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Monster Boy and the Cursed Kingdom | Nintendo Switch | Review

14/12/2018

 
Monster Boy and the Cursed Kingdom | Nintendo Switch | Review - Pass the Controller

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.

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by Sam Sant

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@SlamShotSam


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Developer: The
Game Atelier
Publisher: FDG
Entertainment
​Platforms: Switch, Xbox
One, PS4, PC
​Players: 1
The story is simple: after your drunken uncle turns Monster World’s colourful cast of characters into anthropomorphic creatures, including blue-haired protagonist Jin, it falls to the player to venture out and restore equilibrium. There’s little more to it than that, which is fine, and, coupled with the text-based delivery, it evokes an intendedly retro feel.

That brand of pitch-perfect nostalgia extends into most aspects of the game - the hand-drawn, 2D art style that’s layered for 3D effect; the rockin’, homage-paying soundtrack; the simple, tried-and-true core platforming tenants - resulting in a reimagining that feels like a faithfully slicker, sharper version of its forefathers.

Cursed Kingdom by no means relies on that to get by though, constantly evolving as new areas and gameplay elements are introduced on the regular. Being the titular Monster Boy, Jin can (eventually) transform into a range of animals, each boasting their own fitting suite of abilities and loving, bespoke animations.

From a porcine punch-packing pig, capable of sniffing out secrets and casting spells, to a frog with a knack for aquatics and a grappling hook-like tongue, to a venom-spewing, wall-crawling, small-space-navigating snake, and beyond, each animal form greatly impacts how the game plays.

Whether a specific character is required to solve a platforming section or puzzle, or they’re just better suited to a certain combat encounter, you’ll very often be switching them out and it’s here, when you come to combine their powers in increasingly inventive ways, that Monster Boy flourishes.

What’s more, those select animal forms that are capable of equipping armour and weaponry present even further opportunity to mix things up, courtesy of an interchangeable and upgradeable arsenal collected or purchased throughout the course of Jin’s lengthy adventure. Decking yourself out in the best gear available helps you rise to meet a challenging, but fair, difficulty curve at the hands of persistent baddies, hectic boss battles, precision platforming, and the odd head-scratching conundrum.
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.

Pros

  • Faithfully modernises the classic Wonder Boy series
  • Regularly introduces new areas & mechanics, making it hard to put down
  • Play as a range of characters, each being distinct & equally playable
  • Absolutely vivacious visuals
  • Overall quality & breadth justify a comparatively high price point

Cons

  • Barebones story (though you probably weren’t expecting otherwise)

9/10
0 Comments

11-11: Memories Retold | Xbox One | Review

7/11/2018

 
11-11: Memories Retold - Kurt

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

​by James
Michael
​Parry

Twitter - @james_parry

​@james_parry

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

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

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

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

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

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

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

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

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

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

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


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

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

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

Pros

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

Cons

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

9/10
0 Comments

Downward Spiral: Horus Station | PS VR | Review

26/9/2018

 
Downward Spiral: Horus Station PlayStation VR review - Pass the Controller

Upstart developer 3rd Eye Studios have an incredible pedigree, its staff owning credits on a long list of classic films and games, so it should come as no surprise that Downward Spiral: Horus Station effectively channels sci-fi cinema - specifically the likes of 2001: A Space Odyssey and Solaris - whilst also crafting a mechanically engaging interactive thriller.

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by Sam Sant

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@SlamShotSam


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Developer: 3rd Eye
Studios

Publisher: 3rd Eye
Studios

​Platforms: PS VR,
Oculus Rift, HTC Vive 

​Players: 1 - 8
Made with what the team call a “narrative-first” design philosophy, players are offered no express context when they’re first unleashed on the titular space station. Boasting a familiar retro 70s aesthetic, the richly detailed hull interiors soon reveal Horus to be derelict and its crew members dead. There are no cutscenes or dialogue here, and a very sparing use of in-game text, leaving the environments to evoke a thick and unnerving atmosphere.

