Worldless review | PC27/11/2023 One of our favourites from EGX 2022 is finally out and ready to be put through its paces, gather round as we give you the lowdown on Noname Studios’ Worldless. ALRIGHT, WE'LL BITE, WHAT'S ABSORPTION? While defeating enemies is all well and good, the ultimate test in combat is to weaken and then absorb the essence of your foes. While you can get away with just winning encounters, really to gain physical or magical skill points in serious numbers, you’ll need to squeeze them out of your enemies. To do this, you need to hold your own in combat long enough to fill a meter, and then trigger a timed series of button presses to complete the move. The trick is that the weaker the enemy, the more prompts will be revealed. If you try to take a shortcut, you’ll be presented with prompts obscured by question marks and have to try your luck. Fortunately, the presses you do get right do count for the next time around, so you can come back and complete the sequence rather than starting from scratch. It feels somewhat similar to Pokémon’s traditional catching system, but without the random element of unfairness when that Squirtle you thought was in the bag manages to run away. HOW DIFFICULT IS IT? This is always a hard question to answer, as it’s so subjective. That said, the balance between frantic button presses and really working out the optimum timing of counters to protect your shields and give you a fighting chance in harder battles takes a while to get the hang of. There’s the odd boss too, usually larger and testing your skills so far to the limit, as you might expect, but there’s no sense of an uneasy difficulty spike. What is encouraging is that a failure in any face-off doesn’t mean all is lost – you can go again with everything reset, no questions asked. Any battle where you didn’t absorb the enemy also remains on the level for you to revisit later, perhaps when you’ve picked up a few skills. ANYTHING YOU WEREN'T A FAN OF? The map and skill trees, while very much in keeping with the style of the rest of the game, could be a little easier to follow. Otherwise your mileage will vary depending on how much patience you have for roguelike trial and improvement when it comes to the combat, and the platforming side is solid without really breaking the mould or really making you sit up out of your chair. FINAL THOUGHTS?
Worldless is a beautiful, challenging journey which has some very clever design layered on top of a solid, fun game. Depending on your mood, you might find slogging away for long sessions a bit of a grind, but the satisfaction when you get the hang of an enemy and steal their power is huge. Definitely not one to discount as “just another indie game”. 9/10 Many of us, especially around here, have had a fairly long history with LEGO games, and an even longer history with Star Wars, so you could say expectations were high for LEGO Star Wars: The Skywalker Saga.
Characters each have different abilities, depending on their type, and the variety brings in the sort of range of gameplay we've seen across countless LEGO games all in one. It can prove frustrating at times to keep straight exactly what tool is needed to deal with each different coloured glow, but once you've got the hang of it (or refreshed your memory), you settle into the experience quite easily. The puzzles themselves aren't massively challenging, though you aren't always given a huge amount of direction, a lot of the challenge is piecing visual cues together to work out the way to go. Combat isn't too tough either, especially if you've got one of the many lightsaber-weilding characters along for the ride, as between the sabers themselves and force powers, your characters will make quick work of most enemies. If you do find you need a bit of extra oomph though, there is a rudimentary upgrade system, which lets you level up running speed or build time for LEGO, though most won't be necessary unless you're gunning for 100% completion. there's always something new to discover whenever you are wandering around hub worlds, inevitably smashing everything in sight... Speaking of, there is an awful lot of "stuff" in this game. Collectables are nothing new of course, but here the total number of Kyber Bricks alone numbers at over 1,000, on top of multiple part minikits per level, hidden costumes, characters and ships as well as cheat codes to unlock huge stud multipliers. It's dizzying at times, though it means there's always something new to discover whenever you are wandering around hub worlds, inevitably smashing everything in sight. The experience is always endearing and wholesome, with even the darker moments of the story poked fun at or even played for laughs. Between gameplay sections you'll see cutscenes – so far, so normal. However with so much story to get through, these sequences can feel very rushed, with entire plot points or conversations truncating minutes into mere seconds. If this is your first introduction to the story then you'd more than likely struggle, which might be the case for some younger fans. For most though, it's a well-known story, meaning it doesn't pose too much of a narrative stumbling block, it just means at times you can feel a bit of cutscene whiplash. The voice acting is, for the most part, on point. Qui-Gon Jin has a bit of a Sean Connery twang, but some of the actors doing impressions of the original performers do a great job – particularly Rey. Others go in a different direction, which also works, as we've seen in the Holiday Christmas Special, from which many of the performers reprise these roles. Finally you have Anthony Daniels and a handful of other originals, so in all it feels like a really mixed bag. John William's iconic score is included in its full majesty, and the sound design is, as usual, pulled straight out of the film universe, as are all of the location and character designs – many of which boast an impressive amount of scale, which is especially apparent when you're just bumbling about, exploring. Space is less of a compelling setting, with many space sections already well-trodden more effectively in everything from the recent Squadrons all the way back to the original Rogue Squadron series. It all has the feeling of filler rather than having a real significant point to it. LEGO Star Wars: The Skywalker Saga feels very comprehensive, and with it being the team's umpteenth trip to a galaxy far, far away – though the first in a few years – you'd certainly hope so, but perhaps this should be the swansong for the entire franchise in a way. (Besides further Mandalorian expansions anyway.)
