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Battlefield 2042 critique – DICE’s enchanting FPS formula is stretched too thinly

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Battlefield 2042 critique – DICE’s enchanting FPS formula is stretched too thinly

2042 debuts as the worst Battlefield in a while, while Portal offers some cool new tools and the franchise at its finest.
Really, there isn’t a shooter like Battlefield. Indeed, no other series compares to Battlefield when it comes to delivering anarchy on such an exhilaratingly large scale. The appeal of DICE’s expansive squad-based first-person shooter, which is more GTA than Call of Duty, has always been in the way its players engage with the many toys in its sandbox, hurling them at one another like well-mannered kids. Frequently, the outcomes are both impressive and amusing.

I just played Battlefield 2042, and if you know where to search, you can still find those magical moments. I’ve climbed 60 floors to the top of a building with my squad, packed inside an elevator, and then waited silently for the doors to open before letting loose and eliminating two opposing teams. After securing the point, I parachute down to secure another one just to be safe. I’ve run through sandstorms, seen cars slam as debris rips through the atmosphere, only to emerge from one to find a burning aircraft loudly spiraling at my face. The enormous map around me whirled like a horrific catherine wheel as I laughed and stared in shock.

In a sense, Battlefield 2042 is a celebration of all that. Portal, a mode that lets users explore the sandboxes individually while panning back, is a key feature of its three-part package. These are vintage maps that have been taken from Battlefield 1942, Battlefield 3, and Bad Company 2, along with movesets and rules that are unique to each game. You may mix and combine the games to your heart’s content, such as utilizing Battlefield 3’s toybox for Conquest at Noshahr Canals or Bad Company 2’s tools and rules for Rush at Arica Harbor. Alternatively, you can stick to the tried-and-true games.

It brings back more feelings than simply a nostalgic thrill to play with these beloved vintage toys that have been polished to a glossy contemporary finish. It serves as a reminder of the Battlefield formula’s power, the reason so many players stick with the game through its sometimes difficult moments, and the reason the community has always remained so strong. You can see just how much the series’ formula has altered when Battlefield 2042 is placed next to All-Out Warfare, the mode that houses both the game’s new set of toys and tricks and its five enormous new maps that handle 128 players in both Conquest and Breakthrough variants. And quite a few of those modifications are very peculiar.

The greatest surprise is perhaps how little of an effect the new Specialists—hero-like characters that replace the previous class structure while bringing their own special powers to the battlefield—have in the long run. Based mostly on the current classes, they provide some interesting twists. As a support player, I like Casper’s recon possibilities and Falck’s long-range healing, but overall, I feel that they detract from rather than improve squad balance. Though the amount of options you have is great, loadouts quickly get standardized to the point that every build seems quite similar, especially considering how few weapons are available at start.

The system might still need some refining, but for now it seems like a collection of imprecise design choices. Even after more than 20 hours playing Battlefield 2042, the scoreboard’s disappearance is still a bit of a sore spot. It’s antithetical to the rivalry and camaraderie you develop when you spend an evening in any given server, seeing the same usernames at the end of your sights or being steamrolled by the same close-knit squad. I understand that the purpose is to promote teamwork and discourage lone wolves. Although again reasonable, the absence of voice communication in-game appears to go against the spirit of cooperation required to appreciate a game like Battlefield.

The maps in All-Out Warfare sometimes appear to work against having a fun Battlefield experience. Undoubtedly, Battlefield 2042’s 128 players make it competitive with other major Battle Royale games in terms of marketing points. However, the game’s expansive areas merely compound the issues that new players often have with the series: they feel like they’re constantly running from one place to another with little action in between, only to be sniped cleanly as soon as they reach their goal and forced to run endlessly again.

It helps, of course, to be squadded up by default and to be able to airdrop vehicles (one of the most crushingly powerful additions to Battlefield in years, a genuinely deadly hovercraft that can lollop over whole mobs and even climb buildings). All-Out Warfare has several amazing capabilities, such the cross menu that allows you to quickly change the sights and attachments on your weapon to fit the circumstance. After a patch fixed some of the issues with the early launch experience, it feels and runs rather well. Despite the near-future scenario giving it a relatively bland appearance, it is still capable of producing some really amazing spectacles.

It’s unfortunate that it’s now so little distributed. The faster-paced combat on the vintage maps in Portal mode and the slower-paced action in All-Out Warfare are quite different from one another. The squad-based Hazard Zone game, which is modeled after Escape From Tarkov and pits teams against AI enemies as they battle to recover and extract data packets, is, in fact, the most enjoyable way to use the current toolkit. When everything works together, it’s a stressful and really fun game, but I’m not convinced it presently has enough replay value to lure people away from any of its rivals or be a long-term contender.

To be honest, I’m not sure whether Battlefield 2042 will win over series newbies just yet. While Hazard Zone is entertaining, it’s a little restricted, and All-Out Warfare has too many bugs at launch to be worth the money. That brings us to Portal, where the classic Battlefield magic is, evidently, at its peak. However, there’s a worry that the player base may become more dispersed the more user-made games and modifications are added. This is a game that is begging for players, since there are now 128 spaces available in several of its modes, and it already seems like some of them won’t last. I’ve found some unsettlingly lonely matches in a game that offers a publicly accessible 10-hour trial, which just makes the desolation of such landscapes worse.

Not to mention the issues and malfunctions that persist regularly even after the first patch was applied. Unfortunately, they’re part of the landscape when it comes to a new Battlefield; seasoned gamers will be used to them, but beginners will probably find them off-putting. After the first updates, there’s a good possibility things will go more smoothly, but with the intense rivalry in the first-person shooter market, it could already be too late. It’s not like Battlefield 2042 is without other issues, however.

Despite its size and scale, Battlefield 2042 seems to be the most jumbled, compromised, and perplexing game in the franchise so far. It has more existential issues than Battlefield 4, which had a similarly problematic launch. However, there’s a possibility DICE can pull off what it did so well with Battlefield 4 and Battlefront 2, which both had their share of controversy. There are enough instances of the classic magic in Battlefield 2042, along with some clever but raw new concepts, to imply that the game still has hope for the future with more refinement and concentration. For the time being, however, consider this to be just another somewhat flawed Battlefield launch—at least, one that has been flawed in novel and intriguing ways.

Review of Live A Live – a collection of JRPG side stories that are occasionally excellent and always intriguing

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Review of Live A Live – a collection of JRPG side stories that are occasionally excellent and always intriguing

One genre where side projects often threaten to take center stage is role-playing role games. A lot of older examples are structured around a more deliberate conflict between primary and supporting material than, say, modern open world games, where everything is always accessible. Consider how Tetra Master in Final Fantasy VIII forced you to put the story on pause for days at a time, or the perilously close to Sokoban block puzzles seen in the earlier Wild Arms titles. These kinds of areas are where RPG designers sometimes hide their greatest ideas—or, at the very least, their most bizarre ones—from the pressures and limitations of the main production.

