Category: Videogame Review

  • Review: Caput Mortum (PC)

    Review: Caput Mortum (PC)

    WildArts Games’ Caput Mortum – apparently a variation of Latin for “Dead Head” – feels as indebted to 2010’s Amnesia: The Dark Descent as it does to its stated inspiration, 1994’s King’s Field. It’s a stylish, indie, first-person dungeon-delve that takes you into the ruined depths of a tower, in 16th century France, once dedicated to alchemy most foul. It combines diverse puzzle and monster encounters with retro-inspired aesthetics (and a retro control scheme for those who want it) to craft a well-paced descent into madness.

    Caput Mortum keeps direct storytelling to a minimum, with scattered notes and environmental details revealing the nature of the alchemists’ work, their barbarous attempts at creating life, and the tragic repercussions. Aside from the protagonist’s willingness to push ever deeper into the tower, they remain a mystery. A simple witness to events until the final moments – albeit with an alternate ending on offer for those willing to play through it a second time and piece together a secret code.

    A minimalist approach works for a game that is maybe 3-4 hours long for a first playthrough. Discovering the fate of the alchemists, their creations, and the nature of the voice calling out to the protagonist kept me pushing forward and exploring every corner of the tower for notes and hints of past events. It helps that despite the late ‘90s-style early-3D environments, each level of the tower feels visually distinct and atmospheric, packed with incidental details, new threats, and tension inducing-audio. The ambient audio keeps you on edge, audio cues let you know when you’re close to being spotted, and the soundtrack features simple but unsettling loops that had me thinking of Monolith’s F.E.A.R.

    Gameplay is all about deliberate movement and manipulating a single hand that interacts with the world, carries around puzzle items or keys, and wields a small selection of weapons that double up as tools. The basic controls and gameplay systems are easy to grasp, while clear guidance – either in the form of actual notes or visual cues – meant I rarely felt lost while solving puzzles, defeating basic enemies, and avoiding those I could not.

    If you’re after an authentically frustrating retro experience, the default controls offer a keyboard-only setup or gamepad layout that forces you to adjust your viewpoint by using keys or bumpers and triggers. These archaic controls ramp up the tension as simply aligning your view to track an enemy or strike at a weak point is artificially difficult. It felt like a novel throwback for the opening levels of the tower, but I would recommend just picking the modern gamepad or keyboard-and-mouse setup as the combat – which is never more complex than baiting an attack animation before striking back – is the least interesting gameplay mechanic.

    Instead, exploration and puzzling, sometimes while avoiding unique threats, are the highlights of Caput Mortum. Every level below the tower presents you with a new puzzle blocking your path, often requiring multiple steps, and slowly increasing in complexity the deeper you go. Small levels with a simple two-part key hunt give way to clue hunts, pattern-based puzzles, and alchemical formulas needed to create compounds and explosives. An early encounter with a curious homunculus has you using the hand controls to match gestures to avoid attacks, while a later encounter has you navigating dark drainage tunnels by flaming torch, pursued by a charred and deranged stalker.

    Caput Mortum’s brisk pacing also benefits the gameplay loop. Each level introduces a new puzzle variant or threat, and no stalker-style sequence lasts long enough to frustrate you. There are some anachronistic elements that don’t hold up – like having to swap between a free hand and weapon, or anytime extensive hand gestures are required reveal clues and solve puzzles – but as puzzle and encounter designs are rarely repeated, these issues never stuck in my mind. It’s also worth noting that while game warns you that it only saves once you enter a new level of the tower, there were autosaves after solving major puzzles and before entering dangerous areas.

    Wrapping up, Caput Mortum is both exactly what it markets itself as, and it serves an example of what indie games excel at: providing a compact but no less satisfying experience that provide the same thrills as their AA or AAA peers – just without the bloated playtimes that have come to blight that sector of industry. I played through and enjoyed it over two sessions; I’ve started a second run to unlock the alternate ending; and, when I’m done, I’ll have that increasingly rare sensation of finality that so much of the video game industry seems desperate to avoid giving me.

    Pros:

    • A compelling decent into madness told through notes and environmental storytelling
    • Simple but satisfying puzzle and encounter designs that rarely repeat
    • Retro-inspired presentation that generates an unsettling atmosphere
    • The brisk runtime benefits both the narrative and gameplay loop

    Cons:

    • Some puzzles require more elaborate hand gestures that are tedious when using a controller

    Score: 9/10

    Caput Mortum was reviewed on PC using a code provided to gameblur by the publisher.

  • Review: Mandragora: Whispers of The Witch Tree (v1.6 Update)

    Review: Mandragora: Whispers of The Witch Tree (v1.6 Update)

    With the release of Patch 1.6, we finally got to give Mandragora: Whispers of The Witch Tree a go. As with most modern games, the game has received a number of post-launch changes, both in terms of quality-of-life features and new content. However, before we get into what the patch has added, we’re going to take a quick look at the game itself and give it the gameblur review treatment.

    If you missed it at launch, Mandragora: Whispers of the Witch Tree is a dark-fantasy action-RPG Metroidvania with Souls-like elements. If that sounds like a lot of ingredients thrown into the mix, that’s because it is. Mandragora packs quite a bit of diverse DNA in an attempt to set it apart from the pack, which also goes a long way to make sure it doesn’t quite sit on one genre completely.

    The world of Faelduum is on the brink of annihilation. Dark forces besiege the land and the only hope for its people lies in the hands of the King Priest and his army of Inquisitors. You are one of these Inquisitors, sent on a mission to find a witch after you made a move without the King Priests orders and unleashed a dark power within yourself. But your journey will neither be simple nor quick, nor prone to keeping the dark truths of this world hidden.

    Mandragora presents a large world which, in traditional Metroidvania fashion, requires you to beat bosses, collect keys, or gain new abilities to fully explore the interconnected locations. Unlike most Metroidvanias, platforming is less of a focus here than the combat. That isn’t to say you aren’t going to be leaping around the place, but you won’t find hardcore platforming challenges. Instead, it’s used to give the fully 3D world viewed, which you view from a 2D perspective, a sense of depth that it works really well.

    Combat and exploration are Mandragora’s focus and you’d best be prepared to fight a lot. Combat is also where the games Souls-like elements come into play. You’ve got your melee attacks, spell attacks, a block if you’ve chosen the appropriate class, and both a dodge and dodge-roll. Stamina governs your melee and dodges, while mana powers your spells. So far, pretty much par for the course.

    Enemies drop loot and crafting materials on death and, while it’s nice to collect a specific set of armour with their own stats, what you really want are Mandragora’s equivalent of souls as collecting enough allows you to level up. Each level up gives you one skill point that you can invest in massive class skill trees. This is where the game gives you leeway for character building, as there’s a whole bunch of stats to pay attention to, along with passive and aggressive skills to unlock.

    One aspect that I do appreciate is that the game only locks you out of the other skill classes until you hit level 25. At that point, you can start unlocking alternate skill trees and class abilities, including their weapons to further augment your character. With two weapon load-out slots, you can, essentially swop between two classes at any time or mix and match your favourite weapon with your favourite projectile spell.

    As with most Souls-like titles, dying drops all the souls you’ve collected and you’re going to have to make the trek back to regain them. Between these mechanics and respawning enemy locations, the Souls-like elements are limited and Mandragora is nowhere, at least on the first run, as challenging as traditional Souls-likes. Yes, you have to be careful in combat and the multi-phase boss fights require you to pay close attention, but I never found the game hitting that Souls-like ceiling of brutality. Combat is fun and relies on having fast reflexes while memorising enemy attack patterns, and gets better as more build options open up.

