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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

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​@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.

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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​
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Pokémon Sword and Shield | Review | Nintendo Switch

22/11/2019

 
Pokémon Sword and Shield | Review | Nintendo Switch - Pass the Controller

​The road to the Galar region has been a rocky one for Nintendo and Pokémon fans alike, but when it comes to deciding how this pair of new Nintendo Switch games fare, we'll be focusing on what is here more so than what isn't.

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​by James
Michael
​Parry

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@James_Parry

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Developer: Game Freak
Publisher: Nintendo
Platforms: Nintendo Switch
Players: 1
As the first mainline Pokémon titles on Switch, expectations were high coming into Sword and Shield - which we’ve lumped together here due to them being largely identical. The overall experience is ultimately very, very familiar to regular players, with a more traditional gym badge structure returning after Sun and Moon's departure from the well-trodden format, and battles pushing the nostalgia button hard by leaning into familiar tropes.

Sun and Moon, alongside Let's Go Pikachu and Let’s Go Eevee, brought new elements to the table. In Sword and Shield, however, normalcy and familiarity consume about 80-90% of the game, leaving little wiggle room for the few new elements to shine.

One returning feature is the ability to Dynamax Pokémon, overpowering and over-sizing them for three turns of badassery to surpass previous features like Mega Evolutions and Z-Moves. The novelty is initially impressive, but after a few times it wears off as you impatiently ride out the lengthy and unskippable animations.

Some Pokémon also boast Gigantimax forms, which function in much the same fashion only while also tweaking the visual design and granting a signature move to Pokémon. Nintendo made a song and dance about the “new” Gigantamaxing feature, yet this song is barely a remix.

​What does strike up a new tune is encountering significantly over-levelled Pokémon in the Wild Area. Coming up against these presents a chance to push your battle skills early on, but also shows off creatures in something more approaching a natural environment. While Pokémon do prowl about as you wander elsewhere in the game, the large evolutions present in the Wild Area carry an exciting visual impact that brings back memories of the Safari Zone, recapturing some of the child-like wonder of early Pokémon series exploration.
A cross between Teletubbyland and Breath of the Wild's rolling plains, the Wild Area itself could use a bit more intricacy. Biomes and various weather effects seem to shift from hail to sun and back again largely without rhyme or reason, but you'll lose plenty of time pottering about nonetheless. For the collectors amongst you, it's also a great opportunity to fill your Pokédex and diversify your party early on.

The story is by the numbers as usual, so those hoping for a deep, meaningful conversation with an NPC hanging out in a Pokémon Center will continue to be disappointed. A cheerful tune greets you whenever you do visit, though in this region there doesn't seem to be any Poké-helper for the nurse.

Elsewhere, the soundtrack is an awkward mix of sound effects we've been hearing for years (decades even), an increasingly archaic lack of spoken dialogue, and some charming new themes composed for the Wild Area and various cities. So fun are these latter spins on British culture, visually as well as musically, that you might find yourself spending longer than you should lingering in any one location.
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While some rockstar Pokémon like Pikachu and Eevee get full sound effects - the creatures often saying their own names with a springy sense of joy - most don't have as much aural character, instead relying on adorable animations to help you bond with them as you play together in camps.
Animations overall are a strange mix, though. Even brand new additions like the three available starters (Scorbunny, Sobble and Grookey) have either well-choreographed displays for their unique moves, or completely generic ones which don't seem to match the move at all. You can go from the delight of a bespoke Wooloo "Tackle" to Scorbunny merely jumping on the spot to covey a "Double Kick" – even when it kicks merrily for some other moves.

Shortcomings don't end there, as the game also struggles to make the most of its new platform. Some locations and scenery really shine in terms of their design, but generally you'd be forgiven for assuming that Sword and Shield were 3DS ports.

That might still be enough for many players; after all, it’s almost impossible to escape the joy of setting out on an adventure to go from Pokémon zero to hero. Getting properly invested in a team and playing with their movesets to feel like you have all the bases covered is constantly rewarding, in spite of the eye-watering number of type combinations that are now available.

Hopefully the development compromises and sacrifices felt across Pokémon Sword and Shield will allow Game Freak to reassess and build on their successes to push the envelope in the future. In the meantime, there's a solid and enjoyable experience here, just not a new one.

Pros

  • New Pokémon have some great designs
  • The Wild Area is somewhat game-changing
  • Riffs on British culture are heartwarming

Cons

  • Only a handful of new elements
  • Human characters continue to be dull distractions from the titular stars
  • Many popular Pokémon don’t return, including some of the original starters

7/10
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Subdivision Infinity DX | Nintendo Switch | Review

16/8/2019

 
Subdivision Infinity DX review on Pass the Controller - attack!

