Author: Andrew Logue

  • Impressions: The Riftbreaker: Into The Dark (Xbox Series)

    Impressions: The Riftbreaker: Into The Dark (Xbox Series)

    Survival games usually frustrate me, as I find many mechanically dull, to the point they’re incapable of obscuring their busywork structure. When it comes to The Riftbreaker, I’m always happy to sink another dozen hours into its satisfying hybrid gameplay loop. The new “Into the Dark” DLC is my latest excuse to return, and it provides more of that one-more-mission/building/upgrade loop – albeit with a few new challenges and some familiar technical issues.

    Their budget for writing and voice acting must be huge

    If you played through the base game or the Metal Terror DLC, the basic structure of this expansion won’t come as much of a surprise. A massive earthquake followed by a powerful neutrino emission rocks your primary HQ region, which sets Ashley and Mr Riggs on another multi-stage adventure to discover the source of a not-so-new threat to Galatea 37.

    They’ll discover anomalous growths guarded by crystal-infused wildlife and lumbering bipeds capable of summoning new forces; they’ll explore a surface region to triangulate the position of a massive underground creature; they’ll research new technology to breach, explore, and survive in a massive crystalline cavern system below the surface; and they’ll fend off waves of creatures so large and so frequently, the reproduction and maturation rate of Galatea 37’s wildlife is probably the least believable sci-fi concept.

    While The Riftbreaker is ultimately a mechanics- and systems-focused game, Into the Dark uses its narrative elements to delve into Ashley’s failed Orion expedition she references in the base game. The “new” threat appears to be a familiar one and, once again, Ashley and Mr Riggs spend an inordinate amount of time discussing what they’ve observed, generating wild hypotheses, and experiencing several “eureka” moments that feel utterly detached from the player’s actions.

    They’re still a likeable pair of protagonists but I’m forever amazed at the amount of recorded dialogue in this game and the constant disconnect between Ashley’s intentions to preserve the planet’s ecosystem, while periodically murdering thousands of its denizens to pave the way for human colonisation.

    A slow start leads to a chaotic finish

    Ignoring the narrative dissonance, The Riftbreaker remains as mechanically engaging and complex as ever – even if Into the Dark feels more about adapting existing tools to a new biome, rather than managing an entirely new resource and dependent technologies we got in the Metal Terror DLC.

    The opening missions above ground and within a maze of canyons feel unremarkable. The introduction of summoner-type creatures and mobs with a limited self-revive ability complicates combat and pushes out beyond your walls, but you’ll still be going through that familiar loop of exploring, scanning objects of interest, establishing outposts, and fortifying them against waves of enemies.

    Things get interesting about a third of the way through the new campaign when you finally construct a drilling craft and descend into the unexpectedly vibrant and colourful caverns below. The caverns offer a mix of solid formations and soft limestone you can drill through, so below ground, base building and combat take on a new spatial dimension, especially when objectives force you to build and hold several distant outposts.

    The caverns offer abundant construction resources that you’ll have to drill to uncover, but extremely limited wind and sunlight complicate power generation if you’ve been investing in green energy and storage solutions, while a lack of standing water and fluids requires workarounds for advanced base structures.

    I found myself scrambling to make use of carbonium power plants and abundant plant and animal biomass, while investing in new regenerating defensive structures, automated resource gatherers, and, most significantly, technologies that allowed for the direct transmission of power and other resources to distant outposts without laying vulnerable cable or pipe networks.

    When it comes to base defence and combat, careful drilling and planning your perimeter around solid rock pillars can make defence feel easier at first, but several powerful towers are unavailable below ground and periodic earthquakes can damage multiple structures simultaneously (though at least you can rebuild from ruins now). There are a few massive creatures that’ll bore through soft limestone and beeline towards your base, but kiting is much easier for common mobs. The downside – or maybe the upside if you enjoy combat – is that Into the Dark throws a lot of enemies at you from the get-go.

    Circle-strafing and dodging around enemies are rarely viable tactics underground, so backing up into a dead end while exploring is usually fatal. When hunkered behind your walls, massive hordes are often forced to converge and throw themselves at your defences for what feels like minutes at a time. Deeper, smartly-designed, multi-layered defences are essential – especially when protecting distant outposts operating on a local grid – and I finally came to appreciate the incredible combination of repair towers with minefields and new traps.

    If you’re partial to twin-stick combat, there’s no shortage of it. Into the Dark feels relentless from the start, with bigger hordes crammed into smaller spaces, and fewer chances to intercept them before they hit your defensive lines. To help you survive the increased challenge and two arcade-like boss fights, there are, of course, new elementally-themed towers, traps, and weapon technologies to research.

    They’re coming outta the goddamn walls!

    The Into the Dark DLC easily consumed another dozen hours and is just as expansive and feature-rich as the Metal Terror DLC, offering a ton of new or reworked content at a low price.

    Some elements – like the incessant, lengthy conversations and revelations about Ashley’s past mission – can feel underwhelming, while the opening missions above ground are familiar fare. However, once you finally head below ground, you’ll quickly come to appreciate the unique base-building, defence, and energy-generating challenges, and experience the thrill of overcoming them with new technologies and smart planning.

    The Riftbreaker: Into the Dark was played on Xbox Series S|X using a code provided to gameblur by the publisher. It is also available on PC and PS5.

  • Review: Return to Grace (PC)

    Review: Return to Grace (PC)

    Playing Return to Grace had me thinking back to when so-called “walking simulators” were still a divisive topic. Video games like Dear Esther, Gone Home, or Everybody’s Gone to the Rapture – in which the narrative, characters, atmosphere, and audiovisual experience take precedence over mechanical complexity.

    On one hand, it’s a design that benefits Return to Grace, making for an immersive experience focused on the narrative pay-off. On the other, I was reminded of how fine a line this genre walks between compelling and boring if the pacing and length are even slightly off the mark.

    Return to Grace is a first-person narrative adventure that places you in the environmental suit of Adie Ito – an archaeologist exploring a frozen and stormy Ganymede in 3820 AD, searching for an ancient AI “Grace”, held in god-like reverence.

