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Tenebris Pictura doesn't ever supplant itself as a game you feel you must see all the way through. The world and puzzles may intrigue you, but the combat made me continually want to walk away from the game.
Although Somerville has some standout features, gorgeously peaceful environments, and atmospheric, silent storytelling, they're somewhat dulled by its terrible controls, awful performance, and lack of exposition. Being restricted to walking pace and the path forward often unclear, you frequently end up walking into invisible barriers. There are huge drops in frame rate throughout, especially when loading new areas, and the lack of names and backstories for the family you're playing leaves you frustrated with little to no attachment to them and their eventual outcomes. If you’re looking for a short, touching title to tide you over until the next big release, this may be worth a look, but with all its issues, it's better off left alone in the dark.
All in all, Lost Eidolons is a fairly ambitious outing that just about sticks the landing, despite some seriously rough edges.
The game takes the familiar formula of the series, featuring compelling puzzles, chaotic combat, and perfect presentation, and sticks by it. With a whole new campaign and a wide variety of fresh and familiar abilities, Trine 5 appeals to series fans both new and old.
Ultimately, we think our impressions of Firewall Ultra boil down to just one question: will we be back for more? At this point in time, it seems unlikely. There are certainly the bones of a good game in here, but with the streamlined gameplay experience and limited content roster, frankly we just kept thinking about the better VR games we could be playing. We'll certainly be keen to dip in once new content arrives, but it's especially disheartening when we've been waiting for a big VR shooter like this on the PSVR2 for quite some time. Firewall Ultra then is an infrequently fun yet persistently disappointing first-party title that really forgets what makes VR so special in the first place.
Overall, Sea of Stars is immensely enjoyable from start to finish. While it's been inspired by various classic RPGs, it sets itself apart with an engaging story, some brilliant characters, and surprisingly deep lore. On top of that, the combat is great fun thanks to its involving, strategic mechanics, and exploring the gorgeous pixelated world is rewarding. It isn't perfect, but it overcomes any flaws with its charming presentation, a world ripe with things to see and do, and no shortage of personality.
Madden NFL 24 is a good sports game, a playoff contender even – but you just never really get a sense this game is going to win the Super Bowl. That's the fundamental flaw here: it's a good effort from EA Tiburon with a lot of strong under-the-hood gameplay and presentation improvements, but the annual development cycle is preventing this series from really taking meaningful strides forward. Superstar, the reskinned Face of the Franchise, is fine for a few hours – and even Ultimate Team has improved to be more accessible overall. But cumbersome menus and a general sense of familiarity drop the ball, and prevent the release from reaching its full potential.
Memories of Marl Kingdom improves on its predecessor's weaknesses. Battles offer up a challenge and need to actually be thought about. The chapters in the game are set before, during, and after the events of the first two Rhapsody games, giving a deeper insight into the stories. Again, injected with musical intermissions, it’s an all-round better experience than Ballad of the Little Princess, albeit a much briefer one.
The always-online multiplayer aspect comes with the usual latency issues: you’ll be chasing someone and land an attack but the other person has already run past you, meaning your attack doesn’t hit. We also ended up shutting doors on ourselves rather than behind us due to this issue — it's incredibly frustrating and can be the difference between a win and a loss. Combined with the occasional visual bugs, precise positioning for interactions, clunky user interface, long lobby wait times, and lack of content, this leaves The Texas Chain Saw Massacre on the floor bleeding out.
Fort Solis starts out promising, with an eerie and mysterious narrative that just seems to get everything right. From environmental details to pacing, this opening act genuinely had us thinking we had a Firewatch or Everybody's Gone To Rapture on our hands. However, as the game begins to expand, the pacing tanks, the story fumbles its way across the finish line, and the gameplay experience makes us want to throw our DualSense off the wall. There are a number of ways in which we should be impressed by the game - it's made by a 10 person team after all - but in the end Fort Solis is an experience as dusty as the red planet itself.
It's a very concise game with a laser focus on its core idea. Framing the action with lo-fi presentation and a daft plot about the black army defecting to the white kingdom, it feels like a forgotten 90s PC game. To that point, there's not much to it beyond the main mode, though there are extras for clearing it — Endless mode is self-explanatory while Chase mode is a interesting take on survival. It's a tight-knit package that, while repetitive in the end, succeeds with its less-is-more approach.
The bottom line here is that Red Dead Redemption deserves so much more.
Armored Core VI: Fires of Rubicon admirably weds satisfying combat with extensive mech customisation, with short missions letting you quickly experiment with new ideas and builds. However, once you've settled on an optimal loadout, it's those same quick-fire levels that begin to blunt the fun. The result is a game that can be just as enjoyable as it is frustrating. A littering of good boss fights and rock-solid performance on PS5 make it a worthwhile experience as a whole, but Armored Core VI: Fires of Rubicon won't go down as a classic in the same way other FromSoftware titles have for the past decade.
The coolest mechanic is the ability to pause the game and give each crew member instructions that they'll all perform in tandem with a tap of the triangle button. Planning a co-ordinated attack and then watching it unfold like clockwork is a pleasure that never gets old, and if you mess the whole thing up you can always just rewind time and tinker with your strategy until you get it right. These moments are Shadow Gambit at its best, and the game in a nutshell; it leaves you feeling like a tactical genius, even if it took you seven tries to get there.
Immortals of Aveum presents us with an interesting new fantasy universe in which magic replaces bullets, but in practice it doesn't quite hit the mark. Despite solid fundamental action, combat can quickly become difficult to read, devolving into a dizzying swirl of colourful effects. Solid presentation and performance lead to some visually arresting scenes, even if the story isn't particularly memorable. It's a good first effort from Ascendant Studios, and the potential is absolutely there, but there's a feeling that the team bit off a little more than it could chew.
It’s a stunning package, filled to the brim with content both new and old, and barring the handful of small issues, it's a brilliant way to revisit one of the most iconic shooters in video games.
Blasphemous 2 takes the foundations of its well-received predecessor and builds upon it in all the right ways. Tweaking combat to make it faster, smoother, and more accurate, removing insta-death scenarios to make platforming more manageable, and packing the game full to the brim with secrets and collectibles. The great attention to detail in the presentation and high level of polish make Blasphemous 2 a delightfully memorable experience that players will look back on fondly for years to come.
If you're after more Overcooked-like co-op fun, Moving Out 2 is a great option. Its colourful presentation, cheeky humour, and increasingly madcap levels combine for a successful follow-up.
Generally, the game is packed to the absolute brim with content, and it's a blast to play, even if it never sees fit to reinvent the wheel.
Seven levels provide ample opportunities for neat lines. These include a street, school, shipyard, and so on, each more challenging than the last. Each map features spot challenges and other simple score attack modes, and you'll slowly level up as you progress, unlocking later stages and more customisation options for your skateboard. While they're nicely designed with multiple paths, they can feel quite empty, not helped by the so-so visuals. We could've also gone for a few more maps and modes, but there are plans for post-launch updates. Ultimately, when you're in the zone, pulling off sick combos while the THPS-inspired soundtrack blares, it feels great. Once you wrap your head around the gameplay and it all clicks, it works very well indeed.