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Gotham Knights review | PlayStation 5

24/10/2022

 
Batgirl in yellow and purple stands next to a clock tower

Let’s get this out of the way first. It’s difficult to avoid comparisons to Batman Arkham games at the best of times in a third-person superhero game, let alone one that not only features but starts its story with Batman, so how does it hold up?
James Michael Parry
by James Michael Parry

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@james_parry

Gotham Knights box art with four heroes walking towards the camera
Developer: WB Games Montréal
Publisher: Warner Brothers. Interactive Entertainment
Platforms: PS5, Xbox Series X|S, PC
Players: 1-2


The introduction is extremely compelling, painting the picture of a Gotham that’s had Batman around for a long time, but now with Jim Gordon gone, he finds himself short on allies, as he faces a final confrontation with Ra’s Al Ghul, head of the League of Shadows.

Ultimately, as we’re shown in the trailer, both Batman and Bruce Wayne fall and it’s up to the Bat Family to pick up the pieces: Batgirl, Robin, Nightwing and Red Hood – your player characters.

Each of them have different weapons and skills at their disposal, though they play in a similar way, and you’ll hear the other characters piping up from time to time with playful remarks or vaguely useful intel as they all support one another.

Gotham City as a location has a more metropolitan feel than the sprawling presentations depicted in the latter Arkham titles, and the shadow of the series in general doesn’t give Gotham Knights room to find its own identity. The city is separated into a series of districts, but rather than have a bustling map of things to go and explore from the off, filling the map is extremely dependent on interrogating gang members.

​​This is where the AR scanning feature comes in, which we found to be a little hit-and-miss. Holding the button down to scan while scoping out an area is a little more imprecise than it could be, and the information doesn’t stay on screen for long enough for you to keep track of where you’re going or who you’re targeting in most cases.
Gotham cityscape
There are random events going on in the world, like armoured car heists or citizens being mugged, but rather than keeping track of them in your phone like you do in the Insomniac Spider-Man games, you’re instead forced to throw up the full map from the bat computer each time, breaking the immersion.

​There is a quick reference list you can use to check what investigations are ongoing, but the game seems to put a lot of onus on you finding these things, particularly individual hero challenges, for yourself, with the option to add a waypoint feeling like a bit of an afterthought, and you can only do one at a time.
...it feels like, on occasion, just running around aimlessly in the city, interrogating people almost at random is the only course of action...
Following up leads and studying the evidence board feels well thought-out in the introduction, but once you are into proper missions it isn’t clear which pieces of evidence are active and actionable and which are just there to remind you of important details from earlier missions.

While we would have found just being handed a series of simple steps too elementary to feel like a true detective, here it just doesn’t feel like it comes together, and it feels like, on occasion, just running around aimlessly in the city, interrogating people almost at random is the only course of action. If we were given general areas to explore for clues and more detail, it may have felt more natural – or perhaps we were and it just all hasn’t come across clearly enough.
The Penguin in a large chair
Travelling around Gotham falls to the Batcycle, since traversal abilities for each character are unlocked, rather than available from the beginning like Batman’s glide, which really limits how easily you can get through the city across rooftops. Unfortunately the Batcycle itself isn’t great for traversing buildings in a single bound, so you’ll have to stick to the streets.

Spawning the Batcycle is fairly instantaneous, providing you’re near what the game considers a main road, and then you’re off fairly quickly. There’s navigation to guide you to your waypoint, but sometimes when you call the bike in it seems to deliberately face the opposite way from where you need to go.

You can’t really use the bike in combat either, even though flattening a load of thugs would be very entertaining, and the actual handling feels quite floaty, even compared to something arcadey like Grand Theft Auto V, which makes it feel like you aren't really in control.
Nightwing holding a baton
The characters are well-written though, with each of the fab four managing to feel distinct, and there are moments where the narrative hits home. For us, Barbara Gordon’s Batgirl felt like the most compelling character, but it’s clear that balancing all four when you are probably only spending time with one or two is a challenge. Of course, tackling the game in co-op gives the opportunity for a little more camaraderie.

