Tag: Review

  • Editorial: Kvark offers a taste of Half-Life that’s increasingly hard to find on console

    Editorial: Kvark offers a taste of Half-Life that’s increasingly hard to find on console

    Looking at Kvark’s retro-styled visuals, industrial complex setting, and science-gone-wrong premise, it is easy enough to make Half-Life comparisons – but those features could apply to hundreds of games released since 1998. The Half-Life characteristic that Kvark emulates best is that satisfying, cyclic rhythm between exploration, environmental puzzles, and brief, brutal firefights. Kvark released on PC near the end of last year, but I wanted to replay the console port as there are few games that capture the essence of Half-Life on console, and Valve seems disinterested in preserving access to their Xbox 360- and PS3-era ports like The Orange Box collection and the Left 4 Dead games.

    Unlike Half-Life‘s unexpectedly strong narrative thread, Kvark sticks to the classic retro-FPS approach of providing some light context and leaving the rest up to the player. It takes place in an alternate-history Czech Republic, under Soviet-style rule during the Cold War period. The titular “Kvark” corporation has moved on from nuclear power, to nuclear weapons, and finally a dubious injectable substance – “anethium” – to create super-workers and super-soldiers. It’s a videogame setup we’ve seen a hundred times before, so it should come as no surprise your prisoner protagonist wakes up in a cell to discover both human clean-up teams and grotesque mutants are out to kill them.

    There are entertaining propaganda videos that reveal what the corporation has been up to and hint at the threats you’ll face in the upcoming chapter, but the bulk of the storytelling is handled by scattered notes or hidden drawings that reveal the ineptitude of the government and staff, or provide the odd code or hint to access secret areas. Survival is your primary goal, and as the Kvark complex was relocated far underground to avoid the gaze of Western imperialist spies, that means an 8–10-hour gauntlet through prisons, sewers, manufacturing facilities, mines, laboratories, and quarantine zones. The overall tone is one of dark, cynical humour, but it can feel suitably oppressive and tense, with open skies only appearing in the final third of the game.

    Gameplaywise, Kvark focusses on what all good first-person shooters should: responsive movement; weapons that look, sound, and feel good to use; and hand-crafted combat encounters against a variety of enemy types that force you to use your full arsenal. There’s nothing inherently novel about the shooting or the traditional weapon categories – ranging from a mostly ceremonial wrench through a pistol, shotguns, rifles, a crossbow, an energy weapon, a grenade, and a minigun – but they all have a situational use and limited ammunition reserves that prevent you from just sticking to an allrounder. Even the perfunctory skill tree, which encourages you to hunt for anethium injectables, offers mostly incremental buffs and one risk-reward perk that reduces total health and healing efficiency in exchange for health gain through kills.

    With solid but familiar foundations, it’s that aforementioned rhythm of exploration and environmental puzzling, interspersed with bouts of violent combat, that channel Half-Life vibes. Aside from a few short-lived platforming sections in the second chapter, both the level design and variety feel good given its length, with many looping back, over, or under themselves to give an impressive sense of scale. Within the ruined corridors, rooms, and vents of the facility you’ll scrounge for weapons, ammunition, and secrets; you’ll flip switches, connect cables, ride carts, and activate machinery to open the way forward; and you’ll deal with clean-up squads and hordes of mutants by staying mobile, kiting melee enemies, prioritising those with ranged attacks, and making use of explosives (or explosive hazards) – all before shifting back to exploring for more resources in preparation for the next combat encounter.

    Kvark feels more forgiving than it did during early access period, but the checkpoints and resource stashes still feel balanced around surviving a handful of significant encounters each level – encouraging a more methodical and tactical approach to firefights on all but the easiest difficulty. As the game progresses, you’ll encounter larger mobs in bigger and more hazardous arenas that’ll test your shooting skills or your ability to scavenge resources mid-battle. Mutated rats, spiders, and zombies rush you or spew glowing goo and webbing that make fighting in tight spaces a pain. Clean-up squads force you to use cover as they evolve from baton- and pistol-wielding goons supported by flying drones, into armoured squads with shotguns, flamethrowers, miniguns, and robot support. With the action confined to an arena, it was only the three boss encounters that felt more annoying than challenging, with the focus on dealing with mobs while avoiding AoE attacks and hitting weak-points.

    When it comes to the presentation, Kvark will likely be divisive. I enjoy the clean, retro-styled visuals imitating early fully-3D environments and the ability to interact with so many objects, but there is a lot of asset reuse to build out the more sprawling levels. Every other element feels near-perfect, from the blocky character models, crude weapon animations, and chunky gore effects, to the ambient audio, roar of gunfire, and a mostly subdued electronic soundtrack that ramps up during combat. It also ran smoothly on an Xbox Series X – performance that’ll likely hold true for current-gen consoles – with a helpful touch of auto-aim and some decent rumble feedback for gunfire and footsteps. The only notable issues I found (as of this review going up) were several crashes during the second level of the first chapter, and the placement of some checkpoints at the entrance of restock rooms instead of at the exit, so you have to collect everything again after reloading.

    Taken as a whole, Kvark doesn’t offer much novelty when it comes to the premise, mechanics, or visual style, but it has something so many modern games lack – rhythm and pacing. You could go back and call Half-Life dated based on the visuals, limited set-pieces, and no progression mechanics, but I’d challenge anyone to play it and claim it’s not fun. Kvark is not as timeless, sure, but it finds a similar groove by ensuring you’re constantly cycling between exploration, light puzzling, and brutal firefights, all before hitting the next checkpoint and starting the cycle anew. As such, Kvark is easy to recommend – especially at an indie price-point – to fans of the genre that play on console and want a taste of that classic Half-Life formula.

    Kvark was played 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.

  • Review: Amerzone – The Explorer’s Legacy (2025)

    Review: Amerzone – The Explorer’s Legacy (2025)

    It’s depressing how many remade or remastered games I can now claim to have originally played over three decades ago. Many retro-inspired games have moved on from pixel art to target the look and feel of early 3D games from the late ‘90s on PC or 32-bit consoles – the era that cemented my love of gaming as a lifetime hobby. Amerzone – The Explorer’s Legacy (2025) is one such remake; an updated, expanded, and lavish overhaul of a 1999 point-and-click adventure, known primarily for its association with Belgian artist Benoît Sokal who created many of the creature designs and backdrops before going on to work on the more recognisable Syberia games.

    This remake takes the classic first-person point-and-click structure and converts those weirdly proportioned 360-degree panoramas into beautiful and detailed 3D environments. There’s no free movement, but abrupt screen transitions and an overreliance on short cutscenes are replaced with slick in-game animations for set-pieces, transitions, interactions, and puzzle devices.

    You could argue the updated visuals don’t always capture the bleak atmosphere of the original, but when combined with an expanded soundtrack, new voice work, and more narration, it makes for a cohesive and cinematic adventure with production values closer to what you’d expect from a modern release.

    It’s not just the audiovisual experience that’s been overhauled. A lot of work has gone into expanding and enhancing every location while still retaining the basic layout, significant landmarks, artistic designs, and all the original notebook sketches. The unnamed protagonist also gains more agency and personality through their many journal entries that, in turn, flesh out secondary narratives only briefly touched upon in the original.

