In another level, I continuously switch between late fall and the depths of midwinter, controlling the old man as he crosses rivers and lakes. Ice floes can only be used as platforms in the extreme cold, but if he fails to jump back to the warmer season at every opportunity, he freezes to death. He is brave, but vulnerable.
Narcos: Rise of the Cartels succeeds completely at just one thing: It makes me interested in watching the Netflix series. The game had a lot of potential, and at least superficially it looked like something that may be better than the standard advertorial we’ve come to expect from this kind of tie-in game.
It’s not the lack of elegant dialogue or the glitches that make this game so disappointing, but the idea that a series that was so obsessed with what would be possible from gaming in the future has turned into a way for people to attempt to revisit the past.
I play as Twine, a young child who was bedridden after an accident in which their older sister was seemingly killed while trying to recover treasure from a temple guarded by a magical barrier. The only beings who can pass through that barrier are giant stone golems, which can be controlled by magic. It's this magic that allows Twine to direct the golems from bed. So you're not just playing as a character; you're playing as a character who is controlling a monster.
I still have stress dreams some day that I’m back in school and the exam is tomorrow and I haven’t studied; it’s nice to see a critical part of my life back in The Sims 4, where it can inspire a whole new set of anxieties and disasters.