The supporting cast, unsurprisingly, calls on Batman’s extensive rogues gallery, with both Harley Quinn and The Penguin getting face time early on, and even though this is a different universe to the playground of Mark Hamill’s Joker, it’s hard not to feel that sort of charisma missing.

There’s a lot to like about this latest foray into Gotham, but many of the positives feel like just a riff on Rocksteady’s earlier efforts – now over 10 years old – rather than a step forward into something new and exciting with these characters.
Mr Freeze in a mech suit
If messing around in a beautiful open world and knocking around a few hooligans is the vibe you’re looking for, then this could be right up your dimly lit street. Each of the character does have different weapons to try out, and elements of their backstory to explore, and with some patience, you’ll start to fill out the map and feel like there’s reasons to dive into the various dark places Gotham has to offer.

Pros
  • Gotham is back and shinier than ever
  • Characters feel fleshed out and add weight to the story
  • See a new take on familiar villains and locations

Cons
  • Combat and gameplay feels a little stiff in places
  • The game struggles to stand out and establish its identity
  • The Batbike and traversal in general feel underdeveloped

7/10​
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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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Elden Ring review | PS5

14/3/2022

 
My original Elden Ring character, an Astrologer, beneath the Erdtree

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…
James Michael Parry
by James Michael Parry

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@james_parry

Elden Ring box art
Developer: From Software
Publisher: Bandai Namco
Platforms: PS5, PS4, Xbox Series X|S, Xbox One, PC
Players: 1+

Coming into this game as a relative newcomer, having had some substantial time with Dark Souls II but never really “getting” it, I was fully prepared for a damn good thrashing, but in the end Elden Ring challenged me in ways I didn’t expect.

The basics? You are a Tarnished, exploring a fantasy world known as The Lands Between. Unlike previous SoulsBorne games, the map is open world, which is probably one of the game’s biggest stand-outs.

You can choose between 10 classes, each of which has differing RPG stats like strength, dexterity and intelligence, and specific starting weapons and armour. After gaining a few levels, done by spending the runes you get from defeating enemies at Sites of Grace, you can customise your build extensively, meaning the lines between classes are fairly thin.

​There’s also magic to contend with, as classes like Astrologer, Confessor and Prophet, which add a different element to the hack-and-slash play style veterans might be used to.

Getting into combat, classes and how the game works is only really explained to an extent. The on-the-nose-titled Cave of Knowledge serves as a tutorial area, which you could actually miss if you rushed through the opening area, which tends to do more to explain traditional combat than magic or arcane-based approaches.

Mastering mechanics like guard counters, parrys, backstabs and visceral strikes is crucial, and the difficulty of encounters varies wildly depending on how well you can execute these moves.

However, my combat experience overall didn’t follow the path of improvement I expected from dying over and over again. Let me explain.​​
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.​
Big scary Elden Ring enemies
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.​
Torrent the horse leaping in Elden Ring
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
  • An open world which redefines what an open world can deliver
  • Tried and tested hack-and-slash with tons of options and approaches
  • A careful balance between challenge and rewarding gameplay

Cons
  • Visuals lack punch at times and pop-in is fairly common, even on PS5
  • Difficulty spikes can be just too unforgiving and encounters inconsistently taxing
  • While the lore of the world is rich, the story takes a backseat a little too much, despite input from George RR Martin

9/10
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Forza Horizon 5 review | Xbox Series S

5/11/2021

 
A Maclaren AMG races against a plane

Go! No “3,2,1”, no “On your marks, get set”, Forza Horizon 5 (and the series in general) wastes no time in getting you right into the action. In fact your first act in the game is to leap out of a plane in a series of cars and dive straight onto the beautiful open roads of Mexico.
James Michael Parry

​by James Michael Parry

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​@james_parry

Forza Horizon 5 box art
Developer: Playground Games
Publisher: Xbox Game Studios
Platforms: Xbox Series X|S, PC, Xbox One
Players: 1-72

The visual spectacle of those opening minutes feels hard to top. Each of the five cars in the opening sequence, some on-road, some off-road, is designed to show the different types of events and experiences, from straightforward road races to tricky desert trails to near impassable dust storms.

