Reviews Archives - The Escapist https://www.escapistmagazine.com/category/reviews/ Everything fun Tue, 09 Jul 2024 19:11:45 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.5 https://www.escapistmagazine.com/wp-content/uploads/2020/04/cropped-escapist-favicon.jpg?fit=32%2C32 Reviews Archives - The Escapist https://www.escapistmagazine.com/category/reviews/ 32 32 211000634 Hundreds of Beavers Is a Looney Tunes Cartoon Set to 11 (Review) https://www.escapistmagazine.com/hundreds-of-beavers-is-a-looney-tunes-cartoon-set-to-11-review/ https://www.escapistmagazine.com/hundreds-of-beavers-is-a-looney-tunes-cartoon-set-to-11-review/#disqus_thread Wed, 10 Jul 2024 02:00:00 +0000 https://www.escapistmagazine.com/?p=243709 Hundreds of Beavers debuted on the film festival circuit back in 2022 and since then has steadily become a cult hit. It’s one of those movies that you hear more and more people ask, “Have you seen it?” on a random film subreddit or in discussion with friends. Well, have you? And if not, why not?

What exactly is Hundreds of Beavers though? A quick search will tell you it is a black-and-white, slapstick comedy about a fur trapper who must trap the titular hundreds of beavers in order to win the hand of the girl he loves. That, however, is only the film’s very loose plot, which is mostly just an excuse for an ever-escalating series of slapstick comedy set-ups featuring animation, people in animal costumes, pratfalls, and the kind of comedic violence found in Looney Tunes cartoons. It is, in short, a hilarious comedy the likes of which haven’t been seen on screen since the age of silent film.

a beaver about to hit the hunter in the back with a chair in hundreds of beavers

That is, in fact, part of the point. The movie is without speech, though not entirely silent thanks to human and animal noises and an incredibly keyed-in score, and is clearly trying to be a silent film. Think a Charlie Chaplin or Buster Keaton film meets Looney Tunes meets Monty Python all spinning off into an almost surreal David Lynch-esque conclusion as it spirals out of control into an action-packed finale. I know that sentence had so many descriptive contradictions in it you can’t quite conceptualize how this film could even function, and I’m not sure how either, to be honest, but it does, and it only gets funnier as it goes along.

Almost none of the humor in the movie is anything new in terms of slapstick comedy. Our intrepid hunter, played by Ryland Brickson Cole Tews, falls into hidden holes, triggers his own hunting traps, and gets hit in the balls (the ultimate form of comedy), but it all works wonderfully. I’m chagrined I had to watch the movie on my own as seeing it in a theater probably would have had me laughing even harder. Part of the reason for that is Tews’ performance as he contorts his face into a cartoon itself — half the humor comes from his own reaction shots, cued up like a silent film actor overplaying every moment perfectly. There is something akin to Cary Grant’s classic mugging in Arsenic and Old Lace to his performance, a comedic style of performance long gone in cinema that’s still hilarious.

two beavers holding a log in hundreds of beavers

However, what ties the film together — what ties any comedy together — is timing, and Hundreds of Beavers‘ comedic timing is nearly flawless. Director Mike Cheslik stitches together what is basically a collection of slapstick sketches into a spiraling, cohesive whole that builds comedy wonderfully. Not just hilarious for some prolific gag timing but constructed so the comedy builds on top of itself, the movie hardly loses a step despite being non-stop slapstick comedy and visual gags. Thanks to the movie getting more and more cartoonish, like a Looney Tunes cartoon taken to eleven, Cheslik is able to increase the comedic visual punchlines to ever more humorous levels.

If there is one complaint about the movie, it may be that the premise can wear a bit thin every now and again, but there is nothing like Hundreds of Beavers in cinemas right now, and there hasn’t been something like it in a very long time. Hell, there probably won’t be something like it in theaters for the foreseeable future either. So now is your chance to see a truly hilarious bit of cinematic uniqueness. Go do it.

Hundreds of Beavers is in limited theaters in the U.S. and will land in the UK on July 9. It is also available to stream On Demand.

]]>
https://www.escapistmagazine.com/hundreds-of-beavers-is-a-looney-tunes-cartoon-set-to-11-review/feed/ 0 243709
Spy x Anya: Operation Memories Serves Up a Slice of Life That’s Rather Nice (Review) https://www.escapistmagazine.com/spy-x-anya-operation-memories-serves-up-a-slice-of-life-thats-rather-nice-review/ https://www.escapistmagazine.com/spy-x-anya-operation-memories-serves-up-a-slice-of-life-thats-rather-nice-review/#disqus_thread Tue, 02 Jul 2024 01:47:58 +0000 https://www.escapistmagazine.com/?p=244976 Spy x Family has been a part of the cultural zeitgeist for nearly 5 years at this point and seemingly isn’t slowing down any time soon. Hot off of the heels of a feature-length film and a second season of the anime, Spy x Anya: Operation Memories looks to fill in the gap for eager fans waiting for more of their favorite fictional family. While the overall package isn’t bursting with the most in-depth gameplay or story, it’s a wonderful adventure that can provide the most dedicated of fans with hours of additional adventures.

It’s Time To Go On An Ooting, Mama and Papa

Screenshot by The Escapist

Spy x Anya: Operation Memories put me directly into the shoes of the smallest member of the Forger family – Anya. Running around the world of Spy x Family is a joy in itself, but gazing upon it with the whimsy of a mind-reading child is quite adorable.

The general gameplay loop revolves around a few particular tasks – interacting with Anya’s family and friends to earn points, and snapping photos of Super Cool! objects to fill up her diary, participate in mini-games to earn a variety of credits, and play dress-up with the Forger family. Mixing and matching outfits to go on different Ootings (outings, for the uninitiated) provided me with boosts to the different currencies that I could obtain.

I needed to get PP to get new outfits and items for the Forger family, and Eureakas to participate in a variety of different mini-games. These games range from a simple cooking game, where Anya and Yor would work together to make dinner, to hanging out with Bond while exploring the skies in a dream sequence. Every minigame offered a variety of difficulty settings, ranging from Peanut to Chimera, but they’re never too difficult – the game wanted me to take it easy, and provided a simple challenge regardless of the difficulty I picked.

Going on the Ootings is one of the most fun parts of the game, even if they are a bit simplistic overall. Getting to explore unique scenery while also speaking with the Forger family and supporting characters is a cute way to help Anya have the best journal ever, and provides super-fans the chance to experience the world that has been built around these characters.

And don’t worry – both Yor and Loid get their own unique mini-game, with Yor’s feeling like a simple Devil May Cry-esque hack & slash, and Loid getting a stealth-based game, akin to Splinter Cell or Metal Gear Solid. They’re both fun but could have used some extra depth to make revisiting them all the more exciting.

It’s Like Pokemon Snap, Only With A Telepathic 5-year-old

Screenshot by The Escapist

The main part of the experience of Spy x Anya: Operation Memories, however, is the photography section. During the main story, I could encounter a variety of Super Cool! Objects, all signified with a large, red arrow to point me in their general direction. During these segments, I had about 15 seconds to focus the camera, find the perfect angle, and snap a picture at the right time to get a memory worth bragging about.

No matter if it was Anya groggily walking through the house to introduce herself to a houseplant, or spending time at the fountain in the park during an ooting with the family, each of these interactions are most elegant in their own way.

No matter if it was Anya groggily walking through the house to introduce herself to a houseplant, or spending time at the fountain in the park during an ooting with the family, each of these interactions are most elegant in their own way. As I filled up Anya’s journal with a variety of new snapshots, I could pick and choose the best photo to use as my final choice.

How would a game all about photography work if it didn’t have crisp and clean visuals, though? Spy x Anya: Operation Memories does a faithful job of recreating the look and feel of the show, with great character models, a complementary color pallet that feels just like the anime, and a variety of environments to explore. While I do wish that there was more freedom overall, the locations that I could pick and choose from were varied enough to keep the experience from feeling stale overall.

Screenshot by The Escapist

One of the best parts regarding the overall visual style is how expressive each of the characters is, especially during cutscenes. Spy x Family isn’t afraid to morph its characters’ faces into a variety of hilarious expressions, and they’ve been translated well in a 3D space. Yes, before you ask, the face is also included here.

These photos gave me Eurekas, which then allowed me to participate in the aforementioned mini-games to help to round out the, admittedly, reptitious day-night cycle. Starting off the day, I could go to school, come home to eat dinner and prepare for a good night of sleep. There is enough charm here to keep things engaging until the end, but I do with that the cycle was expanded upon further to make it a little less redundant overall.

The Style & Charm Are Here, But The Music Is Another Story

Screenshot by The Escapist

Spy x Family has some of the best music in the anime scene at the moment, no matter if it’s just the opening theme or just the general moments in between. Unfortunately, this is one of the spots where Spy x Anya: Operation Memories tends to drop the ball. Repetitious musical numbers pepper the slice-of-life moments, and nothing here on the musical side of things is all too memorable.

Those hoping for an English dub may walk away disappointed, as there is currently no option to toggle between Japanese voices and English voices. Plenty of fans have spent hours watching the Forger family in English, and I wish this experience was dubbed for those who wanted it. However, the Japanese voice actors deliver a solid performance and it doesn’t feel phoned in – it feels just like an episode of the anime in that regard.

