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Game Reviews

DOOM: Eternal

Bethesda, 2020

I have a love-hate relationship with Doom: Eternal, although it definitely leans more towards the love side. It’s a technically phenomenal first person shooter that makes you feel like a badass more than almost any game I can think of, ratcheting up the action and pressure from its predecessor, but lord did it make me almost hurl my controller through the screen. If there was one universal complaint about the 2016 Doom it was that it felt like something of an incomplete package, with a fairly short story and a multiplayer mode that seemed like an afterthought. Eternal goes in the complete opposite direction, stuffed full of almost too much content; with a 16 hour campaign filled to the brim with bloody battles and secrets to uncover, multiple difficulty levels to encourage repeat playthroughs and a far more fun, interesting multiplayer mode that shows that developer Bethesda has gone above and beyond fan’s expectations to deliver the game they wanted. Apart from a few repetitive levels and game mechanics and some lacklustre boss fights, Doom:Eternal is an absolute must-buy and one of the best first person shooters of this console generation.

Let’s get one thing out of the way first. You don’t come to a Doom game for a deep, emotional story. You come to murder demons in increasingly violent ways, splitting skulls and spilling innards as you progress deeper and deeper into the bowels of Hell coming up against bigger and more badass demons. Alas, the game must have a story to propel you forward and true to form for the franchise it’s kind of a mess, but that just adds to the fun. Doom: Eternal‘s story is epic, picking up 2 years after the events of the 2016 game, where the Earth has been all but conquered by the demon forces that were brought forth from Hell through the gate on Mars. As the hulking Doom Slayer, you are tasked with saving the Earth and sending these demon forces packing before they can complete their mission and completely decimate the planet. Seems pretty straightforward right? Believe me when I say that you haven’t seen anything. Any coherent plot line that might have been gets gutted just as quickly as one of the games many demons as your quest takes you across multiple locations including Earth, Hell and inter-dimensional demon planets. At these locations you will be tasked with collecting a myriad of endlessly powerful items that the game does its best to explain, but which ultimately ends up confusing the player more than it should. A lot of these levels seem like filler, as ultimately the conclusion of your mission does nothing to impact the overall threat facing you and causes the game to drag in a few stretches, relying too heavily on its excellent combat to drag you through the tedium. Ultimately the story is simply a means to an end for you to kill as many demons as you possibly can and in that regards it gives you almost too much content, with the story clocking in at around a meaty 16 hours.

Bethesda, 2020

The star of the show is undoubtedly the gameplay here. Doom: Eternal is just so damn fun to play and despite a few levels that just piled on what seemed like endless enemies, I happily sunk hours into the increasingly frantic and overwhelming demon slaying combat. Part of this is the movement of the Doom Slayer. He handles wonderfully, moving with a speed which seems completely unnatural for a man his size but which makes the combat far more enjoyable. The 2016 games physics were such that the double jump felt like such a breath of fresh air for the decades old franchise, with the lower gravity on Mars giving you a brief period of time to float above your enemies before delivering a crushing blow or blast from a shotgun. Eternal increases the flexibility of this movement with the introduction of a double dash – a move that can be chained in the air to give you previously impossible reach and manoeuvrability options – allowing you to zip behind enemies and pick them off before they even know you’re there. Of course that would be far too simple and the logical answer to this is to increase both the movement speed of enemies and their sheer numbers. The waves of enemies thrown at you are seemingly endless, quickly filling a room and forcing you to think strategically about where you jump and dash to in order to pick off the smaller villains first before focusing on the big baddies.

The enemy variety has also seen a big increase over its predecessor with upwards of 20 different types of demons to hunt you. These range from mere cannon fodder to mid tier terrors slightly harder to take down – like the fan-favourite Cacodemon or the jetpack-wearing Reaper – to hulking slabs of evil that start off as mini-bosses but who appear increasingly frequently to add another dimension of strategy (and pressure) to your late-game encounters – like the half-tank, half-demon Hunter. The highlight of these new enemies, however, is undoubtedly the Marauder: an axe-wielding, flame hound summoning behemoth, capable of destroying you at close range with his shotgun and from afar with his ranged axe attack. He is undoubtedly the most difficult enemy you will encounter apart from the main bosses and demands a combination of patience and fast reflexes in order to take him down; something you will find yourself in short supply of when you’re also surrounded by about 30 other enemies.

Bethesda, 2020

Fortunately you’re well equipped to quell the rising forces of Hell, with the classic Doom assortment of weapons returning in all their explosive glory. These range from your classic combat shotgun to the machine-gun-like “heavy cannon” to the trusty rocket launcher, all of which are fully upgradeable with extra features that change the way you use each weapon. Equip the combat shotgun with the sticky grenade mod and it becomes a low-cost grenade launcher that, if used correctly, can be one of your greatest allies. The Doom staple “super shotgun” also makes a powerful return with the inclusion of a meat-hook like attachment which allows you to fire it into enemies and hurl yourself towards them, adding another dimension to the movement based gameplay. While that sounds fun in theory, I found that the lock on for the grapple was somewhat unreliable and had a rather limited range, relegating the gun to more of a close quarters powerhouse. All told there’s 8 main guns and while it’s unfortunate that there’s no major new inclusion to the arsenal, what you do get is more than enough to offer a variety of ways to take down your enemies.