    That said, the point-and-click core remains unchanged, and almost all the original puzzles return in some form – albeit often just one part of an expanded design that now requires a few more steps and some QTE-like inputs.

    You’re still exploring compact but detailed locations on the hunt for documents, puzzles, key items, and clues, typically to find fuel or data discs to power the incredible transforming Hydrofloat craft. Puzzles are still designed around using key items on puzzles objects or the environment, but you must often figure out the correct sequence of actions even if you have all the items on hand.

    It retains that classic and increasingly niche design, in which more involved and convoluted puzzles are your reward for making progress. No matter how dangerous or desperate the scenario may seem, Amerzone – The Explorer’s Legacy (2025) has no time-limits, and the world might as well be frozen as you plod around each area and figure out the route forward.

    For those who’ve grown up with games that hold your hand to the point of feeling patronising, Amerzone – The Explorer’s Legacy (2025) can feel too unguided at first, dropping you into dense environments with no HUD or quest log in the corner. Some purists might argue that was integral to immersing yourself in the game world, but the remake expands the journal feature considerably. It offers an improved interface for collected items and notes; you can fast-travel between significant locations once you’ve found a map of the area; and you can enable several player assists.

    By default, the journal tracks core tasks and highlights secondary stories if you’ve found any associated documents or environmental clues, but you can also enable hotspot highlights at the press of a button and a tiered hint system.

    All of which make it much easier to maintain pacing and ensure you reach the end of Amerzone – The Explorer’s Legacy (2025) without hitting roadblocks; essential in an age of diminished attention spans, especially for a niche genre, with dated gameplay that only holds up when paired with a strong narrative hook.

    You need to be invested in the fate of the young reporter, looking to make a name for themselves by undoing the shameful legacy of the dying explorer Valembois. You need to be curious about the fate of his former companions and the dark history of the now isolationist Amerzone nation. You need to understand the reporter’s drive to push ever further upriver, consequences be damned, to see if Valembois’ descriptions of bizarre creatures and ecosystems are accurate or deserving of the ridicule that drove him into seclusion.

    The updated journal in the remake improves the storytelling while also allowing the game to dig deeper into themes of traditional societies living in harmony with nature, the impact of colonialism on native cultures, and the rise of post-colonial autocracies with leaders that twist foreign governance concepts to their own needs. Having a transparent list of notes and chapter locations assigned to each side story could be a double-edge sword for completionists that won’t move on before they’ve found everything, but your reward for finding them all is a short summary of events from the protagonist, befitting their profession. It’s a smart way to literally gather the player’s thoughts and deliver exposition before they set off to the next act.

    The best thing I can say about Amerzone – The Explorer’s Legacy (2025) is that I never expected to enjoy it so much. It’s longer and more complex than the original, but it’s still a brisk experience by modern standards and doesn’t ask more of you than it gives back.

    It provided plenty of exciting spectacle but moved at my own pace, making for a pleasant change from the high-stress, action-oriented titles that make up the bulk of my gaming diet. The gameplay is classic and inherently dated – even with a few updated mechanics and assists – but the audiovisual overhaul makes it feel like a grand adventure the original creators could only dream of. It’s a niche genre now, but for fans, this is about as good as it gets if you’re looking for a remake that respects the original but expands and enhances every aspect of it.

    Pros:

    • An updated, expanded, and lavish overhaul of a lesser-known classic
    • Slick animations and interactions make for a more cinematic adventure
    • An improved journal, more exposition, and frequent narration enhance the storytelling
    • Optional player assists to prevent puzzle roadblocks from killing narrative pacing

    Cons:

    • The updated mechanics and assists won’t change your mind if you’re not a fan of the genre
    • Some noticeable framerate drops when using the performance mode on consoles

    Score: 9/10

    Amerzone – The Explorer’s Legacy (2025) was reviewed on Xbox Series X using a code provided to gameblur by the publisher. It is also available on PC and PS5.

  • Review: Sorry We’re Closed (Xbox Series)

    Review: Sorry We’re Closed (Xbox Series)

    Sorry We’re Closed is a smart and stylish hybrid of character-driven visual novel, first-person shooting, Silent Hill’s dual-reality horror, Resident Evil’s survival-horror formula, and a bit of that tragicomic weirdness of Deadly Premonition in some of the writing and cutscene direction. It’s not as singularly good as those classics, but it has a satisfying survival-horror framework, visual style, and fantastic original soundtrack that complement a strong narrative thread.

    I found the classic gameplay mechanics engaging enough, but Sorry We’re Closed is primarily caried by the well-paced, choice-heavy story that repurposes a familiar tale of angels and demons as a not-so-subtle allegory for the inherent dangers of falling in love and navigating dysfunctional relationships. As such, half your time is spent simply exploring a small neighbourhood and a demonic hotel, chatting to significant NPCs, and making decisions that affect other relationships and protagonist Michelle’s fate.

    The story begins as Michelle, coasting along in limbo since breaking up with her girlfriend three years prior, finds herself cursed by “The Duchess”: an arch-demon that’s been kidnapping mortals in the hope of finding “love” to fill a void created when she was cast down from the heavens. Several confusing and horrifying encounters later, Michelle finds herself gifted with a literal third eye that allows her peer between realms with a satisfying snap of her fingers.

    This ability brings with it the realisation her neighbourhood sits on the edge of the underworld and is home to an assortment of celestials – angels and demons – who masquerade as mortals to socialise with or manipulate those around them.

    Events escalate over the course of four days as the curse takes hold, giving Michelle an opportunity to engage with the small cast repeatedly, get advice, give advice, complete small side quests that usually boil down to finding and delivering items, and face a dozen or so major choices that influence the end-game sequence and available endings. As the narrative is a highlight, I don’t want to spoil too much, but what Sorry We’re Closed does best is present you with characters that seem like classic good or evil archetypes, before delving deeper into their motivations and leaving you conflicted.

    Is it possible to find love without making yourself vulnerable? Can you sustain a relationship without change and sacrifice? Does someone deserve a second chance if their intentions are pure? Do those who’ve done terrible things out of fear still deserve a chance at redemption? Familiar themes that have been tackled in other media, but despite its quirky premise, Sorry We’re Closed’s great writing and relatable cast made it one the best explorations of love and relationships I’ve seen in video game form.

    Of course, as a video game, you expect gameplay. Sorry We’re Closed is no slouch so long as you can accept the back-and-forth flow between dialogue-heavy interludes and traditional survival-horror “dungeons”.

    Each day has Michelle exploring a new location to find a victim of The Duchess – all mortals that refused her advances, descending into madness and monstrous forms that reflect some of the most damaging elements of transactional love or one-sided relationships. Although I enjoyed seeing the consequences of my early choices influence the end-game, these early dungeons were the highlight as a fan of the survival-horror genre.

    Each location is visually distinct and creepy; packed with weird encounters, combat, key hunts, and puzzles; and they culminate in an epic boss fight that reinforces the narrative themes through creature design and the accompanying original soundtrack. It often felt like a mix of classic Resident Evil absurdity with a Silent Hill twist thanks to Michelle’s third eye vision.

