Video Games / Platform / PC

This War of Mine DLC To Support War Child Charity

This War of Mine DLC To Support War Child Charity

11 Bit Studios, creators of This War of Mine, are teaming up with street artists in the name of charity.   The ‘War Child Charity DLC’ contains unique street art pieces made by prominent street artists such as M-City, Gabriel “Specter” Reese, SeaCreative, Emir Cerimovic, Fauxreel and Mateusz Waluś. The art can be found in-game, as well as in a in-game gallery. Each piece of art reflects upon the human condition during times of war. 100% of the proceeds made by the DLC will go to charity. There are three tiers, all of which include the same DLC, for those who wish to donate more money to War Child UK. The tiers are $0.99 – $9.99- $19.99.   This War of Mine became a cult hit last year, mainly due to it’s view point on war as average person, instead of solider. The bleak tones, and genuine sense of human struggle, all result in This War of Mine being a truly unique experience.    ...

The Old Blood Is Exactly What We Need

The Old Blood Is Exactly What We Need

One of last years best games just got a follow up, and it’s not even going to cost you much. Wolfenstein: The Old Blood has been announced, and oh my days is it what we needed. Balls out, no nonsense, sheer video game joy, it’s exactly what The Old Blood is bringing to the table. Releasing as a standalone experience, The New Blood looks set to bring the fun pack to first person shooter, much like it’s predecessor. Those who missed out on The New Order did themselves no favors. A combination of brilliant gameplay, crazy encounters, and a heavy dose of dark humour, The New Order was sheer enjoyment. It’s rare a modern first person shooter manages to recreate classic genre thrills in the way The New Order did. It filled a gap in the market, and that is still there, making it The Old Blood the perfect filler. Bethesda’s trailer for The Old Blood screams character. It’s dripping with influences from grind house cinema and old B-Movies. It’s the perfect combination. All of The New Order’s humor is present within the 1:53 minute Old Blood trailer. The game knows it’s audience, it knows the strengths of the original, and it revels in them. Thankfully, The Old Blood is seemingly getting the attention of the masses. People who haven’t experienced The New Order are even turning their heads. The Old Blood, a prequel to The New Order, could potentially bring in a new audience for franchise, resulting in a fully fledged sequel. Going back to basics, while applying modern technology, has resulted in one of the purest forms of modern video game entertainment. The Old Blood is exactly what we needed, even so after the stumbling ways of 2015′s initial few ‘next gen’ titles....

All Killer, No Thriller – Resident Evil Revelations 2: Episode 2 Review

All Killer, No Thriller – Resident Evil Revelations 2: Episode 2 Review

*The review for episode 1 can be found here. Each episode will be reviewed individually*   The second episode of Resident Evil Revelations 2 is a different beast from the first. Where the first episode laid on atmosphere, tension, and some minor survival horror tones, the second episode goes all guns blazing. From start, to finish, episode 2 is much more bullet ridden than the first. The issue is, Revelations 2 isn’t exactly sure what it wants to be, and episode 2 is a perfect example of this. Episode 2 sheds more light on the plot, as well as bringing new weapons and enemies to the series. The plot points are far and few between, but there’s enough to keep the story progressing, keeping the player interested. Both Barry and Claire’s campaign feature new enemy types. These new enemies are nothing more than a pain, mostly due to their mechanics. It’s not that it adds to the challenge of the game, instead, they just frustrate by slowing the game down. This frustration is found in abundance when playing episode 2. The game can never quite make it’s mind up to what it’s trying to be. The erratic nature of the game leaves the whole experience lopsided. From being rushed by multiple enemies, to suddenly finding the pace of the game reduced to a almost stand still. The issue is also reflected in the amount of ammo and herbs dropped throughout the game. More often than not, the player will find themselves drastically understocked , making a number of encounters drag on due to the sheer number of enemies. The constant barrage of action, mixed with some pace killing enemies, results in the whole experience feeling off. Both Claire and Barry run into situations that require co-op actions. These situations don’t feel organic in the slightest. The sole purpose for the co-op sections is purely to remind the player that their companion exists, even if they are under utilized throughout episode 2. Series fans will be happy to know episode 2 welcomes back boss battles, two of them to be exact. Both encounters require little in terms of skill, instead relying on the players sense of spacial awareness. Neither of the bosses provide much of a challenge. Hit and run makes up 99% of each battle, with the 1% consisting of evading the odd attack. The inclusion of the battles is welcomed, resulting in hopes for more interesting boss encounters in the future. Revelations: Episode 2 is solid enough, but staggers to maintain the level it’s predecessor set. While it does progress the plot, with a genuinely intriguing ending, the overall experience is mixed. The stop/start nature of the pace is jarring, often resulting in any player immersion fading away. The new enemy types do little to improve the game, only adding unnecessary frustration. One of the oddest traits of episode 2 is the way it treats supporting characters. Showing up for only a few minutes, then reappearing at random, they almost feel utterly pointless. The series still has plenty of promise, but this promise is worthless unless the game finds it’s feet. Firmly in the shadow of it’s predecessor, episode 2 is simply adequate.  ...