Further to that, limited access to in-game maps and a complete lack of objective markers ensures you’ll need to scour areas and pick up on subtle path finding tells that’ve been integrated throughout. Clever touches communicate with the player via universally understandable game design “language”, narrowing sprawling areas to relatively linear paths in such a way that keeps them intellectually gratifying to navigate.

Driven by an enticingly understated ambient soundtrack - from HIM frontman Ville Valo, no less - Downward Spiral continues to stroke players’ intellect with mysterious cutaways to interpret and decipher. Within the realms of reality, while a range of light puzzles never pose significant roadblocks, you’ll be taxed by a creeping paranoia resultant of the station’s mechanical groans and seeming technological independence that make it seem as though the inanimate is out to get you.

Provided you’ve chosen to play with combat encounters enabled, it may well be, as what are presumed to be malfunctioning drones attack and leave you with no choice but to weaponize a suite of repair tools. It’s very Dead Space indeed, though where Isaac Clarke carries a real heft, the unnamed protagonist of Downward Spiral is quite literally weightless.
Downward Spiral: Horus Station effectively channels sci-fi cinema, whilst also crafting a mechanically engaging interactive thriller.
The entire game takes place in zero gravity, which, to allay your immediate fears, isn’t the least bit nauseating in VR. It does take a bit of getting used to, but you always retain the same upright orientation and, as such, you’re never subject to that hopeless feeling of not knowing where’s up and what’s down. Once you’ve gotten to grips with pushing off of scenery to float around, you’ll acquire a grappling hook - which has a smooth, gradual reel to keep things comfortable - and a gun that’ll boost you onwards by expelling a charged shot of hot air.

Now that you’ve properly wrapped your brain around the revised laws of physics, it shouldn’t be long before you learn to string these initially disparate tools together into one seamless combo. There’s almost a balletic element of performance to it, which, had Marvel’s Spider-Man not just launched, we’d have said made it the best movement system we’ve seen for a while.

In similar fashion, the gunplay (toolplay?) takes a little while to really flourish, but as a steady stream of new toys come to comprise a complete arsenal, you’re actively encouraged to swap them in and out to counter the introduction of bigger and badder enemy types. We’d definitely recommend leaving the combat feature turned on, especially considering you don’t lose progress when you die.

Having a few battle scars won’t go amiss if you’re looking to play multiplayer, either. The campaign can be played in co-op, but if you want to venture into the PvP Deathmatch and/or PvE Horde modes, you’ll have to give up your pacifist ways. You’ll also very likely have to bring friends, as finding success with the barren matchmaking is unlikely.

Bar a few jarring frame drops, which are admittedly a cardinal sin in VR, playing Downward Spiral with a headset and a pair of Move controllers is a pretty great experience. That’s a big caveat for those without the proper equipment, however, as it’s also playable on a television and with the DualShock 4. Should you be required to play the game in one of those ways, it‘s an immediate no go.
Perhaps it’s a symptom of having explored Horus Station both ways, but, by comparison to VR, it’s incredibly drab to play on a flat screen. While that’s inherent to a degree, having lost a dimension in the transition, also losing the intuitive and tactile motion controls is a final nail in the coffin. Downward Spiral is a game quite literally designed around reaching out and pulling yourself into its world, which makes a stand-in button press both cumbersome and unsatisfying. It also negates the scope for creating memorable little asides, like instinctively grabbing a dart and launching it at a nearby board, only to find it hanging at the exact point you let it go - duh!

It’s swell having options and all, though when they harm the experience for anybody playing in the optimal fashion, it’s questionable as to whether they’re justified. The game doesn’t auto-detect when it should boot in VR mode, which means you’ll need to use a DualShock to activate it from the main menu, as Move inputs aren’t tracked in TV mode; we can easily live with that minor inconvenience, but a not-insignificant annoyance stems directly from it. If that standard controller is then disconnected, the game will pause and throw an error up, even when you’re actively using the Move controllers instead, meaning you’ll need to remove yourself from the atmosphere Downward Spiral so painstakingly works to preserve in order to reconnect a pad you aren’t even using at regular intervals.