    The RPG aspects far outweigh the Souls-like mechanics. The story, while not chock full of hard-to-spot revelations, remains front and centre throughout the experience. There are plenty of NPC’s to speak or listen to, sidequests to complete, and a whole bunch of power levelling to engage in. You get your own little encampment, complete with quirky shopkeepers and the ability to craft or enhance gear in various ways. In many ways, we’ve seen all this before, but Mandragora still manages to make it feel fresh and engaging – so much so that I made the effort to go back to camp on a regular basis to level up the shopkeepers and grab new bounties.

    It’s also worth highlighting that Mandragora is a gorgeous game. While the 3D models may not look as detailed as we’ve come to expect from modern titles, the stylised art style – made to look like a painting – breathes life into the characters and environments. Life that is emphasised by some great animation work and plenty of screenshot-worthy locations.

    Focussing on the version 1.6 update, the developers have addressed a whole bunch of bugs while rebalancing many enemy encounters and boss fights. Certain quests have had their rewards improved, while quality-of-life improvements have been across the game and its interface. Most notable is that you can now refund spent skill points and abilities if you feel like you want to re-spec for a tough encounter.

    Three new weapons have been added to acquire for your collection and a promised mode has finally made it’s debut: New Game+. This is significant for players who want more challenge than the games first run, as each NG+ cycle offers enemy levels that will scale with your own, along with random buffs and attributes for a higher challenge and better reward drops.

    There’s a significant amount of changes made we won’t list here, but these are the most important ones for improving the experience. That and some changes to environmental hazards and world geometry. The NG+ modes are always a great way to expand the lifetime of a game, especially for those who like stiffer challenges.

    All things considered, Mandragora: Whispers of the Witch Tree crams in plentiful mechanics that make certain it comfortably straddles multiple genre. Better still, they’re all executed wonderfully to provide a fun and interesting take on the dark fantasy RPG genre. The visuals and world design is gorgeous, while the many sidequests and skilful combat make running across the land worth the effort. When you factor in the NG+ mode, you have a fantastically fun game that’s set to drain hours from your life.

    Pros:

    • Fun, skill-based combat
    • Great world design
    • Wonderfully stylised, painterly visuals
    • Expansive skill tree for diverse builds
    • New NG+ modes expand the challenge

    Cons:

    • Some surprisingly adult language that feels out of place
    • The main story is predictable

    Score: 9/10

    Mandragora: Whispers of the Witch Tree was reviewed on Xbox Series S|X using a code provided to gameblur by the publisher. It is also available on PC, PS5, and Nintendo Switch.

  • Review: Turbo Kid (Nintendo Switch)

    Review: Turbo Kid (Nintendo Switch)

    Once upon an apocalypse, in a 1997 wasteland, there was a kid, his friend, and a bad guy trying to control everything. With his BMX and Turbo Glove, the “Kid” had no choice but to take on the bad guy in a no-holds-barred, gory brawl. But, when the dust had settled and the damage was too great, the Kid rode away into the Wasteland sunset to explore what was left of the world.

    That, boiled down to its essence, is the synopsis of Turbo Kid, a low-budget SF/Superhero movie that, most likely, many have never heard of nor seen. That makes reviewing a videogame based upon said movie a rather amazing thing in of itself. Not only because it’s based on a movie that came out in 2015 and promptly disappeared into the cult market, but because movie tie-ins have a checkered past. The chances of a good adaptation are, as we’ve sadly come to accept, pretty thin on the ground if not backed by massive studios.

    We throw around the expression “labour of love” around a lot when it comes to entertainment and this is one of those times where it shows throughout the experience. Developers Outermind Inc., have joined forces with the original movie team to create an experience that channels the essence of the movie, while expanding upon it in significant ways.

    The world feels bigger and more detailed, with a history behind it that shines through in what you’re told, along with the many visual clues showcasing this new version of post-apocalyptic 1997. There’s a new cast of odd characters, even weirder situations, and a more fleshed out take on the world revealed through impressive visual storytelling.

    The game doesn’t set out to recreate the movie in playable form, instead it continues where the movie left off with the Kid riding out into the Wasteland. He doesn’t get very far though before he’s ambushed and robbed of his weapons and bike. Thus begins a new journey to get his stuff back that eventually dovetails into a new threat for the struggling survivors of this world.

    The Kids journey is canon, though there are two playable characters you can choose from: the Kid or his friend Apple. Apple’s journey is a non-canon one and, even if you haven’t watched the movie, it’s not hard to guess why.

    There’s a lot of story on offer here, either to give context to what’s happening or merely to add some humour to the proceedings – usually through the sidequests which are fun to do because of how they play out versus the rewards. There’s a giant mutant rat looking for sweet, sweet turtle meat; a mysterious voice educated on bygone cult movies; and a sad tale of a robot looking for meaning, amongst others.

    While the story alone is worth the price of admission, we’re lucky that it’s been paired with some truly addictive gameplay.

    Turbo Kid is as Metroidvania as it gets, following the common gameplay designs to a tee. There’s the expansive world to explore, replete with blocked off passageways and doors that can only be opened with new abilities; a variety of enemies that make exploration challenging; hidden pathways to find; and bosses to fight for the aforementioned abilities.

    While that is as traditional as it gets, Outermind have managed to implement whatever digital magic it is that makes a genre you’ve played a thousand before times feel just as exciting and fun as your very first go around. Turbo Kid managed to grab me right from the get go and never let go.

    As expected, the Kid’s BMX plays a huge part in traversing the landscape once you’ve reacquired it. Thanks to the magic of technology, you can teleport it to you anytime, anywhere. Once you have it in your arsenal, it becomes even more apparent just how much like a BMX track the world has been designed to emulate. The labyrinthine layout makes great use of half-pipes and jumps to get you around and reach those hard-to-get to areas. You can pull off tricks on your bike and engage in races for various upgrades, such as spiked tires that help you scale walls and ceilings. And it plays just as much a part in the multiple-stage boss fights as your Turbo Glove does.

    While the bulk of your upgrades will be familiar – such as Air Dashes and charged shots – the game lets you customise passive abilities through a chip system which gives you extra abilities or enhances standard ones, such as letting your BMX’s spike wheel ability last longer. You can only equip three chips at a time though.

    One control aspect that took me a bit of time to come to grips with is needing to hold down a button to crouch. Holding down a shoulder button for precision aiming was fine, but having to hold one to crouch went against years of ingrained muscle memory of just pressing down on a D-pad or analog stick to crouch in a 2D game.

    Visually Turbo Kid is a gorgeous pixel art game featuring wonderful animations for both the characters and background elements. As I’ve stated before, the visual design does a ton of heavy lifting in breathing life into the world while telling you it’s backstory.

    From the enemies that heft weighty spiked shields around to those ambiguous, drill-headed characters in the background drilling through garbage, Turbo Kid is gorgeous to look at. The art style reminded me of that classic 1991 2D adventure game Another World, though a more direct inspiration can be found in that other phenomenal 2D action platformer from 2021, Narita Boy. And it’s all rounded out with a pretty good soundtrack to boot.