While the weather system was the headline feature for Forza Horizon 4, here it feels perfected, fully bedded-in to the extent where a change in weather can take you by surprise, or collide with you, forcing you to make a detour.

In your first hour, particularly if you’re a newcomer to the series, it would be easy to feel overwhelmed. The sheer amount of options, cars and terminology going on quickly gives you a sense of the scale of this adventure, and the entire map is unlocked from the beginning, so you could, if you wanted, do a grand tour straight away.

Fortunately, developers Playground Games know what they are doing after five installments in the franchise, and only reveal what things are as you run into them on the map. This creates a sense of discovery similar to [Burnout Paradise Remastered], where you’ll come off the path you’re on only to find something hiding just over the next hill.

For completionists, there’s a treasure map available for a one-off microtransaction, but the developers have already said this game has more flexibility with collectables than any of their previous titles, so we could see all sorts of billboards, props and obstructions being added during the live service-inspired seasons of play, with season one beginning at launch.​
Four green Jeeps explore the forest
​One area which has a tremendous level of depth is the cars themselves. Adjusting tyre pressure and swapping out parts to tune your cars for whatever event you're about to take on is encouraged, and is something you can rely on the collective knowledge of die-hard fans if you’re unsure, thanks to a search option which lets you check out setups which have been shared.

If you’re feeling like online is a recurring theme, you’re not wrong. The narrative conceit for the game in the first place is a festival (or fiesta) in celebration of cars which wouldn’t be too out of place in an early Fast and Furious film. Horizon Festival is all about bringing people together, and the team has made sure they carry this spirit into every aspect of how the game is put together.

Not only will you see other players mooching around the map as you explore, but you’ll be pitted against other players’ Drivatars, digital echoes of their racing style, in races and events. While not a new idea, in fact the series has brought them in from the main Forza Motorsport series since its second outing, the compiling of player driving data makes for far more unpredictable and interesting AI opponents.
A Pegeot 207 faces on a dirt track at the Horizon Festival
Hooking up with players in real-time is where things get even more fun though, as there are four main modes – Open Racing, Open Drifting, Playground Games, and The Eliminator – with tons of different types of events between them.

Open Racing is as straightforward as things get, challenging you to road, dirt, cross country and street races. Open drifting, as the name would suggest, is all about the drift, so you’ll be sticking to roads and trying to nail those corners, while Playground games include flag rush, king and survival. The Eliminator returns from FH4 as the Forza Horizon take on Battle Royale, pitting up to 72 players against each other into head-to-head races within a gradually shrinking area of the map.​
The driving in Forza Horizon 5 is some of the most beautiful escapism you can experience.
On top of that there’s Horizon Arcade, which is more of a collection of minigames which you take on together as a group. Perhaps you’ll need to maintain a certain speed within an area of the map to score, or drift for as long as possible around a certain bend. These challenges, admittedly, do tend to be “drive around a specific area”, but to dismiss them as only that is reductive, as you can easily find some fun and memorable moments as a group.

Individually, your in-game persona will be the one interacting with the NPCs as you drive around. You can customise your character with different looks and physical appearance to an extent, including a wide variety of prosthetic limbs, but the general build and vibe of the different characters still feels a little flat. The game does call you by your real name, if you have it shared in your Xbox or PSN profile, as it has in previous games.
A Ford hot hatchback goes off-road with a helicopter and other cars
As you drive around, discover roads, smash billboards and complete other challenges, you’ll unlock accolades which let you progress through the game and unlock more events. You’ll also be given wheelspins, a free lootbox mechanic earned by completing in-game challenges, to unlock more cars, clothing for your in-game avatar and all sorts of other goodies.

While races are all well and good, you might find the expeditions a welcome change of pace. These involve exploring a specific area, which might, for example, have a tropical storm going on, and take pictures or find jumps to establish it as a new area for the Horizon Festival and unlock new events in that part of the map.