Evolve’s Price Slashed By GAME

Evolve’s Price Slashed By GAME

Evolve, released last month, has had it’s price slashed by UK retailer GAME.   Turtle Rock’s 4 v 1 multiplayer had a controversial release, mainly down to the sheer amount of launch day DLC on offer. The game has since struggled to maintain a strong online presence. GAME are currently selling Evolve for £29.99, complete with the much criticized pre-order DLC. The price cut effects both the PS4 and the Xbox One version. The PC version is currently down to £21.99, which also includes the pre-order DLC. The price drop may signal a influx of new players. Those curious about the game, but not willing to pay full price, will no doubt be tempted by the reduction....

Battlefield Hardline & Final Fantasy Type – 0 Discounted Among Other Titles At Zavvi.com

Battlefield Hardline & Final Fantasy Type – 0 Discounted Among Other Titles At Zavvi.com

As per every Monday, UK retailer Zavvi are running their Mega Monday sale.   The 24 hour sales includes a range of items from video games to memorabilia. This Monday contains a few deals worth looking at including: Final Fantasy Type – 0 (XB1/PS4) – £30.98 Xbox One (white) console with Sunset Overdrive – £279.99 Drive Club: Special Edition (PS4) – £29.98 Samurai Warriors 4 – Anime Edition (PS4) – £19.98 Battlefield Hardline – (XB1/PS4) – £39.98 Pre-order DMC: Devil May Cry Definitive Edition – (XB1/PS4) £22.98   Zavvi are currently running a 2 for £40 offer on ‘Next gen games’. The choice is a little small but the following titles stand out:   Child of Light – Deluxe edition: Short, but a beautifully relaxed video game experience. Strong art style and great soundtrack are note worthy   The Wolf Among Us – TellTales lesser known success story, but arguably more interesting game.   Lords of the Fallen – Dark Souls style effort that may not be a total success, but it’s enjoyable in it’s own right  ...

Evolve Drops Out Of Steam’s Top 40 Most Played – Backlash Towards DLC To Blame?

Evolve Drops Out Of Steam’s Top 40 Most Played – Backlash Towards DLC To Blame?

Evolve has been out for less than a month, and it’s current performance on Steam is rather damning. Given the game’s focus on multiplayer, Evolve currently finds it’s self 41st on Steam’s most played, as of 26/02/2015. While it’s not the be all, end all, it’s still a worrying fact given the games reliance on it’s player base. Evolve came under fire, and rightly so, for it’s heavy use of DLC from launch day. The sheer amount of pre-order DLC offered, along with a confusing array of editions, each with their own DLC, was met with criticism from users and some critics. Currently, there are no statics for Evolve’s performance on consoles. The number of steam players will surely rise at points as new content is released. Steam weekly sales, and event/holiday sales, will also be reflected in the player base when Evolve is on offer. Did the amount of DLC, and resulting criticism, play any part in Evolves fall in popularity on steam? Has the hype train ran out of steam already? It’ll be interesting to see where the Evolve player base goes from here, at least on Steam.    ...