Since the general gameplay takes part mostly in these slice-of-life moments, I grew weary of hearing the same tracks over and over again after a while. They’re not bad, per se, but I wish there would have been a bit of extra variety peppered in to keep things from feeling a bit too samey in the long run.

Some of the mini-games, on the other hand, have absolute bops for soundtracks. A particular favorite would have to be the Dodgeball mini-game, which makes it feel like a do-or-die situation, even if it isn’t that serious. These tracks are easily the highlight of the game, even if the Go, Bond, Go! mini-game recycles the same voice lines far too often not to be at least a little obnoxious.

Screenshot by The Escapist

I was genuinely surprised to see a slathering of Multiplayer options available to participate in, as well. My wife is a big fan of the franchise alongside myself, so getting to jump into fun little games like Peanut Bowling together is quite refreshing. It helps make this package feel more than the sum of its parts and offers a nice bit of replayability to enjoy together.

One thing to note for prospective buyers, as well – Spy x Anya: Operation Memories does expect it’s players to have a pretty in-depth knowledge about its world and characters. Make sure that you’re caught up on at least the anime before jumping in, as players new to the world of Spy x Family may not immediately catch some of the more sly references in the game.

Spy x Anya: Operation Memories isn’t the most in-depth experience that fans can partake in, but it offers a nice slice-of-life simulator that puts them smack-dab in the middle of their favorite show. Interacting with Loid, Yor & Bond is always a joy, the mini-games are rather entertaining, and the ability to explore some of the world that has been so carefully built since 2019 is a joy. It’s a whimsical and jovial experience for fans of manga and anime to experience, but I can only wish there was a bit more to the overall package.

Spy x Anya: Operation Memories is available now on PlayStation 4, PlayStation 5, Nintendo Switch & PC. A copy of this game was provided by the publisher for the sake of review. Reviewed on PlayStation 5.

]]>
https://www.escapistmagazine.com/spy-x-anya-operation-memories-serves-up-a-slice-of-life-thats-rather-nice-review/feed/ 0 244976
Elden Ring: Shadow of the Erdtree Is More of the Same Frustrating Fun (Review) https://www.escapistmagazine.com/elden-ring-shadow-of-the-erdtree-is-more-of-the-same-frustrating-fun-review/ https://www.escapistmagazine.com/elden-ring-shadow-of-the-erdtree-is-more-of-the-same-frustrating-fun-review/#disqus_thread Tue, 18 Jun 2024 14:01:00 +0000 https://www.escapistmagazine.com/?p=237290 It’s been over two years since Elden Ring first arrived and while you’ve probably changed in that time, this game hasn’t. It’s still the masterpiece it was at launch, and now Shadow of the Erdtree has made it even greater.

Shadow of the Erdtree isn’t a completely new game, but it boasts more than enough content to justify the cost. Shadow the Erdtree is the breath of life Elden Ring needed as fans wait for what FromSoftware is cooking next.

With its stunning visuals, new weapons, and many boss fights, Shadow of the Erdtree will have you screaming and throwing your controller for hours (in the best kind of way). While it’s by no means perfect, this DLC will transport you right back into the world of Elden Ring like you never left.

Welcome to the Shadow Realm

First steps into the Shadow Realm in Elden Ring Shadow of the Erdtree
Screenshot via The Escapist

Elden Ring’s first DLC takes us to a new map, the Shadow Realm, and while at first its structures might seem small, these new areas are built out with verticality. Castles can look basic but once you start going up staircases, taking lifts, or you simply step outside and look to the sky, you’ll notice there’s a lot more to it.

There will be no hand-holding in Shadow of the Erdtree. Just like in the base game, you are set out into the open world with the option to explore or head to one of the new legacy dungeons. These legacy dungeons will make up the bulk of Shadow of the Erdtree’s main narrative, and if you’re adequately leveled you can start attempting them right away. However, it’s when you start exploring that this DLC will remind you what made Elden Ring so great.

There’s an abundance of optional bosses for you to find and conquer throughout the Shadow Realm, and this is where Shadow of the Erdtree makes it abundantly clear, it is not a new game, it’s just an expansion. Some of the roaming bosses and enemies are remixed versions of those you’d encounter in The Lands Between, and while there are plenty of fresh foes to spice things up, nobody will blame you for growing tired of killing dragons over and over again.

New Bosses, New Problems

Mesmer Shadow of the Erdtree Elden Ring artwork
Image via Bandai Namco / FromSoftware

Shadow of the Erdtree shines thanks to its story bosses. All of these enemies feel unique, powerful, and as terrifying as those who haunt The Lands Between. They’ve done a great job at balancing the level scaling, and essentially nerfing players inside the Shadow Realm so that no one can simply mow down these bosses because they’ve been grinding the base game for the last two years. Some bosses even provide incentives to try out the DLC’s new weapons.

These new weapon classes feel great and add even more variety to the already expansive range of ways to kill. I started my adventure through Shadow of the Erdtree with the Great Katana, a new bigger variant of the Katana, but the Thrusting Shield really stole my heart by the end. Whatever way you like to play there’s bound to be something in this new arsenal that satisfies you, so it’s worth giving them all a try.

Exactly What Elden Ring Needed

The dancing lion Shadow of the Erdtree Elden Ring
Screenshot via The Escapist

If you’re going into Shadow of the Erdtree hoping for Elden Ring 2 then sadly you will leave disappointed. However, the expansion is more than what you would typically expect from DLC. It’s the perfect compliment to what we already have that should be sufficient to tide you over until a completely new game arrives.

Simply put, Shadow of the Erdtree feels just like Elden Ring, and that’s exactly what it was made for.

It won’t be winning over any new players. If you weren’t a fan of Elden Ring initially then you won’t like this, but given the millions of people who have already fallen in love with the FromSoftware title, I don’t suspect there will be many customers unhappy with Shadow of the Erdtree.

Verdict: Must-Play

Elden Ring: Shadow of the Erdtree is available June 21, 2024, on Steam, PlayStation, and Xbox. A copy of this DLC was provided by the publisher. Reviewed on PlayStation 5.

]]>
https://www.escapistmagazine.com/elden-ring-shadow-of-the-erdtree-is-more-of-the-same-frustrating-fun-review/feed/ 0 237290
Blade & Sorcery Finally Hits Version 1.0 With Excellent Results (Review) https://www.escapistmagazine.com/blade-sorcery-finally-hits-version-1-0-with-excellent-results-review/ https://www.escapistmagazine.com/blade-sorcery-finally-hits-version-1-0-with-excellent-results-review/#disqus_thread Mon, 17 Jun 2024 17:00:00 +0000 https://www.escapistmagazine.com/?p=236119 Even if you’ve never picked up a VR headset, there’s a chance you’ve heard of or seen gameplay of Blade & Sorcery. Whether it’s highly modded gameplay that completely changes the vibe into something you couldn’t have imagined in your wildest dreams, or just vanilla gameplay of the gory arena offerings, Blade & Sorcery is what I would consider a quintessential VR experience. With the release of its 1.0 version, all major content updates have been completed — but does the new Story Mode elevate Blade & Sorcery even higher up the mountain of essential VR experiences?

It’s Dangerous To Go Alone, Take This!

Image by WarpFrog

Blade & Sorcery has been on the market since 2018, receiving a steady supply of content updates throughout its development. With the final version 1.0 release, a bevy of new options have been added to the game, but the biggest new feature has to be the included story mode. It’s a great introduction but plays it rather safe with a variety of fantasy tropes that lead to an exciting yet not very memorable experience. However, that’s not to say this isn’t a fun new addition — I was always excited to engage a variety of foes with the fantastical weapons that I could scrounge up near me and find unique ways to bring their life to an end. It essentially serves as a tutorial for the main package through and through, with other modes taking the limelight.

I was given a massive sandbox to explore, and following along with notes scattered throughout the world, I slowly learned the ropes of what makes Blade & Sorcery one of the most interesting packages on the market.

I was given a massive sandbox to explore, and following along with notes scattered throughout the world, I slowly learned the ropes of what makes Blade & Sorcery one of the most interesting packages on the market. Within the first few minutes of setting down in this new land, I was engaging in combat, swimming, jumping, climbing — the whole nine yards. As my first time experiencing what this physics-based combat simulator had to offer, I was immediately impressed. Silly ragdolls combined with brutal combat, with the occasional bit of platforming mixed in for good measure? Sign me up. As I progressed and began learning new skills, and even putting my physical body into new predicaments while getting more engrossed in what was happening around me, I kept falling deeper and deeper in love with the experience.

The main story takes roughly 7 hours to get through, give or take some depending on how much exploration happens in between story beats. While I had immediate access to the Sandbox mode, I decided to play through the main story first. However, the Sandbox mode is where everything clicked for me and made Blade & Sorcery all the more interesting.

It’s Time To D-D-D-D-Duel

Image by WarpFrog

Much like its Early Access counterpart, the main attraction here is the ways you can tweak and mess about with everything, creating the ultimate Sandbox that has kept me occupied for hours on end. Not only do you have complete access to the main story map, which prompts a recommendation to play through the story mode to avoid any spoilers, but you also have complete access to a variety of locations in which you can cause chaos.