    She was an AI that led humanity into a golden age of peace and expansion across the solar system before her disappearance, a thousand years before, triggered a new dark age with many technological innovations and record keeping lost.

    This is a genre that thrives on strong storytelling and Return to Grace, despite retreading some familiar ideas, offers up an intriguing setting, quirky cast, a briskly paced mystery to unravel, and plenty of optional environmental storytelling and world-building.

    Times have clearly changed since Grace was the caretaker of humanity. Travel throughout the solar system is no longer commonplace as Adie has taken a risky, 300-day journey to get to Ganymede. It’s a one-way trip but she claims everything of value to her on Earth is gone. Record keeping from a thousand years prior is so limited she had to rely on centuries of oral histories to pinpoint the location.

    Even before I appreciated the divergent nature of the narrative, I was already sold on the setting, and I wanted to discover more about its take on the future of humanity.

    Thankfully, that “future history” element is integral to the present investigation-based story; it comes up when Adie comments on the technology she witnesses in the spire; and it often features in her conversations with an entertaining selection of AI personalities she discovers on her journey.

    Shortly after arrival, she awakens “Logic” who – alongside “Control” and “Empathy” – form core components of Grace’s identity. The problem is they’re old back-ups that have little knowledge of what led to Grace’s shutdown, what happened to the people that maintained the spire, or how her interactions with humanity evolved over time.

    What they do have is unique personalities, system permissions, and thoughts on how Adie should proceed. As she pushes on, they create amusing hybrid personalities – for whom Adie picks some choice names – that help her circumvent new obstacles.

    It’s not obvious at first but Return to Grace‘s most significant narrative mechanic is how it tracks your decisions. The consequences can feel a little rushed given the 3–4-hour runtime, but there are a few key moments where Adie can push forward instead of exploring, take risky shortcuts instead of the safer path, or allow the AI to perform certain tasks for her. These decisions feed into evolving AI responses and (if we exclude one obviously bad ending) lead to minor ending variations that felt appropriate for my choices.

    Return to Grace‘s biggest issue – and this is one shared by all games in this genre – is what you’re doing mechanically is rarely that engaging.

    You explore and move at whatever pace the game dictates; you sit around listening to lengthy conversations that block your ability to interact with anything until they’re finished; you push or mash a single button to trigger scripted traversal moves or optional commentary; and sometimes you engage in pattern- or memory-based puzzles that require little mental effort. Crossing balance beams, briefly controlling a crane, and melting ice with a flame-thrower is about as wild as it gets.

    Thankfully, Return to Grace’s brisk runtime – coupled with some choice comments from the AI if you do get stuck – make this less of an issue and the compelling world had me hacking every door and audio-log I could find for more details. That said, it didn’t make the process of trudging around larger areas, repeating door code inputs, and twirling Adie’s glove to line up sync points a dozen times feel any less repetitive or tedious.

    Return to Grace’s brevity and strong storytelling are its saving grace. It kept me hooked over two evening sessions and I only started ruminating on the weaker elements just before the credits rolled.

    I wanted to find out more about the past events by sifting through the deserted spire; I wanted to hear every one of Adie’s comments on the current state of humanity; I was fascinated by the AI personalities and their attempt to dissect her motivations; and there were moments of doubt that had me wondering if Adie’s quest was misguided.

    If you’re in the mood for a brisk, immersive, thought-provoking adventure with a lightly divergent narrative, and you can accept the somewhat limited and repetitive gameplay loop, Return to Grace is a great addition to the genre.

    Pros:

    • An intriguing setting and briskly-paced mystery to unravel
    • Thought-provoking conversations and ending variations based on your actions
    • A likeable cast with quality voice acting
    • Atmospheric environments and soundtrack

    Cons:

    • An over-reliance on a handful of simple, repeated mechanics
    • The short length makes some AI relationships feel rushed

    Score: 8/10

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

  • Retrospective: Vaporum (2017)

    Retrospective: Vaporum (2017)

    I love Vaporum and many of the classic games that inspired it, but it’s a difficult sell to newcomers. Clunky, archaic movement limitations and artificial grid-like environments – elements you might criticise in any other modern game – are core gameplay features and, if you buy into the nostalgic aspect, all part of the charm

    Vaporum is a retro-inspired but infinitely more accessible modern “blobber” – think first-person dungeon-crawler, usually party-based, and with RPG elements. You trudge around labyrinthine grid-based levels, searching for keys, solving puzzles, hunting for secret areas, avoiding hazards, and defeating enemies to progress between floors. It’s a wonderfully contrived game world that makes little sense unless the primary purpose of the facility was to frustrate and/or kill its researchers.

    Events take place entirely within a massive steampunk tower, in the midst of a raging and stormy sea, though figuring out who the protagonist is forms part of the early mystery. The ominous tower beckons them in and although they know they have some connection to it, everything else is a blur.

    As you explore, a combination of written notes and scratchy audio logs spur on their memory, leading to revelatory monologues that slowly reveal the truth about their past and the present research into a mysterious substance known as “Fumium”. It’s a dated but effective approach that works in a game not particularly suited to conventional cinematics – though I wish there was a little more world-building to flesh out events beyond the tower.

    Although many games in this sub-genre – from 1985’s The Bard’s Tale to 2017’s StarCrawlers – shift into turn-based combat when you encounter a foe, Vaporum uses the real-time approach first pioneered by 1987’s Dungeon Master and almost perfected by 2012’s Legend of Grimrock. Unlike many of its predecessors – and one of the reasons it received multiple console ports – is that is Vaporum is not “party-based” and doesn’t rely extensively on an emulated mouse cursor in combat.

    You control a lumbering exoskeleton rig – a sensation not dissimilar to Delta in BioShock 2 – with four starting classes to pick from. These range from pure offence to pure defence, with a few unique perks and 10 gear slots that can be configured without restrictions. There are two offensive slots that can either handle one-handed maces, blades, or pistols combined with a shield, or a single but powerful two-handed weapon. You unlock up to four “gadget” slots that provide elemental damage or support abilities akin to spells, and there are four armour slots to mix and match attribute-boosting gear.