    If I have any issues with Turbo Kid, it would be that boss fights, while inventive, can feel a little bullet spongy. It’s the one area in the game that did frustrate me occasionally, but on the whole, Turbo Kid is a case of the stars aligning to buck the trend of poor movie tie-in adaptations. It’s addictive, impressive, and a whole heap of fun that kept me hooked from the opening to the finale. Turbo Kid isn’t just amazing, it’s bloody brilliant and one of the best games I’ve played this year.

    Pros:

    • Fun and addictive gameplay
    • Fleshed-out world
    • Gorgeous visuals and animations
    • Labrynthine maps
    • Great soundtrack

    Cons:

    • You need to hold a shoulder button to crouch
    • Bosses can feel like bullet sponges

    Score: 9/10

    Turbo Kid was reviewed on Nintendo Switch using a code provided to gameblur by the publisher. It is also available on PC and Nintendo Switch 2.

  • Review: Dead of Darkness (Nintendo Switch)

    Review: Dead of Darkness (Nintendo Switch)

    Dead of Darkness is the kind of title that screams pure pulp horror. The kind of title you’d expect to see plastered on the cover of an ‘80’s direct-to-VHS horror. You know the kind, on the shelf in the dark corner of the store that you’d rent for the weekend, watch on repeat with your best mate, and then talk about for years even if wasn’t any good. Yeah, it’s that kind of pulpy, badass title.

    But instead of a movie, it’s strapped on to a 2D survival-horror title. The sort that we might call a love-letter to the greats of genres past. Dead of Darkness takes us back to that time when survival-horror ruled the roost and you couldn’t take two steps outside your front door without been accosted by any number of games trying to cash in on the genre’s success. The game is bathed in the tropes of old school survival-horror, from the story to the various gameplay mechanics. It’s like a mash-up between Resident Evil and Alone in The Dark, with a bit of cosmic folk horror thrown in for good measure.

    Like any good pulp horror story, Dead of Darkness provides us with a colourful cast of characters and a significantly ominous location. A damaged ex-cop turned drunken private eye? Check. A mysterious, isolated island chock-full of secrets? Check. A strange family that aren’t all that they seem to be? Check. Armies of monstrous abominations stalking the darkness? Double-check to infinity and beyond!

    Set in 1985, Dead of Darkness throws you into the shoes of a reluctant P.I. When a letter arrives asking him to come to Velvet Island for answers surrounding his daughter’s death, Miles Windham doesn’t hesitate to grab the next ferry out. But things on the island are about to go from bad to worse when a scream shatters the dead of night.

    Instead of throwing us into a classic whodunit, Dead of Darkness propels us headfirst into a creature feature as monstrous forms roam the island and mansion hallways, tearing apart anyone foolish enough to get too close. The shambling horrors are only the beginning though and, as the night crawls on, nastier creatures come looking for a snack too. Does the island harbour the truth Miles needs? Will he even survive to find it?

    The only way you’re going to know that is to run through Velvet Islands death trap locations. And, thankfully, the games story is it’s single, strongest element pushing you forward. This twisty, turny tale is powered by some great voice acting as well, though be warned, like Still Wakes the Deep, there’s surprisingly adult language chucked your way at times. And while the usual Resident Evil-like ne’er-do-well corporation conspiracies do make an appearance, the bulk of the narrative – also fleshed out through plenty of letters – is a really good tale and well worth the time to explore.

    Gameplay is traditional survival-horror to the tee, just in a top-down, isometric 2D world. There are plenty of items to collect, locked doors needing specific keys, there are puzzles to solve, and not enough ammo to go round. Some of the best moments are built around puzzle solving, which lets you combine clues with items to do so. While there’s nothing in here that will cause the old brainpan to overheat, they’re nice filler to the rest of the gameplay, which is as traditional as can be – though not always for the best.

    Item management, along with an unhealthy amount of back-and-forth between locations, will be taking up most of your playtime as you struggle to manage what you need for a specific task versus what you need to keep yourself from keeling over. One nice addition to the map system is that any room you haven’t cleared or collected everything in, remains coloured red on your map, along with doors that need specific colour-coded keys. This way, you’re never lost as to where you still have to explore or complete an objective.

    The problem, of course, is that inventory space is limited to a measly eight slots. You can chuck items into the storage crate in every save room, which synchronises its contents across all crates, but it doesn’t stop you from having to run around picking up and dropping off items all of the time. Your weapon selection may be limited, but you’re going to have juggle that along with ammo and health pickups, which left me with only two open slots most of the time. And, because monsters can respawn or get swopped out for different ones in areas you’ve already cleared, you don’t want to be left short of ammo.

    Ammo is certainly in short supply. Not so much because there isn’t enough to pick up, but more because enemy damage seems to be randomised. When your regular flesh-eating zombie things can take between three to five pistol shots to go down, those seventy rounds of ammo you’ve picked up disappear pretty quickly. The shotgun, thankfully, packs a nice, meaty and disgusting punch, especially on the more common grunts that it turns into misty gibbets with ease. Weapons can be upgraded, but that random element means that I didn’t notice as much difference in stopping power as I would have liked. There are multiple difficulty settings to choose from but, honestly, I only noticed about a one bullet difference between normal and easy most of the time.

    The amount of back and forth does damage the games pacing as well. During a second playthrough, after a consistent and unavoidable crash was patched, I found the pacing more enjoyable as I already knew where to go and what to do, thus cutting the tiring backtracking. This did wonders for improving the pacing. While I admire the developers desire to make a truly retro experience, certain elements were best left in the past.

    One of the other aspects I enjoyed, even if it meant sacrificing an item slot, was the sanity meter. Every successful monster attack doesn’t only damage your health but your sanity. There are items to help restore it, but the game does throw in some cool insanity effects when it starts to get low, like creepy voices and the game seeming to “crash”. Beware though, if your sanity drains completely, you can die.

    Combat may divide players. As with classic games, you can’t move while shooting or reloading, so you have to use the environment to your advantage during combat and boss fights revolve around observing attack patterns. In general, combat just feels very basic. It’s effective but doesn’t get the blood pumping. And while there’s guts and gore galore, Dead of Darkness isn’t very scary at all, even with some insta-death sections that I could have done without. This may be a buzzkill for some, but the general overall enjoyment of the game goes a long way to making up for a lot of its flaws.

    Another potential issue for some will be the pixel art that, although nice to look at, is far less detailed than what we’ve come to expect from many indie games lately. It does a bit of disservice to the monster designs and animations but, like the combat, the visuals are serviceable.

    Overall, Retrofiction Games’ Dead of Darkness is an ambitious title in the 2D survival-horror genre. While the combat may be passable and the pacing could be better, it’s buoyed by a great story, good voice acting, and fun puzzles that mostly manage to capture the best parts of survival-horrors past.

    Pros:

    • Great story
    • Fun puzzles
    • Good voice acting

    Cons:

    • Pacing hampered by too much back and forth
    • Combat is just okay
    • Insta-death sections were painful

    Score: 7/10

    Dead of Darkness was reviewed on Nintendo Switch 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 2.

  • Review: Heartworm (PC)

    Review: Heartworm (PC)

    If you critique Heartworm for what it is – a mostly one-dev passion project brought to fruition with the help of a niche indie publisher – it’s excellent with only a few forgivable flaws. It’s a compact homage to survival- and psychological-horror games of the PlayStation 1-era, notably Resident Evil and Silent Hill, with a story that ruminates on our fears and anxieties around the meaning of life and death.

