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The Atomic Heart review showcases the industry’s growing concerns through its depiction of confusion and fear

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The Atomic Heart review showcases the industry’s growing concerns through its depiction of confusion and fear

A game that is just marginally engaging is submerged in a problem of its own creation, which is indicative of an industry dilemma that will only get worse.
While many concerns have been raised concerning Atomic Heart, maybe the most important one is still just what it is. It turns out that Atomic Heart doesn’t really know what it is either, much like a lot of games that bash around, start debates, and define themselves by comparison to other, adored games rather than on their own terms. If you’re anything like me, you’ll probably figure out how to beat the game before you even have an idea.

You will probably already be aware that it is, at the very least, “controversial” before you reach that stage, and there haven’t been many disputes. Developer Mundfish has faced criticism, as we’ve covered in more detail elsewhere, for a number of reasons. Firstly, the company staged some ill-timed marketing events in Russia during which large red banners with the words “Glory to Soviet Engineers” were displayed. These events coincided with the nation’s own, horrifying, and land-grabbing invasion of Ukraine.

Regarding Mundfish’s finance, there have been questions and misunderstandings because one of its major backers has ties to state-run Gazprom in two different ways. And, of less significance, queries regarding the location and history of the studio itself. A depressingly vague answer on the war in Ukraine was given, something along the lines of “global team… innovative game… pro-peace organization… against violence against people,” etc. For good measure, here’s another vintage gem: “We do not comment on politics or religion.” Then there’s the data problem, which has Mundfish vehemently claiming that the notice on its Russian shop website is “outdated” and warns customers that their data may be seized and given to Russian state agencies. The issue around “racist cartoons” is another. (Interestingly, they were there in the PC version, but since the Xbox version’s release, many TV screens where we played have been completely blank white.)

There’s still more! The game’s scene-stealing ballerina robots, which you also find out are sex robots, have drawn comparisons from Ukrainians to Yulia Tymoshenko, a prominent Ukrainian politician who is reportedly despised in Russian political circles for her unusual blonde, plaited hairstyle and her steadfast support of the EU, NATO, and the anti-Eurasian Customs Union positions. Finally, but just as importantly, Atomic Heart will be released on the anniversary of a statement made by Vladimir Putin that effectively started the conflict a year ago. Because of all of this, Ukrainian authorities have apparently contacted Sony, Microsoft, and Valve to request that the game not be sold in the nation, and merchants there have reportedly refused to stock the game. Regarding all of the aforementioned, Mundfish has not reacted to any of Eurogamer’s requests for comment; nevertheless, our story goes into further depth about a lot of things.

Of course, it’s easy to write off a few dubious errors as clumsiness—many other games in our extremely uncomfortable, foot-in-mouth-loving business have made and then corrected a dubious error. But after three or four, you’re really getting close to the point of ignorance and innocence. Fool me twice, that kind of thing. By my calculation, Atomic Heart had already seen at least seven before it was even out for the entire day.

Atomic Heart: What Is It? When you consider all of the aforementioned issues collectively, Atomic Heart appears to be a classic example of dog-whistling: every controversy has enough plausible deniability to never quite be resolved; concerns about anti-war statements are taken seriously; there is a problematic state investor in Russia; the racial content of that cartoon was overlooked; the “Glory to Soviet Engineers!” rhetoric was out of date; and many people have that one specific, historically significant Ukrainian hairstyle! Additionally, modifying the release date would, uh, involve some paperwork? Nevertheless, there is enough inferential evidence to conclude that something is, at the very least, strange about this.

The odd thing is that this all stands in sharp contrast to the game itself. Atomic Heart is not so much a resounding support of Soviet Russia as it is a sharp condemnation of it. The narrative denounces the power conflicts, corruption, and deliberate ignorance of bureaucrats within the Soviet Union. That’s not to say that it’s a very good one, and as allegories in AAA games frequently are, it’s conveyed with all the subtlety of an exploding pig (hardly HBO’s Chernobyl), but it’s there none the less. The issue is that it has caused some confusion with its own bravado, clamor, puffed-up chest, and macho-baiting marketing; moreover, it is still unclear what the true aims are behind all of that noise.

The best example of this is found in its opening sequence, which is a solid thirty minutes of combat-free, linear storytelling in which you explore the streets and canals of a magnificent, floating metropolis in the Soviet future (Bioshock Infinite: check). It’s jam-packed with extravaganza, with confetti raining and you being flown away on flying tours under azure skies. You’ll hear radio fanfares blasting as you make your way past brutalist landmarks, enormous, immaculate sculptures clutching enormous, golden sickles, and maglev bridges. We bring you to the robo-sex-ballerinas, who breast-boobily stare at you from across the room, moving as if they were driven by an OpenAI chatbot that only feeds on men-writing-women jokes. The main character, a spec-ops guy with an undercut named P-3, sneers at every polite ‘bot he encounters and treats them like a cheap, annoying BJ Blazkowicz. He also makes fun of Charles, his helping magic AI glove, and all of the game’s challenges, locked doors, and puzzles.

Following that protracted pseudo-cutscene, however, the action abruptly shifts to a horror game akin to Resident Evil, as you venture into a haunted house of a testing facility and scrounge around in the shadows between blood streaks and mutilated corpses for makeshift weapons and spare ammunition. You also have to look for lock combinations and creep past animatronic moustaches that appear frightfully overpowered or, more frequently, set off the alarm and frantically clonk them on their armoured heads with a taped-together axe. After that, you’re on the surface of Metal Gear, an open world game with tons of cardboard boxes, patrolling buzzsaws, and security cameras every five yards. Before you know it, you’re back down, crafting shotgun ammunition and upgrading your backpack storage, chilling in Fallout shelters watching charming 50s info-toons with the Soviet counterfeit Vault Boy, and scaling yellow-painted ledges like, well, anything developed by Sony.

That being said, a lot of Atomic Heart’s issues are far less dramatic than the debate would have you assume. When taken as a whole, it’s derivative and too ambitious, a game created based on the elevator pitch of a fourteen-year-old: it’s a grab-bag of concepts from previous games that they made their own. a free world! demanding warfare eerie gore Hot robotics! Arms! Ascending! Enigmas! Sneaky! Creating! A grandmother, but with firearms and profanity! Enchantment! Everything fit together like a playable Homer Simpson car. Instead of being driven internally by a well-thought-out design, the game appears to have been dragged through production by its marketing staff (picture the trailers, think of the back-of-box bullet points!). Which is unfortunate because these different components are frequently really wonderful on their own.

The marvelously detailed little skits about chasing off wicked capitalist pigs in the not-Vault-Boy animations, for example, are set against the sumptuously creepy backdrop of this game’s menus, which flicker and fuzz in emergency red over the wails of distant air sirens. To be honest, combat is a tad simplistic. It can occasionally seem like the infamously difficult first-person fighting in The Elder Scrolls, but without the blocking and only some of the spells – chopping harshly with one hand and zapping with the other. Furthermore, adversaries frequently move quicker than your camera can detect them on the console, without making the response unplayable. You’ll also frequently be punched to the ground from behind without even realizing the adversary was there. The monster also engages in drag combat, which frequently consists of constantly dodging and scraping with little blades and potato-gun shots to deal minuscule damage. Yet! As you become familiar with its peculiar rhythms and discover a little more left-handed synergy, it does eventually come together.

The best part—and this is the most unexpected—is that P-3 has a solid plot and eventually grows to be—gasp—quite lovable. In reality, those early hours are a well-planned deception, as he transitions from being a fervent believer to someone who has been deceived with fury. The foundation of the game is present and can be pretty strong at times, but like many big-budget action games with aspirations of Saying Something, a lot of momentum is wasted to plottiness as a tight six-hour tale is stretched out over more like fifteen to make way for all the open-worlding. By his own admission, P-3 is not a brilliant man, but Charles, his friend, is an extremely intelligent man. He becomes weirdly sympathetic as the former progressively has his universe broken by the latter’s polite, if occasionally condescending, explication. A militarized fanatic is realizing he was merely a tool on the wrong side and that his belief that he was fighting for a worthy cause was justified (look around at all this shiny, progressive utopia on the surface).

The truth is that video games are becoming more and more tainted; in Atomic Heart, the ambiguity practically seems to be the purpose.

In between the incisive work in the eerie, NERVesque Politburo and the haunting hospitals, there’s some clever work to back it all up. The soundtrack, by composer Mick Gordon—who told us why he chose to donate his money to Red Cross Australia’s Ukraine Crisis Appeal—is astounding, ranging from enormous, sweeping orchestras to techno-djent. The cutscenes are overly lengthy, but the score is worth it. This is a rare instance of a game realizing it’s not constrained by the standard principles of physics that restrict movement here in the real world. The camerawork is smart and, for once, a touch mischievous, drifting the point of view across rooms like a voyeuristic drone.