    Fumium gained from destroyed enemies goes towards increasing your rig level, unlocking circuits to invest in a dozen linear skill trees that cover weapon types, energy generation for gadgets, elemental damage and resistance, and general survivability. Each point invested provides a useful but incremental upgrade, while the third level provides a minor perk, and the fifth a choice between two major perks.

    On the whole, it’s a versatile and adaptable system that replaces multiple less-specialised party members. It also feels reasonably balanced given you can only max out 3 or 4 skill trees in a single playthrough. You could prioritise damage output to quickly remove threats; turn yourself into a physical and elementally resistant tank that reflects back a huge portion of damage; or pick a middle ground.

    Whatever your choice, exploration, puzzling, and indeed the combat all hinge on understanding and navigating the grid-like environment, rather than simply increasing your level and gear quality – a design many seem to ignore when you consider the number of videos with players retreating into a corner to just trade blows with enemies.

    Vaporum can look and sound great despite its relative simplicity. The throbbing, clanking, and hissing industrial-steampunk setting is a perfect match for the artificial grid-based world. That said, Vaporum is at its most boring when you’re plodding down claustrophobic corridors or backtracking to a locked door, moving past hundreds of near-identically-textured walls and floors.

    You move block by block in any direction relative to your view, which you can swing 90 degrees at a time. Free-look is great to scan for nefariously-hidden switches and objects, and you’ll engage in some light inventory management and menu-ing to use key items.

    Thankfully, what it lacks in fluidity, it makes up for with purpose.

    When you’re forced to move quickly to hit switches, dodge floor traps, or engage in combat with multiple foes, you’ll come to appreciate the convoluted but engaging movement system that forces you to be actively aware of your position in grid space.

    There are times you need to dash between multiple switches by picking the most effective route. Other times you’ll be dashing between safe spots to avoid fireballs or pit traps. Far too much time is spent shifting around large boxes around to open a path. No matter what you’re doing,

    When it comes to secret hunting, the predictable and repetitive grid-like nature of the environment is both a blessing and a curse. A quick look at the map often reveals blank spaces that hide a secret room but opening them can mean hunting for the tiniest differences in a common texture. It’s worth the effort though, as powerful gear, consumables that permanently increase your basic attributes, rare upgrade circuits, and even revealing documents are common rewards.

    Battling on a grid can feel a bit limited at first and, so long as you’re up against a single enemy and have a 2-by-2 grid space, it’s possible to simply shuffle around them and get in free hits as they transition or reorient. Vaporum attempts to spice things up by giving some enemies projectile attacks, quick strafes, area-of-effect attacks, knock-back attacks, and sideswipes, but one-on-one battles are always survivable if you’re patient.

    In contrast, group battles – especially those with hazards thrown in – will quickly tax your powers of observation, planning, adaptability, and reflexes. Vaporum is perhaps too fond of locking you in rooms, resulting in combat that feels like an awkward dance as you avoid being boxed in, try not to strafe into a hazard or AoE attack, dodge crisscrossing projectiles (or lead enemies into them), clear space to trigger a repair kit, and line up priority targets.

    It’s often chaotic and unpredictable but if you keep a clear head and have a decent sense of spatial awareness, it can be a lot of fun and you’ll often come out on top.

    So, six years on from launch, and 36 years since Dungeon Master introduced real-time combat to the formula, Vaporum is an interesting mix of old designs with more modern sensibilities. The PC version feels most intuitive to play but the console ports are great, irrespective of which platform/s you own.

    I strongly recommend it for dungeon-crawler and RPG fans, though I’d hazard a guess the audience will always be niche. That said, if you can wrap your brain around the grid-based structure, Vaporum provides a weirdly compelling mix of methodical exploration and secret hunting, plenty of mentally taxing spatial puzzles, and high-intensity combat that requires you simultaneously plan and react.

    Screenshots were captured on the Nintendo Switch. Vaporum is also available on PC, Xbox One/Xbox Series, PS4/PS5.

  • Retrospective: Terminator: Resistance

    Retrospective: Terminator: Resistance

    Initial reviews for Terminator: Resistance from traditional media were broadly negative but, within a few hours of launch, positive user reviews emerged. It didn’t take long before comment sections, Reddit threads, and several YouTube channels were full of positive sentiment – ranging from outright praise to cautious recommendations. As someone with a fondness for janky, mid-tier games that would never score higher than a seven, this piqued my interest.

    Perhaps as a testament to its underdog popularity, it took a long time for Terminator: Resistance to hit a price point I deemed suitable for a low-risk purchase. I eventually picked up the Xbox One version to play on an Xbox Series S – the release day experience, I guess? – and while I don’t begrudge my purchase, I found it a staggeringly middling experience elevated by one standout element.

    The storytelling is dated but it adheres to the canon

    Although the storytelling feels last, last-gen, one of Terminator: Resistance’s unexpected strengths is its strict adherence to the canon of the original timeline from the first two Terminator films. The date Skynet acquired sentience; Judgement Day; the formation of the human resistance; the emergence of Terminator Infiltrator models; the Time Displacement Equipment; the endless cycle of diverging futures – all these plot threads are accounted for a worked into its narrative.

    I had assumed Terminator: Resistance was going to avoid messing with canon by telling a stand-alone story set during the Future War but, by the midpoint of a 13-hour casual playthrough, it became clear Teyon developed it as a prologue to the films. John Conner makes an appearance (and Kyle Reese in the Annihilation Line expansion), there are references to other important figures in dialogue, and the protagonist – Jacob Rivers – participates in significant events that lead into the opening of both 1984’s The Terminator and 1991’s Terminator 2: Judgement Day.

    The story itself is fine, with a few highlights whenever the game ditches the open-zone approach for more linear set-piece-style sequences, but the entire middle portion drags – especially if you’re tackling side missions. The tightly controlled opening sees Rivers saved from a Skynet ambush by a suspiciously knowledgeable stranger, who guides him towards a ragtag group of survivors that – after a few hours of hunting for clues – finally put him in contact with the local resistance. If you can tolerate the assortment of clichéd character archetypes, the opening provides several tense set pieces and some rapid relationship-building.