    You explore a grungy underground station, a delipidated aquarium, a surreal crypt, a twisted dream realm, and ascend a corrupted hotel – each new location bringing with it tougher foes, more interesting puzzles, and more lethal traps. You’ll often backtrack through an area once or twice, and the more thoroughly you explore, the more ammunition you’ll have to clear out paths, and the more artefacts you’ll find to fund a small selection of upgrades.

    Sorry We’re Closed switches to a first-person view when aiming, as the focus is on hitting exposed weak points to conserve ammunition, quickly defeat lesser foes, and charge up a “Heartbreaker” shot to deal with tougher demons, bosses, and even a few puzzles. The axe, pistol, and shotgun can fell most enemies at range, but you’ll need to master hitting weak points when Michelle triggers her third eye vision. This grants a second or two of stun to line up a shot, with each successful hit granting another brief stun to line up the next weak point.

    It’s an intense but fun system that rewards racking up combos, especially while dodging the blows from massive boss creatures, but both lining up Michelle before aiming and quickly switching between weak points can feel a little sluggish using a controller.

    Minor combat gripes aside, Sorry We’re Closed is easy to recommend to survival-horror fans looking to intersperse the action with a thoughtful player-driven narrative that alters later encounters. If you’re comfortable with the gameplay style or happy to drop the difficulty, I’d also say it might be worth a look for traditional visual novel fans that want a quirky but no less thoughtful exploration of love and relationships.

    Pros:

    • A thoughtful exploration of love and relationships by way of demons and angels
    • A day-by-day narrative structure with plenty of player choice moments
    • Satisfying survival-horror “dungeon” sections and intense boss fights
    • Stylish 32-bit era visuals and a great original soundtrack
    • A new game+ mode to streamline replays for different endings

    Cons:

    • The storytelling would have benefited from voice work
    • Pulling off weak-spot shots can feel inconsistent using a controller

    Score: 8/10

    Sorry We’re Closed 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.

  • Tech Review: PowerA OPS v1 Wireless Controller for PC and Cloud Gaming

    Tech Review: PowerA OPS v1 Wireless Controller for PC and Cloud Gaming

    The PowerA OPS v1 Wireless Controller for PC and Cloud Gaming is a great choice for if you’re looking for budget wireless controller with several features normally available on more premium gamepads. I’ve enjoyed using it over the last two weeks, gaming on both my PC and testing it with game streaming apps on my Smart TV, but like most third-party controllers there are a caveat or two to consider.

    Design and features

    Befitting its purpose, the Power OPS v1 Wireless Controller feels very familiar to a modern Xbox Series S|X gamepad. Not just the layout but also in form factor. It has a similar overall size, profile, grip curvature, and even feel, with a smooth plastic front and textured plastic grips. Flip it over, however, and you’ll find an internal battery, four programmable buttons, and several toggle switches for on-the-fly tweaking. Most significantly, it features Hall Effect thumbsticks and triggers – position sensors that use magnetic field interactions – which minimise the potential wear and tear you see in traditional potentiometers that leads to stick drift.

    I spent most of my time alternating between slow survival-horror with the Silent Hill 2 remake and the chaotic action of Helldivers 2, finding the Power OPS v1 Wireless Controller satisfying to use, even in comparison to my ageing Xbox Elite V1 and my favourite third-party wired gamepad, the Razer Wolverine V2. The thumbsticks feel responsive, accurate, and sit at a comfortable height with concave tops; the triggers are broad but have a decent range of motion; the bumpers and face buttons are suitably clicky; though the classic D-pad shape might disappoint some who prefer the Xbox Series circular design. It also comes with some seriously chunky thumbstick extensions that I never found a use for, but they might work as mini joysticks for a fighting games or flight sims.

    When it comes to additional features, you’re going to get the most out of the Power OPS v1 Wireless Controller if you download the standalone PowerA PC HQ app (not the PowerA Gamer HQ app you can install and update through the Microsoft Store). You can define individual thumbstick inner/outer deadzones and adjust the response curve; you can tweak the activation range of each trigger for one of three toggle positions; you can tone down the rumble motor intensity if that irritates you as much as it does me; you reassign and enable turbo modes for the face buttons; and you can assign the four rear buttons that sit towards the middle of the grips where my middle fingertips rested comfortably.

    The Power OPS v1 Wireless Controller felt great out the box using default settings, but it’s a solid mix essential, nice-to-have, and more situational features that are not an option if you get a basic Xbox Series or Dualsense controller. I found myself making most use of the two lower rear buttons to keep my thumb on the sticks and forefingers on the triggers in Helldivers 2, while playing around with the right thumbstick response curve gave me a little more control when dealing with the inherently sluggish aiming in the Silent Hill 2 remake.

    Good compatibility with one minor caveat

    The problem with all third-party controllers – and I’m guessing this down to a mix of patents and driver support – is general compatibility and weird limitations you’d expect to be standardised.

    In that regard, the Power OPS v1 Wireless Controller does better than most and gets bonus points for not messing with the layout for no good reason; offering three ways to connect – wired by USB-C, Bluetooth, or using a 2.4 GHz USB-A adapter; and including an internal battery that got me close to their 20-hour claim. If you’re partial to lighter controllers (I prefer a bit of heft), it weighs about as much as an Xbox Series S|X controller without batteries.

    Using the 2.4 GHz adapter, my LG Smart TV recognised it as an Xbox style gamepad, but I did have sporadic issues with Steam and the Xbox PC App if I powered up the controller after starting the app, or if it went into standby and I had to power it back up. As an example, I took a break after playing a few missions in Deep Rock Galactic, then powered it back on to use Xbox PC App Cloud Gaming to test out some other titles only to find it would no longer recognised the controller until I restarted the app. Not the end of the world but it’s something that doesn’t happen with official Xbox controllers (or when it’s connected over a USB-C cable). I should also note it has some weird default button assignments in Windows, so don’t go mashing buttons when you’re not in a game.

    Final thoughts

    PowerA have been making accessories, for better and sometimes worse, for about 15-years at this point. In an increasingly crowded budget market, the $50-equivalent PowerA OPS v1 Wireless Controller for PC and Cloud Gaming is one of the better choices if you want a decent Xbox Series S|X alternative that also sports programmable features usually found on more expensive devices. Even for those uninterested in tweaking settings within an app, the build quality is good, the connectivity options are great, and the Hall Effect thumbsticks and triggers feel excellent.

    Pros:

    • Solid build quality and a similar form factor to an Xbox Series S|X controller
    • Three connectivity options cover a range of devices
    • The Hall Effect thumbsticks and triggers feel great by default
    • Additional customisation features you rarely find at a budget price

    Cons:

    • You’ll need to use the PowerA PC HQ standalone app for full functionality
    • Potential connection issues if powering on after a gaming app is already open

    Score: 8/10

    The PowerA OPS v1 Wireless Controller for PC and Cloud Gaming was reviewed using a sample provided to gameblur by the manufacturer.

  • Review: Broken Sword – Shadow of the Templars: Reforged (Nintendo Switch)

    Review: Broken Sword – Shadow of the Templars: Reforged (Nintendo Switch)

    Remastering and re-releasing a ‘90s point-and-click adventure game must be a tough ask in a modern market, where the genre is increasingly niche and survives only in the indie- or AA-space. Arriving on the Nintendo Switch a month after other platforms, Broken Sword – Shadow of the Templars: Reforged is a curious mix of compelling and frustrating, as it tries to make 28-year-old game more accessible and playable.