Hopefully that’s something that can be hotfixed, as, when equipped with the right kit, we otherwise thoroughly enjoyed floating around the dark and mysterious halls of Horus Station. Unique movement, satisfying tools and an enthralling location sadly aren’t enough to salvage the experience for anyone without the PlayStation Move controllers and VR headset that are compulsory to a good time.

Pros

  • Unique & satisfying movement mechanics
  • Engaging shootouts with a variety of weapons & enemies
  • Effective environmental storytelling
  • Subtly guides you without holding your hand
  • Supremely immersive in VR with two Move controllers...

Cons

  • … Massively less so when played with a DualShock , be that in VR or even more so on a TV
  • Have to keep a DualShock connected, even when not using it
  • Occasional dropped frames stick out like a sore thumb in VR

7/10
0 Comments

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

25/9/2018

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

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

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by Sam Sant

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@SlamShotSam


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Developer: Big Bad Wolf
Publisher: Focus Home
Interactive

​Platforms: Xbox One,
​PS4, PC

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

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

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

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

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

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

Pros

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

Cons

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

6/10
0 Comments

Unforeseen Incidents | Steam | Review

13/9/2018

 
Unforeseen Incidents Steam review - Pass the Controller

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

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by Amy Mallett

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@amy_mallett

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

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

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

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

Pros

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

Cons

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

8/10
0 Comments

Strange Brigade | Xbox One | Review

28/8/2018

 
Strange Brigade Xbox One review - Pass the Controller

Themed as a classic, old-timey adventure serial - complete with spiffingly British narrator and an affinity for alliteration (which can be toned down if the gusto gets your guts, though I’d advise averting your eyes if that’s the case) - Strange Brigade’s arcade action compiles and injects existing industry ideas with a persistent panache, shaking feelings of familiarity and raising a rip-roaring ride through 1930s Egypt.

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by Sam Sant

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@SlamShotSam


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Developer: Rebellion
Publisher: Rebellion
Platform: Xbox One,
PS4, PC

Players: 1 - 4
Seteki the Witch Queen, an evil ancient ruler, has risen from the dead and brought an army of archetypal movie monsters along with her. This adequately cheesy concept calls into action the Strange Brigade (emboldened for the emphasis each in-game utterance earns), a collection of four diverse and charming caricatures brimming with derring-do.

Spanning occult academic through grizzled Lancashire lass, the titular Brigade are a loveable bunch that each boast unique strengths and abilities. It’s in bringing these characters together in synergy that the game encourages co-op play, so it’s unfortunate that going gallivanting isn’t supported locally. Peer-to-peer online sessions are all that’s on the cards, which isn’t ideal, but shouldn’t present much of a hurdle in calling friends and/or strangers to arms.

If for some reason it does, Oxford-based developer (and self-publisher) Rebellion have done a sterling job of ensuring that Strange Brigade is no less fun when going solo. Not having compatriots around to pull you out of a sarcophagus whenever you bite the dust is, of course, an inherent disadvantage, but customisable difficulty levels and enemy numbers - along with dynamic balancing features, like baddies dropping health potions when you’re low - serve to keep things on an even keel.

In terms of core mechanics, Strange Brigade is an evolution of Rebellion’s past work; it expands on the silliness and structure debuted in Zombie Army Trilogy, whilst channelling the far more polished Sniper Elite 4. That’s not to say the game is derivative, as it plays fast and loose comparatively, accommodating a busier pace resulting from its up-close-and-personal play style.
Strange Brigade’s arcade action compiles and injects existing industry ideas with a persistent panache, shaking feelings of familiarity and raising a rip-roaring ride.
Though rifles are still very much present, here a more likely choice of primary weapon would be a shotgun or submachine gun, which can then be complemented by your choice of secondary firearm and thrown explosive. As you amass armfuls of gold throughout the course of any given level, you’ll also be able to roll the dice on a powerful prototype weapon - like an explosive crossbow or punch-packing blunderbuss - anonymously nestled within identifiable crates. These beefcakes have a limited ammo supply to counteract their immense strength, but perhaps more devastating are ultimate character abilities.

