10​
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Star Wars: Jedi Survivor review | PS5

8/7/2023

 
Cal and BD-1 face off against a Dark Trooper and Stormtroopers

It’s time to save the galaxy once again, as our favourite ginger Jedi, Cal Kestis, and trusty droid companion, BD-1, return, after five years since beginning their fight against the Empire in Star Wars: Jedi Fallen Order, to face their greatest challenge yet.
James Michael Parry
by James Michael Parry

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​@james_parry

Star Wars Jedi Survivor key art featuring Cal and BD-1
Developer: Respawn
Publisher: EA
Platforms: PS5, Xbox Series X|S, PC
Players: 1

In Survivor, we pick up with a more world-weary Cal, lamenting his lack of progress in his rebellion. Despite countless missions, he doesn’t feel like he’s making a difference, and seems ready to throw in the towel - or whatever Jedi throw in…

As we join the action, a mission on Coruscant doesn’t go well for Cal and his crew, and we find ourselves at the top of the Empire’s most wanted list.

Things start off familiar enough, with a more linear starting mission showing new players the ropes, or remind veterans what not-on-earth is going on, before setting us on our path to discover a future for the Jedi order, rooted in the forgotten past.

Like before, you can use your trusty ship the Mantis to explore different worlds, but how much you can explore has been expanded, with different locations having a lot more secrets and different areas to delve into.

The world which has the most expansive area by far is Koboh, where you’ll make your home base of sorts, and catch up with former Mantis pilot Greez, as well as collecting a whole host of fun characters, some of which have skills you can make use of on your quest.
Cal faces off with a lightsaber against a former Jedi
While the landscape is even more sprawling than before, fortunately, there are mounts to help you navigate around and discover different secrets, as well as more (perhaps a few too many) shortcuts to connect the world together, as well as being able to use the meditation save areas as fast travel points.

The gameplay itself is similar to its predecessor, though perhaps with even more of a reliance on climbing around than before - though thankfully you do retain the upgraded climbing speed from the latter part of Fallen Order from the get go.
Cal continues to be both relatable and charming, but it's the adorable BD-1 who is still the true star of the show...
If puzzles, and clambering about, aren’t your bag though, you might find the experience a bit choppy, as encounters generally feel more intermittent than before. Though when you do get into a battle, especially with some of the larger creatures and sub-bosses, you’ll be glad there are a handful of new lightsaber stances to use, two of which you can equip at a time, which help keep combat fresh and dynamic throughout.

The Star Wars universe is built on its characters, and Cal continues to be both relatable and charming. While he doesn’t have the same, intense inner struggle we saw in the previous game, we can all relate to working hard and feeling as though we’re getting nowhere. But it's the adorable BD-1 who is still the true star of the show, of course, and you can even customise him in all sorts of ways this time around.​
Cal with his ship The Mantis showing off the dual-wielding stance
Sad news elsewhere in customisation is that the amount of poncho available for Cal himself are limited, though customisation overall has had a complete tune up. Since it is third-person, you do get a chance to see Cal’s threads in all their glory, and the character animation is fluid – especially when swapping between different saber stances.

Skill upgrades return, with a few different trees to explore, and one for every stance, so you can really double-down on being the biggest badass possible with the claymore-style, crossguard lightsaber.

On top of that are perks, which take up a different amount of slots depending on their power, and act as passive buffs for Cal, allowing for even more customisation to your specific playstyle.
Cal and Merrin
The background characters are good fun as well. Our personal favourite was an aggressively Scottish able seaman called Skoova Stev, who you’ll find in various parts of the overworld searching for rare fish species, which you can then see in the aquarium back at home base.

The actual act of finding the fish is fairly mundane, as you’ll usually just stumble across him, but on each encounter he’ll reveal a little more of a long, rambling story, as well as just generally having a bit of fun with you. These sort of characters are totally ridiculous and yet 100% Star Wars.

The feel of this series, both the first game and Survivor, has always been very true to the franchise and it’s definitely one of its strengths. Joining Cal feels more meaningful because of how naturally he fits into this galaxy, and you feel like you’re making a difference, as the scale of the story is kept under control and not tied too closely to any big moments.​
BD-1 loves the camera
Whether the destination outshines the journey doesn’t really matter here, as the adventure you’re on is exciting and compelling, delivering exactly what’s promised in the most authentic feeling of being a Jedi for anyone outside the theme parks’ Galaxy’s Edge experiences.

Hopefully we haven’t seen the last of Cal and BD-1, and this is a chapter well worth Force jumping into.

Pros
  • Great characters and a fun new chapter in a compelling story
  • That feeling of becoming a real Jedi really shines
  • Some great set pieces, fun locations and new characters

Cons
  • A little too reliant on traversal and puzzles in places
  • Repetitive if you stray from the central story and occasionally sparse if you don’t
  • Less focused and in places less effective than its predecessor

8/10
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Saints Row review | PS5

22/8/2022

 
Saints Row character on fire

Since the original Saints Row came out back in 2006, it’s no surprise expectations have changed, but can this now teenaged franchise call us back to the streets with a fresh paint job?
James Michael Parry
by James Michael Parry

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​@james_parry

Saints Row key art logo
Developer: Deep Silver Volition
Publisher: Deep Silver
Platforms: PS5, PS4, Xbox Series X|S, PC
Players: 1-2


We came in with little knowledge of the original franchise, having played the demo for the fourth game and often heard “yeah, the first two games were good, but it all got a bit silly and over-the-top after that”.

