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Back 4 Blood critique – an eccentric yet delightfully addictive horde shooter

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Back 4 Blood critique – an eccentric yet delightfully addictive horde shooter

I had absolutely no ideas on Back 4 Blood for a significant portion of my first experience with it. This peculiar game is based in part on an extreme kind of nostalgia, particularly affecting anyone who have ever spent even a single day in the late 2000s in the same room as an Xbox 360. The other half is suddenly contemporary, with all cards, advancement, and rewards. everything seems as if the two cancel each other out at first, making everything look too familiar and too recognizable. In cooperative mode, I’m blasting zombies, collecting weaponry, and scouring the advancement system for cards that may come in handy during my next run. Say this in your most dispassionate voice: Alright.

Fortunately, however, it goes beyond that. I can now acknowledge that I was utterly mistaken after spending enough time poking about in the strangely alluring darkness of the game. It’s intriguing to read Back 4 Blood. In some regions, it is strange. It’s excellent! Very nice.

Its system of runs is largely responsible for this. Back 4 Blood, as you may already be aware, is a near spiritual successor to Left 4 Dead. It was created by the original Left 4 Dead studio Turtle Rock, which was formerly known as Valve South during the Left 4 Dead years before being refounded in 2011 by several significant figures, including Chris Ashton, Phil Robb, and Michael Booth. This background is significant. Aside from the overall morbidity of the cooperative gameplay, Left 4 Dead wasn’t actually meant to be played through just once. You go through Back 4 Blood more than once as well, but this time around it’s designed that way.

This is when the framework of the campaign system comes into play—the “run” part. When you start a run, you have a choice of three difficulties that increase rather quickly, from a very casual breeze to complete, apocalyptic destruction. You will need both a strong construct and a strong squad in order to succeed at the medium or upper difficulty levels, which is where the second component of the system comes in.

You will get in-game money supply points for finishing a campaign task with any online allies—though, rather controversially, not if you’re playing alone with bots. Points called “supply lines” may be used to advance along “supply lines,” which are basically skill trees. The advancement awards you with cards, which are highly significant, intriguing, and helpful, or sometimes some horrible, useless cosmetics, like a beanie, which aren’t.

Each of those cards has a distinct ability; they all start out with a simple ability, like +15 health, and grow more specialized and sophisticated over time. For example, one card dramatically enhances reload speed, but at the expense of never being able to aim down sights. To construct a deck, choose fifteen of the cards you have obtained so far. Afterwards, select a deck to utilize for each new run. You choose one card at a time to enter your active construction when five cards from your deck are drawn between each level. It’s important to remember that the cards are drawn in the order that you built them. In addition, the “horde” has a deck of its own, and the level has other random modifiers added to it. At first, the effect seems like a mediocre randomization method, but then all of a sudden it doesn’t.

Because you can’t unlock new cards when playing solo, you’re stuck with an incredibly tame, low-difficulty horde game that changes at random and gives you absolutely no incentive to replay due to the impossible difficulty of playing higher levels without coordinated teammates and specialized cards. This is why it’s been so controversial. Having enough cards to actually build an interesting deck in the first place is what makes this system work.

The game becomes much more rewarding if you don’t play alone and persevere through the relatively boring first stages as you progressively expand your collection of cards. It is possible to construct very specialized decks that drive you to the brink of “brokenness,” which is, let’s face it, the true appeal of any casual game with builds. I’ve only just begun to explore, but I’ve already seen some games—meetee in particular—that go completely bonkers, combining your character’s special abilities with stamina boosts, speed increases, and team-wide painkilling whenever you slay a zombie (which you will probably do a thousand times on harder difficulties).

All of this is combined with sometimes really entertaining level design that aims for the heightened delight that every respectable zombie game should ideally embody. In one particularly hectic, tower-defense-style level early in the campaign, you have to hold out in a bar full of necessities, like barbed wire, molotov cocktails, and tons of ammunition, all while blasting punk-pop songs from a jukebox that you have to keep safe from zombies’ constant attention. This is done to divert a massive horde. One culminates in an upward “gauntlet” through a residential neighborhood, with many adversaries hurling themselves over the once beautiful picket fences on each side of you. In another, you have to climb up a mine where the objects simply fall from the roof. It’s just an absolute joy to go through these to the saferoom, laughing hysterically over the microphone while covered in guts, mud, and other unimaginable muck. You could also be spraying wildly with a modified LMG in your hands and a cheeky little machine pistol in reserve.

This also applies to a large portion of the shorter, maybe even more informal PvP mode. I had forgotten how awesome this was in the first Left 4 Dead games—a feet-up, half-awake, guffawing mode that was flawlessly timed for the hours of 12 to 4am. It functions essentially the same as the originals: you play as a team of humans against a team of zombies, then you switch roles. The only differences are the minor adjustments made to the levels, so it’s not so much a game of cat and mouse as it is a desperate attempt to escape as long as you can against the horde or a hectic dash for your life as a deadly bubble of insects (or whatever) encircles you.

It also helps that there are a few more opponent kinds in both PvP and the storyline. The three main types of zombies are: a large, “tall boy” type that can withstand a lot of damage and strike you with a large arm; a sneaky, nimble type that spits, jumps, and grabs; and a gigantic, exploding type that can attack you from a distance or approach you and blow itself up (don’t call it a “boomer” to avoid the lawyers getting upset). Although they do grow a bit monotonous in the campaign, each of those three subclasses—tall lads who grab, not-boomers who remain at a distant distance, and so forth—makes for enough variation to keep things interesting in PvP.

Really, it is the primary problem. There is a certain amount of repetition, and certain opponent designs aren’t as well done as the others. For example, most bosses lack inspiration; they are just Big Zombie monsters who squish bullets and push you about a little. Furthermore, I’m not a huge fan of the horde deck concept as a whole. Occasionally, it unleashes an improved version of mayhem or one of the more intriguing bosses (there’s an utterly repulsive “thing” known as a Hag that charges at you from afar, snapping up a comrade via a face-hole that resembles a worm before sinking into the earth). Its tiny little T-Rex limbs and terrifying theme tune provide it a great change of pace from the typical big boy opponents. At other times, however, the combination turns the levels into a true dirge.

Additionally, this may terribly tamper with the cards. The whole idea of that system is that you plan ahead. However, when you find yourself in a level, even with your powerful, chaotic LMG build, full of alarm-like zombies that, when triggered, summon a wave of enemies, all of the lights are out, all of the doors are alarming, and all of the enemies are tougher than before and require multiple powerful hits to take down, you may find that the enemy deck is forcing you to play stealthily. A good LMG could also be absent for a time since, except from the two that are also randomly generated and can be purchased at the beginning of each level with run-specific cash, all weapons are randomly generated. (And maybe your weird stranger buddy is really a bit of a zombie themself, charging into those alarming doors with the rest of your squad almost out of gas, but don’t even get me started.)

All of that is unfortunate, and it goes hand in hand with an overall feeling of clumsiness in certain areas. Take the peculiarity of having a sort of “hub,” which is utterly unnecessary and very 2015: a location where you can move around and physically interact with NPCs to get three words before accessing a menu that you can already access by opening the menu. Speaking of NPCs, the plot of the game appears to have completely vanished. It appears that some military guy is the one who introduces them, and everyone else fumbles around trying to buy new weapons before you begin a round. Eventually, you just start to notice the occasional non-sequitur about blowing up a bridge or saving a guy, and then you just tune out.

Luckily, however, neither I nor I imagine anybody else plays horde-based zombie shooters for their compelling story. Even though it’s a blunt instrument, you may cope with a poor roll on the level-modifier dice by simply ending the current run and beginning a new one if you’re at the beginning of one. Beyond that irritation, the user experience aspect of the game is really great. This includes cross-progression, cross-platform play, and chapters that, upon finishing a run, let you dash out to the hub-slash-menu to unlock a few more cards and adjust your decks before moving on. In essence, the entire experience is similar to a roguelite with checkpoints.

Basically, it’s practically there. Nearly really unique. Although it falls short of that, Back 4 Blood is still an amazing, untidy delight of a game. That’s quite an accomplishment as well, given that it achieved this by successfully putting a progression system on a beloved, cult favorite series that is best characterized as the video game equivalent of a bong.

Review of Forza Horizon 5: the definitive expansive driving experience embarks on a journey through Mexico

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Review of Forza Horizon 5: the definitive expansive driving experience embarks on a journey through Mexico

The ease with which developer Playground Games has made the Forza Horizon open-world racing games popular has been a contributing factor to their popularity. These games have maintained a steadfast sense of purpose from the beginning. All of them have been simple to play and polished, providing a carefree, carefree, positive kind of hedonism complete with gorgeous vehicles, breathtaking scenery, upbeat music, and assured good times.

Playground has meticulously refined and preserved the quality of the games, making it difficult to choose a favorite or a standout. Still, Forza Horizon 4, which debuted in 2018 and shifted the focus to an online universe and frequent in-game updates, was unquestionably the series’ most daring move. At the time, I was a touch harsh on the campaign and the aimless persistent multiplayer, but I also realized—though I still didn’t realize it—how important the weekly season changes and Festival Playlist upgrades would be to the game’s life. Forza Horizon 4 solidified the series’ success in novel ways, thanks to the Playlist, the game’s inherent affection for its British backdrop, and the subsequent inclusion of a buzzy battle-royale-style Eliminator mode.