Underneath its own loudness and between the creaky joints holding it together, there’s some nice material here, fundamentally. In a way, Atomic Heart represents the odd place that video games generally find themselves in. Its marketing and public image have, if anything, given the impression of being designed to appeal to the reactionary audience—those who know the answer to more than seven decades’ worth of controversy, who would stand by it even if they disagreed, and who profit from resentment and hatred. With a kind of siege mentality—they’re out to take our games with all their politics!—its taunting, unapologetic attitude unites supporters against critics. This is reminiscent of how some segments of the Russian public have, if anything, only strengthened their support for the war in the face of needless Russian deaths. For them, criticizing a game equates to criticizing everyone who has ever considered playing it. Ignore the irony of the fundamental theme of the game.

It also brings to mind the mess that video games are getting into more and more and how hard it has been for the industry to adapt to it. The truth is that the video game industry’s insatiable need for cash is compromising games more and more. This may be seen in the bargains artists have to make to launch their passion projects in a commodified market or in the top executives’ constant need for more money. More games are being linked to governments, kingdoms, autocracies, contributions, and, in many cases, very horrible individuals on a daily basis. Specifically with Atomic Heart, the confusion almost seems to be the point, morality weaponized against the wielder through whataboutism and panic – and all of it here at the very heart of the engagement economy, leading to eyeballs, and eyeballs leading to sales. This confusion is similar to the discord sowed by Russian bots popping up in Facebook groups on the left and the right.

That’s one cynical reading, anyhow; the problem with Atomic Heart is that it’s hard to tell for sure. There will be more issues with other games. But since every controversy and event is unique, we must approach them individually. No two debates are exactly same, and neither are situations. Despite this, I believe the message remains the same: just because someone uses your desire to do the right thing against you, doesn’t mean you should give up trying. You should thus put forth more effort.

The Rytmos review encapsulates the intricate allure and inquisitiveness inherent in music

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The Rytmos review encapsulates the intricate allure and inquisitiveness inherent in music

One of my favorite parts of creating songs is the middle eight, which is commonly described as a “meanwhile, back at the ranch” point in the song. By now the music has acquired a framework, which we’ve enjoyed for a few minutes. Both the lines and the chorus are familiar to us. In general, we assume we know what to expect. And all of a sudden, we’re in a different place. groups of voices. Angels. We’re wiping the tears from our eyes, Elvis. An old motif turned odd and inside out. curled in on itself, sped up, and slowed down. As for now? Yes, this is the situation that exists at the ranch.

Almost as much as I enjoy a nice middle eight on its own, I adore this explanation of middle eights. I adore it because it implies that a song is a trip, and that we are traveling alongside and inside of it as we listen to it develop. We also get a little surprise when the middle eight comes around because the ground we’re traversing changes.

Not all songs require a middle eight, nor do all songs have one. However, they were on my mind a lot when I was playing the game Rytmos, where you trace paths over the environment with each piece of music. Actually, these roads are mazes. These mazes frequently resemble figure eights, which I think is a great example of unintentional harmony. However, the “eight” itself is not significant. What matters, or what seems significant while I’m engrossed in this enchanted, absorbing, mind-blowing game, are the loops in the figure eight. What’s interesting is that the music begins someplace and ends up back where it began, but it does it in an unexpected way.

A musical puzzle game is called Rytmos. After realizing that I would have to lean forward into the screen to play it, I switched from playing it on my PC to the Switch. It must be grasped in the hands. It requires the tangible elements and unique creative energy that portable games foster. It’s a basic notion. You begin at the beginning of each level, with many towers rising out of the surrounding earth. In order to complete the task, you must first draw a line from the beginning and attempt to link it with the towers before returning to the beginning.

The line in Rytmos will follow your chosen path until it encounters an obstruction. It can cross itself, but it can only end back at the beginning because the game is a puzzle. Every tower the line goes through in Rytmos causes a sound to play over the game’s soundtrack because it is a music game. The noises you trigger increase with the number of towers you strike, and when you go to the next level in a suite, the sounds from the previous level will continue to play. You are essentially creating a track as you progress through a series of stages in this game, which has an instrument-like and sequencer-like feel to it. It feels a lot like fishing for music, actually, with your line meandering through enchanted waters and joining one mote of shimmering, shuffling sound after another.

Observe: Rytmos is a really good puzzler. Among the greatest I’ve played in a long time. This is partly due to the intricacies that are present in each level set. For example, in one level, you have to move back and forth across the playing field to find paths for your line, and in another, there may be teleporters that allow you to move your line from one location to another while maintaining its momentum and direction.

These kinds of concepts are abundant in Rytmos, yet they are kept fun rather than irritating. Put differently, it becomes intricate, but it never presents a riddle that is impervious to a little exploration and inquiry.

For what reason is this the case? I believe it’s because you may move the line in four different directions, some of which are bound to be non-starters, which finally filters out the intricacies of the game. You may be rational, and during Rytmos I began to identify helpful places in the terrain—spaces that indicated if a turn was feasible or not, for example—but in reality, with just four options, the answer to a challenging issue is sometimes as simple as taking a different route. Because of this, Rytmos reminds me a lot of the verbal, nonverbal problem solving that comes from taking walks.

“I’ll just read two more poems” is what you want to hear when someone reads poetry, according to a quote by Geoff Dyer. And, secretly, that’s occasionally the case with puzzle games as well: although I recognize the ingenuity, I also frequently look forward to reflecting on my experience with the game, if that makes sense. Sometimes appreciating a smart concept in theory and memory is simpler than putting it into practice and experiencing it firsthand. In any case, I didn’t experience this with Rytmos. It really made me a little sad when a puzzle was solved since it’s so much fun to just poke a hole in them. Once more, you may approach them logically as well as whimsically—a variety of strategies that, in my opinion, have a lot of musical similarities.

In this case, that’s crucial. Is Rytmos this simple? That’s a little off. Instead, Rytmos is aware of the moments you should cherish: when a puzzle pieces together (usually in the shape of a figure eight) or when a series of triggered noises reaches a certain volume and becomes a piece of music. The riddles do not wish to interfere with the music that you are all working together on.

And for me, it’s this that elevates Rytmos from a fantastic puzzle game to an all-time favorite. Playing this game is like having a conversation with someone who shares your passion for music. I had the impression that the game was purposefully pushing me to learn more about this subject while I was playing.

OK. Every puzzle in Rytmos is located on one side of a puzzle that resembles a broken space cube that you must gradually assemble. Once one problem is solved, new surfaces with their own puzzles fall into place. When you complete six of them, a cube—a logical musical composition—is created. When you step back, you see that the cube is actually a planet circling a star. Every star contains three planets, which translates to three puzzle sets and three musical compositions. But most importantly, every star has a theme. Rytmos transports us musically over the globe via the galaxy.

You’re playing Hawaiian music from the mid-1900s, and there’s a celebrity there. You’re exploring Indonesian traditional Gamelan music under a star. Of course, that suite of levels featuring the teleporters is 1970s German techno music. Neu around the solar system! Not only do the puzzles teach you about these traditions, but they also let you experience them firsthand as you piece together a level, feeling the rhythms and the sorts of decisions that each tradition promotes. Furthermore, by following those repeated figure eights, you may be able to discern some of the more universal melodic themes that, maybe, unite all of these traditions.

You get one instrument to play with as a prize for finishing each planet. I really like that you can record your own loops and save them in a record crate. That’s fantastic. But the true benefit is the realization that all of this stuff actually exists—at least for someone like me, who is naive and a little tin-eared. In addition to introducing me to some music I was already aware with (surfy Hawaiian guitars and all that Neu! ), Rytmos also introduced me to Ethiopian jazz and provided me with the names of the artists I should start looking up if I wanted to learn more about this genre on my own. How delightful. This puzzle game suspended in space has spawned playlists, emails to former acquaintances, sharing, and borrowing. to ponder the connections between seemingly unrelated objects and their origins.

Nihon Falcom delivers yet another exceptional RPG with their latest release, The Legend of Heroes: Trails to Azure – a game that is definitely worth checking out

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Nihon Falcom delivers yet another exceptional RPG with their latest release, The Legend of Heroes: Trails to Azure – a game that is definitely worth checking out

Despite Lloyd’s discourse on surmounting obstacles, Trails to Azure encountered several ones before to arriving at the West. Nihon Falcom’s RPG, which was first released for the PSP over a decade ago, follows Trails from Zero in popularity, and NIS America has licensed a well-liked fan translation. Before the next Trails into Reverie, which acts as a combined epilogue for Crossbell and the Cold Steel arc, it’s an important release. Though it took a while, Azure is an excellent sequel that expands on Zero’s advantages.

Make sure you beat Trails From Zero first, if you haven’t already. Azure makes the assumption that you are familiar with the previous events; nonetheless, even though it may seem intimidating to begin with such a massive series, it is okay to jump in without having played the Trails in the Sky trilogy. A large group of returning characters fills in any significant gaps, while Going through Sky first provides context for a few situations. It’s also advisable to play both on the same console because a cleaned Zero save file may be imported into Azure and offers some helpful extras. Detective Points, fishing rank, and experience levels carry over, and certain scenarios have varying outcomes based on previous decisions. While not as significant as what Mass Effect would give, it’s a nice addition that keeps your personal storyline consistent throughout the two role-playing games.

