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Avowed review | Xbox Series X|S

19/2/2025

 
Avowed skeleton

Fantasy is having a bit of a resurgence lately. Sure everyone always has kind words for The Elder Scrolls VI: Skyrim, but that was 14 years ago, and with other heavy hitters like Dragon Age and even Diablo sitting on their hands for a few years (“do you guys not have phones?”) it was mostly left up to the waning World of Warcraft to fly the AAA flag for the mythical realm in much of the 2010s and early 20s.

Fast-forward to 2023 and the full release of early-access darling Baldur’s Gate 3 it felt like everything suddenly changed. There was a new Monster Hunter, a second grown up The Legend of Zelda, and an open-world Harry Potter game. Diablo even came back in full force, and a swathe of indies bringing fresh ideas to the table like Sea of Stars and The Plucky Squire.

Fantasy felt fantastical, new, and exciting again for the first time in a decade, so much so that plenty of players are still exploring Faerûn to this day. And now, in this post-BG3 world, a new challenger approaches – Avowed.
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by James Michael Parry

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@james_parry

Avowed box art
Developer: Obsidian Entertainment
Publisher: Xbox Games Studios
Platforms: Xbox Series X|S, PC
Players: 1


All fun(gi) and games

Avowed docks
While the gaming landscape is always going to ask a lot of any new IP, albeit one set in an existing universe, fantasy always gets a harder time as there’s a sense we’ve seen it all before.

Industry veteran’s Obsidian met this challenge with one thing – mushrooms. While other games might focus on an evil demon or a troublesome wizard, Avowed personifies its nefarious force as twisted mother nature itself extending its roots into the ground and driving people mad with something called the dream scourge.

When the condition affects people for too long they gradually start to lose grip on what is real and what is a dream, as you discover quickly in an early encounter with a troubled guard.

The wrinkle is that your character is unlike most other NPCs, they have lichen-like colours on their face and unusual head growths that look a bit like roots. These come from being touched by one of the gods, hence the name – godlike.

Other characters comment on your appearance frequently, and it definitely impacts how people treat you. The main effect on gameplay is that you are immediately even more of an outsider, with more to prove.​

Grow your own adventure

Avowed combat
Your character, whichever race and class you choose, will always be godlike, and also will have no idea which god they are connected to. Exploring the secrets of your origins is a key theme throughout the game, and does succeed in making you care about your character’s journey.

As well as name and appearance – and the visual customisation is pretty substantial – you get to choose elements of your character’s backstory. There's variety but also the game never paints you into a corner, as all your skills options are completely open regardless of your choices at the beginning. You can even respec for a nominal fee.

All these touches go a long way to make the process of getting started stress-free, and allows you to get right into the game and immerse yourself in its story and world without getting distracted by numbers and options.

There are stat points to apply and skills to unlock, but there’s a straightforward simplicity to how everything is explained, and it’s always clear when the weapon you’ve picked up is just something simple, or something fancy which is worth holding onto.

In fact, Obsidian’s approach to who you are feels fairly relaxed and straightforward compared to the depth of something like Baldur’s Gate 3. That class flexibility could let you pursue all classes at once, though you’d be spending a lot of time grinding enemies.​

Better the mushroom you know

Avowed Kai
While there are natural enemies like spiders to contend with, there are also kith – a lizard-like creature, that can come in all manner of types.

This is mirrored by skeletons, who may even be priests that have a tendency to heal and revive other enemies, including bigger boss enemies.
While the locals are generally suspicious, you're given free reign to explore and your status as an envoy tends to help you get to the bottom of most situations...
Combat overall offers a solid challenge that does make you think, often just spamming attack as fast as possible isn't the way to go.

There is a dodge mechanic, though locking onto enemies and moving around the space is difficult to master at first, especially if you're playing in first person. Fortunately, the game lets you switch between the two at your leisure.

Exploring The Living Lands

Avowed docks
The structure of the game plays out fairly traditionally. You are tasked by the king with essentially investigating what's going on in The Living Lands – a group of islands away from the main kingdom that's experiencing this mysterious dream scourge.