    The primary missions see you search through abandoned resistance outposts, sneak through a Skynet-controlled hospital to free some captured resistance soldiers, come face to face with the Terminator Infiltrator that has been tracking Rivers, take down an HK-Tank, and storm the central core. The more open zones offer no shortage of rudimentary fetch quests to raise the trust level of the civilian survivors that, in turn, reveal more of their backstory and the current state of the world.

    It’s a dated but familiar structure, however, the dialogue- and choice-driven role-playing elements feel half-baked. Regardless of the choices you make, or whether you complete or ignore side missions, 90% of the experience plays out in exactly the same way. There’s always an easy alternative as to why events can still occur as the central narrative and ending sequence is beholden to the first two Terminator movies.

    The longer you play, the more obvious it is that the civilian survivors are irrelevant to the overarching plot – yet account for the bulk of the role-playing moments. Any significant changes to their fate are mostly relegated to a narrated montage, while the system feels so transparent that it’s easy to get the “best” ending. When in doubt, be nice and always follow the stranger’s advice.

    Ultimately, they felt like an excuse to add “depth” to an incredibly basic choice-and-consequence system and the in-game impact is minimal. Two optional survivors you can save during the prologue just hang around in corners doing nothing. Completing a mission to find a puppy or chalk for the young survivor Patrick leads to a few visual changes in the shelter, but primarily serves to notch up the trust meter of his sister Jennifer. The same logic applies to the doctor, Erin, and mechanic, Ryan – with higher trust levels from completing side missions making it easier to influence their fate leading into the finale.

    Of course, no RPG is complete without romance options and both Jessica and resistance leader Baron fall neatly into the “damaged woman looking for a strong man” archetype. Your trust meter is also your ticket to potential romance – with one or both of them, Terminator: Resistance doesn’t judge. If you’re foolish enough to select the dialogue options with a heart next to it, you’ll be treated to some spectacularly bad first-person sex scenes – featuring music and moaning straight out of vintage pornography – serving as a reminder that fade-to-black is always the right choice in video games.

    A bit of this, a bit of that, all of it average

    So I’ve had a dig at the storytelling and limited choice-driven outcomes, but it’s the traditional gameplay mechanics that make and eventually break Terminator: Resistance. The best way to describe it is a scaled-back Fallout 4 set in the Terminator universe.

    It’s no open world but you explore smaller open zones sequentially as the story plays out and the situation evolves. You’ll interact with minor characters and even fight alongside small groups of resistance soldiers – typically impervious to harm until the plot decides otherwise. It features similarly janky shooting that never feels as responsive or precise as a dedicated FPS, at odds with the ability to hit weak spots to inflict critical damage. It’s competent enough – and maybe better when using a mouse and keyboard – but the focus is clearly on upgrading Rivers’ abilities and arsenal to produce bigger damage numbers.

    I feel part of that initial post-launch positivity has a lot to do with the opening hours. You’re stuck with an assortment of conventional human firearms that are fine for spider scouts and drones, but larger robots force you to get an angle on their weakspots to do significant damage. Although encounters are rare and heavily scripted at first, the hulking Series-800 Terminators are invulnerable to standard firearms and need to be stealthed past or, if you’re flush with crafting resources, pipe-bombed.

    If you up the default difficulty a notch to make all mistakes potentially fatal, the opening hours force you to explore the semi-open environments carefully, use the rudimentary stealth system to get a good angle before attacking, engage in hit-and-run tactics against groups of foes, and scavenge continuously to craft explosives and healing items. It feels like the kind battle resistance fighter would be waging and the Terminators prove a particularly terrifying enemy that, as a bonus, requires no complex AI. Once detected, they march doggedly towards you at a brisk yet unhurried pace, their red eyes and plasma shots emerging from the distant gloom.

    Of course, Terminator: Resistance has RPG-lite mechanics integrated into the gameplay too, so you’re constantly earning XP towards new levels and investing skill points into three branching but straightforward tech-trees (Combat, Science, and Survival). There are some powerful abilities at the end of each branch – think health regeneration or the ability to use Terminator weapons – but most are just incremental upgrades to damage done with weapons and explosives, increased toughness, more effective stealth, and improved efficiency when crafting, lockpicking, and hacking.

    In theory, this gives you some control over your character build but it doesn’t pan out that way. Firstly, skill upgrades are level-gated so you can’t super-specialise early on. Secondly, while you can prioritise your point distribution within these level brackets, there’s more than enough XP to unlock all but one or two skills by the finale. You become a powerful all-rounder irrespective of your preferences.

    Another unbalanced mechanic is the ability to upgrade plasma weapons by creating a sequence of three circuits, which offer buffs like increased damage, clip size, and fire rate. They come in different rarities, and the connector types you need to line up is randomised, but you can eventually loot or buy dozens of them, letting you tear through many Terminator types with ease by the mid-game.

    If I wanted to be harsh, I’d describe Terminator: Resistance’s mechanics as wide as an ocean but deep as a puddle. However, that relative simplicity in tandem with the short runtime work in its favour. Although the mid-game drags on for too long and returns you to the same regions too often, it remains a more-ish experience. Every outing means XP for new skills, access to new weapons, and a few new upgrades.

    The importance of looking the part

    So far, so six out of ten – but Terminator: Resistance has a trump card.

    Even accounting for the increased resolution and texture quality offered on PC, Terminator: Resistance is not a technically impressive or beautiful game – but it does have some style. I earlier compared it to a scaled-back Fallout 4 and that holds true for the visuals. The environments look dated and lack fine geometric details but the overblown volumetric lighting and depth-of-field are used to create an oppressive atmosphere and mask many limitations, like distant scenery.

    Although missions set during the day can look flat and washed out, most of your excursions are after nightfall when the world is drenched in shades of cold blue, lit by the harsh glare of fires, piercing spotlights, neon plasma colours, and glowing Terminator eyes.