It came as a surprise then, to find our introduction to the world of The Saints, the titular gang you go on to create through the course of the game, being not really over-the-topp at all, but a more standard (if explosive) third-person shooter experience, as your main character works as a gun for hire for the Marshall private security company.

After some cinematic scenes, featuring outlandish stunts that Tom Cruise would be jealous of, as you initially make a name for yourself, things quickly go sideways and you end up unemployed, pondering your next move. It’s only here that the game really gets going.

Before all that though, you’re asked to create your boss. The character creation lets you pick a “personality” from a selection of voices, but sadly all the characters seem to be the same, namely an arrogant, abrasive and constantly sarcastic individual with an extreme indifference to killing large numbers of people.

The game aims to humanise your character by proxy, having your three companions be judgemental of your offhand comments, as they tell us more about them in a couple of side missions each, but they still don't come across as obnoxious as the protagonist – including one of them who's a DJ…and refuses to wear a shirt…​
Saints Row character creator
Once The Saints find their HQ, and pick their name, the map really fills out to almost overwhelming levels. Beforehand, there's already a few activities scattered about the map like dumpster diving, photographing signs and, inexplicably, being a "wingsuit saboteur". Yes, you can wingsuit about the city.

After that, you can start to build business ventures, beginning at the frankly bafflingly cheap price of $30,000, which then generates income constantly, though in small amounts at first. Each venture adds its own activity, like collecting trucks full of toxic waste barrels or making food deliveries.

Fortunately, there’s a handy “GPS to next venture objective” option, which is a godsend for actually being able to find these across the vast map’s nine districts.​
Saints Row car crushed
Your enemies in the game are either one of the rival gangs, The Idols and Los Panteros, the aforementioned Marshall or the cops.

The police are the most overzealous, which is not a new experience to anyone who’s spent time playing Grand Theft Auto V, but here the ease at which you can set them off seems borderline unfair.

At one point, to complete a venture mission, I had to steal a particular type of car and take it to a garage. After fending off the cops, who seemed to instantly spawn all around you, I got back in the car to finish delivery and…the process started all over again.​
if you aren’t put off by the character’s brash attitude and enjoy messing around in a sprawling city then there’s definitely something here you’ll enjoy...
In fact it makes the experience feel rigid, with the game telling you to be chaotic and then warning you not to leave an area or you’ll immediately fail. Plus, there seems to be no way to self-right a car that’s flipped over, so if you have a bad crash – you’ve had it.

All this leads to a contradiction in tone, where you take on large groups of colourful enemies, but leaves you with relatively limited weapons and abilities to take them on. Your skills, unlocked by completing challenges, seem unreliable, causing you to occasionally jump or roll around instead of using them in combat.

For a time, we found ourselves with only a machine gun in our inventory, as the few other weapons we’d unlocked remained stashed in a gun case at HQ, forgotten. You can also collect, customise and upgrade vehicles, but you’ll need to fetch them from a specific garage rather than just getting it brought to you.​
Saints Row - The Saints
The soundtrack is strangely sparse, far from the high bar set by older GTAs for licensed music, with arguably no well-known tracks and relatively few overall. Though you can make a mix and match personal playlist from all stations through the app on your phone.

Phone apps let you tap into all aspects of the criminal underworld, except certain things you need to go back to HQ for. One particularly nice detail is the ability to adjust your style and even your character’s appearance on-the-fly, without paying an arbitrary in-game fee.

Game performance is worth mentioning, with generally just a bit more pop-in than we’d like, but there were a few times where we got stuck not being able to press a button. There was even one horrible moment when we were in combat and could suddenly only melee, as all other offensive controls just stopped working. There was also one hard crash, but that’s not unheard of ahead of the day one patch.

So it’s a really mixed bag for Saints Row. The bottom line is that if you aren’t put off by the character’s brash attitude and enjoy messing around in a sprawling city then there’s definitely something here you’ll enjoy, but as soon as you dig deeper there’s not a huge amount of substance, especially by comparison.​
Saints Row a yellow car and payday graffiti

The driving is actually pretty good, but nowhere close to Forza Horizon 5, which the setting in particular invites comparison to. The variety of the missions isn’t as wide as GTAV, an almost 10-year-old game, and arguably it doesn’t look as good either. There is coop but it’s limited to two players.

Finally, in terms of gunplay, you might think of third-person action like The Division 2 or the similarly chaotic Sunset Overdrive, but the action is just not as tight. Weapons feel too light and bullet spread is high, you never have enough ammo and it takes a long time to get access to more weapons, and when you do, they are such wacky armaments as…an RPG.

It’s frustrating, because we went into this wanting to hear this story we’d heard of, but never got into, and, unfortunately, the game doesn’t do itself justice in terms of telling it.

If you only played the first couple of hours you might not even get to the point where you start building an empire, and given people’s limited attention spans, that could be a serious problem.