A Solid Start, Ending The Rot – Resident Evil Revelations 2 – Episode 1 Review

A Solid Start, Ending The Rot – Resident Evil Revelations 2 – Episode 1 Review

Resident Evil: Revelations 2 – Episode 1 feels like the game Resident Evil 6 should, and wanted to be. The episodic approach to Revelations 2 isn’t just another experimental move by Capcom, but a beneficial move for the sake of game. Filled with fan service, references and the positive elements of the original, Revelations 2 is a curious step in the right direction. For £5, Episode 1 is two hours of setting up the rest of the series. Franchise familiars Claire Redfield and Barry Burton both feature, both of them with their own experience and gameplay style. Diverting away from the awful fire fights featured in Resident Evil 6, Revelations takes a much more subdued approach to it’s gameplay. Claire’s portion of the game is a slow burning affair, with less ammo and fire arms available to her. Barry is armed to the teeth from the get go. While his sections may be more action orientated, there’s still a degree of vulnerability lurking. There’s a distinct difference in both respective sections, giving the game a genuinely varied experience that consistently remains enjoyable. Both parts of Revelations 2 feature co-op mechanics. Claire is accompanied by Moira Burton (yes, THAT Burton) while Barry teams with a young child named Natalia. Both newcomers have their own unique uses that feed into the tone of their sections. Moira, as a result of the plot, only wields a crowbar and flash light. Natalia possess the ability to see enemies through walls, alerting Barry to their presence, as well as crawling into small spaces.   The co-op nature of the game is the weakest element of Revelations 2, at least as far as Claire’s part goes. Moira, as a character, is utterly insufferable thanks to a mixture of weak writing, voice acting and a annoying personality. Her constant whining and f-bombs grinds throughout the entire time the player is with her. Moira’s self proclaimed roles of ‘torch holder’ and ‘door opener’, make the character feel a little pointless. It’s utterly bizarre when a character’s main role is to point a torch at something.She does posses some usefulness in the shape of her ability to stun enemies by blinding them. Natalia is much less of burden. There’s a clear relationship developing between both her and Barry, giving the game a little touch of humanity. Her abilities of pointing out enemies, and crawling into small spaces, give her a legitimate place within the game. There’s something sinister behind the character that’s hinted at, obviously setting up plot point to be revealed in later episodes.   The biggest issue with the co-op focus is the AI and mechanics. Switching between characters can be down with a button press. The problem is, when the player switches characters, it often leaves their past choice frozen on the spot for a few seconds. It’s a issue that rears it’s head towards the later stages of Claire’s section. A few nagging issues with AI running into enemy attacks also make a cameo from time to time. When in control of Moira or Natalia, who both lack any real ranged attack, the AI tends do little. Claire and Barry, when controlled by the AI, will stare into space, or trot around in circles. Even when the relevant skills have been unlocked, the AI is near useless in a combat setting. The ease of switching between characters does curve the majority of frustration thankfully. Underneath the core gameplay is a skills system. Players earn points by their how well they perform in-game, as well as collecting items dotted around the levels. Skills range from improving the healing factors of herbs, improved weapon and ability damage, among a few other curious enhancements. It’s not exactly an essential addition, but it does add a little bit of welcomed depth and customization. Revelations 2 – Episode 1 does a fairly decent job of placing the player in a interesting setting. The prison island provides for some challenging encounters, most of which carry that classic Resident Evil feel. The level design is similar to that of the tight, dark spaces of the first Revelations. The chaotic nature of Resident Evil 6′s level design is a long distant memory.   It’s fair to say Capcom have successfully implemented the best of Revelations enemies into the follow up. From slow traditional zombies, to more aggressive La Plaga variants, there’s decent range of threats to encounter. The slower enemies do tend to run into a few issues when it comes to movement. Getting caught on the environment seems to be a growing trend towards the end act of Barry’s segments. While it’s not a major issue, it does detract from the players immersion, cheapening the atmosphere. By the time the two hour episode is over, there’s very little of the plot revealed. Beyond a few minor hints, the plot remains distant, allowing for the characters to be firmly established. It would be harsh to criticize Revelations 2 for it’s plot so early into the series, it is episode one after all. From what is shown, and previewed via the ending, there’s promise within the story, albeit a typically Resident Evil plot.   Replay value comes in the form of ‘Raid mode’, a Mercenaries like mode that’s surprisingly well crafted. Players choose a character, their gear and a set of skills, before being deployed into the field. Raid mode is a nifty run through multiple levels, gunning down enemies left, right and centre. Each enemy rewards the player with experience, allowing them to purchase more skills for their character. New weapons can be found across the map, allowing players to further customize their load-out. The mode is pretty basic, but hugely satisfying. There’s a odd sense of progression at the core of each run, even more so when beefier weapons are found and equipped. Much like Mercenaries before it, Raid Mode feels like it could become Resi’s next big mini-game. For a game released on both current generation and last, Revelations 2 hold up fairly well in terms of presentation. While there is a lack of detail in parts, the visuals on the whole are decent. Enemies provide gory imagery, with decent amount of detail on show. Human character models are adequate but look slightly robotic at times. The environments, at least indoors, look good enough to carry the brooding tones. Outdoors, the game struggles to look as slick. Rocks and trees have a noticeable lack of detail compared to the rest of the world, but this is merely nit picking. Resident Evil: Revelations 2 – Episode 1 is fine starting point for the series. Solid gameplay, decent production values , allow the game to blossom into a enjoyable bite sized experience. Capcom have managed to dial in their efforts into a much more precise experience, avoiding the messy nature of Resident Evil 6. With all the traits of the first Revelations present, a long with some improvement, Revelations 2 could just be the next big Resident Evil. It’s just a shame there’s no offline co-op. For £5, it’s hard to find reasons not to at least try Episode 1. The Raid Mode is genuinely great, the core experience is solid, with a promise of more to come as the series goes on. Capcom have seemingly found their feet once more. The nose dive in quality the Resident Evil franchise has suffered, it finally seems to be over.  ...

