Author: Andrew Logue

  • Dungeons of Dusk (PC) Preview – Old-school charm that needs to break free from some dated designs.

    Dungeons of Dusk (PC) Preview – Old-school charm that needs to break free from some dated designs.

    After two hours with Dungeons of Dusk, my immediate thoughts were, a) the combat loop is fantastic, and b) who shows off a new game with a sewer level? A three-part opening slog through sewers that felt like endless green-brown walls with dripping sounds and sparse ambient music. As first impressions go, I’d have picked another location or created a vertical slice of three different map themes but despite my misgivings, there is clearly potential on the gameplay front if developers 68k Studios would take some inspiration from more recent dungeon crawlers.

    For context, I never grew up playing ‘90s first-person dungeons crawlers like Eye of the Beholder, Lands of Lore, or Stone Keep. It was only later that I encountered games inspired by them – notably the Legend of Grimrock and Vaporum games – and began working backwards through my GOG library. Dungeons of Dusk, as much as I appreciate its adherence to some classic designs, should not be afraid to modernise elements to improve gameplay variety and pacing.

    Starting with the good, I enjoyed the hybrid turn-based combat. As an unashamed fan of grid-dancing combat, Dungeons of Dusks does an excellent job of turning that mechanic into a more thoughtful and deliberate experience. Your character moves exactly as you’d expect from the genre: forwards, backwards, or sidestepping, while you can swing your view around in 90° increments and look down at the floor. It is deliberately anachronistic but, like classic tank controls, I love it when a game is smartly designed around those limitations.

    Once combat is triggered, every grid-movement or attack you make counts as a turn. Move a grid, attack, or use a consumable, and every engaged enemy will do so too. With a mix of melee and ranged weapons, melee and ranged enemy variants, and all movement or attacks restricted to the grid layout, it becomes a game of Dusk-themed chess. You’ve got to be aware of your immediate space; effective weapon and special attack ranges; status effects; consumable area-of-effect patterns; and potential hazards to avoid or exploit. No matter how visually messy combat becomes, you can always stop, swing your view around to assess the situation, and plan your next move.

    Simple but intuitive RPG-like mechanics service the combat. These include a currency for merchants, a weapon upgrade system that uses collected scrap, and a sprawling skill tree that offers incremental upgrades as you invest points after each level-up (which also incrementally boosts basic stats). Unfortunately, the rest of the experience feels comparably underdeveloped and is dragged down by a strict adherence to dated level design. Exploring every corner of a map was always a highlight in these games as you uncovered new gear and levelled the party, but it gets incredibly dull if all you have is the combat loop paired with monotonous visuals.

    Dungeons of Dusk has key- and switch-hunts, and it has a handful of secret wall panels or vents, but it lacks the density of many classic games. There’s little outside of the combat to break up long slogs back and forth through samey-looking corridors – all the more noticeable once you’ve cleared out an area. Legend of Grimrock and Vaporum offer more modern examples of how you can construct levels with more interesting and interconnected layouts, and they both demonstrate how you can turn them into secret-packed, multi-part puzzles that make exploration as exciting as the combat. I’ll be keeping my eyes on Dungeons of Dusk but I’m hoping it evolves into something more than just its combat loop.

    Dungeons of Dusk was played on PC (Steam Deck) using an early access demo code provided to gameblur by the publisher.

  • Don’t skip Sovereign Syndicate on console if you’re a fan of expressive writing and intricate worldbuilding.

    Don’t skip Sovereign Syndicate on console if you’re a fan of expressive writing and intricate worldbuilding.

    The first thing that comes to mind when thinking about Sovereign Syndicate is how excellent writing can carry mechanically and visually underwhelming games – so long as you have an audience willing to read. At first glance, Sovereign Syndicate looks to chase the Disco Elysium formula, turning your protagonists’ internal dialogue and resultant personalities into the equivalent of traditional RPG classes. However, the longer you play, the more you’ll realise their starting attributes and evolving personality add flavour to the journey rather than function as hard skills-checks.

    Sovereign Syndicate is still a role-playing game in the sense that you shape the decisions the protagonists make, unlock new response types as a result of their experiences, and influence their outlook on the world. The more effort you put into tackling the secondary content, the more dialogue options you give yourself down the line. However, the initial character class and stylish Tarot card system are just another form of dice roll modifiers, and you can always save-scum your way through any skill-check if you really wanted to.

    That flexible structure and a focus on lengthy dialogue sequences can make Sovereign Syndicate feel closer to a visual novel with light RPG elements, but that’s no bad thing for those that enjoy reading and using their imagination fill out details that the inconsistent visuals and artwork cannot provide. Set in a Victorian-era London, where steampunk technology and low-fantasy magic coexist, Sovereign Syndicate takes you on a lengthy journey that switches back and forth between three characters, and there’s plenty of minor details and interactions to embellish.

    Atticus Daley is a minotaur trying to drink away his troubled orphan past, before a mysterious stranger with gun and a new nagging voice in his head set him on a quest to discover the fate of his mother. Clara Reed is a human courtesan tired of entertaining London’s elite and looking for a way to raise enough money to smuggle herself across the Atlantic. Teddy Redgrave is a dwarf and war veteran, who now spends time tweaking his automaton “Otto” and taking contracts to hunt down mythical beasts and common vermin plaguing London. It is an eclectic cast with different views on the world and characters around them, and each takes the lead on investigating secondary plot lines that run throughout the adventure.

    That structure ties into the verbose writing that, while not always consistent in delivery, is wonderfully intricate and expressive. Dialogue with key NPCs, internal monologues, and observations of the world around them are unique for each character. This allows the developers to flesh out every character and dole out heaps of worldbuilding; it provides the player much better insight into the motivations of each protagonist; and simply makes exploring the world incredibly satisfying – albeit only if you’re willing to read.