Pros
  • Freedom to take over the city as you choose
  • Lots and lots to explore and get your teeth into
  • Glimmers of fun and excitement the series is known for in the LARPing missions

Cons
  • Hard to avoid comparisons to other games that do it better
  • You never feel like a boss in combat
  • Missions are mostly fetch quests or shootouts

6/10
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Far Cry 6 review | PS5

19/10/2021

 
Dani scales rooftops in Far Cry 6

The Far Cry series is now over 15 years old, giving Far Cry 6 a lot of different expectations to live up to. With any established franchise like this, it can be a challenge to surprise players without making the established formula too different - losing what made people fall in love with it in the first place.
James Michael Parry

​by James Michael Parry

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​@james_parry

Far Cry 6 box art
Developer: Ubisoft Milan, Ubisoft Toronto
Publisher: Ubisoft
Platforms: PS5, PS4, Xbox Series X|S, Xbox One, PC, Stadia
Players: 1-2

Right off the bat, some decidedly Far Cry boxes are ticked: there’s a seemingly idyllic island setting, a bow available as the primary weapon, plus a charismatic antagonist. The latter is Antón Castillo, as portrayed by Giancarlo Esposito (Breaking Bad, The Mandalorian), who looms over the Cuba-esque island of Yara as dictator.

After a cinematic introduction, with opening credits you might see at the beginning of Sicario or a James Bond film, we’re introduced to protagonist Dani Rojas. Dani can be male or female, though, either way, is prevented from fleeing the island by Castillo. Not taking it lying down, Dani joins up with the Libertad, a group of resistance fighters, to help liberate Yara. 

The Libertad hosts a cast of colourful characters that are archetypes at best, stereotypes at worst. Yara itself is potentially more memorable; the setting is vast, spanning across several zones spread across land and water. Although it seems minor the water effects are underwhelming, particularly on the coast, which you come across quite often while exploring a series of islands.

Exploring the map is a mixed bag. Locations can be claimed for Libertad via a familiar stronghold-capturing mechanic, though not if they relate to a specific quest. Visiting locations too soon leads to being unable to claim the area, all while enemies spawn endlessly to take it back.

You can travel around by horse, which, though it feels a little floaty compared to the likes of Red Dead Redemption 2, is more practical than using a car on uneven terrain. You’re quickly introduced to a grappling hook for climbing, but the complimentary parachute is handed out a little later, which can lead to a few unnecessary deaths early on.
Giancarlo Esposito as Antón Castillo in Far Cry 6
Initially mainlining the story is a good idea to get properly equipped, though it also allows for teaming up with a friend. There’s no narrative explanation for the delay, which might rub anyone looking to jump straight into co-op the wrong way.

Choosing to carry on solo isn’t a solitary experience, however, thanks to a selection of animal sidekicks. Amigos range from a crocodile to a sausage dog and each have different abilities, adding alternate tactical elements to encounters.

​
There’s a reasonable selection of weapons for Dani to equip, plus a bunch of customisation options in the form of useful attachments and cosmetic alterations. Far from the gunsmithing of Ghost Recon you only get the basics here, but some credit is due for not falling into the trap of needlessly overcomplicating things. There’s a carry limit of three primary weapons at a time, though that might include a beefy flamethrower which you somehow manage to stash about your person.
Dani uses the flamethrower in the rain in Far Cry 6
While there isn’t a huge amount about Far Cry 6 which really breaks its own mould, the gameplay is dependable.
FC6’s signature weapon, and something of an ultimate attack, is the Supremo - a rocket launcher backpack which fires a salvo of missiles into the (fairly unpredictable) distance to act as crowd control. This can be upgraded as well, but is more a fire-and-forget ability for the beginning or end of encounters.
While there isn’t a huge amount about Far Cry 6 which really breaks its own mould, the gameplay is dependable and there are enough hidden shortcuts, unique weapons and against-the-odds encounters to make exploration feel worthwhile. At the same time, buying into the world can be difficult when (for example) there’s no penalty for attacking Libertad allies in full view of their leader.
Dani meets a horse in Far Cry 6, which you can pet
This is a minor symptom, but one of several actions that lack consequences that could add weight to players’ actions; it’s key to creating a believable experience, helping people to forget that they’re playing a game. Perhaps the DLC content, which puts you in the shoes of some of the series’ prior antagonists, might prove more engrossing.

​
Anyone that fancies an island getaway could do a lot worse than taking a trip to Yara. Far Cry 6 is an entertaining means to blow things up and mindlessly shoot people, though probably won’t prove to be memorable in a few years’ (or possibly even months’) time.

Pros

  • Another charismatic antagonist
  • Gameplay is solid and dependable
  • Some new ideas nestled within a familiar formula

Cons
​
  • Plot and characters feel a little wrote
  • Can be quite linear for an open-world experience
  • Lacking character mobility

7/10
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Alan Wake Remastered review | PS5

13/10/2021

 
Alan faces three Taken at Bright Falls Deerfest
There are few gaming protagonists with a more intriguing first outing than Alan Wake. Remedy Entertainment are now well-known for their love of narrative and willingness to experiment with sequencing and structure, thanks to more recent games like Quantum Break and Control. Back in the mid-2000s, however, they only had the first two May Payne titles and Death Race under their belt, a lot of ideas and an eagerness to do something original.
James Michael Parry

by James Michael Parry

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​@james_parry

Alan Wake box art
Developer: Remedy Entertainment, D3T
Publisher: Epic Games
Platforms: PS5, PS4, Xbox One, Xbox Series X|S
Players: 1

Thanks to a publishing deal with Microsoft, Alan Wake released exclusively on Xbox 360 in 2010, before coming to PC a couple of years later. The launch of this remaster presents PlayStation fans with their first opportunity to explore Bright Falls as the troubled, titular writer - fortunately, it holds up well.

Coming to the game having already enjoyed those later Remedy titles, things do feel a little rough and ready. The character control isn’t very smooth, particularly when you need Alan to jump across gaps or perform any sort of fine movements. Fortunately, the central gameplay is fairly straightforward – point your torch (“flashlight”) at a dark, shadowy being until the darkness burns away and they’re ready to receive a few gunshots.