Fun, Fresh But Flawed – Hand of Fate Review (PS4/PC)

Fun, Fresh But Flawed – Hand of Fate Review (PS4/PC)

A mish-mash of games and concepts, Hand of Fate is truly intriguing. A combination of card game, Dungeons & Dragons and action RPG, Hand of Fate is a ambitious attempt to create something new. The ambition on display by developer Defiant Development is worthy of applause, the problem is, Hand of Fate is a mixed bag of success and failure. The heart of the game is a battle of wills, and luck, between the player the masked dealer. Sitting opposite the dealer, in a dark candle lit room., the cards and dealt and the game begins. The cards are split into two sections, items and encounters, the game begins and the player finds themselves a little confused. Hand of Fate doesn’t concern itself with traditional tutorials. The games rules are explained to the player with each move they make, with the masked dealer slipping in banter and trash talk between lessons.   With all the core rules covered within the first 15 minutes, Hands of Fate enters it’s ‘proper’ stages of the game. This is where experience starts to find it’s rhythm, players choose their path, the cards are played, the whole thing starts to take shape. Hand of Fate shows it’s unique personality with each card turn. Much like a classic pen and paper RPG, Hand of Fate lays out a encounter for the player to approach, often with choices to decide upon. Each choice brings with it a chance of failure or success. Instead of rolling a dice based on stats, players select a shuffled card that represents either success, or failure. It’s a extremely simple concept that results in insane amounts of depth. With each card hosting a encounter, the nature of the card game gives each play through a unpredictable pattern. It’s extremely rare the player ever runs into the same layout of encounters across any given play session. It’s one of the best elements of traditional pen and paper RPGs injected into a video game.   The unpredictability of the cards results in resource management becoming a key factor to the core game. Each player movement consume one piece of food, given the amount of cards on the board at each time, managing the food count is key. There is of course means to gain extra food, mostly through encounters and various items, but this is more a question of chance rather than certainty. The devil is in the detail, and this is one of Hand of Fate’s finest features can be found. Adapting to the situation, planning how to spend food, choosing what cards to put into each deck, it’s a fine balancing act. The item cards open up new ways to approach the game, with certain items giving the player various perks and enhancements. Examples include helmets which increase food gained by 45%, thus lowering the burden of micromanagement, and armour that boosts players defence.   While the card elements of Hand of Fate are brilliant, another core part of the gameplay falls short. A large number of encounters put the player into a arena in which they must fight enemies dictated by a card. Bandits, Skeletons and Ratmen are just a few of the enemy types players will face off with. The main issue with these encounters is the combat. With no combinations or room for creativity, the combat is nothing more than bashing the same three buttons, with the odd press of a shoulder button. Attack, dodge and counter form the holy trinity of Hand of Fate’s combat system, and it all feels extremely shallow. Fighting enemies becomes repetitive and tiresome, leaving a yearning to return to the card game side of the game. Countering becomes a nuisance as soon as ranged enemies are introduced, spamming counter quickly takes up a large amount of each fight. This spam leads to the player being locked into a train of countering animations prolonging each battle by unnecessary lengths.   Combat encounters highlight another big issue for Hand of Fate. Unstable frame rate issues and crashes rear their ugly heads when there’s more than seven enemies on screen at the same time. The frame rate becomes such a issue that players will often soak up cheap damage they have no chance of countering/evading. It’s a major issue when fighting the likes of the Ratment, who leave clouds of damaging gas in their wake. The crashing issue isn’t a regular occurrence, but given how a session must be completed in order for it to be saved, it’s a progression halting bug. The frame rate issues would be a little more forgivable if Hand of Fate look decent during these sections. The visuals and animation feel rather alien on a system like the PS4 or a modern PC. Simple environments, dull colours and clunky animations give make for some rather uninspired viewing. At certain points, it’s easy to think the game was came out in 2005 rather 2015. The visuals at the actual game table are considerably better however. The masked dealer boasts decent detail and smooth animation, the environment is dark and brooding, but with a touch of old school charm to it.   Technical and visual issues aside, Hand of Fate boasts a huge amount of playtime. There may only be two game modes, but both make use of replayability of the core game mechanics. Story mode tasks the player with taking out a boss at the end of each game. Every boss has it’s own trait, skill and attack pattern, allowing them to be more than just a quick re-skin of a familiar enemy. After clearing out each line in story mode, players unlocked relics which buff various stats. As story mode goes on, defeated bosses will make more appearance as encounter cards get more and more challenging. Endless mode is exactly what the name suggests. If challenge is what a player seeks, Endless mode offers it in abundance. Resource management and luck become even more vital as players move through every encounter the game has to offer. It’s not exactly a mode that will appeal to everyone, but people looking to test themselves will eat up the harshness Endless mode offers.   Hand of Fate is quite a refreshing, even with it’s issues. The card side of the game is where Hand of Fate showcases it’s finer qualities, it’s unfortunate the combat is so shallow. The frame rate issue is hard to look past, the hefty consequences of death results in frustration when the player takes cheap hits due to a significant drop in frame rate. A frequent audio glitch is also worthy of note. Defiant Development have made a fair effort at a ambitious concept, while the game may fail in parts, it’s still a rewarding experience. With hours upon hours of game time, with any two play sessions rarely being the same, it’s hard not to recommend Hand of Fate. For the price of £14.99, Hate of Fate is solid, but flawed. Enjoyable, interesting, but plagued by technical issues that will annoy many....