On top of this is the ever-present Chainsaw, which allows for close-quarters bloody kills (provided you have enough fuel), which spew ammo from the enemy. The Glory Kill feature from the 2016 game also makes a triumphant return, allowing for an instant kill to be performed on an enemy that has sustained significant damage and which causes health pickups to burst forth. The newest attachment to the Doom Slayer’s suit is the wonderfully named “Flame Belch”, a shoulder-mounted flamethrower which torches enemies and causes them to drop armour pickups. This creates another sub-layer of strategy in Doom: Eternal: resource management. On the normal to higher difficulties you will constantly find yourself struggling for ammo, health and armour and the careful, well-timed use of these support weapons on the litany of minor enemies which constantly respawn will often mean the different between life and death, adding an extra level of panic to a game almost overflowing with it.

Bethesda, 2020

In addition to the extensive single-player campaign, Bethesda has also spent considerable resources on revamping the disappointing multiplayer from the 2016 Doom, reassessing the format from the ground up. Gone are the standard death matches and map creator modes, replaced by a more modern, on-trend asymmetrical death match; pitting two player-controlled demons and their horde of minor demons against one slayer complete with their entire arsenal. It works surprisingly well, with each demon’s play style feeling fresh and adding a new dynamic to the proceedings. Whilst you may think the slayer has the advantage in his far more varied arsenal, that is not the case and both sides are fairly balanced and come with their own set of challenges. Choose the demon and you have a clear advantage in numbers, but without careful collaboration with your partner, the slayer will pick you off one by one, using the smaller demons as fuel to rain down fire on you. Pick the slayer and you need to use your movement incredibly well, traversing the maps quickly in order to cut the demons off from their partner and strike while they are weaker. Whilst it’s still not something I can see myself sinking hundreds of hours into, it is a marked improvement over the previous game’s multiplayer and something that should find something of a cult following amongst the game’s biggest fans.

Doom: Eternal builds on everything that made the 2016 refresh of the franchise great. The action is more hectic and fast paced than it has ever been, the weapons feel just as great with new mechanics and resource management changing how you use them, and the enemies you encounter constantly challenge you and force you to adapt your play styles and try new things in order to succeed. While the story doesn’t make a lick of sense and drags in some places, the sheer joy of the core gameplay loop delivers just enough adrenaline and satisfaction to keep you coming back for more. The multiplayer may not be for everyone but is nonetheless a welcome addition to the game that extends its playability until the inevitable sequel. Doom: Eternal is an absolute must-play game and one that you should experience as soon as possible. There just isn’t anything out there at the moment like the sheer intensity of being on low health with no ammo and gutting a towering 8 foot demon with a chainsaw to give you just enough health for you to take down his friend behind him. When his friend cracks you open like a melon however, just make sure you have insurance on your TV.

Bethesda, 2020

Doom: Eternal is available now on Playstation 4, Xbox One & PC.

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Game Reviews

Resident Evil 2 (2019)

Capcom, 2019

Video gaming had a good year in 1998. The world had Nintendo mining absolute gold with Ocarina of Time and Pokémon Yellow. Hideo Kojima was dropping Metal Gear Solid onto an unsuspecting public, while both Crash & Spyro had places on every Christmas list. It was around this time that something dark began brewing over at Capcom. They were looking to build on the runaway success of their global 1996 hit Resident Evil, and they were about to unleash a monster with Resident Evil 2. The Playstation One release was an instant classic, improving on the groundwork laid by its predecessor in almost every way. The characters were more authentic, the setting was more dynamic and just as claustrophobic – and the monsters were much, much meaner. So when Capcom announced that they’d be opening the vault for a ground up modern remake, fears for the quality of its transition after 20 years were understandable. Yet it only takes the game’s opening minutes for these fears to be erased, replaced only by the fear of just about everything else in this revisit to Racoon City.

To begin, you’ll be offered the choice between which of the two protagonists you’ll play as – Leon S. Kennedy or Claire Redfield. Leon is the newest recruit to the Racoon City Police Department (RPD), and is en route to the fictional American city on the night before his first day. Claire is a college student on her way to a surprise visit for her brother, Chris Redfield – a lead in the original Resident Evil and himself a member of the RPD. Regardless of your choice, both Claire and Leon share a very similar run through the long night, with the exception of a few key plot beats, areas and enemies. Don’t be fooled though, outside of a few chance meetings with one another over the course of the game, both characters will spend much of the night alone. Well, alone amongst the living at least.