Unleashed after charging a magical amulet with the souls of defeated dastards, each brigadier has three additional bespoke abilities to unlock by collecting sets of relics generally hidden away within puzzle-gated nooks. These hidey-holes can also contain gems which slot into weapons to imbue them with passive buffs, allowing for easier crowd control and with that more efficient use of the booby traps that litter each uncharted environment.

Once you’ve familiarised yourself with the ins and outs of all the singular systems governing combat in Strange Brigade, there’s a real art to stringing everything together into one maintained and satisfying stream of destruction.

When you aren’t busy wreaking havoc, you’ll be exploring a range of lush, forgotten locales that are gorgeously vivid on Xbox One X. They’re surprisingly sprawling, often featuring multiple routes to your destination, all while the sounds of moving mechanisms and twinkling treasures beckon you to double back and scour every surface in search of secrets. The classic environmental enigmas you’ll uncover offer up tangible rewards and ensure that there’s reason to revisit the nine lengthy campaign missions in order to deeper delve their depths.

That said, before diving back into the campaign you’ll probably want to try your hand at the pair of accompanying modes in Score Attack and Horde. The former sees you undertake solo excursions on linear, re-purposed campaign sections whilst aiming to combo kills and satisfy a list of secondary challenges like beating par times and not taking damage. Think Mercenaries mode from more recent instalments of Resident Evil, but with greater consistency between runs to allow for really nailing the perfect strategy down.
Once you’ve familiarised yourself with the the singular systems governing combat, there’s a real art to stringing them together into one maintained stream of destruction.
Horde is almost what it says on the tin, only sharing more in common with Call of Duty’s fan favourite Zombies mode than Epic’s eponymous Gears of War 2 trendsetter. You’ll weather an insane undead onslaught across four exclusive maps that expand as waves progress, and also by your own hand, should you choose to spend gold on accessing new areas and their guaranteed goodies. Doing so isn’t exactly the no-brainer it sounds, as you’ll also need to piecemeal purchase a loadout having started with just a solemn sidearm.

This makes Horde a great place to experiment with new loadouts, which, coupled with a moving base of operations to prevent you from getting too comfortable in any one location, stops things growing stale as you’d otherwise be relying on the same old strategies across a whopping 75 total waves. That’s no small undertaking, so you can thankfully step away at any point and then pick back up from right around where you left off.

Weighing in at a reduced asking price, Strange Brigade feels anything but budget and features enough content that you might call it a steal. That’s certainly a relief, as outwardly it was easy to speculate that the Season Pass and its promise of new levels, characters and more might be required in compiling a complete package.
Strange Brigade bears its inspirations for all to see, but while many of the influential games and modes we’ve mentioned are overdone nowadays, Rebellion commit to their goofy theme with such enthusiasm that they’ve captured a formative time in cinema not previously brought to the medium with such verve. This unique sense of fun will make you nostalgic for a period you probably didn’t see, and by a long shot, while the copious conundrums make it an action co-op caper not quite like any other.

Pros

  • Solid shooting with an interesting armoury
  • Enjoyable alone or with friends
  • Large, detailed levels with seamlessly integrated puzzles
  • Lots to do, all for a reduced asking price
  • Kooky framing will put a smile on your face

Cons

  • No local split-screen support

9/10
0 Comments

Narcosis | Xbox One | Review

30/7/2018

 
Narcosis Xbox One review - Pass the Controller

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

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by Sam Sant

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@SlamShotSam


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

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

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

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

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

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

Pros

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

Cons

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

7/10
0 Comments

The Council - Episode 3: Ripples | Xbox One | Review

25/7/2018

 
The Council - Episode 3: Ripples Xbox One review - Pass the Controller

Following a lacklustre second outing, The Council reaches its midpoint faced with the unenviable task of recovering lost ground. Episode 3: Ripples shifts gears to have you focus on tackling conversational encounters with tactical turns of phrase, largely ditching the uninspired puzzle solving that shackled its predecessor, until a stifling blunder sees the experience nosedive just as it should be reaching a fevered pitch.