Azure itself begins by closing up some loose ends and occurs some months after Zero. This time, we’re welcome two recruits into the Special Support Section (SSS) of the Crossbell police department while assuming the role of charismatic group leader Lloyd Bannings, like we did in previous games. Crossbell still possesses the strong character we have come to expect from this city-state, but behind the surface, there is uneasy tranquility threatened by new conflicts.

Azure has nearly all of Zero’s structural features, and in most chapters, the SSS responds to citizen demands that the larger Crossbell police force is unable to handle. Choosing these from the PC at your headquarters, life is never simple between tracking down missing kitties, eliminating monsters, and looking into strange address changes. While there are many optional tasks accessible, there are also mandatory requests that move the plot and must be completed within a certain amount of time. You may find yourself searching for a guide since certain requests can be repetitive and because it can be difficult to uncover secret tasks that aren’t displayed on the PC.

Nevertheless, as Lloyd’s detective level rises, Azure will reward your hard work with Detective Points, which may be used to purchase additional items. Similar to Zero, these requests provide important glimpses into Crossbell’s day-to-day activities, transporting you from the city’s expansive center to its periphery and even to a theme park reminiscent of Disneyland. While Crossbell isn’t as large as its two rival neighbors, Erebonia and Calvard, who both claim control over it, it’s still a very fascinating site to explore.

There is a high-speed mode to blast through combat and exploration if, like me, you’re eager. As an alternative, you can cut down on trip time considerably by using the new vehicle of the Special Support Section. The reason I suggest walking each route first is that there are treasure troves hidden along these routes, in addition to beautiful scenery. Fast travel is always convenient, though.

These roadways are unfortunately still infested with monsters, so arm your group with normal equipment and get ready for battle. In turn-based combat with grid-based mobility, every ally has the ability to launch regular assaults at any moment. Arts require time and EP when they cause elemental damage or provide support functions like HP recovery. Lastly, crafts offer special abilities that need CP, and at reaching 100 CP, all users are granted access to S-Crafts, the “ultimate attack”.

The basics of combat are still the same as in Zero, and that’s perfectly OK. You might use strong S-Crafts to eliminate opponents or scan them for vulnerabilities and take them out one at a time. Whichever way you go, those wins still need that deliberate, strategic approach and often feel earned. With its official soundtracks, Nihon Falcom almost never fails, and Azure’s combat theme is no exception. It’s one of my favorites from Trails and really gets the fighting going.

That isn’t to say battles are exactly the same, but it’s a minor evolution that offers some welcome improvements. Like Cold Steel 2’s Overdrive system, Azure introduces a ‘Burst’ mechanic, which fills up a ‘Burst Gauge’ by attacking enemies. Bursts aren’t always available, but this heals any adverse status effects like Paralysis, cancels enemy Arts in the middle of casting, while the team’s Arts have no delay. It’s helpful in a pinch and can turn the tide of battle.

There’s also Master Quartz. Compared to standard Quartz, which offers stat boosts or new combat abilities, there’s only one Master Quartz slot per person, providing different benefits. For example, Mirage recovers EP for every enemy killed, and at level 3, this recovers further upon finishing battles. At level 5, you learn a powerful new Art. It helps expand on Zero’s significant combat customization for your party, letting you shape the SSS as you see fit. I’ve always enjoyed battles in Trails and once again, this series delivers.

Other than that, Azure is quite similar to Zero, and although the aforementioned adjustments are definitely appreciated, Azure is more of a straightforward continuation than a ground-breaking successor. The two games are parts of a larger whole, and the action in this sequel is still interesting, so I wouldn’t characterize it as an expansion and contend that you can’t have one without the other.

With a deft introduction to Crossbell and this vibrant ensemble, Zero established the stage and presented the city-state’s issues directly. With an emphasis on corruption and religious fanaticism, it provides a rewarding adventure in and of itself. These themes aren’t completely gone, though, but Azure builds on those elements to create an equally compelling narrative with faster pacing. A rejection of imperialist ambition, Crossbell’s right to self-determination, and how people respond to such a major change are all explored. The unexpectedly somber conclusion serves as the clearest example of the substantial narrative payoff it gives.

I anticipated how this story would finish because the events line up with the first part of the Cold Steel saga, but it didn’t lessen the impact of the conclusion. Like any good novel, Azure is all about the journey, and it has excellent worldbuilding, compelling storytelling, and compelling character development to go along with it. A menacing atmosphere sets the tone wonderfully, with new groups laying claims to Crossbell’s underworld and the forces propelling the new Mayor’s plans.

Most importantly, despite the serious matter, Azure never loses that lighthearted sense of humor Trails frequently succeeds at. While absurd puns like “Inigo Chestoya” made me giggle, treasure chests still make fun of you for checking them twice. With Lloyd frequently unaware that his remarks may be taken in a romantic way, the SSS taunts him and creates some fantastic scenarios. This eclectic group of people has a natural chemistry with one another that makes the party’s informal conversations entertaining to observe and rarely feels forced.

It’s also a decent remaster for this ten-year-old PSP title, however there are a few scenes that show how dated this RPG is, and the texturing on the PS4 version might use some work. The two that stuck out the most during the interval chapter were the barely readable Conference Room sign in Orchis Tower and the distant view of Mishelam Resort. Zero on Switch and PC has better graphics and additional usability features that weren’t on PS4, however I can’t directly confirm this with Azure. I’m not sure whether it applies here, however I wasn’t overly bothered by these issues.

Its overall splendor hasn’t lessened in twelve years, and Trails to Azure is yet another excellent installment in Nihon Falcom’s venerable series. I will remember this conclusion for a very long time since it brilliantly expands on the idea of Trails from Zero to create a thrilling follow-up that offers some compelling storyline, good worldbuilding, and entertaining fighting. NIS America has set the setting for Trails into Reverie with the completion of the Crossbell arc localization, and I couldn’t wait for more.

Review of Bayonetta Origins: Cereza and the Lost Demon – an exquisite display of artistry and masterful gameplay mechanics

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Review of Bayonetta Origins: Cereza and the Lost Demon – an exquisite display of artistry and masterful gameplay mechanics

It may even be preferable to begin a game with incorrect expectations rather than none at all. I thought Bayonetta Origins: Cereza and the Lost Demon was some kind of visual novel when I first heard about it because of the young heroine, the hand-drawn illustrations, and the flutter of parchment. As expected, Cereza begins mostly with tale and reading, interspersing brief scenes with the movement of a three-dimensional figure.

However, as soon as I engaged in my first conflict, I had an odd notion. Perhaps I’m not quite correct. I was mistaken in this regard. All in all, Cereza is a puzzle, fighting, and exploration game. Even without discussing its connection to Platinum’s Bayonetta action games, it’s difficult to characterize. Most importantly, though: it’s beautiful. It’s really gorgeous, kind, fun, and charming. Despite whatever preconceived notions one may have, it is clear from the outset that someone took great care in this situation.

Actually, let’s start with the Bayonetta situation. This is the tale of a young witch in training and her plush kitten. The witch is young, inexperienced, shy, and embarking on a quest that has tall buildings surrounding her. One day, she will become Bayonetta. Even though there is a lot of fighting in this game, it is considerably different from the main Bayonetta adventures. Even in battle, it moves far more slowly, and the focus is on breaking up confrontations with diverse tasks that have varying tempos rather than sequentially arranging them. You experience that Platinum excess in the latter stages of the game, particularly in the boss bouts that are interspersed throughout. However, these things come in spurts.

You spend a large portion of the game exploring a mysterious woodland, figuring out navigation challenges, and facing cunning faeries. The hook is that you use the left Joy-Con to control Cereza and the right Joy-Con to control her cat Cheshire. Even before the story begins and you begin to collect new powers, Cereza can cast a few spells, most notably a binding move that locks enemies down tight for a while. However, Cheshire handles most of the fighting as he can grow to be quite the beast and has a lovely range of swipe and crush attacks.

Combat is the main focus of Cheshire, and it offers a great balance of attack and defense as you use your right hand to do damage and create combos, your left to keep Cereza safe, and—ideally—a few bind-based aids along the way. As the game went on, I found that I really looked forward to the battles—not just because of how surprisingly fierce the animations were, but also because of how various foes called for various strategies. Defusing various forms of magical protection, pulling floating enemies out of the air, and binding shield men are all part of the gameplay. Every few stages, a new opponent type emerges from the ground or descends from the woods, giving you something fresh to consider.

However, Cereza and Cheshire collaborate on riddles as well. Cereza has the ability to embrace Cheshire, which facilitates their navigation, and they can do an increasing number of actions both together and apart. Although the game wants to split them off, they spend much of the time together. Cereza explores one path, Cheshire another, and riddles force them to go back and forth between them in order to advance. They may pull objects, smash items, turn switches, and do other similar things.

