The buzz seems to be more positive with this one. They even have a time limited demo with some online play. I also enjoy the fact that they call it, “a 5-on-5, soccer-like sport with no rules—do whatever it takes to win!” That’s pretty hardcore for Nintendo.
We’ll have to see how the collectible gear and upgrades works out, but I’m looking forward to this one. At least, as much as one can look forward to getting pummeled by one’s kids.
I just finished this. It was a fun ride. I played basic survival. I died a lot at the beginning but rarely toward the ends which feels about right for a survival game. It was at times creepy, beautiful, tense, fun and scary. It definitely confirmed that I will never go cave diving. It was so easy to get turned around in tight spaces. The cave breadcrumb tool was awesome whenever I remembered to use it. Usually I thought about it way too late.
I was playing the PS4 version on the PS5. It ran well and looked great. There were some visual bugs, nothing too distracting. I had it crash once and had to replay about an hour. I ran into the Prawn movement bug many times. Fortunately, I had already installed the grapple arm. It slowed my enjoyment down several times.
If you’ve ignored it, Subnautica is about surviving on a dangerous water world after having ejected from your starship. You start with just your escape pod and its contents. From there you’ll have to figure out how to survive and eventually thrive and finally come up with a plan to escape the planet.
There are the obvious dangers of the planet including many fauna that want to eat you. There are also more subtle dangers and problems that you’ll discover along the way. In fact the sense of exploration and discovery is the best part of the game. Each new area and biome give you scenic vistas and wonders to behold as well as resources to exploit and mysteries to solve.
I enjoyed the story a lot. The humor didn’t really hit with me. The rest of it was great. It felt like a real world with layered history and an active ecosystem. I constantly had little goals that were leading toward bigger goals that lead me all the way to the end of the game. I did use some online maps towards the end so I didn’t spend forever wandering around the Lost River or Lava zone.
Each tech and base improvement brought a surge of satisfaction. It really felt amazing to see how far I’d come from the beginning struggling for air and exploring with only a knife. Perhaps the early frustration enhanced the sense of accomplishment later. Overall, highly recommended. It’s a very much a great game as long as you don’t mind the quirks of a survival game.
Let me say this up front. I can’t recommend buying Maneater. I got it as a Playstation Plus game of the month for PS5. Normally, if I finish a game that’s enough for me to at least recommend it to someone. In this case, it just means the game is short. It’s short, but there still manages to be several sections you have to slog through. Even then the payoff isn’t worth it. There are plenty of parts that shine enough to show this was a labor of love for some of the devs. The whole just never comes together.
Maneater is an open world (open ocean?) shark simulator. After an intro tutorial level, you start as a baby shark making your way in the shallows. Fortunately, that song never makes an appearance. There’s a framing device of some sort of ‘shark week’ documentary following both sharks and those that hunt them. This lets the narrator comment on all sorts of things. He might just be the best part of the game. The story is largely forgettable, but some of the one liners land. My wife even laughed at some when she was just walking by as I was playing. If you’re thinking that jokes and narration shouldn’t be the best part of a shark game, you’re right.
Let’s start with the obvious. Sharks just swim and eat. That’s probably not enough for a compelling game. That’s true here. Yes, technically, you can jump and tail whip and activate your super shark power, but the whole game is swimming and eating. At least with such a limited move set, they must have nailed the controls, right? Yes and no. Most time you feel like you have an amazing amount of control of your shark. You can zip through tight spaces, turn and attack quickly, jump out of the water and hit someone on a boat. Other times it feels like you’re constantly fighting the controls. Maybe it’s in the shallows or trying to jump across land (that happens way more than you’d expect in a shark game, but sorry Land Shark fans, no doorbell ringing) but usually in the heat of combat the game fights you to control the shark. Maybe you want to eat that fish to restore some health but the game decides you want to attack that enemy that’s out of range instead or vice versa. I honestly can’t tell if they’re horrible controls that the devs managed to contain most of the time or good controls that sometimes go haywire. I didn’t much like the ‘thrashing’ controls either, but that almost seems niggling compared to the game’s real issues.
There’s no real balance either. You’ll waver back and forth between being too squishy and too tough. It’s rare that the challenge feels just right. Even when it’s close, such as during some of the shark patrol fights, you’ll take someone out bumping up the alert level unbalancing it again. I suppose the ocean is unfair too, but it’s not supposed to be a game.
As for the graphics, it’s ok. Some parts look pretty good. Close ups of your shark look nice. The lighting is fairly nicely done. It’s not a graphical showcase. There’s nothing next gen about the looks. Even some pretty obvious things like bite marks aren’t there. Sharks are scary because they take big chunks out of their prey at a time. Here you just sort of ram into things until their health bar is gone, and they explode into cloud of blood and chunks. There’s usually a spray of blood each time your shark lands a hit, but that’s not the same as seeing the damage you do to an enemy with parts missing after each bite. It felt like another missed opportunity.
Really, the whole game feels like a missed opportunity. That’s probably unfair though. There was only so much fun that could be found in playing as a shark. That made too short a game. That’s how you get Maneater. It’s still a short game but with everything wrung out too much. If you get it free, enjoy the intro tutorial and then uninstall the game. You’ll be happier for it. Not Recommended.