The introductory section does well in teaching the mechanics, though, as somewhat of a survival horror experience, the difficulty can be fairly punishing even on easy mode. This tutorial sequence also serves as a primer to the surrealistic setting on which Wake’s psyche has an impact.

Bright Falls is an escape for Mr. Wake, it turns out, as the famous author has been trying to write another best-seller for two years without success. Wake’s wife, Alice, whose fear of the dark is telegraphed as an important plot point very early on, tries to get him in the writing mood by bringing a typewriter along. This leads to an argument, and things start to get very dark from there.

While progressing through the story, you’ll find hints in the form of manuscript pages which foreshadow events that either just happened or are still to come. This makes gathering what are essentially collectables more meaningful, since they can give you a tactical advantage when you get into a situation with prior knowledge.
Alan Wake broods in the darkness
Remedy knows how to reward players who pay close attention, and the live-action Night Springs TV show, which heavily borrows from the format and style of The Twilight Zone, also hints at upcoming plot elements. 

In fact, the presentation overall carries an episodic format; there are quick credits sequences and “previously on” recaps as you progress. Looking back, it’s clear to see how the multimedia stylings of Quantum Break came about. Disappointingly, though, the prequel live-action miniseries Bright Falls isn’t included in this remaster.
​
Darkness is an ever-present companion in the narrative, with various story beats necessitating that Wake be out in the woods, alone, at night. It gives the game an isolated feeling similar to early examples of survival horror (compounded by slightly awkward character controls).
Alan faces off against a digger
Whether or not the game is for you depends on how exciting untangling a supernatural mystery sounds.
Additional weapons and light sources gradually become available, which help to mix up the gameplay and more efficiently eliminate harder enemy types. While this is all well and good, the unfolding narrative intrigue is the real draw. Whether or not the game is for you depends on how exciting untangling a supernatural mystery sounds. The game puts its case forward early on, telling you what you’re letting yourself in for and sticking to its guns.

​
In terms of the remaster itself, the visuals and particularly how it uses light – which is especially important here – are noticeably improved by Remastered developers D3T. The official comparison trailer makes it clear that the original was already punching above its weight, but now it looks sharper and plays smoother than ever thanks to 4K at 60 FPS performance on PS5, Xbox Series X and PC.
Alan Wake takes on three Taken with a flashlight
The ominous atmosphere and presentation goes a long way to immediately bring you into the story. Narratively the game can be hammy and far-fetched at times, though it’s absolutely aware of what it is; it’s easy to recommend to any fan of Remedy that hasn’t played Alan Wake before.

​
For returning players, besides the inclusion of the hit-and-miss DLC you may not have played, there’s not anything new or particularly different to bring you back. Since the experience was designed to remain faithful to the original release, however, that’s not a huge surprise. It might even be a positive for purists looking to relive an old favourite in search of nostalgia.

With the spooky season officially upon us, you could do far worse than picking up Alan Wake Remastered and discovering an action-adventure classic. Now’s the perfect time to book a trip to the surreal town of Bright Falls.

Pros

  • Intriguing story and good characterisation
  • Updated visuals, with impressive lighting and shadows
  • Discover ties to the world of Control

Cons
​
  • Movement and animations can feel awkward
  • Occasional performance drops and texture pop-in
  • Not much is new for returning players

9/10​
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Diablo 2: Resurrected review | PS5

5/10/2021

 
Lighting and fire in Diablo 2: Resurrected
“Just keep putting skill points into Thorns” – this was the advice we received the last time we played Diablo 2, over 20 years ago, but we'd need more than that to fend off the demonic forces of hell.
Picture

​by James Michael Parry

Picture

​@james_parry

Picture
Developer: Blizzard North
Publisher: Activision Blizzard
Platforms: PS5, PS4, PC, Xbox Series X|S, Xbox One, Switch
Players: 1-4

In Diablo 2: Resurrected, Blizzard haven’t made many changes, though the visual improvements do look nice. Character and enemy models have had a tune up, and the lighting, fire and magic effects all have more impact. For example, you'll now see dynamic shadows behind pillars as you explore the dark underground dungeons.

There is an odd disconnect between the renewed cinematic cutscenes and the game itself, with the former firing on all cylinders, before then plunging players into a dated-looking isometric viewpoint. By comparison, the in-game improvements don't make the gameplay feel quite as up to date.

This feeling continues into the combat. Basic attacks don't carry much weight, making things feel a bit button mashy at times, even with some rubber banding and animation overlap. The minimal rumble, and little noticeable use of the DualSense features on PlayStation 5, suggests this version hasn't been given much platform-specific thought.

​Getting to grips with the procedural maps and unforgiving death system can be somewhat of a shock, given there's no in-game explanation or hints to make sense of these quirks. In fact, the level of tutorialisation and guidance in general is minimal, but purists might say that's the point.

While it might not be an RPG which veterans of The Witcher 3: Wild Hunt or Skyrim would find familiar, there's an awful lot of depth going on beneath the surface, giving you the power to fully micromanage your character's build over time.
The Necromancer class in the character selection screen of Diablo 2: Resurrected
Those with a background in Dungeons & Dragons or anyone who knows their dexterity from their vitality will feel right at home, as the player is given five precious attribute points each level to spend however they like. It’s even possible to respec, though only once per playthrough without some extra legwork.