Live A Live, first published in 1994 and remade in the same sprites-meets-polygons manner as Octopath Traveller, is basically Sidequest: The Game, which is something I probably should have realized before comparing it to a Sonic level-select trick. It’s an assortment of loosely connected, one to three-hour stories that take place in various historical and/or fantastical eras, each with a unique and colorful take on what a classic Squaresoft role-playing game should be. Similar to sidequests in conventional single-narrative role-playing games, some chapters are more successful than others, but all are captivating experiments. The overarching, grid-based battle system is worth the roughly 20 hours it will take you to reach the closing credits, despite the stop-start anthology structure.

The nine chapters of the game—seven of which are initially playable—share equipment and leveling systems, but aside from that, each is a unique story with its own protagonist, usually a man, though women mostly appear as helpless victims—party members, a couple of signature mechanics, and a flavorful writing style. One may imagine a far-off prehistoric era when a simian friend and a shaggy Flintstoner accidentally come upon a fugitive girl while flinging excrement at mammoths. This chapter is written in speech bubble emojis, grunts, and other lewd gestures. Conversely, there’s a Wild West chapter with a Man Without a Name—that is, a Man With An Adaptable Name—who joins forces with his adversary to protect a frontier village from bandits. With a chewy, saloon-bar narrative, this feature-length episode revolves on a single set piece puzzle: equip the townspeople with traps to kill as many outlaws as possible before to the pivotal clash.

The humorous benefit of Live A Live’s anthology style is that each of the parts doesn’t have to be flawless. The game’s fascination stems from both its sheer novelty value and the way the development team attempts to rework the same elements to suit a fresh storyline. For example, the imperial China chapter, when an old martial arts teacher puts his three followers through training exercises before facing off against a local thug, didn’t really appeal to me. Though you’re free to choose your favorites, there simply isn’t enough time for such mentor-student bonds to develop.

The far-future level, in which you take control of a sentient robot aboard a spacecraft carrying an extraterrestrial creature, also didn’t really appeal to me. Here, the only fighting occurs inside a different videogame in the ship’s recreation area; apart from a few games of hide-and-seek, you’ll be trundling between elevators chasing a crazy star-faring soap drama for the most of the time. Nevertheless, I couldn’t help but applaud the developers—who wouldn’t want to see the people who brought us Dragon Quest try their hand at an Alien or a kung fu epic? In any event, the challenge is designed so that you may complete the chapters in any sequence, and you can easily jump between them using a single save file if you find yourself losing interest.

Certain chapters have a humor-heavy tone. The current era, which is equivalent to the early 1990s, is a parody of Street Fighter that centers on that one character in multiple turn-based role-playing games who can only acquire new skills by imitating opponents. As a potential world champion, you choose opponents from a menu of coin-operated arcade games, evade, and try to bait them with their sexiest movements before knocking them out. It’s delightfully absurd, but not quite as ridiculous as the near-future segment, which stars—deep breath—an orphan delinquent with telepathic abilities who joins up with a punk biker, a scientist akin to Doc Brown, and a robot powered by a turtle to destroy a technological corporation that turns souls into fuel. The story begins with you robbing a park of clothing and selling takoyaki, and it closes with a mech stomping out a large bird. Along with a lively urban overworld and a number of toilet-based puzzles, you may deploy powers that make people mistake you for their own moms.

In part, I liked this chapter because I was curious about what might happen next. However, the segment on Japan during the Edo era was my absolute favorite. Its subtle brilliance lies in the way it challenges the game’s leveling system. As a shinobi, you invade a stronghold to free a prisoner and assassinate a dark arts-wielding ruler. You are instructed to avoid taking too many casualties, and you will lose out on certain awards if you establish a killing streak. However, if you avoid every confrontation and run away, you will lose all fights that cannot be avoided. Thankfully, it is legal to kill non-human entities like ghosts.

This serves as the foundation for a lengthy social stealth puzzle that plays out like a Hitman mission set in Ashina Castle, Sekiro. The objective is to locate enemies that you are allowed to kill while figuring out how a clockwork playspace with swivel doors, secret chambers you can access with your ears, and some really eerie moments involving puppets and shadows behaves. The Edo segment of Live A Live is the most compelling and should be made into a stand-alone game, in contrast to the one-shot chapters of the present and far future.

The main problem with Live A Live’s anthology structure is that, because each of the initially unlocked time periods needs to be sufficiently accessible to be the player’s first choice, with its own miniature arc of challenge and complexity, the combat doesn’t quite evolve over the course of the first fifteen hours. Thankfully, the two final chapters really up the ante, and the last episode in particular offers a chance to truly test the fighting system by enlisting former heroes from all across the world and sending them into character-themed puzzle dungeons to find their ultimate weapons.

Okay, battle! I should really get around to explaining it to you, isn’t that right? Characters’ action bars fill up when another character moves or acts, which is the basic gameplay mechanic. Square grids are used for battle, and a third of the playspace is occupied by several exquisitely rendered bosses. During a character’s turn, you are free to roam about until an opposing action interrupts it. various patterns of tiles are affected by various attacks and abilities. For example, whereas fancier spells may strike out diagonally, melee movements naturally target nearby tiles. Certain skills change the landscape by adding fire or water to tiles. Some adversaries have a casting period during which they might move aside or launch strikes that throw your character off-balance.

The variety of status effects is a little bit overwhelming; they range from debuffs that prevent specific skills from being used to poison and paralysis. Additionally, enemies may be susceptible to some attack types or resistant to others, albeit this isn’t nearly as powerful as staggering enemies in Octopath Traveler. Although equipment selections may be crucial, you won’t need to spend much time navigating menus in between clashes since characters recover themselves fully in between fights and are automatically leveled up, unlocks, and stat increases. While there are a few spots where fights happen at random, most attackers are visible on the global map and are easily avoided (the shinobi can even blend in with the background so that guards may pass past him).

Live A Live is a project that perfectly embodies Square Enix’s nostalgic approach to retro RPG creation, as well as one of its initial inspirations. These games aren’t only modernized tributes, but rather alternative retro-futures that manage to seem both charming and polished.

When seen as a straight-forward contest between your stats and mine, the fight system is at its worst; when viewed as an oddball cousin of chess, it is at its greatest. It all comes down to how well you comprehend the board and, therefore, the individuals you are dealing with thanks to your AOE powers. For example, the near-future criminal is an enhanced Rook that can shoot mental blasts both horizontally and vertically, which lessens his effectiveness against opponents who move like bishops. You’ll need to keep dancing the shinobi about since he has a couple strong AOE techniques that cover the tile below him and leave terrain effects in his wake.