While the locals are generally suspicious, you're given free reign to explore and your status as an envoy tends to help you get to the bottom of most situations.

Along for the ride, and with a useful amount of local knowledge, are your companions, chief among them is Kai, voiced by Brandon Keener who you may know better as Garrus from the Mass Effect series.

As well as being a dab hand in combat, Kai is instantly likeable, bringing just the right mix of humour and charm, which can help with your diplomacy with the inhabitants.​

It’s a kind of magic

Avowed landscape
While we opted for the fighter class, it doesn't take magic off the table. As well as unlocking magic through skills you can also use grimoire volumes which unlock entry-level (and later, with a skill point or two, more advanced) spells that can be used for various elemental effects, useful for opening some doors or mastering other simple puzzles.

Combining the grimoire in combat with your main weapon can make for some interesting combinations, and it's nice to have an approachable way to do some magic without needing to invest skill points.

These tactics are crucial for getting the edge in certain fights, as each type of enemy will attack slightly differently. At first you might find yourself being overwhelmed, but picking up the combat after a few tries doesn't take too long, and, unlike some games, the process of learning isn't punishing.​

Forging your destiny

Avowed bow and arrow
There are a few things the game doesn't spell out however, at least not at first, so it can take a while to feel like you've got to grips with it all.

One fun feature is that you can wear one piece of armour but take on the visual attributes of another, so you don't have to sacrifice your look for better stats.

Or there's the fact that enemies in the game generally don't respawn, meaning adventure is the main way to gain experience and climb levels.

In contrast, in your character menu there's plenty to read and absorb, but if you breeze through without reading the instructions the first time you'll find there's a lot of reading to do to remind yourself when it comes time to upgrade items, for example.

In all Avowed is a fantastic, original experience which carries through Oblivion’s knack for characterisation and good writing while not getting side-tracked with too much depth. (If you're looking to romance your companions, for example, BG3 or Dragon Age are your best bet).

While it might not push every visual boundary, the Unreal Engine does produce some nice looking environments, and above all the lasting impression as you explore is that the natural world has been left to define the landscape.

Even more than that, there is colour everywhere, and even bioluminescence, particularly in areas where there is a lot of fungi around.

There might not be the depth of Baldur's Gate – though, at this point, what other game does – but there's a huge amount to explore through a series of different locations and climates.

Fantasy fans will feel right and home, and even if you're not, or you're on the fence, this is well worth your time.

​Pros
  • Bright, colourful, and exciting world
  • Fantasy's best bits without the fuss
  • Garrus is back!

Cons
  • Enemy and weapon variety is limited
  • Combat takes some mastery
  • Lack of romance may irk some

9/10​
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The Last Hero Of Nostalgaia review | PC

21/10/2022

 
The hero with a sword faces multiple enemies

Riffing on an established game or franchise is a risky business. Do it wrong and you're constantly compared to your inspiration and lamented by players for not being up to scratch, but do it right and you can quickly capture the attention of a passionate audience and win goodwill from the get-go.
James Michael Parry
by James Michael Parry

Blue Twitter bird logo
@james_parry

Picture
Developer: Over The Moon, Coatsink
Publisher:
Thunderful
Platforms:
PC, Xbox Series X|S, Xbox One
Players:
1-2

There's no escaping the fact that The Last Hero of Nostalgaia is inspired by SoulsBorne games, and developers Over The Moon (who you can meet in this video), who we last saw years ago putting together The Fall Part 2: Unbound, have made no secret of this fact.

However, this is far from a clone. Not only is there an inventive story here, complete with meta commentary delivered by a joyfully eccentric narrator, but the thought, consideration and depth put into the design and presentation is impressive.

The premise is that the world of Nostalgaia, deliberately designed to make us write "Nostalgia" by mistake constantly throughout this review, is being forgotten and reverting to an 8-bit, simplistic look and feel before disappearing entirely.

You are simply the player character, not highly regarded by the narrator – who seems to have better things to do – as you try to restore memory to the world.

