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Since it’s now been re-released on the Switch 2, it’s finally time for our take on The Legend of Zelda: Tears of the Kingdom. Here are James' thoughts in this (long) overdue review. After over two years since the second new-school Zelda first came out on the Nintendo Switch, I’ve finally spent enough time in this twist on Hyrule to feel qualified to comment on Link’s latest epic adventure. While our favourite mute elf is still handy with a sword, the first and biggest twist in the gameplay is Link's new abilities. In the previous game, the Sheikah Slate brought a few familiar skills, but this time the Purah Pad – suspiciously Nintendo Switch-shaped – takes things to a whole new level. There are five main abilities, four of which you get in the starting area, and in many ways it feels like they give you the power to break the game. In another era of gaming, the sort of freedom you have to play with the world awarded here would be locked behind God mode-style cheat codes, but here the world is your oyster after only an hour or two of play. There are still limitations, thanks to some extremely smart game design, but the feeling that you can go anywhere in the world, which was a key design element for Breath of the Wild, is even more heightened this time. Bite the Ultrahand that feedS Your most commonly used ability is Ultrahand, which gives you powers similar to the iconic Half-Life 2 gravity gun, though the game is very careful about what items you can interact with when using it. Not only can you move items around, but you can glue them together, making it easy to build rudimentary vehicles and even structures, which comes into the gameplay with some of the puzzle elements. More on those later. Next up we have Fuse, which takes the gluing skill and applies it specifically to weapons. While weapon degradation returns, the darkness spreading over the world has also dulled all the weapons – at least all the ones you’ll find on the surface. The combination of powers lead to some unique problem-solving options, some of which are more obvious than others, and lead to some inventive ways to traverse Hyrule... If you just ignore Fuse, you’ll find yourself breaking weapons left and right, not to mention not doing much damage. Instead, you need to grab a claymore and graft the horn of a slain enemy to it to make a giant hammer to turn the tables. You can also graft seemingly pointless things to the end of a weapon, like fruit or a stone, but these have their own handy uses as well. Next up is Ascend, which is a fairly straightforward one, but extremely useful. It allows you to phase through ceilings and terrain above you and end up on top. Depending on the location, this cuts down significantly on the amount of climbing you’ll need to do to traverse the world. Finally there’s Recall, which gives you the ability to turn back time for a specific item. If it’s a block you can stand on that’s fallen, you can ride it back up, or if there’s a puzzle which requires something to move in a certain way, if you can do it in reverse, then let the power do the rest. The combination of powers lead to some unique problem-solving options, some of which are more obvious than others, and lead to some inventive ways to traverse Hyrule. The Hyrulean Trail There is a slight downside to the open world though, depending on what you enjoy about exploring in games. The feeling of being overwhelmed by the choice of what to do can frequently rear its head, or just the feeling of not knowing where you should go. Without giving away too much of the story, your first task is to investigate four regional phenomena, which turn out to be elemental temples, similar to the divine beasts, but almost everything else is a side adventure. Some of the side adventures are very involved, and many have a lot of charm and fun to them, but the only quests which get cut scenes and voice acted lines (at least some of the time) are the main ones. It can leave the experience feeling a bit lifeless when you aren’t on the main path, and can take away from the sense of urgency to fix the world when you can amble about at your leisure trying to summon Great Fairies or exploring wells. In gloom The world is built on the map used in Breath of the Wild, but some significant work has been done to avoid it feeling like a retread. You start the game in a series of sky islands, which have mysteriously appeared, and across the landscape you'll find chasms, purpley red holes which allow you to enter the sinister-sounding Depths. Both of these areas successfully expand the world and give you new places to explore, but arguably the former has more of interest than the latter. You unlock the map by activating a series of towers across the surface world, which unveils a chunk for both the surface and sky maps, but The Depths are a different story – almost an altogether different, and arguably optional, game. Down down, deeper and down As you'd expect, The Depths are dark and fairly empty, a combination of gloom-infested terrain, gloom-infested enemies, and…pristine, non-decayed weapons. The only place in the game these can be found in fact. Stepping onto the gloom on the ground, which takes the forms of reddish-black goop leftover from a dark interpretation of Super Mario Sunshine, begins to erode your hearts until you find a way to cleanse them and then fill them up again. Zonai is the power source which drives various building materials, which can be combined into ground and flying vehicles to help traverse the world, or even take on enemies with flame and beam emitters... Exploring these areas also requires a lot of bright bloom seeds which dispel the darkness in a specific area and can be used to find your way, and careful use of Zonai devices. Relics of the past like the sky platforms, Zonai is the power source which drives various building materials, which can be