    In contrast, the gameplay mechanics feel perfunctory and drawn out you traverse several areas of London repeatedly, talking to everyone you can in each chapter to ensure you don’t miss important interactions or clues that update quest entries. Tarot card draws for dialogue challenges and environmental interactions are just dice rolls. You have an inventory but there’s little reason to ever open it as key items are flagged in conversations or during interactions when needed. It can grow increasingly tiresome and left me wondering if Sovereign Syndicate would have had better pacing if it gone for map- and menu-driven exploration similar to visual novels or point-and-click adventure games.

    That said, Sovereign Syndicate still feels unique and there is little like it on consoles aside from the aforementioned Disco Elysium. It feels like a fantasy-steampunk adventure novel recreated in video game form, and it’ll be a treat for those who enjoy visual novels or those who pore over lore documents in games. You could accuse the writers of overcomplicating or embellishing elements, but I loved the detailed internal monologues, frequent exposition, rich flavour text, and the minor changes to my options as each character evolved. If a visual novel/RPG hybrid with great writing is your idea of a good time, don’t pass up on Sovereign Syndicate (and I hope there’s a Nintendo Switch port at some point).

    Sovereign Syndicate was played on Xbox Series S|X using a code provided to gameblur by the publisher. It is also available on PC and PS5.

  • Escape from Ever After is a slick and fun homage that stretches itself too thin.

    Escape from Ever After is a slick and fun homage that stretches itself too thin.

    My first thought when putting fingers to keyboard was just how much better Escape from Ever After could have been if it had spent time with a merciless editor. Coming from a two-person indie team, it has a strong start, solid writing, thoughtful gameplay, and is far from a bad game. The problem is the longer I played, the staler the gameplay loop felt, and the more I noticed the impact of limited assets.

    For all vocal fans of the Paper Mario games, there have been surprisingly few attempts to copy that formula – think paper-craft sprites in 3D environments, serving a streamlined RPG that focuses on platforming and puzzles during exploration, and mini-games during the turn-based combat. 2019’s Bug Fables: The Everlasting Sapling is the most successful example that came to mind but Escape from Ever After now offers another indie alternative if you’re looking for more of same or don’t have Nintendo hardware.

    Escape from Ever After benefits from a great promise befitting the aesthetics. Fairytale protagonist Flynn and his arch nemesis, the dragon Tinder, are captured by Ever After Inc – a “real-world” corporation that has figured out how to extend their operations into storybooks, reduce iconic characters to white-collar workers, and exploit their fantasy worlds for profit. Deciding that they could do more damage from the inside, Flynn and Tinder begrudgingly team up and accept an employment contract from the unhinged middle-manager Mr Moon.

    The setup provides an excuse to move between the office hub in Tinder’s castle – full of office worker archetypes doling out side-quests – and a half-dozen worlds based (very loosely) on classic fairytales and other literature. There are subverted classics like The Three Little Pigs and Little Red Riding Hood, but also unexpected choices like an amusing, age-appropriate take on Lovecraft’s The Shadow Over Innsmouth. Each world has its own problems, usually exacerbated by Ever After Inc.’s rampant capitalism, and each introduces a companion that’ll join Flynn and Tinder on their adventure. Like the Paper Mario games, it is closer in style to a JRPG, so the few dialogue choices you get don’t have any real impact on how the story plays out.

    The writing still managed to impress and tug on the heartstrings at times, despite no voice work and the player controlling the dialogue flow, but gameplay dominates the experience. It revolves around exploration, some light platforming and time-based challenges, and also some light puzzling that use your companion’s abilities: think hitting distant objects with Flynn’s buckler, setting things on fire with Tinder, or manipulating plant growth and wind using Wolfgang’s melodies. It makes exploration far more interesting than simply running between set-piece battles and, naturally, you can return to worlds with new companions to use their abilities to unlock new gear, trinkets, or discover ink bottles that upgrade attacks.

    The combat is fun as it’s a low-numbers game, in which most enemies have health points in the single digits, and new gear or skills feel significant rather than incremental. Gaining XP and levelling boosts the party’s max HP, MP, or trinket slots – items that offer interesting buffs and potential trade-offs. More important is which party member abilities you use to deal with enemies that are flying, shielded, armoured, or buffing one another. You need to time button presses for blocks and attacks; complete mini-games to maximise the impact of special abilities; and simply spamming the basic attack will get you nowhere.

    Returning to my opening statement, the biggest problem Escape from Ever After faces is the 20-ish hours it takes to roll the credits. Aside from multi-phase boss encounters, there are too few enemy variants; the charming visuals slowly give way to that “made-in-Unity” look; and even the brilliant soundtrack becomes grating once you’ve heard it enough times. As someone who would always take a shorter game with a satisfying conclusion that leaves me on a high, rather than a longer one that simply leaves me relieved to see the credits roll, I can’t help but wonder why so many developers don’t follow the less is more principle?

    Escape from Ever After was played on Nintendo Switch 2 using a code provided to gameblur by the publisher. It is also available on PC, Xbox Series S|X, PS5, and Nintendo Switch 1.

  • Editorial: Warhammer 40,000: Rogue Trader on Nintendo Switch 2 crams a massive CPRG onto tiny hardware to varying degrees of success.

    Editorial: Warhammer 40,000: Rogue Trader on Nintendo Switch 2 crams a massive CPRG onto tiny hardware to varying degrees of success.

    As a fan of classic CRPGs who grew up playing Baldur’s Gate, Icewind Dale, and Neverwinter Nights, I can’t help but love Owlcat’s isometric CRPGs. Just how much I love them, however, depends on the amount of free time I have. Their prior CRPGs based in the Pathfinder universe – Kingmaker and Wrath of the Righteous – have their flaws, but their epic scope and ambition made them easy to forgive once I was hooked. Warhammer 40,000: Rogue Trader continues that time-devouring trend, albeit this time within a distinctly gothic, grimdark, sci-fi universe.