Most puzzles entail figuring out the steps needed to open a way forward, and while they might be engaging and involved, they are rarely truly brainteasers. After Cereza launches Cheshire onto a ledge that they were unable to reach on their own, they can go to a new level by smashing through some thorns. Intriguing applications of the expanding set of abilities are seen here: for example, Cheshire’s plant form can move elements of the surroundings, while their stone form can destroy rock barriers. When working with Cereza, it’s wonderful to see the variety of problems that may arise from combining a few basic ideas in novel ways. Crucially, Cereza’s unconventional control method didn’t confuse me too much because I am the kind of person who has never been able to differentiate left from right.

This place has a ton of other stuff. There are sections where the world you believe you are exploring is not fully trustworthy, Zelda-style combat and puzzle dungeonettes centered around the faeries, and an upgrading system that you can access via sanctuary save sites. There are plenty of charming mini tale moments, materials to acquire, and potions to make. There are a ton of extra aspects in the game as well; I was still in the 60 percent completion level after finishing the main storyline.

All of this indicates that Cereza has a ton of work for you to complete, but what truly amazed me was how stunning everything looked and how much it motivated me to keep going. The game Cereza takes place in a haunted, bewitched forest, and although the stages are linear, they never seem to be since they create grottoes, glades, curlicues, and creeper-paths. Later stages reveal faery building in all its rusty, complex awkwardness, while shrubbery conceals collectibles and rustles wonderfully as you pass. This place has some very wonderful lakes that are shaded from the sun by dense leaf canopies. Interestingly, none of the artwork is realistic; instead, it has a Mary Blair-esque vibe to it, reminiscent of watercolors and mixed media.

Recently, a buddy told me about Metroid Dread and how, instead of everything happening on one plane, it seemed frustratingly 2D because the foreground and backdrop weren’t used to create depth. I frequently considered that while playing Cereza because, every few minutes, a route leads you past the camera that hovers overhead and past animated owls perched beneath a tree’s curling branches, or it passes through a maze of waving grass that momentarily blocks your view. I suppose what makes Cereza seem so opulent is this stuff, more so than the variety of activities and the intense action in the second part of the game. This is written with care; it jumps off the page like a narrative that entices you in from the moment you open a children’s book.

The AyaNeo 2, as reviewed by AyaNeo Geek, showcases a remarkable advancement in handheld performance

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The AyaNeo 2, as reviewed by AyaNeo Geek, showcases a remarkable advancement in handheld performance

The speed at which technology is developing is unstoppable. Although Valve’s Steam Deck recently celebrated its first birthday, there are worries about how effectively the newest games will work on it if we finally shake off the cross-gen plague, despite how great the device is in so many other ways. Let me introduce AMD’s Ryzen 7 6800U, a CPU that surpasses the Van Gogh processor found in the Deck in nearly every aspect. Although it is intended for laptops, it also appears to function effectively in a portable device. The newest portable PCs to hit Digital Foundry are the AyaNeo 2 and the AyaNeo Geek. With the 6800U, they perform amazingly well, but battery life suffers as a result.

Setting aside battery consumption for a second, AyaNeo’s two portable devices are powerful machines that can provide outstanding results at 720p and 1080p, making them suitable for docked and mobile gaming. For those who have witnessed the capabilities of the Ryzen 7 6800U when incorporated into a laptop, this will come as no surprise, yet AyaNeo manages to provide similarly captivating outcomes from its mobile devices. AyaNeo easily prevails when faced with games that put Deck under pressure. These portable devices are capable of amazing things: Doom Eternal at 1080p60, Marvel’s Spider-Man Remastered with ray tracing (! ), Fortnite with the whole UE5 feature set, and A Plague Tale Requiem looking stunning at a locked 30 frames per second.

Before we discuss the handheld’s actual quality, let’s put the underlying technology into context. When comparing the specifications of the 6800U with the customized CPU of the Steam Deck, there is a noticeable disparity. The 6800U features eight cores on a redesigned architecture with greater theoretical boost clocks than the Valve handheld, which employs a quad-core Zen 2 CPU cluster. The GPU side of things is also significantly better: twelve RDNA2 compute units, with a maximum clock of 2.2GHz compared to 1.6GHz in the Valve handheld, replace the eight RDNA2 compute units in the Deck.

Although it appears to be a whitewash, the Van Gogh chip in the Deck has a power range of 4 to 15 W. This drastically increases in the 6800U to a range of 15–22W, while the Ayaneo handhelds here can operate at lower or higher TDPs if desired (albeit the performance won’t be that great). This strongly implies that even while the 6800U will have greater power, the battery life will be reduced because you’ll need to consume more energy to have that improved performance.

The AyaNeo handhelds make an effort to counteract this by utilizing larger batteries; the Deck’s 40WHr battery is replaced with a massive 50.25WHr equivalent in the devices we’re seeing today. Nevertheless, after playing AyaNeo 2 and AyaNeo Geek for just 70 to 75 minutes straight, I’m exhausted. While frame-rate limiters and intelligent TDP adjustment software might be helpful, you’ll constantly run into problems with your endurance when playing demanding games. The harsh reality of Ryzen 7 6800U’s intended use in thin-and-light laptops is brought to light by battery life, whereas Steam Deck’s more economical Van Gogh chip was always intended for a portable gaming device.

Aside from a few small visual differences, the AyaNeo Geek is essentially the company’s attempt to reduce specifications in order to provide a less expensive device. Nonetheless, there isn’t much of a distinction because both are unquestionably high-end handhelds. However, if you want to save money, you may select one of the Geek’s lower-spec options. For instance, both come with a 1200p screen, but the Geek has an 800p option. Whereas the Geek has a Gen 3.0 NVME SSD, the AyaNeo 2 features a PCIe Gen 4.0. Additionally, the Geek’s haptics and gyros have lesser specs, although I really can’t detect the difference in those areas. I tested both using 32GB of LPDDR5-6400 and a 2TB SSD, but once more, there are less expensive solutions in both categories.

The design of the portable device is exquisite. It is quite difficult to criticize. It’s a remarkable gadget that’s smaller than Steam Deck, as comfortable to grip, and has well-designed analog sticks and buttons that make sense. The seven-inch IPS display is also quite impressive, boasting rich color reproduction, deep blacks, and exceptional brightness. Although the 1200p screen might seem excessive for a handheld device, it is feasible to utilize that amount of screen real estate since the Radeon 680M graphics integrated into this device are rather powerful. It’s amazing how nicely games run at 1080p/1200p on a seven-inch screen due to the fine resolution. Regretfully, Steam Deck lacks an essential feature: an adjustable refresh rate. Nevertheless, the 1200p screen may support a 48Hz custom resolution using the Custom Resolution Utility (CRU) program, even if AyaNeo does not advise doing so.

Going back to the device’s physical size, the two AyaNeo variants replace the one USB-C on the Steam Deck with three: two on top and one on bottom. Ultimately, having extra I/O choices is really good, but two of them feature full USB 4 bandwidth to get the maximum out of an external GPU hook-up if that’s your preference. Of course, there’s also a volume button, fingerprint reader, MicroSD, and headphone port. Along with the optional dock, I was also given two USB-Cs, two type-A connectors, and HDMI 2.0 output (although with 4:2:2 chroma subsampling). The primary USB-C docking connector on the front of this device is adjustable, which makes it usable for both the new models and my AyaNeo Air portable. You can see this in action in the hardware gallery on this page. This is what makes it fascinating.

The 6800U outperforms Steam Deck in terms of performance and specifications, but how much more competent is it altogether? The bundle is a win overall. I experienced problems with v-sync deactivated on both devices, as you can see in the video; however, it functioned flawlessly on the AyaNeo Air and the Steam Deck. I decided to test with v-sync enabled throughout as a result. Since handhelds really employ portrait screens—that is, v-sync off screen-tearing moves from left to right instead of up and down as on a regular screen—this is probably how you’ll game anyhow. To be honest, it looks terrible, which is probably why v-sync is required on gadgets like the Nintendo Switch and Steam Deck.

The OS and front-end of the AyaNeo handhelds are where they fall short in comparison to Steam Deck. While the AyaNeo devices run Windows 11 with a rudimentary launcher named AyaSpace, Valve spent years developing an interface that works for SteamOS. This locates installed games on your system and displays them in a menu. Additionally, you may adjust RGB on the sticks and alter haptics and inputs using the program. The most beneficial feature is the ability to adjust the processor’s TDP limit. You can go lower than 15W, but doing so will significantly restrict performance and power-starve the processor. However, you can also go higher. Game mode is 22W, but there’s a Pro option that takes you all the way up to 33W. For the record, AMD specifies a 28W maximum in their standards.
Power determines the frame rates in games, and the video review includes a variety of power scaling tests. At 15W, 22W, 26W, and 33W, I tested. Looking at the gallery below, you can see that the power spike from 15W to 22W is by far the largest. AyaSpace refers to this as “game mode,” and it’s the ideal setting for premium mobile gaming. Forza Horizon 5, for instance, has a performance bump of 33 percent when power is increased from 15 to 22 W. You’re only getting eight percent higher performance with 26W, which is around 19 percent more power than 22W. While certain titles experience little advances, the difference between 26W and 33W—which is not displayed in the gallery—amounts to statistical noise.

