There's just so much to learn and find and unlock in your first playthrough, and I'm not sure I even want to get into the prospect of follow-on sessions, armed with the knowledge that wood is your earliest friend and that you really shouldn't build with a hodgepodge sense of <i>whatever</i>, <i>wherever</i>, because I guarantee you it'll come back to bite you in your cute little lamb ass later.
In short, because it’s short, you get a more bite-sized piece of the whole Cuphead experience, but its upped challenge sort of makes up for that. I definitely found myself banging my head against the wall, which was to be expected, I just hadn’t wanted to be getting that headache so early on in the piece. It didn’t stop me from keeping on going though, which should give you an idea of the draw and pull here. Part tantalisation, part revenge, all in good fun. Cuphead: The Delicious Last Course has certainly sated my hunger and I only hope that while this is meant to be the last service here, that the kitchen isn’t closed for good.
In this way, familiarity and the sense of game-universe expansion is a draw I can see tugging at the sleeve of only the most ardent of uniformed Fire Emblem devotees, but so much so they will be rewarded for going all in here.
In gaming, it's often touted at specific genres, such as the <i>Metroidvanias</i> or <i>Roguelikes</i> of the space; pixel-powered knockoffs or homages to our favourites of yesteryear dotting the proverbial Indie landscape, servicing a wistful bit of throwback while also cashing in on its powerful pull.
It’s too easy. And it’s not like dialling up the AI or bolstering their numbers would help, it’s just been designed as an ultra-accessible game. And that’s fine. But for mine it’s detrimental to some of the clever ideas that do rear their head throughout, though these are more often flash-in-the-pan in terms of cadence and delivery
Elden Ring is among my favourite games ever. Those frame hitches, while significant, marred mere moments in my playtime with From's masterpiece. I played 95 hours of Elden Ring, and I could have played oh-so-much more. I will, probably. I railroaded myself with my weapon choice, but I found dozens of amazing looking spells that I'd love to try out. And I can't PVP at level 150, so I'll need to start a new character if I want to invade people. And there are two other endings that I didn't achieve — you aren't thrust immediately into NG+ in Elden Ring once you achieve an ending, but I don't think you can achieve other endings later. I already kind of know how to do them, I think. Well, I think I know, anyway. But I don't know what I don't know, so…
As an action-adventure, an RPG, a narrative, and open-world sandbox, and a way to simply spend time exploring a breathtaking world – it falls short. Engaging at times, thrilling too, but also disjointed, clunky, and unfocused in ways we didn’t expect.
Dying Light 2 Stay Human will divide fans, as the first game did. With that there’s no question, but for mine it is an incredibly rewarding game that has the best parkour ever seen or experienced in games, and the playground to match it. Plus the zombies. So many (awesome) zombies. On Hard I still found it a little on the easy side, but the length and depth of missions and the world more than made up for it. And if you let the game bite you, as I did, it’ll grab and transform you for more than the next little while.
If the game’s pacing, its toolsets and some of the missed opportunities mentioned throughout this review were in place, the score here would be much higher. Even with rose-tinted glasses on as someone who grew up in the 80s and 90s, I can’t bring myself to overlook Echo Generation’s glaring pitfalls, which is a shame because it nails nostalgia and reference and feels. It’s just a slog to pull those things out of it, and then some. Still, I see a bright future for this studio and the potential for this as a series moving forward, because there’s a lot to build on here. It also begins life on the right voxel foot as a Game Pass offering, so those pitfalls immediately just become the grind they are with very little money handed over on your part.
Hell, even the genre's fonts are similar (or the same), and that's across rival publishers and developers over major titles designed to clash against one another at retail. But this familiarity has kept the genre on top in its home base of Japan, and evergreen as far as pop-culture relevance goes in the West.