    As someone with a nostalgic hook and tolerance for dated gameplay, I feel Revolution Software have done an excellent job revitalising the audiovisual elements, while adding some much-needed control- and puzzle-assists. However, for fans of modern games in the genre, or those simply curious about this influential slice of history, they’re additions that can only do so much to smooth over the laborious gameplay.

    Shadow of the Templars: Reforged opening manhole cover
    That said, most point-and-click games from the mid ‘80s to early 2000s – what I’d guess was their “golden age” – relied on the narrative, cast, setting, and atmosphere more so than the gameplay mechanics to hold your attention. The typical gameplay loop, considered in isolation, is a tough sell as there’s a lot of down time, deliberate or otherwise. Moments between puzzle solving and story beats are often spent trudging across the environment at a glacial pace, watching canned animations play out repeatedly, listening to lengthy dialogue sequences, working through conversation topics hoping to discover a significant clue, and trying to use every item in your inventory during conversations, on each other, or on puzzle objects. Most locations are only a handful of screens big, but you can spend literal hours shuffling back and forth between them on your first playthrough.

    That might sound awful in a modern context, but the mechanics and controls were simple and intuitive, increasingly mouse-driven from the ‘90s onwards, and I can understand why the genre was so popular on PC – especially when you consider the lavish artwork, voice acting, and music they were known for. The problem was no matter how great a story these classics may tell, the quality of puzzles was often inconsistent. To its credit, Broken Sword – Shadow of the Templars was never that cryptic and kept most puzzles limited to the immediate area, with the final chapters feeling more linear and focused as it rushed towards a conclusion. Most puzzles reward logical choices or creative thinking, and will leave you laughing at the outcome and sometimes feeling smart. However, there are still puzzles will see you just exhausting all available interactions until something significant happens – and sometimes they’ll have a fail-state that’ll mean sitting through unskippable cutscenes before you can reload and try again.

    Shadow of the Templars: Reforged hiding manuscript
    To be fair, all point-and-click games have the same flaw: any significant roadblock can grind the narrative pacing to a halt and quickly frustrate the player. Thankfully, Broken Sword – Shadow of the Templars Reforged includes much-needed control and hint features to keep you moving forward. It still uses an emulated cursor for exploration – or even the touch screen on Nintendo Switch in handheld mode – but menu and inventory interactions use the d-pad and make it much quicker to discuss, examine, or combine items. The “Director’s Cut” hint system returns, providing a succession of increasingly detailed advice, but you can now enable in-game highlights. At first, you’ll see a faint sparkling effect over screen transitions, characters, interactible objects, or inventory items, but it’ll eventually changes to blue icons that spell out the correct course of action. You can, of course, disable them if you want, but I’d consider them essential for a smooth journey.

    I’ve already mentioned the narrative, characters, and setting were often the most crucial elements of these games and that still holds true. For better or worse, depending on your perspective, Broken Sword – Shadow of the Templars: Reforged is a product of its time. There are plenty of absurd situations, awkward conversations, witty observations, and slapstick humour that’ll make you chuckle, but there’s also a reliance on some outdated references and stereotype-driven humour that writers tend to avoid these days. Look past that though, and you’ll also find an incredibly well-written and compelling historical mystery-thriller, which features plenty of real-world events re-worked into a modern-day conspiracy involving the remnants of the Knights Templar and an order of Middle Eastern assassins.

    You play as George Stobbart, a seemingly stereotypical brash American tourist, who narrowly escapes injury during a café explosion assassination. Having seen the killer dressed as clown, and having been brushed off by the French detective who arrives suspiciously quickly, he befriends French photojournalist Nico to investigate further. What begins as a quest to identify the assassin for the police quickly evolves into a continent-spanning adventure to uncover clues hidden in an ancient manuscript that might lead to the site of a Templar treasure. You’ll frequently return to Paris, but also explore towns and ruins in Ireland, Syria, Spain, and Scotland, meeting new people, solving puzzles, and avoiding both Templar goons and a Syrian assassin attempting to thwart their plans. Nico plays a limited love-interest role on the first game, but both her and George grow over the adventure into a tough and likeable pair of protagonists.

    The core story is fantastic, full of interesting snippets of history, nefarious schemes, satisfying revelations, and a few stylish cutscenes, but the highlight and source of much of its humour is the excellent writing for every character and possible interaction – regardless of whether they’re necessary to push the story forward or not. George is inherently likeable given his enthusiastic approach to everything, from the mundane to the remarkable, gleefully tackling dangerous investigations, exploring ancient ruins, or simply irritating locals to distract them from their duties and steal their tools. He has plenty of great observations about the environment and the people he sees, and will discuss just about any inventory item with anyone. The sewer key he finds in the opening scene must have a hundred lines of dialogue dedicated to it, and it was always worth showing the tools you’ve stolen to their owners for added hilarity.

    Shadow of the Templars: Reforged excavation key puzzle
    In wrapping up, it’s worth highlighting that Broken Sword – Shadow of the Templars: Reforged looks great and runs well on the Nintendo Switch despite that one-month delay. The remastered artwork retains much of the environmental geometry and distinctive character features, but everything has been massively embellished at a much higher resolution, and with a ton of added detail that enhances but rarely changes the original designs. It has a more vibrant, stylised look (similar to Broken Sword 5: The Serpent’s Curse) that sometimes alters the original atmosphere, but you can always switch back to the classic visuals if you want. The cutscenes also look impressively sharp and enhanced, and most of the audio has been cleaned up – though the odd line sounded distorted and out of place.

    Overall, it’s an excellent remaster of an influential classic, and fans of the original won’t be disappointed. For newcomers, just go in with your expectations in check and make full use of the hint system the moment you find yourself stuck. There’s a great story with endearing characters that still holds up, but no amount of audiovisual or control enhancements can hide the fact the gameplay is rooted in the past.

    Pros:

    • A likeable cast of heroes and villains
    • A well-written and compelling historical mystery-thriller
    • Plenty of absurd situations, awkward conversations, witty observations, and slapstick humour
    • An excellent audiovisual remastering with updated controls and assists
    • Telling everyone about your sewer key

    Cons:

    • The point-and-click gameplay still feels laborious despite the new assists
    • Some humour revolves around dated stereotypes and 30-year-old cultural references

    Score: 8/10

    Broken Sword – Shadow of the Templars: Reforged 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, and PS4/5.

  • Review: Frostpunk 2 (PC)

    Review: Frostpunk 2 (PC)

    Frostpunk 2 is not exactly what I expected from a sequel, but it didn’t take long for me to appreciate the shift in gameplay focus. The first game was a gruelling city-builder with choice-driven narrative elements, in which you cautiously expanded your city outwards from the warmth of a central generator, trying to balance resource production, resource consumption, research goals, and survivor demands as temperatures plunged. The basics remain unchanged in Frostpunk 2, but the increased scale and longer timespans result in gameplay that can feel more hands-off, as you juggle supply lines and appease political factions through menus, toggles, and map screens – with less of a focus on traditional city-building optimisations.

