Signalis conjures a memorable retro-futuristic vibe with its art design, matched with a story that explores the terrifying extremes of sentient life. But its Resident Evil inspired systems feel overly mechanical and fail to produce tension, draining energy from a potentially chilling scenario.
Scorn works wonders with Giger's and Beksiński's artwork, not only in terms of aesthetic fidelity but in creating a world that's utterly strange to exist in. This is a violent, painful, but fascinating place, thick with symbolism and interlocking puzzles that hint at some terrifying grand design. While it can be overly obscure and frustrating, especially in combat, Scorn serves up one hell of a journey.
Once you get to grips with its demands, Rollerdrome’s core concept is realised immaculately. With glorious backup from its retro stylings, each run is peppered with audacious stunts that would grace any action movie. It flags towards the end, however, thanks to an inelegant pile-on of difficulty, a lack of new twists, and disregard for its character’s story and narrative themes.
Perhaps, ultimately, you have to accept with “The Centennial Case” that you’re not so much Sherlock Holmes as Dr. Watson, offering up ideas that might be taken on board by the real star, or given short shrift. If you don’t mind playing second fiddle to its fine cast and weaving plotlines, there’s plenty here to keep you gripped. As with any good TV murder mystery, the intent is to keep audiences guessing. “The Centennial Case” should keep you guessing throughout.
In its visuals and audio, Trek to Yomi nails its brief to create an Akira Kurosawa-inspired samurai adventure. Its interactive elements, however, along with its story, are all too ordinary and rarely combine to heighten the atmosphere or create suspense. Worth a try for the sightseeing perhaps, but don't expect it to cut deep.
There’s no escaping, however, that “Weird West” is crowded by its own ambition. No doubt, some glitches will be fixed — like mission objectives failing to update correctly — and some control issues are surely more applicable to the PlayStation 4 version rather than the PC. But other problems are more fundamental. It says something that by the end of the game, I’d killed 599 people, and as much as (almost) all of them had it coming, I had no such intention when I set out. The systems felt too brittle to warrant a more considered approach. In this Western, it doesn’t pay to be a master of the quick draw so much as the quick save, stopping to back up every inch of progress, in case your next move pulls the chair from under you.
There's a half-decent time to be had bashing your way around Stranger of Paradise's dungeons, but routine level design, rough edges and messy narrative delivery stop the experience evolving into a compelling adventure. Despite its efforts to create ordered systems, chaos has the final word.
Sifu is a master of hand-to-hand combat, injecting its kung-fu showdowns with exhilarating fluidity, tactical depth and cinematic scale. Its structure is harder to fully embrace, though, as it demands a lot of repetitious dedication to even reach the final stages. At times that feels needlessly punishing, but the thrill of the fight should help pull you through.