Steven Scaife


113 games reviewed
65.4 average score
70 median score
48.6% of games recommended
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However commendable Nightdive’s efforts to preserve the spirit of the original may be, it doesn’t take much frustrated wandering before questioning whether their modernization efforts have gone far enough.

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Unscored - Redfall
May 8, 2023

The more fantastical elements of Redfall fail to impress, but the everyday detail of its setting manages to shine through, surfacing little stories left in the wreckage. The problem is that, even if you’re willing to dig for those moments, they’re still overshadowed by the glimpses of another, larger story: the one that explains how Redfall came to be released in such a state as this.

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Unscored - Mr. Sun's Hatbox
Apr 30, 2023

Much of the game involves strategizing around these quirks when possible. Upon snapping a guard's neck, for example, the "guilty conscience" trait sends your character hopping around in an uncontrollable panic for a few brief yet potentially pivotal seconds during which they might blunder into a trap or the sightline of another guard. To circumvent this, you can take care to kill exclusively (and presumably more impersonally) with weapons, or you can drag each body to some secluded area where it's safe for your assigned agent to shake off any post-murder jitters.

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Mar 22, 2023

But for as pleasant and intermittently clever as it is, Storyteller’s breezy style comes at the cost of any real complexity. Because the game’s variables and statuses are meant to remain hidden in order to avoid overcrowding the screen with information, none of the puzzles can ask very much of the player. It avoids providing too many illustrations to experiment with and too much information to keep straight in your head. A few of the later puzzles demonstrate how easily this spareness can devolve into tedium, with several that require you to establish the family ties between dwarves. Though Storyteller has its share of clever moments, the game never quite finds the depth beyond the cozy archetypes that make up its exterior.

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Unscored - Phantom Brigade
Mar 1, 2023

I’d be able to forgive these UI foibles if they contributed to a cohesive thematic style. The busy interface of a game like Highfleet appears even more inscrutable than Phantom Brigade, but it funnels its droves of information into a gorgeously intricate cockpit UI. The sliding gray menus of Phantom Brigade, on the other hand, are bland and indistinct. The bare-bones story and setting, with their anonymous blue and red factions, could very well pass for a placeholder. The game’s unique command system manages to capture what is so intrinsically awe-inspiring about giant, fickle robots battling other giant, fickle robots — but the surrounding framework lacks the same refinement and clarity of purpose.

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Jan 18, 2023

Perhaps Colossal Cave’s unthinking fealty to the original, and its seeming dismissal of so many of the innovations that might have improved it, could be forgiven if it featured any puzzles or mechanics that would be tough to replicate in a modern design context. But no such innovations are apparent, and new touches like the first-person camera create new problems like making it easy to miss important items in the cave. Colossal Cave, then, can hardly be called a “modernization,” because it would have felt antiquated even if it came out 20 years ago.

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Faith’s visual and mechanical variety, as well as its one-button simplicity, helps obscure whatever rules it operates by. Sometimes the “save” function briefly changes, and sometimes a pivotal moment takes place from the ordinary overhead camera view rather than in the elaborate rotoscoped cutscenes, just to keep you on your toes. Faith’s masterful sense of timing and mood create a truly rare feeling of persistent uncertainty where anything can happen. The game manages to be frightening because of its technical constraints rather than in spite of them.

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These issues are not unique to “The Devil in Me.” “The Quarry” often felt uneasily patched together, struggling to reconcile all of its plot threads. All of this raises a question that haunts the experience of Supermassive’s games: Amid players’ expectations of visual fidelity and complex narrative, how sustainable is a format where, at any point, any fully voice-acted, motion-captured character can die and be cut from the game in an instant?

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Nov 14, 2022

While such digressions, to be fair, are optional, the game does encourage you to poke around every corner of its vibrantly rendered world to ensure that you’ve got the facts straight. In the end, though, Pentiment excels less as a mystery game and more as a portrait of a community. Because as a mystery to be solved and a mediation on how stories evolve over time, its focus wanders and ironically comes to fixate on elements like presentation and background lore that can all too easily overwhelm the basic tenets of telling an engaging story.

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Unscored - Scorn
Oct 14, 2022

By the time the parasite does finally obstruct your ability to use machines or change weapons, the damage is already done. There are few enemies left and the game is almost over, so whatever additional tension might have resulted from these restrictions never materializes. Scorn is a transportive experience to be sure, at times a genuine masterwork of visual craft. But the unfulfilled possibilities linger a little too prominently, a reminder that it falls short of being a mechanical masterpiece, too.