    Despite a ranking system and achievements related to completion times, Heartworm has an intriguing but once-and-done story I won’t discuss in much detail. You play as Sam, a young woman with a debilitating fixation on mortality, who sets off for an abandoned house that urban legends say has a doorway to the afterlife. No one who enters the house has ever returned, but Sam – haunted by past traumas – thinks she has little to lose.

    With three major areas to explore and a casual playthrough lasting 4-5 hours, Heartworm moves at a brisk pace with mostly logical puzzles and only a handful of mandatory battles. The narrative is driven by stylish retro-inspired cutscenes, Sam’s frequent monologues, and no shortage of flavour text and notes that reveal her thoughts and those of others who have taken the journey before her.

    The surreal and sometimes nightmarish environments she explores are clearly manifestations of her own memories and fears, full of opportunities for Sam to comment on her life and experiences up to that point, but there are lingering threats that seem connected to earlier travellers. It makes for a setting that’s more unsettling than horrifying, so that Heartworm is more a journey of discovery like the original Silent Hill 2 and not some gruelling feat of survival.

    If you are a fan of classic or retro-inspired survival-horror, Heartworm will feel familiar and, at times, a little generic – most notably when it comes to the boss fights that feel more “gamey” than something essential to the narrative themes. Each area is sprawling and interconnected, with the way forward blocked by both conventional and bizarre locks that force you to hunt for actual keys, key-like objects, or clues to solve puzzles you might recognise from three decades of survival-horror games.

    The opening abandoned house and a hub-like cathedral hanging above a void set the tone and test your basic puzzling abilities. A gloom-shrouded neighbourhood has Silent Hill vibes and introduces roaming enemies – teleporting static ghosts and a giant spider – that you put down using Sam’s camera. The woodlands section feels eerily serene, aside from the rabid dogs, deer, and terrifying statues. The final multi-level clocktower mansion leans heavily into Resident Evil – sometimes literally – with elaborate key hunts that, in turn, lead to Silent Hill-esque environments, such as an abandoned hospital, school, and subway, filled with leaping chained creatures and twitchy mannequins.

    The combat and boss fights in Heartworm rarely challenge you, as there is plentiful film for Sam’s camera, the ability to snap the camera behind her shoulder for easy third-person aiming, and no shortage of basic healing items that you can combine to form stronger medpacks. It’s all familiar fare and most enemies are easily avoided if you just keep moving. The combat is engaging enough but the focus is clearly on solving puzzles and hitting frequent story beats.

    That said, Heartworm has the potential to frustrate if you’re not paying attention or when using the default pixelated and dithered visual style. If you’re a fan of semi-fixed camera angles and “authenticity”, Heartworm can provide that chunky, upscaled 240p look. If you disable the pixelation and dithering effects, you instead get a good approximation of what modern emulators can produce running early 3D games. Either choice looks great, and the visuals are complemented by unsettling ambient audio and haunting music loops that generate a ton of atmosphere. However, as much I loved the pixellated look, the extreme aliasing makes spotting pick-ups and environmental clues difficult.

    Another issue is that the size of many areas can make backtracking tedious if you’ve missed environmental clues that feature in later puzzles. This applies to a handful of optional puzzles to gain a camera upgrade and secret memory photos – at least one of which is required for the good ending that feels most consistent with Sam’s evolving attitude. There is a file system for documents and a modern map system that highlights both doorways and rooms with remaining items, but I’d recommend you treat Heartworm like a classic survival-horror game and take notes as you go.

    Looping back to my opening line, Heartworm gets so much right as a compact indie game that a few flaws did little to detract from what is otherwise an exceptionally well-made homage to both survival-horror and psychological-horror classics – just one with a more pertinent story that anyone could relate to. The good ending variations are perhaps a little too simplistic given the complexities of mental health issues, but Heartworm – much like Crow Country, My Happy Neighborhood, and Sorry We’re Closed – is another game in the genre that could broaden the audience by tempering the horror with more heart.

    Pros:

    • A compact homage to survival- and psychological-horror classics
    • A brisk and intriguing story that deals with anxieties and fears around the meaning of life and death
    • Plenty of excellent puzzles and competent survival-horror combat
    • A stunningly “authentic” retro-aesthetic

    Cons:

    • Backtracking can be tedious if you miss something
    • Optional secrets determine the ending scene
    • Sam’s evolving attitude and the positive endings might feel too simplistic given the content matter

    Score: 8/10

    Heartworm was reviewed on PC using a code provided by the publisher.

  • Review: Robocop: Rogue City – Unfinished Business (Xbox Series)

    Review: Robocop: Rogue City – Unfinished Business (Xbox Series)

    Robocop: Rogue City slowly grew on me even though it felt too inconsistent and unpolished towards the end. It was another RPG-shooter hybrid from Teyon that I’d add to a list of great “7/10” games – the type I’d sooner replay than many objectively better “AAA” blockbusters when weighing up fun vs. time investment required.

    Like Terminator: Resistance before it, Rogue City nailed the look, sound, and tone of the original Robocop film – even if the gameplay structure and storytelling was a generation behind. Fittingly, Unfinished Business feels like the chunky expansions you would see on PC or consoles during the 2000s. It offers a new story in a fresh setting, but it has clearly been built using the same template, it repurposes many assets, and it retreads a few set-pieces.

    Dead or dead, you’re coming with me!

    As a standalone expansion, you don’t need to play Rogue City, but it gives the opening sequence more impact and provides a shared trauma that links Murphy to the new antagonist – a relationship that’s fleshed out in the first exciting flashback mission. There’s an attempt to connect new characters to the original Robocop program that I don’t have a problem with, but Teyon has taken the lazy route of killing off most of the officers you got to know in Rogue City to avoid continuity issues with the films.

    I thought the opening would be used to generate a degree of sympathy for the antagonist and their motivation, but as they’re clearly responsible for attack on the station and go on to commit more atrocities against civilians, there are no grey areas that leave the player questioning Robocop’s trust in established law. The scientist working alongside him fares slightly better, but her redemption arc feels rushed.

    Once again, Unfinished Business does an incredible job using the environment design, audio, and soundtrack to recreate Paul Verhoeven’s vision of the future, but the voice work is inconsistent (including some of Peter Weller’s lines), many NPCs look dated, and the lip-syncing is terrible throughout. It also feels like Teyon rushed the ending again, relying on increasingly short and badly edited cutscenes.

    There is world-building banter, environmental storytelling, and a handful of side missions that highlight how morally bankrupt and corrupt the OCP is, but the delivery feels disjointed as you shift between narrative-heavy sequences and the sensation of being locked into room after room full of enemies. There are a handful of recurring NPCs that they can die or offer slightly altered conversations based on your choices, but the lack of an evolving Detroit district or Metro West hub strips out one of the best elements of Rogue City. Despite a strong start, the story begins to feel like an afterthought that was hurriedly pieced together for the ending.

    Putting the corridor back into corridor-shooter

    As with Rogue City, it was easy enough to forgive the storytelling flaws given how much enthusiasm Teyon shows for the IP, but how much you enjoy the gameplay loop will depend on how much you enjoyed the gunfights. If you tackle everything on offer, aim for a high rank in each mission, and play on harder difficulties, Unfinished Business is maybe 10 hours long – a little over half the length of the base game at half the price.