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by Sam Sant

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@SlamShotSam


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Developer: Big Bad Wolf
Publisher: Focus Home
Interactive

​Platforms: Xbox One,
​PS4, PC

​Players: 1
Back in cumbersome control of protagonist Louis de Richet, having already memorised the layout of Lord Mortimer’s grand mansion and its grounds dulls the impact when, on at least a couple of occasions, you’re left to meander without any immediately clear direction. It’s not all bad, as wandering directly correlates with unearthing snippets of optional intel that can be used to your advantage.

That’s more important than ever, as, now that all of the esteemed guests have trickled in, the shrouded conference motivating their convergence can finally begin. You and the collective cast of world leaders collude and collide over current affairs in order to shape the future on a global scale - which is presented as a big reveal, despite having been evident from the start - meaning your actions now have the potential to inspire far-reaching consequences.

Whilst it’s possible to spark war between nations, the intimate consequences tend to prove more affecting. In choosing to either derail a dubious proposal or aid its cause and gain influence with your host, you’ll straddle the line between seeming right and wrong, potentially jeopardising relationships that you’ve worked to nurture in the past. Promptly changing face now that your opinions no longer align, it’s easy to begin to question whether certain allegiances may have been misplaced, especially when you’re also given cause to consider that deep-seated character dislikes might stem from misunderstanding.

It’s during these congregations that having picked up a diverse range of skills pays dividends. Possessing the smarts to, for example, translate utterances spoken in foreign tongues to veil their meaning, can allow you to build a strong hand before the time comes to reveal it to the table.
Whilst it’s possible to spark war between nations, the intimate consequences tend to prove more affecting. 
With the old guard fond of early adjournments to retire to their rooms on exhausted whims, spritely Louis is left with spare time on his hands for pursuits outside of politics. Having reunited with his mother, all is not well, as she shares a thoroughly outlandish revelation alongside circumstantial evidence that almost makes it believable. Everything is called into question, making it crushingly unfortunate that, rather than being taken advantage of, any momentum grinds to a halt as you’re sent tottering off on a disconnected fetch quest.

Already the bane of gamers, this plodding section isn’t helped by inconsistencies like subtitles and verbalised dialogue conveying mismatched digits in a sequence, or conflicting quantities of objects to gather, whilst a written note incorrectly asserts that one of the items has already been found.

When you eventually return, gubbins gathered, they’re utilised in a puzzle which bravely requires absolute commitment. That closing conundrum helps to salvage things in the final moments, leaving us eager to see the consequences to follow, but far less so than we would have been if the fetch quest fat had been trimmed. While we did note that the second episode was less substantial than the first, blatant filler is most unwelcome.

Still, those familiar with The Council already know that you have to take the rough with the smooth, owing to its technical issues. Audio abruptly cuts out on the regular, the pitch of Louis’ voice drastically changes, some sections aren’t lip synced, extravagant period costumes clip through any and everything. Though we can’t deny it’s all a bit distracting, it’s just as often amusing, without muddying the game’s refined ambience all too much.

Ripples takes a step in the right direction, though not without catching the toe of its fancy buckled shoe and stumbling on the way. Despite the imperfections, we’re intrigued to see what curious events our remaining stays at the Mortimer estate hold in store, fingers firmly crossed that they’ll fully lean into the occult facade while refining the balance between serving a meaty helping that’s more killer than filler.

Pros

  • Occult revelation, if true, could make for exciting things to come
  • Places a larger focus on engaging character confrontations, instead of mediocre puzzle solving
  • Challenges your perceptions, forcing you to take more time to weigh your options
  • Finally hits its stride as Louis reunites with his mother & the meeting is called into session

Cons

  • Lengthy fetch quest is a snooze fest
  • Lacks clear direction at times, leaving you to sweep rooms until stumbling upon an objective
  • Odd oversights present misleading inconsistencies
  • Distracting technical issues

7/10
0 Comments

The Spectrum Retreat | Xbox One | Review

9/7/2018

 
The Spectrum Retreat review - Pass the Controller

Sometimes it’s difficult to explain exactly why something is so good without (in this case literally) giving the game away. With that in mind, rest assured that The Spectrum Retreat could well be the strongest contender for my personal Game of the Year so far.