Bringing up the Spawn Map is as easy as a single button press, giving complete control of the world around you. I was able to spawn dummies or enemies, change how the world around me reacted, and tweak nearly every part of the experience to my specifications. The unparalleled freedom of fun can only be improved upon with the plethora of mod support that Blade & Sorcery offers. Over the years, I have seen a variety of videos about this particular game, with players tweaking the game into something otherwise unrecognizable.

That’s where the main appeal of Balde & Sorcery lies, and I know I’m not alone in that thought. Over the years since its Early Access release, the appeal of the game has continued along the same path — not only give the player unrivaled access to pure hand-to-hand combat and let them feel like an unstoppable warrior but also give them the tools they need to continue having fun and make it into a community.

Thankfully for those worried that Version 1.0 would suddenly outgrow its roots, the modding category is still prominently featured on the main screen, giving immediate access to its abundance of modding tools. There is no pressure to jump into the story mode or any other mode — I could create the ultimate Star Wars game of my dreams from the start. A loving message from developer WarpFrog even states that the game wouldn’t be what it is today without the love from the modding community, and it just shows how much it means to them.

Virtual Reality Isn’t Without It’s Faults

Image by WarpFrog

While Blade & Sorcery is easily one of the quintessential Virtual Reality experiences I can’t recommend enough, it doesn’t come without its flaws. While VR has advanced plenty over the years, there is bound to be some jank here and there. No matter if it’s the somewhat iffy detection when trying to climb up the side of a cliff face or watching your weapon bend the head of an opponent in unnatural ways, some may initially be put off by these types of events.

Myself, I love it. The impressive physics-based nature of the adventure laid out before me felt like nothing else on the market, and no competitor could naturally touch it. Sure, during my initial hours, I may have been groaning when I would miss a step while climbing, but I adapted and slowly became the champion the game knew I could be. There was a steep learning curve to get used to how everything reacted to me because it was just a little off from how it would be in real life. But, once I learned the ropes — both literally and figuratively — it felt like second nature. I was slowly becoming the “Ye Olde Johnathan Wick” that Blade & Sorcery knew I could be all along.

That being said, there are some slight issues that I encountered during my playtime, the first being the Spawn Book. Some of the fonts are rather small, making it slightly difficult to pick things such as origins for characters. It feels nitpicky, but when the pros outweigh the cons by this much, you need to have a few bones to pick here and there. The only other main gripe I had during my playthrough was learning the initial navigation, but that slowly came with time. While letting players have access to Sandbox mode straight away is a great option, maybe a list of available game modes at the start could make things a little more user-friendly.

Overall, if you’ve purchased a VR headset and haven’t gotten your hands on Blade & Sorcery, make sure that you add it to your wishlist straight away. It’s an incredible experience and can provide years of entertainment without nickel-and-diming you the way many other experiences will. It’s pure, unadulterated fun and easily one of the most impressive VR titles ever made.

Blade & Sorcery is available now on Steam & Meta Store. A copy of this game was provided by the publisher for the sake of review. Reviewed on PC VR via the Meta Quest Store. Blade & Sorcery: Nomad is available directly on the Meta Quest Store and will be receiving a Version 1.0 patch at an undisclosed time in the future.

]]>
https://www.escapistmagazine.com/blade-sorcery-finally-hits-version-1-0-with-excellent-results-review/feed/ 0 236119
Still Wakes the Deep Is A Greatest Hits Anthology Of Modern Horror (Review) https://www.escapistmagazine.com/still-wakes-the-deep-is-a-greatest-hits-anthology-of-modern-horror-review/ https://www.escapistmagazine.com/still-wakes-the-deep-is-a-greatest-hits-anthology-of-modern-horror-review/#disqus_thread Mon, 17 Jun 2024 14:00:00 +0000 https://www.escapistmagazine.com/?p=235748 Phobias are a wicked thing, leading those who may live an otherwise normal life into a spiral of fear, anxiety, and worry after encountering something that may set them off. A fear of heights may be debilitating to someone who encounters a roller coaster, while a fear of death is something we may all have. Still Wakes the Deep made me encounter some of my greatest fears from the moment I set off on its adventure, and I left the experience astounded by what I had just encountered.

While the Deep May Be Still, My Heart Is Not

Roy, the Chef upon the Oil Rig in Still Wakes the Deep
Image by The Chinese Room

Still Wakes the Deep thrust me into the shoes of a Scottish man, Caz McCleary, with a dark and seemingly criminal past. Caz had been on the run from his past, hoping to find his redemption on an oil rig in the middle of an unknown sea. I was surrounded by faces familiar to him but not to me — but I grew to know and appreciate the support network that Caz had built up on the Rig and wanted to learn more. Unfortunately for me, the time for chit-chat and dilly-dallying was soon to be done and over with, as an accident on the Rig quickly plunged this location into chaos.

Small moments of interaction can go a long way when telling a longer story, and knowing how Caz tolerates those around him made every interaction all the more intriguing to me. Taking the time to speak with other members of the crew in the lunchroom before being sent off to talk to a supervisor gave me a look into the daily life of the Rig and who I knew I could trust.

Roy, the “chef” of the crew, was an immediate favorite. Finley, the rough-and-tumble woman with a heart of gold and the mouth of a sailor, was always by my side. I knew I could trust them from the start, while other characters had me questioning their motives. Every conversation I engaged in felt human, with jokes and ribbing punching their way into their remarks. This was a tight-knit crew, even if they didn’t all get along.

Beyond the voice acting, which was a highlight for me, the sound design in general is quite fantastic. Playing through the game with a set of RIG HX 800 headphones, every part of the world sprung to life. The pitter-patter of rain peppered my eardrums as I made my way around the Rig, and helped completely immerse me in the experience. I strongly recommend playing through this one with the best pair of headphones you have around — it’s a game changer — especially after the “incident”.

Without spoiling much, things quickly turned south, and I found myself plunged into my greatest nightmare. Still Wakes the Deep does a fantastic job of making you feel truly alone, even if you know that something is waiting for you in the darkness beyond. Throughout my playthrough, my general fears and anxieties were exploited to make this one of the most terrifying experiences I’ve ever played through.

A Clash Of Bone And Sinew

Caz falling off of a platform in Still Wakes The Deep
Image by The Chinese Room

Fear is a powerful weapon and something that Still Wakes The Deep knows how to handle at a near-expert level. Throughout my time, I encountered a few specific phobias that are bound to send others into a frenzy, just as they did to me. Thalassophobia, Claustrophobia, Acrophobia, Vertigo, Aquaphobia, Basophobia, Diokophobia, Scopophobia — these may all be words for things we fear or experience, and little did I know that they would all be waiting here for me during my playthrough.

I like to consider myself a seasoned Survival Horror veteran, playing through games such as Outlast, Resident Evil, and even Silent Hill without breaking a sweat. For some reason, Still Wakes the Deep knew exactly what I would need to be afraid of and even awakened a few new fears I must not have realized that I had.

The first game to have fully frightened me to the point where I needed to shut it off and take a break was Amnesia: The Dark Descent, and it’s apparent that developer The Chinese Room is beyond ready to exploit my fears of the unknown in new ways. After watching those around me slowly transform into fleshy, organic monsters who still have a semblance of their former selves hiding deep within, I wasn’t prepared for what could happen next. Hearing the cries of pain from those former friends, all I could think of were ways I could try to put them out of their misery — but much like other survival-horror protagonists in games like Outlast or Amnesia, Caz isn’t a fighter.

I had access to a variety of tools, such as fire hydrants and a trusty screwdriver, but there was no way that I could utilize these in combat against such horrifying monsters. I don’t know if it was just the setting or my generalized anxiety getting the better of me, but something about Still Wakes The Deep had me completely enthralled in every close encounter. Its near master-class execution made every moment I was near these frightening creatures all the more terrifying.

There were times I would find myself not breathing in real life because I was on the edge of my seat during these intense moments. It was like I had myself in the shoes of Caz, thinking that my breathing in real life would somehow pinpoint my location for the creatures in the game.

There were times I would find myself not breathing in real life because I was on the edge of my seat during these intense moments. It was like I had myself in the shoes of Caz, thinking that my breathing in real life would somehow pinpoint my location for the creatures in the game. However, Caz does suffer a bit from what I like to call “videogameprotagonistitis”, where he tends to mumble under his breath, even at the most inopportune times.

Who Am I, Really?

Rennick, the supervisor aboard the Oil Rig, on the phone in Still Wakes The Deep
Image by The Chinese Room

However, after taking a moment to reflect, I think I would be in the same boat — if I just saw a former friend of mine turn into a fleshy mass of organic meat, I think I would need to do whatever I could to keep myself calm. A lot of the tension in Still Wakes the Deep comes not only from the sheer horror of everything happening around Caz but also from how he reacts realistically to the events unfolding, making him one of the more believable characters I’ve encountered in a while.

As I mentioned above, I played through Still Wakes the Deep with a pair of headphones, and I think this is where it slowly began making more of an impact. Hearing Caz shakily breathing while being hunted by a horrifying mass of flesh and blood made every encounter all the tenser, and hearing the sound of the Rig essentially disintegrating around me made every moment of panic feel more real — especially when I found myself underwater and the groans for air became all the more frantic.

A particular sequence near the halfway point of the game is something that will stick with me for years to come, as I was chased through a hallway that contained all my greatest fears — tight spaces, crawling through areas that seemed moments away from collapsing, all while being chastised by a monster chasing me. It was easily one of the highlights of this experience and made every second of it even more agonizing than the last.