Capcom, 2019

The game’s first act plays out almost entirely within the walls of the Racoon City Police Department, a labyrinth of corridors and offices that previously served as the city’s museum. The building’s history provides context to the numerous puzzles and locks you’ll have to overcome during your visit, ranging from believable to pretty much outrageous. None of these are too onerous, generally only requiring a quick read of a document from another room or simply the right key for the right lock – however it does provide another layer of stress to an already rocky evening. The fact that these elements blend so well into the game’s setting is a testament to the fantastic atmosphere and design choices used throughout Resident Evil 2. Where the original used fixed camera angles and room transitions to create suspense and fear, the remake uses an over-the-shoulder camera view and the cover of darkness. The vast majority of your time in Racoon City is spent in the dark, leaving you to navigate its nightmares using what little light is available at the time. This forces the player to rely heavily on their own wits, as well as sounds and cues in the environment. Combine this dynamic with the close-quarters camera perspective, and the fight for survival becomes much more personal. The sound of footsteps or broken glass from behind spurs you forward, and when the creatures of the night come though the door for Leon and Claire, they’re really coming for you.

These creatures aren’t here to mess around either. For those still unfamiliar as to what haunts Racoon City’s streets and buildings, it’s the tried-and-true, classic zombie fare. Just about all the civilians and upstanding police officers you meet in the city are now shambling corpses hunting the living. These enemies have been created with an incredible amount of detail, reacting appropriately and as gruesomely as the player’s actions demand. Aiming for the head is still the best way of putting any zombie down for good, however a couple shots to the leg will have them drop like a ton of bricks if you need a quick getaway. It’s surprising how often you’ll need to go for the quick exit option, given that your average zombie is a fairly slow-moving target. This is because Resident Evil 2 is old-school survival horror, and part of that means almost never having enough supplies and ammo to be totally prepared for what’s ahead. You’ll often need to reach a far off room for a key item with next-to-no ammo and little health. Put that room at the end of a long corridor littered with the zombified dead, and you’ll be forced to make some tense and desperate plays. These enemies are just small fry, however, compared to the real nightmares that join the hunt in the night. Reanimated police dogs, deadly ivy plants and monstrosities covered in pulsing eyes are all waiting patiently for Claire and Leon to walk through the door. But, of course, there is one monster within the halls of the RPD that waits around for no-one.

Capcom, 2019

The Tyrant (affectionately referred to as ‘Mr X’ by series fans) is an impeccably dressed nightmare that shifts the dynamic of the game completely. He appears around halfway through the game’s first act, just as you’ve finally got your bearings within the police station. Once he’s on the scene, his pursuit of Claire and Leon is absolutely relentless. With the exception of about three or four of the station’s rooms, there are no longer any safe spaces in the building that the invincible brute will not find you. He’ll end your game in two hits, and will barrel through doors and any zombie that crosses his path in order to get his hands on you. Up to this point, I’d been playing a careful and considered game – conserving ammo and reading each room before I’d make my move. Once the Tyrant entered the fray, this approach went out the window – along with a couple years of life. His inclusion in the game is a brilliant (yet thankfully temporary) shake up to the Resident Evil formula, despite a couple puzzles becoming a bit more of a strain with his helpful hand on your shoulder – forcing you into a constant fight-or-flight mentality as you race to collect the items required for your escape. For those worried that you’ll be sprinting through the game on high alert from that point, note that the pacing returns to normal once you move into the second act of the game.

It’s from this point that the story really begins to take centre stage. Without spoiling too much, you’ll be given the opportunity to play as different survivors for a short period – providing new gameplay elements and allowing for different perspectives. You’ll begin pulling the veil back on the cause of the chaos, delving into elements of both corporate espionage as well as the breakdown of a family. The remake really shines here when compared to its original counterpart, which is famous for its almost laughable English dialogue and stilted delivery. Each scene and line delivered in the remake is conveyed excellently and with weight. Environmental reactions and encounters between Leon, Claire and other characters feel genuine and natural, creating a relatable link to the player in the middle of the action.

Upon completing the night for your selected character, you’ll be given the option to play through the other’s scenario – which has been running tandem to your own on your first go. Completing both will reward you with the ‘true’ ending, wrapping up most of the loose ends you may have left from the story. The second playthrough features a few different story beats from the first, while also mixing up enemy placement to keep things interesting. For example, I ran into a spot of bother on my second run with some ‘Lickers’ – flayed, blind creatures that scale walls and attack with spear-like tongues and claws. The creatures are incredibly dangerous, but their lack of vision means you can often (attempt to) sneak around them without attracting attention. Imagine the surprise and delight when – expecting to be met with the sprinting dogs that were there in my first run – I bolted through a door at top speed, only to have a screeching Licker drop on me from the ceiling.