    As a result, Frostpunk 2 can feel like a pure management game at times – the kind you play from a detached perspective with many basic functions automated. A game in which entertainment comes from analysing numbers, weighing up choices, trying to balance said numbers, watching the consequences play out, and then adapting or iterating upon your plans. It can feel a little underwhelming in the opening hour or two when you’re focussed exclusively on establishing your first generator city, but it starts to make sense once you begin exploring the Frostlands, creating new settlements and supply lines, and dealing with several factions that have divergent ideas about the future of humanity in the frigid post-apocalypse.

    This gameplay shift makes a lot of sense when you consider the substantial campaign mode that tackles the fate of the New London survivors from the first game – the “A New Home” scenario –and serves as a lengthy tutorial for the free-form Utopia mode. Thirty years have passed since the city survived the first whiteout and the Steward has recently died (or was possibly murdered by one of the emerging factions). After a brief prologue reveals the presence of other survivors in the Frostlands, a civilian council consisting of centrist New Londoners, traditionalist Stalwarts, and adaptable Frostlanders elects the player as the new Steward and tasks them with both re-establishing coal supply lines for the generator and discovering new fuel sources.

    The five-chapter campaign swiftly expands in scope to encompass vast swathes of the Frostland, with events playing out over hundreds of weeks, rather than days, and several locations from the first games scenarios returning – albeit now with canon outcomes. The impact of this expanded scope is that building out your generator city, or other large settlements, feels less hands-on. The core districts of your city – think housing, food production, or resource extraction – are built in a cluster of several titles and provide a supply of resources like the population you draw a workforce and heatstamps from, fuel for the generator, prefab materials for construction, or scouting teams to explore the Frostlands.

    A thoughtful, compact city, with carefully placed stockpiles and specialised district buildings, does offer benefits like improving productivity or reducing heat and workforce demands, but you can now deploy frost-breaking teams to clear a linear path to distant coal seams, oil deposits, fertile ground, or frozen lumber, and still build an extraction or farming district far from the generator. Certain sheltered areas also offer heat benefits, so you can even place housing districts further out. Once placed, you sit back and watch roads and heating pipes materialise, while the districts build up dynamically based on the terrain, shape, and any specialised buildings you’ve placed within them. It’s all wonderfully animated and your expansive city can look incredible, but it is a significant change from managing individual worker teams and slowly expanding into radial zones around a generator.

    On the upside, it pushes you to engage with the expanded mechanics faster, as your focus shifts from ensuring the survival of a single city and small population, to re-establishing a new society with all the challenges that entails. Cities or settlements become visually spectacular representations of tables and graphs; swelling population numbers are only of interest for the workforce and heatstamps they generate; and the sprawling Frostlands map evolves into an interconnected network of trails and skyways between resource-generating and resource-consuming markers. Coupled with the accelerated passage of time, Frostpunk 2 feels satisfying but less intimate, as you spend more time in menus adjusting the flow of goods between settlements or shifting your workforce between districts based on current demands.

    Naturally, the remnants of humanity quickly fall back into old habits, pursuing their favourite excuse to commit savagery when resource scarcity is no longer their primary concern: ideology. Frostpunk 2 has an expansive selection of potential laws that cover everything from heating and housing to immigration, crime, healthcare, and research opportunities – but enforcing a law is no longer your mandate alone, and it needs to pass a vote in the council. This system complicates everything and introduces a divergent path through the campaign. Each faction has an idea on what the future of humanity should look like, but they’re broadly split between adapting to life in the Frostlands or turning the generator cities and settlements into self-sustaining bastions against the cold.

    Several choices in the campaign force you to choose a direction, and striking a middle ground is difficult if you’re unwilling to forfeit technological advancements that can generate near-infinite resources. To get a vote passed in the council means assessing the mood of each faction, considering the percentage of the council they hold, and engaging in negotiations; a promise to vote for or against a motion that always comes with conditions attached. Those conditions are often passing a law or research goal that aligns with their ideology, with a bonus to trust gained if you fulfil your promise, and potential backlash if you don’t. Obviously, you can’t please everyone; some factions are more aligned with one another than others; and gaining fervour with any of them – for or against you – can generate instability.

    Dominant factions whose laws and traditions you permit might offer to support the city during a crisis, while others might sabotage it to undermine you. It could mean increased productivity in certain sectors, or protests that disrupt output. It’s a constant balancing act, but while finding some degree of balance is ideal, going all in with one faction will unlock more extreme laws and experimental technology to cement their rule. Each of the four difficulty levels adjusts how much trust you gain or lose based on resource scarcity and ideological conflicts, and if the council turns against you, your campaign run is over. It’s worth highlighting at this point there are some arbitrary limitations that feel designed to make life artificially difficult when faced with unexpected campaign choices and political turmoil, such as being unable to mandate a minimum stockpile level of a commodity, or to modify the fuel mix being consumed for the generator.

    There’s enough mechanical depth to talk for ages, but to bring this to some sort of conclusion, I’d argue Frostpunk 2 is a fascinating sequel that retains the basic foundations of the original but has a much grander scope. You could dive into the Utopia mode, pick a challenging starting settlement, set your own survival-based victory condition, and crank up the difficulty to better emulate the first game – but Frostpunk 2’s expansive campaign is the highlight. If the first game was about making tough decisions that involved trading a dozen lives for the survival of several hundred, Frostpunk 2 does this on an uncomfortably detached scale as populations swell into the thousands, spread across multiple settlements. It might not be the sequel everyone was expecting, but it feels like a terrifyingly accurate reflection of leadership in a time of crisis, in which your population is no longer a collective of individuals with needs but an ideologically fractious resource you need to maintain.

    Pros:

    • It’s easier to establish interconnected cities and settlements
    • Managing political factions is as stressful as managing resource scarcity
    • The choice-driven campaign changes up how later chapters play out
    • The Utopia mode offers highly customisable scenarios
    • Generator cities, settlements, and the Frostlands look and sound more beautiful than ever

    Cons:

    • Some arbitrary limitations can make life artificially difficult
    • It can feel like a pure management game at times navigating menus and maps
    • The district-based, city-building mechanics feel less significant

    Score: 8/10

    Frostpunk 2 was reviewed on PC using a code provided to gameblur by the publisher. It is now also available on Xbox Series S|X and PS5.

  • Review: Edge of Sanity (Nintendo Switch)

    Review: Edge of Sanity (Nintendo Switch)

    Edge of Sanity as a concept is great but less so in execution. It’s a narrative-driven cosmic-horror survival game, set in the Alaskan wilderness circa 1970, in which protagonist Carter attempts to rescue and sustain a motley band of survivors, fleeing an industrial accident that may have released otherworldly creatures. It’s got detailed and atmospheric pixel art environments; well-animated and gruesome sprites; and a strong focus on stealth and puzzle-like combat that rewards caution and preparation – a combination of designs I enjoy. However, the further I played, the more often scripting and dialogue bugs would ruin the experience.

    Edge of Sanity’s premise – corporate greed and unethical science triggering the apocalypse – is hardly novel, but it still offers a strong narrative, troubled cast, taunting antagonist, and several story missions to keep you engaged between contextless scavenging runs. Carter is your typical gruff survivalist, but it’s clear he’s already been exposed to the experiments performed by the nefarious Prism organisation. His colleague Frank seems well-meaning but has a racist streak when it comes to the native Alaskan tribes – or so it seems. He clearly has a relationship with local tribesman Fierceclaw, who offers Carter only hints as to what’s happening and the nature of his own “hunt”. On top of that, you have an unhinged environmentalist, an apologist PR officer, a calculating researcher – all of whom have their own take on events – and a dog!