Creating your character is an extremely detailed affair, with a plethora of sliders and options to customise it to your liking. Of course, there’s no visual change to the character in the game as a result, so you can play with that endowment slider as much as you like to little avail.

What does have an impact is your starting class, which sets up your starting weapons and skill points. Beyond that though, it’s fairly conventional RPG fare, with an attribute point allocated for each level, earned by collecting memory from fallen foes.​
Last Hero character customisation screen
The character creation screen gives you a lot of options, but don't expect to see much of it on screen
The enemies themselves have a variety of looks, depending on the area, and reflect different levels of graphical fidelity, depending on how much the memory of them has decayed. Some are in full 3D, but many are deliberately janky-looking 2D cut-outs, flailing their way towards you through the levels, with a similar vibe to the stained glass window knight in Young Sherlock Holmes.
The tongue-in-cheek presentation is one of the reasons the game feels refreshing and fun from the very beginning...
Don’t let the enemies’ simplistic look lull you into a false sense of security though, they hit hard and they hit fast. The bosses too have all the might and terror of your classic Dark Souls beast, with a sense of scale which takes encounters to a level beyond what you might expect from an indie game.
The last hero faces off against a large armoured creature with a large weapon
Memory isn’t just a souls or runes-like levelling mechanic, but a theme which keeps coming up throughout the world. With weapons in particular, many have a special ability which can be unlocked by taking them to a specific area of the world and performing a specific action.

This was one of the most interesting and unexpected mechanics, and encouraged us to explore the world in more depth, giving us an opportunity to pick up on more of the environmental storytelling.

One early area shows the NPCs are actually self-aware, with a sort of locker room complete with motivational posters like “Remember to occasionally miss!” and even a city of their own, as if the game were a day job.
The Last Hero stands looking over a town with a sign saying heroes not welcome
The tongue-in-cheek of the presentation is one of the reasons the game feels refreshing and fun from the very beginning, and the team has managed to sustain it as you gradually discover more of the world of Nostalgaia. You can even coop with a friend and explore together for maximum destruction of bad memories.

In all, the experience is everything you would expect from a pastiche of the FromSoftware formula, but also some unexpected fun and games thrown in for good measure. Ready your sword and get ready to take on both nostalgia and Nostalgaia with a well-placed heavy attack.

Pros
  • A great sense humour and a fun tone throughout, with great narration
  • The visual contrast between old and new graphical styles is handled beautifully
  • Combat is snappy, responsive and satisfying

Cons
  • The pitfalls and problems of SoulsBorne titles also crop up here, particularly the camera having a mind of its own
  • Could use a few more fresh ideas to make it really stand on its own
  • Controls might need some remapping to be comfortable (but, fortunately you can rebind the entire keyboard)

9/10​
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Weird West Review | Xbox One

11/4/2022

 
weird-west-review-xbox-one

​It's clear that WolfEye Studios' wanted to do something different with the Wild West. From the beginning, there's an element of otherworldliness that not only permeates the whole game, but drives the story forward, pulling the player along for a wild (sorry, weird) ride, full of intrigue, mystery and a whole lot o' kicking.

Picture
by
Chris Brand

Picture

​@SuperCrisco

Weird West Review Xbox One box art
Developer: WolfEye
Studios
Publisher: Devolver
Digital
Platforms: Xbox One,
PS4, PC
Players: 1

As we're introduced to our first protagonist, the cutscene subtly informs us of four more and, already, we're wondering just how many of them will survive.
 
The inhabitants of the Weird West are well aware of the supernatural threats that lurk in the shadows but, as a player, it's all new to us. Tooltips pop up frequently in the early game, making us aware of the basic, twin-stick shooter controls and giving some welcome hints about picking things up and/or kicking them. Whilst the controls are fine and dandy for the most part, it can be a little finicky when items you want to pocket are close together or friendlies are getting in the way of your shot. Despite this, we had very few friendly-fire incidents and never once did we accidentally steal something.

After the, rather long, but well-paced, opening mission, we find ourselves at a small town which serves as a hub, with all the amenities (crafting, selling, sleeping and all that) one could wish for.
 