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by James
Michael
​Parry

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​@James_Parry

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Developer: Dan Smith
Studios
Publisher: Ripstone
Platforms: Xbox One,
PS4, Switch, PC
Players: 1
It might sound like hyperbole, as that isn’t a claim to make lightly, but exploring the Penrose Hotel kept me captivated enough to justify a return visit in order to secure the elusive second ending and the remainder of the game’s achievements, which anyone who knows this reviewer’s track record should be aware is truly the rarest of occasions.

You’d be forgiven for wondering what’s so special about a hotel, but this one has more than a few tricks up its sleeve. You play Alex, a lone protagonist in an apparently empty hotel, whose only friends amount to cheerful-but-creepy, mannequin-shaped staff that are eager to cater for your every whim, and the slightly more pragmatic, but still robotic, manager and mysterious voice-on-the-end-of-a-phone, Cooper.

Like BioShock and Portal before it, the silent lead’s journey is mostly plotted out by a faceless voice - and veterans of those series’ know such voices are not always to be trusted. Revealing whether that’s the case here would be to spoil the fun, but we can confirm that Cooper beautifully sets the stage for the mystery of why you find yourself at the Penrose to begin with. A hotel, it should be noted, that spins you back inside if you try to stroll out of its revolving front door.

“This all sounds jolly interesting, but where’s the game part?” You’d also be forgiven for asking. As it turns out, there are puzzles aplenty to solve, both while exploring the hotel and venturing into its sub-levels which contrast the Art Deco design with a more futuristic aesthetic, seeing you move colours around to pass through them.

If it’s sounding a little too similar to the likes of
Portal (which is by no means a bad thing if our verdict on QUBE 2 is anything to go by), don’t worry yourself too much, as, whilst this is indeed a game with some physics-based puzzles that’s set in the near future, that’s really where the comparisons end.

Lone developer Dan Smith, who was awarded BAFTA Young Games Designer in 2016, has been refining this idea for years and the care and dedication poured into every asset of The Spectrum Retreat can’t be overstated. Not only does it have exceptional production values but perform flawlessly on a technical level, helping to emphasise the stark tonal contrast between the game’s two main environments.
Puzzles are cleverly and integrally woven into the narrative; perhaps better than in any other example, the great Portal included.
There are moments when you can be walking down a hallway and find yourself losing your bearings, certain that a door just turned up in front of you. Your surroundings begin to undertake more significant changes as you progress further into the mystery, and closer to the truth, as expertly realised visual distortions give clues as to where the story will turn next. As events unfold the name of the hotel, “Penrose”, suddenly takes on a more deliberate meaning.

Puzzle sections boast a similarly natural progression, managing to take fundamentally simple mechanics and build them gradually to show you the ropes without a shoehorned tutorial to speak of. The variety from just a few simple mechanics is staggering and provides an ever-increasing challenge the deeper into the rabbit hole you go.
Games often struggle to provide genuinely compelling reason for puzzles to exist within their worlds, but in The Spectrum Retreat there’s no doubt that they’re cleverly and integrally woven into the narrative; perhaps better than in any other example, the great Portal included.

Reaching the story’s conclusion is a fitting and brave cherry that tops a thoroughly compelling journey, delicately unfurled over a four or five hour runtime, emphasising just how much can be said without directly telling the player very much at all.