    The opening act serves as a tutorial covering scavenging, stealth, combat, and crafting – gear, consumables, and camp upgrades – before it ramps up the stakes when you realise the protagonist may not entirely be themself. Rather than leave this as some late game reveal, it opens up some intriguing dialogue choices and complicates the usual flee-from-unknowable-horror premise. It reduces the fear factor but raises the mystery factor. Despite the otherworldly monstrosities, I was less interested in finding a way to flee, and more interested in finding out the nature of the forces at play. Most survival-style games have a narrative that feels secondary to the mechanics, whereas Edge of Sanity gives them equal weighting.

    Talking mechanics, Edge of Sanity is a mix of 2D traversal and puzzle-like combat through multi-layered environments, with day-by-day management elements that force you to upgrade your camp and sustain your team of survivors. Unless you’re playing on the die-once-and-you’re-done “Ironman” mode, both the hands-on missions and management elements are forgiving and reward caution and planning – a design that satisfies me no end, even if some might argue the lack of surprises makes it too predictable. Play cautiously and smart, you’ll always stay ahead of the difficulty curve. Play fast and reckless, you’ll be left with few allies and less responsibilities, but also less crafting resources and less understanding of events. It’s a smart design that lets you play however you want, with no hard barriers to progress beyond your main character dying, and it makes replays more tempting.

    During hand-crafted story missions or brief procedural scavenging runs, Carter can sneak, run, climb, interact with containers or switches, all within a 2D environment – often shifting to adjacent corridors that loop back or contain hidden resources, while sometimes you’ll need to solve code-based puzzles. The lack of a third dimension and limited mobility ensure all enemies are roadblocks, but you can often find alternate paths, use environmental hazards to your advantage instead of wasting consumables, or resort to simple melee combat. Resorting to melee with limited-durability weapons is rarely a good choice though, as taking damage accumulates stress – along with interacting with otherworldly elements – and that needs to be managed to avoid increasingly crippling trauma effects, think visual hallucinations and panicked footsteps, eventually leading to a run-ending death. With no ability to save outside of the camp, the stakes feel appropriately high, but no mission is long enough to make a replay feel particularly frustrating.

    I enjoyed the survival and management elements more than I expected, possibly because they’re easy to get on top of. In theory, there’s a lot to juggle. Survivors need food, water, rest to sustain morale, and sometimes a consumable to overcome injury or illness. In practice, prioritising early scavenging runs to upgrade your food and water stations to the maximum level allows you to quickly achieve a self-sustaining cycle, so you can focus on other upgrades, story missions, and crafting both offensive and defensive items. All of this is handled in your evolving camp, in which you can save anytime, assign workers to resource production and scouting, while missions are accessed from a simple map screen. Even if you’re not a fan of the survival elements, progress between chapters usually means gathering enough supplies or fixing something, so there’s no avoiding scavenging runs completely.

    In theory, the bite-size missions, accessible mechanics, and a brisk day-by-day structure make Edge of Sanity good fun and a great fit for the Nintendo Switch in handheld mode (or a Steam Deck/handheld PC). Sadly, even with the 1.10 patch installed at the time of writing this up, it feels increasingly buggy from the second chapters onwards, with weird dialogue bugs – think looping conversations or switching to another character’s lines – and there were progress-blocking scripting issues during story missions that forced me to restart them and reroute them on occasion. If Edge of Sanity can get patched into shape, I’d add a point or two to the score and happily recommend it to those looking for a narrative-driven survival game that finds a nice balance between pushing the plot forward while still stressing you out over survival needs. For now, though, technical issues start derailing the experience just as it gets into a satisfying groove.

    Pros:

    • An intriguing and well-paced narrative for a survival game
    • 2D exploration with stealth and puzzle-like combat
    • Simple but satisfying base management you can quickly get on top of

    Cons:

    • Some grind for resources is inevitable
    • Dialogue and mission scripting bugs need patching

    Score: 6/10

    Edge of Sanity 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, and PS4/5.

  • Review: CONSCRIPT (Nintendo Switch)

    Review: CONSCRIPT (Nintendo Switch)

    CONSCRIPT is a gruelling reminder that war is hell and being too committed to old-school design is always a risk. Even as a fan of classic survival-horror, playing through CONSCRIPT on the default settings – the third of four difficulties, no checkpoint saves, no infinite saves – made me realise just how meticulously balanced the best games in the genre are, and how fine a line there is between challenge and frustration. That said, if you stick with it (or use the assists and abandon the unlikely prospect of an initial S-rank run), you’ll find CONSCRIPT a worthy and terrifying addition to the genre; one that combines elements of classic Resident Evil and Silent Hill with the more recent Signalis and Amnesia: The Bunker.

    You could be cynical and accuse CONSCRIPT of being too derivative, but it’s well-designed, polished, and almost shows reverence for games it draws inspiration from – rather than blatantly highlighting those connections to make up for the lack of a unique identity. With a lot of emphasis placed on the sombre tone, your actions when faced with a seemingly futile situation, and multiple endings, it’s a surprisingly low-key but relentless game that felt most similar to Silent Hill 2. A brooding atmosphere, gorgeously gruesome pixel art, unsettling ambience, and minimal spectacle all ensure the focus remains on a vulnerable protagonist trying to survive a hellish situation, while enduring trauma that forces them to question their own values, courage, and sanity.

    Over the course of six chapters – with brief interludes that reveal events leading up to his conscription – French soldier André finds himself part off one of the last major German offensives during the infamous Battle of Verdun; a 10-month period during which border forts, trench lines, and towns were changing hands almost daily, with staggering losses on both sides. His overarching goal is to find his injured brother Pierre, but video game logic dictates nothing can be straightforward, even less so in the survival-horror genre where every task is a succession of contrivances. Over the course of several days, he’ll witness the French frontline collapse; he’ll serve as a runner to gather reinforcements; he’ll retake a fort and storm no-man’s land to capture German lines; and explore a ruined town to try find a way into another besieged fort his brother was assigned to.

    Intentional or not, CONSCRIPT is a timely reminder of the innumerable lives destroyed through warmongering, with fallen Germans as likely to drop a family photo as they are ammunition. From a purely gameplay perspective, it’s mechanically familiar and rewarding. You explore room by room for key items and supplies, with little direct guidance, praying that you stumble upon a save room and item box to manage your limited inventory. You decide on whether to expend ammunition to clear safe routes, leg it or roll past enemies while hoping not to take too much damage, or engage in some rudimentary stealth that’ll test your patience and likely double your playtime. There’s a mysterious merchant that’ll trade cigarettes and upgrade your weapons with gun parts, and you can assist rare NPCs who reward you with consumables to boost health and stamina. Aside from the fluid twin-stick style controls and light progression elements, it all feels incredibly old-school and your first playthrough is going to be dominated by blind exploration and excessive backtracking. However, the longer you play, the easier it is to appreciate the depth of the mechanics and how they both reward and punish different playstyles.