This agony is balanced well overall with the sense of humanity and comradery that you feel when interacting with those lucky enough to survive. A particularly heartbreaking moment had me on the verge of tears, not from fear of what was to come but because of how human and real the panic in their voice felt.

Still Chugs The Deep

A hallway in Still Wakes The Deep
Image by The Chinese Room

While the emotional and physical impact from Still Wakes the Deep resonates for hours, if not days, after its credits roll, it’s hard to ignore some of the faults that it brings from the get-go. While Quality mode helps the beautiful and interconnected world shine through brighter, it’s nearly unplayable in its current state. Unnatural frame pacing makes every action feel choppy and slow, but switching to the Performance mode can help make things much more appealing. While it sacrifices some of the graphical fidelity, the trade-off for a playable experience is worth it.

It’s also a game that doesn’t overstay its welcome by any means but almost feels as if it leaves the party just a little too soon. I would have loved to see some added details scattered throughout the game near the introductory point, and while an average playthrough will take roughly six hours to complete, I wouldn’t have complained about an extra hour of content.

Beyond that, The Chinese Room has crafted something rather special with Still Wakes the Deep. It’s unsettling, terrifying, and most importantly, human. It isn’t afraid to make you uncomfortable, and I appreciate the effort that went into making this one of the most horrifying experiences I’ve had in recent years, if not ever.

Still Wakes The Deep will be available June 18, 2024, on PlayStation 5, Xbox Series X|S, and PC. A copy of this game was provided by the publisher for the sake of review. Played on Xbox Series X.

]]>
https://www.escapistmagazine.com/still-wakes-the-deep-is-a-greatest-hits-anthology-of-modern-horror-review/feed/ 0 235748
Shin Megami Tensei V: Vengeance Revives the Game As a Glorious and Arduous Journey (Review) https://www.escapistmagazine.com/shin-megami-tensei-v-vengeance-reborns-as-a-glorious-and-arduous-journey-review/ https://www.escapistmagazine.com/shin-megami-tensei-v-vengeance-reborns-as-a-glorious-and-arduous-journey-review/#disqus_thread Wed, 12 Jun 2024 16:01:54 +0000 https://www.escapistmagazine.com/?p=233383 Serving as the opening act of the second half of a very successful year for JRPGs, Shin Megami Tensei V: Vengeance arrives as the definitive version of the latest title in Atlus’ notoriously difficult series, bringing its already enthralling gameplay to a whole new level, now with stable performance.

Two Paths, Numerous Destinies

As the original Shin Megami Tensei V was a Nintendo Switch exclusive, it’s about time Atlus (which has adopted a multi-platform strategy over the last few years) brought it to a broader audience. Taking inspiration from its traditional re-releases with enhanced features (with Persona 5 Royal as the latest example), Shin Megami Tensei V: Vengeance is the newest way to experience the fifth main entry in the turn-based RPG series.

We have numerous additions to the base gameplay, like new shortcuts added to the maps, being able to save at any time, a better auto-battle mode, the addition of Magatsuhi enemies (red glowing enemies that give better loot/EXP), new areas, new Demons, and much more. All of that with a stable performance.

Set in a post-apocalyptic world, Vengeance once again puts you in the shoes of an ordinary High School student who finds himself lost in a twisted Tokyo after surviving an accident. Before Demons can claim your life, a tall figure known as Aogami offers his hand to you, stating that this is your only chance to survive. By taking his hand, you become a half-human, half-demon being known as the Nahobino, who now fights its way through this changed world to figure out the truth behind these strange incidents.

But before meeting Aogami, you have now the choice of taking someone else’s hand too. Taking a girl’s hand when starting the game will put you into the Canon of Vengeance, a new route featuring different characters and a new plot. The original version’ story is included as the Canon of Creation, available if you refuse to take her hand.

Both Canons start out similarly but have massive differences halfway through. They also have multiple endings, so the replay value is huge here, true to the series’ tradition. Some content can only be witnessed through multiple runs. All new gameplay additions and enhancements are present in both Canons, but I’ll be focusing on Vengeance as it brings a new, original plot to this chaotic story.

The open world is a mixed bag, to say the least. The destroyed setting evokes feelings of loneliness and dread that follow you through all of the game’s areas, even though you’re always accompanied by someone else. This resonates perfectly with the difficult battles in the game, which, more often than not, leave you with little hope of living another day if you’re not well-prepared. You always find yourself between the sword and the wall here.

This mood is perfect for the story SMT V is telling, even if it might be off-putting for some. The narrative is much more polished in the new Canon, but the gameplay is still the brightest gem in the collection. However, its glow may be more than enough to push you through the slower parts of the story, as the payoff is more than satisfying.

As for the art direction, you probably know what to expect from Atlus by now if you’re into the genre. Vengeance dispenses the flashy menus and colorful palettes for a more traditional, straight-to-the-point UI here, as it better fits the series. However, other aspects such as OST and character design, are still some of the best available in the industry. The human cast has a simpler approach to designs (which is not bad), but supernatural creatures are quite diverse and always manage to hit the right spots. The Nahobino design speaks for itself, and that’s only one of the many examples.

The eerie soundtrack evokes the “word forsaken by God” feeling whenever you’re running through the wastelands, only to hit you with one of its many BPMs (Bangers Per Minute) whenever you’re thrown into combat.

Bringing Some Soul To The Party

The most important change in the Canon of Vengeance is the presence of Yoko Hiromine, the girl who offered her hand at the start. She’s your typical mysterious character who barely shows any emotion, but her interactions with other characters and meaningful presence in battle make her feel crucial to the game at all times.

Yoko’s presence draws out the Qadištu, a group of female demons called the Goddesses of Vengeance that threaten the world’s order. And the Goddesses of Vengeance always deliver whenever their menacing presence appears on the screen. Through terror, deception or temptation, they are some of the most devilish entities in the game. Especially compared to the game’s Demons, who act much more like ill-intentioned humans than actual hellish creatures depicted in myths and legends.

The first few hours of SMT V: Vengeance are slow, but the story gradually picks up as you start learning about the world and the goddesses make their moves against humanity. But fending them off isn’t enough, as there’s something more threatening the world, and it’s up to you (and your party) to uncover all of the hidden conspiracies for the sake of Law, Chaos or Neutrality. Whichever fits you best.

One of the main criticisms of the original game was how the human cast felt half-baked throughout the story. This is fixed in Vengeance by giving them a bigger role as actual JRPG party members. Not only do they help you in battle, but they’re more prominent in earlier sub-plots, too. You may actually care whenever something bad happens to them. And trust me, it will happen. It’s SMT, after all.

Human allies have fixed movesets that get gradually better as you advance through the plot and have access to items from the get-go. This makes a huge difference for the tough early game, but not to the point of completely trivializing it. The challenge is still there, but you have some better options to tackle it now.

Yoko is the first one to join the team, but others follow her soon after. Tao, Ichiro and Yuzuru will all join you at some point, even if they eventually leave due to story reasons. However, these brief moments are enough to give them some meaningful interactions during your regular exploration. It’s nice to see Tao and Yoko being polar opposites yet getting along, or witnessing Ichiro’s search for power and usefulness being built up over time.

This all culminates into a delightful (but slow) tale with interesting twists. Knowing the Canon of Creation’s plot will help you figure out some details earlier, but most of the stuff will still take you by surprise, making it appealing for both new fans and veterans. Around 60% of the Vengeance route can be considered entirely new content. Some plot points are reused, but they are often repurposed or presented through new lenses.

Suffering Builds Character (And Overpowered Demons)

Demons are your trusty comrades in arms. You can recruit them to your team and fuse them to create more powerful versions. They’re much more flexible than human party members (although they can’t use items at the start), and you’re constantly shifting between them to accommodate the punishing battles in the game. Just like the Nahobino, you can fully customize their kits, although they’re always specialized in certain areas.

You recruit Demons to your party through negotiation, convincing them to join you by giving them whatever they ask. That could be money, items, or even health. You’ll never be bored with Demons in your party, as some of the comments are straight-up shitposts. You may even get special dialogue if you have certain Demons in your party.

One of my favorite new aspects is the introduction of team abilities. By having specific Demons in your party, you get access to extremely powerful skills with unique animations and very interesting effects. Perfect for specific boss battles where those Demons can really shine. Need to hit some Ice-weak enemies? Hee-re comes the Jack family, ho!

The cycle of recruiting, fusing and adapting to enemies is the core of the game, which can extend for 70+ hours depending on your playstyle. But it’ll probably be a lot more, as your save file cannot record the time you lost before you had to restart.

If this is your first time playing an SMT title, get ready for suffering. The series is notorious for its higher-than-average difficulty, which remains intact here. Combat is quite similar to Persona, but there are some key differences. A few consecutive hits can easily kill the Nahobino, and if the protagonist falls, it’s game over. A difficult early game is common for RPGs, but regular enemies never stop being a real threat to you.

30 hours in and I found a glowing red Demon right after fully healing my whole team. But as soon as I engaged it, my excitement turned into regret. I audibly gasped as I saw the enemy taking its turn first. I knew exactly what was about to happen. One move and my fears were confirmed. My whole team took over 500 damage each when my highest HP was 360. Classic SMT moment.