Since we were playing ahead of release, there were a few bugs here and there, but far less than we’ve seen in other pre-release titles. One technical issue we hope is sorted out is how the game handles the Series S’s Quick Resume feature. With online games this can often be very hit-and-miss in general, so perhaps it’s to be expected, but we didn’t manage to jump back into the game easily, whether we played on or offline.

The driving in Forza Horizon 5 is some of the most beautiful escapism you can experience. The cars themselves are as realistic as any buttoned up racing sim you could mention and the vast vistas and rolling hills are a joy to tear along, sending cacti, road signs and other debris flying.
A Ford dune buggy looks out over the sands
Handling varies considerably between vehicles, meaning it can take a while to find a vehicle, or handful, depending on the road surface, which works for you. Once you’ve found the groove though, it’s totally up to you how you explore the expansive, marker-filled map. The towns, landscapes and even historical ruins you’ll find are all recreated with the care and attention of a team that has taken the time to make a game that feels like exactly what they wanted to make, with no compromise.

Game Pass, and a very comprehensive set of accessibility options, lowers the barrier of entry for this Forza Horizon more than ever, so, whether you’re new to the series, or just eager for another adventure, Playground Games has given you a sandbox with everything you need.

Pros
  • Stunning visuals are pushed up a notch by the dynamic weather’s sun, sand and rain effects
  • Intuitive, customizable controls with a huge amount of depth for real petrol heads
  • Variety everywhere you look with hundreds of miles of road, mud and dirt to explore

Cons
  • Sheer amount of options and car tuning depth can prove overwhelming at first
  • The chirpy DJs and voiceovers can grate a little, but you can always turn them off
  • Quick Resume doesn’t seem to be along for the ride just yet

10/10​
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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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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.

​
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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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

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@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
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Pillars of Eternity II: Deadfire – Ultimate Edition Review | Xbox One

28/1/2020

 
Pillars of Eternity II: Deadfire – Ultimate Edition | Review | Xbox One - Pass the Controller

Pillars of Eternity II: Deadfire reached its crowd-funding goal within one day of the campaign's opening. Two years after a successful PC release, Pillars of Eternity II - Ultimate Edition has now landed on consoles, including three significant DLC expansions and a host of smaller additions.

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by Chris Brand
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@SuperCrisco

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Developer: Obsidian
Entertainment

Publisher: Versus Evil
Platforms: Xbox One,
​PS4, PC 

Players: 1
You start (or continue, having played the original) your journey as a formless entity confined to a veil between life and death. Known as the In-Between, this area is crammed with forlorn ghosts of your past that echo all around. One of the Gods has gone rogue and the rest aren't thrilled about it; as a Watcher (someone that can communicate with the deceased) you have unique talents and are granted a second chance at life, provided that you play ball.

Deadfire’s intro recounts events from the first Pillars of Eternity game, but, crucially, leaves out many of the finer points. It's here you'll either import an existing character, decide your backstory from a handful of presets, or choose to delve a bit deeper. When opting for the latter there's little context to accompany each decision shaping your past, though it's clear which are benevolent and which are less so, allowing you to easily mould the protagonist’s reputation as you see fit.

Unlike fellow Obsidian RPG, The Outer Worlds, Pillars of Eternity featured a class-based character system and its sequel permits multi-classing. Whilst this can be used to compensate for any weaknesses in your preferred choice of class – pairing a ranged wizard with a melee fighter, for example – it's not recommended for beginners, as stronger abilities will take longer to acquire and the most powerful skills will be locked out completely.

It's a rather slow burn at first, due to the plethora of game settings which can be tweaked and toggled to personalise your experience - and that’s before taking the general complexity of Deadfire’s combat system into account. Having a universe of lore to catch up on also delayed our progress through the opening hours considerably, if, admittedly, self-electively. PoE II contains an exhaustive codex bursting with information on people, places, stats and language that can be summoned with a click of the left stick whenever a highlighted word or icon appears.