The trouble with space is that it's mostly empty. Venturing into the unknown in a tiny spaceship in Subdivision Infinity DX, you feel that sense of scale immediately, as enemy ships, gun turrets and collectables flicker as pixels in the distance - particularly in handheld mode.
James Michael Parry

by James Michael Parry

Twitter @james_parry

​@james_parry

Subdivision Infinity DX
Developer: MistFly Games and Blowfish Studios
Publisher: Crescent Moon Games
Platforms: Steam, Nintendo Switch
Players: 1

While almost certainly what developers MistFly Games and Blowfish Studios were going for, it can make things a little difficult to pick out at first. What you do get though is a space adventure you can jump into with both feet from the word go.

With a pokey little starter ship and some tutorial missions awaiting you, you’re introduced to your avatar - a fairly standard-looking white guy - and have a little text-based chat with AV-2, your friendly(?) robot “guy in the chair” who sends you on your missions and often updates you in the field.

Before long you’ll have started to build your supply of coins, used to upgrade your ship, but sadly the better ships and upgrades are level locked. This makes even the early missions quite challenging without taking the time to replay stages in order to make the most of the upgrades you can purchase early on.

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There are five star systems to explore, each with a few standard missions and a couple of exploration missions which have a very strong emphasis on the exploration, as you might expect, opting not to give you much in the way of direction of objectives. It’s here you’ll do the bulk of your grinding, uncovering hidden crates of supplies and taking down enemies.

​Battles can be a bit frantic, feeling like aerial dogfights as enemy ships whip past and force you to turn around in pursuit. Even your starting lasers lock on once you’re in range, simplifying the often tricky 360-degree targeting system, but enemies seem to have pinpoint accuracy from the word go, meaning you’ll find yourself running for cover (and eventual health regeneration) frequently. Manoeuvrability isn’t a problem, fortunately, with a boost for a bit of added speed and tight controls, once you’ve adjusted the sensitivity to your preference.

Subdivision Infinity DX review on Pass the Controller - exploring space
Subdivision Infinity DX as a whole doesn’t offer a huge amount of variety, and with limited progression and customisation on offer, at least early on, momentum can start to drain fairly quickly. If you absolutely need a space shooter to play on the go, though, Subdivinity offers a taste of the sort of experience you might expect from something like Everspace at a fraction of the cost. What you’ll miss out on is the depth, variety and graphical polish - though it’s a step up from something like Event Horizon or Vostok Inc. - and experience the odd bit of slowdown when things get busy. It all depends what you’re looking for in a space adventure.

Pros

  • Controls are fairly straightforward, once you get used to them
  • Simple presentation lets you jump right in
  • Flying around and dogfighting in outer space

Cons
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  • Graphics and production values don’t really impress
  • Little variety in the formulaic gameplay
  • Often difficult to make things out playing in handheld mode

6/10​
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Heaven's Vault | PS4 | Review

25/4/2019

 
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As my GCSE German teacher would tell you, I’ve never been particularly blessed with languages. How is it then, that Heaven’s Vault has stuck with me from the first play - back at Rezzed in 2018 - right through until now? More importantly, has that initial promise spawned the Oscar Wilde of video games, or, much worse (but definitely funnier), Danny Dyer?

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by Rob Holt
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@acousticmagic

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Developer: Inkle
Publisher: 
Inkle
Platforms: PC, PS4
​Players: 1
Heaven’s Vault casts you in the role of Aliya, an archaeologist with an intriguing past, a love for destroying robots, and a taste for discovery. From the very first moments of the game there’s intrigue aplenty: Aliya’s one-time saviour and now-time mentor tasks you with finding her lost associate, a fellow by the name of Renba. It’s from this simple quest that the game opens up, branches out, and, ultimately, thoroughly entertains.

Now that you know the basic premise, how does the game actually play? Well, you’ll find yourself flitting between third-person adventuring and point-and-clicking, conversing with multiple dialogue options, language deciphering, and... sky sailing on your noble steed. We’ll break them all down individually, of course, but what we can say for sure is this that each element comprising Heaven’s Vault is so well executed, you’ll be hard pressed to pick a favourite.

Point-and-click adventure sections form the backbone of the game, and depending on personal preference (or time constraints) you can indulge in as much, or as little, detective work as you like. We were so taken by the gameworld and story that we spent as much time as possible in each area, gathering every morsel of information available, to not only aid our discovery of what happened to Renba, but to understand as much as we could about the ancient language and characters at the center of the game.

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These sequences are also where you’ll start to see the true beauty of the world which developer Inkle has created. One moment you might find yourself on the Zelda-infused farming moon of Maersi, a location flourishing with lush green grass, endless trickling water, pigs and not-so-friendly citizens. The next you’ll be on a barren, rocky moon, being blown away by sandstorms. Ten minutes later, the bustling, definitely-influenced-by-Marrakech alleys and markets of Elboreth. Then there’s the Garden Palace, a level so thoroughly, stunningly beautiful you can’t help but sit back and just admire it.
Like many games before it, Heaven’s Vault utilises an excellent conversation system that not only affects how people interact with you, but what you learn about the settings, story and lore. We’re sure many would site the Mass Effect series here, but since the Brighton branch of PTC (that’s me) has never played any of them, it feels rather more like the ghost of Shenmue. How will you behave around a particularly aggressive slave master, for example? Will you try and sympathise, or downright scold them for their line of work, thus potentially closing off a line of questioning and information? These choices even change the course of your relationship with robot sidekick Six, who bloody loves a good natter.