You’re encouraged to abuse the Press Turn system, or you’re toast. Items are essential in higher difficulties, and some fights are borderline impossible without them (unless you are over leveled, of course). One error can be fatal, but that’s when creativity can be brought to light.

Developing clever strategies to overcome progress walls just hits you differently. I brought a few under-leveled Demons to use their team ability in a boss fight once, and I just couldn’t believe my eyes when it actually worked. I had a lot of luck, of course, but winning with weird strategies always gives me the biggest smile.

I see it as a “you’re overpowered, but so are your enemies” situation, which makes fights feel “fair” in a certain way. For those who say that games are just too easy nowadays, this is a nice change of pace. I was constantly engaged in the fights and just couldn’t get enough of them as I repeatedly died to my own mistakes. In fact, it only made me celebrate my victories more.

Hell Is Just Around the Corner

With all praises done, it’s important to know what kind of troubles you’ll be getting into. And as no title is perfect, there are still a few glaring issues lurking around. The introductory act is one of them. You get into action very quickly (less than 20 minutes into the game), but nothing meaningful happens until the end of the first Da’at area. Until then, you’re on your own, trying to figure out the systems and experimenting with combat.

This makes the early game a slog to go through, as progression still feels slow. Exploration is greatly improved, but some of the needlessly huge areas are just a drag. Many of them feel very similar and it’s hard to pinpoint where you are exactly. It makes sense given the setting, but it wouldn’t hurt to see some different scenarios earlier in the game other than destroyed cities. More variety is added later, but it might be too late to keep you engaged.

Parallelly, it still feels like certain things just happen too quickly without much explanation, especially during the early game. The writing is improved, that’s for certain, but some moments feel incomplete at times. The result is an uncanny feeling that nothing’s happening in the story during certain parts, as if you’re just dragging along to see what happens. And to listen to those awesome boss soundtracks along the way, of course. But it does get better.

Despite its flaws, I can’t recommend this title enough to longtime series fans or potential new players who want to give it a try. The 3D models are always on point and an open-world exploration can be more appealing than fighting for hours inside the same dungeon. The positives greatly outshine the negatives 100% of the time.

The original SMT V was considered a good game that could be great, and Vengeance lives up to that potential with enhanced combat, a cohesive plotline, and hours of new content. Chatting with slimes and paying them money to die for you has never been so fun.

Shin Megami Tensei V: Vengeance will be available on June 14, 2024, for PlayStation, Xbox, Nintendo Switch and PC. A code was provided by the publisher for review.

]]>
https://www.escapistmagazine.com/shin-megami-tensei-v-vengeance-reborns-as-a-glorious-and-arduous-journey-review/feed/ 0 233383
House of the Dragon Spreads Its Wings and Soars With Spectacular Season 2 (Review) https://www.escapistmagazine.com/house-of-the-dragon-season-2-hbo-review/ https://www.escapistmagazine.com/house-of-the-dragon-season-2-hbo-review/#disqus_thread Mon, 10 Jun 2024 13:33:23 +0000 https://www.escapistmagazine.com/?p=232169 “There is no war so hateful to the gods as a war between kin.” That’s what House of the Dragon Season 2 tells us early on, and it’s probably true – but such a war also makes for undeniably good television.

Indeed, fully fledged familial conflict is what elevates the Game of Thrones prequel’s second season above its first. As impressive as House of the Dragon Season 1 was, it often struggled under the Iron Throne-like weight of setting everything up. But now, with all the pieces in place and the chronological shenanigans and casting shake-ups over, it’s time for the main event.

Related: When Does House of the Dragon Season 2 Come Out?

And what a main event it is. Fully unshackled at last, House of the Dragon spreads its wings wide and soars with Season 2’s bloody payback parable.

House of the Dragon Season 2 kicks off a few weeks after Season 1’s finale. Queen Rhaenyra Targaryen (Emma D’Arcy) still mourns the death of her son, Lucerys, while her inner circle – including Prince Daemon (Matt Smith) and Princess Rhaenys (Eve Best) – fight to keep her campaign to control Westeros on the rails. Meanwhile, Dowager Queen Alicent Hightower (Olivia Cooke) and her father, Otto (Rhys Ifans), are likewise struggling to keep Rhaenyra’s royal rival, feckless King Aegon II (Tom Glynn-Carney), in line. Predictably, hostilities between both increasingly dysfunctional camps quickly escalate, and it’s only a matter of when (not if) all-out civil war will break out.

To say more risks spoiling things, but know this: House of the Dragon is an even more engaging affair this time around. This is the case even when the pacing takes a hit, and despite the relative lack of action early on. Part of what makes House of the Dragon Season 2’s plotting so effective is its lack of time jumps. By not constantly leaping forward, the show lends a greater sense of immediacy (and consequence) to all its political wheeling and dealing. This also benefits Season 2’s character arcs; all of its lords and ladies now have room to grow on screen, rather than between episodes.

Related: Game of Thrones’ Showrunners Turned Down Free House of the Dragon Money

The overall effect (based on the four episodes HBO made available for review) is of a more assured sophomore outing, right down to its slick new opening credits. Showrunner Ryan Condal – who previously co-shepherded Season 1 with Miguel Sapochnik – and his crew take everything they learned last time around and build on it. This is especially true of how well Condal and co. juggle the House of the Dragon Season 2’s sprawling cast. Whereas before some supporting players almost got lost in the shuffle, here everyone gets their moment to shine.

That said, some cast members stand out more than others. Darcy is excellent as Rhaenyra, a decisive monarch paradoxically wracked with indecision. Smith is likewise on top form as Daemon, supplying some much-needed humor, while also mining the insecurities that haunt the king consort – literally, at times – for all they’re worth. Glynn-Carney makes the most of his bigger role this time around, bringing depth to what could easily have been a one-note part. Then there’s Best, who’s a Song of Ice and Fire all her own as she effortlessly shifts gears from warm to chilly as required.

Tom Glynn-Carney in House of the Dragon Season 2

But where every House of the Dragon star excels is at creating disgustingly watchable characters. Next to none of the show’s extended line-up is wholly likeable in the conventional sense, yet they are compelling. They’re a bunch of fascinatingly flawed folks with clearly defined and understandable (if not always relatable) motivations. With a few notable exceptions, we don’t really want to see any of them die – even though “sudden death” is the franchise’s calling card.

As ever, this makes House of the Dragon‘s world a place we wouldn’t want to live, but love to visit. That world has never looked better than in it does in Season 2, either. Cinematographers Alejandro Martínez, Catherine Goldschmidt, P.J. Dillon, and Vanja Cernjul bring a painterly quality to House of the Dragon‘s second season. Petals drift on the wind, dew drops glisten on forest vegetation – it’s gorgeous stuff that makes a strong case for real location sets. About the only downside is that none of these locations are truly new. It’s fun stopping by familiar places, however, it’s a shame George R.R. Martin’s source novel, Fire & Blood, doesn’t supply much scope to stray beyond Westeros.

Related: When Does House of the Dragon Take Place in the Game of Thrones Timeline?

Fortunately, House of the Dragon Season 2 mixes things up where it matters the most: the dragon-on-dragon battle scenes. Condal and his team keep a tight rein on the CGI budget early on, but when the “Dance of the Dragons” finally begins, it’s a helluva waltz. Forget flying lizards spewing fire at each other; these are viseral aerial wrestling matches beyond what even Game of Thrones served up. Franchise veteran Alan Taylor helms Season 2’s first major beastie brouhaha, and strikes a perfect balance between spectacle and clarity.

While the action may be clear, the morality – heck, the straight-up purpose – of it all is deliciously murky. House of the Dragon Season 2 doubles down on Season 1’s storytelling shades of grey, and while our sympathies often lie with Rhaenyra, we’re never 100% convinced anybody is doing the right thing. Is there even such a thing as right and wrong in an endless cycle of violence and tit-for-tat warfare? And what good is a just cause once it’s forgotten?

Harry Collett, Emma D’Arcy and Oscar Eskinazi in House of the Dragon Season 2

These are the questions that plague the more moderate on both sides of House of the Dragon Season 2’s Targaryen divide. Yet while they deliberate, it’s the small folk – more prominently in frame this season, thankfully – who suffer. There’s plenty of talk about acting for “the good of the realm” by the high and mighty, yet it’s constantly drowned out by war cries. Needless bloodshed rules the day.

Related: Game of Thrones Spinoff Series Hedge Knight Casts Its Dunk and Egg

But then, that’s the whole point of House of the Dragon Season 2: revenge isn’t all it’s cracked up to be – except where event TV is concerned, that is.

House of the Dragon Season 2 premieres on HBO on June 16, 2024.

]]>
https://www.escapistmagazine.com/house-of-the-dragon-season-2-hbo-review/feed/ 0 232169
In A Violent Nature Delivers Both Brutal Blood and Slow Burn Horror (Review) https://www.escapistmagazine.com/in-a-violent-nature-delivers-both-brutal-blood-and-slow-burn-horror-review/ https://www.escapistmagazine.com/in-a-violent-nature-delivers-both-brutal-blood-and-slow-burn-horror-review/#disqus_thread Sat, 01 Jun 2024 00:33:03 +0000 https://www.escapistmagazine.com/?p=226481 Warning: This review of In a Violent Nature contains light spoilers for the film.