World building is Obsidian's forte, after all.
Pillars of Eternity is tied together with gorgeous visuals evocative of classic D&D, an emotive soundtrack that bounces between melancholy melodies and jovial jingles, and NPC dialogue which is fully voiced thanks to a partnership with Critical Role.

PoE II’s story can unfold in numerous ways depending on your decisions, with characters divulging more information if you pursue the right line of questioning or pass skill checks. Scripted Interactions (small text-based segments) play out similarly, awarding loot or opening up shortcuts to those who possess a high enough level in one or more relevant skills.

A new combat scheme was introduced to PC post-launch and is present on consoles from day one, offering players the option to either engage in standard real-time-with-pause encounters or alternate turn-based battles. The latter is much slower in pace, making gameplay more akin to something like Mutant Year Zero or Mario + Rabbids: Kingdom Battle. 

Pathing is an issue in smaller maps, however, which can make turn-based mode a chore. When faced with a choke point, characters may decide to take the long way around, attempting to circumnavigate the globe and attack enemies from behind, in the process wasting multiple turns and leaving the party exposed. This persistent niggle, along with the excruciatingly slow pace, caused us to abandon our first playthrough after around 20 hours and start again using real-time-with-pause. No, you can’t switch mid-playthrough.

This actually proved to be a blessing in disguise; literally, as each achievement earned will award a specific number of Blessings to be used for a head start in subsequent playthroughs. By leveraging windfalls like cash and increased stats, we managed to catch back up fairly quickly and the combat experience was a lot smoother.
You'll gain access to a ship fairly early on, which not only provides the means to travel throughout the eponymous Deadfire Archipelago, but also allows for ship-to-ship combat. Multiple vessels are available to purchase, each with differing stats, and can be upgraded to provide you with extra firepower, stronger sails and a more durable hull. Every victory on the high seas awards experience to you and your crew, increasing your captain level and your crew's abilities. It's a fun little addition that’s easy to get to grips with, though it can be bypassed entirely by boarding enemy ships and engaging in traditional combat instead.

Not everything is quite so plain sailing, though. Every now and then an exit would bug out, forcing us to reload a previous save. In addition to this, ability names aren't shown outside of the skill trees and you'll spend the majority of your time in a party of five. That accounts for a lot of available abilities at any one time and, as such, necessitates a particularly good memory unless you want to fall back on guesswork.

Issues aside, Pillars of Eternity II: Deadfire has a rich story with branching narratives, an incredibly in-depth party AI system and endless replayability thanks to its Blessings and multi-class mechanics. It’s a game that any self-respecting RPG fan will enjoy, regardless of whether or not they’re familiar with the original.

Pros

  • A wide range of available classes and builds
  • Exciting and tactical combat
  • Story digs its claws in and urges you on

Cons

  • Turn-based mode adds nothing but frustration
  • Ability names should be visible in combat
  • … Seriously, avoid turn-based mode

8/10
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Terminator: Resistance | Review | Xbox One

21/11/2019

 
Terminator: Resistance | Review | Xbox One - Pass the Controller

Arnold Schwarzenegger recently returned to the big screen in Terminator: Dark Fate, showing audiences a softer side to the relentless Cyberdyne Systems Model 101. That nostalgic entry is perhaps the best film in the long-standing action franchise since T2: Judgement Day, and similarly, Terminator: Resistance puts the series’ video game output on sturdier ground than most previous efforts. That being said, getting pegged as the best pick of a bad bunch isn’t necessarily worth much.

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by Sam Sant

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@SlamShotSam


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Developer: Teyon
Publisher: Reef
Entertainment
​
Platforms: PS4, Xbox
One, PC
Players: 1
Resistance is a first-person shooter in which shooting is a weak link. Conventional weapons dribble out limp audio feedback and lack almost any recoil, making for gunplay that immediately lacks punch. Robotic enemies stand stock still and whiff their shots from point blank range, letting you hit their weak spots for maximum damage without reacting. When you later “graduate” to more powerful plasma guns, despite boasting a promotion in stopping power, the firearms manage to feel even more akin to children’s toys.