    As an example, upgrading basic weapons and scavenging, crafting, or trading for ammunition will usually keep you ahead of the curve if you want to dispatch every German soldier you find; however, without patching damaged sections of barbed wire, more German troops can appear. More problematic is how fresh corpses results in rat swarms that can inflict a poison status that reduces your total health. For aggressive players, this makes it all but mandatory to burn bodies and toss grenades into rat nests in your most frequented areas. On the other hand, crude stealth, running like hell, and using rare opportunities to sit out battles make it easier to preserve supplies and avoid the rat threat, but it becomes a lot harder to complete several objectives and avoid taking damage – especially when dealing with firearm-wielding foes. Naturally, how you play, who you help, and how thoroughly you explore for clues and collectible items can dictate which of four endings you receive (with more hopeful and depressing variants available too).

    It all makes for a familiar but satisfying take on the genre – but CONSCRIPT has one notable flaw: questionable map layouts that makes backtracking frustrating, even if you’ve cleared a safe path through them. You traverse dozens of interconnected maps that encompass the ruined outskirts of St. Michel in the south, the frontline trenches and a fort near Souville, and the besieged Fort Vaux and adjacent town to the north. Each chapter tends to focus on thoroughly exploring one area – often above and below ground – and, initially, there’s a satisfying rhythm to finding key items and opening new routes back to rare safe rooms. However, from the third chapter onwards, you encounter more maps with winding routes between exits, large areas with few shortcuts, and no obvious reason why it should be that way other than to drag out the experience.

    Of course, this has always been a potential issue in classic survival-horror games, but CONSCRIPT features larger outdoor spaces that take far longer to traverse. It makes that contrived structure of key hunts and convoluted puzzles that much more obvious, illogical, and just annoying at times. As a consequence, even fans of the genre might find parts of CONSCRIPT tedious – but I would recommend you stick with it as it gets far more right than wrong. Also, despite the serious content matter and oppressively grim tone, it’s a rare treat to play a survival horror games devoid of zombies and secret laboratories.

    Pros:

    • Classic survival-horror gameplay
    • Evocative pixel-art visuals and moody ambience
    • An unusual setting for the genre
    • A relentlessly grim but topical reminder of war’s human cost

    Cons:

    • Map layouts can make puzzling and backtracking frustrating in some chapters

    Score: 8/10

    CONSCRIPT 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, and PS4/5.

  • Review: Crow Country (Xbox Series)

    Review: Crow Country (Xbox Series)

    Crow Country is an accessible retro-inspired survival-horror game that does an impressive job capturing the look and feel of early 3D isometric games that came out on the PS1 or SEGA Saturn during the late-‘90s. The structure and gameplay feel like Resident Evil with a hint of Parasite Eve II, while the environments feel like a mix of Silent Hill and any number of chunky JRPGs from that period. It’s a distinctly cute but creepy vibe. Viewed as a love letter to those classic games, it’s brilliant, but being dependent on those associations is also a mixed blessing. It’s smartly made and polished – but without that nostalgic hook, I’m not sure it has a unique identity like Lone Survivor or Signalis had.

    That said, Crow Country hits all the right notes as the opening leaves the player feeling vulnerable, unsettled, and confused. Mara – special agent Mara Forest apparently – is a capable but unreadable protagonist who is clearly keeping secrets from the player and the supporting cast. Arriving at the abandoned Crow Country amusement park, 2-years after an incident shut it down, she’s quick to shoot her way in through a padlocked gate; shrug off horrific encounters; wield a myriad of weapons; and solve convoluted puzzles that leave the other survivors stumped. Her connection to the park is unclear, and neither is the reason behind her pursuit of the missing owner, Edward Crow. She’s evasive in dialogue and even her comments on environmental details give only the slightest inkling of her personality and past.

    It’s not just Mara though, as many of cast were former staff and clearly complicit in the unfolding events. As a result, simply unravelling the mystery was a strong motivator to keep playing. What was the nature of the incident that shut down the park and drew the attention of a photojournalist and lawyer? Why have Edward Crow’s daughter, former colleagues, and a detective all arrived on this specific evening? What does an American amusement park have to do with a Brazilian gold mine? What are these bizarre creatures that the former staff refer to as “guests”? And who is Mara really? It’s a solid setup with some predictable and some unexpected twists. The environment changes over the course of the night, hinting more and more as to the nature of the threat – though the ending sequence is a bit of an exposition dump that expects you to read a note, midway through the final encounter, if you want all the details.

    After the narrative, it was the mandatory puzzles and over a dozen hidden secrets that hooked me. The amusement park setting, and an increasingly paranoid Edward Crow provide narrative context for the Resident Evil-style structure. As with that game, Crow Country gets a lot of mileage out of a small but dense location, so you’ll often know exactly where you’re trying to go – though you’ll only get there several hours later after jumping through an inordinate number of hoops. Thankfully, Crow Country has some great interconnected puzzles, rather than just hiding keys and data discs behind boss fights. They are present, I guess, but you can run away from everything (outside of the final encounter) and still make progress.

    In authentically classic fashion, you’ll be scouring the environment for key items, clues, and notes – with a handy map that marks the location of unsolved puzzles or points-of-interest to guide you. There are keypads and locks that just require the right code or key; there are logic puzzles that require entering the right sequence of events or the correct values; and there are arcade mini-games and plenty of weird use-item-on-object puzzles befitting the setting. The rest of the cast also have a role to play beyond storytelling as they sometimes provide you with clues or assist in a puzzle – though even if you completely ignore the few you aren’t forced to talk to, the ending variations are negligible.

    Of course, this is a survival-horror game and Mara is packing heat, so shooting your way through the park is a viable strategy if you’re methodical, tactical, and cautious. Sadly, while I love classic resource management, the combat is my least favourite element and goes hand-in-hand with the camera issues. The close isometric viewpoint is appropriately claustrophobic, but you’ve got to combine stand-and-aim shooting mechanics that use the left thumbstick, with camera rotation on the right thumbstick to track enemies. The system allows for precision targeting of item crates, weak-points, and environmental hazards well enough, but it snaps the camera in the direction Mara is facing, which is a real pain in the arse when you’re trying to clear some distance before turning around to shoot again. An option for classic tank controls provides a more reliable option for Mara’s movement, but my brain struggled to coordinate orienting by d-pad while simultaneously rotating the camera.

    Thankfully, Crow Country is not a particularly hard game, even if more monsters, traps, and even fake pick-ups appear as the night progresses – almost Parasite Eve II-style. There’s an “Exploration Mode” that keeps enemies passive, but even the ranked “Survival Horror” mode features an abundance of resources, easy to avoid enemies, and very few high-damage or insta-kill encounters. There are all the basics you would expect from the genre – useful shortcuts and smartly distributed safe rooms with soothing music and sources of fire that serve as manual save points – but you can also get hints from a fortune teller machine, refill pistol bullets from Mara’s car, rummage through dustbins and vending machines for supplies when you’re running low, and several secrets include overpowered weapons and upgrades. Playtime and the number of saves you make don’t affect the ranking score, so you can be super cautious and use the rewards from lower ranks to make subsequent runs much easier if you’re chasing an S+ rank or speed-running the game.