While you may think you’ve seen it all before with the first-person puzzle genre, The Spectrum Retreat begs you to look again and think about how you’d feel in the protagonist’s situation. The potent combination of story and gameplay places it above anything else I’ve played this year, and the entire package is both effortlessly simple and fantastically detailed. With an asking price of just a tenner, there’s no reason you should miss it. ​

Pros

  • Gorgeously detailed Art Deco & contrasting futuristic environments
  • Visual storytelling helps to spin a gripping narrative
  • Doesn’t hold your hand, instead presenting a considered difficulty curve & structure

Cons

  • Once in a while, restarting a challenge can take you back an annoyingly long way
  • ​Multiple voiceover prompts can be triggered at once

10/10
0 Comments

Esper | PS VR | Review

6/7/2018

 
Esper PlayStation VR review - Pass the Controller

Coatsink’s puzzle room ponderer has been perplexing non-PlayStation players for a period, but now, thanks to a better-late-than-never port, owners of Sony’s budget-friendly headset can finally get in on the fun.

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by Sam Sant

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@SlamShotSam


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Developer: Coatsink
Publisher: Coatsink
Platform: PS VR, Oculus
Rift
, HTC Vive, Samsung
Gear VR 

Players: 1
Esper is an acclaimed early VR title in which you find yourself confined to a chair in an office, positively dripping with 50s Art Deco, for around a couple of hours. While that might not sound very exciting, you soon learn that you’re there at the behest of the government and their mysterious ESPR division; having shown signs of “extra sensory abilities”, or telekinetic powers, an enigmatic and lightly comedic narrator unravels the story from afar as you’re left guessing right up to the very end.

Once you’ve also accounted for the clear, concise visual design and an animatronically shifting environment, comparisons to Valve’s Portal are inevitable, though, honestly, what modern puzzler truly escapes them? While the encompassing immersion of VR and motion-controlled inputs that anchor you in the simulation are the most obvious differentiators, when it comes down to mechanics, the two games are really very different.

Fans of contraption-based board games like Marble Run and Mouse Trap will appreciate the intricate and tactile feeling of playing with Esper’s many moving parts, which imbue its series of head-scratching enigmas with a playful sense of discovery. You’re encouraged to tinker with the tools at your disposal and learn from each unjudging failure, ultimately reaching logical conclusions grounded in real-world physics.

Beautifully smooth difficulty progression delivers frequent “Aha!” moments as you learn to out-think obstructive barriers that sever your psychic link to items, build makeshift ramps, bridges and catapults to overcome increasingly complex obstacles, account for individual items’ weight, buoyancy and propulsion potential, flip switches to operate multi-part mechanisms and more. Its depth of variety makes what (let’s be frank) could easily have amounted to little more than tediously lugging objects through mazes, instead feel like an ever-evolving test that’ll put your grey matter and trigger finger to equally good use.
You’re encouraged to tinker with the tools at your disposal and learn from each unjudging failure, ultimately reaching logical conclusions grounded in real-world physics.
That’s no mistake, as the development team were careful not to outstay their welcome, limiting the game's length to less than the latest Marvel blockbuster. With a £6.49 price tag to compensate, Esper is an easy recommendation for fans of the genre, provided they can stomach its few faults.

Regardless of your chosen method of input - be that Move, DualShock 4 or head tracking - the game’s motion controls can lack fine precision and this occasionally leads to fumbles that are out of your hands, which can be extra frustrating in the rare event you’re forced into restarting the (admittedly short) section at hand. We also encountered a bug in the very last moments of the game that put a dampener on the otherwise intriguing finale, poised to lead into the currently-Oculus-Rift-exclusive sequel, though that’s another downer in itself for those without Facebook’s brand of 3D goggles.

Still, it’s hard to hold a grudge when Esper is such a well-executed little game. It’s thoughtful and requires a reasonably high level of execution at times, but consistent in being low intensity and incredibly laid-back, making it a great choice for novice through to journeyman VR voyagers.

Pros

  • Removed narrative perspective makes the mystery compelling
  • Exquisitely balanced puzzle progression
  • Priced to match its appropriately brief runtime
  • Simple, stylish aesthetic
  • Easy-going VR accessible to all

Cons

  • Some control and minor physics engine quirks
  • Sequel is currently exclusive to Oculus Rift

8/10
0 Comments
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