Levelling also pays out skill points, which are more immediately tangible, granting additional active abilities which consume mana, or passive traits which become more and more significant with each point invested.

Certain gear requires meeting specific class and attribute thresholds, which is something else to keep in mind. Looting is a big deal in general and you'll quickly find the limited inventory space filling up as a result, so item management is also a key part of getting the most out of the experience.​
Dialogue in a dungeon of Diablo 2: Resurrected
Keeping gear up to date is vital to avoid getting caught out and brutally cut down in your stride; even a change to one or two equipment slots can grant huge bonuses against certain enemies. Since dying drops all money and equipment until it’s retrieved from your corpse, character loadouts are something to always stay on top of.
It's clear time and care has been put into the remaster, but perhaps, in the end, Blizzard should have gone for a remake.
Baddies come in all shapes and sizes, from elemental beasts to savage demons, and at times the screen can be filled with a horde of different targets. Targeting isn't as precise as it could be on a controller, unfortunately, which can lead to some annoying deaths.

The most frustrating foes to watch out for, who come in various forms throughout the game but start appearing very early on, are the shamans, who have the power to revive their fallen allies. Of course, for those that choose to play the Necromancer class, it’s possible to beat them at their own game.
Taking out enemies in the ruins in Diablo 2: Resurrected
Whatever the class, it’s always possible to hire a mercenary to help out in combat and draw some enemy fire, which can make a huge difference when it comes to crowd control. This helps to make the experience feel less lonely, but, of course, you can also team up with fellow adventurers in online co-op multiplayer.

In the end, Diablo 2: Resurrected can feel a little archaic and even out of touch with what draws many to modern action games. It's clear that time and care has been put into the remaster, but perhaps, in the end, Blizzard should have gone for a full remake – look at the recent successes of Final Fantasy VII and Demon's Souls as a couple of examples within the genre.

With many fans eagerly awaiting Diablo 4, D2: Resurrected is a good opportunity to try the game that put the series on the map. The company's current lawsuit may cause some players to think twice, but as far as judging the game on its own merits, there's a lot to enjoy, and it's easy to see why the original gained such esteem two decades ago.

Pros

  • A faithful visual upgrade to an undisputed classic
  • Dive deep to discover the lore
  • Kill a few demons in many different ways

Cons
​
  • May stick too close to the aging original for some
  • Minimalistic music is fairly underwhelming 
  • Little help to ease in new players

7/10
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Mass Effect Legendary Edition Review | PS5

26/5/2021

 
A Reaper touches down

It’s been almost a decade since we last set foot on the Normandy, Captain Shepard’s iconic spaceship, and it feels good to be back. While Mass Effect: Andromeda was a perfectly passable Mass Effect experience, arguably with some of the most refined action in the series, somehow it didn’t have that special something. We just didn’t warm to the protagonist in the same way we did with Shepard - in fact, we’d struggle even to remember their name...
Picture

​by James
Michael Parry

Twitter logo @james_parry

​@james_parry

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Developer: BioWare
Publisher: EA
Platforms: Xbox X|S, Xbox One, PS4, PS4 Pro, PS5, PC
Players: 1

With a whole generation of new fans ready to become galactic paragons and renegades, the remastered trilogy puts players in the boots of Commander Shepard. Alongside a cast of varied companions, he or she must fight against an ancient race of mechanical enemies known as Reapers.

Not everyone has played these games before, so let’s start with a bit of a primer. On the surface, Mass Effect is about a soldier in an intergalactic military who gradually wins the support of both the establishment and the galaxy’s civilian races. Decisions during combat and in conversation decide if players do this virtuously, or with an iron fist.

Wielding skills in diplomacy can decide whether or not users need to pull out a weapon, right from the start. As the trilogy progresses, however, players increasingly come up against enemies which can’t be reasoned with. As a result, ME2 and ME3 rely more heavily on action to get the job done.

This was historically one of the series’ main sticking points, though there are a few tweaks in the Legendary Edition that attempt to tie all three games together as a more cohesive whole.

​ME1 brings much more of a traditional RPG approach, with a significant number of skill points to be spent across a large number of abilities that differ between classes. Later games simplify the process, with only a handful of active skills and a more deliberate upgrade path.
Shepard fights the Geth on Feros
There are tons of weapons, though they all conform to the familiar shotgun, pistol, assault and sniper rifle archetypes. In the first game these work on a cooldown rather than needing to reload, which can make for more strategic combat encounters. Any excess weapons can be assigned to teammates, sold and/or broken down into omni-gel used to skip hacking mini games and repair Shepard’s land vehicle.

In the second and third games, these more unique elements are nowhere to be found. Weapons need loading with thermal clips (presumably to speed up combat), for example.
There’s so much to cover here that it feels like we can only scratch the surface in terms of what players might discover.
Getting back to the first instalment, which has undoubtedly seen the most change, Mass Effect now has smoother combat mechanics in general. Improved cover mechanics, squad orders and a dedicated melee button are cribbed from its sequel to give players more control. That said, utilising biotic and tech powers (essentially magic and tech-based skills, respectively) can still feel quite clunky. Faster enemies are especially hard to take out, as they overwhelm the relatively immobile Commander Shepard easily.
BioWare have taken the time to smooth out the visuals and performance, too. While there’s still the odd janky animation here and there, players will notice the lighting improvements in the first game in particular, which would often require squinting to make out characters’ faces when they had helmets on.

