Rock, Paper, Shotgun's Reviews
Kalimba is relatively short if you're looking to just rattle through the story mode – I got through the it in a couple of hours – but the longevity comes from the repetition and the desire for that perfect run. I am now going back through the levels trying to get gold on all of them and make my totem pole glorious.
We may have to wait for the revolution, but Blackrock Mountain is business as usual for Hearthstone. And business is good.
I had hoped that Act 2 would be the addressing of Act 1's shortcomings, and deliver on its strengths, what had seemed so heartfelt and novel. Instead it's an incredibly pretty, superbly voice acted, crap adventure game.
The Assignment and The Consequence are dark, they're frightening, they get the blood pumping, and there's nothing else quite like them around. You'll know when you've been Tango'd.
Though I dearly wish it would calm down, and it's too messy to be as classic as its forefather, Dungeons 2 is the tinkerer's cave I've been waiting for.
I'm frustrated that there's a great game here, laid a little low by grind, by sub-racing game insta-death factors and irritating, quote-drenched dialogue. This is, at heart, a small and simple game which tries to make itself bigger with unnecessary frippery rather than expanding its worthy core. It's perfectly serviceable as a land-based remix of FTL, but your next great, chaotic adventure Convoy is not. Yet.
No numbers, no inventory to speak of, but so much to do, so many ways it can play out and plenty of snowballing consequences. Its superficially simple 2D art occasionally flares into high prettiness too. We might not have Red Dead Redemption, but Westerado is an enormously satisfying consolation prize.
The structure of the game helps, but GTAV's singleplayer is not simply a case of making the best of a bad situation. I've been surprised over the past week how much I've enjoyed revisiting these storylines and missions, after first playing them on XBox 360 at release.
It’s just numbers getting bigger. It’s the cynical serpent curled aroundthe heart of every social game, every action RPG, every MMO, every gambling machine, but at least it makes no pretence that it’s about anything more than that. There’s this thin veneer of Monopoylisms with a touch of sardonic Fallout nonchalance and lazy references to famous figures, but it’s just set-dressing and it knows it. This is an experiment in how venal we can be.
Whatever time was wasted traipsing across the same screens repeatedly, I sure as hell don't regret the twenty-odd perfect shots that happened along the way. The beauty of Titan Souls is that if you enjoy the demo, you'll find more of the same in the full game, with consistently inventive enemy designs.
So it's such a galling shame that the game lets itself down so badly. A collection of poor puzzles is frustrating (one in particular required me to email the developer to get past), but forgivable in this lovely daft genre.
So yes, an awful lot of what makes Dungeon Keeper Dungeon Keeper is in here, and I respect the hell out of that, but there's a certain degree of elegance missing due to the micro-intensive method it's chosen to move the dial towards.
Etherium is unlikely to work its way into anyone's list of strategy favourites but if you're a fan of traditional RTS games, its short bursts of action might be as welcome as a cool pint of H20 during a drought.
Dreamfall Chapters sheds some of the baggage associated with a traditional point and click adventure, but when I found myself in a miniature stealth section combining inventory items around an interactive but almost invisible hotspot on the floor, I wished it were travelling even lighter.
Battlefield: Hardline is a stupid game. I quite like it.
The story is a touch blandly presented, but hardly an important factor in the scheme of the game. It's completely novel, and that's a rare thing to say about any game, and even rarer to conclude it succeeds in its originality.
If it's playing I can close my eyes and feel what HLM made me feel. Because my associations for HLM2 are confusion and frustration more than exhilaration and escapism, the second doesn't seem to have power. But there are some lovely pieces in there for sure.
Apart from the splendid graphics, there's nothing particularly outstanding about White Night, but it's a decent horror-mystery game. It'd fit beautifully under the Alone in the Dark banner and seems like a much more obvious successor than…well…
Throughout all of this is the lovely music, the gorgeous artwork and a moving story. That intro sequence brought a lump to my throat, but I wasn't sure whether the game would be able to sustain that ability to be affecting once it became less cinematic. But as the story plays out and I completed tasks I was fed more snippets. The game gradually reveals what's behind the tragedy of the forest and that emotional facet is unspoilt by unforgiving and unadventurous mechanical requirements.
The way that ships, planets and research all simply accrue numbers in various areas rather than opening up new avenues to understand, explore and exploit makes Starships seem like a game set at the end of humankind's ambition rather than the beginning of a brave new age.