Even with its global grandeur evoked by its Mexican locale, Forza Horizon 5 is not as groundbreaking as its predecessor. This game makes some wise adjustments, but it mostly relies on the (many) things that Forza Horizon already does well. The single-player campaign gains a colorful, narrative sweep thanks to a structural redesign that receives most of the game’s attention. Even though the game is exclusive to VIP users as of today, Playground is such a reliable source that I feel at ease giving it a review right immediately.

Take the crucial Festival Playlist, for example. The most difficult, catchy, and well-selected method to explore the treasures of the game’s map and garage is still via the Playlist, even if the official content updates don’t begin for another week. Here’s where you can discover the weekly Forzathon challenge, where a new vehicle is the star every week, the themed seasonal championships, and the awesome cooperative Trial, which is the racing game equivalent of a raid dungeon. More easy tasks and online elements have been added to the Playlist. I was happy to see that seasonal PR stunts now have vehicle constraints, which will make it somewhat more exciting to execute these leaps, drifts, and speed trials every week.

The map-spanning mayhem of the previous games gives way to a more deliberate format in competitive multiplayer. The multiplayer suite, now dubbed Horizon Open (Playground has an obsession with rebranding Horizon’s features), is broken down into four sections: Racing, Drifting, Playground Games, and the Eliminator. While I haven’t played the other modes yet, I doubt they will disappoint or surprise me. Racing is great since it offers intense five-race series. Rank play has been dropped, which is contentious. According to creative director Mike Brown, he aimed to make the competitive racing experience “more welcoming” and less taxing than the intense ranked play in Forza Horizon 4, which may not be well-received by all members of the community, but is definitely true to the inclusive, enjoyment-first nature of Forza Horizon.

This racing series’ distinctive selling point is still co-op, since much of the campaign can be played with pals. The Forza Horizon 4 game’s Forzathon Live has been renamed as Forza Arcade. While I can’t say it has been completely transformed, it has improved in pace and balance and has some great new event ideas. Free roam is still the primary reason for players to congregate, and there are still the same grind-it-out cooperative skill challenges. Horizon Tour is a fantastic new addition to the racing playlist. It’s a co-op racing experience that’s similar to the terrifying Trial but with a more relaxed AI and enjoyable cross-country drives in between races. I can see this turning into one of my favorite ways to play the game when I’m not constrained by the weekly timetable.

In its nine years, Forza Horizon has amassed an incredible variety of play styles. It might be confusing to navigate since there is so much to do, but Playground has opted to embrace this multiplicity and make them all viable ways to play the game. You may look about the map, gathering barn treasures, discovering unique murals, and locating well-known locations. You may use the robust Super7 and EventLab editing tools to create challenges and events, snap pictures of every vehicle in the game for Horizon Promo, work on car tune-ups and paint jobs, or participate in Rivals time trials. You may gather words for the player-to-player chat feature in Forza Link, automobile horns, and avatar attire and emotes. Of course, you may also collect automobiles.

Forza Horizon is the current champion of car collectathons, at least until Gran Turismo 7 releases. Similar to version 4, this most recent edition provides you with a constant supply of new vehicles via events and slot machine plays in addition to DLC, dealerships, and the helpful auction house. To visualize your accomplishments, a new sticker-book type Car Collection view is a wonderful addition (it keeps cars you donate or sell). Despite the fact that there are more than 500 cars here, the curation exhibits flawless taste and a wide range of styles, with a keen eye for both antiques and exotics as well as more commonplace but stylish aspects of automobile culture. With the exception of the incredibly quick Porsche Taycan, the car list doesn’t seem to be evolving or surprising much, and it lags behind the EV revolution—Teslas and other electric icons are conspicuously absent. I do wonder if the list is beginning to become a little bit calcified. It would be unfortunate for games like Forza to fall behind as the automobile industry enters what may be the most significant era of change in its history. These are some of the most coveted vehicles available.

But Forza Horizon may be the only racing series where the vehicles are required to share front-and-center honors. The geography in the game is another highlight. Since this is as much an open-world and social game as it is a racing game, location is crucial.

Playground shocked a lot of people by selecting Mexico over more apparent options like Japan; the same thing occurred with Australia five years before, and the decision turns out to be as impactful. With the support of a gaming engine that can provide breathtaking views of the whole area from the top of the towering volcano above it, the map is really amazing. The landscapes, which range from deep, lush gorges to pastel-striped barrios, are rich and vibrant, full of color and emotion. The Playground crew is skilled at creating road layouts that often favor the fast and sweeping over the tight and technical, as well as strategically placing spectacle amongst all this real estate to balance fantasy and reality. It’s one more outstanding work of art. The only issue I have is that there isn’t enough emphasis on urban driving; Guanajuato is a really attractive city, but it’s too tiny and crowded to provide the same exciting racing chances as Edinburgh offered three years ago.

A wholehearted celebration of Mexican culture that is as consistently positive (and about as sophisticated) as a travel brochure coexists with the breathtaking scenery. A lot of safe, broad, positive stereotyping (loving but fighting families, piñatas, lucha libre) is present here, endorsed by Playground’s Mexican colleagues as well as the Mexican Ministry of Culture. A British festival organizer is heard saying, “I wasn’t sure about doing piñatas in Mexico, until Ramiro [a Mexican guide] asked me where all the piñatas were,” in a conversation segment. While this statement may seem defensive, it’s fair—some clichés are clichés for a reason.) Forza Horizon 5’s superficial celebration of Mexico is nothing if not genuine, yet it would be incorrect to expect more from the racing game than from a package vacation. Even the plot of Playground, which is about obnoxious, wealthy English tourists ruining everyone else’s enjoyment, is self-aware.

Indeed, Forza Horizon 5 is the most recent racing game to attempt to tell a story. Although I don’t believe narrative will ever work well in this genre, the game’s attempts nonetheless have a tacky appeal, in part because the stakes are kept purposefully low and unimportant. The choice to give the player character a voice and broaden the subject to include some historical information, light photography, and a hymn to the Mexican VW Beetle known as the Vocho has made the Horizon Stories from Forza Horizon 4 a bit more developed here. Though tacky, they’re entertaining. In addition, there are five Expeditions that replace some of the Showcase daredevil races from earlier games. In them, you travel with a cinematic flourish to open up new festival outposts, stopping along the route for a brief period of confined exploration that is very similar to an Uncharted game.

As part of a structural redesign of advancement, expeditions provide the campaign additional vitality while avoiding an overly regimented approach. Accolades, a kind of granular, custom accomplishment system, are awarded for all actions in the game. You may unlock additional Adventures, such as Expeditions, Showcases, epic races, and unique Stories, by accumulating Accolade Points. Although it may seem a little overdone, it is true that the Horizon series will eventually need to eliminate some of its unnecessary advancement methods. (I’m not even sure what XP is for anymore; it seems like Skill Points merely unlock the potential to earn additional Skill Points.) The fact that new events are once again thrown onto the map in large quantities with little effort made to navigate them or the automobile catalog, which may be intimidating, also disappointed me. Although you can actually unlock new Adventures just by playing online, grinding Drift Zones, or taking pictures, the Accolades are cleverly paced and designed to reward a wide variety of play styles with steady progress. Meanwhile, the Adventures themselves provide the game with a narrative and a hypothetical conclusion that Forza Horizon 4 sadly lacked. Here, Playground has skillfully balanced player freedom and structure in an admirable tightrope walk.

Forza Horizon has seen tremendous growth and complexity in five games and nine years, but not much basic change. This is all to the good, since Playground Games hit the mark with the first attempt at the idea. It is now the studio’s responsibility to maintain order and balance amid this expansive celebration of liberty. Despite the flashy vehicles and postcard-perfect locations, it’s not always glamorous job, so it shouldn’t come as a shock—or a letdown—when Forza Horizon 5 falls short of offering the refinement of 3 or the daring new focus of 4. It is familiar in all the best ways—it is reassuring, individualized, accommodating, and open to everyone. It’s a consistent delight.

ElecHead review – an exceptionally intelligent platformer

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ElecHead review – an exceptionally intelligent platformer

These days, don’t games seem like a nice time? What a pleasant situation. Regretfully, this implies that you may not be too impressed if I told you that ElecHead is an incredibly clever platforming puzzle game. These days, games are really amazing! There are probably hundreds of really clever platforming puzzle games available for you to choose from. A straightforward concept will be used by many, such as ElecHead, in a variety of creative ways. Like ElecHead, many will emerge from groups of one or two individuals working assiduously on issues they are enthusiastic about. What, then, is really unique about ElecHead? Though I’m not sure how to express it yet, I think it is. Let’s discuss it and see where it goes from there.

You control a tiny little robot in ElecHead, and its head is electrically charged. A metal platform that you stand on will share your charge. This indicates visually that everything that is linked to it also lights up a certain color. Everything is beautiful and clear, and there is no room for confusion. Mechanically speaking, it implies that everything attached to the platform that needs electricity begins to function: the platforms move, the ghosted-out blocks reappear, and the machinery begins to function. It will function as long as you are connected to the platform.

It also implies that, for example, if you leap, everything you were powering will stop working as long as you’re in the air and not touching the platform. That means the phantom blocks that suddenly sprang to life will vanish. Perhaps the movable platforms will return to where they were before. You will no longer be able to activate fatal energy fields. Really, both good and terrible news: possibilities.

For the first few minutes of ElecHead, you’ll be occupied solving a few puzzles based only on this concept. You go through rooms that are each decorated with large, two-dimensional pixel art, and there’s a problem in each that has to be solved. How can I overcome this obstacle? When you have to stand on the platforms that cause these energy beams to appear, how can you avoid them? From the far side of the room where it isn’t useful, how can you move that promising platform to this side where it would be incredibly useful?