    For that reason, the prospect of a Nintendo Switch 2 version, which I could pick up and put down whenever I had the time, was incredibly tempting – despite having sunk 60 hours exploring the Koronus Expanse in the Xbox Series port already. Like all good CRPGs, there is scope for replayability by rolling a different character class, experiencing the impact of tackling missions in a different order, adventuring with a different group of companions, making different major decisions at the end of each act, and role-playing a more ruthless or evil character (not that I ever do).

    Having now sunk another two-dozen hours into Warhammer 40,000: Rogue Trader on the Nintendo Switch 2, the results are predictably hit-and-miss given the size of this game and some hardware limitations. Portability always requires sacrifice – especially when dealing with a small screen in a menu- and text-heavy game. On the upside, the outcome is mostly positive if affordable and optimised portable play is your goal. If, however, you intend to make use of the Switch 2’s hybrid nature and occasionally play it on a 4K TV, the results are less impressive.

    Starting with the good, Warhammer 40,000: Rogue Trader on the Nintendo Switch 2 is feature-complete with no gameplay compromises (and it’s cheap). It is every bit as massive and engaging as the PC version or the other current-gen console ports (and the DLC expansions are arriving soon). The platform has no shortage of lengthy Nintendo first-party adventures and third-party JRPGs, but this is a rare western-styled CRPG for fans of the genre (the other options being literal classics, like Beamdog’s and Aspyr’s remastered D&D IP: Baldur’s Gate, Icewind Dale, and Neverwinter Nights). Isometric exploration, tactical turn-based based battles, dialogue choices with abundant skills checks, more exposition than anyone needs, and major choices that alter the later acts – it’s all accounted for.

    It took a post-launch patch or two, but Warhammer 40,000: Rogue Trader on the Nintendo Switch 2 runs as well, if not better than the PC version on the Steam Deck and original ROG Ally (my only other points of handheld comparison). On the handheld screen, enabling TAA produces a slightly softer but less noisy image, while the framerate sticks to the 30fps target outside of a few rapidly panning cutscenes with alpha effects. Coupled with a UI and controller scheme developed and refined for the current-gen consoles, it feels more than responsive enough for general exploration and the turn-based combat. Even the load times are respectable, albeit a little longer than on the other consoles.

    The are, however, three issues of note – one subjective and two with gameplay implications. When docking the Nintendo Switch 2 and connecting to a 4K TV, you are getting a better experience than the Steam Deck or ROG Ally is capable of. However, the image is notably blurrier than when playing on even the budget Xbox Series S (especially when dynamic resolution scaling kicks in), and it appears to lack some post-processing effects that leave environments looking too bright and lacking depth. Of course, visual quality is subjective and the ability to easily suspend, resume, or continue your game away from the TV is a major perk.

    More problematic are the awkwardly overlapping menus, tooltip boxes, and tiny text when playing in handheld mode. Navigating exposition-heavy dialogue menus, cycling between environmental text descriptions, and comparing items in the inventory is a core part of any CRPG and incredibly frustrating on a small display. One potential solution is using a Joy-Con 2 as a mouse, but the implementation is an all or nothing approach. The gamepad UI is replaced by icons around the screen and almost every aspect of the game is controlled by the mouse, slowing down the pace by making actions like simple camera control frustrating.

    Ultimately, you’ll need to consider how plan to play Warhammer 40,000: Rogue Trader on the Nintendo Switch 2. If you play mostly in portable mode, it is an impressive version that looks and performs better than all but the most high-powered handheld PCs. The text size and limited screen space is an issue, but the rest of the port is solid and it looks good on a small screen. If, on the other hand, you alternate between portable and docked play (or if your Nintendo Switch 2 lives under the TV most of the time), Warhammer 40,000: Rogue Trader looks rough in comparison to other current-gen console ports, and the mouse controls need more refining. All that said, if the Nintendo Switch 2 is your only console, CRPG fans should jump on the opportunity regardless.

    Warhammer 40,000: Rogue Trader was reviewed on Nintendo Switch 2 using a code provided to gameblur by the publisher. It is also available on PC, Xbox Series S|X, and PS5.

  • Review: The System Shock remake on Nintendo Switch 2 is an (almost) perfect way to explore Citadel Station on the go

    Review: The System Shock remake on Nintendo Switch 2 is an (almost) perfect way to explore Citadel Station on the go

    For those thinking of picking up System Shock for the first time on Nintendo Switch 2, Nightdive Studios’ 2023 remake transforms an iconic but dated immersive sim into a first-person survival/shooter hybrid that doesn’t feel out of place alongside modern games. What started as an unwieldy point-and-click/FPS hybrid now plays as a more traditional FPS and it works well enough with a controller. Given combat is so prevalent the change makes sense, and the shooting feels solid; however, navigating menus, inventory management, and interacting with switches or items in the environment can be finicky.

    It is for this reason I would discourage anyone playing System Shock (2023) using a standard pair of Joy-Cons. Unless you’re a natural with gyro aiming, they feel far too imprecise in a game that offers no auto-aim assist that I can discern. That lack of precision can still frustrate when using a Pro controller, but the game plays smoothly enough (after patches) so that precision aiming and picking up objects in the environment is manageable. If you are stuck with a pair of Joy-Con 2s, you could try using one as a mouse on a lapboard or something serving the same purpose – though I could not find a sensitivity setting that ever felt as good as a proper PC mouse.  