The idea behind the upcoming slasher film In a Violent Nature, from writer/director Chris Nash, is not wholly original. It is a horror film from the killer’s perspective, which, while uncommon isn’t unheard of. However, never has the idea been more fully committed to and in such a brutally deliberate manner.

To describe the plot of the film is to do it an injustice considering its entire concept is to take the tropes of the slasher genre and present them in a way we haven’t seen before. A group of 20-somethings steal a locket from an old fire watch tower in the woods, awakening Johnny (Ry Barrett), a fire-mask-wearing killer along the lines of Jason Vorhees who wields an axe and two hooks attached to chains. Bloody, gory, grotesque death ensues as Johnny goes on a killing spree in an attempt to get the locket, which was his mother’s, back. It is, story-wise, one of the most basic slashers you could ever watch.

In A Violent Nature doesn’t play with these tropes either. It isn’t here to poke fun or twist them into something new but instead to present them in a way that’s totally different. We are, for the most part, stuck with the entirely silent Johnny throughout the movie, either following him as he trudges through the woods or watching him brutally murder someone. The plot, then, plays out without us as we only pick up on the cliche snippets when Johnny is near his next victim. That makes this one of the best studies of the genre there’s been in a long while as audiences easily pick up on story points they weren’t present for simply because they’ve seen them so often. We all know these characters so when we come in on a conversation halfway through we can fill in the story, leaving the movie to quietly ruminate or cover the screen in blood.

The idea of the film being from Johnny’s perspective is taken further than just following him around with the camera. Shot entirely in 4:3, as you’d watch old VHS copies of slasher films, the film removes almost every other form of horror tactic for brutally paired-down presentation. There is no score to the movie and all sound is ambient, forcing an almost meditative nature to the film. Voices seem disconnected from the people speaking them and the camera is often placed in a distant, stationary place from the main action, creating a slasher film that’s shot like some sort of Terrance Malick movie. It can be truly scary but not in the traditional sense of a horror/slasher where you jump from shock. It’s the kind of horror that stays with you as you try to go to sleep.

That does not mean, however, that the film isn’t a bloody gore fest. It is, in fact, one of the gorier slashers I’ve seen in a long time or… at least it feels like it. The lack of score means every bone-crunching, gore-filled kill is elevated to an almost disgusting level with nauseating sound design. Long, extended shots of Johnny simply walking through the woods as we follow him ratchet up tension like none other. The camera’s stillness during murders means we often watch them with unrelenting remorse that makes you squirm. Yet the film also understands that sometimes less is more. There are cutaways, off-screen kills, and bloodless murders that feel just as disturbing or awesome as the over-the-top murders. It is a true smorgasbord of death presented in a way we’ve never seen.

In A Violent Nature is, without a doubt, the most cliche of cliche slasher films but that is its entire point. It delivers these tropes with no apology, reveling in them from a perspective and style that breathes new life. This is the rare slasher film that delivers both the blood-curdling kills and the kind of slow-burn horror that infests your dreams.

In A Violent Nature releases in theaters on May 31.

]]>
https://www.escapistmagazine.com/in-a-violent-nature-delivers-both-brutal-blood-and-slow-burn-horror-review/feed/ 0 226481
Paper Mario: The Thousand-Year Door Review – A Faithful Remaster Of An RPG Classic https://www.escapistmagazine.com/paper-mario-the-thousand-year-door-review-a-faithful-remaster-of-an-rpg-classic/ https://www.escapistmagazine.com/paper-mario-the-thousand-year-door-review-a-faithful-remaster-of-an-rpg-classic/#disqus_thread Mon, 27 May 2024 18:00:00 +0000 https://www.escapistmagazine.com/?p=223814 20 years ago, Paper Mario: The Thousand-Year Door became one of the best games on the Nintendo GameCube. Now, 20 years later, in the twilight years of the Nintendo Switch, Paper Mario: The Thousand-Year Door is back, almost exactly how you remembered it.

While the Paper Mario series has been through a rollercoaster of releases that experimented with different genres and concepts, most fans tend to agree that The Thousand-Year Door was where the series peaked. It makes sense then that if Nintendo was going to drum up interest in the Nintendo Switch when eyes are already clearly looking at their next console they would bring back a fan-favorite classic that a new generation hasn’t had the opportunity to play yet. Overall, Nintendo Switch Online is doing a respectable job at keeping Nintendo classics playable to modern-day gamers, the GameCube has been forgotten for years, its library neglected except for the biggest titles.

And Paper Mario: The Thousand-Year Door is a big title, in more ways than one. It’s a JRPG that tasks Mario with traveling to the seedy city of Rougeport at the request of Princess Peach who, while on vacation, discovered a treasure map that leads to items known as the Crystal Stars. According to legend, the seven Crystal Stars are needed to open up a magical door that has been lost to time in the subterranean sewers of Rougeport. No one knows what’s inside it though. Treasure? A monster? Nothing? No one is certain, but the evil X-Nauts have kidnapped Princess Peach and are searching for the Crystal Stars themselves, so it’s up to Mario and the friends he makes on his quest to find the Crystal Stars, defeat the X-Nauts, and rescue Princess Peach.

Mario stands in Rougeport Square in Paper Mario: The Thousand-Year Door

Just to make sure we all put this into perspective, the 2024 Switch release of Paper Mario: The Thousand-Year Door is a remaster, not a remake. I bring this up because this is still, in essence, the same game from 2004, just updated with some better visuals and more modern sensibilities. To most newcomers, none of the changes are really going to make that much of a difference, but to returning fans like myself, do these updates make this the definitive version of the game?

To start, the core gameplay loop of The Thousand-Year Door is still the same. From the hub town of Rougeport, you’ll travel to a new level, figure out where the Crystal Star is, go through a dungeon and solve some puzzles within them, defeat the boss at the end, and then add another Crystal Star to your collection. It’s a tried and true format, but what separates The Thousand-Year Door from other JRPGs is the aesthetics. The game looks wonderful, from the psychedelic Boggly Woods to the glamour and energy of the Glitz Pit. Characters, despite being made of paper, all have unique facial animations and body language, way more than the original game.

It should be noted that the game does run at a consistent 30 FPS as compared to the original’s 6 FPS. I personally don’t care all that much about framerates, but even in the early hours of the game, I noticed that it felt just a tad slower than the original game. My memories of the 2004 version are still relatively fresh – I played it late last year – so seeing characters move slightly slower was noticeable, as were some transition screens that weren’t in the original. Also, while I’m just saying my criticisms of the remaster, Mario feels ever so slightly stiffer and combat encounters are just a little bit slower because of that framerate change.

Mario fights the Three Shadows in paper Mario: The Thousand-Year Door as part of The Escapist's review of the game.
Screenshot captured by The Escapist

Keep in mind that none of that makes this remaster bad. In fact, given that those are the only real criticisms I had with what the remaster changed, I think it just goes to show how polished of a package this is. Exploration with Mario is never too complicated, allowing anyone to enjoy each level. The puzzles are never too taxing and when the game does get a bit convoluted, a newly introduced hint system will help keep players on track and ensure they can reach the end credits.

To do that though, they’ll have to fight over one hundred different unique enemies in what is perhaps the best combat system any Mario RPG has ever had. You’ll enter combat with one of seven different partners and by timing your attacks via action commands, such as hitting A when jumping on an enemy or pressing a button combination, you’ll damage enemies. You’ll have to defend against their attacks as well, but you have a risk vs reward system where you can choose to guard against enemy attacks with the A button, which will reduce the damage you take slightly, or try to Superguard, where by pressing the B button at the right time, you’ll repel the enemy’s attack and damage them instead. The window for it is tight, but it keeps you fully engaged with combat.

Even in combat, Paper Mario: The Thousand-Year Door absolutely sells its presentation. Each encounter takes place on a stage with an active audience, one that will grow larger the more you level up. The audience can give you Star Power to pull off Special Moves, throw items at you, or interact in the fights, giving each combat encounter the potential to feel distinct. Then again, with how much you’re able to customize your load-out, such as which partners to bring into battle. The customization goes even further when you level up and have to decide whether to increase your health, Flower Points, which enables you to use stronger moves, or Badge Points, which will allow you to equip Badges that give a variety of new abilities.

Mario prepares to hit a Goomba in Paper Mario: The Thousand-Year Door
Screenshot captured by The Escapist

Over the course of 20-25 hours, players will become immersed in the streets of Rougeport and grow to like this seeder look at the Mushroom Kingdom. It all just feels so distinct in a way that modern RPGs or Mario games don’t. In a lot of ways, Paper Mario: The Thousand-Year Door seems like a conventional RPG because its mechanics are very beginner-friendly and the game isn’t too taxing on the whole, but that simplicity is exactly what makes it so engaging. I don’t have to worry about grinding to defeat bosses or farming random materials to craft better weapons. All I have to worry about is making it from Point A to Point B and being a part of this silly world where I can join a pirate crew, solve a murder mystery on a train, or listen to how nearly everybody hates Luigi.

It’s memorable is what I’m saying.