    Character models are not particularly well-animated or expressive, but humans look suitably detailed and, most importantly, a lot of attention has been placed on recreating the iconic Series-800 Terminators, other recognisable machines like the HK-Aerial and HK-Tank, and the Resistance weapons.

    The soundtrack – unfortunately not available officially – is the true star of Terminator: Resistance. It feels like a diverse original score, not just a reworking of Brad Fiedel’s iconic themes, and could have been a perfect fit for the 1984 original or the sequel. It’s one part electronic rock, one part marching band drum beat, one part moody synthwave, and consistently incredible – well, aside from during the aforementioned sex scenes.

    It elevates almost every moment, regardless of whether you’re skulking through ruins hiding from the spotlight of an HK-Aerial; circling around the world’s least competent HK-Tank in an otherwise dull boss fight; or charging the defences around Skynet’s Time Displacement Equipment with a reprogrammed HK-Tank, dozens of resistance fighters, and neon plasma bursts crisscrossing overhead.

    Style over substance?

    Wrapping up, I can now appreciate how Terminator: Resistance has cultivated a modest but vocal fanbase, especially among fans of the original timeline movies. Hell, I’m even tempted to pick up the PC version at some point – though damn you Teyon for making that a requirement to play the Annihilation Line expansion.

    Terminator: Resistance reaffirmed my belief the audiovisual experience can’t carry a game, but it sure can elevate it. Sadly, in this case, it’s from a middling six-out-of-ten game to a mildly entertaining seven-out-of-ten – the sort of game that’ll always find an appreciative fanbase that might keep it popular enough to warrant a better sequel at some point.

    Between its adherence to events in the original timeline, neon-soaked colour palette, and satisfyingly authentic soundtrack, it’s by far the best Terminator game – or at least the best FPS Terminator game if you’ve got a soft spot for the 8- and 16-bit crossover titles. However, if you’ve got no nostalgic hook or limited playtime that you’d rather fill with only quality titles, you can easily give it a skip.

    Terminator: Resistance was played on Xbox Series S|X. It is also available on PC, Xbox One, and PS4/5 (and got an Enhanced edition for PC and current-gen consoles with a DLC campaign).

  • Impressions: The Riftbreaker: Metal Terror (Xbox Series)

    Impressions: The Riftbreaker: Metal Terror (Xbox Series)

    When I returned to The Riftbreaker to tackle the new Metal Terror DLC, the experience was both familiar and refreshing. I enjoyed the initial release on console, though the gamepad support needed work and the campaign felt padded out by lengthy research times.

    Thankfully, Metal Terror is a more compact and cohesive experience that entertained me but also reminded me why I stopped playing. An hour each night between other games quickly turned into nightly sessions, and then entire weekend mornings disappeared. The Riftbreaker’s compelling blend of base-building, juggling resource allocation, tower defence elements, and twin-stick combat make for a more-ish experience.

    A competing coloniser?

    The Metal Terror DLC can be accessed fairly early in the campaign after you’ve built a few core structures – namely the Rift Station Foundation, Orbital Scanner, and Alien Research Lab – and undertaken at least two reconnaissance missions.

    A meteor comes hurtling past your HQ – a common enough sight in the game – but this time Mr Riggs informs Ashley it was not following a natural trajectory from the nearby asteroid belt. After studying the unusual metallic composition of the debris, a scan for similar deposits reveal a new region on Galatea 37 that looks nothing like you’ve seen before.

    Now while The Riftbreaker has an interesting premise, tons of dialogue between Ashley and Mr Riggs, and a never-ending codex, storytelling was never a strong point. The same holds true for the Metal Terror DLC, but the shorter, focused string of missions, with several instantaneous research rewards, make for much better pacing.

    An early encounter with biomechanical lifeforms and the ruins of an alien starship kicks off a back-and-forth quest to discover the fate of another colonisation gone awry. At first, it seems you may just be dealing with the remnants of an expedition but it soon becomes apparent they may still have a presence in orbit and control over parts of the planet. The mini-narrative does its job of bouncing you between locations and escalating sieges, but also fits nicely with the existing themes of reckless colonisation.

    Less waiting about and better base locations

    For returning players, you can consider the Metal Terror DLC a chance to unlock some situationally useful new structures, a few new weapons and gear, and a new branch on the Alien research tree. For newcomers, or those starting a new run for the DLC, it’s compact enough that it doesn’t interfere with the flow of the main campaign. It also gives you something more interesting to do while waiting on major research projects.

    The mission flow is similar to that of the core game: you arrive in a new location, scout the terrain, investigate an important location, and typically establish a fortified outpost to hold out against a new roster of particularly dangerous foes – dubbed “exo-morphs”. The exo-morphs fill the same basic functions as Galatea 37’s insane flora and fauna, but there are new complications that make outpost defence more challenging and force you to rethink your layout.

    As an example, swarms of metallic dragonflies function as basic rushers, but they can fly over terrain and attack from any angle. Rolling cube-like forms are easy to kite and destroy on foot but they explode on contact with walls, making it essential to have multiple layers of defence to avoid a sudden breach. The biggest foes are lumbering bipedal mechs that combine devastating close-range attacks with an artillery-like plasma launcher. Of course, there are some new and weird, non-hostile flora and fauna to encounter.

    To make matter worse, events escalate quickly across the Metal-Terror mini-campaign so you’ll be fighting large hordes early on. The upside is that most locations you need to secure are far more forgiving in their layout, with more natural chokepoints and a higher density of basic resources – think carbonium, ironiom, and cobalt – within a defensible perimeter. Sure, it’s beneficial to have invested some research into defensive structures but sieges are never impossible, especially as the mission research rewards are primarily focused on defence and power generation.

    The power of Morphium

    Introduced quickly in the first new region you visit, “Morphium” liquid is found in pools around the metallic biome and is used to power unique structures. In the opening missions, you’ll first run pipes to existing Morphium towers to clear a path into alien ruins, but those soon become a part of your arsenal. These provide an effective area-of-denial tower that modifies the surrounding terrain – exceptional against the aforementioned rolling cubes – and they only require piped Morphium to function. Similarly, the Morphium powerplant, especially once upgraded to level-3, is highly efficient given the low construction cost and minimal Morphium consumption cost.