    I’m highlighting this caveat early as System Shock (2023) has survival elements with resource and inventory management. Precision aiming is essential for conserving limited ammunition and minimising the damage you take. It’s only during cyberspace sequences and the end-game – when you have your hands on powerful weapons, weapon mods, and upgraded player augmentations – that System Shock (2023) can be played as a run-and-gun FPS with less concern for accuracy.

    With a Pro controller and the Nintendo Switch 2 docked or propped up in tabletop mode, System Shock (2023) becomes every bit as compelling and immersive as on the other platforms – especially when you combine the stylised visuals with campy voice acting, creepy ambient audio, and an incredible synth-heavy soundtrack. It targets a high resolution with all visual features intact, and it sustains 60fps enough of the time that I rarely noticed any impact on responsiveness. It’s not perfect, however, and given the extensive post-processing effects and pixelation filter on objects near to the player, Nightdive Studios could drop the resolution further to focus on stable performance.

    Considering just the game and not the hardware you play it on, System Shock (2023) is essential for those who enjoy more action-oriented immersive sims like Eidos Montreal’s recent Deus Ex games, or Arkane Studios’ Dishonored series and Prey (2017). It has little interest in providing the typical frictionless, heavily-guide experience of most modern games – even if you set each difficulty sliders to the lowest value. Thorough exploration, reading and listening to notes, and then following clues to key items is a core part of the experience. Even on the lowest mission difficulty, the objective icon only gives you a direction of travel, but getting anywhere in the labyrinthine Citadel Station is still a challenge.

    System Shock (2023) is a game that rewards or punishes player agency as it should. If you explore cautiously, pick off isolated enemies, hack every door panel, hunt for secret stashes, and conserve resources, you’ll rarely be caught off guard; you’ll be able to minimise the effect of environmental hazards; and you’ll always have heavy firepower in reserve to trivialise a boss encounter or ambush. If you ignore your surroundings, charge into groups of enemies, and waste powerful ammunition, you’ll soon hit difficulty spikes that force you back to the last regeneration bay (or you’ll have to remember to make frequent manual saves).

    Despite the focus on player agency and freedom, the System Shock remake is still far more playable than its predecessor and closer in design to its well-regarded and equally influential sequel. There are mid-game requirements that might take you back and forth between levels of the station, but it opens up gradually and escalates smoothly towards the finale. For those who listen to audio logs, read notes, and pay attention to environmental details, it also has a wonderfully fleshed out setting and backstory you can piece together. If an audio log or note hints at an event, you can find evidence of it in the environment. Citadel Station provides a cohesive and believable sense of place despite the sci-fi trappings.

    Wrapping up, I have now explored the remade Citadel Station across four different platforms. After early teething problems that a patch mostly resolved, the Nintendo Switch 2 port is yet another option easy to recommend to fans of the immersive sim genre looking for a portable option (especially important when you consider how few im-sim options there are on Nintendo hardware). The only caveat is that my recommendation only applies if you have a Pro controller, as the standard Joy-Con experience is predictably awful and the Joy-Con 2 mouse option is not as responsive as it should be.

    Pros:

    • Yet another opportunity to play the excellent System Shock remake
    • It’s a rare immersive sim on Nintendo hardware
    • Great visuals, campy voice work, and synth-heavy soundtrack
    • Performance issues mostly resolved with post-launch patches

    Cons:

    • Nintendo Joy-Cons and first-person games are a terrible match
    • Those who need a guided experience beware

    Score: 8/10

    System Shock (2023) was reviewed on Nintendo Switch 2 using a code provided to gameblur by the publisher. It is also available on PC, Xbox One/Series S|X, PS4/5, and Nintendo Switch 1.

  • Review: Blood: Refreshed Supply on Switch offers a gore-soaked battle against the controls, cheap ambushes, and splash damage

    Review: Blood: Refreshed Supply on Switch offers a gore-soaked battle against the controls, cheap ambushes, and splash damage

    Nightdive Studios have spent an incredible decade remastering classic ‘90s and early ’00s PC titles and releasing them on consoles too. The relative simplicity of early first-person shooters like Powerslave Exhumed and STRIFE: Veteran Edition lend themselves to controller support, with no true Y-axis and limited verticality. Remasters of true 3D titles, think Quake and Turok, typically benefit from a slick auto-aim implementation that makes you feel skilful while still clearly nudging your shots towards the target. In contrast, Blood: Refreshed Supply doesn’t gel very well with a controller – a problem that exacerbates other dated designs.

    Starting with the good, Blood: Refreshed Supply looks authentic yet wonderfully crisp on both Switch handheld screens and a 4K TV. It also runs great on both the Nintendo Switch 1 and 2. There are plenty of options to tweak the visuals, audio, and controls, and there’s more content in the form of two old expansion campaigns and a new one. It’s a comprehensive and content-rich remastering effort that preserves a game known for both its vocal, snarky protagonist Caleb, and the early introduction of several FPS mechanics that would become commonplace in time.  

    Unlike so many late ‘90s FPS, Blood put more effort into the storytelling beyond simple text-based interludes. A dated but no less entertaining intro video reveals Caleb and other former cult leaders were banished by a demon they once served. With no explanation given, it sets up a revenge story that kicks off with Caleb emerging from a tomb and uttering the iconic line, “I live… AGAIN!”. From that point on, you’re tackling traditional, sequential, classic FPS levels, but they include some unique lines between all the quips to better flesh out the setting and guide the player.

    As a result, Blood has more narrative glue holding together it’s diverse and loosely connected levels. However, it is first and foremost a classic FPS with 99% of the focus on level design, weapons, enemies to use them on, and a boss capping off each act. To its credit, and despite so many commonalities between FPS from that era, the gunplay feels fast and impactful thanks to destructible environments (where scripted, of course); the diverse arsenal; and a focus on over-the-top gore. Earlier games may have offered spectacular death animations for sprites, but Blood offered dismembered limbs and heads bouncing around, and uncomfortably funny burning deaths.