Much of what makes ElecHead so enjoyable is in play even now, in these early stages. It may be referred to as the Sherlock Holmes principle. Because the electrical laws of the game are so straightforward, you already know how everything works. You are aware of your limitations and what you are capable of. When presented with a challenge, eliminate everything that is out of your control; whatever is left must hold the key to the answer. ElecHead is small yet clever at the same time. It leads and inspires you to be as astute as possible.

“This is where the game gets great: the practical thrift of it all, the simple solutions that you have to work for and then: ta-da!”

Fortunately, nothing this easy stays this way for very long. You quickly learn that you can remove and discard your head. And the portion of you that bears the responsibility is your head. You may now detach your body from the charge, which creates a plethora of new opportunities, especially because there is a clearly defined and restricted area in which you can toss your head. (Incidentally, if you can’t get back in touch with your brain in 10 seconds, you blow up.) You have all the knowledge you need, but there are also fresh options. The game then begins to cleverly but very simply twist its parts.

I believe here is where the game really shines: the straightforward answers you have to strive for and the overall practical thrift of it all, and then… ta-da! the little buzz of self-satisfaction when you solve a problem on your own.

And as it happens, anything can fit into a puzzle. Checkpoints, then, reset the problem if you get stuck. But may the secret to solving the puzzle be to reset it at a certain moment by setting off the checkpoint? Then there are the rooms, which have such beautiful connections and provide a feeling of continuity and meaning for each particular problem. Perhaps ElecHead will experiment with multi-room puzzles, a la Zelda dungeon? Perhaps you should consider what’s outside of the screen that you’re using right now. Could it be that the electrical circuits you’re initiating are more intricate than you first thought?

This, I believe, is what makes ElecHead a proper keeper for me: by whimsically connecting the rooms and occasionally challenging you to consider how the game’s obvious rules apply to multiple connected spaces at once, it transforms from a puzzle game into a puzzle game that is also a place, a playful mechanism with its own secrets and subliminal cues to seek out a deeper narrative. Thus, ElecHead is very intelligent, but it’s never simply intelligent. I mean, it’s awesome.

Review of Dungeon Encounters – A Stellar Team Unites for Square Enix’s Finest RPG in Recent Times

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Review of Dungeon Encounters – A Stellar Team Unites for Square Enix’s Finest RPG in Recent Times

In the world of JRPGs, Yuji Horii, Hironobu Sakaguchi, Nobuo Uematsu, and, depending on your generation, Hiroyuki Ito are like royalty. Although Ito may not be a household name, his resume should reassure you of his qualifications. Not only is he the creator of the Active Time Battle mode, which has been a staple of the Final Fantasy series, but he is also the director of Final Fantasy 6, Final Fantasy 9, and Final Fantasy 12. I think we can all agree that those three deserve a spot among the finest Final Fantasy games we’ve seen so far, regardless of our opinions on which one is the best (it’s Final Fantasy 12, by the way).

And Ito’s whereabouts have been something of a mystery for the last fifteen years, sometimes ridiculed by the Final Fantasy fandom, with his name only occasionally showing up in the credits of a few mobile projects or as a special thanks in larger games. Given how Final Fantasy 16 draws inspiration from the more traditional period of the series Ito is associated with, there was some conjecture that he may make an appearance on the squad. However, when the announcement of the game eventually happened, there was no reference to one of the series’ titans.

But then, as if by accident, an odd event occurred. Square Enix released a teaser for Dungeon Encounters, a minimalist JRPG that appears to have been made for not much more than the £20 that it is currently asking for on the eShop and any other digital stores you might frequent. The name of the game is so unremarkable that I had to go and double check it after writing this article. If not for one particular Hiroyoku Ito, the project’s director, it may have been completely ordinary.

If you’re familiar with his earlier work, you won’t be surprised to learn that the game is pretty amazing in and of itself. It’s a dungeon crawler that feels like it was written by hand, and it’s an RPG that has been aggressively pared down to the barest minimum. It reminds me a lot of Yasumi Matsuno’s own quirky ode to pen and paper role-playing games, Crimson Shroud (2012), which was similarly stripped down and the opposite of the exaggerated, grandiose adventures connected to the series that catapulted both developers to fame.

In addition, even though they are both simple games, they have an extravagant sense to them that is unmatched in the category. The idea behind this game is deceptively straightforward: you have to map out all 99 levels of a dungeon, each of which is filled with encounters with enemies and represented by rough, blank squares that are etched on paper then inked up as you go. others floors have really powerful enemies patrolling them, while others are just full of cannon fodder that you can use to grind your party down the levels and make them more resilient to whatever awaits them the next time they take the stairs down and go further and further below.

There are some crinkles in this game, but they are all very mild. You select your party at the beginning from a list of pre-rolled candidates, and other players are available for recruitment as you explore the dungeon’s floors. If you want to track down any of the other players, their coordinates are conveniently displayed in the menu. The fight system itself is likewise a piece of simple beauty: before you can chip away at an enemy’s health points, you must balance strikes to work past physical and magical defense. Ito’s ATB counters return to space each turn-based encounter out.

The fine penwork of Ryoma Ito, another Final Fantasy veteran who previously worked on the art design of Final Fantasy 12 and other related Ivalice outings like Revenant Wings and Final Fantasy Tactics Advance, is undoubtedly responsible for the static character art that conveys all of this even for its economy. It’s one of many references to that cherished period for the franchise; the other comes from producer Hiroaki Kato of Final Fantasy 12, who was instrumental in creating the game’s ingenious gambit system.

Although it’s not quite a companion piece to Final Fantasy 12, Dungeon Encounters offers an intriguing alternative to the game. Dungeon Encounters strips all of that back until you’ve got what amounts to a playable spreadsheet – a description that might have some running a mile, but one that has someone like myself running headlong and deliriously happy into its arms. That particular game could famously play itself, exposing the mechanisms behind so many RPGs and allowing you to tinker and toil with them until you’ve conjured and refined a beautiful machine of your own.

This is an interesting interpretation of the role-playing game, which may need some getting used to because of its minimalist design. But its simplicity has kept me interested and captivated for more than twelve hours, and I’m sure it will for many more. Though somewhat unexpected as the return of a genre titan, few other RPGs are as fast to the action or to the basic pull of numbers you’re urged to steer ever higher. This is in keeping with Ito’s great heritage. And that’s definitely all there is to know about this amazing little game, assuming you are aware of his importance.

Arcane Act 1 critique – Riot’s polished animated Netflix series commences with a remarkable, albeit recognizable, impact

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Arcane Act 1 critique – Riot’s polished animated Netflix series commences with a remarkable, albeit recognizable, impact

Riot Games, the massive League of Legends company, makes the bold move into television with confidence and style, but Act 1 is a little too formulaic at times.
Editor’s note: just to let you know, we do go into some minor tale stuff here, but most of it is already known if you know the characters from the games previously.

Like everything Riot Games does these days, Arcane is a visually arresting new animated series, with the first act debuting on Netflix this past weekend and the second on the 13th. The money is very much on the screen in this one. It is an unexpected pleasure, full of winks and nods and sparkling blue nuggets of lore, exactly as I’d hoped, and indeed guessed, a studio of Riot’s already formidable standing could deliver. As a League of Legends fan (to my everlasting shame), this is. As an enthusiast for quality television, however, I must admit that I’m surprised. Arcane is real, quality television.

To answer the obvious, no, you are not need to be a fan of League of Legends in order to play Arcane. It’s a precursor, and the clear aim is to attract a fresh audience via a completely different media, some of whom could even become devoted to it. When exactly League of Legends’ “now” arrives, Arcane is set a few years prior. It basically follows a few younger characters that are drawn from League of Legends. Those in their late 30s are in their early 20s, those in their mid-300s, such the Yoda-like Yordle scientist, Heimerdinger, are in their early to mid-ish 300s, and some whom frequent gamers would recognize as being in their 20s are really in their teens and tweens.

Riot has actually been creative here, all around. It’s a great approach to strike a balance between the two: an equal entrance point for inexperienced viewers and an onslaught of recently added knowledge for LoL aficionados. Arcane is set in the twin cities of Zaun, a “undercity” that lives under Piltover, a dazzling steampunk paradise of scientific (and economic) advancement, and Piltover, a steampunk land of freedom, security, and money. It’s a clever setting because, in terms of League of Legends’ Runeterra (and related “realms”), it’s the one that balances the safety of something familiar – humanoids, guns, fairly modern technology – with something a little bit different – the combination of magic, the comparatively unpopularized steampunk genre, and Heimerdinger’s peculiar yellow hair that kind of looks like a giant brain.

Arcane is innovative in many respects, but it’s also quite safe in many other respects. Riot seems to be revolving around this idea. You’ll notice that the new games released after League of Legends, such as the auto-chess spinoff Teamfight Tactics, the card battler Legends of Runeterra, and the tactical shooter Valorant, all fall squarely in the middle of their respective genres, offering a kind of severe competency first and novelty second. It might seem a lot like those games while switching to Arcane.

Characters are one prominent, inescapable example in this case. Arcane’s protagonists, Vi, Jinx, and Jayce, as well as supporting cast members Ekko, Caitlyn, Viktor, and Heimerdinger, are all League of Legends champions. League of Legends champions are often associated with very recognizable archetypes, and sometimes even other well-known figures. For example, Jinx is a skinny, violent, and chaotic villain that fits the description of Harley Quinn. By the time of League of Legends, Viktor is a smart, resentful scientist who comes with a robotic arm, much like Doctor Octopus.