The kung fu master does not have ranged strikes; instead, he relies heavily on closing the gap and using techniques to push his opponent back a square, much as the wushu legend does. In contrast, the cowboy’s specialty is range and single-tile strikes; in fact, part of the reason he’s less effective in a crowded area during the Wild West segment is to thin down the raiding posse. The most fulfilling bouts in the game develop these fundamental problems into intricate spatial puzzles; they include boss battles where you must eliminate the opposing commander in order to beat the other players. Rather of methodically clearing the rank-and-file, you’ll want to clear the way for these VIPs by destroying formations with knockback abilities and piercing bullets.

Live A Live is a perpetually wacky game with significantly more funny fart jokes than musically insightful philosophical lessons. However, behind it all is a moving, subtly subversive message about fostering relationships between individuals in very disparate locations and eras. The last revelation, which should not be too spoilery, is that every chapter is essentially the same struggle—evil isn’t so much the ultimate foe as it is a poisonous meme that exists outside of linear time and must be repeatedly vanquished.

Therefore, Live A Live is both the ideal project and one of the original inspirations behind Square Enix’s present, melancholic approach to retro RPG development. This approach aims to separate reality into a meta-historical dimension where sparkling 3D lighting effects and cinematic transitions coexist with SNES-brand pixel sprites. These games, as I said in my review of Octopath Traveller, are alternative retro-futures that manage to be both sleek and charming, rather than just contemporary takes on classic themes. They provide an open-ended, speculative picture of gaming history by fusing what was and what is into what could have been, which contrasts well with the tiresome industry language of hardware generations and soon-to-be-baked “cutting edge” technologies. You may infer that it is a sidequest-only view of history.

A JRPG masterpiece – Xenoblade Chronicles 3 review

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A JRPG masterpiece – Xenoblade Chronicles 3 review

Tetsuya Takahashi, a veteran of Final Fantasy and survivor of the Xenosaga games, went out to create the first Xenoblade Chronicles with the goal of producing a JRPG masterpiece. His team at Monolith Soft was charged with creating a game that would return the JRPG back to its peak in the 1990s and rebalance the mechanics and plot that had been thrown off by some of the genre’s titans during the decade.

The original Xenoblade Chronicles, which debuted in 2010 and came six months after the high-budget disaster that was Final Fantasy 13, exceeded expectations when it came out. Takahashi’s game brought back and improved the aspects that contributed to the popularity of JRPGs during their prime. A apparently endless fantasy realm with impossibly great horizons was constructed by Monolith Soft; it included stunning scenery similar to that of the game Breath of the Wild, which Monolith Soft collaborated on while working with Nintendo as a support developer. This was a JRPG with some very beautiful mechanics and an appealing spirit of exploration. It was almost a revelation at the moment.

Later submissions found it difficult to make the same impression. While Xenoblade Chronicles 2 saw its appeal limited by some of its more dubious character designs and the excesses of its story as it was crowded out in the busy Switch launch year, Xenoblade Chronicles X, a fantastic and fascinating spin-off, was held back by the Wii U’s paltry user base as it shifted the balance towards its open world systems. It seems that the time is ideal to give a cherished franchise its JRPG crown back, since Xenoblade Chronicles 3 is set to release during a rather quiet summer for major new releases.

It helps that this is the most accessible installment in the series to date; in fact, it seems to be geared at a player who has never touched a JRPG or even a Xenoblade game before. The number in the title feels strange and maybe even a little foolish; Xenoblade Chronicles 3 functions nicely as a stand-alone game, with deeper connections to the previous titles appearing well into this grand journey (and much beyond what I can discuss in this review).

Be aware, however, that Xenoblade Chronicles 3 is an excellent introduction to the series and the larger universe of JRPGs. It is a fantastical far-future scenario set on the globe of Aionos, where two kingdoms are locked in an endless battle against one another. Keves, with its black-clad warriors and steampunk remnants in its cities, is on one side of the conflict; Agnus, with its angelic white garb and more ethereal-looking colonies, is on the other. The warriors on both sides have an intentionally shortened lifetime of ten years, and they both anticipate spending those ten years fighting until their lifeforce is exhausted so that the cycle may repeat again.

This dismal setting gives Xenoblade Chronicles 3 gloomy undertones that permeate every beat of the game—a blessing if, like me, you want your JRPGs extra bitter. First of six heroes to meet, Noah is from Keves’s Colony 9 outpost, where he trained in combat with healer Eunie and hot-headed tank Lanz. But Noah’s real job is as an off-seer, ensuring those who have died on the field pass safely to the next realm while he plays a melancholy flute tune to send them off. He upholds this responsibility for the whole of the 50-hour Xenoblade Chronicles 3 game. During your many journeys, you will come across slain soldiers. When you do, you are urged to halt and send them goodbye with a few somber comments.

Mio carries out the same duty on Agnus’ side, burying the dead of the battle against Keves. The cunning Taion and the deceptively little ogre Sena, her friends and other partygoers, join her; the six of them come together quickly to create a work that is unquestionably an ensemble piece. The plot is profound and heartbreaking, with plenty of compassion for each character. It’s delivered in cutscenes that, because of their length, may evoke heavy gasps, but what’s really noteworthy is the scope of the battle, which is made possible by the large cast.

You have complete control over each of them and may switch between them quickly whether exploring or engaging in battle. Even better, Xenoblade Chronicles 3’s incredibly flexible class system allows you to spec out all six of these characters practically exactly as you want. With a remarkable degree of flexibility, you may mix and match here to create outlandish groups consisting only of high DPS attackers and see what kind of damage you can inflict in the rhythmic real-time RPG action, reminiscent of the Xenoblade series’ MMO. An ever-growing roster of cameo heroes may even occupy the seventh spot, which you can then unlock for your own range of classes.

Though all that depth might sometimes get buried in the hectic pace of Xenoblade’s fighting, it’s still a potential hacker’s paradise. This time around, there’s more mayhem as all six characters sometimes threaten to collapse in a barrage of combos and chain strikes. However, if you can find the correct pace and manipulate the numbers upward, battle in Xenoblade Chronicles 3 can be rather enjoyable. Alternatively, you could play it casually. There are other settings available, such as an extremely simple Easy mode and the option to autobattle through all characters save the boss. This means you could just spend an evening relaxing and leading your group through mobs for a fun and mindless grind.

It doesn’t really matter whether you decide to go more into the mechanical depths or adopt a more frictionless strategy since Xenoblade Chronicles 3 is a pleasantly light game that is united by a feeling of globe-hopping adventure. It shares this quality with a lot of classic JRPGs, having a fast-paced narrative driven by the six main characters and a lightning-fast exploration of the recurring themes of the Xenoblade series. You have to break rings of destiny and cunning gods, or in the case of Xenoblade Chronicles 3, actual clock faces, in order to free all the Agnus and Keves camps that stand in your way.