    From a pitchfork, flare gun, and classic double-barrelled shotgun, to an aerosol can and lighter combo, Tesla Cannon, and voodoo doll, Blood: Refreshed Supply offers an entertaining toolset to dispose of the cultists, undead, and demons that impede Caleb’s pursuit of his former master. Better still, most weapons offer an alternate fire mode that gives them greater versatility (on top of the usual FPS pick-ups like temporary mega-health, invisibility, and dual-wielding). The double-barrel shotgun offers the now-ubiquitous one or two-barrel blast, while the Tesla Cannon’s alternate fire chews through ammo to create a BFG-like projectile. Dynamite – which I’ll return to shortly – can be flung to explode on impact or bounced around corners with a timed fuse.

    A great arsenal, a diverse roster of enemies, and a ton of gore – what could go wrong? With a mouse, keyboard, and easy-to-reach quick-save and quick-load keys, not much. On either Nintendo Switch console, regardless of whether you’re using a pro controller or the latest iteration of crappy Joy-Cons, the experience is far less fun and fluid. There is clearly auto-aim of some form, but it can’t compensate for twitchy and imprecise controller inputs that make it far too easy to miss targets in an FPS that can be surprisingly stingy when it comes to ammunition and healing items.

    It’s not just the controls though. No matter how hard I tried tweaking the sensitivity and using gyro-aiming, Blood: Refreshed Supply still hails from an era that relished in labyrinthine levels, packed with keys, secrets, and monster ambushes. Exploration and secret-hunting are a highlight, but this means a lot of the time you’ll be trying to react to enemies that suddenly appear all around you; often a mix of melee rushers and ranged enemies that can shred your health bar quickly (even on the lower difficulties). You might think weapon alternate fire modes and area-of-effect explosives could see you through… but that brings me to another criticism.

    Blood: Refreshed Supply has brutal splash damage irrespective of the source – environmental hazards, enemy attacks, or Calab’s arsenal. When you combine splash damage with cheap ambushes, just as many of my deaths were self-inflicted as a dynamite bundle bounced back at me or hit an enemy that in front of me that appeared as I was tossing it. If you’re someone who dislikes the concept of save-scrumming to optimise every encounter, Blood: Refreshed Supply will brutalise you into compliance.

    Wrapping up, Blood: Refreshed Supply is another great Nightdive Studios remaster, with an unusual setting, dark humour, and satisfyingly gory gunplay. It is, however, cheap when it comes to enemy placement and unforgiving when it comes to splash damage. If you’re a PC player and no stranger to hammering quick-save/quick-load to get through classic FPS, it is easy enough to recommend. On console, however, it might be worth waiting for a few patches to tweak the auto-aim as the imprecise controls can turn challenge into frustration.

    Pros:

    • An unusual setting, dark humour, and snarky protagonist
    • A diverse arsenal and satisfyingly gory gunplay
    • Labyrinthine levels will satisfy those who love exploration and secret-hunting
    • Smart visual enhancements without impacting authenticity

    Cons:

    • A fondness for cheap ambushes that encourage save-scumming
    • Twitchy controller aiming and brutal splash damage are a recipe for self-inflicted deaths

    Score: 7/10

    Blood: Refreshed Supply was reviewed on Nintendo Switch 1/2 using a code provided by the publisher. It is also available on PC, Xbox One/Series S|X, and PS4/PS5.

  • Editorial: The Tormented Souls games are for those who like a spot of survival-horror in their puzzle games

    Editorial: The Tormented Souls games are for those who like a spot of survival-horror in their puzzle games

    I regret sitting on the Tormented Souls games until a few months after the sequel arrived in 2025. As a long-time fan of classic survival-horror – going back to fixed camera angles and tank controls – both games are slightly uneven but impressive indie alternatives from Chilean developer Dual Effect.

    They have all the trappings of the classic Resident Evil and Silent Hill games: think fixed camera angles, inventory management, save rooms with soothing music, a mix of logical and absurd puzzles, and combat that is more about conserving supplies and using the right tools, rather than skilful movement and aiming (though that certainly helps).

    The setup for Tormented Souls is simple but effective, with limited exposition and lingering questions that benefit the narrative flow. Protagonist Caroline Walker receives a photograph of two girls – the sight of which causes her extreme pain. Following the address on the back of the photo, she travels to the remote Wildberger Hospital, sneaks inside, and ends up clubbed from behind.

    She wakes up naked in a bathtub, missing an eye, and with no clue as to what’s going on or why twisted monsters now stalk the halls. Like the best horror games, this leaves the player and protagonist on the same journey of discovery, without being burdened by too much prior knowledge that could ruin the sense of mystery or take the edge off the horror.

    That said, the storytelling is somewhat limited outside of a few key cutscenes towards the end of the game.

    She meets a priest seemingly oblivious to the monsters; encounters the little girl seen in the photograph; and discovers plenty of notes and audio recordings that recount the tragic story of the Wildberger family and the horrors that took place. Taking a few optional steps to save Anna is canonical, but it’s not too hard to get the “true” ending if you’re paying attention.

    Without wanting to spoil too much too soon, the sequel picks up right after the first game, as the Caroline and Anna seek solitude and healing at an old monastery. The same forces that consumed the Wildberger hospital reemerge in this new setting with an equally dark past. Many of those who offered salvation have become twisted by their own desires, shame, and guilt, which leaves Caroline on a quest to save Anna again in another monster-ridden setting.

    Once again, there’s a secondary cast that may or may not be trustworthy, and your actions towards the end of the game – primarily based on your willingness to backtrack – are important to save a key character and unlock the true ending.