    Looping back to the start, Crow Country does a phenomenal job of emulating late-’90s survival-horror games, nailing the look, sound, and claustrophobic terror that those early 3D environments excelled at. It’s got an intriguing narrative and fantastic puzzles to keep you engaged during a brisk 5–6-hour initial run, though the wonky gunplay and camera control are more likely to frustrate than generate tension. As Crow Country can feel like a greatest hits collection of classic IP, it’ll most likely resonate with retro-gaming fans or those who grew up playing early survival-horror games – but given it’s so accessible, it might also be a good choice for those wanting just a taste of how classic survival-horror games played.

    Pros:

    • It does an great job capturing the look and feel of early 3D isometric games from the PS1 and Saturn era
    • The unravelling plot is intriguing and well-paced
    • The puzzles and secrets are smartly designed
    • It gets a lot of mileage out of a small but dense environment

    Cons:

    • The gunplay and camera are more likely to frustrate than generate tension
    • It can feel more like a homage to the classics than its own thing

    Score: 8/10

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

  • Tech Review: Nacon Revolution X Limited Edition

    Tech Review: Nacon Revolution X Limited Edition

    The Nacon Revolution X (the Limited Edition Forest Camo variant seen below) is a “Pro Grade” controller for Xbox One and Series S|X consoles, and PC. As an official “Designed for Xbox” product, it offers a familiar layout, the basic functionality you’d expect, and then quite a bit more. With a price tag close to that of premium, third-party options from the likes of Razer and Thrustmaster, the Nacon Revolution X is a highly customisable and feature-rich choice – with a quality set of accessories, rear buttons, and easy-to-use software for tweaking – but it lacks the premium “feel” of its peers.

    Starting with the many positives, the Nacon Revolution X comes with a fantastic set of accessories. The sturdy carry case houses the controller snugly, along with a swappable weight and thumbstick kit, the braided cable, and a cleaning cloth. Aside from keeping all the components dust-free and together when stored, it’s useful if you’re planning to travel to an event or want to pack it alongside a gaming laptop.

    By default, I found the Nacon Revolution X too light for my tastes, but using the extra weights is as simple as sliding off the covers on the rear of each handgrip, inserting them, and clipping the covers back on. If you prefer convex thumbsticks, the default concave variants can be popped off and replaced quickly too.

    Unlike Nacon’s more budget-friendly gamepads, the Revolution X’s shape is much closer to that of original Microsoft hardware – albeit with some smart changes, like a more prominent groove below the triggers that guide your middle and ring fingers towards the additional back buttons. As a “Designed for Xbox” product, the basic thumbstick, button, bumper, and trigger designs are almost identical with similar spacing – aside from the Xbox button that’s been shifted downwards and the view and menu buttons slightly further apart.

    The face buttons and bumpers offer a familiar clicky feel, while the broad triggers offer a little more resistance but a similar range. Nacon thumbsticks remain a highlight – sturdy, responsive, and comfortable – with a raised rubber edge and texture that ensures your thumbs don’t slip. Only the 4-way d-pad is a little disappointing with a spongy feel and little feedback as you rotate through each position.

    The grips are lightly textured at the back and the detachable 3 m braided cord ensures you can store it easily with minimal twisting or tangling. On the top of the Revolution X you’ll find a recessed USB Type-C port for the cable; on the base a 3.5 mm port that supports Dolby Atmos if a headset is plugged in; and, on the rear, a button for cycling profiles and an “Advanced” toggle for enabling software programmable functions.

    Most significantly, you’ll find two prominent trigger-like buttons where your middle fingertips rest, and below them, two flatter buttons on the inside of the grip you can access with your fourth digit. They don’t have the same tactile feedback offered by paddles, but they are easier to use – albeit perhaps a little too easy depending on how tightly you grip. As someone who always finds it uncomfortable clicking down the thumbsticks while moving and aiming in action games, I bound the trigger-esque buttons to L3 and R3 respectively, then used the two smaller buttons for priority d-pad shortcuts.

    Talking of assigning inputs, the Revolution X uses the same simple and intuitive software you can find on Nacon’s budget models, just with an added layer of depth that allows more fine-tuning and completely custom presets. You get the expected full button-remapping; you can invert thumbsticks, adjust dead-zones, or tweak their response pattern curve inflection points precisely; you can adjust trigger activation ranges and dead-zones; control grip and trigger vibration intensity individually; and define the d-pad as a 4- or 8-way input depending on the game.

    The default presets all provide a demonstration panel to reflect the impact of each adjustment, but you can tweak parameters in the app and switch saved profiles on the fly – making it easy to test the results in-game where it counts most. More and more games offer similar functionality within their option menus, but it’s great to create a few genre-specific profiles and not have to do it on a per-game basis.

    The Revolution X has a single RGB ring around the right thumbstick, with quadrants you can individually customise by changing the colour and LED pattern. It provides some light visual customisation options, but it’s more useful for indicating which profile is active without going into the app.

    Also of interest is the Equaliser function when you’re using the headphone port, allowing you to enable a 3D audio effect (whether this is just Dolby Atmos or a discrete function is not clear); you can pick a preset for different genres that amplify certain frequencies; or adjust microphone gain and noise suppression if you’re in party chat. As I prefer system-level adjustments, I didn’t get much out of it, but it’s another nice-to-have option.

    Unfortunately, a smart form factor, extra inputs, and software programmable functions are only one part of the premium experience; the other is how the gamepad feels in action, in your hands. Despite decent build quality, the Revolution X feels incredibly plastic-ey. It’s hard, smooth, and slippery, to the point even the textured grips achieve little if your hands are dry.

    This might seem like a nitpick, but if you’re holding something for hours on end, properly textured and ideally rubberised grips are one of the major benefits of a premium gamepad – and it’s a feature several similarly priced pads offer. Nacon could benefit from releasing silicon grips or a protection kit for the Revolution X, as it’s something I’d consider an essential extra if the other features have convinced you to pick one up.

    The Nacon Revolution X also benefits from simple software use with unified features that work across last-gen Xbox One consoles, current-gen Xbox Series consoles, and PCs. It’s plug-and-play and, better still, the software app functions identically on all devices and syncs with your profile between them. Additionally, if you’re a fan of retro games, the wired Nacon Revolution X has far greater compatibility with older GOG and Steam PC games from the mid-2000s onwards, whereas they often bug out when using Bluetooth or a wireless adapter.

    So wrapping up, the Nacon Revolution X is an unexpectedly feature-rich controller given the price point. It’s highly customisable with swappable weights and thumbstick options; it has additional inputs, and easy-to-use software; and it comes with a fantastic accessory set and carry case. Unlike some of their cheaper gamepads, the form factor is great and smartly guides your fingers to the additional rear inputs. All that said, it lacks decent textured or rubberised grips to complete the package and give it that “premium feel”.

    Pros:

    • Decent build quality with a familiar layout and tactile feel similar to that of Microsoft gamepads
    • Well-situated rear inputs that are easy to use
    • Intuitive software allows you to tweak almost every part of the gamepad on a granular level
    • A fantastic accessory set is included
    • Quality braided cable that’ll survive handling and storage

    Cons:

    • It needs better textured or ideally rubberised grips for a more premium feel

    Score: 8/10

    A review sample of the Nacon Revolution X Limited Edition Camo was provided to gameblur by the manufacturer.