You may interact with these colonies as much as you’d like, just as you do with so many other aspects of Xenoblade Chronicles 3 — or you can just keep playing. If you stop at the campgrounds, you could hear discussions that lead to a questline or just something to talk about when the six of you sit down to relax in the future. Stay put for a long, and you may establish yourself as you complete missions and go out into the wide wilderness beyond (Xenoblade Chronicles 3, like its predecessors, has the sun rising and setting as part of its day cycle). That flexibility and depth are what I adore.

Above all, I like the wildness that unites Xenoblade Chronicles, which is abundantly provided in the third installment. Traveling the planet is one thing, but it’s improved tenfold when the destination is as magnificent as Aionos, a medley of unfathomably large open spaces with breathtaking views of extraterrestrial life. The true appeal of Xenoblade Chronicles lies there, as it taps into a fantastical sci-fi vein that gives the impression that you’re playing through the cover of a Starlog magazine Takahashi used to treasure as a child or against the backdrop of a ground-level classic 1980s shmup like Darius.

There are the nooks and crannies of Aetia, with clifftop views overlooking endless meadows and lagoons. Can you make out the level 80 monkey in the distance, circling the lake? If you really want to, go ahead and slam him in the face. Afterwards, in Cadensia, there’s an open body of water you can freely crisscross in your ship, visiting the various islands and discovering their secrets like you’re playing a miniature version of Wind Waker. In Pentelas, there’s the striking sight of a Colony beneath a waterfall, with a full rainbow arching out across the mists. It gets right to the point of what makes old-school JRPGs so great: the feeling of sprinting over endless fields of tall grass with friends and defying insurmountable odds while maintaining a positive attitude.

It enhances the amazing spirit of adventure that Xenoblade Chronicles 3 has, which is what really sets it apart as a JRPG. More than any other game in the series, this one strikes the ideal balance between plot and mechanics; even better, it combines the two into an adventure that gives every step you take a meaning. Though it may not be nearly as groundbreaking as the 2010 original, Xenoblade Chronicles 3 is unquestionably another one of Monolith Soft’s JRPG masterpieces.

Is the number of video game remakes and remasters excessive?

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Is the number of video game remakes and remasters excessive?

We talk about this year’s video game remakes and remasters this week on the Eurogamer Newscast, including the newly revealed The Last of Us Part 2 Remastered, which will be available on the PlayStation 5 in January.

Even though TLOU2 was released on the PlayStation 4, it has just been three years since then. What do we think about the “Remaster” that already exists, and is the £10 upgrade worthwhile given its DVD extra-style additions?

We also talk about some of the great remakes that will be released (again) this year, such as the fantastic new versions of Resident Evil 4 and Dead Space. While it’s encouraging that these games are drawing in new players, may we risk becoming too fixated on the past and well-known, safe franchises? Victoria Kennedy and Liv Ngan from Eurogamer will be joining me to talk about all of that and more.

The games we have been engaging in

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The games we have been engaging in

November 24, 2023
Hi there! Greetings and welcome back to our regular segment, in which we discuss some of the games we’ve been playing lately. This time: Skeletor, roller skates, and haunting authors.

Here’s our archive if you’d want to catch up on any of the previous What We’ve Been Playing episodes.

PS5: Modern Warfare 3

The name of my new adversary is Skeletor. In Modern Warfare 3, I’ve been mercilessly pursued by this brilliant purple cartoon monster, and it’s become a vengeance. Call of Duty continues to pose as a serious military game, but since I entered the rapid play mode, I’ve been destroyed by many iterations of Spawn, Todd MacFarlane’s Batman-with-guns superhero; in addition, I’ve been outclassed by a luminous twig monster named Gaia and, on occasion, Nicki Minaj.

This is very good. I haven’t spent many hours playing a new Call of Duty game in a while, but the core mechanics remain the same: circling areas while being shot in the back or outwitting other players. As Chris notes in the Modern Warfare 3 review on Eurogamer, Modern Warfare 3 is also a limited release. However, there are moments when it is nearly hallucinogenic and deliciously weird. I can pretend to be Dwayne “The Rock” Johnson’s relative, a decorated Navy Seal veteran, and take on a Sardaukar from Dune.

When the Sardaukar is taken out of Denis Villeneuve’s masterful fog and color correction, he is just a man wearing bright white pajamas who is easily seen by snipers on the other side of a map. The Spawn operators flash bright green too, but none are as dumb as my archenemy, Skeletor.

Playing as an operator this ridiculous and flamboyant requires talent. I get furious every time a Skeletor Tokyo Drift-slides on his ass straight by me and hits me in the head with his well crafted submachine rifle. I guess I’ll get you the next time. I’m on the verge of purchasing one of CoD’s expensive operator packs, and a part of me questions if I should just give up and turn into Skeletor. At least it will make my opponents giggle.

-Mr. Tom Senior

Alan Wake, PlayStation 5

Stillness. There’s a squeak under my feet made of wood. A voice from where? The music then begins. How come the music started? What’s coming, oh god? A film plays, as the world whirls, mists, and warps. I’m afraid and captivated.

The Remedy devs show off their flare for the fantastical and dramatic in Alan Wake 2. The game is a masterwork of multimedia. In the end, however, it’s simply lovely stage decoration for a condescending and arrogant game. I find that the game, which revolves on a wounded artist who becomes his own worst enemy, takes a little too much suspension of disbelief. It is a psychological horror and detective noir satire on art. The real world is a book and the novel is the real world; the story folds back on itself in layers of metafiction like to a wrinkled manuscript page. Does pain inspire art, or does art inspire suffering? It’s a narrative that aims to analyze the extraordinary process of creating extraordinary art, but it only works when the art itself extraordinary.

I don’t think the art is worth the trip. Despite the impressive production value, the game suffers from obvious monologues and excessive explanations, as well as the tedious procedure of hanging evidence on a wall in order to go on. Sublime survival horror raises the tension to the point of unbearable terror, yet it also uses cheap jump scares to make you scream. It has a great musical segment before a math challenge destroys the mood.

It adds meta levels to its seeming intricacy, and author Sam Lake makes an ego-stroking appearance as smug investigator Alex Casey. In a way that often seems more like hollow, self-indulgent navel gazing than nuanced interest, writer and artist are inextricably linked. Although Alan Wake 2 is fantastic, it is also really painful. Is that the purpose, perhaps?

-Ed

PC and rollerdrome

I’m playing Rollerdrome for the first time since I have some Roll7 homework to complete. Don’t – I’m not sure how it came to be, but that is the reality. Anyway, what a bad beginning. I find it striking in many ways. For starters, I like the reasoning behind it. I think it’s great that someone realized, “You know what’s very enjoyable? skating on rollers. You know what else is very enjoyable about games? Taking aim. How about we…? Aha! And so they just required that, that it’s enjoyable, and that’s sufficient.

I’m sure I’ve done Roll7 a disservice by saying that, but it’s fun, and it’s enjoyable right away. It takes a minute or so, at the most, to have you rolling around rinks and flipping in the air, doing stunts. Then, strange as it may seem, when you’re shooting, everything seems to have been intended to be. These things go together, of course.