Discovery and decoding of an ancient language is one of the main parts of the game that we found so compelling back at Rezzed 2018, so it’s wonderful to see it fully realised in the final product. This is where a thirst for adventure really helps, too: interact with everything you can, as often Aliya will remark about inscriptions or glyphs on certain items, and it’s here where the fun begins. If an inscription is split into four parts, let’s say, you’ll be given a potential selection of words to fill in each of the blanks, based on what you’ve previously tried or discovered. This charming element of trial and error further strengthened our desire to explore.

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What was all that lark about sky sailing, then? Imagine a blend of Panzer Dragoon and The Wind Waker and you’ll have a decent idea of what to expect, as you pilot the good ship Nightingale along vast rivers in the clouds, to destinations new and old, all the while having one eye out for ruins and wreckages to plunder. The tranquil mood, pastel hues and sublime strings and pianos stave off any potential frustration at the amount of time it can take to get between places in the game, but those of you without patience will be happy to hear that a fast travel option is currently being patched in.
Heaven’s Vault never fails to leave you in awe, in a way only a few games really do.
We’re not sure why you’d want to skip over absorbing more of such a resplendent and alluring game, though. From the dark outlines and subtle colours of the exquisite hand-drawn 2D characters, to the fully 3D, lush environments of the Nebula, Heaven’s Vault never fails to leave you in awe, in a way only a few games really do (here’s looking at you, Breath of the Wild). It’s largely these lavish, luxuriant locales that spur you on to visit as much of the world as possible.

​There’s just so much to love about the game, honestly. Sure, it isn’t completely flawless (the lack of music in many of the cutscenes seems odd, especially considering how good the soundtrack is), but the blend of adventuring, sky sailing, story and language are pretty close to perfect. The wealth of choices mean it’s ripe for multiple replays, too, so you’re really getting your money’s worth.
Whether it’s the small touches such as story recaps every time you start a play session, or the big ones listed above, Heaven’s Vault manages to tap into that truly wondrous, almost childlike sense of discovery brought on by experiencing something for the first time. If it sounds like your speed, make sure you don’t miss out on this glorious, glorious experience.

Pros
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  • Absolutely stunning visuals
  • Fantastically blends point-and-click adventure with other genres
  • Deep lore, story and characters
  • Sublime audio all around
  • Encourages you to do it your way, lending the game replay value

Cons
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  • Jarring sections where the gorgeous audio vanishes
  • Lengthy travel times may bore some (though there’s a fix incoming)

9/10
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Spyro Reignited Trilogy | Xbox One | Review

26/11/2018

 
Spyro-Reignited-Trilogy

Hot on the heels of their Crash Bandicoot reboot, Toys For Bob and Activision are back with another slice of 90’s nostalgia in the form of Spyro Reignited Trilogy, an upgraded collection of the first three titles to star the diminutive purple dragon, lovingly restored for a new generation.

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 by Liam
​ Andrews


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​@liam_andrews5

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Developer: Toys For Bob
Publisher: Activision
Platforms: Xbox One, PlayStation 4, PC 
Players: 1

Even if you’re too young to remember these games in their original forms, or just happen to have grown up in a household where Mario was the undisputed king of platformers, a quick search shows just how much of a stellar job the team at Toys For Bob have done bringing Spyro into the modern era.

​Blocky graphics and blurry textures have been polished and smoothed to a standard fit for today's consoles, while more refined animations breath new life into characters, particularly in the first game, where Spyro’s fellow dragons now boast unique personality traits to help set them apart from one another. The only downsides to this are an occasional dropped frame and a sometimes tricky camera (an element you didn’t previously have manual control over), though neither are intrusive enough to spoil the experience.

It’s also worth noting at this point that Reignited doesn’t give you the option of enabling subtitles. While this won’t be a deal breaker for most players, for some they’re a real necessity. Although the trio of games don’t lean heavily on their narratives, it seems odd that such a basic feature would be overlooked, especially considering how many of the first game’s tips are tricks are handed out through short vignettes every time you rescue a dragon. Hopefully it’s something that’ll be remedied in a future patch.

Despite the drastic visual overhaul, there’s much here that’ll feel instantly familiar to veterans of the series, with core gameplay and level designs that remain true to the source material. Map layouts are the same, and Spyro can use his signature jump, glide, charge and flame abilities just as he did in the past.
There are still gems galore to hoover up across the hub worlds and their many colourful offshoots, and old hands and newcomers alike will be glad to hear that the relatively rudimentary gameplay still holds up, even if enemies - particularly bosses - do seem absurdly easy by today’s standards.