    That sounds fair, but 80% of the gameplay is a succession of shooting galleries, with the role-playing elements like investigations, dialogue choices, and character build often inconsequential. Even the walk, talk, and investigate sequences – which includes two dull flashbacks from the perspective of other characters – are paired back in complexity. They felt like padding that added little to the overall narrative that couldn’t have been covered in a brief cutscene.

    Part of the problem is that Unfinished Business is oppressively linear and, by virtue of the OmniTower setting, a literal corridor shooter with limited diversity and few memorable locations. You infrequently get the chance to pick one of two corridors; you can unlock a handful of shortcuts to briefly backtrack; and you encounter small hubs with simple sidequests that usually fall along the critical path. Even when you receive two or more objectives in different areas, you can’t progress until you’ve cleared them all, and the order in which you tackle them changes nothing.

    Robocop starts with the basic abilities of each skill tree unlocked this time, but character progression only affects the combat difficulty and never offers an alternate path or quest outcome. The same holds true for the dialogue choices and there are no ending variations. Now Rogue City’s narrative was never as divergent as it seemed, but you could shape Murphy’s personality. Unfinished Business feels too linear and too rigid in comparison.

    On the upside, the gunplay still feels immensely satisfying and treats Robocop like a walking tank. He shrugs off small calibre fire while picking out priority targets among common gangs and armoured mercenary forces, while he wades through waves of drones and Otomo androids proving part-man is better than all-machine.

    Aiming highlights enemies and hazards in a glorious, pixelated, retro-green; each pull of the trigger looks, sounds, and feels impactful; and there is plenty of exaggerated gore and meaty sound effects befitting the source material. Secondary weapons still feel redundant or too situational – including the new Cryo Cannon – when you have Robocop’s iconic Auto-9 Pistol that can be upgraded to annihilate almost everything. During the final hour, after a brief stint controlling an ED-209, I simply walked forward with my finger on the trigger, watching hundreds of enemies’ crumple or explode as the iconic theme played in the background.

    There will be trouble…

    Before wrapping up, there are two technical issues that need addressing. You might think linearity would make checkpointing a non-issue, but the autosave system is frustrating for the wrong reasons. The tiny and short-lived icon is easy to miss, and I often spent 10-15 minutes shooting through waves of enemies, rescuing an NPC, and completing objectives, only to exit and continue my game later and find myself back the beginning of the combat sequence. The other issue is that the Cryo Cannon – visually spectacular as it might be – tanks the framerate on even the premium consoles, to the point it affects input responsiveness.

    Those technical gripes aside, I ultimately enjoyed my time with Robocop: Rogue City – Unfinished Business despite flaws it shares with its predecessor. If more Robocop power-fantasy is what you’re after, Unfinished Business delivers with its satisfying gunplay and creative combat scenarios that spice up an otherwise repetitive gauntlet. On the other hand, if you enjoyed Rogue City’s downtime on the streets of Detroit or in the Metro West precinct, defining Murphy’s personality and relationships, Unfinished Business might struggle to hold your attention during long sessions spent plodding through corridors and shooting things.

    Pros:

    • The expansion once again captures the look, sound, and tone of Robocop’s dystopian future
    • The shooting is still immensely satisfying and lets you feel over-powered
    • The soundtrack is still incredible and elevates every scenario

    Cons:

    • The narrative quality and pacing are inconsistent
    • Non-combat gameplay mechanics have been paired back
    • Your dialogue choices and character build mean little

    Score: 7/10

    This review was originally published on Nexushub.

    Robocop: Rogue City – Unfinished Business was reviewed on PS5 using a code provided by the publisher. It is also available on PC and Xbox Series S|X.

  • Review: Final Fantasy XVI Complete Edition (Xbox Series)

    Review: Final Fantasy XVI Complete Edition (Xbox Series)

    With Final Fantasy XVI, Square Enix has continued to experiment with and dramatically depart from their flagship IP’s traditional roots. At the same time, it is a game that feels closer to those classic roots than the series has been for some time. That experimentation, over the course of many mainline games and spin-offs, has had variable degrees of success that seems to have finally culminated with the splashiest Final Fantasy to date.

    To say that Final Fantasy XVI feels like the offspring between Final Fantasy and Devil May Cry will give you a clear indication as to what Square Enix has cooked up with this one. Now, two years after its initial PS5 launch, Xbox Series owners can join in on the fray.

    Final Fantasy XVI takes place on the continent of Valisthea, a world on the brink of an environmental disaster that pushes the world’s nations into resource-driven conflicts. Players are dropped into the shoes of Clive Rosfield, a young lord whose empire is destroyed overnight and his younger brother murdered. Clive embarks on a journey of vengeance to find his brothers killer, a journey that will reveal mysteries about himself, while plunging the world deeper into political conflict.

    Final Fantasy XVI is the very definition of an action-RPG. This is a big, bold, and splashy visual extravaganza, much like a summer blockbuster movie, that straddles the line between hack-and-slash and JRPG. Those expecting a return to traditional mechanics will be disappointed as the RPG elements are stripped back even further when compared to previous entries in the series.

    The main essence of an RPG still remains, with plenty of locations to explore and angsty moral dilemmas to chew on. There are enough NPCs to speak to that flesh out the world, and there’s a lengthy, complicated story that veers from vengeance to world saving. The story is certainly one of the games strongest aspects and benefits from some stellar voice acting that raises the bar for the series.

    The story and setting are where the game does hark back to its roots. The ubiquitous crystals are here, along with a medieval fantasy setting reminiscent of the original hexalogy, and a story that veers between personal and political.

    Gone, though, are tons of items to manage in your inventory, replaced by a moderate amount of consumables that are hot-linked for combat. Instead, copious amounts of crafting materials take the space normally reserved for endless inventory glut. The amount of gear you can equip has also been scaled back, limiting you to a weapon and some accessories that change up your effectiveness in combat significantly. Gone too is an overworld to run around in, replaced by a world map that lets you fast travel between locations. The locations themselves are large enough to allow for exploration on the back of a Chocobo, but can’t hide the games overall linearity.

    In its place are systems more at home in action games. There are skill trees to purchase and upgrade new abilities, while combat loadouts play a significant role towards the end-game. Clive’s combat abilities allow for the use of fast sword strikes that can be charged up for heavy blows; the use of magical abilities based on the elements; a dodge that can allow you to counterattack if done quickly enough; and a quick dash that’s close to a classic teleport move.

    Party members help out in combat as well, which allows you to chain combos with them or use your trusty hound, Torgal, to launch enemies into the air for some punishing aerial combos. Instead of learning traditional FF spells, Clive can harness Eikon abilities. Eikons in Final Fantasy XVI are the classic summon spells, only this time Bahamut and its ilk play much larger roles in the game. Literally.

    Clive can use the abilities of Ifrit, Phoenix, or whichever Eikon you’ve beaten to spice up combat significantly, flowing between hectic sword strikes into Eikon specific abilities: such as launching walls of flame across the ground or multiple wind-based slashing attacks that look and feel stupendous when used in an air juggle.

    The big selling point for Final Fantasy XVI are the Eikon fights, in which you either transform into one yourself, or take on one of them in a blistering duel of pyrotechnic spectacle that’s right up there with any modern high octane Kaiju fight. As good looking as Final Fantasy XVI is, it’s these moments that are truly a sight to behold and the games showcase. Make no mistake, normal combat is blisteringly fast and flashy, with enough special effects and fireballs thrown around to trigger an epileptic fit, but it pales in comparison to the Eikon battles that are on par with any modern Hollywood blockbuster.