Don’t Feel Sorry For Peter Molyneux

Don’t Feel Sorry For Peter Molyneux

When Peter Molyneux said he no longer had a reputation in the video industry, I wasn’t sure how to react. Part of me felt sorry for him, a fallen icon baring all to the internet. The cynical side of me disagreed with his claims, and wondered if it was all a front. I respect Peter Molyneux for his achievements, but a part of me can’t help but think his downfall was his own doing. Peter Molyneux’s reputation has long been more of a joke, rather than esteemed. After a string of empty promises and awful games, it was hard to take Molyneux’s words seriously. His ambition is what defined him, and it always will, but in his later years, it was nothing but words. While Black & White 2 was a hot mess, the Fable franchise is perhaps the best example of decline of Molyneux’s image and reputation.   Heavy promises, huge ambitions and a large scale marketing campaign, Fable was meant to be the next big thing. In reality, Fable never hit the lofty heights Molyneux promised it would. While the first two entries were decent, the third was awful. It’s rare a game will fall victim to being overly designed, Fable 3 was a utter wreck. Simplified controls, simplified gameplay, scaled back in length and depth, Fable 3 was the first true stinker branded with Molyneux’s name. The menu system is perhaps the best example of Molyneux’s ambition detracting from a game. The concept was good in theory, a hub in which the player could access everything they would ever need to access. In practice, it was a series of loading screens, frustration and convoluted methods to do simple things. The ambition did not match the execution, the menus became a main criticism of the game (a long with a long list of flaws) and Fable 3 faltered. As the series went on, from Fable 1 through to 3, the goals and promises became grander and grander. Promises were rarely met, design flaws and limitations were present and clear in each entry, it’s what Peter Molyneux became known for. While his past works, such as Populous and Syndicate, were always hailed as classics, Molyneux never quite regained his prestige. With his new reputation, Peter Molyneux seemed to embrace his ability of talking up a concept, only for it to never materialize. It’s odd that such a respected figure was so willing to take up a mantle, a mantle that came with a lot of parody and jokes. Molyneux was, at a time, one of the key voices in pushing Kinect, at the time known as Project Natal. Project Milo, headed by Molyneux, was a core element to Microsoft’s E3 2009 showing. Looking back at it, it’s hard to identify what was fact, and what was fiction. The Milo demo was supposed to be a glimpse into what Natal could do. Milo reacted to the ‘player’, the ‘player’ reacted to Milo. A game that interacted with the player in the same way the player interacts with everyday people, it was groundbreaking. The problem is, Milo never came true, it remained as a ‘demo’ at E3 2009. Perhaps Milo was nothing more than the projections of what Molyneux wished Natal could be. What ever way you look at it, ‘Milo’ was another case of Molynuex not delivering. Kinect/ Project Natal marks a curious point in Molyneux’s career. From ground breaking ambitions and promises, to a on rails Kinect spin-off of Fable. A piece of Hardware that Molyneux once showed off as the next big thing, was now the home of a medicore on rails shooter. The promises did not match the products. It casts a light on just how much the consumer could take seriously when Molyneux spoke. His words were once gospel, now people took them with a grain of salt.   