This is very essential in League of Legends, and it’s also part of the fun. MOBAs are, at their core, role-playing games with specialization, advancement, and a unique type of immersive character, but they’re also really intense, packed with action-packed, fast-paced gameplay. It implies that the heroes of the game must all be instantly recognizable, shown in broad strokes, and distinguishable from the chaos just by their outward look, their four powers, and maybe a dozen or so vocal barks. More than in previous iterations like the occasional short animated trailer with a few cocked eyebrows and cool flips, or even a feature-length film, bringing those well-realized, but ultimately fairly shallow characters to life in a television series means the writers have had to undergo a kind of retconning of depth, well beyond the already significant lore reworks LoL has undergone in recent years.

It does appear in some locations. Arcane covers two simultaneous storylines, at least in the first four episodes that I’ve seen thus far. One centers on a teenage orphan named Vi (which, it turns out, is shorthand for Violet) and her younger sister Jinx (née Powder), who are competitors in the “present day” of League of Legends as they navigate crime and more risky mischief in Zaun. As a result, the B-plot centers on the handsome and intelligent Jayce, as well as his glitzy scientific endeavors on the surface. Viktor, Professor Heimerdinger, and his very wealthy childhood friend Caitlyn are all featured, as are other Academy members.

The issue is that you often get the impression that you’ve seen these characters’ story a lot before. Vi is the good-hearted person compelled to act immorally by external circumstances alone. Ahead of an important turn, Powder, who is younger, is repeatedly told she is “not ready” for the actual action and spurned by her older pals. Jayce has a subdued, hesitant haughtiness. Caitlyn’s upbringing in a high society contrasts with her bravery and determination. Viktor is a brilliant man who may have given that talent away too easily for his own benefit. Once a pioneer, Heimerdinger’s age and experience have made him cautious and conventional. Characters undergo well-telegraphed character development, but because of the sheer number of them and the relatively short amount of time Arcane devotes to each on-screen, there’s less time for just character, between the big, broad beats they must all hit on cue. This effect, along with the fact that Arcane originated as a series itself, can sometimes make the entire thing feel more like a lore-expanding exercise than a storytelling one.

However, and this is really important, those personalities are instantly captivating and the rhythms are masterfully performed. Part of this stems from my viewpoint as a player; I consider myself to be as heartless as anyone when it comes to fictional character attachment, but as a devoted fan of Viktor, I found myself strangely, intensely drawn to him when he was on screen, moving. At times, it felt like watching recently found 8mm film of a parent from before I was born: this is my guy; this was his life. It’s strangely, almost shamefully, emotional. It’s obvious that spending thousands of hours playing League of Legends with a small group of elite players affected me in a way beyond just improving my dexterity (or blood pressure).

Riot’s partnership with Fortiche, a French company that has previously worked on promotional events like music videos for the major K/DA K-pop events in League of Legends, produced Arcane’s animation, which is nothing short of remarkable. Arcane seems to be a piece of static, hand-sculpted concept art come to life at first view—actually, at every glimpse. It may sometimes seem eerie and strange. Sometimes I get the impression that this painting aspires to be something other than what it is—a moving image that yearns to remain still, propelled into an abnormal gait by some kind of prohibited necromancy. However, it is always powerful, reaching its pinnacle during both the calmer, one-off glances, chuckles, and shrugs that provide such a pleasant touch of texture to the action, as well as the times of strong, frightening violence and screen-filling explosions.

Through that animation, Arcane manages to achieve some real subtlety, gentle enough to cut through the broader strokes of its plotty story. Seldom does more than one thing at a time actually move on-screen, or at least rarely does it seem that way, evoking the classic, staid Japanese animations like Neon Genesis Evangelion. We can all see what’s happening to Powder—she doesn’t even have to sneak; she just leaps into her Anakin-like metamorphosis into Jinx—but that inevitable moment doesn’t lessen its poignancy or awful outcome. Not to mention the inevitable conflict between Viktor and Jayce—I haven’t seen it occur yet, but I’d bet pretty much everything on it. It’s important to note that some have pointed out possible queer-baiting in this instance, which could be problematic depending on how things work out. Having said that, there’s also a case to be made for this being a straightforward bromance, and platonic, emotional male relationships are also important for entertainment in their own right.

Even with all of this, there are still just four episodes total—the first three acts plus a little portion of the second. The most important thing to keep in mind is that we are skimming over these people’ pasts at the speed at which the series is unfolding. Arcane is a single series that was probably meant to be self-contained, but given that there are a good six other locations on League of Legends’ planet Runeterra, along with an additional two “realms” for good measure, I imagine there is enough to spend a season in a new place every time.

The “good TV” fan in me disagrees, but the LoL fan in me loves it as I am addicted to a fast-paced origin tale and can’t wait to see more of it applied to more of what I love. In its second and third acts, Arcane would greatly benefit from just slowing down, spending a little more time with the limited cast of people it already has, and appreciating them as characters rather than entities that have to be developed programmatically at a breakneck pace. It’s vibrant and alive, and it’s an amazing delight. However, the best of contemporary TV is, ultimately, all about the slow burn. Which will just add to the sense of relief for those who are waiting for that great, decisive explosion, like Jinx.

Call of Duty: Vanguard critique – an enjoyable diversion that won’t leave a lasting impression

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Call of Duty: Vanguard critique – an enjoyable diversion that won’t leave a lasting impression

Though it won’t rank among the greatest Call of Duty titles, Vanguard is a good diversion for fans of the series as they wait for Modern Warfare to return.
It seems like Call of Duty is having a stopgap year. Fun filler for fans to pass the time, Modern Warfare and Black Ops are two massive sub-brands that developer Sledgehammer Games finds itself wedged between. This return to World War 2 isn’t inherently flawed or unsettling, but Vanguard doesn’t accomplish anything particularly noteworthy either.

That setting shift back to World War II seems like a cliche. I was first introduced to the long-running shooter franchise by Sledgehammer’s fantastic Call of Duty: WW2, and since then, I’ve logged hundreds of hours in this new Call of Duty metaverse (sorry). Despite Sledgehammer’s best efforts to reinvent narrative, I find it difficult to get enthusiastic about another Call of Duty game that takes place in World War 2.

This time, the plot centers on a small group of World War II warriors chosen from among the allies to establish Task Force One, an early special operations unit that serves as a model for modern special forces. The Nazis are beaten and in disarray when the campaign starts, close to the conclusion of World War 2. Task Force One is called in to covertly infiltrate Germany in order to foil a covert scheme to keep the Third Reich in place.

The voices of the characters, who are all based on real-life World War II warriors, are loud and have good conversation, but the action lacks nuance and skill. Sergeant Arthur Kingsley, a British military hero, is the unit’s commander. Another character refers to him as being on a “crusade”.

Flashbacks are used to tell the main story of the campaign; each individual in this unique unit has a turn. These flashback missions serve as origin tales and are set during earlier World War II fights. Operation Tonga, led by Kingsley, saw paratroopers drop into France before to the D-Day assault. The Battle of Stalingrad is a flashback for Polina Petrova, the Russian sniper who was modeled by the real-life Soviet sniper Lyudmila “Lady Death” Pavlichenko. Wade Jackson, the American ace, has chosen the Battle of Midway as his flashback assignment. We also get to see the Battle of El Alamein, Tobruk, and the Numa Numa Trail.

With exquisitely detailed settings, striking visual effects, and the sound of a World War exploding over the speakers, every campaign objective is breathtaking. However, the gameplay is too formulaic to really stand out. Everything is so linear. Other than pointing and firing, there’s not much to consider. There are times, very few times, when you can assign your teammates to focus their fire on a specific target. A tedious sniper skirmish that turns into a ridiculous boss fight occurs in one of the set pieces. You are also tasked with blowing things up using explosives. Although they are basic, the stealth parts provide a change of pace. Although each persona is different, they are all medicore. For instance, Wade’s is “focus”. He can see foes through the Bougainville forest thanks to this superpower, which facilitates stealthy takedowns. In Vanguard, that’s as advanced as stealth goes.

I had high expectations for the Battle of Midway task, but I was not disappointed. Although it seems like a lot of fun to fly a World War II jet, fire down adversaries, and bomb warships, the task is too constrained and too rigid to allow the player the ability to express themselves in the air. The dogfighting is limited to moving a little and firing, and the play area is fairly short (you have to turn around if you touch an edge).

Actually, there isn’t much new in Call of Duty that we haven’t seen in the Vanguard campaign. Nothing here compares to Infinity Ward’s 2019 Modern Warfare’s nerve-wracking Clean House task. With its Hitman-style penetration of the KGB headquarters in Moscow, hideaway hub area, side missions, intelligence collection, and even puzzle solving, Black Ops Cold War even attempted something novel. As far as I can tell, there are no collectibles in the Vanguard campaign.

Nonetheless, Vanguard’s campaign should be commended for addressing the bigotry and prejudice of the time directly. The fact that Arthur Kingsley is a black guy does not sit well with the Nazis. There is also discussion about the British abuse of Australian personnel. I had fun working with the 93rd Infantry Division, a real-life segregated US Army force that was “colored” and participated in the Pacific conflict. The mission is well-done, and it taught me something.