The experience is fun and quite therapeutic, with tons of options of things to do and explore. What's more, the game offers a rare opportunity at some very engaging and varied splitscreen play, which is a huge thumbs up. For those already itching to jump back into the LEGO Star Wars world, this is a no-brainer, but equally, despite its drawbacks, it's a great introduction into the genre and the galaxy overall. Pros
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9/10 Elden Ring review | PS514/3/2022 OK, let’s get the obvious out of the way – yes, Elden Ring is tough. This will be little surprise for anyone who knows developer FromSoftware’s track history, but it was important to give it a little more time than our usual reviews to really scratch the surface of this colossal experience, so here goes… As you gain levels, the number of runes needed to gain the next increases, so at times you’ll find yourself wanting to farm runes to gain levels before taking on a particular area or boss. One area I stumbled upon (though I since read is a well-known farming spot) is a hilltop in Stormhill near the Warmaster’s shack, which has five trolls just hanging out. Each gives you 1,000 runes, and one in particular is more chilled out than the others, making it an easier target. Throughout my time with the game I explored this area many times (and if you try yourself beware doing so at night, as the Deathbird boss lurks nearby), and every single time the experience has gone differently. What’s frustrating is that the method and timing might be exactly the same, but because the enemy AI is clever enough to not be entirely predictable, you never feel like you have a particular handle on the situation, and after one early attempt where I killed 3 or 4 trolls in a row I foolishly went in with a new-found sense of confidence, only to be cut down before defeating even one. Every experience of Elden Ring will be different. There are a lot of different options and approaches you can take – some which might be considered easier...but all are valid. This is the sort of thing which means Elden Ring “isn’t for everyone”. Not because not everyone can “git gud” or because they aren’t capable, but because different people want different things from their gaming experiences, and here the rewarding feeling is earned by a lot of time, hours and determination to keep going back after being killed by Margit, the game’s first mandatory boss, depending on which way you go. Bosses are a huge part (often literally) of this genre of game, and Elden Ring is no exception. One of the symptoms of an open world is that many of these battles are optional, or at least feel avoidable, since they can be tackled in different orders. The tougher bosses have NPC summoning signs which you can use to bring a bit of coop support into battle, and the arcane skills known as Ashes of War can also include allies like wolves, a sorcerer or even jellyfish. You can also team up with other players, the mechanics of which probably could be explained better, but, at this point, what did we expect? The important thing is, the option is there for those who want it, and if you’d rather play offline without any helpful (or deceptive) player messages littering the landscape, you can do that too. Every experience of Elden Ring will be different. With so many classes, builds, weapons and paths to choose, there’s no right way to work through the game’s map, and there are a lot of different options and approaches you can take – some which might be considered easier than others, but all are valid. Visually, the game doesn’t give as striking an impression as the Demon’s Souls remake on PS5, though there are plenty of beautifully crafted vistas and memorable locations, just something about this game’s visual style doesn’t have the same contrast and impact. There is a lot of colour however, with the rich greens, reds and golds of the landscape and sky feeling like a breath of fresh air compared to the greys and browns you might typically see in a FromSoftware production. There are some technical rough edges as well, with a fair amount of noticeable pop-in textures for things like grass. While it doesn’t tend to affect gameplay, it does emphasise the amount of detail that’s packed into the world. Exploration on the other hand is a huge strength. Since sometimes you can run into a tough enemy and feel like you need a change, or to gain a few levels before heading back, having the option of picking any other compass direction and knowing there will be a completely different experience to discover is hugely exciting.
The score and audio design gains some big points as well, with the chilling, understated music swelling to raise the drama of an encounter, and you quickly getting to know sounds that come from touching a Site of Grace or summoning your trusty spectral steed Torrent. In all, the journey across The Lands Between has been far more enlightening than I expected, with Elden Ring proving to be more forgiving, rewarding and yet more punishing than any game I’ve ever played. Whether it’s an experience for you or not, you might have already made up your mind, but if you’re hesitant, I would say it’s definitely worth the benefit of the doubt. FromSoft have crafted an experience that's well worth a go. Pros
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9/10 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... 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. 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. 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. 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.
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8/10 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.
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. 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
Cons
9/10 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.
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. 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
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7/10 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. 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.
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6/10 Heaven's Vault | PS4 | Review25/4/2019 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? 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. 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.
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9/10 Spyro Reignited Trilogy | Xbox One | Review26/11/2018 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. 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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7/10 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. 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. 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. 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. 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
Cons
9/10 |
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