A main mission points us one way, a side mission another, and a couple of bounties we picked up for extra cash take us further than we dare to go at this early stage. Limited inventory space tempers our wanderlust too, as we try to earn enough moolah to purchase a steed, not only to store items but to reduce travel times on the world map.

​Each location is its own instance and journeying between them entails watching your icon move across the map and hoping that any random encounters you stumble upon are beneficial. Most will provide loot of some kind, whether it's consumables, weapons or simply plain old junk to hawk in the nearest town.

Though some are barely worth the (admittedly small) time and ammo investment, others can reward a Nimp Relic or Golden Ace of Spades, used to invest in skills. The former unlocks abilities for your current character, whilst the latter unlocks permanent upgrades which you carry throughout the game.

With so many locations to visit, it seems there's an endless supply of goodies to unearth which encourages exploration and offers the chance to experiment with the skill trees without any risk of making a mistake.
 
Exploration can wear thin as most (but certainly not all) areas are relatively small and some are identical. There are different environments to discover as you're unveiling the world map but the graphical style, though it works well, prevents anything from being particularly noteworthy.
 
The sole purpose of exploring is for personal gain. If you're working towards unlocking a particular skill, you'll find what you need sooner or later, but, aside from a few core abilities that'll influence how you approach the game, there's nothing you can't live without.
weird-west-review-xbox-one-skills
Even stealthy types will want a few combat-focused skills though, as fighting is inevitable and, sometimes, it's just a lot quicker, especially with a companion or two supporting. Thankfully, firefights tend to be short affairs, as the combat itself is simple and not terribly exciting.
 
Plus, there's only a small number of ranged weapons available, though this, alongside the very basic crafting/upgrading system, can be a welcome change of pace. It cuts down a lot of the menu navigation that is required in other action role-playing games.
How much the story twists and turns is partly dependent on the player, making every action feel significant.
Weird West is more marathon than sprint and it seems a greater amount of time is spent with the first character than any other. This isn't a bad thing; the narrative can slowly build as players familiarise themselves with the various mechanics. Gameplay wise, characters play the same, with only a few select skills that are exclusive to each.
 
The story, however, deepens with every new soul you visit and every interaction you have. For a short while, the protagonists' lives are intertwined and their fates are in your hands. Many of your decisions will have consequences and, whilst it's easy enough to guide the overarching story where you think it should go, you could cause trouble for yourself in the short-term, by killing a key character before they can share useful info, attracting the attention of bounty hunters or having NPCs you've previously wronged start a vendetta against you, guaranteeing a violent altercation with them in the future.
 
It's not without its technical issues. Companions will sometimes freeze in place or completely disappear, your horse will often walk around whilst you're transferring items to or from your inventory (moving and, eventually, closing the menu) and at one point we became intermittently incorporeal. These issues, as annoying as they are, can be addressed by reloading an earlier save or forcing a loading screen by travelling somewhere.
Simplicity is at the heart of Weird West. Gameplay is straightforward, dialogue isn't long-winded, cutscenes are not littered throughout and the Narrator chips in sparsely enough to never overstay his welcome. The story being the only exception. How much it twists and turns is partly dependent on the player, making every action feel significant, as the big mystery surrounding these chosen few becomes ever clearer.
 
With enough dedication, you could spend 30 hours in the Weird West before reaching a satisfying conclusion and none of it would be wasted.

Pros
  • Easy to pick up
  • Engaging and compelling narrative
  • Lots of kicking
 
Cons
  • Minor, but too frequent, technical issues
  • Limited variety in a long run time
 
8/10
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Elden Ring review | PS5

14/3/2022

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

OK, let’s get the obvious out of the way – yes, Elden Ring is tough. This will be little surprise for anyone who knows developer FromSoftware’s track history, but it was important to give it a little more time than our usual reviews to really scratch the surface of this colossal experience, so here goes…
James Michael Parry
by James Michael Parry

Twitter logo
@james_parry

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

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

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

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

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

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

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

However, my combat experience overall didn’t follow the path of improvement I expected from dying over and over again. Let me explain.​​
As you gain levels, the number of runes needed to gain the next increases, so at times you’ll find yourself wanting to farm runes to gain levels before taking on a particular area or boss. One area I stumbled upon (though I since read is a well-known farming spot) is a hilltop in Stormhill near the Warmaster’s shack, which has five trolls just hanging out.