    These structures are particularly useful when quickly establishing, powering, and defending an outpost in the metallic biome, as all you need to find is a pool of Morphium. That said, there are new layout challenges as the aboveground piping system is far less efficient than simply dropping energy nodes everywhere (which can connect beneath structures).

    More of the same but still compelling

    If you’ve been playing The Riftbreaker frequently since launch, the Metal Terror DLC might feel a little light on new structures, gear, or game-changing technologies. The narrative detour is entertaining enough and expands on the universe (possibly providing a sequel hook), and slightly alters the existing end-game scenario depending on your final choice. For new players, it’s smartly integrated and feels like a natural part of the overarching questline.

    What I appreciated just as much – and this is a free update for all players now – is the ongoing quality-of-life updates. Make no mistake, building defences and running power nodes while under pressure is still tough on a gamepad, but it’s easier now with smarter automatic placement and default behaviours. There are also updates like placing new turrets on top of your existing defence structures (with an automatic refund for the original structure), and the ability to toggle the selection box size for quick repairs or mass upgrades.

    If you’ve not returned to The Riftbreaker in a while, the Metal Terror DLC is a cheap and entertaining excuse to lose a few more weeks to its compelling gameplay loop. If you’ve never tried The Riftbreaker, consider this a reminder it’s a lot of fun, well-priced, and still part of the Xbox Game Pass service on both PC and Xbox Series consoles.

    An Xbox Series code to cover The Riftbreaker: Metal Terror was provided to gameblur by the publisher. It is also available on PC and PS5.

  • Review: The Riftbreaker (PC and Xbox Series)

    Review: The Riftbreaker (PC and Xbox Series)

    At first glance, you might think The Riftbreaker – developed and published by EXOR Studios – is a simple hybrid of twin-stick shooter and base-building/tower-defence game. To an extent, that’s true, and a skilled player could always draw aggro away from their base and limit the need for extensive defensive structures. However, The Riftbreaker also packs unexpected depth, with hundreds of research options, dozens of building and player upgrades, and the ever-present need to expand and protect resource-generating operations. The Riftbreaker provides plenty of entertainment in short-bursts but can also feel unforgiving and tedious when you mess up and need to recover.

    Story

    The narrative, outside of a flashy opening cutscene, is minimal and stretched thinly over hours of playtime. You take control of captain Ashley Nowak, a “Riftbreaker” – think scientist/commando hybrid – in an AI-powered mecha-Suit called “Mr. Riggs” as they emerge from a one-way jump to the lush world of Galatea 37. Earth is barely liveable, and humans are rift-jumping to distant planets to find resources and establish new colonies. She’s tasked with securing a foothold and building a massive “Rift Station” that will allow two-way travel between Earth and Galatea 37. Of course, things are never easy, and the native species are not happy with the intrusion. Aside from infrequent banter between Ashley and Mr. Riggs, which fleshes out Ashley’s ideologies and past a little more, this overarching objective and the need for rare resources to construct the Rift Station is all the context you’ll get to push forward.

    Gameplay

    Controlling Ashley in her mecha-suit is a breeze, with a familiar twin-stick movement and aiming setup. This makes early exploration an enjoyable foray into the unknown, but you’ll eventually have to decide on the location of your HQ and engage with the base-building, resource-generation, and horde-defence mechanics. The world is filled with finite resource pockets – some immediately apparent, several uncovered through research and scanning – and the continuous generation of these resources is essential to making progress. Carbonium is your basic building material used to craft new structures and gear. Ironium is needed for defensive structures and, most importantly, ammunition production. Cobalt, Palladium, Titanium, and Uranium are rare resources needed for advanced structures, crafting designs, and – in huge amounts – your ultimate goal, the Rift Station. Liquid resources, like water and magma, are essential to the functioning of advanced structures, which can, in turn, produce artificial resources, like coolant and plasma, for even more advanced structures.

    All the basic, advanced, and defensive structures you can build require considerable power, which can be produced using solar panels and wind turbines (susceptible to environmental conditions), Carbonium powerplants, biomass generators, geothermal power, and even nuclear reactors. Of course, the ability to build advanced base structures, upgrade them for greater efficiency, or craft and equip the multitude of weapon and mech-suit upgrades, requires researching your way through three massive, multi-tier technology trees. Research speed becomes a major obstacle to progress and can feel painfully slow at times – unless you can support multiple power-guzzling Communication Hubs. Naturally, all these structures require space, and making more space means your walls and defensive network is spread thinner (an HQ location with some natural barriers is a must). You’ll quickly discover the need to run power nodes to distant resource-producing outposts, which are then more vulnerable to horde attacks. You could surround them with walls and powerful, specialised turrets but that means more power, AI cores, and resource-hungry ammunition factories.

    If this is all starting to sound overwhelming, it can be. Although not as granular or deep as games like Factorio or Satisfactory, I can’t help but feel The Riftbreaker has been untruthful in its marketing campaign. Resource production and beneficiation, coupled with power generation, underpin everything you do. As a result, it’s possible to get it very wrong and find yourself struggling to recover. As an example, an early push for automated Repair Towers seemed like a great idea, until I realised they were chewing through my resources faster than I could replace destroyed structures and defences, forcing me to run about manually disabling them. This frequent need to repair and upgrade structures also highlighted the variable gamepad support. Exploration, combat, and menu navigation are solid with a gamepad, but the precision placement of structures or trying to mass select them for upgrades is problematic (and nigh-impossible under pressure). The base building feels more intuitive using a mouse and keyboard, and this is an option for console players if they have the hardware.