To be fair, it’s still a marked improvement over the last action movie adaptation that developer Teyon and publisher Reef Entertainment produced in collaboration. Rambo: The Video Game was a bizarre on-rails effort that launched during the last console generation, earning a mauling that’s at least unbefitting of this inoffensively mediocre Terminator outing. 

The game’s set in the midst of the apocalyptic “Future War” scenario which audiences caught fleeting glimpses of in the original films. A pair of optional tie-in comics do a good job of telling the prequel story that leads up to players adopting the role of a resistance fighter in-game, but unfortunately, the war against Skynet begins to fall apart as Resistance proper takes the reigns.

Anybody familiar with the source material already knows that humanity prevails, so any drama would be derived from whether on not the largely original Terminator: Resistance cast makes it out alive. Most central characters are civilians that protagonist Jacob Rivers saves at the beginning of the game, who you might then opt to get to know a bit better by engaging them in binary dialogues. Scripting and the accompanying voiceovers are equally unenthusiastic, however, making it hard to care.

Many of these lite companions dole out side quests that are a highlight if only for breaking up all the drab shooting. Plenty of levels are wide open and engaging to explore, despite the sluggish movement controls and floaty jumping mechanics that you’ll use to navigate. It’s possible to pick locks and hack your way into hidden areas housing additional lore snippets, ammo, crafting components and valuables for trading. None of the latter elements are particularly vital, with enemies being so brain dead, but looting is nonetheless good fun for the pack rats among us.
Resistance is a first-person shooter in which shooting is a weak link.
Unfortunately, a lot of good will towards the level design evaporates when you begin to notice frequently recycled assets and even complete area retreads. In these instances you can switch vision modes in order to see through walls and very easily sneak past enemies, though in the process you’ll be sacrificing experience and the associated skill points required to upgrade abilities from three basic skill trees.

Visually, it’s about passable – outside of the distracting lip sync and facial animations that further detract from wooden conversations. Aurally the game fares even worse, with an odd bootleg of the iconic main theme being the best element for its inherent novelty value.

If you’re a Terminator fan that can embrace mediocrity with open arms - you’ve had plenty of practice, after all - spending a tenner when the price drops and around six hours of your time completing Resistance isn’t the worst idea. For everyone else, occasional flashes of a good game are likely to cause frustration as you wade through its variety of just passable game mechanics.

Pros

  • Some wide open levels make for engaging exploration
  • Choose to engage in firefights or stealth your way through
  • Optional side quests and character interactions

Cons

  • Reuses locations, at times axing the game’s strongest feature
  • Lacklustre gunplay
  • Neither sign nor sound of Arnie

5/10
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The Outer Worlds | Review | Xbox One

3/11/2019

 
The Outer Worlds | Review | Xbox One - Pass the Controller

If you've heard anything about The Outer Worlds it was likely in the same breath as some other properties, such as The Elder Scrolls: Oblivion, Fallout: New Vegas, Star Wars: Knights of the Old Republic and even titles without a colon in their name like Mass Effect or Bioshock. Those games appear to have influenced the developers (Obsidian themselves having worked on some of them) but it would be disingenuous to claim there's nothing to set this new IP apart from the precursors that were instrumental in its construction.

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by Chris
Brand

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@SuperCrisco

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Developer: Obsidian
Entertainment

Publisher:
Private
Division

Platforms:
Xbox One, PlayStation 4, PC, Switch (2020)
​
Players: 1
It all starts in the Halcyon Colony, a far off star system in which corporations are the de facto government. Indentured workers are commonplace and The Board, composed of many corporate entities, respects nothing but profit. Once you're pulled out of stasis by Phineas Welles, a relatively sane scientist, you are given the task of helping the rest of the unfortunates on your ship who are still blissfully frozen, sticking it to The Man as you go (or not, should you elect to walk a different path).