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Aug 30, 2022

Of course, these late-game inconveniences also speak to something rare and refreshing: Immortality isn’t designed for convenient completion because it’s fully comfortable with the player not seeing everything. It’s confident enough to merely suggest certain details and concepts, giving us glimpses of certain prickly edges and troubling dynamics without falling back on an overt explanation, a tidy conclusion, or even a break from the verisimilitude of the “found footage” format. It’s an impressively layered work, filled with conflicted thoughts on the concept of the auteur, the collaborative process of art, and the prospect of going too deep in the service of expression. Rather than a clean moral or cautionary tale, Immortality opts for something messier, more complex, and far more likely to endure.

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Apr 18, 2022

Sephonie’s thematic scope is admirably wide-ranging, but its wordiness only crowds a game whose mechanics are tenuously connected. For a game that concerns the interconnectedness of all things, it’s unfortunate how awkwardly some of its pieces are glued together.

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Mar 31, 2022

Playing Weird West, it’s hard to shake how much more gracefully other games of this type avoid similar pitfalls, with the abbreviated scavenging of Void Bastards and the easy-to-read interface of Desperados III, another western with a top-down perspective, immediately coming to mind. The latter game also supports far more complex maneuvers despite lacking the sort of pointless granularity that has the player comb through indistinguishable shelves for a handful of ammunition. By contrast, Weird West is a slog dying for an extensive streamline.

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Mar 16, 2022

Where other isometric games of this sort heavily telegraph areas and objects that you should return to later, the levels here subtly fold in on themselves in ways that are both slyly hidden and obvious in hindsight. Tunic appears unassuming and even a little routine on the surface, but it constantly reveals how clever it is every time it encourages us to take a closer look.

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Feb 22, 2022

Details like the cause of the disease and how it spreads are unclear, though it doesn’t appear to be fatal. Much of the game involves simply existing in the midst of this incident, experiencing the story while trying to hold certain relationships together as things grow more grave. The slow progression of the disease lends itself to tear-jerking melodrama, but the characters’ horror is quiet and largely internal. Occasionally, they verbalize their fears, but mostly their memories just gradually and inevitably falls away, like leaves in autumn.

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- Sifu
Feb 6, 2022

Though Sifu features a few dialogue choices and scenes throughout its campaign where you don’t have to fight anyone, its surface-level engagement with martial arts film iconography betrays a lack of humanity that feels typical of works created well outside of the culture that they intend to depict. The game’s story grouses about the downsides of seeking vengeance, but this is plainly the work of people who like to fast forward to the fight scenes.

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Dec 4, 2021

That emptiness only becomes harder to ignore when the story foregrounds itself, pulling you back for chats with your AI partner or scattering insipid post-apocalyptic lore documents all over the levels. For all of Solar Ash’s sense of genuine, thrilling speed in its mechanics, the game fails to muster any sense of accompanying narrative momentum, content to warm over imagery and ideas from Anno Hideaki’s Neon Genesis Evangelion, Shadow of the Colossus, and countless media inspired by each. Solar Ash reaches for awe and splendor somewhere beyond its overall poverty of imagination, succeeding occasionally yet also suggesting that the wordless storytelling of Hyper Light Drifter had been the right way to go.

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Oct 25, 2021

While Lost Judgment isn’t a uniquely disappointing take on the Yakuza formula, it also isn’t particularly exciting given that it’s so easy to imagine the more daring, experimental game that could have been.

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Oct 4, 2021

Beautiful and elegant though it may seem on the outside, Jett: The Far Shore too often lets its stylistic tics drag the experience into varying degrees of frustration.

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Sep 23, 2021

And because the atmosphere encompasses so much of Sable’s appeal, the technical issues can be absolutely ruinous. When the bike disappears into the ground, when the menus break, or when Sable passes straight through an object that she should be able to land on, the illusion collapses and we’re left not with a vivid sense of place, but with a video game where the mechanics are all a bit of a chore. With its restrained approach toward collectibles and its rudimentary traversal, Sable attempts to depict exploration for the sake of exploration, but in doing so it only clarifies that such a concept is not necessarily as enticing as it sounds.

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