combined into ground and flying vehicles to help traverse the world, or even take on enemies with flame and beam emitters. Build your own adventure At first the Zonai devices seem gimmicky, each seemingly serving an obvious purpose for a simple puzzle and then can be discarded without a second thought. Combining them though is where the fun really starts to show itself, and you find the possibilities really start to open up and create some unique and exciting moments. In fact there are some areas of the map which can only be accessed with savvy invention, which is even more handy when you have the autobuild power which allows you to quickly access any contraption you’ve previously conjured up - assuming you have the materials. How long you can run your magnificent flying, driving and sailing machines depends on your toolbelt of Zonai power, which you can also upgrade your supply of with rare crystals, also hiding in The Depths. The endgame It’s well-documented that I don’t always get to the end of Link’s adventures – I famously failed to even find the sail in The Wind Waker, something I’ve never lived down – and so I was determined to see the credits roll this time. After diving back in a the start of the year, my on-again, off-again style of play finally started to build momentum towards the end of the game, as my number of heart containers grew, I maxed out stamina, and I even started to find unblemished weapons in my exploration of The Depths. The temptation to look up a guide to help me, which I did do multiple times during the game when things felt a bit too much, was strangely absent as I took on the final descent below Hyrule Castle. Whatever supplies I had, whatever meals I’d cooked, whatever armour I’d discovered or upgraded was all set in stone now – my sights were set on the finale. Knowing there would be a lot of gloom about, I had a handful of meals ready to combat the known horrors, and I’d grafted a bunch of big spikey things to the ends of my weapons to make sure they packed a punch. In the end, The Master Sword (a potentially missable item in this game, hidden in a side quest) was all that was needed, with a bit of persistence, to dispatch the Demon King Ganon and I found myself at an odd anti-climax. I’m not sure if I expected something more punishing, or just that the drama of the multiple stages of Calamity Ganon in Breath of the Wild made me imagine there’d be more to come, but I managed to defeat him in only a single attempt in the end. EpilogueDespite not being entirely sure if I would ever finish the game, I’m glad I pushed through and got into it. Like its predecessor, Tears of the Kingdom brings plenty of classic Zelda experiences along with all the new bells and whistles thrown in to keep things fresh.
While purists might still lament a lack of dungeons – which, while a return to form in some ways, if anything less prevalent to the experience than in BOTW – the layered structure is a genius way to reuse the map while reinventing it at the same time, and it can’t be said that the team didn’t throw everything they had at it. It makes you wonder what they are up to now behind the scenes… If you are the one person with a Nintendo Switch or Switch 2 that hasn’t tried out this experience yet, I would say it’s worth the investment. It might not click straight away so give it a few more hours than I did (maybe up to 10), but if you do give it the chance you’ll find a game that transports you in all the best ways and shows you a great time along the way. LEGO Bricktales review | PS518/10/2022 LEGO can be quite personal. You might have childhood memories of putting together a new set at Christmas or fighting over different bricks with your siblings, but previous titles based around those little plastic blocks haven’t really challenged your imagination as far as creating things with LEGO goes. It's surprising that the building sections have their issues, given ClockStone's history with both Portal and The Walking Dead Bridge Simulators, but clearly LEGO is a more intricate beast. This leads us onto one of the most obtrusive issues, the controls. While the game has been released for consoles as well as PC, it seems clear the development had a PC-first mindset, as a glance at the controls menu and even some of the interface still has keyboard prompts rather than buttons. Of course, this could be a fairly easy fix in a future update. ...it still feels like there's something missing here. Perhaps an over-the-top protagonist like Chase McCain was in LEGO City Undercover... The result is that actually building the LEGO models is time-consuming and often wrought with imprecise movements as you struggle to line up bricks. This ups the difficulty without meaning to, potentially putting the game out of reach for some younger players, at least those without mum, dad, or an unusually cooperative sibling with them to pitch in now and again. Other than that the experience is quite relaxed. The music can get a little repetitive at times, but has themes tied to each area which match the happy-go-lucky vibe. From a visual design point of view, the digitised bricks are familiar, with a little more true-to-life aesthetic than you might be used to from the Travellers Tales LEGO series, or even LEGO Worlds, and the character animation has inspiration from the stop-motion effect in The LEGO Movie. There are only a few things to point to which really stand out as not quite right, it still feels like there's something missing here. Perhaps an over-the-top character like Chase McCain was in LEGO City Undercover, or more depth to the narrative. Mostly, it feels like a game which isn't quite sure if it's for kids or big kids, and while the construction system it's based on has had over 70 years to perfect the balance between its various audiences – and famously spent a fair amount of time getting it wrong at various points – it's no surprise it's a challenge.