Capcom, 2019

Once all is said and done, you can also take part in a number of additional short scenarios – most of which were added after launch. These quick runs place you in the shoes of a few NPCs you’ll have learned about during the main game, and are a nice little bonus if you’re looking at extending the stories within Racoon City – or if you’re into playing as a not-very-well-armed block of sentient tofu. Otherwise you can challenge yourself by finishing the story at higher difficulties or locating all of the game’s secrets. Weapons with infinite ammo are up for grabs for those ready to dial up the difficulty and blitz through at a pace. Allured by the infinite rocket launcher unlocked by completing under some gruelling conditions, I can tell you that playing for these bonuses is done on nothing but pure adrenaline and high health insurance premiums. It does, however, make it so much more satisfying to go back and drop limitless ordinance on anything that moves on subsequent plays. If you are looking to skip right to the cool stuff though, Capcom have released a DLC key that unlocks all of these bonuses without the work. While not being the most genuine and exciting way to play it through, this option may help those who are yet to dip their toe in due to the spooks.

Regardless of how you go about playing through, there’s no denying that the Resident Evil 2 remake is a fantastic addition to the series. Both the respect to the source material and quality of Capcom’s survival horror design have combined here, producing a high standard for future entries into the series – as well as for the genre as a whole. With ranging difficulty options and DLC designed for both fanservice and accessibility, they’ve also made it one of the most recommendable entry points into the Resident Evil universe – especially now as we get closer to the upcoming Resident Evil 3 remake early next year. So if you’re yet to visit Raccoon City with Claire and Leon, give yourself a shot at this well-polished and gripping run through the night – the locals are dying to meet you.

Capcom, 2019

Resident Evil 2 is available now on PS4, XBOne & PC

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Game Reviews

Crash Team Racing: Nitro-Fueled

Activision/Beenox, 2019

The 90’s nostalgia run we’ve been living in for the past couple of years continues this week, with the release of Crash Team Racing: Nitro-Fueled. A ground-up remake of the 1999 PSOne original, Nitro-Fueled has given the source material a fresh coat of paint, some new characters, more tracks and a bunch of modern features. Yet just below the surface lies the same frantic, tight and addictive kart racer that most of us remember playing on our old TVs two decades ago. Crash Bandicoot is back in a big way, and he’s running laps around the competition.

The original Crash Team Racing was an interesting idea at launch all those years ago. Following the genre-defining original Crash Bandicoot trilogy, fans were a bit hesitant when series creators Naughty Dog announced that their 4th (and ultimately final) Crash adventure would be a kart racer. CTR proved to be an absolute hit however, becoming a big fan-favourite that had us all wondering why it hadn’t been done sooner. The colourful racer had it all: a full adventure mode, couch multiplayer, a bunch of well designed tracks and some of the best racing mechanics seen at the time. The instantly recognisable characters and the fact that Sony’s console had little in the way of similar racers also didn’t hurt CTR‘s rise to glory. Fast forward 20 years, and there’s no question that Nitro-Fueled is absolutely brimming with nostalgia. There’s been so much attention to detail throughout – from the remastered soundtrack through to the perfectly recreated racetracks – and it’s hard to imagine any fan of the series arguing that the remake hasn’t been tuned to perfection.

Aiming to be more than just another faithful nostalgia trip, CTR‘s character roster and track list have both been greatly expanded, thanks in part to some additions from 2003’s Crash Nitro Kart. These extras are a nice little bonus and bring some variety to what we’d otherwise expect from a remake. You’re also able to customise the look of any driver or vehicle, with hundreds of options to unlock using coins earned through racing through any of the game’s several modes. Characters and karts aren’t the only things that look a bit different however, as you’ll notice that the biggest change is in just how fantastic everything looks this time around. All of the tracks and locations glow with colour and detail, each with the exact same design as the original but now so much nicer on the eyes. Some cool new ideas have been put into the remake’s tracks as well, such as hidden extras and recognisable details in the background for keen-eyed fans of the series. The care and detail that has gone into every course is fantastic, but it’s important to note that the general mechanics and layouts of each track are unchanged. Each race is still won or lost based on your ability to nail every corner, track down the best shortcuts and turbo boost your way to the front.

Activision/Beenox, 2019

Mastering these elements is more important in CTR than it is in many other casual kart racers, as big power-ups and weapons are far less likely to score you an easy win. That being said, there are a number of items that can be used to keep you in the race, such as homing missiles, explosive crates and invincibility masks. These can be effective when used well, however their impact is generally pretty minimal. Even when hit by an explosive or hazard, racers generally maintain their momentum and roll out of damage very quickly. This means there’s less reliance on random pickups and more on building your skills with each character and track – plus it helps to keep each race flowing with a decent pace when you’re not constantly stopping and starting. On top of this, it won’t take long for you to learn that the real key to victory in CTR is through its speed boost system – something that you’ll want to get your head around as soon as possible. With an easy to use, difficult to master powersliding mechanic, you’re able to trigger a shot of speed at just about any point on a course. Getting the most out of each turn takes some practice and timing, but it becomes second nature quickly and is an absolute must when racing online or within the later sections of CTR‘s quality adventure mode.