Another thing that catches my attention is the storyline behind it, since it seems a little absurd at first and the manner you’re thrown into it gives the impression that there will only be action, action, action. However, there is a narrative that gives you a very realistic and relatable impression of the surroundings. Furthermore, I particularly like that glances rather than monologues are used to deliver the message. It’s in an e-mail you’re reading, or it’s in someone’s artifacts in a locker you’re browsing. You are the one driving the discovery; no one is ever attempting to make you feel inferior by telling you a narrative they authored.

Okay, go skate and shoot if you don’t want it. But look around if you do. And strangely enough, I discover that approaching it in this manner increases my desire for it and my want to uncover the tale because I feel compelled to put everything into perspective. It’s quite intelligent stuff.

-Bertie

The ex-lead writer of Mass Effect expresses that the newly established studio with a focus on storytelling will make a conscious effort to steer clear of limiting themselves

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The ex-lead writer of Mass Effect expresses that the newly established studio with a focus on storytelling will make a conscious effort to steer clear of limiting themselves

Mac Walters, the former main writer of Mass Effect, has said that the goal of his new business, Worlds Untold, is to create unrestricted new worlds and people.

A near-future action-adventure game set “in a breathtaking world filled with mystery and exploration” will be its debut project.

The newly revealed Worlds Untold is a Vancouver-based, entirely remote business that has received financial backing from the massive Chinese video gaming company NetEase.

After more than 19 years with BioWare, the studio that makes Mass Effect, Walters announced his resignation in January. Before acting as primary writer on Mass Effect 2 and 3, he worked on Jade Empire and the first Mass Effect during that period.

Now that Walters is no longer involved, BioWare is picking up the pieces from its Reaper conflict and returning to the Milky Way to continue the Mass Effect franchise.

Walters said that universes Untold was “founded on the idea of creating incredible IPs; worlds that have endless possibilities for storytelling” in an interview with Eurogamer about the opening of his new firm.

“Having previously been at the center of expanding new intellectual property, I am aware of the difficulties as well as the possibilities involved in establishing whole universes. To put it briefly, we put a lot of time and effort into creating the setting, then we focus on the characters, and lastly the gameplay and plot.

“By being intentional in preserving the tenets of the IP, we make sure to create future opportunity for discovery, but also avoid painting ourselves into a corner that could lock us in a certain direction.”

Even though there aren’t many large franchises in the video game industry—in fact, BioWare’s next projects are the continuations of its two largest series—Walters said that there is still a lot of interest in fresh intellectual property.

“Ultimately, if the past few years of streaming television are any indication, people love new IP; especially when it’s exceptionally well crafted and a diverse set of characters wrapped up in a brilliant story.”

At Worlds Untold, Walters is joined by concept artist Ramil Sunga as head of art and Dragon Age veteran Elizabeth Lehtonen as head of production.

“One of the core principles of Worlds Untold is bringing together a team with diverse backgrounds and unique experiences,” Walters said. Therefore, even if there are a few [BioWare] alumni, we really want folks from other studios or even entire sectors to work with us to create something genuinely special.

And that is definitely done with the goal of including worldbuilding and storytelling. My personal enjoyment of picturing locations we would want to visit and live in serves as the inspiration for the studio’s mission, “Creating Worlds we Dream of Discovering.”

Building franchises “with depth and possibility that can’t be contained in a single game, or even a single medium” was NetEase’s stated goal at the studio’s creation.

“We want to craft worlds so memorable that you see them in your dreams when you close your eyes at night,” Walters said. “I believe the greatest way to make such worlds genuine, accessible, and significant is to surround them with believable individuals who are engrossed in intriguing, mystery-filled stories. Naturally, placing the player in the main role in that narrative.”

I had a conversation with Mac Walters back in 2021, during which we discussed the development of Mass Effect 3 and the studio’s efforts to complete the original trilogy of the franchise.

This year, prior to Worlds Untold’s launch, Mac Walters spoke with our Bertie about his contributions to the Mass Effect story and handing over the torch.

Ark: Survival Ascended presents a remarkable enhancement, however, it is accompanied by recurring issues that raise concerns

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Ark: Survival Ascended presents a remarkable enhancement, however, it is accompanied by recurring issues that raise concerns

I don’t usually boast about it, mostly because it makes you reflect a little when you realize you once spent over 2,000 hours on a single game, but Ark: Survival Evolved is without a doubt the most played title in my Steam collection. I ultimately dragged myself away soon after its 1.0 release in 2017, but I still feel a combination of nostalgia and hazy PTSD when I think back on its early access years.

Ark is a wildly immersive survival adventure that has a premise that would have made a child-me dizzy with excitement—live alongside the dinosaurs!—and a ton of exciting ways to transform its bizarre little home into a vicious corner of unreality. However, I also recall the game as being very contemptuous of the players’ time, always teetering on the verge of malfunction, and requiring a great deal of maintenance and devotion to protect hours and hours of work from disappearing in the blink of an eye.

I eventually stopped playing Ark because of broken promises and a lack of community involvement, so it wasn’t shocking to see another controversy arise when developer Studio Wildcard abruptly revealed earlier this year that Ark: Survival Ascended would be an Unreal Engine 5 “next-generation remake” of the original game.

While Ascended is nominally an optional upgrade, it would be required for users to continue utilizing Wildcard’s official servers. As if that weren’t awful enough, getting Ascended would require paying full price for the much-delayed and still unclear Ark 2. Following a reasonable outcry, Wildcard gave in and decided to separate Ascended and Ark 2, but this was hardly a major win for the players; Ascended would now cost more than the original bundle, even with some DLC included, and official servers for the original Ark were still closing. This meant that long-term players, especially those on PvE servers, might lose years’ worth of progress come wipe day.

It’s not the kind of start that gives you hope for a project, especially when it’s followed by a series of setbacks, including a postponed release date, a postponement of the console versions until the last minute, and a delay of the Xbox version with no sign of a PlayStation version until 2024. To be honest, however, I was interested. During my two years of playing the first game, I had a lot of fun and made a lot of memories, including building a fabulously opulent farmhouse in a peaceful PvE nook. The bewildering array of additions and improvements that accompanied Ark: Survival Ascended’s unexpected PC launch last month also gave me cause for cautious optimism, as it may be the much-needed fresh start for Ark. Given its sleek, narrative-heavy, Vin Diesel-starring trailer for Ark 2, it seems likely that Ark will finally be able to take the rickety original into the kind of uber-polished AAA territory Wildcard clearly aspires to. With some hesitation, I must confess, I made the decision to return for the first time in over six years.

I decided to take it slow in this first experiment, setting up a private game to get acquainted with Ark’s mechanical quirks. This was primarily because I wasn’t prepared for the intense level of – how shall I put it diplomatically – dedication that I had remembered being typical of other players on official servers when I first started playing the game. And first reactions were a nice surprise, if not too good. The opening sequence was far more polished than the Ark I was familiar with from six years ago, right down to the character creation and title screen.