The game runs from a fairly pedestrian, but reliable, 1080p at 30fps, all the way up to 4K UHD at an eye-watering 240fps on PC – provided the graphics card can handle it. What users get ultimately depends on whether they go for the “favour quality” or “favour framerate” graphics mode. For example, the Xbox Series X outputs up to 60fps at 4K UHD on the former setting and up to 120fps at 1440p on the latter.​
Garrus Vakarian
Characters and companions have always been the Mass Effect series’ crown jewel, however. While there are too many noteworthy examples to shout out individually (though we have discussed some of our favourites), it’s fair to say the depth of interaction varies quite significantly both between games and between squadmates and general NPCs.

The first title doesn’t go into too much detail straight away, but, in time, players learn about how companions differ and their individual values. Relationships with some characters can develop into romantic entanglements, all depending on how users behave. 

Where this system - and the accompanying dialogue - can start to creak is when users do things the game doesn’t really expect. In ME1, for example, an Asari consort is having problems with a client. Since the mission structure is fairly open, especially in the bustling Citadel, players might follow this quest line through to completion before another NPC suggests they check on the (already solved) situation.​
Liara T'Soni, your Asari companion and love interest
These kinds of inconsistencies follow through to romantic connections as well. Characters that are romanceable in one game aren’t always in the next, and being reunited with them can feel jarring instead of a natural continuation as would likely be the case in a single, longer game.

Dialogue options directly link to a meter which awards users points for paragon (noble) and renegade (ruthless) behaviour, too. There are benefits to hitting either end of the spectrum, which can lead to the system feeling like it encourages suboptimal decisions in certain situations.

There’s so much to cover here that it feels like we can only scratch the surface in terms of what players might discover. For those who’ve done it all before, the nuanced characters might feel more primitive than you remember, and the gameplay transition between each game can take some getting used to.​
Shepard fights a Husk with an omnitool
For those who are new, Mass Effect: Legendary Edition is a real treat. It’s filled with thoughtful touches and memorable moments that are up there with some of the most dramatic set pieces in gaming history. It might not feel quite as polished as a modern game, but BioWare and EA have done the work to smooth out some of the rougher gameplay and visual edges. It’s now easier and more enjoyable than ever to follow the journey of Commander Shepard from beginning to end, allowing players to fully appreciate the epic space opera in comfort.

Pros

  • Colourful characters you want to go on continued adventures with
  • Freedom of choice in where to explore and how to treat others
  • Pleasant visual and gameplay upgrades throughout the series

Cons
​
  • No dedicated PlayStation 5 and Xbox Series X|S versions
  • Binary choices can feel arbitrary at times
  • Progressive lean towards action trades style for substance

8/10
1 Comment

Assassin's Creed Valhalla review | Xbox One X

19/11/2020

 
Eivor fights a boss with two axes in Assassin's Creed Valhalla

There's nothing like clambering over a snow-capped mountain while exploring the hallowed lands of the Norse. Assassin's Creed Valhalla makes this experience, and many more, nothing short of breathtaking.

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by James Michael Parry

Picture

​@james_parry

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Developer: Ubisoft Montreal
Publisher: Ubisoft
Platforms: Xbox One, PS4, Xbox X|S, PS5, PC
Players: 1

After your customary introduction to the game's systems (with little emphasis on stealth or assassination), you'll reach your first settlement, Fornburg, where your tribe and adopted family stand outnumbered against the enemy.

From here there's time to explore your surroundings before journeying to England and kickstarting the main adventure, as you search for wealth and solve mysteries to bolster your skills and equipment. Quests don't get too much more involved than sneaking, stabbing and sailing, but the setting feels spaced out enough to avoid the repetition which plagued some earlier Assassin’s Creed titles.

Ever since Origins, the series has had more of an RPG flavor, and, far from the largely cosmetic character development in Syndicate, Valhalla's Eivor will unlock not only abilities but a variety of upgradable gear to help on his or her quest. Exploring will also reward you with fancy new abilities which run on a cool down, helping to bring your clan's enemies to a swift end.

This open-world gameplay direction can initially seem at odds with the core stealth mechanics. In time, however, the freedom of movement in a wider space proves more challenging and exciting as you analyse the best ways to approach each situation.
​

Present day check-ins with the returning Layla provide a few smatterings of context for new players unfamiliar with the overarching Abstergo and Animus storyline, though Valhalla is really Eivor's story. That draws a stark contrast to recent Ubisoft stablemate Watch Dogs Legion and its protagonist-less approach, with this game being much stronger for it.

Even during the prologue it’s easy to care about characters, especially the genuine bond with your adopted brother Sigurd. It’s straight from the pages of Game of Thrones, as is the power struggle around which the main story is built.
Norway in Assassin's Creed Valhalla
There's no compromise on scale, though as you travel around you'll notice the odd bit of texture pop-in. Performance is fairly solid on the whole, though we did get stuck in the environment once or twice while searching for goodies in the wilderness.

The approach to uncovering those goodies is fairly unforgiving, with only a vague spot on the in-game map to shoot for. It's a difficult balance to strike, since players tend to roll their eyes at unnecessary hand-holding, but the odd understated voice line to suggest you’re getting colder or warmer would be beneficial in some of the more complex areas.​
Valhalla can suffer from a lack of direction at times, but its Nordic influence seeps into every pore, leaving plenty to get excited about.
Environments are very much divided into things you can interact with and things you can't. You can pick up health from odd pots of food that the locals seem to have absent-mindedly left simmering, but a pile of fresh apples and other fruit in a barn aren't deemed edible, for example.