While admittedly being a cool and fun concept in a racing game, the plot of this single-player adventure offering is fairly barebones. It plays out with hothead alien Nitrous Oxide arriving on Earth looking for some worthy competition, quickly threatening to obliterate the planet if Crash and the team are unable to beat him. It’s up to you to race across every track in a number of different zones – ultimately proving that you’re the competition worthy of taking Oxide down. While the plot remains unchanged from the 1999 original, Nitro-Fueled allows you to switch your character at any time throughout the adventure – a big plus as most drivers will have their own strengths and weaknesses on each track. You can also try your hand at a few additional challenges for each course, such as collecting hidden items or beating the clock with some insane lap times. Once you’ve knocked out every race in an area, you’ll have won your chance to take on one of the game’s multiple bosses. These returning enemies from the first few Crash games are pretty brutal, challenging you to a one-on-one race where they have limitless weapons and ridiculous speed. The idea is to knock the boss down in order to overtake them, then hold them back with items long enough to cross the finish line – a task that’s generally easier said than done. The whole process repeats a few times on the way to the story’s end, with the adventure ultimately being a short but cool feature not generally seen in other games in the genre.

Activision/Beenox, 2019

Once you’re done with the single-player mode, Nitro-Fueled becomes all about the local and online multiplayer side of things. Online races are available right out of the box, but be warned that there’s some tough competition out there. Fans of the original have been clamouring for a chance to race those around the world for years now, so it’s worth really nailing the tracks and mechanics first if you’re looking to take out the top spot. This mode really is where CTR will shine after release, so it helps that Activision have announced an ongoing schedule of free extra content – with the game set to receive a number of new tracks, racers and customisation items over the next few months. They even have Spyro the Dragon joining the roster in September, just in case this game hadn’t already won over every 90’s kid.

Catering to both the long time fans and an entirely new generation of players, Crash Team Racing: Nitro-Fueled proves that Crash can really do no wrong now that he’s back on the scene. With the perfect combo of nostalgic charm and rock-solid racing design, the game is great for a casual house party or a super competitive match between top players (and everything in between). The game marks CTR‘s triumphant return after a 20 year absence, and with very little decent competition to match it, it’s shot straight to first place.

Activision/Beenox, 2019

Crash Team Racing: Nitro-Fueled is available now on PS4, XBOne & Nintendo Switch.

Categories
Game Reviews

Sekiro: Shadows Die Twice

From Software, 2019

First things first – Sekiro: Shadows Die Twice is hard. The latest entry by experienced studio From Software was expected to be nothing less than a brutal challenge, given the creator’s history with Bloodborne and the Dark Souls‘ series. Yet, as with its predecessors, Sekiro presents a uniquely rewarding experience for those willing to rise to the challenge. Just be prepared to find victory at the end of many, many defeats.

The world of Sekiro is probably the most appropriate setting that the genre has visited over the years. Set in feudal, war-torn Japan during the age of the samurai, the core life or death swordplay fits like a glove. It also allows for a very dark and intricate story, full of Japanese lore, characters and narratives. You’ll play as a scarred swordsman known simply as Wolf, a name bestowed to him by the highly regarded warrior that took him in as a child. Wolf is tasked with protecting the young ‘Divine Heir’ Kuro – a boy to whom the samurai has pledged his life. This dynamic underlies most of the events in the game, with Wolf slicing his way through the growing evil on the wishes of his ward. As with similar entries of its type, Sekiro also isn’t afraid to dabble in the supernatural when it comes to its setting and unforgiving dangers. Don’t be too surprised to see elements of the undead, grotesque monsters and magic artefacts as you explore the Japanese surroundings – it’s all just part of the charm.

It also helps that the game and its setting look great, even when you’re struggling to keep your head on your shoulders. As expected from any good samurai tale, there’s often a hazy full moon floating in the background, and the first big battle in the game is fought between two rival swordsmen in a pure white flowerbed. The feudal Japan setting also means that the game’s full of traditional buildings, objects, customs and language. While fully dubbed in English, the default setting for vocals is in Japanese – which honestly suits the game much better given the work that’s gone into its overall design. None of this really matters in the grand scheme of things however, because as nice as it all looks and sounds, this is an experience that’s ultimately out to hurt you.