​All three games feature a healthy mix of biomes, from sandy deserts and treetop villages to the obligatory water levels, but it’s the sequels, Ripto’s Rage! and Year of the Dragon, that outshine the first thanks to the addition of non-dragon NPCs which imbue worlds with extra character. Year of the Dragon even sees you take control of Sypro’s sidekicks now and then, including a jetpacking penguin with shoulder-mounted rocket launchers, which is just about as fun as it sounds.

Along with bonus levels – including our personal favourites that see you flying through obstacles and taking out enemies within a time limit – these moments help to stop monotony from creeping in as you progress through the collection. There’s also the added challenge of collecting skill points, which are acquired through completing specific tasks on certain levels, be it taking out enemies with particular attacks, reaching a hidden area or taking no damage during a boss fight.
Reuniting with Spyro provided a welcome and nostalgic distraction from modern life.
They add another layer of depth, especially for the completionists out there, but the concept art offered as a reward for their completion is a bit underwhelming. We’d have been much more motivated to hunt down all of the numerous challenges if there was a sweeter bonus up for grabs, like maybe a means to switch between the original and remastered visuals. As it is, the only throwback to the original games’ design is the option to play with the old-school soundtrack (composed by The Police drummer Stewart Copeland) enabled, which doesn’t actually sound all that different from the updated one.

Although the Reignited Trilogy may appear basic compared to many of today’s offerings - you won’t find any branching skill trees or a particularly engaging storyline here - the colourful, cheery nature of the games kept pulling us back in for more. On the whole, reuniting with Spyro provided a welcome and nostalgic distraction from modern life, reminding us of a simpler time when penny sweets and six o'clock double headers of The Simpsons were the norm.

Pros
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  • Simple, satisfying gameplay
  • Beautifully remastered visuals
  • Characters have a lot more personality
  • Switching between the three games is easy

​Cons
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  • Occasional dropped frames
  • Boss fights are underwhelming
  • No comparison tool to showcase the visual leap
  • No subtitles

7/10
0 Comments

11-11: Memories Retold | Xbox One | Review

7/11/2018

 
11-11: Memories Retold - Kurt

Everyone has their own feelings about war. Whether it’s something that feels close to home or distant, it’s undoubtedly an emotional and evocative subject. Coinciding with the centenary of the end of World War 1, 11-11: Memories Retold brings a different perspective to a conflict which changed the world forever.
James Michael Parry

​by James
Michael
​Parry

Twitter - @james_parry

​@james_parry

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Developer: Aardman Digital, DigixArt
Publisher: Bandai Namco
Platforms: Xbox One, PS4, PC
Players​: 1

Gaming’s nuanced insight into war has often been limited to whether the explosions in the latest Battlefield or Call of Duty are more explodey, so to come into a game where the fighting itself is very much in the background is beyond refreshing. 11-11 is a game that changes your pre-programmed gamer mindset, because it isn’t a game in which you ‘win’.

Instead, story is absolutely critical, with publisher Bandai Namco and co-developers Aardman Digital and DigixArt bringing in the writing talents of Iain Sharkey and Stephen Long - famed for their mind-bending, but always thoughtful work on Derren Brown’s specials - to create characters we actually care about.

Kurt (brought to life by Homeland, The Lives of Others and Bridge of Spies actor Sebastian Koch) is a German zeppelin engineer drawn into the war when his son, Max, goes missing. Meanwhile, Harry (voiced by Elijah Wood) is a Canadian photographer who’s only trying to impress his would-be girlfriend Julia when he signs up to be one of the Allies’ official photographers.

Your time is split equally between the two perspectives, letting you get to know more about each character mostly through framed voice overs. While influencing narrative outcomes isn’t a major focus of the game - in fact, events largely happen around you without input - you do make a mark on the story through the pictures you choose to take (which cannily turn up in cutscenes later on) as Harry and what you decide to put in letters home penned by Kurt.
Gameplay is light here, with only the occasional puzzle or slightly wonky stealth section to vary the pacing, but to suddenly thrust you into some sort of shooting gallery would take away the power of what 11-11 is trying to do.

At times you also take charge of a pigeon or cat, which Harry and Kurt have picked up along their journeys respectively. This can offer a few additional gameplay twists and opportunities for unique storytelling moments, but largely they feel fairly token and don’t reach their full potential.​

When you venture out into No Man’s Land as either animal, which you’ll do frequently, there’s a far lesser sense of danger considering both sides deem them to be harmless. Neither army is portrayed as right or wrong, and there’s no glorifying the situation; in fact, the soldiers themselves are more alike than any rhetoric or propaganda from the time would have you believe.

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Undoubtedly the first things that’ll strike you when loading up the game is the astonishing visual style, which makes use of a technique known as ‘painterly’ to have scenes appear as if they’re being redrawn by thousands of brush strokes as you move. There’s a feeling of walking through beautiful impressionist landscapes as you explore, offering up breathtaking scenes amid the undeniable horrors of the war itself.