What you do get in the gallery are performance advantages when compared to Steam Deck operating at its maximum 15W, and some intriguing revelations are included. First off, when paired with a matching 15W power supply, games like Control and Doom Eternal may actually run quicker than the AyaNeo handhelds, even with its specs flaws. This is due to the fact that, astonishingly, the open source Radeon driver that powers SteamOS may outperform AMD’s Windows counterpart in terms of efficiency. However, the full impact of the AyaNeo’s performance advantage becomes apparent after the extra juice is supplied. A 35 to 40 percent performance gain is typical even at 22W, which is an enormous amount of headroom for pushing through the Steam Deck’s restrictions in the most taxing games. There is some more headroom after 22W, but it’s better to save it for docked play, when you’ll be plugged in and not have to deal with the already severe battery life restrictions.

I’ve spent a lot of time and had a great time pushing this hardware, as you can see in the embedded video. I strongly recommend watching it because customizing a PC game to fit the capabilities of the kit can often yield some stunning results that have a far greater impact than performance differences stated as percentages. The idea of an AMD integrated GPU providing workable frame rates for ray tracing features still eludes me. It was especially amazing to run the PC version of God of War at PS4 similar settings and to reach very, very near to the performance of the gold master code, which ran with an unlocked frame-rate, because the idea of PS4-level performance from a mobile device is equally incredible. Spider-Man from Marvel Remastered? That will also operate in 1080p30, and it may provide a better experience than the original PS4 model.

A Plague Tale: Requiem is the most recent example of a PC game we’ve showed operating at settings matching those of the PlayStation 5. In one test, I observed the AyaNeo Geek at 33W delivering 27% of the PS5’s throughput in like-for-like testing. While frame rates increase when resolution is reduced in comparison to the PS5, the PS5 still outperformed it even at 720p (upscaling from 482p via TAAU) and 4K (upscaling from 1440p), by about 10%. Even if it’s only a single scene from a single game, it’s still an intriguing test. A Plague Tale: Requiem has performance issues on Steam Deck, but as you can see in the video, I was able to lock the game at an effective frame rate of 30 frames per second, and it looks amazing on a portable device.

I’m still not sure if games made for the ninth generation consoles will work on these AMD-powered handhelds in the future, and Unreal Engine games still seem to have problems. Theoretically, Returnal and The Callisto Protocol might function smoothly, although stuttering issues were always a possibility. This isn’t the AyaNeo handhelds’ fault, though; rather, it’s the result of ongoing problems with different PC ports. It’s interesting to note that many of these problems are resolved on Deck, which isn’t always the case with Windows-based handhelds, thanks to Valve’s amazing level of curation with the Proton compatibility layer.

Since I’ve been using the AyaNeo 2 and AyaNeo Geek for a few months, the quality of the experience and the performance that is available to me never ceases to amaze me. The surrounding community and the many applications that are popping up also truly impress me. But, it’s unquestionably a device for the sophisticated power user rather than the user-friendly experience provided by the Valve portable. Enticingly, Valve has stated that SteamOS would work on Ryzen 7 6800U devices with improved power management, a better UI, and a Proton compatibility layer optimized for RDNA 2 graphics. It may be really big. Regardless of how excellent the AyaNeo handhelds are, Windows 11 always seems like a strange match in contrast to Valve’s own operating system.

In the end, Steam Deck is still the more affordable and superior choice for the average user, but I’m still rather enamored with the AyaNeo 2 because of its many amazing gaming achievements and its stunning display. I’m also interested to see what happens next because it has been reported that the Ryzen 7 6800U and other lower power CPU alternatives will be included in an updated AyaNeo Air.

A revival of a classic: A review of Resident Evil 4 Remake

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A revival of a classic: A review of Resident Evil 4 Remake

Saying that Resident Evil 4 was one of the most important video games of the early 2000s is not hyperbole. Because of its widespread use, the over-the-shoulder third-person camera and precise aim functionality were standardized and could be found in practically all action games for many years to come. As it leaned on fast-paced action and interactive cinematics to create a really unique and thrilling experience as it confidently danced players from one stunning set piece to another, it also represented a turning point for one of the most well-known horror franchises in gaming. I will never forget some of the events from the game. In an abandoned shed, a body hanging motionless from a pitchfork. A dog that understands how to pay back loans. “There’s no time for resting.” The whore wearing a crimson dress. Yeah?

That being said, a lot is at stake for the remake of a game that is regarded as one of the greatest ever made. We’ve pretty much seen what to expect from Capcom’s remakes after games two and three. Completely redesigned to a high standard, they’ve largely succeeded in preserving the essence and aesthetic of the original games, updating what doesn’t work and utilizing the RE engine to make gore sparkle and chiaroscuro of heaps of trash pop. This pattern is followed and improved upon by Resident Evil 4 Remake, which shows confidence in both the original game’s qualities and its own innovations to create an experience that will seem both excitingly new to new players and intimately familiar to longtime fans.

Large portions of the RPD and other iconic locales were altered and rearranged in the Resident Evil 2 Remake in order to make sense in a more photorealistic setting and blend in with the improved gameplay. Much of Resident Evil 4 Remake is practically precisely the same as the original game, especially in the earlier chapters. In fact, from scene to scene, I could tell exactly where we were in the 2005 game. Remakes and remasters have a peculiar quality in that, when done well, they tend to seem, at least in your mind, precisely like the original. After finishing the RE4 Remake, I’ve revisited the 2005 version, and I can categorically state that it has aged far more than you probably realize. The Remake does a fantastic job of preserving all of the important details, moments, and mechanics while raising the bar on everything else to a level that will be enjoyable to modern players.

Since the original established the standard for this genre eighteen years ago, gamers will still be used to certain modernizations, but the most of the action in RE4 Remake fits under the “if it ain’t broke, don’t fix it” category. For example, the option to sneak past some foes by crouching is a small but welcome return to survival horror zone. The reasoning for this is that the creators wanted to give players as much flexibility and variety in how they conducted the fighting in the game as possible. Leon may now perform silent bolt throwers and knife-based ground finishers in addition to stealth kills, allowing you to sneak past some engagements without ever noticing. Many players will overlook this in favor of Leon S. Kennedy’s boisterous and aggressive style, and rightfully so, but having more player option in this situation is beneficial.

Although the original receives a lot of credit for popularizing the third-person over-the-shoulder viewpoint, it should also share some of the blame for the widespread use of Quick Time Events in the several sequels that tried to replicate its popularity. The ‘action button system,’ while lauded at release, is very much a product of its era. It was designed to prevent players from becoming disinterested during cutscenes. Due to their awareness of this, the RE4 Remake production team implemented one of the largest mechanical modifications in the game: the knife parry mechanism. The dev team allegedly realized there was no reason not to integrate a parry system throughout the entire game as they tried to make the famed knife battle with Jack Krauser more directly handled by the player instead of a sequence of button prompts. Therefore, if your timing is right, you may use the knife to deflect or even defend against the majority of opposing assaults. This patch adds a delightful risk/reward mechanism to every hatchet and kitchen knife Leon encounters throughout the game. Do you play it safe and just jump out of the way, or do you swipe and feel unstoppable if you time it just right?

Then, your knife becomes even more of an essential tool, especially when your ammo is running short, but it is not infallible. Your knife now has a durability metre, and if the merchant doesn’t fix it, it will break after a certain amount of use. The knife’s durability varies depending on how it is used. For example, using it to sneak up on unsuspecting adversaries and kill them is almost free, while using it to block a potentially fatal grab strike by timing your press of R2 will reduce its remaining usage by about half. Instead, you may keep your knife sharp and struggle free by constantly pressing X, but you will lose some health in exchange.

Apart from these last-minute saves, there are still additional QTE-type challenges where you have to hit the circle button or its equivalent in order to evade certain boss or monster assaults; however, they have significantly decreased in quantity compared to the 2005 version. Above important, they integrate far more naturally with the gameplay than the ‘press x not to die’ sections of the original game. One new feature lets attackers circle around you and grip Leon, giving other adversaries a chance to hit you; to break free, you have to press X. Luckily, this doesn’t seem like a QTE for the sake of it; instead, it heightens the suspense and sheer terror during the scenes where Leon, outnumbered and encircled, is clinging to life with every item in his XL attaché bag.

Speaking of that legendary and physically impossible piece of equipment (really, where does he carry it around?) the attaché case makes a comeback, retaining all of its quirky features along with a few new additions. At typewriters, you may now personalize the cover to provide yourself little gaming advantages. You can attach up to three adorable charms that provide additional benefits by changing its appearance. For example, a chicken charm will guarantee that any eggs Leon eats will restore his health 100% (try not to picture Ashley getting horrified when he cracks a raw egg into his mouth in the middle of a battle). Changing its appearance can also increase the likelihood drops for specific types of ammunition. Let us take this moment to reassure you that Resident Evil 4 maintains its campy sense of fun where it counts, despite its stunningly eerie new graphics and frightening atmosphere. How charms are really gained is a delightful little surprise that I don’t want to disclose here.