From Software, 2019

The real meat of the game is definitely the tight and brutal combat encounters you’ll come across every step of the way. Each battle has a fairly straightforward aim: wear your opponent down enough to strike a killing blow. The goal sounds simple, however getting the upper hand often takes some perfect dodging, blocking and countering of your opponent’s own attempts to murder you. There’s a general rock-paper-scissors element at play most of the time – general strikes should be blocked, large sweeping moves need to be jumped over and an incoming grab should be sidestepped. Spend more than a second to react or perform the wrong counter and you’ll pay for it immediately. It will take some time to learn and read each enemy’s moves, so expect to be cut down quite a lot at any stage during your playtime. For this reason, the game will definitely be divisive for many audiences – with your enjoyment being based on how many total failures you can take before that sweet, elusive victory.

For a game so eager to crush you into the ground, it’s a bit rough then that death carries so much punishment in Sekiro. Each time Wolf falls and is not revived, you’ll be sent back to the last checkpoint you found before the fight. The kicker is that there’s a strong chance that you’ll return with your pockets totally void of cash and your experience points halved. With the money you find being used for new weapons and recovery items, and the experience points used to earn better and stronger skills, losing all of this actually puts you at a disadvantage going into the fight again. Die a few more times and your return will mean that characters and allies you’ve met during the journey become gravely ill, locking out their actions and help until you manage to stop getting yourself killed every ten minutes. Each sick character also increases your chances of losing all your resources each time you die, completing this nice little circle of punishment that makes every following fight harder. This is obviously supposed to push the player to really master Sekiro‘s controls and mechanics, but with death coming so easily and frequently, this can sometimes feel like the game is just kicking you while you’re down.

From Software, 2019

Thankfully there are a decent number of skills, tools and upgrades spread throughout the world to even the odds – with many being fitted to your character’s prosthetic left arm. Wolf will be fitted with this in the opening moments of the game, and its inbuilt grapple hook will quickly become key to traversing each area and getting the high ground over enemies. As you defeat more powerful foes and travel further, you’ll also find tools that will allow the arm to fire projectiles and spit fire over your opponents, as well as many other cool options you’ll find through playing. Many of these weapons create weaknesses and openings that can bring enemies to their knees, however the most powerful weapon in your disposal is almost always stealth. Sekiro places a big emphasis on playing the quiet game, allowing you to eavesdrop on some helpful conversations from rooftops or strike unsuspecting brutes while their guard is down. Landing a blow on your enemy while they are unaware is a one-hit-kill most of the time, and it can even be used to halve the strength of a boss before a big fight even begins.

That last option is a strong choice, as the bosses you’ll face here are a nasty lot. Ranging from blazingly fast and deadly swordsmen right through to enormous, headless creatures of the forest, there’s always something ready to put you several feet into the ground. These big players will likely cause the majority of your defeats, with most having a special move or two that can wipe you out with a single blow. But the bigger they are, the harder they fall, and the feeling of finally overcoming another punishing foe is almost always worth the trouble. The game also features a new game plus option once you’re able to beat it the first time, meaning you can return for a second run for some glorious, full-powered revenge. The option is also useful for exploring Sekiro‘s branching story options, with the game featuring more than one ending based on the choices you make.

A somewhat difficult game to recommend broadly, Sekiro has a pretty specific audience. Its brutal difficulty and rewarding victories will have fans of the genre eating up every challenge, however it may prove too much for some crowds that aren’t familiar with it. In saying this, the game is probably the most accessible entry of its type to date, featuring some compelling storylines, stunning visuals and great attention to detail. What Sekiro does, it does incredibly well. So when it sends its biggest and baddest to tear you apart, you best be prepared to die.

From Software, 2019

Sekiro: Shadows Die Twice is available now on PS4, XBOne & PC.

Categories
Game Reviews

Team Sonic Racing

Sumo Digital / SEGA, 2019

Sonic has had his ups and downs for a while now. Once one of gaming’s greatest icons, the blue hedgehog has appeared in numerous releases over the years with some very mixed results. Some entries take Sonic back to his glory days, capturing the speed and style of his earliest and most successful games so many years ago. Others aren’t nearly as successful; a mish-mash of ideas and concepts that are never as good as those offered by the competition. Unfortunately, Team Sonic Racing drifts into the growing backlog of mediocre Sonic games – an average racer that fails to build any real momentum under the weight of its design and mechanics.

This is a game that, at least on paper, should be a great time. The Sonic series has always been about speed, beating the clock and fighting everything that comes between you and the goal. Sega is also no stranger to this genre, with many racing titles (both with and without Sonic) under its belt. All the pieces were in place to create another solid arcade racer with some of gaming’s most recognisable characters – but despite this, Team Sonic Racing just doesn’t quite reach the mark. In what is likely the most divisive change to the racing formula here, Sumo Digital amd Sega have gone hard on the ‘team’ aspect. General races are run with 12 characters that are split into 4 teams. Default teams are designed to have one ‘speed’ driver, one ‘technical’ driver and another for ‘power’. This isn’t very different to many of Sonic’s previous successful outings, such as 2003’s Sonic Heroes or 2001’s Sonic Adventure 2. These games were really able to shine with characters in different roles, allowing for some nice variation in level design and gameplay. We’re told that the split of characters into different types here is for a similar reason; the technical drivers are used for precision driving and offroad, while power characters can clear obstacles and suffer slightly less damage than the other racers. But at the end of the day, this is a game about crossing a finish line as fast as possible – so what real incentive is there to pick characters outside the speed type?