After severing connections with Microsoft, Molyneux then went on to found his own studio, 22 Cans, as well becoming more vocal in the industry. With no ties to Microsoft, Molyneux declared Kinect ‘a joke’, which would of meant more if it wasn’t for the fact he was praising it less than 4 years ago. Adopting a pundit like role, Molyneux appeared across various video game sites. His comments on other games and tech often made little sense, nor were they relevant. The man once respected world wide for his ambitious creations, was now sat talking nonsense, with the robotic Ijustine. His decline continued with the announcement of Curiosity. Listed as a ‘experimental’ video game, the reaction to it’s announcement was met with sheer confusion. As hard as he tried, very few people understood the concept, or the point, of Curiosity. The game boiled down to people clicking some blocks, with one ‘lucky winner’ earning themselves a special prize. The prize was won, and not many people cared. The prize was a Youtube video and a promise of being the sole ‘all-powerful god’ within 22 Cans next game. Curiosity was not a game, nor was it a experiment, it was just a piece of marketing for 22 Cans. The final nail in the coffin was Godus. Molyneux, yet again, promised the world…and then jumped ship. After a successful Kickstarter in 2012, Godus missed various pledge goals and perks. The game, even in 2015, is barely finished. It’s a bare bones version of a game that hides behind pay walls and smoke and mirrors. The final Kickstarter hit a lofty £526,563, a heck a lot of money, and the game is still in a state of development to this day. 22 Cans have went on to say that they ”probably” won’t be able to make good on a number of promises they had previously made. The worst part of the whole Godus affair is the Molyneux’s behavior. Having failed to produce anything of note, people began to become rightly annoyed with Godus and 22 Cans. Instead of explaining why promises had not been met, Molyneux said things like ”I take the bullying for the sake of making a great game”. As time went on, Molyneux started to blame Kickstarter, calling the crowd funding site a ‘destructive force‘. With his reputation and game in tatters, Molyneux did the honorable thing…he jumped ship and started working on something new.   From industry icon, to arguably a con merchant, Peter Molyneux damaged his name and his legacy. His tendency to over-promise things was cute at first, but when you throw in the likes of Kickstarter, it’s simply not acceptable. He does not deserve the sympathy so many are willing to give, this is a prime example of some betraying the trust of others. In a industry that is becoming more and more willing to shaft the consumer, the Godus affair takes the piss. Molyneux could not even deliver on the promises made in Curiosity. The winner, Bryan Henderson, has all but been ignored by 22 Cans. The ‘life changing’ prize never materialized, nothing was said. Nothing but a lie, nothing but another Peter Molyneux lie. When Peter Molyneux says ‘‘I haven’t got a reputation in this industry any more” he’s telling yet another lie. He has a reputation, and it’s unfortunately not a good. He failed to deliver, he failed to answer, he simply failed to be respectable. Much like a cowboy builder who doesn’t finish the job, Molyneux is now nothing more than a con artist.   Hopefully he can turn things around. Figure out how to resolve the issues around Godus. A creative, and brilliant mind, Molyneux has a lot to offer, but needs to readjust.      ...