​In less skilled hands this could have come off as a cheap Photoshop effect, but this collaboration between Aardman Digital (who, contrary to popular belief, work with more than just clay) and DigixArt creates a sublime combination of technical prowess and artistic flair. They’ve crafted a truly unique style which impressively manages to adapt to a variety of locations and climates throughout the game’s course.

11-11: Memories Retold - Harry
While the effect does attract attention, it may prove to be an acquired taste as the industry races towards photorealism. The visual fidelity of the assets themselves, when you look past the effect, is fairly low, which can give a somewhat dated feel at times, particularly to characters in cutscenes.

It’s not too big of an issue, however, when the elements surrounding that mostly nail remaining historically accurate and respectful of true events, whilst balancing that with the sort of nonsense which makes a game a game, like successfully navigating a homemade hot air balloon over No Man’s Land at night, for example.


11-11’s soundtrack also succeeds in feeling appropriate without sounding generic, as composer Olivier Deriviere, responsible for music on titles like Alone in the Dark, Remember Me and Vampyr, uses a choir’s chorus to echo across the battlefield, creating a chilling and sombre mood.​​
The execution is exceptional and the end product is, quite unironically, a very memorable experience.
11-11: Memories Retold - tree
11-11: Memories Retold - poppies
The strongest feeling which shines through as you play though, is pride, as every element of the game is carefully pieced together to create a tribute to those who valiantly fought and sadly lost their lives.

It’s unfortunate that the odd technical mishap occasionally creeps in to spoil the immersion, but compared to a narrative journey from, say, the Telltale stable, 11-11 more than competes with the best in the adventure genre.

If you’re looking for a history lesson, you won’t find it here. While Memories Retold uses the war as its setting, it’s more about the relationship between Harry and Kurt and how it develops over those last two years of conflict. Fortunately, the execution is exceptional and the end product is, quite unironically, a very memorable experience.

Pros

  • Visually unique, to an impressive degree
  • Memorable, often interactive & compelling story
  • Gameplay is suitably simple & accessible

Cons

  • Bugs can quickly break the illusion
  • Animal sections are fairly forgettable
  • May prove too much of an acquired taste for some

9/10
0 Comments

The Council - Episode 4: Burning Bridges | Xbox One | Review

25/9/2018

 
The Council - Episode 4: Burning Bridges Xbox One review - Pass the Controller

Burning Bridges, the penultimate episode in the debut season of The Council, arrives at a tumultuous time for narrative-driven adventure games. Telltale, a company synonymous with popularising the genre and its incremental release format, are in the midst of a heartbreaking majority closure that’ll see many of the studio’s ongoing projects never reach their conclusion. This has, understandably, sewn doubt amongst the community as to whether investing in episodic games ahead of their completion is a good idea. In a case of bad timing, where developer Big Bad Wolf could have lain claim to the mantle with this latest release, it instead fuels the flames with their sloppiest technical work yet.

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by Sam Sant

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@SlamShotSam


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Developer: Big Bad Wolf
Publisher: Focus Home
Interactive

​Platforms: Xbox One,
​PS4, PC

​Players: 1
Picking right back up where things left off in Episode 3, there’s once again the potential to very literally wear the consequence of your actions, should you have reached the suboptimal conclusion. Having undergone a blatant physical change, protagonist Louis should face constant difficult questions, really hammering home your failure, but, whilst he admittedly does on occasion, just as many characters pay the fact no attention. This isn’t out of politeness, instead only serving to make it transparent that they’d have delivered the same lines either way.

These narrative inconsistencies are forgivable to a point, but a worsened technical execution is hard to overlook. Performance across previous episodes already wasn’t great - clunky controls, choppy frame rate, bad animation, missing lip-sync, questionable scripting and delivery - but those not-insignificant issues are now compounded by further errors. The visual model for a sarcophagus was clearly open, yet dialogue referred to it as being closed, even requiring effort points to be spent on “opening” and further interacting with it, while at different stages throughout the episode characters became stuck in T-poses and couldn’t be interacted with as a result. On a personal level, as a completionist, perhaps most annoying of all was the achievement for hitting level 15 failing to unlock.

Still, as a game squarely focused around its story, none of this is reason for a complete write off. Gameplay is simply a means to an end here, and the fact that we pondered what might happen next after stepping away to go about the day is testament to the fact that Burning Bridges succeeds in embedding its narrative hooks. Mostly, at least.

“Aha!” moments start to bring things full circle as we approach the finale, now fully committing to the occult where the the previous episodes gradually began to lean in. Each outlandish revelation injects a hit of adrenaline and the result is a faster, often more engaging pacing without as many filler moments. Unfortunately, this does backfire in one pivotal scene that caps off the second of three chapters. The segment in question had the scope to be intensely raw and emotional, dramatically concluding an arc between Louis and the two characters to which we’re the closest, but instead falls flat due to feeling monumentally rushed. Things could likely have played out very differently, so your mileage may vary, but nonetheless all outcomes should at least feel whole.
Each outlandish revelation injects a hit of adrenaline and the result is a faster, often more engaging pacing without as many filler moments.
A replay to see what might have been may be in order, so it’s a good job that feels justified now more than ever as The Council loosens the buttons on its ruffled collar to have a little more fun. Less po-faced politics doesn’t mean that diplomacy is out of the window, however, rather that it’s now waged on an even grander and more bizarre stage than merely influencing world events.