    From Crisis Core to Final Fantasy VII Remake, it’s a testament to how much Square Enix have learned over the years that I can call Final Fantasy XVI’s combat thrilling.

    That said, Final Fantasy XVI isn’t a perfect game. The pacing can be inconsistent in terms of how much is doled out for you to tackle.

    The bulk of the game favours a linear thrust to keep the story flowing, with the occasional side-quest doled out to offer a break and help with the world-building. However, towards the games climax, you’re suddenly inundated with a list of people to help out. I’m all for more content, but these optional quests could have been better sprinkled throughout the games runtime to break up the corridor feeling that the main story evokes.

    Combat-wise, the game also favours bullet-sponge enemies and bosses, which makes many fights last far longer than they should. There’s a stagger mechanic at play that lets you stun an enemy for a short duration once you’ve broken its stagger bar. The further into the game you get, the more reliant you become on exploiting this mechanic to deal significant amounts of damage. Towards the endgame, it’s essential to set up your character to quickly break stagger bars and keep the enemies in a stun-lock state. This overrides a lot of the thrill of the games heavily DMC-inspired combat, as it becomes less about skilfully chaining attacks and more about triggering staggers to shave those massive health bars down.

    As with the PS5 version of the game, the Xbox Series X version comes with two graphic modes: Quality and performance. Quality favours visual fidelity with a 30fps frame rate, while Performance favours a 60fps frame rate at the expense of visuals. Both modes on Series X ran well and I never noticed performance issues regardless of which mode I played with.

    Performance mode feels silky smooth, but that does come at a noticeable visual cost. It runs at a much lower resolution that makes the visuals seem a little blurry and less defined. And with a game so built on visual spectacle as this one, a lower resolution really isn’t the way you should have to experience it.

    Quality mode still has visual issues if you look closely enough, such as shimmering when the characters move, but the performance is still rock solid and fast enough that I never felt as though the 30fps cap was limiting me in anyway.

    Final Fantasy XVI Complete Edition Eikon Battles Xbox

    The last thing to touch on that the Complete Edition of Final Fantasy XVI obviously comes with the two expansions: Echoes of The Fallen and The Rising Tide. Both add even more goodness to an already stacked game and, with the Complete Edition installed, you’ll be able to access them at key points during the main campaign.

    Elevated by an intensely fun battle system and stunning voice acting, Final Fantasy XVI is easily one of the best mainline games in the series in recent years. It manages to capture the spirit of the original games with a strong story and great characters, while the spectacular boss battles and pyrotechnic visuals are the icing on a particularly wonderful action-RPG cake.

    Pros:

    • Excellent hack-and-slash combat
    • Boss battles are an intense visual highlight
    • The story and setting hark back to the classic games
    • Stellar voice acting
    • Both Quality and Performance modes run well

    Cons:

    • Bullet-sponge enemies drag out battles
    • Poorly paced distribution of sidequests
    • The resolution drop in Performance mode is noticeable

    Score: 8/10

  • Review: Ruffy and the Riverside (Nintendo Switch)

    Review: Ruffy and the Riverside (Nintendo Switch)

    Playing Ruffy and the Riverside has been like jumping back into the past. Like way, way back into the good old days of PS1, PS2, and, more specifically, N64 platforming.

    There’s an earworm of a soundtrack that embeds itself in your mind, an expansive world to jump and run through, tons of quirky characters to meet, gorgeous visuals bringing the world to virtual life and, the most important ingredient to stand out in a crowded market, superb gameplay innovation that turns a fun time into a must-play title.

    And that is exactly what Ruffy and the Riverside is: a must play platformer for all platformer fans who want the nostalgia of the past running on modern engines and hardware. But Ruffy and the Riverside is so much more than nostalgia-in-a-box, it’s a joyously addictive exercise in taking a simple concept and spinning it into a defining gameplay mechanic.

    Sure, the basic action-platforming rulebook is at play here, with melee attacks, a gliding system, and a butt smash to deal with certain enemies to go along with traditional platforming shenanigans. There are platforms to pounce around on, spiked traps to avoid, and puzzle areas to navigate. But what really shines a light on Ruffy’s already colourful world is the main gameplay trick: the “Swap”.

    Ruffy has the god-level ability to transform one object into another by swapping textures around – essentially changing its look and properties. This really simple concept elevates a good platformer into a great one, creating a myriad of charmingly inventive gameplay moments. These range from the more obvious uses of the mechanic to think-outside-the-box moments that are always a highlight.

    Need to get to the top of a cliff but can’t find a path there? Just copy a vine texture and turn that waterfall in front of you into a giant vine to climb. Stone pillars blocking your path? Turn them to wood and punch ‘em down. Need to cross a body of water? Why not make use of that ice floe just to your left?

    These, of course, are the more obvious uses of Ruffy’s power designed to help you move across the world, but you’ll also solve simpler puzzles by changing the markings on rocks or turning a pillar into a magnet to break the chains holding a door closed. The world has been designed to make use of the Swap mechanic at just about every moment, with some changes more permanent than others and some more beneficial.

    But it’s really those think-outside-the-box moments that breath such fresh air into the genre with their more elaborate puzzle solutions, such as turning a stone pillar blocking your path into wood and the water spout just beneath it into fire to bring a fiery end to the obstacle, before turning that fire spout back into water and riding it up to your goal. The game is full of these kinds of puzzle sequences which, I must admit, occasionally had me scratching my head. But they were never too tough to figure out in time, and always left me with a “Damn, that’s cool” smile on my face.

    Of course, if you are struggling to figure them out, the NPCs are always willing to help you out for a few coins. Though I’d argue against it, because part of the charm of Ruffy and The Riverside is seeing just how much creativity you can get away with. There are obviously limitations to what the Swap mechanic can achieve as, if there weren’t, you’d probably be able to break the game in ways the developer hadn’t conceived. Still, it’s rather surprising at the level of leeway you’re given to play around with the world and its textures and properties.

    The world itself is rather large and perhaps a little too full of things to do and collect. Seasoned gamers who love that stuff will find plenty of collectibles to scour high and low for, while the rest of us can focus on every little platforming, puzzle, or racing sequence on offer.

    Visually, the game is gorgeous and really looks like a an N64 game presented at an ultra-high resolution. And I mean that in the best way possible. The world and its segmented areas are gorgeously colourful and exude personality. The art style, which goes back to that 90’s blocky aesthetic while using 2D sprites in a 3D world, is just stunningly realised, bringing to mind classics like Super Mario 64 and Banjo Kazooie. It’s all backed up with some wonderful 2D animation for the games oddball characters and a soundtrack (and sound effects) that really stuck around long after I’d finished playing.

    If you haven’t figured it out already, I’m smitten by the games infectiously joyous charm.

    That said, it’s not a perfect blast-from-the-past as the original Nintendo Switch occasionally struggles when there’s too much being rendered onscreen. There’s some frame rate jitters and a bit of a sluggish feeling in the controls during these sections. To keep the frame rate high, I imagine, distant vistas fade in an out depending on the camera angle your distance from those areas, giving a bit of a fog-of-war feeling to the proceedings, while making sure the zone you’re in gets rendered in full.