The character creation process is much as one would expect, going into this with the aforementioned Bethesda RPGs in mind. The all-important attributes will lay the foundations for your playstyle, whether it's more Sam Fisher, Noam Chomsky, Rambo or an all-round "Sam Chombo" build. It's a rather streamlined, efficient, procedure without sacrificing build diversity nor the complexities that an open world RPG typically offers.

At this point, the game provides few options when it comes to allocating skill points, which may be discouraging, but this is completely mitigated by awarding you with a whopping 10 pips for each level gained. This method is further enhanced due to skills being contained within groups of 2 or 3, which allows you to buff multiple skills by adding a single point into their parent category (until a skill hits level 50, then it's business as usual).

Stepping out into the game's first open world area, we were taken aback by the use of colour. Vibrant hues are abundant among the flora and fauna that are native to the handful of celestial bodies you'll be required to explore, each with their own, slightly differing, ecosystems. Even in subterranean caves where earthy browns and muted greys are the norm, there's swathes of neon from glowing fungus and the occasional anti-personnel mines, which seem to have been purposefully placed but, as tourists to this particular patch of space, we can't be sure aren't naturally occurring.
As is the fashion, quests can be completed in a number of ways. If you aren't built for stealth or wish to avoid stealing, a silver tongue may grant access to restricted areas or there's the standard RPG trope of a quid pro quo arrangement. Failing that, most folks won't argue with a flamethrower. At least, not for very long.

Many of the faces you'll meet are exaggerated caricatures, some endlessly parroting the company slogan through fear of punishment, others holding a genuine belief in the propaganda. Whilst this could wear thin, it's well-written satire that’s wonderfully performed by the voice actors, and serves to illuminate the "real" characters that have a more prominent role. Parvati, a companion you'll encounter early on (and one of our favourites), is a pleasure to travel with, not only for her combat and passive abilities, but her wholesome, innocent charm.

Your party will often run into trouble, even if it's a conscious decision made only to test out the whacky Science Weapons hidden around Halcyon. Fights are fast and frantic with smooth gunplay, which will feel familiar to anyone who's played a recent Fallout or Borderlands, but they're over a little too quickly on the easier difficulties. On hard mode and, presumably, Supernova (where food, water and sleep become necessary) a bit of forethought is required.
Tactical Time Dilation is a more skill-based V.A.T.S which slows the action to a crawl, allowing you a few free shots to damage and debuff the biggest threats, while each companion has a special ability to both damage and stun foes. Utilising these abilities will give you an edge, though it's important to regularly update your loadout and use the correct damage types. Consumables can be mixed in with your standard health packs, giving short-lived bonuses to stats. So ubiquitous are these items, that we found ourselves using them before, during and after engagements, yet still our pockets were overflowing.

An, albeit minor, sticking point is the game’s Flaws mechanic. After taking enough of a certain type of damage, say, from a specific enemy or too much head trauma, you'll be prompted to accept or decline a Flaw, a permanent condition that negatively impacts your stats in exchange for an extra Perk. Up to four Flaws can be accrued on Normal Mode, while higher difficulties feature more. It's a great idea for those fully committed to the role-playing aspect, whereby too many encounters with a certain type of foe could trigger ‘anxiety’ (read: debuffs) when near that enemy, but the hit to your stats rarely seems like a fair trade as the Perks, whilst providing concrete benefits, are largely unimaginative.

With that said, there's nothing that really detracts from the experience as a whole and our biggest gripe is having to wait years for the inevitable sequel. The Outer Worlds is a better Fallout than Fallout 4 and the shorter runtime (around 20 - 30 hours) is offset by having more replayability than its contemporaries. The fact that it's also free for Xbox Game Pass subscribers is just icing on the cake.

Pros

  • A thoughtful narrative, interwoven with satire, that's begging for repeated playthroughs
  • Beautifully designed alien worlds with a fittingly eerie soundtrack
  • A brilliant cast of characters
  • Plenty of references for sci-fi fans
  • Some highly amusing dialogue options

Cons

  • Perks aren't exciting enough to make Flaws seem worthwhile

9/10
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