Previously we’ve said that the series’ micro choices prove more affecting than macro-scale decisions, but here that sentiment is flipped on its head. Many character decisions are arbitrarily black and white - good or bad - and underbaked this time around, whereas choosing how best to govern humanity, through equal moral greys that hold a mirror to modern society, is perplexing.
The Council - Episode 4: Burning Bridges Xbox One review - Pass the Controller
The Council - Episode 4: Burning Bridges Xbox One review - Pass the Controller
Throw in an elaborate new location and a couple of exciting abilities that’ll help to decipher even the most secretive guests, for a cost, and it’s commendable that Big Bad Wolf aren’t afraid to mix things up a bit at this late stage. The team of former Ubisoft developers also settle on a nice middle ground when it comes to puzzle design, having historically either spoon-fed answers or left players a little in the lurch, here uniformly making them taxing whilst allowing for a degree of circumvention through sleuthing or the smart investment of effort points/use of consumables.

​
With an abundance of problems both old and new, Burning Bridges is an undeniably messy experience. If you’re a purely mechanics-focused gamer, there’s absolutely naught but a veiny, enraged brow in store, but, that being said, you probably don’t fall into that camp if you’ve made it this far. Anyone that can forgive the many foibles in favour of being spun an intriguing yarn should still apply; we’re certainly eager to see how things conclude when the finale (fingers crossed) launches later this year.

Pros

  • Finally lets loose & goes a bit bonkers
  • Moves at a fair clip, nixing filler
  • Makes you care about events outside the manor
  • New abilities are rejuvenating
  • Gathers loose ends in preparation to tie them off

Cons

  • Significant scenes can play out with a squib
  • Established relationships fall by the wayside as priorities shift
  • Significant technical issues

6/10
0 Comments

Unforeseen Incidents | Steam | Review

13/9/2018

 
Unforeseen Incidents Steam review - Pass the Controller

From the moment we were greeted by Unforeseen Incidents’ foreboding title screen, filled with flashes of lightning and lashes of shimmering rain, we suspected we were in for a treat. Being solid fans of point-and-click gameplay since first encountering the iconic Monkey Island series, we were looking forward to having our minds playfully tickled by the brand of puzzles that have you jolting awake in the middle of the night having finally deciphered them. If that sounds like a brain-bruising nightmare to you, rest assured that, in this instance, you’ll face grounded problems that are woven into a delightfully engaging narrative.

Picture





by Amy Mallett

Picture

@amy_mallett

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Developer: Backwoods
Entertainment
Publisher: Application
Systems Heidelberg
Platform: PC
Players: 1
As the journey begins, we’re introduced to the dulcet tones of Bobby on Backwood Radio, along with the startling news that a small suburban area called Yelltown has fallen prey to a mysterious epidemic. Zombie enthusiasts pipe down - this virus is closer to, let’s say, ebola, in that it’s a potentially fatal disease that, whilst not turning members of the public into undead degenerates, has an alarming number of similarly grizzly symptoms. Bleeding, coughing, oozing, weeping - it’s nasty business.

From here, players assume the role of a local handyman with a shrouded family history. Whatever tragedies may have affected Harper Pendrell, he seems more than content tinkering with various old electronics and engineering bygone relics such as broken consoles and TVs. The beginning of the game feels a little stunted, with Harper wandering around playing IT consultant to a his childhood friend, a Scottish scientist by the name of Professor MacBride. Things hit their stride when Harper meets a dying woman in the street and unwittingly stumbles into a diabolical conspiracy, the kind where one should really be armed with more than just a multi-tool.

We’ll get our aforementioned and only real major gripe with Unforeseen Incidents out of the way early: the story is brilliant, but the pacing can be totally off. Pure adventure games are all about wandering around solving puzzles, but there are rather drawn-out sections here that feel like they dwell a little too long before allowing us to rekindle our love affair with the story. The concepts themselves can be wonderful, but, whilst on your quest to collect A, so that a character gives you B, before those are combined into C, it’s easy to concede that more could’ve been done to feed your curiosity.
Adventure games are all about wandering around solving puzzles, but there are rather drawn-out sections here that dwell a little too long before allowing us to rekindle our love affair with the story.
It’s a credit to how good the cutscenes, dialogue and storytelling are that we rather selfishly wanted more of them. The soundtrack evokes a soft melancholia, with piano drops and violin swells. The dialogue is self-aware and the voice acting is sharp as a tack; so often does Harper seem to perfectly narrate the player’s thoughts, sarcastically breaking the fourth wall in that cheeky Sam & Max way, or playfully scolding you for suggesting something daft in order to solve a puzzle. The amount of times we caught ourselves smirking at Harper’s reactions to hilariously misguided attempts to make progress is beyond measure.