Sumo Digital / SEGA, 2019

Even outside of the allocated role system, the 3-person team design also creates a few other unnecessary problems. The game’s base race style is a ‘team race’, whereby the trio crowned as champions at the end will be the three characters with the highest group placing. This means that even if you place first, having your teammates place well behind the pack could cost you the win once all is said and done. It’s an interesting mechanic, and it’s the game’s way of making sure you’re playing with the team spirit it’s designed for. In order to make sure your team as a whole does well, you’ll need to exchange items with one another during the race, ride each other’s tracks for some boosts and coordinate ‘ultimate’ moves as a group as you go. Helping out the team results in more ultimate boosts during a race, and this is the key to victory in just about every level. It all plays out just as chaotically as it sounds, with each team aiming to build their boost as quickly as possible so they can cut a burning path through the competition. In what appears to be a mechanic designed to give everyone a fair shot at winning, having half the competition light up as invincible golden rockets every lap of a race just ends up feeling cheap. Even when playing against racers in the single-player mode, there’s no real reason to nail those drifts or thoroughly learn a track when the outcome essentially rests on the press of a button.

To that end, many items that you pick up during a race simply become a way to build your ultimate move by passing them around the team. This isn’t a huge loss, as the weapons and pick-ups on each track aren’t fantastic. The items (‘Wisps’) in this game act as they do in most other arcade racers – missiles launched at enemies in front, small boosts to give you a bit of space or hazards dropped behind for others to run into. With the exception of a couple new ideas thrown in, many of these items feel like they’ve been pulled from other similar racers – albeit with less care. None of the pick-ups ever really feel like they have much use, often doing next to nothing in fighting off those around you or giving you any breathing room. No matter how good you are at using these items strategically, you’ll be bowled over all the same once the other racers come burning through with their ultimate move. The tracks themselves aren’t too bad, generally being based off levels and environments from past Sonic games. Outside of the familiar sights and nice background designs, most start to blur together after a while – with a few feeling overly long and needlessly complicated. Some tracks will split into two or three paths at points, while others will be full of camera-tilting curves and turns aimed at sending you off the nearest cliff.

Sumo Digital / SEGA, 2019

Where you can become quite familiar with the twists and turns of a level is within the game’s additional challenge levels. The single-player mode features a number of these semi-optional trials, removing all other racers and pitting you against the clock. You’ll spend the time either collecting rings, skirting past checkpoints or dodging obstacles on the road under some really tight time limits. If you’re looking to fully ‘complete’ these challenges, bear in mind that they are a brutal bunch of levels. Most will reward you with extra time if you speed through the track while drifting all over the place – a feat that would be easier if it didn’t feel like you were sliding on ice half the time. Should you manage to reach the top spot in one of these events, it will likely come in the dying seconds of the time limit after many, many attempts. It’s probably the only time that using a technical driver would be recommended, if only to get a bit more of a grip on the corners with the precise drifting you’ll need to pass. The difficulty of these do make for a great challenge, but one that generally feels frustrating and unfair rather than rewarding.

Underlying the events of the single-player adventure is a weak plot which is used to link these races together. In true Sonic fashion, it’s really just oddball stuff used just to move things along – and honestly, very few people come into an arcade racer expecting some powerful and thought-provoking narrative. Almost admitting how little attention the game’s plot deserves, the development team have inexplicably made the default option for starting a race to be ‘without story’. You could play through the entire adventure with next to no plot unless you remember to turn it on for each race. For those interested, a new character (‘Dodon Pa’) appears on the scene to challenge Sonic and friends to a racing tournament. There’s no real motive at the start, but it serves enough to pull Sonic and his crew to the racetrack to learn more. As your adventure continues and the plot thickens, you’ll meet up with and unlock new racing teams from the Sonic series. Sumo Digital was unfortunately unable to pull in a wider cast of Sega characters for this one, and Team Sonic Racing‘s structured stats and specific roles can sometimes make picking your favourite a bit restrictive too. While there are a number of upgradeable vehicle parts and designs to unlock, having such a limited character roster while other games of this type offer dozens of choices is a bit of a drawback.