    Having hopefully conveyed the complexity of resource production, construction, and research, you’ll be relieved to know exploration and twin-stick combat is far simpler and instantly gratifying. Movement and shooting feel great, making it easy to kite hordes, dash out the way of larger creatures, and thin the alien ranks before they break upon your walls. The mecha-suit can handle three swappable weapons per arm – ranging from swords to chain guns, flamethrowers to rocket launchers – which can be upgraded to higher tiers or modded for extra elemental damage. There are passive equipment slots and active abilities to enhance your combat skills and survivability, all of which can be crafted with the right research and sufficient resources. If you’re after a more hands-on approach to base defence, you can prioritise the weapon technology tree and create a walking tank. Many of the upgrades in the alien technology tree become essential once you’ve constructed the Orbital Scanner and begin away-missions to secure rare resources in hostile environments (think heat, radiation, volcanism, and corrosive clouds). Given the ceaseless demands of your primary base, these away-missions to explore and establish distant outposts are paradoxically stressful and relaxing.

    When the environment isn’t trying to kill you – and there is an inordinate number of natural phenomena on Galatea 37, from calm moon phases to damaging hailstorms – it’s the myriad of alien species. These range from basic Zerg-style cannon fodder to lumbering organic artillery and – sticking with the StarCraft analogies – seemingly advanced, cloaked and bladed warriors. Each environment – lush jungle, scorched desert, icy tundra, or volcanic waste – has several unique lifeforms (not all hostile) but they fill similar roles when it comes to assaulting you or your base. Despite Ashley’s apparent desire to study and conserve Galatea 37’s original environment, frequent hordes and respawning alien clusters ensure she butchers hundreds of them on any given day. Combat is less stressful than resource production and base management to be sure, but it’s frequent enough that you’re rarely able to explore for more than a minute without shooting something. On the upside, it’s a great way to hoover up biomass, uncover hidden resources using a scanner, find new species for the alien technology tree, and several unique power or gear designs.

    Presentation

    When it comes to the presentation, The Riftbreaker looks and sound great for most of the experience. The world feels ridiculously detailed, vibrant, and packed with moving and reactive parts – think foliage, liquid pools, and destructible terrain. Firefights against large hordes in forests are a particular highlight, with projectiles tearing through vegetation, while explosions send shockwaves through trees and grass. That said, it can be easy to lose track of Ashley’s mecha-suit in busier scenes. The Riftbreaker can buckle during massive horde attacks but proved scalable on PC and even performed well on the budget Xbox Series S, about 95% of the time. The audio is also a highlight, with loud and impactful combat and a catchy soundtrack that starts serenely before escalating based on nearby threats. With only two voiced characters, Ashely and Mr. Riggs have plenty of exchanges, often cheesy and overwrought. Thankfully, the voice-acting is not too bad and you don’t hear it all that often.

    Notable issues

    A lot is going on in The Riftbreaker at any given moment and you’re rarely given any downtime (even after delving into the heavily customisable difficulty settings). This ensures the world of Galatea 37 is less a mysterious space to explore, and more of a pretty canvas on which to build and murder things. On one hand, the procedural generation ensures each new location – be that a permanent outpost or once-off scouting mission – can throw up new challenges and sights. On the other hand, I wish there was a little more structure to the narrative and lore, rather than needing to read hundreds of journal entries. Maybe some handcrafted scenarios to test your construction and combat skills, as in the They Are Billions campaign. Other irritations include the aforementioned gamepad support and the need to manually upgrade structures once you’ve researched new tiers (a thousand wall segments being a prime example).

    Conclusions

    Considering each mechanic in isolation, The Riftbreaker is packed with interesting systems but the learning curve, balance, and pacing often feel off. It’s a game in which you’re constantly hitting roadblocks – some of which present an engaging challenge, while others simply require you to sit around until you have enough resources or research completes. It’s possible to find yourself desperately reconfiguring your base to balance power supply, resource production, and resource consumption, while constantly stopping to fend off hordes and likely racking up more damages. There is an audience for this sort of challenge and, despite pointing out these challenges, I could not stop playing. However, I think there’s an even larger audience who’ll pick up The Riftbreaker looking for a twin-stick shooter with streamlined base-building elements, only to find themselves bogged down in base micromanagement and making little progress. That said, The Riftbreaker can be a ton of stressful fun – just so long as you know what you’re getting into.

    Pros:

    • Fluid and responsive twin-stick shooting
    • Tons of research, buildings, gear, and upgrades to unlock
    • A lengthy, involved campaign across a procedurally-generated world
    • Visually stunning with decent performance on PC and Xbox Series consoles

    Cons:

    • Variable gamepad support
    • Waiting around for research to complete
    • Exploration = incessant combat

    Score: 7/10

    A review code for The Riftbreaker (PC) was provided to gameblur by the Publisher. The Xbox Series S/X version was accessed using an Xbox Game Pass subscription.

  • Review: Frostpunk – Complete Edition (Xbox Series)

    Review: Frostpunk – Complete Edition (Xbox Series)

    At long last, console gamers can get their hands on the “Complete Edition” of Frostpunk – an engaging, mechanically deep, and often stress-inducing steampunk city-builder with a focus on surviving the elements. Make no mistake, the original console release of Frostpunk is still a great game, but the expansions introduce some much-needed variety to the basic formula. These expansions change how you think about the geometry of your city, introduce new victory conditions, and shift the focus from self-reliance to trading with other settlements.

    Despite only offering three introductory cutscenes (one for each of the major story scenarios), Frostpunk feels far more narrative-driven than many games in the genre. Each scenario is, in essence, an opportunity to craft your own story. There are technologies to research, laws to pass, encounters in the surrounding “Frostlands”, and plenty of player-choice in how you’ll deal with the demands of your people, refugees, and other settlements. This all comes together at the end of a scenario – if you survive – with a montage that provides a timelapse of your developing city while recounting your key decisions.

    Did you establish faith to drive your people forward in the face of hardships or to crush dissent? Did you care for the critically ill and provide burials for the dead, or did you triage mercilessly and eat the corpses when the great storm arrived? Did you care for and educate children, or did you put them to work collecting coal in freezing temperatures? Although all choices offer a mechanically advantageous outcome and shift the numbers around, the narrative context adds weight to your decisions.