    All that said, the Tormented Souls games are more body-horror than psychological-horror. The setting, brisk pacing, and narrative beats kept me engaged and pushing forward through both games, but they ultimately serve as an excuse to drag Caroline through increasingly decrepit, bizarre, and blood-stained environments packed with an inordinate number of key items and puzzles.

    The original Spencer mansion in 1996’s Resident Evil felt illogical, with misplaced keys and puzzles that forced you to backtrack from one side of the mansion grounds to the other. In contrast, the Wildberger Hospital and Villa Hess veer more towards Silent Hill levels of weirdness – including unexplained time-travel and Tormented Souls’ own take on a twisted “otherworld”.

    Of course, it all boils down to locked doors and key hunts, but what counts a key item can be wildly variable and is often just one step on the path towards another key.

    There are clues to codes found in both documents and environmental details; darkness is lethal but there are times you need to disable light sources to solve puzzles; inspecting and combining items within the inventory screen is mandatory; and most puzzles involve working out the right sequence of actions (with enough variables that brute-forcing the solution is difficult).

    If you enjoy sifting through notes, jotting down notes from environmental text, and solving twisted puzzles, Tormented Souls 1 and 2 should be on your radar. The only problem, perhaps, is that the puzzles and other designs can feel derivative; an amalgamation of the best parts of other survival-horror classics. The sequel is a far more confident game and more cohesive in design, whereas the original Tormented Souls feels disconnected at times despite still offering entertaining puzzles.

    On the topic of derivative mechanics, the combat in both games is never more than fine. Unless I missed something, the DIY weapons Caroline uses don’t seem to make any sense in the context of her character, but the modified nail-gun and a pipe-based shotgun look and sound suitably powerful as you blast enemies to the floor and finish them off with a melee weapon to conserve ammunition.

    The combat always feels secondary to the puzzles and even the rare boss fights rely more on pattern recognition and using items to end the fight, not simply unloading your most powerful ammunition into them.

    This skewed focus is most notable in the first game, in which clearing out areas to run around freely and focus on puzzling is easier. Tormented Souls 2 tries to keep you on your toes by repopulating areas with monsters more frequently, but if you ever get stuck on a puzzle, it’s still not uncommon to find yourself looping through empty corridors and rooms looking for a key or clue you missed.

    Some might find that design unsatisfying but, returning to the title of this piece, the Tormented Souls games are for those who like a spot of survival-horror in their puzzle games. If you look past the dubious titillation from the opening scene of the first game, Dual Effect has consistently created environments that are mix of beautifully detailed and terrifying, thick with an atmosphere of dread, elevated by creepy ambience and music, and packed with challenging puzzles to solve.

    If solving weird, twisted, and sometimes illogical puzzles are why you love classics survival-horror games, don’t pass over the Tormented Souls games because of their indie status and budget-pricing.

    Tormented Souls 1 and 2 were reviewed on Xbox Series S|X. A code for Tormented Souls 2 was provided to gameblur by the publisher. It is also available on PC and PS5.

  • Review: Tomb Raider: Definitive Edition (Nintendo Switch 1/2)

    Review: Tomb Raider: Definitive Edition (Nintendo Switch 1/2)

    After Aspyr and Crystal Dynamic’s conservative but smart remasters of the CORE-era Tomb Raider games, I had hoped that a remastered Tomb Raider: Legends, Anniversary, and Underworld Trilogy was the next logical step. Instead, we got the shadow drop of a Tomb Raider: Definitive Edition port for the Nintendo Switch 1 and 2. If you’re after a one sentence summary: it’s a solid, feature-complete portable option; however, it’s hard not to notice visual compromises that make it feel like a Switch 1-focussed project that left Aspyr with few options beyond boosting the resolution and framerate for the Switch 2.

    Starting with the quality of the game rather than the port, it’s hard to believe this reboot released on the Xbox 360 and PlayStation 3 all the way back in 2013, before receiving a spruced up Definitive Edition for Xbox One and PS4 the following year. It still looks good and feels modern – reinforcing my belief the cinematic, open-world, third-person, action-adventure genre has become too dominant and increasingly stagnant in the “AAA” space. When it was released, Tomb Raider (2013) felt like an impressive and polished hybrid of classic Uncharted-style set-pieces and shooting, merged with the fledgling open-world, action-RPG template.

    It’s more open-zone in practice, with the plot taking you through each region on the island. The path occasionally loops back through evolving central regions, and all zones are connected by set-pieces or obvious transitions designed to mask loading screens. There are parts that feel more like Crystal Dynamic’s first reboot trilogy – in which you spend the bulk of your time running, jumping, puzzling, and driving rare animals closer to extinction – but there’s a gradual shift towards wild set-pieces and firefights, coupled with a steady flow of XP and points to invest in a limited skill-tree, and no shortage of collectible weapon parts and scrap to improve your arsenal. It was an early indication of the trend that would see RPG and survival-crafting elements shoehorned into every other genre – but it felt fresh at the time.

    Although many of those designs have been commonplace, Tomb Raider: Definitive Edition on Switch is still worth playing for the first time if you missed it (or worth replaying if you wanted a portable option). Both newcomers and returning players might find the compact world, brisk pacing, and 12- to 15-hour runtime less daunting compared to the AAA bloat we’ve come to expect in 2025. It also serves as a decent introduction to the character of Lara Croft by proving an entertaining albeit dubiously written origin story. Lara goes from terrified victim, to retching after her first kill in self-defence, to killing hundreds of cult-like castaways in often brutal ways (including gratuitous executions you can unlock in a skill-tree for bonus XP).