As far as new features go in this remaster, they range from minor quality-of-life adjustments to neat yet little inclusions. Backtracking has been made a lot simpler in certain levels, making chapters like Chapter 4 not as much of a slog as they used to be. There’s an art gallery and sound gallery, which is nice, but to unlock the art gallery you need to find every Star Piece in a given chapter, which is a bit much. There is an updated translation, which has made this version of the game more in line with the original Japanese version, including making Vivian canonically trans like in the original Japanese release. You can also switch between the remaster’s updated soundtrack and the 2004 original at a moment’s notice, which is cool for those like myself who prefer the original game’s soundtrack.

I do wish that some things were at least slightly altered from the original release in order to make certain segments better. Like I said before, Chapter 4 is still a low point of the game and instead of trying to make it better and fix it, the folks at Intelligent Systems have opted to just make it quicker to complete rather than address the core problems. Also, the sidequests you access in the Trouble Center are still mediocre, usually just having Mario complete a tedious fetch quest. I can understand not wanting to completely remove those sidequests, but the least Intelligent Systems could have done was allow players to accept multiple quests from the Trouble Center instead of one at a time.

Mario is on the Thwomp quiz show in paper Mario: The Thousand-Year Door
Screenshot captured by The Escapist

But again, most of the criticisms I have don’t do much to change the fact that this is a stellar remaster of an already great game. While the original version of Paper Mario: The Thousand-Year Door still has a special place in my heart, I can’t dispute that this Switch remaster is the definitive version of the game. All of the charm that made players fall in love with it back in 2004 is still here and the gameplay is still as simple yet brilliant as it was back then. There’s a steady difficulty curb and while the few new additions to this game are quality-of-life changes, not fundamentally altering what was there originally was probably for the best. In a year where major game releases for the console are few and far between, Paper Mario: The Thousand-Year Door is, unsurprisingly, going to be one of the best games on the Switch this year.

]]>
https://www.escapistmagazine.com/paper-mario-the-thousand-year-door-review-a-faithful-remaster-of-an-rpg-classic/feed/ 0 223814
Senua’s Saga: Hellblade 2 Is a Genre Film About Walking [Review] https://www.escapistmagazine.com/senua-saga-hellblade-2-review/ https://www.escapistmagazine.com/senua-saga-hellblade-2-review/#disqus_thread Tue, 21 May 2024 08:00:00 +0000 https://www.escapistmagazine.com/?p=221419 It’s been seven years since Ninja Theory released Hellblade: Senua’s Sacrifice, and a lot has changed for the studio since then. They’re now a part of the Xbox Studios family, granting them access to funding limited to only the highest-tier developers. But Hellblade 2: Senua’s Saga feels less like a AAA game and more like an experimental genre film about walking.

Hellblade 2 Is the Future of AAA Gaming

I don’t think Hellblade 2: Senua’s Saga is a good video game, but I do think it’s a masterclass in a few aspects of gaming. In fact, while the actual game portions of Hellblade 2 are lackluster and repetitive, the packaging is what I think most gamers expect from AAA developers.

The way Hellblade 2 looks and sounds, along with how characters move, speak, and emote, is at the top of its class. I can’t think of another game that comes close to the stunning visuals and set pieces strewn across Hellblade 2‘s landscapes. The soundscapes, mixing, and 3D audio effects are mind-blowing. When certain voices creep up the back of your skull, your hair will stand on end.

I’ve never been genuinely terrified by a game’s audio alone, but Hellblade 2 continuously put me in a state of unease with how it looks and sounds. Hearing the moans of people being tortured is one thing, but being able to pinpoint their exact location and hear the visceral squelches of torn flesh or crunches of bones breaking takes Hellblade 2‘s audio to a place I didn’t think video games could go.

Sadly, that’s where the “good” stops for Hellbalde 2. Now it’s time for the “bad” and the “ugly.”

Hey, I’m Walkin’ Here

senua saga floating characters

For all that Ninja Theory poured into Hellblade 2‘s visuals and world-building, it is a slog to actually explore. And I use the word “explore” loosely as you’re put on rails from the moment the game gives you control of Senua.

Ninja Theory didn’t hide this from players. They’ve touted Hellblade 2 as an immersive cinematic experience from the beginning. And if you are like me, and you watched all of the gameplay trailers and wondered which parts were gameplay, you were likely watching it the entire time.

Hellblade 2 looks like a cutscene from beginning to end, for better and for worse. The gameplay trailer and previews, where Senua is walking for minutes on end, make up the majority of the gameplay. You walk – slowly, mind you – from point A to point B. When you arrive at your destination, you either solve a rudimentary environment puzzle or enter a mobile-game-esque combat scenario, which ultimately unlocks another path for you to walk on.

These paths, mind you, are straight and narrow, and there will be no treading off of them. You will stay within the rock-lined path. You cannot step over the shin-high ledge. And the only obstacles you can interact with are conveniently marked with white paint. Even rocks on the beach are dark and mossy, except the ones you can interact with, which also adorn a fresh coat of white paint.

This is a small tangent, but this trend of highly specific intractable obstacles needs to die off. Senua can start the game by scaling a 30-foot cliff, but she can’t walk up a hill because she might have to raise her leg higher than a foot. This is rich, seeing as the characters rarely ever touch the ground because their character models float a foot or more off of it.

Me, Myself, and I, and a Shadow Man

senua saga beautiful scenery

Another selling point for Senua’s Saga is the main character’s battle with Psychosis. She constantly hears voices like an angel and a devil on her shoulders. She sees things, people, places, and revelations that no one else can see. And this makes for some really interesting storytelling and mind-bending moments where you’re not sure whether Senua is actually experiencing the moments you’re playing through.

But there came a point really early on where the voices in Senua’s head became a prime example of telling instead of showing. They constantly explain exactly what you need to be doing, holding your hand if you step out of line. Instead of using facial expressions or letting obvious moments ride, these voices feel the need to explain how your character is feeling at any given moment.

For example, when you’re making your way to the first boss, the voices remind you several times that you need to find a specific character and you aren’t supposed to kill him. During the fight, they continue to remind you not to kill him because you need him. And when you win the fight, their voices triumphantly exclaim, “You have defeated him; now he will help you,” which felt like a line from a children’s show to make sure your very short attention span could keep it. News flash: you can’t even kill him if you want to.

Please, Let Me Off the Rails for One Second

I know what you’re thinking. If there’s combat, how can you be on rails the whole time? Answer: the combat is also on rails.

You may or may not remember a mobile game titled Infinity Blade that was once available on iOS devices. You basically stood in place, dodged attacks, and swung your sword around when you had an opening. It was like Dark Souls if your feet were anchored to the ground the entire time.

senua saga cutscene

Hellblade 2‘s combat is almost the same thing. You do have some freedom to move around an arena, but the pacing of the combat makes walking a waste of time. The combat boils down to dodging a combo, getting in a hit or two, and repeating until you activate the kill cutscene. And sometimes, you get to fight five or more enemies on rails back to back until you unlock the next pathway.

That’s not to say the combat isn’t fun. There are moments, like the ritual fight scene in Chapter 2, that absolutely rule. But the moments before and after make getting to the combat sequences a chore. There’s nothing quite as disappointing as walking away from a riveting fight only to be railroaded back onto the beaten path.

Senua’s Dumb Luck Just Won’t Run Out

Senua, the titular character of Hellblade 2, has what I like to call the Jack Sparrow effect. No matter what kind of shenanigans Senua gets into, she always miraculously weasels out of it. Except, instead of doing it with drunken whimsy, Senua gets carried by dumb luck.

There are so many instances where Senua should die. The first boss fight is a prime example of this. It is littered with scripted losses, but instead of killing Senua, the boss just keeps allowing you to continue fighting until the game decides you won.

This is actually how most combat plays out. There aren’t any health bars, and I’m not totally sure you can actually die, but you dodge and attack until the game decides you win.

Senua is also incredibly lucky that none of the enemies decide to attack her in groups. Even the deranged monster-like people in Chapter 2 are nice enough to wait their turn and attack Senua when their comrade falls in battle. This is after players are shown a few villagers who were torn apart by two or three of these monsters. There are countless times when Senua is about to be killed, but some random person will run by and bump her into safety. If these things happened once or twice, it wouldn’t be a big deal, but I’ve never witnessed someone get nudged to safety by panicked villagers who would then get brutally murdered as many times as it happened to Senua.

senua saga evil guy

Combat isn’t the only place where Senua lucks out. There are quite a few instances where Senua narrowly escapes death while those around her have no chance of survival. The boat crash, in the beginning, is the most egregious of these. She’s basically the only “good guy” to make it off the boat alive. There’s a moment where she’s almost killed by a big monster, but whoops, the sun came out.

It’s plot armor to the most blatant degree, and I fully believe Senua should have died within the first hour of Hellblade 2, given her circumstances.

Verdict: Mediocre

If you like games about walking, go play Death Stranding. If you like games with strong female leads and satisfying combat, go play Horizon: Forbidden West. If you want to play a dark, mind-bending story game, go play Alan Wake 2.

I think Hellblade 2 is a beautiful piece of art that does some things right, but it’s not a fun game. I’d argue it’s barely a game. I can’t recommend spending $50 on a cinematic experience, especially when you could spend half that on some extraordinary indie titles that have come out this year or even less on a movie ticket and save yourself holding up on the thumbstick for 8+ hours.

An Xbox review code was provided by the publisher for this review. Hellblade 2: Senua’s Saga releases on May 21.