    Of course, in any survival game, the complexity of the underlying systems is what dictates its success or failure. The narrative context is a nice touch, but Frostpunk would hold up just fine without them thanks to the myriad of systems you’ll need to consider and balance if you want your city to survive. Heat, food, and shelter are your primary concern. If you can get the basic layout of your city and resource-gathering operations in order quickly, a contented populace and victory are inevitable. Naturally, nothing in the frozen north is that easy.

    In most scenarios, life revolves around your coal-consuming generator and the warmth it provides (there’s no nuclear power in this alternate history). An optimal city expands radially, ensuring subsequent upgrades to the generator keep an ever-larger area warm. However, the more efficient your generator, the more coal you burn through. The more coal you need, the more coal-producing industries you need. The more industries you have, the more citizens you need to employ. The more citizens you have, the more housing, food, and medical care you need to provide.

    A new player is going to quickly find themselves overwhelmed, even if they set all the customisable difficulty toggles to easy. The urge to expand, recruit survivors, and generate more resources is alluring, but your citizens have numerous needs that need sustaining. Fail to keep them hopeful, or let discontent swell, and you’ll find yourself exiled to the Frostlands. On the other hand, researching and constructing expensive automatons gives you a 24-hour workforce that never gets hungry, never falls ill in cold temperatures, and doesn’t object to your ruling style. Both are viable paths to victory, but both require careful allocations of resources.

    Of course, building up your city is only half the story. If you’ve researched the right technology, most starting locations offer an infinite source of coal, wood, and steel. However, it’s rarely enough to sustain a large population and decreasing temperatures (which plummet to -100° Celsius during storms), while simultaneously dealing with frequent demands to remedy housing, heating, and medical issues. There are two additional ways to keep your population hopeful and reduce discontent: passing new laws and exploring the Frostlands with scouts.

    The Book of Laws typically offers two variants of any provided law, one callous but effective, the other compassionate with fringe benefits. There are basic “Adaptation” laws, which include choosing between burials or corpse storage (for later “use”), establishing care homes or allowing radical surgical treatments, and putting children to work or educating them. As you advance, you unlock “Purpose” laws – allowing you to chose between Order and Faith. Naturally, the end-game for both these branches of law is authoritarianism, but Order focuses on security and suppressing discontent, whereas Faith focuses on maintaining the hopefulness of your population.

    Sending scouts into the Frostlands is another way to influence your city, bringing people hopeful (or depressing) news and rare “steam cores” required for efficient high-tier buildings. The system is simple and requires little micromanagement, but distances and travel time in the Frostlands are always an issue. Nearby locations can reveal survivors, supplies, or the fate of other generator cities (and almost always reveal two or more new locations to visit). You’ll want to keep your scout teams active all the time, as their discoveries – especially resource caches – can provide a means to get out of trouble fast.

    Ultimately, Frostpunk is a game about learning the ropes, one step at a time. Failure – and you will fail – is an opportunity to take what you’ve learned, apply it to your next attempt, get something else wrong, learn from that experience, and eventually master each mechanic on your way to completing a scenario. You can save at any time but Frostpunk is a game in which failures can be days in the making. Thankfully, scenarios – aside from the “endless” ones – are only a few hours long, so you’ll rarely feel frustrated at starting anew.

    Like many survival games, Frostpunk suffers from gameplay becoming rote once you’ve established an optimised build order and this is why the console Complete Edition is a great choice (or the expansion pass if you’ve already got the base game). “The Rifts” expansion – along with several of the “endless” scenarios – spices up the city-building element by forcing you to expand to adjacent land using bridges. The perfectly circular city structure and comforting glow of the generator are no longer guaranteed.

    “The Last Autumn”, which serves as a prequel during the early stages of global cooling, tasks you with constructing a generator. Temperatures are mild, illness rare, and resources abundant, so maintaining the motivation of your cynical workforce and hitting construction deadlines becomes the new challenge. To manage this feat, you need to find a careful balance of new Administration and Labour laws. “On The Edge” serves as a sequel to events in the main campaign, tasking you with the management of a new outpost – sans generator – entirely dependent on “New London” for food supplies and establishing laws. However, New London quickly becomes antagonistic with their demands, and you’re given the choice to scout the Frostlands and establish supply lines with other settlements or try appeasing their unfair demands.

    One slight disappointment is that Frostpunk is yet to receive an official next-gen upgrade. Make no mistake, it can still look great and feel incredibly atmospheric as you watch your torch-wielding workers wade through the snow while howling winds whip back and forth. However, the image looks distinctly soft on a large TV and has plenty of aliasing in motion. Dense ambient city sounds and grumbling workers add to the atmosphere, ensuring your city feels alive, rather than just a visualised spreadsheet. That said, when temperatures drop and troubles multiply, it can be a pain identifying individual structures in a large city and the interface becomes increasingly cluttered. The game does have a pause-time function so you can tinker at your leisure, but it’s times like these I’d found myself missing the mouse and keyboard. Frostpunk Game of the Year Edition is available on Steam, and this is quite an enticing package if you’re more PC gaming inclined.

    Minor visual and control gripes aside, the Frostpunk Complete Edition on console is still a fantastic purchase for fans of survival games or city-builders that demand a lot of planning and micromanagement. It is, however, an incredibly stressful game and might not be for everyone. If you’ve got the patience to carefully think through every move and plan well into the future, and the temperament to make tough decisions that will keep (most) of your citizens alive, there are few survival-focused city-builder experiences like it.

    Pros:

    • A strong, emergent narrative component that’s uncommon in the genre
    • Challenging but fair survival mechanics that often requires making hard decisions
    • A stiff learning curve but individual scenarios are short enough to encourage multiple runs
    • The expansions add plenty of content and much-needed variety to the basic formula

    Cons:

    • Possibly too stressful for some
    • Picking out individual buildings can feel finicky on a gamepad

    Score: 8/10

    Frostpunk – Complete Edition was reviewed on Xbox Series using a provided to gameblur by the publisher. It is also available on PC and PS5.