    It’s a classic example of narrative dissonance in a video game – think gameplay systems and storytelling that don’t feel coherent – but Tomb Raider: Definitive Edition is still a wild ride and good fun if you don’t overthink it. A young Lara and a diverse crew of Hollywood-style archetypes (most only fleshed out later in flashback cutscenes) are shipwrecked in the Dragon’s Triangle while on the hunt for the civilisation of an ancient Japanese Empress who was said to control the weather. A gruelling opening sets the tone, with Lara escaping from a pursuer through a series of gameplay tutorials and classic stick-wriggling, button-mashing, quick-time event (QTEs). As a precursor of what’s to come, failing any of these early QTEs reward you with a gruesome death scene before setting you back to try it again.

    That over-reliance on QTEs and questionably gratuitous violence feels like baggage from the era but, thankfully, most of the game plays out as a mix of slick third-person platforming, light puzzling, wild set-pieces, and scrappy shooting that sees Lara automatically ducking behind anything waist-high. There are white markers to guide you while platforming; Lara gravitates towards ledges and ropes when jumping; puzzles rarely let you think for more than a minute before giving a hint; you can sneak up on enemies and dispatch them stealthily; there’s a “hunters sense” scanning ability you’ll find yourself spamming to highlight enemies and items, and the map slowly fills with dozens of markers as you explore. Thankfully, that familiarity is less of a problem for Tomb Raider: Definitive Edition in 2025 as only those foolish enough to systematically hunt for every collectible will find it overstays its welcome.

    Returning to the port itself, it’s worth touching on the visuals and technical performance not because they’re terrible or the game is unplayable – the cutbacks are simply unexpected. The Switch 1 has had many great Xbox One/PS4-era conversions, but Tomb Raider: Definitive Edition loses a considerable amount of vegetation density and shadows that can change the entire feel of many forested areas by leaving them far brighter. That said, if you’ve not played the other versions recently, it’s not a deal breaker. More annoying is the visible pop-in when running through an area and framerate drops from the mid-game Shantytown area onwards on Switch 1 that can impact the responsiveness of the controls. The Switch 2 receives no noticeable visual upgrades, but it does have a higher base resolution and reasonably solid 60fps framerate. It ultimately feels underwhelming and clearly underutilises the improved hardware.

    All that said, it’s still a solid portable option for console hardware that has seen far greater uptake than handheld PCs that still have OS and interface issues, compatibility problems, and a lack of developer-created optimised settings for older games. Despite my preference for the older games and criticisms of this port, I played through the bulk of Tomb Raider: Definitive Edition on the original Switch, content to forgive any technical flaws as the tight gameplay loop hooked for another 15 or so hours. Tomb Raider: Definitive Edition may not feel as mechanically fresh in 2025 – having laid many of the foundations for so many modern cinematic, third-person, action-adventures – but it’s compact design and brevity (and budget pricing) offers a breath of fresh air for those daunted by modern AAA games.

    Pros:

    • Tomb Raider (2013) remains a solid reboot that still plays great
    • Completionists will find collectible-hunting sessions a good fit for handheld play  
    • It still looks good on Nintendo Switch displays (and decent enough when docked)
    • The Switch 2 version benefits from boosted resolution and a 60fps framerate…

    Cons:

    • …but the reduced visual settings compared to other platforms are obvious
    • An unstable 30fps framerate can make the controls feel sluggish on the Switch 1 at times

    Score: 7/10

    Tomb Raider: Definitive Edition was reviewed on Nintendo Switch 1/2 using a code provided by the publisher. It is also available on PC, Xbox One/Series S|X, and PS4/PS5.

  • Review: Syberia – Remastered (Xbox Series)

    Review: Syberia – Remastered (Xbox Series)

    Syberia first released in 2002 as a point-and-click adventure with relatively unremarkable mechanics for the time. It was, however, elevated by Belgian comic artist Benoit Sokal’s striking designs, an evocative soundtrack, and a narrative that blended the relatable with the surreal. It was easy to play through the remaster for the story – the third time now if I count the awkward console ports of the PC original – and I’d argue Syberia – Remastered is now the most accessible way to play this uneven cult-classic. The updated visuals are beautiful yet faithful, the UI is cleaner, and a few puzzles have even been expanded or tweaked. That, old flaws remain and a few new bugs can frustrate.

    I think what I love most about Syberia is how it balances a growing sense of wonder with unease. You play as Kate Walker, a New York lawyer who looks and sounds like part of our world, but her journey eastward, from the French Alps towards Russian Siberia, feels increasingly detached from reality. Kate arrives in Valadilène to conclude the sale of the Voralberg family automaton business to an American company, only to find the owner has recently passed away and her short business trip is about to get complicated.

    After learning of another heir, the reclusive Hans Voralburg who was long presumed dead, Kate kicks off a journey that will take her further and further away from her current life – her friends, her family, and everything she thought was important. She ends up travelling on a clockwork train, in the company of the weird but likeable automaton Oscar, following in the footsteps of Hans Voralberg decades later. She delves into the Voralburg’s tragic family history, explores seemingly forgotten corners of the world, and encounters an odd cast of those left behind with unfulfilled dreams.

    It makes for a compelling but weirdly paced narrative that sometimes unfolds with no particular sense of direction (other than geographically). As someone who dislikes modern games with bloated runtimes that kill pacing, you’d think it would annoy me. However, given you can see the end of Syberia – Remastered in just 6-7 hours – puzzle-solving skills permitting – it feels more like deliberate and confident pacing. Kate’s journey is literally about going off the rails while on the rails, full of discoveries and revelations, about both her curious client and herself. It’s not always well written, the voice acting is variable, and it features some dated stereotypes, but it had emotional hits that many modern cinematic AAA games fail to generate.

    Gameplaywise, Syberia – Remastered has the same mechanical weaknesses as the original game – even with an updated journal and a handful of expanded puzzles to flesh out some locations. Unlike so many of its peers, Syberia was never about dense environments, pixel-hunting for interaction spots, or use-everything-on-everything experimentation. Instead, you explore large and beautiful zones, exhaust dialogue trees for plot triggers, find a handful key items, and tackle maybe two or three puzzles in each area. It feels more streamlined and logical than most point-and-click games from that era – but the size of the environments can make backtracking tedious.