    Ruffy and the Riverside is easily one of the better, nostalgia-tinged platformers of late. It’s gorgeous visuals and enthusiastic characters are elevated by one of the more fun gaming mechanics in recent years that will have you spending hours swapping around textures and properties just to see what can be done. Performance issues on the original Switch aside, developer Zockrates Laboratories has developed an impressive and fantastic debut title that platforming fans should play.

    Pros:

    • Super fun texture swapping mechanic
    • Gorgeous N64-inspired visuals
    • Stunning 2D art and animations
    • Impressively large world full of things to do

    Cons:

    • Some performance issues on the Nintendo Switch

    Score: 9/10

    Ruffy and The Riverside was reviewed on a Nintendo Switch 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 2.

  • Review: The System Shock 2: 25th Anniversary Remaster is a respectful update that had me yearning for a proper remake (Xbox Series)

    Review: The System Shock 2: 25th Anniversary Remaster is a respectful update that had me yearning for a proper remake (Xbox Series)

    Nightdive Studios’ System Shock 2: 25th Anniversary Remaster gives modern gamers, across all current- and last-gen hardware, a chance to play or replay one of the progenitors of the immersive-sim genre now running on their flexible KEX Engine. What you take away from the experience, however, might depend on your expectations going in and your interest in video game history.

    It is important to note up front that this 25th Anniversary Remaster still provides much the same gameplay and visual experience as 1999’s System Shock 2 Classic that’s still available on PC storefronts. There are subtle quality-of-life and visual enhancements you might assume were always there; accessibility is improved with competent gamepad support (for PC too); and the PC version retains modding support. Although it’s not how I would recommend experiencing System Shock 2 for the first time, the co-operative mode returns with cross-platform play. It’s a respectful remaster, though PC players with modding experience might find it unambitious.

    First-time players coming from the System Shock (2023) remake might struggle with the gameplay and visual regressions in this tale of yet another cybernetically-enhanced, amnesiac protagonist going up against a resurgent SHODAN and her former creations. Nevertheless, I would argue System Shock 2 stands alongside games like 1998’s Half-life as timeless, having established the foundations of a genre. The biggest issue is that unlike the games it inspired – think 2017’s Prey, 2012’s Dishonored, or even its spiritual successor, 2007’s Bioshock – the combat feels incredibly dated.

    There is mechanical complexity, with different weapon types, specialised ammunition, and Psi powers best suited to organic, robotic, or hybrid enemies, but the audiovisual feedback is minimal and unsatisfying. It’s more RPG than shooter, with tangible progress measured by how big a chunk of a health-bar each attack removes before triggering a canned death animation. Experienced players could exploit the limited AI and level geometry for easier kills, but new players will find survival a function of their player build, loadout, and resources, not their mobility and aim.

    Regardless of whether you’re swinging a melee weapon that clips through enemies, firing an energy weapon with muted sound effects, or casting a Psi power with underwhelming particle effects, a degree of auto-aim and visible enemy health-bars are needed to offset simple hitboxes, inconsistent hit reactions, and the lack of visceral impact. This weakness would be fatal for a dedicated FPS, but to System Shock 2’s credit, it becomes less significant when you consider the number of other systems and modifiers at play during any given encounter.

    Starting at the beginning, a gamified class-creation tutorial guides you through the basics and introduces three military paths. The Navy career (my preferred choice) offers hacking, repair, and maintenance buffs – all handled through a simple mini-game – that make using conventional weapons, specialised ammunition, and hacked security systems optimal. For those wanting a more direct approach to combat, the Marine career boosts strength, endurance, and weapon skills, which make melee brawls and using heavy or exotic weapons with splash damage feasible – just don’t expect many opportunities to bypass threats.

    If you’re looking for a less conventional experience, the OSA career offers over 30 psionic powers across five tiers. There are mundane alternatives to resistances, weapon repairs, and healing, but you’ll also find creative and potentially game-breaking options like remote hacking, invisibility, organic mind-control, and teleportation. Even the simple direct damage powers offer a unique mechanic that allows you to overcharge them during casting – albeit with the risk of damaging yourself if your timing is off.

    Regardless of your early choices, every career can invest cyber modules (typically granted as a reward for completing objectives) to boost primary attributes, weapon skills, tech skills, or psi powers. Depending on the chosen difficulty – which modifies health, psi-points, and the cost of upgrades – it makes sense to prioritise a few to stay ahead of the escalating difficulty curve, but multi-classing is viable if you thoroughly explore for additional cyber module stashes.

    You can tailor your build even further with four OS upgrades for powerful passives; energy-draining armour and implants; and there is no shortage of consumables to keep you alive during protracted fights or when navigating hazardous areas. There are also organic and robotic components to research for new weapons and damage buffs against enemy types – though a dedicated research skill and backtracking to chemical storerooms for research material still feels like poorly-implemented padding.

    Exploration is still a key element of gameplay, even if the level design and quest structure lack the degree of flexibility seen in modern immersive sims. The menu interface tracks overarching objectives and even the steps taken towards completing them, but clues on how to progress are still found in scattered audio-logs that are often easy to miss. Keycards, keypads, and environmental hazards gently guide the player, but even with a detailed map, System Shock 2 is a game in which you need to take note of text logs and environmental signposting to avoid frustration.

    That said, methodical exploration is how you come to appreciate what all good immersive sims excel at: rewarding or punishing player agency based on how cautious or reckless they are. The decks of TriOptimum’s Von Braun starship and the UNN Rickenbacker are not as large or maze-like as Citadel Station, but the first two-thirds of the game will take you through them more than once and it becomes difficult to avoid combat. You will often open new paths between the interconnected map segments, and there’s incentive to return with improved skills to access new gear or cyber module stashes.

    You slowly come to recognise which routes bypass patrolling enemies; which rooms near central elevators are best used for item storage; and which upgrade terminal, recharge station, surgical bed, or vending machine is the safest to return to when you need to restock. The narrative moves forward as you complete objectives, but the more you explore, the more audio-logs you find that expand on secondary story arcs. These delve into the discovery of the parasite known as The Many, the corruption of the Xerxes AI, the internal strife and downfall of the crew, and the return of SHODAN.

    As with the original System Shock and its remake, fear of the unknown gives way to empowering familiarity – but that is not to say System Shock 2 is forgiving of reckless play. Aside from robust melee weapons that serve as a last resort for late-game enemy variants, weapons degrade with use and ammunition, psi-hypos, and the nanite currency – used for hacking and vending machines – are effectively finite.

    A lack of resources coupled with a few dubious and unaltered quests never impedes progress, but it can kill the pacing. Looping around the recreation deck looking for codes hidden in artwork was as tedious as ever; consuming my last nanites to hack a vending machine that then forced me to buy a quest-essential item was infuriating; and hunting eggs in convoluted engine deck of The Rickenbacker was only marginally less tedious than the aforementioned artwork code hunt.

    As such, the System Shock 2: 25th Anniversary Remaster offers both anachronistic fun and frustration – to the point I was enjoying it but simultaneously thinking how much better a full-blown remake like System Shock (2023) would be. The visual enhancements, like improved textures, ambient occlusion, and more intricate weapon models make a significant difference when compared side by side, but it ultimately looks and plays like the early 3D FPS-RPG hybrid it is.

    As fan of the genre and the original, it feels like a smartly remastered and well-priced excuse to replay it, but I have doubts new fans of the IP coming from the System Shock (2023) remake will find it that playable. On the other hand, those with a gaming history going back a decade or two could treat it as a playable history lesson, showcasing the origins of many mechanics, scenarios, and storytelling methods you’ll have seen in later games.