Overall, there's a lot of fun stuff in here, and the package is more than the sum of its tiny plastic brick-shaped parts, but if you come looking for a serious cerebral challenge, you might find yourself wanting more often than not, until you're faced with the prospect of building something more intricate like a fire escape. If you embrace the quirky humour and complete the build challenges in the spirit they are intended, you're in for a fun time. Pros
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8/10 Alan Wake Remastered review | PS513/10/2021 There are few gaming protagonists with a more intriguing first outing than Alan Wake. Remedy Entertainment are now well-known for their love of narrative and willingness to experiment with sequencing and structure, thanks to more recent games like Quantum Break and Control. Back in the mid-2000s, however, they only had the first two May Payne titles and Death Race under their belt, a lot of ideas and an eagerness to do something original. Remedy knows how to reward players who pay close attention, and the live-action Night Springs TV show, which heavily borrows from the format and style of The Twilight Zone, also hints at upcoming plot elements. In fact, the presentation overall carries an episodic format; there are quick credits sequences and “previously on” recaps as you progress. Looking back, it’s clear to see how the multimedia stylings of Quantum Break came about. Disappointingly, though, the prequel live-action miniseries Bright Falls isn’t included in this remaster. Darkness is an ever-present companion in the narrative, with various story beats necessitating that Wake be out in the woods, alone, at night. It gives the game an isolated feeling similar to early examples of survival horror (compounded by slightly awkward character controls). Whether or not the game is for you depends on how exciting untangling a supernatural mystery sounds. Additional weapons and light sources gradually become available, which help to mix up the gameplay and more efficiently eliminate harder enemy types. While this is all well and good, the unfolding narrative intrigue is the real draw. Whether or not the game is for you depends on how exciting untangling a supernatural mystery sounds. The game puts its case forward early on, telling you what you’re letting yourself in for and sticking to its guns. In terms of the remaster itself, the visuals and particularly how it uses light – which is especially important here – are noticeably improved by Remastered developers D3T. The official comparison trailer makes it clear that the original was already punching above its weight, but now it looks sharper and plays smoother than ever thanks to 4K at 60 FPS performance on PS5, Xbox Series X and PC. The ominous atmosphere and presentation goes a long way to immediately bring you into the story. Narratively the game can be hammy and far-fetched at times, though it’s absolutely aware of what it is; it’s easy to recommend to any fan of Remedy that hasn’t played Alan Wake before.
For returning players, besides the inclusion of the hit-and-miss DLC you may not have played, there’s not anything new or particularly different to bring you back. Since the experience was designed to remain faithful to the original release, however, that’s not a huge surprise. It might even be a positive for purists looking to relive an old favourite in search of nostalgia. With the spooky season officially upon us, you could do far worse than picking up Alan Wake Remastered and discovering an action-adventure classic. Now’s the perfect time to book a trip to the surreal town of Bright Falls. Pros
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9/10 PHOGS! review | Xbox One X2/12/2020 Sometimes you need a video game to inject some joy into your life, and that applies especially in 2020. Enter PHOGS!, the charming puzzle game about exploring with a double-headed dog in search of bone-shaped treats.
PHOGS! is easy to pick up and play and the gradual introduction of different challenges and mechanics is steady, drawing you in and having you eager to lap up just one more level. The PHOGS (a merging of the words physics and dogs, as seen within the gameplay) exude character as you move them around. If you lazily control a single head at a time, for example, you’ll see the trailing head quickly drop off to sleep. That same level of characterisation extends to the NPCs as well, with our particular favourite being an octopus chef who's increasingly pleased with how his mountaintop soup is turning out, thanks to your help. The game’s music has enthusiasm and beaming positivity to match, but at times relies too heavily on a short, repeated phrase that can start to grate. Fortunately each level has a new tune, meaning such earworms are fairly short-lived. PHOGS! is an experience we’ve been hearing about for a long time, and it's a pleasure to finally have our paws on it. The sheer delight at successfully getting Red and Blue to the friendly patchwork-style snake which safeguards the end of each level can’t be overstated. It’s easy to pick up and play and the gradual introduction of different challenges and mechanics is steady, drawing you in and having you eager to lap up just one more level.