The most obvious example of this is the character generator in Ascended, which has undergone an incredibly ridiculous makeover. Now, Ascended’s selections are almost overwhelming compared to the decidedly poor offering available in the first game, which produced a million memes of perplexingly malformed player characters (and never changed, despite many promises). It seems like you can adjust every muscle on your avatar in a million different ways, which makes it even more absurd when Wildcard insists that every player has the exact same face, pulling this bewildering new level of customization option right out of its grasp. As things turned out, this is only the beginning of the new game’s mysterious moments of self-destruction.

Now that the character creation is complete, we can enter the game proper. However, the only face that is accessible to me makes me appear like someone put Quentin Tarantino’s head on Stretch Armstrong. For the sake of nostalgia, I went back to my old hangout on the southeast coast of The Island map. And my god, the recreation of Wildcard is gorgeous. A little over the top, maybe, but everything has been meticulously redesigned, from the lavishly detailed flora to the elaborately sculpted boulders. The water, which folds and cascades as you splash about, is especially striking. The issue is, of course, that the moment you attempt to move in any direction, the whole illusion collapses; performance, as you have already heard, varies greatly from outrageously inconsistent to utterly awful despite many updates – not convincing proof that this remake is a good improvement.

Of course, Wildcard has promised performance enhancements, but significant improvements to its similarly erratic predecessor required years of post-launch assistance from the studio. This brings me to my immediate concern: even in Ascended, which is being billed as a “ground-up” remake, there are far too many instances of old problems resurfacing. I remember being so overcome with nostalgia when I shut down the game and my screen exploded with error messages I hadn’t seen since 2017, and there are still a ton of reports online of dinosaurs and players ambling through the floor. It’s not quite clear from Wildcard if any of this will be fixed quickly enough or to anyone’s satisfaction.

To Ascended’s credit, it has a lot of quality of life enhancements that really make for a more enjoyable experience in addition to the cosmetic makeover. It’s largely in the little things, like the much enhanced construction tools or the fact that servers are no longer forced to use a gamma console trick to see where they’re going at night. However, for every notable advancement in Ascended, there’s an obvious issue from the original that is still there, such as the very uneven user interface (UI) or the strangely weightless player motions, and it becomes evident how haphazardly the whole project is approached.

As harsh as it may be to say, Ark has always seemed more like a game that happened by accident than a product of significant creative skill on the side of Wildcard, and this impression is only made worse by Ascended. I’m still laboriously fiddling with an awkward, unintuitive inventory system; balance is all over the place; new dinosaurs and building pieces, a photo mode, cross-platform support, and so on. There just doesn’t seem to be any consistency of vision here. Ark: Survival Ascended is simply a very strange beast; it’s a remake that pays little attention to the basic bugs that have long dogged the game and is entirely focused on the fancy things.

After six years, it doesn’t seem like Wildcard’s perspective has changed much. Given that the developer’s constant inability to meet its own public deadlines has long been a source of amusement among players, it was both hilarious and all too predictable when Ascended’s surprise launch was abruptly postponed by nearly a full day. That’s what worries me. Given the studio’s past performance, why should anybody think that things would be different this time around and accept its assurances that significant advancements are unquestionably in the works?

It’s true that I’m being quite skeptical, but I’d be lying if I said it wasn’t good to be back in Ark for the first time in a long time. Despite its peculiar and unreliable mechanics and haphazardly executed concepts, the game is nonetheless very adept at producing exhilarating spontaneous experiences. Even small moments like silently stumbling on a handsome vista in the last light of the day after hours spent exploring tangles of mountaintop terrain remain in my memory—dangerous rescues in the frozen north back in the day, nights spent splitting duties with my tribe to tame some of Ark’s most ferocious beasts. And when I returned via Ascended, I had the same old joy: escaping raptors, making a makeshift home for myself on a sunny beach, and readjusting to Ark’s strong survival core.

However, one concern persisted: is Ascended worth uprooting an entire community, cynically driving them off official servers, requiring a fresh purchase for many at a considerable cost, and then offering this technically defective, wildly inconsistent, partially realized replica in exchange? As for me, I believe I’ll need to see some real commitment from Wildcard before I’d be tempted to go back in any meaningful way. Steam figures would suggest plenty of players are eating Ascended up, and I know my Ark well enough to appreciate that most of the fun will be going on in heavily modded private servers, specifically (and tellingly) tailored to sidestep Ark’s more egregious design issues.

Moncage review – an elegantly captivating narrative puzzle game

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Moncage review – an elegantly captivating narrative puzzle game

At first glance, Moncage’s central premise doesn’t seem like a very original one. This puzzle game revolves on perspective; by altering your viewpoint or posture, you may cause the world in front of you to change drastically. It all comes down to rephrasing—your views just as much as your opinions—until you realize that, with a little creativity and some trial and error, you can take those gloomy situations and rocky dead ends and transform them into something different. Something more optimistic.

Really, it’s a fantastic thing. Very clever indeed. Having saying that, there might sometimes seem to be too much going on. Occasionally, despite your best efforts, the sights in front of you may change so abruptly (you’ll be alerted to this by a soft auditory cue and a golden light from the just updated window) that it will be difficult for you to keep up with everything. I suppose it’s a spot-on metaphor for actual life.

At other times, however, it seems too gloomy. depressing. You search for methods to make things better, maybe even forcing some sunlight into your surroundings. This is a reasonable comparison, particularly in situations when you are either too near to something to see the finer details or too far away to view the wider picture. Or are you seeing things that aren’t really there because you are drinking and have a warped perspective on everything?

The execution is undoubtedly original, even if the premise may not be. Moncage, which is said to be a portmanteau of the words “montage” and “cage,” two names that may be used to describe the game’s vehicle as well, is a fascinating combination of engrossing puzzles and slumbering narrative. You never leave the dimly lit area where pictures hang at odd intervals during the whole trip. But because of the amazing cube that occupies the middle of the space, you’ll be transported to a variety of interesting locations, like military bases, workplaces, construction sites, lighthouses, nurseries, and classrooms for young children.

There are only five faces of the cube that you can see, and each one presents a unique narrative that provides a profound and oddly intimate window into someone’s life. As the novel progresses, you realize that there aren’t really any links beyond the nameless, wordless protagonist your story follows. At first, I found myself struggling to find them. The truly interesting part comes when you realize that although though each side of the cage seems to have a separate perspective, the sides and corners that come into contact with one another might bleed into or impact one another.