But in the end, Vanguard’s effort seems flimsy. Its connections to the ongoing Call of Duty cinematic universe, which currently incorporates a single chronology including the realms of Modern Warfare, Black Ops, Warzone, and zombies, are likely what will pique fans’ curiosity. Zombies, indeed.

It’s best to play multiplayer. Rather of using the same technology as Black Ops Cold War, Vanguard is based on the amazing technical advancements Infinity Ward made for 2019’s Modern Warfare. It resembles Modern Warfare and Warzone more in terms of movement and shooting, which is advantageous for the impending osmosis with the all-encompassing battle royale.

Thus, Vanguard incorporates features from Modern Warfare and Warzone, such weapon mounting, double running, and breaking through doors. There are a few additions, however. A little amount of devastation occurs in multiplayer. On some areas, there are walls and windows that may be broken down to reveal new openings where you can fire and move about. The poster child for this new carnage is the Eagle’s Nest map, which is modeled on Hitler’s renowned mountain fortress. It has an outside road that passes past boarded-up windows that, when demolished, provide new ways to strike opponents inside. However, don’t anticipate anarchy like to Battlefield. When everything is said and done, Vanguard is just Call of Duty.

And it results in excellent gun feel. Fundamentally speaking, playing Vanguard feels fantastic. It moves at a breakneck 60 frames per second. It has a frenzied, quick pace. It’s more lightweight than Infinity Ward’s game and deadly, albeit not quite as deadly as Modern Warfare. Vanguard is a shooter looking for a sweet spot that falls between Modern Warfare and Black Ops Cold War. This game still has the same frustrating gameplay cycle that makes Call of Duty so popular.

You may choose how many players are in a match using the new Combat Pacing option. You want a “intimate and intense” fighting atmosphere while using tactical, which lengthens the time to engagement and is what makes for a traditional 6v6 experience. With “high action” fighting available for several players on large enough maps, Assault aims to engage players for an average amount of time. Blitz, on the other hand, aims for frantic, high-action warfare with a ton of players packed into maps. Do you recall Modern Warfare’s Shipment? With Blitz Combat Pacing, every map becomes a Shipment. This concept is good since it makes it simpler to get the experience you’re looking for and it opens up the possibility of all the maps becoming viable.

Fans of Call of Duty 6v6 will find lots here—hey, that’s me! The majority of the 16 normal multiplayer maps that Vanguard offers at launch—two of which are reimagined versions of Treyarch’s World at War—don’t interfere with the iconic run and shoot gameplay of COD. Vanguard’s color scheme is a tad more vivid than Modern Warfare’s, which was more of a war-torn muck. It provides passable sight on all save the snow-drenched battlefields. One early favorite is the new Patrol mode, which requires each side to capture and control a moving zone in order to score points. I can definitely see myself playing with it more in the months that follow launch.

In other news, Modern Warfare’s well-liked Gunfight mode has a logical progression to Champion Hill, a brand-new mode. Eight teams of two (in duos) or three (in trios) compete against one another in head-to-head matches on four specific maps; the victorious team is the last team standing. This has some subtle battle royale characteristics. Using buy stations, you may buy gear, perks, weapons, and killstreaks in between rounds. Before you are eliminated, you have a certain amount of lives left to use. Things become really stressful if you can make it to the final three. Although the enjoyment of Champion Hill is obviously dependent upon your colleagues’ desire to participate, I still believe it’s a rather cool concept.

However, there are several issues with Vanguard’s multiplayer. You may automatically equip every weapon with ten attachments by using the Gunsmith. Although I appreciate that there are ammunition type, proficiency, and kit slots and that the aim is to promote personalization, I can see guns eventually being super weapons with very strong setups.

It’s illegal that Vanguard doesn’t have a ping system at launch, but rumor has it one is on the way. The audio is shockingly muted, even when weapons fire (the guns in Modern Warfare are pretty powerful!). Furthermore, I’m not too excited about Killstreaks coming back after Scorestreaks from Black Ops Cold War. As one would expect, the goal of a killstreak is to gain kills, therefore playing the objective has less of a motivation. Upon death, killstreak progress is also reset.

Feedback on the contentious Scorestreak system in Black Ops Cold War must have influenced some of the thinking here. Scorestreak spam plagued that game when it first released the previous year, usually around the same moments in a match. This is not the case with Vanguard, whose Killstreaks include things like attack dogs, an airdrop that drops three care packages on the battlefield in an emergency, and the lethal Flamenaut defensive suit and flamethrower (with infinite fuel!). But obtaining your Killstreaks requires a lot of effort.

Though it’s a lot of fun, Vanguard’s multiplayer gameplay doesn’t accomplish anything especially novel with the Call of Duty template. While having an abundance of maps and modes is a positive thing, creativity has suffered as a result of the fixation on material. I’ll go from Black Ops Cold War to Vanguard since I’m a huge fan of Call of Duty 6v6, but it hasn’t completely won me over yet. Despite many launch issues, Infinity Ward’s Modern Warfare rocked the Call of Duty multiplayer universe in 2019. Maybe we’ll have to wait till the next year for anything as significant as this.

Though I think some fans won’t be delighted by them, Vanguard’s Zombies mode brings bigger, more substantial adjustments. This instance of zombies links into the continuing Dark Aether narrative, which takes place during World War II. There are all-new characters, and each one provides a deeper understanding of the devils found in the Hell realm. The demons are really the real stars of the play. Four other demons that detest the large evil demon enough to cooperate with the players to fight it and a huge terrible demon that has fused with a Nazi are also there.

This implies that upon launch, Zombies will function as follows: Der Anfang has a central area modeled after the streets of Stalingrad strewn with dead bodies. In between rounds, you may spend resources there to level up your perks and weaponry. Portals lead to missions that take you back to Stalingrad after they’re finished. There are goals in places like Merville, Paris, and Shi No Numa, and when you accomplish them, more of the hub opens up, allowing you to access new regions.

There are only three distinct kinds of goals in Vanguard’s zombies mode at launch, and there’s a lot of “at launch” talk about it. In one, you have to fight off zombies while escorting a floating zombie head. One observes you enduring till the expiration of the time constraint. And the last kind of goal has you feeding certain items with a special drop that you sometimes get from a dead zombie.

Vanguard’s zombies mode has more than a hint of a roguelike quality to it. I never would have imagined that a Call of Duty game would remind me of Supergiant’s amazing Hades, but that’s exactly what happened to me when I was playing it. It’s fascinating to explore new, unlocked regions since the core area changes significantly when you finish a goal and return to it. You may spend a resource on the new Altar of Covenants to acquire one of three randomly selected abilities. At launch, there are eleven distinct Covenants, as they are termed. One increases the damage and healing of your melee strikes. You can revive friends more quickly with another. One even offers you the ability to win over opponents.

You get to choose from a new set of three skills every time you visit the hub. You must consider creating your build as you go through your run since you can only carry three at once. Additionally, the rarity of the powers made accessible to you becomes better as you accomplish tasks. The Altar of Covenants may bestow upon you immensely potent skills that, when combined with the appropriate build, can turn you into a zombie-killing machine.

This new Zombies encounter is very fun. It’s easy to use, stylish, and enjoyable. However, it becomes monotonous quickly due to the limited number of playable goals and AI kinds (a standard zombie, a red exploder, and a heavy zombie with a machine gun). This brings up the major issue with Vanguard’s zombies, which is that there isn’t a standard round-based zombies mode or main objective available at launch. All you have to do is go through the three objectives and hub area again. Regrettably, the next major task in the current Zombies plot doesn’t appear until after season one concludes, despite Activision’s assurances of more to come.

Isn’t everything a little bit flat? I spent much of my time playing Call of Duty: Vanguard in this manner. Although I like to play it, I’m not that good at it. It seems like a game with a lot more potential. with more time for development? Maybe. Not long after spearheading the creation of Black Ops Cold War the previous year, Treyarch developed Vanguard’s zombies mode. The 2020 Call of Duty game was once co-led by Sledgehammer, but due to rumors of conflict between the latter and Warzone guardian Raven Software, Treyarch was brought in to rescue the day. The production of Vanguard must have been especially challenging for the staff at the several companies now focused on maintaining the Call of Duty franchise, given all of this turmoil compounded by the epidemic.

Furthermore, it’s hard to forget the horrifying accusations that clouded every Activision Blizzard game for a very long time. Even though Blizzard has faced the greatest criticism, Call of Duty’s service record is marred by the vile corporate culture exposed by those bold enough to speak out about it. Ultimately, the choice to purchase or not purchase something is a personal one. I will add, however, that it is becoming harder and harder for me to get excited about Call of Duty the way I used to.

I have a feeling Vanguard will do well since Call of Duty does! It will offer absurd costumes for its World War II operators via its in-game shop. Expensive weapon skins will continue to bring in money. Vanguard will contribute to the war effort even as the Call of Duty menu screen grows, giving us another front to battle on as we enter what will undoubtedly be a challenging winter. Vanguard, however, won’t stick in your mind for too long, unlike its original material.

A review of Riders Republic – a bumpy yet endearing playground for extreme sports enthusiasts

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A review of Riders Republic – a bumpy yet endearing playground for extreme sports enthusiasts

Riders Republic is a lot, much like many other Ubisoft titles. This massive open world compilation of extreme sports, which may be as uneven as the terrain you ride over and is jam-packed with so much content you can see it straining at the seams, is the result of the collaboration of around seven teams under the direction of Ubisoft Annecy. Perhaps more importantly, it’s an extreme sports game that will topple over itself to provide entertainment value and guarantees that, despite its extravagance, you’re never more than a few seconds away from experiencing the raw pleasure of plunging from a mountainside. On the whole, Riders Republic is a fantastic initiative.