Not only can you arrange Leon’s belongings in the attaché case, but you can also make health and ammunition on the dedicated crafting screen. Alternatively, you may rapidly construct objects by placing them straight in the case, just as in the original game, on top of one another. The map screen has also been upgraded. It records helpful information while you play, such as the locations of objects you’ve seen but not picked up, puzzles you haven’t solved, and doors that are locked and opened, much like the Remakes of Resident Evil 2 and 3. Personally, I appreciate that it notifies you right away of stuff you may have overlooked and provides the location of certain extracurricular quest answers; nevertheless, other people may justifiably choose to disregard these clues in favor of doing their own research.

Naturally, no Resident Evil 4 Remake would be complete without the merchant, and while some original game players may not be familiar with his new speech lines, they will still be appreciative of the additional services he provides. Throughout the game, the merchant has many pop-up businesses where you may purchase, sell, and service weapons and equipment. However, he has recently extended his company to include trades. Spinels were little diamonds that you could locate and sell for fast cash in the original game, but in this remake, they have their own currency and are handed to Leon by the merchant in exchange for carrying out little tasks for him. These requests typically involve a pleasant variety of chores for you to complete in exchange for a lazy handful of spinels, and they usually fit in well with your ongoing activities, saving you time from having to go back and forth.

The most straightforward of them include finding a gold chicken egg and shooting blue medals in and around a dilapidated farmhouse, but there are also some interesting minor detours. After that, the gems are awarded and exchanged for unique goods—the majority of which are exclusive to this merchant—with the merchant. There are also tons more treasures to locate, add more gemstones to, and then sale if you run out of money for upgrades or new weapons. As the game helpfully breaks down gemstone value multipliers that award you more cash for certain color and size variations, you’ll find yourself playing most of RE4 Remake with the contents of an airport Tiffany’s tinkling in your pocket. As a result, you’ll want to keep extra stones on you at all times to make the most of every trinket.

We would love to go into more detail about a few of the new gameplay features and story additions in Resident Evil 4 Remake, but we are unable to do so because of embargo restrictions and spoiler alerts. However, we can state that every aspect of the game’s design has obviously received a great deal of thought and care. While some boss battles have been entirely redesigned and recreated, others are functionally and stylistically exact replicas of the original work. Certain locales have been taken straight from the original game, while others, especially those that come later in the game, have been simplified to better match the narrative’s pacing and flow. Although the story has more structural changes, some significant and some hardly perceptible, tonally everything comes together to create a pleasantly harmonious whole.

Remakes have the drawback of being both doomed and doomed; if they alter the game too little, gamers will wonder why they bothered in the first place. If you make too many changes, you run the danger of offending devoted players and losing sight of what originally made the original game so fantastic. It’s no easy task to recreate one of the most important games of the past 20 years, but Capcom has succeeded in this instance. Ashley is far less obnoxious than in the original (though her sense of style has taken a serious hit), Ada is a smoking hot mess, Leon is just as dryly sarcastic, and the bad guys are all given their moment to shine before exploding into a pile of entrails and additional limbs. The regenerators, too, huh? Still scary beyond belief. This is as excellent as remakes get overall, albeit there are a few weak scenes, especially in the late game. even if younger generations might not fully get the bingo metaphor.

The Tchia review presents a captivating blend of enchanting delights and spine-chilling horrors, forming an archipelago of contrasting experiences

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The Tchia review presents a captivating blend of enchanting delights and spine-chilling horrors, forming an archipelago of contrasting experiences

Not to brag, but it’s bin day on our street today, so to celebrate, I spent about ten minutes watching a wayward yogurt carton run up and down the walkway outside our house from the bedroom window. I realize it sounds a little American Beauty, but it was really quite enjoyable. This yogurt carton was suitably enlivened by the wind, which gave it a genuine comedic persona as it blew across the pavers. To be honest, leaving it to rush to school was a bit of a pain.

How Tchia, I thought to myself later. One of those games that stays in your memory long after you’ve finished playing it is Tchia. The aspects of the game that no other game does quite like this one continue to shine while the aspects that don’t quite work fade. In the game Tchia, you take on the role of a toddler exploring an archipelago in the southwest Pacific. The environment appears to be expanding rapidly in all directions. However, you possess an ability that enables you to grasp it. You may “soul jump” into specific objects and creatures in the area. For example, you can race across the ground like a deer, dive under the skies like a dove, or tumble around like a rock or lantern. Moves to animate! I would have the yogurt container at home.

Tchia’s soul leaping is unquestionably its finest feature. Finding out what you can do as a shark that you are unable to accomplish as a crab is exciting, and it feels good to get a strange sort of retribution on a mountain climb that has been giving you trouble by just jumping into a nearby bird and flying over the previously painful terrain. Soul jumping is integrated into the combat experience in this game. You can launch rocks and jump into lanterns to take down the rag-based enemies’ camps. However, as you soul jump in and out of objects, you can also combine it with the other traversal elements of the game. You are only prevented from soul jumping into an extended pool of soul jump mana.

They’re also quite intelligent. Many of them are direct copycats of Breath of the Wild: you may glide from any height or mount any surface for as long as your stamina gauge allows you to, and much like in Zelda, you can even extend your stamina while gliding by taking the odd calculated fall. However, beautiful wrinkles have been put all around. I’m not much of a mariner, but Tchia’s raft demands you to switch between steering with the pole and setting the sail, and the trees, my god, the trees here. Reach the summit to get the ability to swing them back and forth and launch yourself into space for a significant increase in speed and range. It’s the way a child understands trees. And maybe you can see what follows—throw and then leap from the spirit, throw and then glide, throw and then drag yourself up to the top of a mountain and ascend! Climb, ascend, ascend. It’s delightful.

Tchia’s archipelago is subtly built for your abilities. The bottom is teeming with pink coral and clamshells stuffed to the brim with pearls, just begging to be pinched, since you can dive. You can throw yourself from one tree to the next, thus there are various densities of trees, including some beautiful swampy areas. The islands have a large spine of humped mountains running through their heartlands, like the ridged backs of dozing dinosaurs, because you can climb them. There’s a good-sized metropolis, industrial zones, and villages with cottages to jump from. A confused, apologies, comparison with Just Cause 2 may help you get a feel of the scope. Although Tchia isn’t as large as Just Cause 2, it still has the same impression of being astonishingly enormous considering the small of its little protagonist. A beautiful waterway around two magnificent islands. This area is far larger than you may think.

What are you doing here, then? I’m going to split them into two sections, despite the fact that in the game you should never do that, and completely let everything to come together into a beautiful jumble of petty whims and fleeting diversions. First of all, Tchia has a lot more of a narrative than I had anticipated, and it’s not at all what I had in mind. After viewing the artwork and experiencing a soft demo, I had the impression that I would be experiencing something similar to A Short Hike: a lighthearted examination of the nature and its delights, woven into a soothing story. Rather, this is some very serious content. Abductions! Unknown gods! People cutting themselves with knives (really)! Kids being devoured!

This essentially amounts to a sequence of tasks that are scattered throughout the game, occasionally giving the impression that you’ve been dumped into a Far Cry scenario. A Short Hike felt quite far away at one point in the proceedings when I was using my camera to survey some industrial terrain before pushing my way in and breaking everything. Far Away? The Ubisoft games are known for their diverse variety of techniques and their willingness to allow players to take risks and accept the consequences. You can soul leap, so that means using boulders, exploding rocks, lanterns, and fire propagation, as well as hopping a pigeon to get some space. Sure, there are no firearms or getaway automobiles.

That being said, diversity is one of Tchia’s many strong points—not all of the missions are like that. However, they’re all quite intense—at least to me. You’re going through a plot that doesn’t hesitate to jump from one terrifying scene to the next, all while dealing with issues that are very important. I’m not sure whether I would let my nine-year-old daughter to see a few of these particular cutscenes.

In the meanwhile, the islands! The group of islands! The mountains to climb, the trees to fly between, the rocks to inhabit. The islands of Tchia are a veritable riot of Ubisoft activity, with plenty of different items to gather, food that increases your stamina, challenge chambers that increase your soul leap mana and are unlocked through a minigame called Carving. Ascending the virtual version of an Assassin’s Eagle Tower in the game causes a variety of objects to appear on the map. locations for supper. Harbors to enable quick transit. Shells to remove pearls from their casings. Enemy camps will blow up.

Much of this is basically just things to do; keep in mind, though, that it’s all intended to be woven into the story and made into a delightful experience as you soul-jump, glide, and raft your way across the game world. However, some of it is appropriately inspired. I cherished performing music. I cherished the treasure maps I was handed, which inspired me to search the real world for hints. I adored that the game’s map would, for the most part, just provide me with a broad, jazz-inspired idea of my real location. I enjoyed resting by a campfire after dinner and exploring new places.

And I believe that the meal thing is significant. It captures Tchia’s unique character. Although I haven’t visited New Caledonia, Tchia is a complete immersion in a culture that, from what I’ve heard, is much influenced by it. The art, music, languages, lifestyles, and values of the populace. as well as what they consume. I have heard from a knowledgeable person that The Odyssey is actually a tale about greeting people. Odysseus visits many islands to observe how the locals handle visitors. A little simplistic, I know, but Tchia has a little of this: you travel the world and then, when you are comfortable, you have lunch. In certain situations, you even locate the items and prepare the meal. However, the game is always about the plate, the many sorts of food, the warmth of the human touch, and the significance of it all.