​
Elsewhere there are more inconsistencies, with Eivor being able to climb mountains endlessly - no stamina needed, à la Breath of the Wild - yet a few consecutive dodges during combat will quickly tire the protagonist.
Eivor and her raven in Assassin's Creed Valhalla
Fortunately, combat as a whole is reassuringly savage and satisfying. Lower level enemies are entertaining fodder, but more advanced foes require you to keep your wits about you.

Assassin’s Creed Valhalla can suffer from a lack of direction at times, but its Nordic influence seeps into every pore, leaving plenty to get excited about. Strong characters, choice of approach and presentation make it a great choice for those breaking in a new next-gen console or sticking with an older platform.

Pros

  • Impressive visuals, even on the old consoles
  • Likeable characters pull you into the story
  • Tried and tested gameplay is more polished than ever before

Cons
​
  • Inconsistent environmental interactions can hamper problem-solving
  • Skill tree can be overwhelming
  • Combat can initially be hard to crack

9/10​
0 Comments

Watch Dogs: Legion | Xbox One X Review

6/11/2020

 
Hacking a drone in Watch Dogs: Legion

While we're not quite living in the dystopian future that Watch Dogs: Legion predicts, Ubisoft Toronto couldn't possibly have imagined the world it was releasing its latest game into. 

James Michael Parry

​by ​James Michael Parry

Picture

@james_parry

Watch Dogs: Legion
Developer: Ubisoft Toronto
Publisher: Ubisoft
Platforms: Xbox One, Xbox Series X/S, PS4, PS5, PC, Stadia
Players: 1+

Besides the impact on personal freedoms in response to global catastrophe, Ubisoft itself is reeling from substantial accusations of abuse, mistreatment and corruption along with a series of resulting dismissals. Perhaps that explains why coming into Legion's version of London doesn't have quite the same sense of wonder and escapism we might be used to – it's all a little close to home.

Ironically, the game's London setting is one of its most captivating features. Fairly comprehensive, if obviously condensed and altered, the entire map is open from the word go, and, though obscured by a shroud, navigating it is fairly straightforward thanks to plentiful fast travel points. Of course, there’s also a plethora of vehicles to forcibly commandeer and recklessly drive with little consequence.

In fact, the game as a whole feels almost bereft of consequences. Completing borough missions will turn the area defiant, supposedly signaling a public uprising against the government, oppression and surveillance, but the in-game impact is minimal. Tech upgrade points get marked on the map, in true Ubisoft open-world fashion, but NPCs still go about their usual routines and the city feels exactly the same.

Building up a team is a key element of Watch Dogs: Legion, since you'll need certain outfits and occupations to access different areas and complete specific missions. The main conceit we heard about when the game was announced is true – you really can recruit anyone just walking around on the street, or even the guards that oppose you – though characters won't be fans of you and returning hacker outfit, DedSec, if you choose to beat them up beforehand.

Fortunately, the aptitude of average Londoners seems to be exceptional. It’s straightforward to wander into a restricted area, like Buckingham Palace, and take down trained police and security officers as any old amateur.
Big Ben's clock tower in Watch Dogs: Legion
Firearms are sparse, as you'd expect in England, which favours the tech-orientated culture this series is known for. Drones of all shapes and sizes are everywhere and vehicles, as in previous titles, can be diverted with a quick hack. Environments are so interactive, in fact, that it's often difficult to focus on the small keypad in front of you as opposed to items in the surrounding area.

An option which helps to set Legion apart from the swathe of similar Ubisoft games is permadeath; if operatives die with this setting enabled, they're gone for good. Problem is, recruitable characters lack personality, so rather than hitting on a personal level it’s just annoying to lose whichever special skills or items they had access to.
Connections between characters raise questions like "Why is that construction worker being targeted by a hitman?"
One nice feature, which admittedly has the potential to get out of hand, is a HUD element that displays connections between existing recruits and recruitable characters. It raises questions like "Why is that construction worker being targeted by a hitman?" and encourages you to start to build out a wider team, members of which are connected by emergent stories. When you get into recruitment itself, however, the variety of missions is fairly limited.

​
Characters in general have a few shortcomings. Animation transitions are abrupt and occasionally wonky, while speech seems very skewed towards British stereotypes. That isn't necessarily a surprise, but, since you're hearing the same voice line or two whenever you get into a conversation, it gets old quickly. ​
Watch Dogs: Legion scanning at Tower Bridge
While cosmetic customisation is possible via numerous shops, some of the initial character designs clash with their intended roles. It isn’t a major issue, but it is another thing that highlights the shortcomings of procedural generation in Watch Dogs: Legion. It’s much harder to care about these characters than it would be a lovingly hand-crafted cast.

Watch Dogs: Legion’s core gameplay is good fun for the most part, but its procedural cast of soulless characters don’t lend themselves to helping players be absorbed by alternate London. Still, the sights and sounds of Blighty’s capital are exciting to explore - especially in lieu of being able to amble around the city in person at present!

Pros
  • Satisfactory hacking mechanics still shine
  • Exploring near-future London is great, especially as a local
  • Spiderbot and drone side missions are a nice change of pace

Cons
  • Bugs are fairly commonplace
  • Mission variety is sparse, plus flying around on a delivery drone makes most tasks trivial
  • Characters feel disposable and your actions have little impact

7/10
0 Comments

In Death: Unchained Review | Oculus Quest

23/7/2020

 
In Death Unchained Review Oculus Quest - Pass the Controller

In Death: Unchained brings the VR Rogue-lite to Oculus Quest for an untethered, wireless experience after its debut on PSVR and PC. Clever subtitle aside, the procedurally generated shooter has been expanded with all-new content to ramp-up the difficulty and keep players busy for longer. Packed with religious iconography, is this trip to the afterlife destined for heaven or hell?