    On the upside, Kate’s initial visit to each location feels suitably wondrous and surreal. She explores a declining alpine town with clockwork buildings and specialised automatons serving the ageing population. She travels to a quirky German university located alongside what look like a giant remnant of the Berlin wall, meeting the bizarre faculty members, exploring an incredible aviary, and learning about Hans’ fascination with Siberian Mammoths. She explores an abandoned Russian industrial city run by a deranged mayor; she visits a cosmodrome to help a drunken cosmonaut get airborne; and she finally help an ageing opera singer feel alive again – if only for a while.

    Every step of the journey feels more surreal than the last and Kate’s fiancé, boss, friend, and mother – most of them self-interested and living shallow lives – frequently call and struggle to make sense of Kate’s trajectory from corporate ladder-climber to headstrong explorer willing to push ever further into the unknown. Again, Syberia is no masterpiece of videogame writing (and this remaster has some dubious subtitles and transcriptions), but it nails the atmosphere and Kate’s voice actor – Sharon Mann for the English dub – did an incredible job of capturing her emotions.

    Of course, most cult classics like Syberia benefit from a mix of hyperbolic praise from fans and the resultant hype for this release. As one of those fans, and a fan of classic point-and-click adventures in general, Syberia – Remastered is a worthy effort at preserving a classic game and making it more accessible on multiple platforms. It stays faithful to the source material despite looking more modern, the expanded puzzles add a minor twist for returning players, and the new journal might prove essential for new player – but I still feel the diverse cast and timeless narrative are the main attraction.

    Pros:

    • Experiencing Kate’s journey of self-discovery through a wondrous but surreal world
    • Beautiful, faithfully remade environments better fit the evocative soundtrack
    • Most puzzles are logical and streamlined
    • The expanded journal system makes the tougher puzzle less of a roadblock

    Cons:

    • Backtracking through larger environments can get tedious
    • Rare movement bugs required restarting the game
    • Subtitles and document transcriptions need work

    Score: 8/10

    Syberia – Remastered was reviewed on Xbox Series S|X using a code provided by the publisher. It is also available on PC and PS5/Pro.

  • Impressions: PIGFACE Early Access (PC)

    Impressions: PIGFACE Early Access (PC)

    It took three of PIGFACE’s brisk missions before I finally realised what connection I was trying to dredge from my cluttered memory. PIGFACE may have the appearance of a retro-inspired FPS in the trailers, but it often felt like a slick first-person mod for the earliest Hitman games – think Hitman: Codename 47 (2000) or the sequel, Hitman 2: Silent Assassin (2002). It’s a compelling mix of exploring a sandbox-like maps for quest objectives and entertaining yourself by exploiting AI that are deadly at close-range but incredibly stupid overall.

    PIGFACE functions as a first-person shooter – with gloriously retro aesthetics, chunky gore, and thumping combat music – but running-and-gunning only feels viable when replaying missions with new upgrades. Once you’ve bought body armour; weapon attachments; and amassed equippable masks hidden in each level, it’s easier to tear through levels sowing confusion and popping heads. On your first run, however, you’ll want to take it slow and steady to avoid quick deaths and mission restarts.

    In this early access build, a brief introduction and tutorial introduce the player to “Exit” – a hit-woman who runs afoul of a vigilante group known as “The Cleaners”. With a bomb embedded in her skull to ensure compliance, she’s sent after several gangs to dismantle illegal drug and weapons trades. It’s a classic setup but also one with a surprising amount of narrative in the form between-mission cutscenes or calls from her handler; a handler that sounds increasingly stressed and unhinged when caught between a merciless killer and his equally intimidating boss.

    It remains to be seen how important that overarching narrative becomes, but it provides light context for a gameplay loop that shifts between Exit’s safehouse where you can buy and upgrade gear, and missions in locations scattered across a map of the local area – think rundown farms, motels, and train stations. From a distinctly ‘90s-era online storefront, the money you earn from completing missions and gathering scrap can be spent on buying new weapons, attachments, consumables, and armour – expanding your options when selecting a loadout in the van you take to each mission.

    Armour and morphine shots help you survive more hits; optional masks – which offer a trade-off between perks and flaws – can synergise with your playstyle; but the most important attributes are weapon damage and their noise level. With no crosshair outside of scope and laser pointer attachments, running firefights that draw hordes of goons towards you are unwise. Instead, methodically clearing locations by sneaking in close and swiftly dispatching small groups is optimal. Gunfire may draw everyone in an area, but it still feels satisfyingly “gamey” with an unrealistically short range.

    Once you unlock silencers for every weapon (even if it makes little sense), you can start messing around with the AI in some fun but often immersion-breaking ways. You can snipe at distinct enemies to send them panicking and firing back at you – but their allies will often stand around and do nothing if you’re out of their noise detection range. You can storm a motel floor with a silenced shotgun, blast everyone in sight, only to slip back outside to prey on unaware patrols. Enemies can still kill you quickly if you find yourself surrounded, but once you build up a decent arsenal and accessories, your recklessness is more likely to get you killed than the enemy AI.

    As of this early access build (v0.24), it’s worth reiterating that PIGFACE is no boomer shooter with a focus on hand-crafted levels and enemy placement; it’s all about finding your own fun in janky sandbox environments reminiscent of the early Hitman games. If you enjoy the idea of brisk sandbox missions, replaying them with new gear or different approach, and just messing around with the AI for fun, PIGFACE is one to keep on your radar or in your wishlist.

    PIGFACE was previewed on PC using a code provided to gameblur by the publisher.