A portion of that genius may be recognizable from Steep, the similarly flexible extreme sports adventure from 2016 that served as the foundation for a large portion of Riders Republic. This is not as strange, with no spoken word interjections from the mountains themselves (at least not that I’ve come across in over a dozen hours of play – this is a vast, vast game after all), nor is it as focused, with a broadening out of disciplines to include bikes as well as terrain types that go beyond mere snow here. But it’s also wonderfully, delightfully silly—a playground with a contagious energy as you cycle down treacherous courses while dressed like giraffes.

It’s also aggravating, particularly in the beginning when the lengthy tutorial gets a hold of you and won’t let go for over an hour. This extreme sports game has annoying voice overs over the action, and the script is more likely to make you cry than any of the highest elevations you’ll be allowed to climb. It wouldn’t surprise me if the majority of players found the narration to be an endurance test too much, considering how prevalent it can be in the first hour of gameplay. But if you persevere, you’ll often see how ready Riders Republic is to move aside.

That’s partially because to the ability to quickly go to any location on the map and get there very instantly (on Series X, at least, where I played Riders Republic most of the time), and partially due to the ability to quickly switch between disciplines. In a glitchy second, you may transform from flying down a hillside on two wheels while wearing a wingsuit. Alternatively, you might launch your mountain bike over a cliff and into the blue beyond, then activate your rocket wingsuit and soar into the horizon. The act of sportswitching via the radial menu is as much a part of the experience as doing acrobatics for the more daring player; it’s stupid and ridiculously entertaining.

As with the heart of Riders Republic, it’s also a little fiddly. Three different control setups are available: a trickster that maps stunt moves to the right stick, a racer that gives you camera control, and a third that subtly imitates Steep’s own scheme. Unfortunately, none of these configurations is perfect, and the lack of weight subtly undermines all of the available sports. Though you rapidly get used to it, it’s important to remember that this is an intense sports game with a lighthearted mood. It’s by no means terrible.

The things that Riders Republic excels at and its pure maximalist enthusiasm more than make up for it all. The really crunchy snow that tangibly deforms while on a snowboard or skis, the wind’s whistle when wearing a wingsuit, or the lovely, smooth hum of a well-oiled chainset that goes along with a bike ride are just a few examples of the minute details that help sell each discipline. The recently added bikes of Riders Republic hold a special appeal to me as one of those horrible people who stuffs themselves into lycra and clogs up rural roads on weekend mornings. They don’t let me down either; there’s a surprising amount of road and mountain bikes available, many of them officially licensed from brands like Specialized and Kona.

More importantly, Riders Republic offers the peaceful exhilaration of a self-powered, two-wheeled excursion. If you take your eyes off the events, you may forget yourself hiking Yosemite’s summits, haring through Sequoia’s dense forests, or charting a route through Bryce Canyon’s jagged peaks while taking in all those breathtaking views. The best way to describe Riders Republic was as the Justice League of parks, with outdoor superheroes united into an enticing whole, as Donlan usually does. It’s an unparalleled playground.

Both calm and turmoil coexist peacefully in Riders Republic, and the way other players are scattered over the area gives the game a bustling feel. When you pause to enjoy the view, you’ll witness spectral images of other players face-planting into the snow after a botched trick run or swooping through the air in their wingsuits. This aspect of the game comes to a hilarious conclusion during the regularly scheduled mass races, which send 64 players hurtling down a mountainside in one big, beautiful mess. This is a truly connected game (sadly, you can only play it online; without internet access, you’re limited to the zen mode, which lets you explore the parks but can’t advance). More coordinated adventures are possible by teaming up with other players and traveling from event to event together.

Its offering is comparable to Forza Horizon in that regard—that is, as you pursue and advance in each specific profession, events appear all over the area. In addition to one-of-a-kind items like ice cream bikes, rocket skis, and other curiosities, “Funkies” also offers a Half Dome-sized mountain of relics hidden away in the park’s cracks and crevices. It’s sometimes overwhelming, as are many of the finest open-world games. However, it’s made worse by a certain level of scruffiness that prevents it from ever seeming entirely cohesive and by a certain amount of crap that seems to keep making an appearance. You can buy clothes for your character, but the way they’re delivered is confusing and almost offensive. You can only buy a few items each day, and the best gear is hidden behind real money that you have to earn separately from in-game purchases, which is just gross.

It’s possible that this is simply a given with Ubisoft open-world games, but it doesn’t exactly make it any more acceptable. A significant blemish on an otherwise excellent game, it’s an open world arcade extreme sports game with an amazing breadth and size appropriate for the enormous parks that function as your playground. The game is entertaining, approachable, and amusingly quirky. Although there are some setbacks along the route, Riders Republic is an experience worth doing because of the joy and vigor it offers.

A review of Football Manager 2022 – the ultimate manifestation of obsession

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A review of Football Manager 2022 – the ultimate manifestation of obsession

First, let’s get this embarrassing thing over with. I choose to manage Manchester United in Football Manager each year. My first thinking process when beginning a new FM save is centered on United, sometimes known as Man UFC, being the team I follow in real life. Essentially, there are two schools of thought: either you manage the team you root for, or you take the trendy, hipster route and manage somewhere a little trendy, a little out of the spotlight, like AS Saint-Étienne, or, for a bigger challenge, somewhere like AFC Wimbledon or your local ultra-underdogs of choice. Though, in general, those are your alternatives. There is a third method that we don’t discuss (PSG).

Manchester United is appealing to me because they are a little bit of both. I’m keen for us to win and hate seeing City take the lead in the hunt for another five offensive midfield players ahead of us because, quite honestly, I simply enjoy having my fantasies come true. I also know the club inside and out. However, Manchester United is a terrible disaster of a team, and I get immense pleasure from filling in the gaps year after year and being the one to save the team. As thus, it’s the best of both worlds—fantasy for your favorite team and the satisfaction of fixing something that is essentially wrong.

Football Manager 2022: What role does it play? Indeed, this year has encapsulated the experience of contemporary football management at the highest level of the game more than any previous year. Playing FM22 makes me feel just like Ole Gunnar Solskjaer, to my great delight as well as my not-insignificant agony.

I will return to it later, but let’s take a step back first. The way things operate behind the hood of FM22 has been altered in a number of minor but significant ways, changing more than you would first think. The match engine has undergone a rather revolutionary update, which is the largest of them. Animations from the traditional 2D discs—the ones your friend insisted on using, calling it “Championship Manager”—were really connected to the numerous hundreds of thousands of 3D bouts you experienced in prior years. As of right now, players may move off of those discs in their animations, according to developer Sports Interactive. Most of the time, this merely produces an aesthetically attractive curving run here or there, but it also allows players to do more nimble pivots and Cruyff turns—the kind of maneuvers you always assumed were possible but would immediately notice as absent if you went back to FM21.

It also has remarkable spillover effects on other aspects of the game’s functionality. This is only one of the many triumphs of Football Manager’s years-long quest to emulate the essence of the actual thing, as, as a certain Jose Mourinho once observed, a certain technique is a lot like a too short blanket. You may drag it down over your toes or up over your shoulders, but never both. For this reason, every tactic and choice that is made in this regard involves surrendering one advantage for another. The repercussions in FM22 are more severe, apparent, and focused, making your toes feel more frigid than before.

Sports Interactive often uses pushing as a major illustration of how this connects to the new animations. Players with more range of motion allow you to more easily influence their movements, and your team’s pressing mechanism has been completely redesigned to take that into account (and, hopefully, make it a bit more balanced). You now need to pay close attention to the specifics if you want your press to perform at its peak. This is similar to how Antonio Conte would yell at a player for being half a yard away from their man and then march onto the training ground to reposition him. This entails not just the defensive line and line of engagement, which are visible, but also that defensive breadth, which is more of a strategic than a tactical weapon. Prior to now, in my opinion, there was a simple trade-off between stretching and making it easier to play through the center and trying to stop crosses and wing play. For this reason, I would set up my team to press hard but still show players outside on the defensive because I trusted big old slabhead Maguire to win any headers from those extra balls into the box.

Now, theoretically speaking—this stuff takes months to figure out in the actual world, I find—it seems to be more about the directions your players push from, their body angles blocking particular passing lanes and directing play to certain places. This now takes opposition instructions into far more consideration. These have always struck me as being a little hazy and more of a trap to slip into, where you might set up your players to do something contradictory just by following the advise of your stupid assistant manager. To some degree, I still do, but not as much.

Right now, the goal is for them to represent your overarching urgent strategy. The goal is now for you to utilize these instructions to tie into the whole technique, rather than just deciding whether or not to “close down” a player. The wording has been changed to fit the present language. It is not a good idea to show a left-footed left-back onto their weaker foot if you want to press a team down to the touchline and then employ a narrower defensive configuration since it will have your players racing at them from an angle that opens up the interior of the field. Thus, it’s still a little bit of a trap, but it does make a little more sense.

More crucially, stamina has a greater influence now—or, in many circumstances, less—than it did before. Players now have “awareness” of their own sprint capability thanks to AI advancements; this may seem Judgement Day-esque, but it just means they won’t push if they’re already tired. Even the players who can run nonstop get tired much faster, in my opinion. While I haven’t reached the end of my season yet, it seems like this will only get worse as the games pile up, with my players already showing signs of cumulative fatigue despite some extremely micromanaged rotation.