You must seek for recurring themes, forms, or textures in parallel dioramas to make them connect together in order to advance through Moncage’s light-touch narrative. One time, for example, you could discover that the industrial pipe lines up oh-so-perfectly under a boiling pot, if only when you zoom into it, or that, when you spin the cube exactly so, the striped cloth of an awning in the upper scene matches that of the hammock in the square above. It may seem a bit difficult, and with good reason—some of the solutions are excruciatingly opaque. In instance, the super-handy highlight tool can sometimes be really unhelpful, making it impossible to line up intricate patterns or even recognize color changes. However, if you get it, which you will, it’s really brilliant and enjoyable as well.

The riddles get a bit trickier later on. To advance, one must systematically link together many mini-puzzles, which required dexterity that I seldom possess. In another, you have to change not only the cage but also the passage of time by turning a wall calendar’s seasons. The problem with this type of game, at least for me, is that the subtle puzzles frequently turn into not-so-gentle frustration. I’ll also admit that there were occasions when the game’s detached telegraphing left me completely lost, particularly when it introduced new puzzle mechanics without giving me any warning.

That’s why the hint system in Moncage is highly appreciated. In addition to providing three layers of ever more detailed hints, it is cautious and non-intrusive, giving you some time to figure things out on your own before saving you. As a last resort, you may view an entire video lesson that will clearly demonstrate what to do.

Actually, everything about Moncage is incredibly thoughtful and unobtrusive. While you might assume that staring at a small cube would be boring and somewhat restrictive, especially for a game that primarily focuses on graphics, the windows you can peek into are vibrant and detailed, and the sound effects—while subdued—variate depending on which portal you are focusing on.

The main faux pas of Moncage, meanwhile, is that its poignant tale is ultimately conveyed via utterly useless memorabilia. I missed a good half dozen on my first playing, so even though I became better at identifying them near the end and stretched out the storyline’s denouement, I still didn’t completely comprehend what occurred to our protagonist in their early years. Collectible hunting becomes much more appealing since you can finish the game in three or four hours, but it’s still a huge mistake because there’s no other way to explain why the cube is transporting us to these apparently unrelated places. Actually, it’s a good thing that Moncage’s puzzles are enjoyable enough even if you can’t understand the plot in its whole.

Still, I have to admit that I had a great time hanging out with Moncage. Our time together was short, indeed, but very fulfilling, as each turn of the cube presented us with a fresh perspective and a fresh set of enjoyable difficulties. Look no further; Moncage is the perfect brainteaser if you’ve been searching for a mild challenge that you can finish in a few quick sessions, or perhaps in one sitting if you liked it as much as I did.

Nix Umbra critique – occult terror with utmost concentration and evocativeness

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Nix Umbra critique – occult terror with utmost concentration and evocativeness

Gathering your weapon is the first action you undertake in every Nix Umbra round. It ignites in your right hand, creating a few-meter-wide pool of intense emergency lights. You survive as long as the blade is lighted. The sun emblem in the lower right corner represents your common energy. The gritty dirt ahead vanishes into quivering darkness. Stars as uncertain as bedroom wallpaper flash above. You believe the moon is visible.

You will come across your first tree after about five seconds of walking: a coarse, slashing texture under the menacing glare of your blade. The trees may seem consoling at first when you first encounter Nix Umbra: they are obstacles and markers that you may duck behind or weave among as you run. As soon as you peer over the trunk, it erupts into flame, lighting the surrounding trees, which are arranged in a ring like feasting petrified ogres. Your sun icon becomes rather faint. You don’t stop moving.

thirty seconds in. Something, maybe a hundred meters distant, is observing you through the trees. The hint of glowing eye sockets and a gaping smile. It moves at an ethereal speed, disappearing and then resurfacing, and seldom remains in one place for very long. You’re not sure whether you should face it head-on or follow it further into the shadows. You realize, rather belatedly, that you are immersed in sound as the spectator jiggles from one spot to another: a soft hum, like to an idle motor.

forty-five seconds. Increase the number of trees. A lone stump that you want to hop on. Once again, you spy on the moon, but something seems strange. It seems as if the globe is circling something invisible. To each side of it are spindly, fidgety objects and what seems to be a comet moving in busy but deliberate arcs.

50 seconds. Your first collectible is discovered! A jewel that floats, its facets flickering black and white as it rotates. Your sun breaks out into a semicircle with teeth that are wavy. In the dark, the eyes are nearer. It continues darting in front of you even after you look aside. The tangle of leaves above is moving; there’s a sharp fluting sound and a faint impression of spinning wings.

For sixty seconds. The strange droning background noise has become louder, with a menacing undertone beginning to emerge. There’s a growing curiosity in the invisible world. A far tree catches fire and erupts, creating the illusion of another little haven with gloomy trunks and swaying shadows. There is no thunder thereafter. You slant toward the dark patches on the horizon, keeping in mind the age-old horror notion that any light place is probably a trap. Several sets of eyes are now observing you; some are cavernous and motionless, while others are closer to the earth.

75 moments. Suddenly, there is an assault on you. The nothingness behind you draws in air and condenses into a terrifying, falling cry that sounds like the cry of a Stuka under possession. Instead of wasting time searching, you quickly turn and lift your sword, causing its blade to blast into the bright sunshine and obliterate everything in your path, including the enemy. As if they are reloading after a collision, the trunks and foliage seep back in. Your sun continues to fade. Continue your journey.

Eighty seconds. 90. 100. You consider the area you’re in, an artificially created expanse with habits instead of characteristics or contents. You wonder how much of the terrain is there before it becomes engulfed in the thin navigable plane circle of fire. A general logic may be seen in the collectibles and a few other things that come at random but deliberate intervals and sometimes create trajectories that mimic a racing game’s boost pad lines. As you go further away from your starting point—which is just two minutes behind you, but it seems like hours—you start to notice different kinds of trees. However, a lot appears arbitrary or entirely reliant on your actions. You are reconfiguring and provocating this forest as you go through it in an attempt to get to know it better.

For three minutes. You are continually under assault. The sun becomes smaller and smaller. The sword is a powerful but inaccurate weapon that blinds you each time it is raised. Its area of effect and range are only determined by trial and error, and it provides no feedback to let you know whether you have hit a target or sustained damage. It’s very tempting to hold down the button until your sun symbol completely disappears while you’re facing many attacks.

As you look for a spot to rest, a border to return to, but anything fleeting like boundary stones or even simply a shift in the ground under your feet, a harsh, gobby type of static fills the sound. Three quarters of an hour. Fissuring halos and other more acute visual artifacts reveal something else that is hidden in the forest, a force or tendency inherent in the night itself. You can flee from it, particularly if you utilize some of the items you acquire (dashing isn’t involved, to start). However, I doubt that it can ever be overcome.

I won’t go into too much detail, but let me just say that I’ve never made it through Nix Umbra’s “horror ritual,” which you could best describe as Devil Daggers meets Slender: The Eight Pages with ambient effects reminiscent of Amnesia: The Dark Descent and art direction reminiscent of The Return of the Obra Dinn. Nix Umbra is a “occult” game, meaning that its goal is to teach players how to handle concealed objects without ever being able to see them clearly.