Coming into the festive season, a family PHOGS! session sounds far more appealing than a six-hour argument over Monopoly. It’s also just as fun to watch as it is to play, for any technologically-opposed family members. Coatsink and Bit Loom Games have taken a simple concept and really nailed it. If you’re in the mood for some gaming joy this Christmas, PHOGS! undoubtedly fits the bill. Pros
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9/10 Pinball machines are few and far between these days. You might find a dusty old one in your local pub, but it’s very unlikely you’ll stumble across the crème de la crème like a Star Wars-themed table. The level of detail and visual polish the game has to offer is only really shown off on a big screen however, if only because so much of the detail is otherwise packed into a small space. Even with a range of camera options (which annoyingly don't seem to remember your preference between stages), you can't get the full effect in handheld move. One particularly neat feature is that you can encourage the screen to turn 90-degrees in either direction, meaning in tabletop mode (presumably with some makeshift stand option) or handheld portrait with an adapter, you can enjoy a more comfortable oblong, bird's eye view of proceedings. The highlight of the experience, and where Zen Studios really flex their creative muscles, is the scene mode, which has six scenes or characters showcased in micro-fights or challenges spread across the board, where your actions might cause blaster fire to be deflected or a door to be unlocked. The fun of reliving those iconic moments is a genuine thrill, even for a fan with more rewatches of the original trilogy than they might like to admit… There's longevity here (unless you really, really aren't a fan of pinball), and plenty of nooks and crannies to explore within every table. You'll even stumble across the odd minigame, where you'll navigate an asteroid field or go toe-to-toe with Darth Vader in a lightsaber duel, and playing around with familiar characters (albeit with less familiar voice acting) is a delight.
Pinball is here, and the Force is with it. Pros
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9/10 Etherborn | Xbox One | Review18/7/2019 Three months ago we previewed Etherborn and opined that the indie debut from Altered Matter - helped to fruition by FoxNext and investors on crowdfunding platform Fig - looked set to impress when the full game landed. Now it’s here; an excellent puzzle-platformer which ignores the laws of gravity, requiring you to throw out conventional logic in order to wrap your head (and featureless in-game avatar) around its brain-teasing levels. Etherborn isn’t a game where puzzles are a brief aside that mostly serve to control pacing, rather it is in itself one large-scale problem to solve. Based on our early look at Etherborn, which we now know featured quite a large portion of the game, we wondered aloud how it might evolve in terms of its structure. There are only two additional stages in the final product, both built around the same concept of using light orbs tucked away within them to transform the landscape and allow for your passage. Much the same then, but not disparagingly so, since aesthetic diversity partners with a greater focus on platforming elements and more sprawling real estate to keep things engaging right to the end. So engaging as to warrant an immediate second playthrough, in fact. Game + mode takes place across the same suite of levels, but the light orbs within them are now deviously concealed from view. This is the first time you’ll really need to manipulate the camera, which closely tracks your movements on an initial playthrough in order to help guide you, whereas in Game + those viewpoints are utilised to mask solutions instead. Again, it’s hard to protest it being unfair that something is hidden off-screen when at the same time you’re serenaded by Etherborn’s gorgeous, equilibrium-maintaining soundtrack. Our preview also left us with an impression of the game’s story we deemed “vague and introspect”, based essentially on its first half. Having now seen it through, the narrative is largely open to interpretation, but does a good job of getting its abstract concepts across. Our take? A sombre and gleeful exploration of the eternal struggles of the human mind. Fitting, as the game being an effective form of meditation means it also doubles as mental medication. Etherborn is poignant and not precisely like any other game, perhaps feeling closest to Tetsuya Mizuguchi’s focused body of work (Rez, Child of Eden, Tetris Effect) in the flow state it so easily elicits. It’s a thoroughly lovely, meditative experience that’ll have you sink deep into your seat and slow your breathing while exploring the 3D environments in all of their dimensions. It’s outstandingly clever and effortlessly spellbinding, despite the work it no doubt took the talented team at Altered Matter to get there. Pros
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9/10 For more on Etherborn, check out our interview with the game's Creative Director, Samuel Cohen.