This is what I believe I will take with me, along with amazing experiences such as scaling a massive mountain’s ridge, sailing across the sea with watercolor clouds piled above like enormous, tumbling anvils, and effortlessly gliding through perilous story missions only to spot something glinting in a marsh that I had to investigate. When I read Tchia this way, I see that it’s more than simply a game about kids; it’s a game that taps into kids’ need to find interest and significance in a huge variety of topics. And naturally, cap off each hectic day with a delicious meal. Excellent.

The fishing simulation in Dredge is impressive, but its horror aspect falls short of expectations

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The fishing simulation in Dredge is impressive, but its horror aspect falls short of expectations

The combination of fishing and Gothic horror with Lovecraftian themes is a great hook, but Dredge’s basic loot-and-upgrade rhythms are too obvious to draw you in.
Among the creatures you’ll pull from the darkest recesses of a desperate fishing simulation when the game’s encyclopedia describes, Dredge is the miserable marine sausage that begins to collapse when it gets dragged up into a torturously low-pressure environment. It serves as a brief reminder that there is always a shift while going from the depths to the surface. Gorgeous aquatic animals turn into monstrous abominations when they are crushed and distorted by the harsh operational conditions of a world they weren’t meant to exist in.

In Dredge’s instance, they become right angles, with each vibrant 2D fish depicting the center of a group of bricks that need to be inserted into a cargo hold that is shown as an expanded grid. It’s a bloodless shortcut to actual commercial fish processing, when fish are sliced on the deck into marketable morsels before they’ve had a chance to suffocate. Smaller creatures, such as the snailfish (which, despite the description, doesn’t implode here), occupy a few squares and may be readily inserted into openings between the hull and your ship’s engine or lights. Larger hauls, such as sharks, create strange, rectilinear Christmas trees of fins and teeth; packing more than one in is never easy, but maybe if you rearrange your mackerels a little, space will appear on its own.

The predators that prowl the game’s 19th-century archipelago by night and Dredge’s fishing excursions’ difficulty curve are both influenced by this subtle spatial puzzle. Every journey resembles purposefully filling up the Tetris board, risking a game-over to clear several lines at once when you let your catch go at the market. At the core of a ten-hour game of fishquests and upgrades lies the One Clever Mechanic, which is unsettling in many aspects but seldom as aggressively, rewardingly horrible as it would initially appear.

The game Dredge starts with your character, a salty relative of the granite-faced Ancestor of Darkest Dungeon, flying aimlessly through the fog. You wake up on the dock of Greater Marrow, a tidy little woodpile of marketplaces and shipyards beneath a candy-striped lighthouse, after the inevitable disaster. Right away, the mayor gives you a new bathtub and makes you an official town fisherman. What became to the former fisherman? From where is this strange mist coming? And why are you getting the stink eye from the lighthouse keeper? Well, that should all be forgotten—at least for a few hours. Simply throw a line!

Fishing sites line the surrounding ocean, visible in all weather conditions as you plod around in your initially underpowered sailboat. The places are identified by bubbles with gray shadows idling underneath. Dredge’s system is a collection of reflex-driven minigames that are in line with virtual fishing in general. For instance, you can haul in a catch quicker by pressing a button when a revolving cursor reaches a green zone. Numerous fish species you may see are well-known: squid darting in temperate shallows, red snapper in the southern tropics, and massive eels behind the crags in the north. Occasionally, though, you may unearth something that seems familiar, such as an octopus with heads on its tentacles.

A few of these eerie mutations are based on more terrifying real-world creatures, such as the notorious Anglerfish, which has a lure that glows in the dark. Others are flailing Jungian metaphors for the violence and greed of the surface-dwellers: a flounder that is all eye, a shark with a jaw as long as its own body. Every major island’s fish market offers them for more money than the species from which they are derived. Whatever your thoughts on abyssal perversions, it seems they make delicious food.

You spend the income from each haul on repairs and improvements – in particular, greater cargo capacity and specialist fishing equipment that allows you harvest diverse ocean locations, from hot volcanic seas to the deepest ‘hadal’ zones. Along with salvaged wreckage, you’ll find strange bottled messages, melancholic lost riches to flog to the world’s lone dealer in non-piscine commodities, and planks, clockwork components, and bolts of cloth—all necessary for the bigger enhancements.

In addition to your developing fishing powers, you embark on basic, two-step story missions that carry you across and between islands, often seeking for a rare type of fish, with the odd puzzle twist such as obtaining explosives to clear a passage. There is just one main questline, which involves a solitary Collector who has a list of eldritch artifacts to unearth from every area—possibly for completely benign reasons. He provides cursed but useful supernatural abilities in exchange, such the ability to teleport to the center of the globe map or to use a phrase to exhaust a fishing area. Typically, netting these mysterious items entails resolving a nearby, incidental issue, such as assisting a stranded pilot in leaving a mangrove swamp that continuously rearranges its structure or supporting a researcher investigating the enormous, irritable cephalopod at the center of a tropical reef.

Simple to the point of drowsiness, it’s an encompassing framework with bite-sized story pieces and market-proven progression methods. Dredge leans more toward the chillax loot ’em-up genre than the nautical survival horror, even if it aims to be both. Sunless Sea is undoubtedly influenced, however this game allows you to look away across gorgeously buckling waves that beg to be broken through, whereas Failbetter’s game fixes your perspective on the menacing ocean floor (which occasionally glances back). On a clear day, it might as well be Wind Waker.

But after dark, it becomes much more terrifying. The sun glides across the sky in almost every in-game action in Dredge, from navigating the ship’s wheel to rescuing a melancholic coelacanth from its ancestral refuge. Once it sets, a thick layer of fog covers the water, making it dangerous to navigate without a strong flashlight and bringing with it a host of new dangers. Not only does your ship lose hull points and, more painfully, cargo if it comes into contact with any solid object other than a dock jetty, but you also have to worry about your character’s sanity, which is symbolized by an eye that opens and closes. The more that eye twitches, the nastier and more otherworldly the water appears, with contours doubling and deteriorating into colors reminiscent of anaglyph-3D and rocks appearing inches from your bow.

These and the more active, roving hazards are initially unsettling, but as your ship grows tougher with upgrades and the resource-upgrade loop makes you less aware of the perils ahead, they lose their creep factor. Before long, you’ll be battling the twilight hours to pursue creatures that emerge just at night. However, the way that time is tied to motion still creates a subtle sense of anticipation, in part because it essentially paralyzes the cosmos when you pause to look about. Although enemies are readily avoided, even before you have a magical ability that temporarily repels them, you should not take them lightly. They all have their own unique sense of time, so there’s no stopping in the middle of a pursuit to laugh at a stop-clocked monster from the rear.

Dredge’s main flaw when compared to other exploration games with an RPG influence is how little it evolves. Subsequently, there are small amounts of automated manufacturing in the form of drift nets and crab pots. The former passively collects fish in your wake while the latter draws in crustaceans for you to gather a few days later (and makes for a very handy secondary inventory). Beyond that, the primary differentiator throughout the game is gaining velocity, which provides you the assurance to embark on longer expeditions without actually changing your tactics. The story doesn’t really progress either; if you know anything about Lovecraftian or Gothic sea stories, you’ll be able to spot its hidden mysteries from a mile away. There are several outcomes, all of which are dependent on a single, readily reloadable, late-game revelation and Big Decision.

It’s unfortunate that Dredge turns out to be so easygoing overall, since I believe that fusing horror with fishing points to a more expansive hypothetical connection between seas and computer code that might have served as the inspiration for something delightfully bizarre. Dredge’s main mechanism, reaching down from the graphical layer into an unfathomable extent of game data, portrays itself as cutting over the murky boundary between the seen and unseen components of the simulation. This is one of the game’s most alluring, yet ultimately unfulfilled, notions. According to the game’s own loading screen statement, “dredging the depths” is how the visible world is rendered. This conceit may have been an opportunity for horrifying surprises of a different kind in a project more focused on horror than playability or polish: fish that flatly refuse to be included in the progression systems, “sanity effects” that actively bend players’ perceptions rather than being a source of frustration, as if the calm archipelago of quest-loot-upgrade conventions were being undermined by the watery unknowns beneath the surface.

The way Dredge cheerfully squares off its own more bizarre flourishes, such as dropping a line into another dimension only to reel in creatures already blocked-out for storage and sale, may be even more horrifying than the plot itself, as it effectively conveys the idea of the ocean serving as a monstrous mirror for human appetites. The descriptions of the mutant fish in encyclopedias may make them seem horrible, but that’s merely stage dressing; they arrive already shaped into the same satisfying Tetronimoe forms as their “normal” brothers. The thing that makes them so ugly isn’t actually who they are, but rather their ravenous grid inventory.