It’s more of a straightforward scoring assault game with leaderboards and power-ups. There are even more things to discover, such several color schemes that pay homage to the World of Horror, an amazing monochromatic nightmare, and, well, that’s all for now. The “combat” is probably not going to excite someone looking to test their reflexes, and there are no growth features. Here, survival is more about understanding the behavior of an unseen environment and doing your best to avoid experiencing it at its worst than it is about hitting and avoiding precisely.

It’s just disgusting. But enticing too. Despite all of its danger, the darkness is pliable and may be pushed against or played with. If only you could hang just a little bit longer, there would be so much to explore. The next time, instead of turning around and facing the forest’s creatures, you’ll turn right at the first tree you come across. You’ll look into the lightning and prioritize the diamonds. Just like with your eyes, you’ll play with your ears. And maybe you’ll make it to the moon if you have enough good fortune and discernment.

Fights in Tight Spaces is a game that comes very close to perfection as a strategic secret agent beat-’em-up

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Fights in Tight Spaces is a game that comes very close to perfection as a strategic secret agent beat-’em-up

Though it’s a terrific idea and rather pleasant, it doesn’t have the necessary enthusiasm or flourishes to make it really come to life.
The turn-based game Fights in Tight Spaces recreates those scenes from action movies, espionage movies, or any other form of film when the hero is unexpectedly encircled in a small space with no way out. However, there is, as shown by a masterfully staged battle sequence that reveals our hero’s true might. The action finishes in quiet as the hero stands victorious among corpses scattered about them. They spin around, a flurry of arms and elbows, and soon opponents are hitting each other and looking extremely bewildered. A pistol goes off. Someone is fighting with a towel for some reason. It’s material from a textbook.

In the video game Fights in Tight Spaces, you play as the well-dressed agent attempting to take down various criminal organizations on behalf of a company that resembles James Bond. You also have a very wide repertoire of maneuvers at your disposal. You may roll over foes to take them out acrobatically, crush heads into the environment, and jump over buildings to launch assaults. I’ve always wanted to be able to jump-kick opponents from either side of you, but I always end up kicking the TV instead.

This is a deck-building game, therefore the specific actions your agent may do will depend on your deck. You may either create your own deck from scratch or start with one that already exists and add cards to it as you go, changing or adding cards at certain pauses. You traverse a map, pausing to battle, deal with cards, heal, and take chances with random occurrences. By the way, these pre-made decks are extremely fantastic. They are based on themes like Slasher, which uses the Bleed debuff, and Aggressive, which I particularly like since it features the Wall Punch. Importantly, since it’s not only about assault, these prepackaged decks don’t leave you lacking in other aspects like mobility and defense.

Avoiding danger is just as important in tight space battles as doing damage to adversaries. You only have one life (on the majority of difficulty levels; there are also softer modes with level-restart choices), and your health is limited and does not replenish between bouts. A skilled player assaults with diligence while ensuring they won’t get hurt in return.

Squeezing out is the main objective of the game, as the term refers to the “tight spaces” where players must negotiate safety while besieged by attackers. The smallest play area I’ve seen was a grid of 3×3 squares, where I occupied one and two adversaries filled the other, to give you a sense of how cramped it gets.

Thankfully, you possess a few creative methods to escape difficulties. While normal movement cards allow you to move one or two squares in either direction, superior cards allow you to manipulate your opponent simultaneously or in a different manner. Shift, for example, lets you go around an opponent from behind and leaves them facing the same direction, so you can generally walk past them unhindered and use your opportunity to surprise them for an unretaliatory assault. Better still, if you merely want to pick them up and throw them into danger rather than yourself, Grapple may relocate your opponent to a nearby tile and face them in that direction. The true art is to disturb them while you’re still able to escape.

There are virtually always breachable borders on a level, thus it’s equally enjoyable to kick them out of bounds, whether that is through an open door or over the side of a building. Additionally, it instantly kills the opponent, making it a very helpful move when bosses and lieutenants arise and adversaries become more formidable. I once defeated a boss by doing two Front-kicks and hoofing them over a building’s edge. Since it was a boss, I received a large score bonus at that point. From what I understand, scores are only used for bragging rights; however, there are additional monetary rewards when specific requirements are met, one of which is completion speed.

However, certain foes are unavoidable and some may turn to face you as you dance around them, ruining your intentions to move them all toward you at the end of the round so they can’t harm you. Additionally, they will gradually acquire unique skills of their own. You should read them, even if you just skim through them, since even a few turns may cost you your whole run if you lose focus. Poof! One foolish error cost two hours of leisure. It hurts a lot, and I’ve done it a lot. Here, focus is crucial.

Though you may skip all the improvements along the way, you can retry the game and go directly to the later stages (there are four actual levels, separated by a tutorial and an elaborate final stage). You must play from the beginning if you want to have the greatest chance of winning. Nevertheless, this becomes old.

“What I really find myself longing for is another layer of attention, of decoration, of exuberance – something to increase the joy in playing it again and again.”

I believe that there aren’t many factors that lead to this emotion. One reason is that runs may take a while, so having everything undone so fast naturally causes a great deal of irritation that is difficult to overcome. It irritates me more when you lose because of a game feature that should be improved, like the option to observe the turn-order of your opponents, which is now unavailable. Every detail counts when operating in the narrow margins that Fights in Tight Spaces does.

Secondly, playing through most of the stages isn’t all that engaging. They improve with time, but a lot of them are repetitive, and a lot of them may seem quite robotic, like you’re trudging through them rather than appreciating them on their own. And when you try again, this gives you a sense of exhaustion.

That’s not to say that replaying the game isn’t enjoyable; Fights in Tight Spaces is engaging even at its most basic level, and finishing a combat quickly never fails to provide satisfaction. However, what I truly find myself yearning for is an additional level of detail, flamboyance, and attention to detail—something to make me like playing it more and more. It may be rather mechanical as it is.

Spies and hand-to-hand fighting is, after all, an amazing subject matter. Then why is everything so silent while adversaries are at war? There’s no squabbling throughout the fight, no one-liners from the agent after they win. And why aren’t there more props, whether they’re pick-ups on the levels or unique agent devices? Although the latter stage is more glitzier and does entail a lot of chatting, the levels are simply silent and empty, and it’s strange.

I wouldn’t mind if the permanent Enhancement bonuses you accrue and the techniques themselves were somewhat amplified to give you an even greater sense of strength. It seems as if everything requires an increase in oomph, pace, and flamboyance. Even the accelerated replays that are available after a combat seem a little dull and uninteresting.

Due to all of this, Fights in Tight Spaces has a unique challenge: persuading you to return to the game. It’s also a crucial battlefield since it’s essential to the game’s fundamental mechanics. It’s almost there, very close. However, as it is, it’s about as edible and pleasurable as a cake without frosting, but maybe not as good as it might be.