Each gives you 1,000 runes, and one in particular is more chilled out than the others, making it an easier target. Throughout my time with the game I explored this area many times (and if you try yourself beware doing so at night, as the Deathbird boss lurks nearby), and every single time the experience has gone differently.

​
What’s frustrating is that the method and timing might be exactly the same, but because the enemy AI is clever enough to not be entirely predictable, you never feel like you have a particular handle on the situation, and after one early attempt where I killed 3 or 4 trolls in a row I foolishly went in with a new-found sense of confidence, only to be cut down before defeating even one.​
Every experience of Elden Ring will be different. There are a lot of different options and approaches you can take – some which might be considered easier...but all are valid.
This is the sort of thing which means Elden Ring “isn’t for everyone”. Not because not everyone can “git gud” or because they aren’t capable, but because different people want different things from their gaming experiences, and here the rewarding feeling is earned by a lot of time, hours and determination to keep going back after being killed by Margit, the game’s first mandatory boss, depending on which way you go.

Bosses are a huge part (often literally) of this genre of game, and Elden Ring is no exception. One of the symptoms of an open world is that many of these battles are optional, or at least feel avoidable, since they can be tackled in different orders.

The tougher bosses have NPC summoning signs which you can use to bring a bit of coop support into battle, and the arcane skills known as Ashes of War can also include allies like wolves, a sorcerer or even jellyfish.

You can also team up with other players, the mechanics of which probably could be explained better, but, at this point, what did we expect? The important thing is, the option is there for those who want it, and if you’d rather play offline without any helpful (or deceptive) player messages littering the landscape, you can do that too.​
Big scary Elden Ring enemies
Every experience of Elden Ring will be different. With so many classes, builds, weapons and paths to choose, there’s no right way to work through the game’s map, and there are a lot of different options and approaches you can take – some which might be considered easier than others, but all are valid.

Visually, the game doesn’t give as striking an impression as the Demon’s Souls remake on PS5, though there are plenty of beautifully crafted vistas and memorable locations, just something about this game’s visual style doesn’t have the same contrast and impact.

There is a lot of colour however, with the rich greens, reds and golds of the landscape and sky feeling like a breath of fresh air compared to the greys and browns you might typically see in a FromSoftware production.

There are some technical rough edges as well, with a fair amount of noticeable pop-in textures for things like grass. While it doesn’t tend to affect gameplay, it does emphasise the amount of detail that’s packed into the world.​
Torrent the horse leaping in Elden Ring
Exploration on the other hand is a huge strength. Since sometimes you can run into a tough enemy and feel like you need a change, or to gain a few levels before heading back, having the option of picking any other compass direction and knowing there will be a completely different experience to discover is hugely exciting.

The score and audio design gains some big points as well, with the chilling, understated music swelling to raise the drama of an encounter, and you quickly getting to know sounds that come from touching a Site of Grace or summoning your trusty spectral steed Torrent.

In all, the journey across The Lands Between has been far more enlightening than I expected, with Elden Ring proving to be more forgiving, rewarding and yet more punishing than any game I’ve ever played.

Whether it’s an experience for you or not, you might have already made up your mind, but if you’re hesitant, I would say it’s definitely worth the benefit of the doubt. FromSoft have crafted an experience that's well worth a go.

Pros
  • An open world which redefines what an open world can deliver
  • Tried and tested hack-and-slash with tons of options and approaches
  • A careful balance between challenge and rewarding gameplay

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

9/10
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Diablo 2: Resurrected review | PS5

5/10/2021

 
Lighting and fire in Diablo 2: Resurrected
“Just keep putting skill points into Thorns” – this was the advice we received the last time we played Diablo 2, over 20 years ago, but we'd need more than that to fend off the demonic forces of hell.
Picture

​by James Michael Parry

Picture

​@james_parry

Picture
Developer: Blizzard North
Publisher: Activision Blizzard
Platforms: PS5, PS4, PC, Xbox Series X|S, Xbox One, Switch
Players: 1-4

In Diablo 2: Resurrected, Blizzard haven’t made many changes, though the visual improvements do look nice. Character and enemy models have had a tune up, and the lighting, fire and magic effects all have more impact. For example, you'll now see dynamic shadows behind pillars as you explore the dark underground dungeons.