Apotheon – The Best Game Nobody Is Talking About

Apotheon – The Best Game Nobody Is Talking About

Every now and then, a game sneaks out with little to no marketing or hype. These games exist in their own little corner of the market, dwelling in silence. Apotheon is one of these very games, a hushed release during a busy period. While big games roll out, Apotheon neatly placed it’s self on PS4, offered for free as part of PSN +. It’s there, it’s quietly existing, and it’s brilliant. A curious 2d platform action-RPG set within Greek mythology. While the concept may not sound all that mind blowing, the game is a genuine hidden gem. As odd as it sounds, Apotheon feels like a mix between Castlevaina and Dark Souls. The movement is fluid, the level design layered, there’s a distinctly old school approach to how each stage is crafted, rewarding the player for exploration and observation.   The combat revolves around learning enemy attacking patters and skills. The player is required to pick their attacks and movements well. Each enemy has their own traits and weapon, forcing the player to change their own weapon to best accommodate the encounter. It all makes for intense miniature duals as blows are exchanged and arrows fly. Boss battles are where Apotheon truly shines. Each fight consists of feeling out the bosses attacks and figuring out how best to react to them. The way each location is designed pushes the player to move the encounter around, never allowing this to become stale. Narrowly avoid attacks, perfectly evading projectiles and then landing your own, it’s all kinds of satisfying.   Perhaps Apotheon’s most striking feature, the art style is simply beautiful. The game glows with colour, forcing witnesses to acknowledge the sight before them. Taking inspiration from ancient Greek pottery, the visuals are vibrant, popping off the screen. The whole game is a visual feat, it doesn’t look like a game, it instead looks like a piece of art. It’s hard to truly do the visuals justice with words, it’s simply a game that has to be seen. Apotheon is a game that deserve far more attention, it’s a slick, it’s beautiful, it’s truly worth anyone’s time. Each nook and cranny of the game is crafted with such a touch of craftsmanship. In a month of Triple A games all wanting to blow the masses away, Apotheon is a brilliant slice of hoy. Currently included in the free library for PSN + users, it would be a disservice to yourself not to play it.  ...

Page 1 of 6123»