]]>
https://www.escapistmagazine.com/senua-saga-hellblade-2-review/feed/ 0 221419
Cozy Caravan Emits Pure Vibes & Fun Gameplay (Review) https://www.escapistmagazine.com/cozy-caravan-review/ https://www.escapistmagazine.com/cozy-caravan-review/#disqus_thread Thu, 16 May 2024 13:00:00 +0000 https://www.escapistmagazine.com/?p=219166 Sometimes, a cozy game is exactly what is needed. Getting the chance to jump into a comfortable world, filled to the brim with good vibes and great music is the best way to de-stress after a long and tiring day. Cozy Caravan brings this feeling, all while setting its own pace and place while being incredibly creative in its own right. Does it have what it takes to stand against the cozy game greats, though?

The Vibes Are Impeccable in Cozy Caravan

Image by 5 Lives Studios

Cozy Caravan is a visually stunning game, with a unique art style and plenty of adorable creatures to interact with. Utilizing a stop-motion effect for character animation while the world around them flows like normal helps Cozy Caravan stand out in a crowded genre, and brings a smile to my face every time I see it. No matter if I’m helping Dylan with his high-flying adventures or trying to round up bees, every visual aspect of Cozy Caravan is sublime.

The soundtrack is also phenomenal, consisting of lo-fi beats and calming tunes. Cruzing through the countryside in a bee-drawn carriage while the relaxing beats lulled me into a near trance-like state is something I’ll never forget, bringing the overall vibes to a 10 out of 10. The adorable mumble speak of each character that you encounter is also rather adorable, making Cozy Caravan a rather blissful experience overall.

The easiest way to describe Cozy Caravan is pure vibes. It’s a peaceful world, where the most stressful thing that you’re likely to encounter is making sure you have enough items to sell at your weekend marketplace. You don’t have to worry about money here — everything is paid for in hearts and love. It’s a serene experience, through and through, and it’s easy to pop in for a few minutes or lose yourself for several hours at a time.

A Wonderful Marketplace Simulator

Frog Nasty standing outside of his Cozy Caravan in Cozy Caravan
Screenshot by The Escapist

Cozy Caravan has a surprising amount of things to do within its world. After a brief tutorial that taught me what I needed to be doing, I was set free to explore the land. Alongside my best pal Bubba, I set out on my adventure to become a traveling merchant who exchanges fresh vegetables, cakes, and everything in between for hearts and love.

By interacting with different villagers in these towns, I was given various quests ranging from tracking down a specific item to skipping stones across the river. You can tackle these quests at your leisure, and there are plenty of new ones waiting for you to complete. You’ll encounter adorable little guys like Jimothy who send you on an exciting treasure hunt, or Winston with his massive bees that don’t want to listen to him any longer.

By completing these different quests, I was granted a variety of new recipes that I could throw together, making my Caravan all the more enticing to curious villagers who stop by. As my heart meter continued to fill, I was able to unlock new features for my Caravan to make it the cream of the crop. I started out with just a small table that I could use to cut veggies and fruits, and now I’m a full-blown bakery that sells anything and everything around.

The Weekend Marketplace was my favorite part of the game, culminating in a week’s worth of hard work and dedication becoming some much-deserved rewards. While the main point of the hearts and Guild Coins I received were for Caravan Upgrades, I’m hoping I can unlock some new outfits and items in the future.

Bees Aren’t the Only Bugs in Cozy Caravan, Though

Frog Nasty playing hide and seek with Luca the fox in Cozy Caravan
Screenshot by The Escapist

Unfortunately, even in the coziest of worlds, bugs and glitches can make things a little more stressful than originally anticipated. During my playtime, I had run into a fair number of issues that detracted from my experience, from signs not moving to let me enter a town to quests that would softlock my progress and not let me continue. While this may just be a pre-release issue, it’s hard to ignore them when everything else is so finely crafted.

For example, when entering one of the busiest hubs in Cozy Caravan, I would be stopped dead in my tracks due to a sign that would not move. So, I would have to back up my little bee caravan, and try to wiggle my way into the town — you can’t leave your caravan if you’re not in a town. It was frustrating, without a doubt, but should hopefully be fixed before the true release.

A few quests decided to bug out on me during my journey, as well. While normally I could look past these types of issues, I was soft-locked out of my progress twice during the review period. One of them eventually resolved itself after exiting and restarting Cozy Caravan several times, whereas the second is still causing me grief. However, as I mentioned above, I was playing a pre-release build and made sure the developers were aware of these issues.

Frog Nasty hanging out at a restaurant in Cozy Caravan
Screenshot by The Escapist

Overall, with continued support and additions, Cozy Caravan has the potential to become one of the all-time greats in the cozy games scene. Even in its current state, there are plenty of things to do and see and lots of adventures to be had. It’s currently a little rough around the edges, but its charm and wit help smooth over some of those bumpy patches. It’s an adorable little game with a lot of heart and soul, and worth jumping into for any fan of cozy games.

Cozy Caravan will be available on May 16, 2024, in Early Access on Steam. A code was provided by the publisher for review. Reviewed on PC.

]]>
https://www.escapistmagazine.com/cozy-caravan-review/feed/ 0 219166
Paper Trail Is a Delightful Little Puzzle Game [Review] https://www.escapistmagazine.com/paper-trail-is-a-delightful-little-puzzle-game-review/ https://www.escapistmagazine.com/paper-trail-is-a-delightful-little-puzzle-game-review/#disqus_thread Tue, 14 May 2024 20:23:20 +0000 https://www.escapistmagazine.com/?p=218691 Over the last year, I’ve spent a lot of time digging into beautiful little puzzle games that I missed the first time around, such as Gris. So when I found out about Paper Trail, I knew that it was a game I wanted to pick up and give a try, and I wasn’t disappointed.

Paper Trail Is a Nice Little Character Study

Developed by Newfangled Games, Paper Trail casts players as Paige, a young woman who leaves home to go to university in a nearby city. On her trip, she traverses several unique and beautiful environments with help from her ability to essentially fold time and space, like paper, and players learn more about a major tragedy in her past.

I liked the writing in Paper Trail. I hesitate to call the game cozy, because it does deal with some rather serious themes, but the plot is relatively airy. You’re not going on a journey to save the world or in any way alter it. Paige is going to university. Along the way, you learn about who she is, and what’s driving her to make a change in her life. It’s a nice little character study, and I found it pretty refreshing. Those sorts of more character-centric stories are something I’ve noticed popping up in a lot of the best puzzle games, and I’m glad Paper Trial followed suit in that way.

I can definitely see people being disappointed that Paper Trail doesn’t do more with some of its central plot threads, opting instead for something simpler and more personal. However, it’s best to understand the game as something of a short story. Paper Trail is a snippet from a person’s life, and that’s very refreshing.

Paper Trail Looks & Sounds Beautiful

Paper Trail is beautiful. Flat out. The aesthetic is an incredible little mishmash of watercolor, printmaking, and video game art that fits perfectly with the core conceit of folding the world like paper. Every environment feels unique, and Paper Trail is just such a treat for the eyes.

The music and sound design are also really excellent. In general, Paper Trail‘s music is chill. It does a great job of setting the stage and making environments feel distinct. There’s also an excellent song that plays over the end credits.

Also, listen. I need to tell you about the voice acting, because it’s so funny. In Paper Trail, everyone except Paige talks kind of like a muted trumpet. It’s an odd choice in the grand scheme of the game — though I understand that voice actors are expensive — but it’s one that made me smile a little each time I interacted with someone. It’s kind of bizarre, and I loved that about it.

Paper Trail Is Fun, But a Bit Easy

Mechanically, Paper Trail is relatively simple. Each area that Paige passes through on her journey has a frontside and a backside, and you can fold the sides and corners to create new paths to get yourself to a level’s exit. Things get increasingly complicated as the game goes on, though, and the title introduces players to a lot of different new mechanics as they go, such as sliding platforms, statues, lasers, and a bunch of other things. One of the things that Paper Trail does best is carry those new mechanics forward. New levels always feel iterative, teaching you about their own special rules and then asking you to integrate them with what you’ve learned in the past. That makes for some really satisfying puzzle solving.

Overall, though, I didn’t find Paper Trail specifically very hard. Some puzzles were definitely more difficult than others, but more often than not, my struggles were due almost entirely to overthinking a challenge. Still, I found the “ah-ha!” moments where I got the right solution to a puzzle to be immensely satisfying.

In addition to trying to get to the exit of an area, different Paper Trail levels have origami that the player can pick up. These are often a bit more challenging to get, so I found that they did help to keep the game from feeling too simple during the longer stretches where I was able to more intuitively finish a level.

The Game Is Pretty Short

Paper Trail is short, which I get. It’s an indie game developed by a small team. I’m not expecting some massive, epic experience. However, I beat the game in less than ten hours, which does mean it’s on the shorter end. While I’m satisfied with the plot and the puzzles overall, I do think that a few extra hours with Paige and some harder puzzles could have taken the game from good to truly great.

Paper Trail is a pretty game that, while not too difficult, is definitely worth checking out for fans of puzzle games.

A PlayStation 5 review code for Paper Trail was provided by the publisher. The game will release on May 21.

]]>
https://www.escapistmagazine.com/paper-trail-is-a-delightful-little-puzzle-game-review/feed/ 0 218691