There is an odd disconnect between the renewed cinematic cutscenes and the game itself, with the former firing on all cylinders, before then plunging players into a dated-looking isometric viewpoint. By comparison, the in-game improvements don't make the gameplay feel quite as up to date.

This feeling continues into the combat. Basic attacks don't carry much weight, making things feel a bit button mashy at times, even with some rubber banding and animation overlap. The minimal rumble, and little noticeable use of the DualSense features on PlayStation 5, suggests this version hasn't been given much platform-specific thought.

​Getting to grips with the procedural maps and unforgiving death system can be somewhat of a shock, given there's no in-game explanation or hints to make sense of these quirks. In fact, the level of tutorialisation and guidance in general is minimal, but purists might say that's the point.

While it might not be an RPG which veterans of The Witcher 3: Wild Hunt or Skyrim would find familiar, there's an awful lot of depth going on beneath the surface, giving you the power to fully micromanage your character's build over time.
The Necromancer class in the character selection screen of Diablo 2: Resurrected
Those with a background in Dungeons & Dragons or anyone who knows their dexterity from their vitality will feel right at home, as the player is given five precious attribute points each level to spend however they like. It’s even possible to respec, though only once per playthrough without some extra legwork.

Levelling also pays out skill points, which are more immediately tangible, granting additional active abilities which consume mana, or passive traits which become more and more significant with each point invested.

Certain gear requires meeting specific class and attribute thresholds, which is something else to keep in mind. Looting is a big deal in general and you'll quickly find the limited inventory space filling up as a result, so item management is also a key part of getting the most out of the experience.​
Dialogue in a dungeon of Diablo 2: Resurrected
Keeping gear up to date is vital to avoid getting caught out and brutally cut down in your stride; even a change to one or two equipment slots can grant huge bonuses against certain enemies. Since dying drops all money and equipment until it’s retrieved from your corpse, character loadouts are something to always stay on top of.
It's clear time and care has been put into the remaster, but perhaps, in the end, Blizzard should have gone for a remake.
Baddies come in all shapes and sizes, from elemental beasts to savage demons, and at times the screen can be filled with a horde of different targets. Targeting isn't as precise as it could be on a controller, unfortunately, which can lead to some annoying deaths.

The most frustrating foes to watch out for, who come in various forms throughout the game but start appearing very early on, are the shamans, who have the power to revive their fallen allies. Of course, for those that choose to play the Necromancer class, it’s possible to beat them at their own game.
Taking out enemies in the ruins in Diablo 2: Resurrected
Whatever the class, it’s always possible to hire a mercenary to help out in combat and draw some enemy fire, which can make a huge difference when it comes to crowd control. This helps to make the experience feel less lonely, but, of course, you can also team up with fellow adventurers in online co-op multiplayer.

In the end, Diablo 2: Resurrected can feel a little archaic and even out of touch with what draws many to modern action games. It's clear that time and care has been put into the remaster, but perhaps, in the end, Blizzard should have gone for a full remake – look at the recent successes of Final Fantasy VII and Demon's Souls as a couple of examples within the genre.

With many fans eagerly awaiting Diablo 4, D2: Resurrected is a good opportunity to try the game that put the series on the map. The company's current lawsuit may cause some players to think twice, but as far as judging the game on its own merits, there's a lot to enjoy, and it's easy to see why the original gained such esteem two decades ago.

Pros

  • A faithful visual upgrade to an undisputed classic
  • Dive deep to discover the lore
  • Kill a few demons in many different ways

Cons
​
  • May stick too close to the aging original for some
  • Minimalistic music is fairly underwhelming 
  • Little help to ease in new players

7/10
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