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by Sam Sant


Picture

@SlamShotSam


Picture
Developer: Superbright
Publisher: Superbright
Platforms: Oculus Quest
Players: 1
Porting In Death to Quest has been handled by Superbright, in place of original developer Solfar. Though the game might look ever-so-slightly worse without a PC or PS4 powering it, it’s not hard to argue that this is the definitive version. The additional Abyss level takes the game’s total to a healthy three, while its hellish theme makes for a more complete tour of what may lie beyond the mortal realm.

As far as a storyline goes, that’s about the extent of it. You battle through purgatory, heaven and hell - in that order - whilst confronted by challenging enemies and randomised level layouts. You’ll die over and over again until you finally get proficient enough to reach a level’s boss encounter, then probably die again. Each time you’ll head back to the start and face an altered challenge, your choice of longbow or crossbow in hand.

Levels do adapt somewhat to mirror player proficiency, but there’s no getting around the fact that In Death: Unchained is difficult. In a VR market stuffed with lite “experiences” it can be bruising to begin with, though dying does actually facilitate progress. As you play, you’ll unlock a variety of in-game achievements (unfortunately, they don’t appear on a system level in the Oculus Scoreboards app) which grant different buffs.

Landing a certain number of headshots in one run rewards you with a permanent boost to headshot damage, for example. In addition to receiving these tangible benefits, your manual skills should also develop over time; the result is an engaging sense of progression that helps to take the edge off permadeath.
 
Earning some unavoidable achievements can work against you, however. Killing large numbers of specific enemy types will summon their meaner counterparts, which prevents you from just snowballing in, power unchecked. 
Since unlocks aren’t a complete crutch, developing your physical skill is key. Aiming takes genuine finesse without crosshairs or any form of aim assist, and getting a feel for the gradual drop of an arrow or bolt also takes some time. At first you’ll be whiffing shots at close range, before eventually hitting headshots over long distances like it’s nothing.

Solid motion tracking on the Oculus Touch controllers makes things painless, which is handy, as combat requires juggling way more than just archery. There’s a defensive shield (which can also be turned to offence with a close-range shield bash), though it often pays to physically dodge incoming projectiles and melee strikes so as to not obscure your vision. The Quest’s lack of wires can really help out here.

It’s possible to briefly trigger slow motion by bringing up the real-time arrow switching menu, which helps if you’re in a small play area and need to be careful with regards to how you move. If space is at a real premium, you can even opt to play stationary and seated. Firing teleportation arrows is probably the best movement option to match, though there is also a free locomotion setting available at launch.

Regardless of your preferred settings, a short-range teleportation shard also occupies your arsenal for clutch dodges and quickly popping around corners or through doorways. You can best use it to your advantage in attracting enemies’ attention and then retreating slightly to draw them into choke points. The AI is pretty exploitable if you pull enemies gradually, though things get hairy when you mess up and they bombard you all at once.
In Death Unchained Review Oculus Quest - Pass the Controller
Special arrows can save your afterlife in these situations, doing things like freezing enemies in place and sticking them with explosives, channelling the iconic Gears of War Torque Bow. They’re an absolute must during boss encounters as well; bosses annoyingly spawn in waves of minions, so your best bet is to end the fight before it has a chance to really begin using your heaviest artillery.

Emerging victorious will grant you access to the next level, though being able to start a run from that level (i.e. opting to begin from two at the menu instead of clearing one to get back there) requires hitting an arbitrary overall completion percentage first. Gating is probably intended for players’ own good, but when we’d nearly finished the final level and died it was annoying to learn that we’d need to backtrack and earn 7% more in order to spawn there for an immediate second crack of the whip.

Still, returning to the previous level, Paradise Lost, wasn’t all bad. Cathedral architecture is elaborately laid out amongst the clouds and we found that being mobile and aggressive worked best on the armies of flying cherubs and grounded witches. It can be easy to get lost in the lavish labyrinth and cherubs in particular have a nasty habit of appearing right behind you for cheap hits, but it's still a lot of fun to play the role of ordained executioner.
In Death: Unchained features an engaging sense of progression that helps to take the edge off permadeath.
In Death Unchained Review Oculus Quest - Pass the Controller
A major strength of virtual reality gaming is the use of 3D audio, but the implementation here is underwhelming. Enemy sound effects never really cut through the bog standard atmospheric background score, which makes it hard to instinctively pinpoint their locations and can lead to missing enemies standing right by you.
 
In Death: Unchained is immensely replayable and, impressively, a grander prospect than its higher powered PC and PlayStation 4 counterparts. It’s challenging and moreish, while also being a great fit for the Oculus Quest platform specifically. Permadeath and towering reliquaries – shrines that serve as in-game shops and save points – make the game easy to play in short bursts, lending itself well to the headset’s portable nature and limited battery life.

Pros

  • Challenging, involved and skill-dependant gameplay
  • Definitive version thanks to new content
  • Progression and procedural generation make for huge replayability 

Cons

  • Bosses are uninspired and rely on spawning in drones
  • Audio is limp, with enemies being especially underwhelming
  • Cherubs can teleport directly behind you and steal cheap hits

7/10
1 Comment
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