I would have been concerned if FM21 had included this method. The implementation of FM21 introduced several innovative data analysis tools, most notably expected goals, but there was a limit to the amount of useful information that could be obtained beyond the general notions of knowing if you’re creating enough opportunities or giving up too many. Building on the success of last year, FM22’s second major feature is a new Data Hub (sorry to the new Overlapping Center-Backs, you guys are cool, but I can’t play three at the back).

The Data Hub performs really well. I can honestly say that there are genuinely more functions than I could possibly dream of utilizing for the first time since I can recall. One that helps you see where you lose most of your possessions and another that helps you visualize where you get them back has been very helpful to me while I worked on my early-season pressing trials. While different management styles will value different kinds of analysis, it has taken some proper detective work for me to figure out why, despite my players’ high passing ability, I can’t keep the ball in possession during my own attempts to win while attacking football and appeasing a picky board. The secret is that, if you know where to search, the knowledge is readily available to you.

There are a couple more significant, important modifications after that. Deadline Day is one that I can’t say I adore. Now, on this holiest of football days, Sky News’ distinctive warning yellow is used as a sensory overload throughout the game. Unfortunately for those football supporters who detest the tasteless, sickening money-worship of the real game (yes, I do support Manchester United), it is genuinely quite enjoyable to play through. It has a whole center devoted to last-minute transfers, and there is a genuine sense of hustle and temptation in the game. The fact that we care about this kind of nonsense, that Fabrizio Romano is the new messiah to so many fourteen-year-olds, and that News Corp. has triumphed is awful for football and, quite simply, horrible for humanity. However, it is a reality. It’s also a lot of fun.

Speaking of nauseating, agent conversations have become more common than ever. When they were first introduced last year, they acted as a kind of cheat code, giving you access to useful information about asking prices and whether a player is interested in moving to you, but there was little cost or consequence after that initial exchange. Now, there’s a trade-off: after speaking with an agent, you may indicate that you’re “not interested” or that you’d only made a half-promise to purchase the player. Saying the former will irritate the agent more than if you don’t immediately follow up with a significant offer. Putting it like that will irritate the agent. Though it makes sense from a purely gaming one, my very indecisive personality would like something a little more ambiguous. It’s annoying to be forced into a binary decision that looks somewhat random when I could simply say “We’ll think about it” in the real world. Calling up every agent you see to inquire about athletes now has a consequence: you have to be prepared to back up your claims.

That brings us to the other two minor adjustments. Transfer values, happily, are no longer an arbitrary figure independent of both what you’re ready to pay and what the selling club is willing to take; rather, they now reflect what the selling club will want for the player, or, economically speaking, their true worth. Less pleasantly, scouting reports increasingly include analyst reports as well. Since they were first launched a few years back, I’ll be honest and say that I’m not that impressed with what analyst reports in Football Manager give when compared to the Data Hub business. They are minor, but they need some work, since at the moment the most important information they may provide is that the new center back you’re snooping about is ranked seventh in his league for winning headers. That quickly informs me that: it would be helpful to know which six players are more adept at winning headers. However, it doesn’t identify those six players or indicate where, if anyplace, I may get information on them.

However, it’s a minor complaint among a plethora of significant, noteworthy, and innovative new adjustments that all eventually revert to my original argument about poor Mr. Solskjaer. Football Manager has rewarded you for your dedication since the potentially all-consuming training makeover was introduced a few years back, while it’s still functional enough for those who want to instruct the players to simply go out and express themselves.

It’s bringing it to a whole new level with FM22. Adding a few extra Endurance sessions doesn’t quite equal the severity of Pep Guardiola slicing up the whole field with cones and instilling that grid into each of his players’ subconsciouses. In a perfect world, maybe it could include that training makeover. However, we are making progress. The traditional “headless chickens” counterpress just isn’t effective anymore. There will be a hint of doubt, but you could make it through a few games in the beginning. a bitterness to the flavor of success. a little amount of glass jaw visible through the flagging guard. a feeling of imminent disaster.

Similar to the real world, there are times when the extreme pressure results in a beating. This is true not just of anomalies like the United-Liverpool game but also of all the other recent, less-than-strange outcomes. The 7-0 Bayern Munich victory over Barcelona, the 7-1 Germany victory over Brazil, and the Aston Villa 7-2 Liverpool match. like to the actual world, FM22 now requires a very meticulous management to remove such flaws, and like to the real world, a substantial quantity of high-quality data is required to support it all. While it’s not impossible, it’s undoubtedly more difficult to succeed in Football Manager 2022 with just feelings. And I’m enjoying cleaning up my own club’s mess more than ever.

A review of Pokémon Brilliant Diamond and Shining Pearl – a remake of the fourth generation, but with some misplaced elements

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A review of Pokémon Brilliant Diamond and Shining Pearl – a remake of the fourth generation, but with some misplaced elements

Pokémon Diamond and Pearl in their original form were odd, unbalanced games. The remakes reduce them to a smooth, but entertaining, remake.
Now, let’s discuss the Experience Share. A basic feature seen in every main series Pokémon game since 1999’s Pokémon Gold and Silver, the Experience Share (abbreviated Exp. Share) allows you to share the experience a Pokémon receives from defeating other Pokémon with the other members of your party. There are a numerous uses for it, but the main one is to improve your gaming experience: the Exp. Share is the most powerful tool you have to control the game’s difficulty, enabling your whole team to level up more quickly when it’s turned on or more slowly when it’s turned off.

Since then, the experience itself has evolved from being earned solely through battles to involving all successful catches of wild Pokémon. This is because public tastes have changed over time, and main series developer Game Freaks has changed along with them. Lastly, and perhaps most benevolently, it has been locked to “on” for the whole of generation eight with the release of Pokémon Brilliant Diamond and Shining Pearl.

This isn’t a huge deal in the other generation eight games, Pokémon Sword and Shield, because the games were designed to function that way, at least in theory. Regardless of how you feel about the way they pace the game, the opposition trainers, their Pokémon, and their levels were included with the mechanic in mind, and the game was made with some thought given to it as a whole. However, it goes without saying that Brilliant Diamond and Shining Pearl were not created with an always-on Exp. Share in mind.

These are remakes, albeit very closely so, of Pokémon Diamond and Pearl from 2006, which are very different games from Sword and Shield from 2019. As a result, the outcome is predictable: the eighth generation’s easy, weightless momentum is dropped into the world of the fourth generation, with trainers, encounters, and opponents essentially the same in terms of level, stats, and strength as the originals. This implies that even if I was only ever up against trainers, collected wild Pokémon that had never been caught before, avoided all other encounters, and sometimes switched out a’mon from my party, I was still eight or ten levels ahead of my opponents the whole time. I could attempt to avoid as many trainers as I can or cut down on the number of Pokémon I usually carry on my team to offset that, but those options aren’t very good and could be easily avoided by just giving the option to disable the Experience Share.

The fact that this is so representative of Brilliant Diamond and Shining Pearl overall is what really sticks out, however. The original games were odd, uneven affairs, featuring some peculiar battle difficulty spikes, a notoriously bizarre type imbalance (a game that was largely Steel-heavy and only had one Fire-type evolution line to counter it, Ponyta and Rapidash, if you didn’t choose the Fire-type starter), some strangely easy-to-miss HMs, and a strange blend of Chibi and Pixel Art. The result of Brilliant Diamond and Shining Pearl’s catch-all attempts to smooth that over—like the parachuting in of the always-on Exp. Share—is something more bluntly palatable but far less natural, smoothed in all the wrong places like an oil-based portrait yassified through FaceApp. They’re coarse and awkward, but crucially, at least characterful as a result. Put plainly: they’ve just mastered the incorrect material again.

In the series, Brilliant Diamond and Shining Pearl are in a difficult position. The Pokémon Company is releasing a main series game for the first time that wasn’t created by Game Freak. BDSP is being handled by ILCA, which stands for I Love Computer Art. ILCA is the company that created the Pokémon Home storage app and has assisted in the creation of games like Yakuza 0, Dragon Quest 11, and NieR: Automata. Additionally, it’s coming out only a few months ahead of Game Freak’s Pokémon Legends: Arceus, a prequel rather than a remake that takes place in the same Sinnoh area as Diamond, Pearl, and Platinum from generation four.

Pokémon fans have been demanding “Sinnoh remakes” for months, if not years, hoping for the same modern makeover as the previous three generations of FireRed and LeafGreen, HeartGold and SoulSilver, and Omega Ruby and Alpha Sapphire. This puts them in a difficult situation. Nevertheless, because the Pokémon Company is known for its unpredictable nature, we should expect two distinct game types rather than the standard current-gen graphics and mechanics adapted to old games. Legends: Arceus introduces Pokémon into a quasi-open world with what appears to be the most sophisticated mechanics to date, while BDSP takes a somewhat conservative approach, eschewing features like freely moving cameras, more intricate models, moves, and animations, Mega Evolution, and the modern equivalent of Dynamaxing in the hopes of drawing in new players and satisfying nostalgia in the hearts of Sinnoh fans.

It’s unfortunate for more reasons than one, since the three previous remake cycles produced some of the finest games in the series and brought a feeling of completion with them, adding new features to graphically improved versions of intricately designed game environments. It’s unfortunate since BDSP are often a lot of fun, and there’s a strong feeling of wasted potential.