Ever since previewing the game on PC back in March, we’ve been itching to rejoin Amicia and Hugo De Rune, the noble siblings orphaned and destitute in A Plague Tale’s opening chapters. After replaying those harrowing first hours on Xbox One X, we picked up where we left off on the journey to cure five-year-old Hugo’s undiagnosed illness. A complete and uncompromised story, which gradually builds and builds towards an almighty crescendo. You’re at least afforded a degree of control in telling your ‘main’ companion at any given time to wait, preventing them from getting in the way or meeting any misfortune during combat; unless you leave poor Hugo for too long, that is, in which case he’ll panic and unwittingly attract Inquisition guards. Rats are too numerous to fight head-on, so when we say combat it pertains to humans, who take no issue with running Amicia through with a sword and snatching up her younger brother. You can dodge incoming attacks to open up a counter window, though most often it won’t come to that since encounters are incredibly easy with a few early upgrades under your belt. There aren’t multiple difficulty settings, either, which makes toggling the incredibly generous aim-assist and HUD off the only ways to inject some challenge. Ms. De Rune’s weapon of choice - the humble sling - at least unleashes projectiles with a satisfying thwip. As well as slinging rocks, you’ll routinely need to craft and chuck alchemical concoctions to turn the tides in your favour, for example corroding an armoured helmet in order to expose the wearer’s dome for a lethal headshot. Alternatively, you could take a more indirect approach, maybe breaking a lantern as means to ring the delicious dinner bell on an all-you-can-eat rat buffet. Should you need to conserve resources (which we always had in abundance), it’s also possible to opt out of the murder game for the most part. More likely to have you playing pacifist are the instances where your actions are questioned by the impressionable young cast, which, in the absence of a concrete morality system, serve to make you think. Following a guilt trip, it’s time to engage with the familiar stealth systems. Checkpoints are pretty frequent, so you’ll most often just need to memorise set enemy patrol patterns in digestible chunks, maybe throwing a few odds and ends to manufacture helpful distractions along the way. Getting spotted can result in an instant fail state, necessitating some trial and error to discern the best routes, probably to the frustration of some. There’s no real cause for concern though, since you can get away with basically sitting in an enemy's back pocket while crouched. There’s no sneaking past rats, on the other hand, who’s beady red eyes can number in the on-screen thousands. These black-furred vermin tirelessly scuttle over one another in their endeavour to escape light, so you’ll often need to utilise makeshift torches to cut a path through them and between more substantial stationary light sources. In the later stages you’ll need to use advanced alchemy and your sling to set and extinguish specific fires from afar, herding and trapping them to facilitate your safe passage. These lite light puzzles feel rewarding, despite the fact that you'll never really need to pause for thought, rather tackle them instinctively. As the rodents grow to become more aggressive, however, some set piece moments require you to switch off your brain and run for it; here the evocative original soundtrack is perhaps at its best, accelerating from sombre to breakneck as the orchestral string section frantically work up a sweat, inducing absolute panic in the player. Much like the soundscape, A Plague Tale’s visuals are diverse and affecting, reveling in displaying the gnawed and gnarled reality of widespread death through a liberal littering of ravaged corpses. You’ll wade through human and porcine viscera, as well as slimy rat nests that almost reek right through the screen. It’s unpleasant, but outstandingly so, with exquisite lighting and textures telling a story which justifies the lengthy load times. Much like the soundscape, A Plague Tale’s visuals are diverse and affecting. Thankfully, the same is true at the other end of the spectrum, where A Plague Tale’s changing locations and weather effects can segue tone at a moment’s notice. These effective shifts don’t just mirror the current mood, but reiterate the wider theme of perseverance, and emphasise the extreme ways in which the sheltered De Rune children experience the world outside their estate for the first time. Rarely is a game’s presentation this meticulously considered, making it a real shame when character models and animations don’t meet the high bar now and then. Their first original project following a history of ports, A Plague Tale: Innocence has put developer Asobo Studio on the map and almost certainly secured their creative future. Aided by Focus Home Interactive, Asobo have crafted a memorably melancholic adventure with a life-affirming side of joy. Pros
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8/10 If you fancy playing A Plague Tale: Innocence, be sure to enter our giveaway before 23:59 on Friday 17 May 2019 for a chance to win an Xbox One copy.
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 Spiritual successor to the classic Wonder Boy games, Monster Boy and the Cursed Kingdom is a strikingly gorgeous, achingly nostalgic adventure that gets better and better the more you play. Monster Boy and the Cursed Kingdom is a strikingly gorgeous, achingly nostalgic adventure that gets better and better the more you play. Some items come with associated abilities - like boots that enable a double jump manoeuvre - often granting access to new areas, or at the very least previously inaccessible nooks within explored locales. Monster World is pretty huge, so the detailed, screen-by-screen map that’s awash with hints pointing towards as-yet-undiscovered secrets is a real boon for completionists. Fortunately, the game’s setting is as varied as it is vast, encompassing idyllic, bustling hub towns through dark, labyrinthine sewers. Not just visually diverse, areas also require different tactics to traverse, making each feel doubly distinct and effectively staving off any potential fatigue resulting from what’s, ultimately, quite a familiar overarching structure. In basest terms, Monster Boy and the Cursed Kingdom is another retro platformer, but, given time, it blossoms into something altogether more complex and enthralling. The fact that the folks at FDG Entertainment and The Game Atelier managed to pull that off while remaining staunchly true to their ‘80s inspiration, Wonder Boy, results in a masterfully-executed game that fans of retro platformers and modern metroidvanias alike will adore.
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9/10 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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