    Pros:

    • A smart and respectful remaster that preserves System Shock 2’s timeless qualities and a few flaws
    • The updated textures, ambient lighting, and new weapon models don’t gel with the original designs
    • Competent gamepad controls and a multi-plat release improves accessibility
    • There’s only one cyberspace section at the end (which I guess some might consider a negative)

    Cons:

    • It ultimately looks and plays just like the late ‘90s early 3D FPS-RPG hybrid it is
    • Some laborious objectives remain unaltered and can drag down the pacing

    Score: 8/10

    System Shock 2: 25th Anniversary Remaster was reviewed on Xbox Series S|X using a code provided to gameblur by the publisher. It is also available on PC, Xbox One, PS4/5, and Nintendo Switch 1/2.

  • Review: The Alters (Xbox Series)

    Review: The Alters (Xbox Series)

    The Alters is a streamlined and mechanically satisfying survival-game that also asks the question: what would you do if literally faced with the branching possibilities of the choices you never made?

    The overarching plot slowly drifted into the back of my mind the longer I played, but The Alters has an intriguing premise that draws on several classic sci-fi tropes to turn a traditional survival game, with a strong focus on time management, into a thought-provoking journey filled with moments of frustration, elation, and unexpected warmth.

    Jan Dowski, a 35-year-old builder who has already accumulated a lifetime’s worth of regrets, emerges from a landing capsule on an alien world. He soon discovers his captain and crew are dead, and although their massive, wheel-like is base is intact, the engines are offline – a severe problem when the approaching sunrise in this triple star system will bathe the area in lethal radiation.

    After exploring for some basic resources and establishing a distorted communication link to the Ally Corporation funding the mission, Jan discovers the base’s quantum computer, the “Womb” cloning facility, and the rare element “Rapidium” found on the planet, offer him an unconventional means of survival: cloning himself to create a new crew – the titular “Alters” – by imprinting their minds with specialised knowledge and simulated life-paths based on different decisions made at key moments in his digitised memory timeline.

    The more you think about it, the more dubious science and plot-holes you can spot in The Alters, but 11 Bit Studios gets around this by keeping the entire experience surreal. Is the Jan Dowski you are playing as really the original? What should you make of the fact every Alter’s life path converges on joining the Dolly Missions at 35? What is the fate of the Alters if they return to this timeline’s Earth? If interstellar travel and quantum computing are commonplace in this universe, why is the search for the time-manipulating Rapidium so important to humanity’s survival?

    I think what I like most about The Alters is how little those details mattered when I was engaged with the minute-to-minute gameplay and watching my growing Alter crew interact with one another.

    I’d describe The Alters as a hybrid of traditional third-person exploration game and a time-management-heavy survival game, just with a weird and wild crew management twist.

    Upon arriving in a new region, you explore on foot during so-called “daytime” hours – periods of low light and radiation levels – to discover and clear paths to resource deposits, build mining outposts and connect them with pylons, scan and destroy anomalies, find scattered mission gear for base upgrades, personal belongings to boost Alter morale, and later track down even weirder alien samples used for higher-tier research. It looks and feels suitably hands-on and immersive, though after establishing a resource chain, the bulk of your playtime is going to be spent interacting with base functions, engaging with Alters, or navigating assignment, production, and research menus.

    The escalating resource and crafting requirements needed to survive and progress are streamlined compared to many of its peers, but time is always your enemy in The Alters. Efficient working hours are limited without enforcing mood-sapping crunch; the approaching sunrise shortens the time you can spend outside without racking up radiation burns; and a crew of alternate personalities are far more challenging to sustain than the generic staff you’d see in a game like XCOM. You’re not just building dormitories, labs, workshops, and radiation shields; you’ll also need to consider personal cabins, social facilities, contemplation rooms, and gyms.

    Each branch from Jan’s original timeline can result in wildly different personalities, with different anxieties, motivations, and triggers; all of which you’ll want to read up on in the simulated timeline before considering your responses in dialogue or when faced with suggestions. You will have to balance competing requests, deal with the fallout, and keep them all fed, physically healthy, mentally healthy, and entertained. Not treating your Alters as individuals is the quickest way to foster rebellion and jeopardise the mission when they ignore your orders or work inefficiently.

    Regardless of the difficulties you pick for the game’s economy and action elements, you need empathise with your alternate Jans and occasionally boost their morale with gifts, social activities like beer pong and movies, and considering personal requests. It is impossible to clone every Alter variant and experience every potential outcome in a single playthrough, but good relationships teach Jan new life lessons that provide unique dialogue options, open new research paths, and alter the end-of-act outcomes.

    There is a lot to juggle as the clock marches on, but all the assists you could want are present. With enough Alters, the early exploration step gives way to a lot of menu-based gameplay as you quickly build and rearrange base modules, assign Alters to resource or production tasks, select research priorities, and set minimum stock levels or continuous production queues to maintain essentials like food, radiation filters, and repair kits for the sporadic magnetic storms that devastate base modules and hamper most outdoor activities.

    The chosen difficulty coupled with your skill at managing both time and Alters will determine if the mission plays out as scrappy and desperate attempt to survive on the edge, or as a well-oil machine that keeps on top of objectives and ahead of the sunrise with minimal trauma and injuries to the crew. That said, there are a few narrative beats that happen regardless of your actions.

    With the focus on crew interactions as much as it is on the survival mechanics, it helps that The Alters mid-tier price-point does not mean low production values. Like most survival games with base-building and menu-driven systems, The Alters gets a lot of playtime out of limited assets, but it feels polished and the compact environments – both the expanding base and increasingly vertical outdoor regions – look incredibly detailed and atmospheric. Character models also look good, with only a few stiff animations during emotive gestures or while climbing.

    More important is the writing, voice work, and delivery – both during moments where the Alter’s divergent personalities clash, and those in which they share cherished memories or establish new bonds. There are generic lines for common events and gameplay triggers, but I found it easy to empathise with Jan in all his forms. His Alters are exaggerated archetypes but they do an impressive job of leaving you frustrated with their vices, like pride, stubbornness, or self-pity, yet it also often left me elated during moments of unexpected compassion and warmth.

    All that said, I’m no psychologist or support worker with professional experience, so you might find the lack of subtlety in how some mental health issues are presented problematic.

    Even as someone who prefers methodical games that move at my pace over those with time pressures, I enjoyed The Alters far more than I expected. Not so much for the survival gameplay – which is competent, streamlined, and challenging enough in its own right – but more for the thrill of discovering what new Alter I could create, discovering how their lives played out compared to the original Jan Dowski, and watching them bond or clash with one another under increasing pressure.

    I’m not sure if the writing and performances are quite good enough to compete with overproduced, “AAA”-style cinematic adventures with their ridiculous budgets, but The Alters actually got me thinking about whether you could ever stay sane if given the knowledge of the near infinite possibilities of all the decisions you’ve never made.

    Pros:

    • An intriguing setting with a weird and wild crew management twist
    • Streamlined but satisfying survival and time management mechanics
    • A gorgeous alien world to explore and solid voice acting
    • Recreating the high school band with your Alters

    Cons:

    • Possibly too much menu-driven gameplay for some
    • Early challenges can feel unforgiving if you pick the wrong Alter type or research path first

    Score: 9/10

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