This makes Unforeseen Incidents’ puzzles both a delight and a frustration rolled into one. It’s a strange ebb and flow, as one minute you’ll be flying high whilst lamenting the wasted years in higher education, as you were clearly born a genius, then, around two minutes later, you’re stumped and rapidly approaching rock bottom whilst being presented with amusing dialogue to keep you sweet. The main offenders here are very mechanically complex puzzles, which may well be fine if you’re practically minded and love your tinkering, but, if you’re anything like me, you’ll just have to call your dad and ask him how to repair a fan belt or whatever.
All in all, Unforeseen Incidents offers a challenging and engaging take on the point-and-click genre that fans of a good mystery - who also have the patience to persist through some of the more difficult puzzles - should definitely download. Give yourself the gift of feeling like you’ve earned a great story, and a pat on the back for being dead clever.

Pros

  • Well-crafted puzzles vary in complexity
  • Your hand isn’t held, making solutions feel earned
  • Engaging story with superb voice acting & a haunting soundtrack
  • Beautiful, hand-painted environments & distinctive visual style

Cons

  • Poorly paced at times
  • Some of the more technical puzzles may be alienating

8/10
0 Comments

Another Sight | Steam | Review

10/9/2018

 
Another Sight | Steam | Review - Pass the Controller

​Is it just us, or does it feel like too much emphasis is put on looks these days? While modern PCs and consoles push resolutions in the millions of pixels, there’s a lot to be said for a game which focuses on achieving a distinct visual style, more than just pure visual firepower. In those rare cases, how a game looks can enhance or even define the experience, bringing up the quality of the product overall, rather than just being something which might be pretty to look at, but is otherwise bland.

Picture

​by James
Michael
​Parry

Picture

@James_Parry

Picture
Developer: Lunar Great
Wall Studios
Publisher: Fish Eagle
Platforms: Steam
Players: 1
One such diamond is the rough is Another Sight, a 2.5D puzzle-platformer which boasts a bold, almost impressionist art style when you play as one of its two protagonists. While not quite blind, as first impressions might suggest, Kit - short for Catherine (but no one calls her that) - is a young girl whose story begins with her lost in the murky bowels of Victorian London. Kit’s vision of the world is reliant on sound, with elements being highlighted by a guiding droplet of water or, more likely, a distant meow from her furry cat companion Hodge.

Visually, Hodge’s perspective offers a standard view of things - though the levels themselves do have an otherworldly element to them - while Kit sees almost complete blackness, save a rainbow-coloured sphere around her, which expands and contracts slightly depending on how much of the environment she can sense.

This can lead to some frustrations during platforming segments of the game, which are admittedly light, as you struggle to encourage Kit to jump from one ledge to another, as she’s only able to jump when she can “see” where she’s going to land. Ironically, the end result of this inaction is more often than not for her to slip down into a bottomless pit - hardly putting her best foot forward.
It’s really the puzzle elements - introduced by the opposing perspectives of Kit and Hodge - and beautiful visuals that’ll draw you in here.
Comparisons to Lewis Carroll's Alice in Wonderland are certainly easy to draw, in terms of setup, but the game is very aware of this and has Kit namecheck and dismiss them fairly early on. The curiouser and curiouser part of it all is that Kit begins to bump into famous historical figures, each having an effect on the landscape that’s relevant to their most notable skill, for example an impressionist painter imposing a screen filter.

The gameplay itself is a little less robust, with most levels just having you backtrack between one contraption and another, but the fact that the two protagonists navigate so differently brings more variety to working through each level’s challenges, which get progressively more elaborate as the game goes on.

Though Another Sight is pretty to look at, technical issues do show through occasionally, with the transition from gameplay to cutscene being a particular stand-out culprit of “dead eye” syndrome. Really, the story could’ve been told without hopping between the two, which makes you wonder why developer Lunar Great Wall Studios made that creative choice.
On the topic of narrative, the story unfolds gradually as you explore a fictional subterranean London. It’s not immediately clear whether Kit is really there, or if a lot of what she’s seeing (or sensing) is actually a dream, but the unravelling of this particular question is central to the overall plot, and its various twists are enough to hold the experience together.

That said, it’s really the puzzle elements - introduced by the opposing perspectives of Kit and Hodge - and beautiful visuals that’ll draw you in here. Perhaps not enough for those in search of any truly unique gameplay experiences that might have been conjured up by this particular odd couple pairing, but, regardless, if you’re after a puzzle game with a bespoke visual twist, you can’t go much wrong.