The arrangement seems to be the same as in Diamond and Pearl, not Platinum, which had a significant amount of additional content and an enlarged Pokédex of monsters to capture, including a few more Fire-types. In general, the older two are chosen if there is a discrepancy between those two and the improved version. For example, the narrative revolve on the events of the two originals, the Hearthome Gym is the fifth gym you’ll encounter rather than the third, and the Pokémon you may find in the wild match the identical versions as the originals.

The Grand Underground, a reimagined area beneath Sinnoh’s surface with miniature Wild Area-like rooms, visible Pokémon roaming the overworld (standard random encounters are all you get topside), and an extremely addictive mining minigame that grants you some useful items, is where things sort of merge. Although there are theoretically even more encounters in this area than in Pokémon Platinum, the majority of them are still locked behind late-game progress, meaning you have to complete the main story in order to access them. This is a little disappointing. That’s unfortunate since, after you’ve completed the majority of the plot in which you might have utilized them, there isn’t much of a need to go back and collect all these other Pokémon.

It’s still an improvement, though, and one of the few instances where BDSP improves upon the originals successfully: the Grand Underground is enormous, inspiring a sense of wonder and exploration as if there’s a whole other half of the game to literally dig into whenever you fancy it, even though that half of the game is relatively one-dimensional. It’s also fun and, crucially, a bit weird, which Pokémon must always be in some way.

The other adjustments are rather small. A brand-new rhythm-based minigame has been added to Pokémon Contests, a specialized section of the original games that is enjoyable for role-players and completely independent. Talking to the locals, you’ll hear a lot about how you can choose to be the kind of Pokémon Trainer you want to be, how you can go through Gyms to defeat the Elite Four and save the world, or how you can just collect adorable Pokémon to use in competitions. However, as fans of the series are aware, fantasy doesn’t really make sense and never has in Pokémon games. You can do the latter, but in order to truly enjoy it—that is, to acquire more moves, capture more Pokémon, and collect more Poké Ball stickers, which is a little new addition—you will still need to complete the former.

The redesign of hidden moves, or HMs, the metroidvania-style skills that restrict your advancement in Pokémon games, is the last significant change. They are divorced from the moves themselves in BDSP, which is important. They are mapped to the Pokétch, a screen you may bring up picture-in-picture to utilize on the go. You may use an HM freely in the wild without teaching any moves to Pokémon in your party or bringing anything with you if you have the Pokétch app for it and beat the corresponding Gym Leader. Rather, a wild Pokémon will do the rock-smashing and tree-chopping for you. Typically, this is a Bidoof, which seems like a humorous throwback to it being the preferred HM slogger in the originals. It’s a very welcome change, though it’s a little strange that Game Freak and company haven’t come up with a more personal solution yet. For example, it would be great to have a Pokémon that you’ve caught help you even if it’s not in your party. This seems especially feasible now that you can access your storage boxes to swap Pokémon at any time, anywhere.

The other modifications are all minor, but very welcome additions to the user experience, such as instant access to the box and the option to launch a Poké Ball straight from the combat screen without reaching into your bag. The feature that lets you have a Pokémon in your party follow you behind is a clear standout and has been a frequent request from fans, who are happy to see it return. These are little details, but they give the world life, and that vitality is what makes Pokémon so popular in the first place—after all, these are games about the wonder of nature. It is stated clearly in the term.

The aesthetic comes last and is always subjective, albeit it is very difficult for me to adore, and I imagine it is for many others as well. This style is chibi, but only in a very literal sense; it has overly simplified character models with sticker-like eyes, underanimated Pokémon, and uninspired attacks. It gives off the impression that someone was trying to recreate something, but not sure what. The impressionist, often lyrical pixel imagery that prompted the player to fill in the blanks with mystery and creativity is no longer present.

The substitute is a simple, flat object. It sometimes verges on being excellent; the gentleness of sunrises and sunsets is often lovely, serving as a pleasant reminder of the enjoyable day-night aspect of the originals. The key to that ultra-tactile hygge world is the minute details in both visual and acoustic detail, which Brilliant Diamond and Shining Pearl can’t match. For example, a polyester carpet next to a hand-spun woollen rug hints at but falls far short of the cozy, Animal Crossing-like feeling. Additionally, it seems to lose some of the accuracy of the original’s straightforward up-down-left-right movement in the process; for example, walls become strangely sticky when partially run against with the analog stick.

And it pretty much sums up these games, regrettably. It is really annoying, not to mention that despite their oddities, the originals were at least memorable for their oddities, and their excellent organization is still unmatched. The series’ crucial, almost unparalleled atmosphere of awe is derived from its intriguing side locations and big secrets. One such spot is the truly eerie Old Chateau, which is located in an easily missed portion of Eterna Forest and has flashing red eyes painted on it. The massive, imposing Mt. Coronet, which rises from the region’s center and seems to be trying to drag you into its magnetic depths. Sinnoh’s mines, marshes, and ruins. the many side missions and riddles involving legendary Pokémon like Darkrai and Spiritomb. Continues without end.

It’s all still there, fantastic, and well worth your time. If you’ve never played the original Pokémon games, wonderful Diamond and Shining Pearl include a genuine, palpable, and wonderful game that you should definitely play. But you’re better off with the originals themselves, in my opinion, since these remakes smooth over so much of their worn-out feel.

Exo One critique – lacking the extraordinary touch

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Exo One critique – lacking the extraordinary touch

An unearthly voyage without endless activities.
This place is lonely. Dark, even. You’ll sometimes be accompanied by a smooth, depressing soundtrack, but for the most part, it’s just you, your strange spaceship, and the sound of the air rushing past your ears.

Even though it occasionally resembles the kind of UFO pulp fiction that has been taught to us (if you suddenly saw an image of an aerodynamic disc zipping silently across the sky, that’s exactly what I mean), you might be surprised to hear that your ship can’t maintain this iconic shape for very long because the momentum you build up will quickly evaporate once you’re in the air. In other words, its default shape is a spherical mass, a solid ball that rolls and bumps around the ground, gaining velocity as it passes through the peaks and valleys of the terrain until you can jump back up into the air and glide again.

Exo One is described as a gravity-defying game about interplanetary exploration by its developer, Exbleative. While I agree with the latter claim, I’m not so sure about the former. Even though this was an enemy-free game, I still found myself battling gravity often, battling the landscape below to maximize my cruise speed and glide time, and seldom feeling like I ever got it perfect.

The majority of the knowledge you acquire will be practically acquired on the spot, and the controls are straightforward: you may roll, glide, and dive. Additionally, you may increase the force of gravity, which should improve your projection’s height and speed, at least in theory. Even after obtaining a few of the power-up items in the game, I was never able to sustain my glide for as long as I would have wanted. However, a quick dive may also assist extend your glide. Yes, there are stages where you get some assistance with this. On one planet, you are supported by iridescent blue particles, while on another, you can really skim the waves like a pebble. The majority of the time, however, your energy will vanish and you will return to the very un-aerodynamic shape of a stone marble. Your energy burns white-hot in the center of your spaceship until it ultimately splutters into darkness.

It all feels extremely Zen at first. To the tune of bold electric guitars and woodwind instruments, you slide, glide, race, and dive while maximizing your height and travel distance by taking use of the soft outlines of the surrounding terrain. In Exo One, there are little expectations placed on you; you cannot fail or die precisely (though you may restart the planet if you get lost), and you advance by finding and scaling the “transport monolith” that is situated at the beginning of each level. Of course, Exo One doesn’t tell you this directly—very nothing does, in fact—but the “giant light in the sky” is a bit of a clue.

But after a few hours, I discovered that my interplanetary journey was less calm and more boring. Exo One is obviously not too long, but each planet you see becomes a little bit harder to navigate, forcing you to utilize wind currents and tree trunks to travel around and get to the monolith. Several times, especially later in the game when you had to approach openings and currents a bit more carefully than previously, I found myself battling the camera.

I’m not the kind of person who likes to take the scenic way by nature. I travel because I want to go there, and I have never in my life felt the need to take a “lovely” stroll. This is perhaps the reason why I’m not as excited about games as I am about others, such as Exo One and yes, even Journey (I know that’s sacrilegious, but the lack of direction and, well, purpose, annoyed me, I’m afraid). Even while Exo One’s soothing soundtrack and the sound of air rushing past your ears as moisture specks land on your screen are indescribable, I couldn’t help but get more eager to find the next monolith so I could go on to the next planet and leave that one too.

You’ll be flying over lush woods, sandy dunes, boiling lava, choppy seas, and dark, alien pyramids as you explore the planets’ magnificent diversity. You may even manipulate the terrain underneath you to extend your flight time. Which is really a good thing since the world seems best from a height; if you come too near, which is unavoidable because you often have to fall to the ground in order to gain more speed, you could find that the textures of those breathtaking vistas are less striking at closer range.

However, as you go from world to planet, you’ll be treated to little vignettes that provide context for the events leading up to this one. A picture in a frame on the wall. The sound of voices in the distance. That’s what kept me playing through to the very end out of everything. The curiosity to find out how we got here, in this odd spacecraft with “nothing in the design for a cockpit, no internal space for a pilot,” as one incorporeal voice informed us.

That piqued my interest the most out of everything: if there isn’t room for a pilot, then who or what is operating this machine? To be precise, who are we?

There is room (pun oh-so-definitely intended) for exploration, and I’m sure there are secrets to be found if you venture off the path and search beyond the transport monolith, but I found that controlling the ship, especially in later levels, was more annoying than difficult. Exo One has an intriguing plot and a unique idea, but beyond that, there isn’t enough to do in the game to persuade me to go back, especially considering the absence of action and agency.