Terra Nil Evaluation – a complex network of enigmas that form an ecosystem

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Terra Nil Evaluation – a complex network of enigmas that form an ecosystem

Terra Nil’s initial level has an almost flawless feel to it. When faced with the challenge of transforming a desolate quarry into a vibrant ecosystem, you begin small since what you give to the earth and what you take from it both replenish each other. You tend to little patches of land, funded by the irrigators you install to reestablish the grass on top of them, instead of following the norm of city builders who lay out your infrastructure extensively. One wind turbine and a few toxic scrubbers clean the soil one at a time.

After laying the groundwork, the next step is to restore the area’s wetlands, forests, and fynbos. When you turn an irrigator into a hydroponium and see it spread into wetlands, or when you plant a beehive and hear the brush of flowers and scrubland emerge, there’s something tactile and instantly fulfilling about it.

However, it’s made very evident that you aren’t zoning the area at will, unlike an architect or even a gardener. When I set off a controlled burn, I anticipate that it would just consume the flowers I have specifically targeted, but instead, the flames spreads to the margins of the sea and cliffs. Even while I can turn off the equipment that increases humidity to bring back rainstorms, salmon, and mosses, the rain clears the area more effectively than I could.

Once natural species have returned to their optimal homes and the biomes are in harmony, it’s time to recycle everything and leave nothing but a self-sustaining environment. Cleaning up afterward becomes an emerging’reveal’ of all I’ve worked on. Up until this point, it’s easy for me to lose sight of the big picture since I concentrate on little groups of buildings, lowlands, and hills. Additionally, before proceeding to the next level, as the camera softly sweeps over the newly created environment, you have the choice to “Appreciate” it.

The initial zone strikes a perfect mix between a calm and deliberate progression and a laid-back vibe. The subsequent levels, however, exchange that smoothness for exploration as they get more complicated and challenging. There are four distinct areas in all, along with unlocked endgame maps, and each has its own distinct difficulties, gameplay, and graphics.

Later stages of Terra Nil feature a more ‘puzzle’-shaped region where it’s possible to locate the incorrect answer first. Despite not being a very challenging game, there is a noticeable increase in the amount of lateral thinking that is necessary. I was taken aback to discover that I’d put myself in a situation where I had to redo sections of the map, at times the entire thing. I could create biomes and clean the soil, but not enough to get past a certain stage. Alternatively, I just ran out of resources, albeit in “zen mode,” that feature may be disabled. The ‘aha’ moments that follow and the opportunity to play detective more than make up for the unexpected.
Since biomes have requirements, and prerequisites can have prerequisites, the potential for lateral thinking expands dramatically. Perhaps a specific structure shouldn’t be placed here because of the low humidity, but installing cloud seeders near my natural water supplies won’t have a significant enough effect. I could construct on little ocean islands or channel out further, but doing so would decrease the amount of land available for other biomes. Moreover, it could always turn out that increasing the humidity today would make it difficult to place a new structure later. It’s a network of problem-solving and a fragile ecology.

The new dynamics in each zone do make for some very fantastic moments of enjoyment. For example, in the arctic, you begin by excavating hot lava fissures, which inadvertently elevates the surrounding temperature. All of the snow on the map melts when the temperature rises above zero, exposing previously unreachable soil. Later on, you have to turn the lava into rock, which lowers the temperature. When the humidity and toxicity are just perfect, new snow starts to fall again, clearing the ocean and any exposed soil that may still be there. These kinds of incidental, emergent moments occur on every map, and they are invariably powerful.

There are instances of less fluid sensations to counterbalance these moments of awe. For instance, a large number of your biome structures are made from recycled toxic scrubbers or irrigators. However, because the user interface advises you to use them sparingly at first, it seems wasteful to just set new, inefficient orange tiles down for recycling purposes. It’s as though I’ve just learned about recycled pallet furniture and am now going to eBay to purchase new wooden pallets.

In certain instances, like the monorail system that recycles its immediate surroundings while transporting items from land to the water, it may also become too click-y. To say the least, having an ergonomic mouse made me happy when I built a monorail network to recycle every building on the map and then gave the order to recycle 20 or 30 nodes individually (in order, so you don’t destroy the network).

Considering how much of Terra Nil’s design is focused on ecology, I have one major complaint: during the course of the game, the lack of people becomes obvious rather than confusing. The story explicitly states that there is nowhere on Earth for you, and it is made plain that the scenario is a post-climate disaster. Every level has a joyful conclusion that is your departure. Since a large portion of its gameplay is on sustainability—renewable growth and consuming no more than is given—imagining that this is only feasible in an ecosystem in which people have vanished feels contradictory and fatalistic.

I like that Terra Nil is making these bold, innovative decisions, even if I don’t always agree with them. Beyond just what its name would appear to imply, Terra Nil delivers captivating riddles, a deep dedication to the idea of what an environmentally conscious city builder would resemble, and lingering moments of pure bliss.

Review of Paranormasight: The Seven Mysteries of Honjo – eerie occurrences in Tokyo

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Review of Paranormasight: The Seven Mysteries of Honjo – eerie occurrences in Tokyo

Alert! What noise is that? A vehicle misfiring? A bullet? A collision between trains at a crossing gate? The sound of comprehension in Paranormasight is that crashing noise—brisk but highly layered, with a hint of metal. The instant a character connects two seemingly unrelated story points, it ignites. It’s like the old saying “drop a penny.” It’s the fingerpost instance. Whoa! Additionally, because this is a gloomy fairy tale, oh no.

Tokyo’s Sumida Ward serves as the setting for the visual novel Paranormasight. It feels like we’re in the past since the TV sets still come in lacquered oak cases and the telephones are outdated bakelite models. Additionally, we’re not too far from our own reality. Individuals are prone to bizarre jumps in reasoning and are open to weird stories. Even though we can spin a full 360 degrees, we are frequently held in place, which helps us take in our surroundings and position ourselves for a jumpscare. The colors seem to be coming from within, as though they are being viewed through a malfunctioning 1980s television tube. They are dull greys, blues, and sickly creams that sizzle and pulse a little.

I will now put this behind me. This game is amazing. It seems fascinating, clever, and eerie to me. Furthermore, the setup is quite peculiar. A group of strangers are drawn together one evening in Honjo by an old mythology consisting of seven stories about ghosts from the past that are connected to particular areas of the neighborhood and hazy rumors about an old ritual that has the power to revive the dead. However, the ceremony is unclear since, similar to old ghost stories, its intricacies and borders have been worn away with time. And it seems that killing someone is the only way to start the rite?

That’s the setup; I believe any more would put us in the spoiler zone. Going in, I would most definitely not want to know more than this.

Instead, awe at how cleverly this game is designed. Paranormasight is similar to a typical visual novel in many aspects. You switch between different characters and locations at different times, allowing you to have lengthy, multi-part conversations with people you meet and eliciting streams of consciousness from you about details of the surrounding area, telephone booth, and stranger lingering in the distance. You may always click the THINK button (which I wish I had in real life) to see the decisions your controlled character has made based on all of the knowledge you have gained. Thus, you go around like a text vampire, attempting to extract as many words and meanings as you can from the surroundings, the occasion, and the people you encounter, in order to have a greater supply of material for the riddles and the parts of the narrative where you have to piece things together.

But what I really like about this scene is how Paranormasight’s continuous viewpoint changes—from one character to another—combine with the eerie surroundings and the condensed amount of time to produce incredible suspense. And knowledge is virtually always the source of this friction. Who is more knowledgeable than me? Who doesn’t already know what I recently discovered? How can I find the last piece of the puzzle that eludes me, and who can I talk to about it? It’s one of those games where everything may matter, even the exact moment you enter a new area, aside from a character. Furthermore, a great deal of this knowledge is subjective. Two people who arrive on the same little street respond to it differently: a refined woman stifles a shiver at being so close to poverty, while an experienced police officer muses on what such a confined place would entail for possible witnesses.

As you read more into the story, this line of reasoning expands since, at its core, intentions are the mystery at hand. What do the individuals you have met and traveled with on this unique night, and the sickly grey day that follows, really want for if they had the chance to attain incredible power? What may they be prepared to give up in order to fulfill that wish? And is there anyone in the ensemble who might desire everything even more?

Such a match. A maze of motivations, made all the more exciting by unforgettable characters—some of whom deftly defy stereotypes—whimsical moments, and static art that has a special knack for eyes and the way that eyes may betray a person’s inner existence. And the scene! One night and one gloomy, empty day in Tokyo, with the buildings’ stark walls made of bleached concrete, the sky laced with telephone and electricity lines, and the webs of all that data buzzing around.

Show me a Sony first-party game that doesn’t have an atomizer blast of Prestige Telly to it. A lot of games these days aim to be on TV. I’m reminded of a whole other form of TV by paranormasight. You flick on BBC 2 in the 1990s at approximately 11.30 p.m. because you can’t sleep and there’s something strange and niche on that no one at school has heard of or been watching. However, after five minutes, you find it impossible to release go.

That’s why Paranormasight is enjoyable. A ghost story, a mystery, and a conundrum that the player on the other side of the screen is actually tormented by.