Pros


  • Delightful visual styles give the everyday world character
  • Kit & Hodge’s different perspectives reinvigorate levels
  • Accessible keyboard controls & added controller support

Cons

  • Switching characters can be a bit choppy at times
  • Easy to get frustrated by Kit’s slow pace, especially when you know the way ahead is safe
  • Puzzles may be a bit basic for some

7/10
0 Comments

Narcosis | Xbox One | Review

30/7/2018

 
Narcosis Xbox One review - Pass the Controller

If the name Narcosis sounds familiar, it’s probably because the game originally launched over a year ago, but, with the debut of a spanking new PS4 port, comes an opportunity for the existing versions to claw back a little spotlight for themselves. Initially taking to digital storefronts like a stone to water, the ripples have now reached our shores, but is Narcosis a horror that should’ve stayed dormant in the deep?

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by Sam Sant

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@SlamShotSam


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Developer: Honor Code
Publisher: Honor Code
Platforms: Xbox One,
PS4, PC
Players: 1
Like most, ourselves included, you probably aren’t crazy about water levels in gaming; they’re typically more frustrating than fun, so a game set entirely under the sea can pose immediate cause for concern. In this instance, continuing the legacy of BioShock and SOMA, heading to the bottom of ol’ big blue instead serves to establish an almost alien atmosphere conducive to terror.

Sci-fi is inherently scary owing to the fact we’re peering into the unknown, usually whilst exploring the supposed final frontier of outer space. You might think there’s nothing ‘supposed’ about it, but, in reality, we haven’t even come close to conquering the oceans that cover a majority of our very own planet. Establishing mystery closer to home makes it far easier (and arguably more exciting) to engage with, as Narcosis’ face-hugging fish, arachnophobia-inducing giant crabs, foreign locations and bizarre plant life replicate their famous fictional counterparts without requiring the same suspension of disbelief.

Even as surrealist elements are introduced to the mix, tying them to the protagonist’s decaying sanity ensures that one foot is kept firmly rooted in reality. After an earthquake scatters them and their crew across the unforgiving ocean floor, you’re simply tasked with helping everyone regroup, though that's easier said than done with dwindling oxygen supplies and caput technologies. As the bleak reality of your situation gradually settles in, matter of fact monologues are startlingly accepting of every actuality, meanwhile hallucinogenic visuals betray the serene narration by illustrating the mindset of a fearful man. This makes for an effective juxtaposition throughout, though things take an even more intriguing turn when you realise these might not be internal musings.
You probably aren’t crazy about water levels in gaming, but, In this instance, heading to the bottom of ol’ big blue serves to establish an almost alien atmosphere conducive to terror.
Developer Honor Code clearly took great care in crafting Narcosis’ world and narrative, though the same can’t quite be said when it comes to the limited gameplay. Labelled a survival horror walking simulator - we’ll let you decide whether affectionately or not - slightly tank-y controls harken back to early examples of the genre whilst conveying the immense weight of the bulky diving suit you occupy. The slow pace and initially unintuitive controls take a little getting used to, as does independently looking down to view the suit’s integrated HUD, but limited-use thrusters do accommodate sparing speed boosts.

They also allow for a spot of light platforming, which is fine, if unremarkable, whilst sides of simple puzzle solving and rudimentary combat are also thrown in to tick the necessary boxes. Fights are rare, thankfully, as you have but one cumbersome slash manoeuvre to execute with a short knife. More often than not, you’ll instead utilise an abundance of flares to distract enemies and allow you to slip by, but not always unseen. You’re predisposed to run when spotted by a deadly predator, though, in Narcosis’ case, your heavy diving suit disallows that response, contributing further tension.
​Your helmet also obscures peripheral vision, adding another unnerving wrinkle, but the apparatus is far too efficient in the one area that could’ve made things outright harrowing. As we mentioned earlier, oxygen levels are limited, so you’ll continually need to accrue the element, while also doing your best to avoid any situations that’ll cause panic, resultantly accelerating your breathing and elevating your intake. It’s a novel conceit, but the game doesn’t fully commit, seemingly scared of imposing too great a challenge, resulting in the mechanic never becoming a major factor.

​
As such, it only really serves to keep you moving, but even that’s largely unnecessary when Narcosis is so linear. A couple of chapters make for notable exceptions, though most areas only open up into brief offshoots housing text-based collectibles serving to flesh out crew members’ characters.

While Narcosis doesn’t boast a great gameplay experience, rather just palatable, it works as a vehicle for interacting with Honor Code’s atmospheric locations and concise story. At around three hours long, it isn’t too much to ask that you stick out the relative lows in order to enjoy the twisting, psychological highs.

Pros

  • Subtle narrative with an effective, but not too outlandish, twist
  • Juxtaposes real vs. surreal whilst striking a convincing balance
  • Short enough to remain sweet
  • Diving suit constitutes a few interesting mechanics
  • Dark, atmospheric underwater locations...

Cons

  • … That beg to be more openly explorable
  • Doesn’t commit to survival horror, with overabundant resources
  • Tank-like controls are a nice homage, though not immediately welcoming
  • Particularly weak combat

7/10
0 Comments
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