Sumo Digital / SEGA, 2019

This becomes even more obvious when you head online against others. As mentioned before, speed is the name of the game here and most in the online community know it. Majority of races will generally be run with the same two or three speed-type characters for every player, and each run generally descends into who can boost their team to the top as soon as possible. The design of the supermove also means multiplayer becomes a bit of a mixed bag depending on your situation. Once the team has the boost available, activating it at the same time as your group provides the best result. This is fine if you and your friends are in the same room or chat and are able to coordinate it, but it becomes a total guessing game when trying to play with randoms online. The game honestly feels like it’s at its best when played with a few friends on the couch, rather than battling through the single player challenges or online chaos.

Team Sonic Racing has made a solid attempt at an arcade racer here, with some slick visuals and the return of many of the series’ most recognisable characters. Yet beneath the surface it attempts to differentiate itself almost too much from its kart-racer competition, focusing heavily on its team approach without noticing the very obvious flaws with it. The game seems to lack the tight and reactive feel of a great arcade racer, opting instead for flashy moves and huge difficulty spikes to extend playtime. While it’s a bit of fun for friends in the same room, the game is a tough recommendation given the stronger existing racers around and Crash Team Racing: Nitro Fuelled on the horizon. Grab it if you’re really into your blue hedgehogs, otherwise it might be best to hold out for Sonic’s next outing – he’s about due for another success.

Sumo Digital / SEGA, 2019

Team Sonic Racing – Available now on PS4, XBOne, PC and Nintendo Switch.

Categories
Game Reviews

Overcooked! 1 & 2

Ghost Town Games / Team17, 2016 – 2019

The Overcooked! series is a special one. There are very few games around that are so easily accessible and yet so fiercely competitive at the same time. Designed to be the perfect party game, its simple controls and colourful look open the experience up to just about any audience. Pair this with some fantastic gameplay and frantic pacing, and you’ll find that – despite its name – this is a game cooked to perfection.

Launching back in 2016, the original Overcooked! was a success through simplicity. A quick tutorial at the start covers the basics of cooking – press one button to chop ingredients and another to pick up or place something. That’s it. You’re essentially just chopping things up, then dropping them in a pot or pan before serving it all up to your customers. The basics of it are so simple that just about anyone can pick it up – from your youngest sibling right through to that friend who’s never touched a game in their life. Pick your fellow chefs wisely though – once things start to fire up in the kitchen, you’ll find that most fall back on their inner Gordon Ramsey real quick.

Ghost Town Games / Team17, 2016 – 2019

Despite its cooperative team design and simple controls, Overcooked! knows how to dial the pressure right up. Whether it’s the looming time limits, ridiculous cooking environments or just the determination to hit those target scores, there’s always something there just waiting to light a fire under your team. While you can skate through the first few levels without too much thought, it isn’t long until you end up with more tasks than chefs to cover them – and this is generally where a nice evening with friends or family descends into total chaos.

Most of the madness comes from the flat out insane kitchens the game has you travelling through. Even the most regular looking restaurants will inexplicably be lined with conveyerbelts across the floors and tabletops, while some have been designed to split your team up as much as possible. The levels grow more and more wild as you go, eventually having you cook a hearty soup surrounded by magma or throwing pizzas together using teleporting doorways. You’ll never spend longer than a few minutes in each level, so it’s great that there’s such a huge variety of unique kitchens to keep your team on their toes. Best laid plans and good intentions almost always fall apart in the heat of the moment, and if you’re not all shouting orders and passing off filthy looks at each other at the end of a tough level – well then you’re just not playing it right.

Ghost Town Games / Team17, 2016 – 2019

Each entry also has some light and airy storyline running through the adventure – if only to progress you from one kitchen to the next. The first has you travelling across the map developing your skills and teamwork in order to take down… an enormous talking spaghetti bolognese. You’re given this task by the king, who himself is an onion, and his faithful dog Kevin. The minimal plot is really just there to slip a few jokes in – with Kevin often chiming in with a few shots and critiques as he feels necessary. Overcooked! 2 doubles down on the gags of the first, posing the enemy as zombified bakery items and calling them the ‘Unbread’. Outside of this, the sequel also added some great improvements such as online multiplayer and the ability to throw ingredients across the kitchen. The online addition is a huge plus when you’re looking to play with friends who can’t get together in person, and if you think lobbing food across to teammates would lead to anything other than more chaos – you’re sadly mistaken.

Rounding out both games are some fairly meaty chunks of DLC, each bringing new characters, levels and orders to deal with. Some notable extras put you in charge of poolside smoothies, while others will have you roasting turkeys with a flamethrower. It’s amazing that the team behind the series is able to keep creating new ways to play here, with all the extra content being great for those looking to stretch the fun just a bit further. This is perfect once your team gets on a roll, as it really is one of those games that demand ‘just one more go’. Despite the tension, heated words and constant disasters you and your team will run in to, this is still one of the greatest coop experiences a group of friends can have in front of a screen. Just don’t blame the game if you never speak to each other again.

Ghost Town Games / Team17, 2016 – 2019

The Overcooked! Series – available now on PS4, XBOne, PC and Nintendo Switch.