Days Gone is an open world post apocalyptic zombie game that started as a Playstation 4 exclusive, but now it’s just released on PC. I played just played through this on the PS5 since it was included in the PlayStation Plus Collection (and last month it was a PS+ game of the month), and it was one of the bigger titles that I hadn’t played. I’m sure the improved frame rate, cumulative patches and faster load times made for a better experience than if I had bought it at launch.
First, I want to say it’s a solid game. I enjoyed it and got the platinum trophy. I can also understand the middling reviews though. It was hampered a bit by expectations and by a focus on scope over polish. It just never achieves the rarified air of its Sony stablemates.
Just think about this run of releases Sony had:
Horizon Zero Dawn Nioh God of War Marvel’s Spiderman
Death Stranding Ghost of Tsushima The Last of Us Part II
There were some smaller releases in between, but those were the big ad campaigns. In that list you have better stories, better characters, better combat, better open worlds, better acting, better graphics and much better polish. On it’s own, it’s a pretty good game. It suffers from the comparisons.
Days Gone is set in rural Oregon and takes advantage of the beautiful terrain. It’s not really a graphical showcase, but it looks good whether you’re checking out a scenic vista (landmarks are a collectible in the game) or zipping by on your motorcycle. It’s an interesting though necessarily cynical take on how people deal with crisis and loss. It is the end of the world after all.
You play as former motorcycle club enforcer Deacon St. John. As an aside, this is a completely ridiculous name, but only one character comments on this. That character starts out as a bit annoying and deteriorates from there, so I must conclude that the developers liked the name. Anyway, most people call you Deke. As you might expect of an action hero, Deke is competent at most things and deadly in a fight.
The other thing I noticed about Deke right away was that he’s Sam Witwer (with bonus tattoos). You might know Witwer from games like the Force Unleashed series, TV shows like Being Human and Supergirl or know his voice from many animated series like The Clone Wars. Like the Force Unleashed, the character model is Witwer. This was distracting for the first few hours, but either he or I settled into the character.
Days Gone is a big game. It can take 40-60 hours to complete. With one big exception, the core gameplay loops will remain the same. You’ll just be doing them with more and better toys and a bigger health bar. The exception is the big feature of the game, huge zombie hordes. Most of the game, triggering the hordes is either instant death or a mad dash to your bike to escape. Late in the game, you’ll finally be strong enough and well equipped enough to take on the hordes. I have to wonder how many people played the game and never made it that far. That’s too bad since it’s a crazy mix of planning, improvisation, panic, tools, toys, environmental hazards, skills and luck. The feeling of relief and accomplishment after killing off a large horde is pretty amazing.
There are some cool ideas in the game. Enemy human gangs will set traps for you. If you’re paying attention, they’re not hard to avoid, but if you’re zipping along at night in the rain or running from a big zombie or heavily armed gang, it adds some drama. Enemies will fight each other. An infected brute or bear fighting regular infected is pretty cool to watch, though sometime it highlights the limitations of the AI. You can lead a horde or other infected toward an enemy base or encampment. It’s satisfying when they do a good job of eliminating each other for you.
Probably the best idea in the game is your motorcycle. Due to story reasons, you start with a piece of junk. Piece by piece, you’ll upgrade it. Most importantly, you can feel each upgrade. You’ll go faster, farther and take less damage with each improvement. Some top tier items are behind story progression gates. Mostly, though it gives meaning to grinding for credits by making your game life easier. It doesn’t hurt that your bike looks better and more dangerous as you go along.
Mechanically, it’s time to damn the game with faint praise. Beyond hordes and your bike, everything works. Melee combat, not flashy but it works. Ranged combat, sniping, stealth, climbing and traps all work. Each has been done better elsewhere. No areas fall down as a failure. I’m sure it’s quite the technical challenge to get all these systems to work together without breaking. Too many games have set the bar higher.
What about the story? On one level, it’s the story of Deke’s redemption after he’s given up on humanity. Characterization is probably the game’s strong suit. Each trading camp is lead by a vivid character. Even some of the non infected enemies are quite interesting. Deke is flawed and both strengthened and weakened by his sense of morality and code of honor. In fact, it’s easy to argue he’s wrong at several points in the story. Unfortunately, strong characters don’t automatically result in a great plot. Here the threads tying the characters and story beats together are rote, worn out or often uninteresting. The story is functional. It just feels like it wastes some interesting characters. I never hated it. More faint praise.
I only experienced a few bugs playing Days Gone. One completely broke a mission. It required closing out the game and reloading the checkpoint after the game restarted. A few enemies got stuck on terrain. Occasionally, I found braindead AI. There were some hitbox errors. Overall, it was a pretty clean experience for such a long and complex game.
In many ways, Days Gone is a scrappy underdog. I see why people want to root for or against it. It’s got no great weakness, but only rarely soars to great heights. I liked it. I didn’t love it.
With some editing, polish and a better story, it could have been among those Sony greats. It coulda been a contenda. As it is, if you want to experience the fantasy of being a heavily armed outlaw bike surviving the zombie apocolypse, it’s a fun ride. Recommended for genre fans, Witwer fans and players with the patience to make it the horde killing endgame.
Look I’m all for a new Mario Golf game. It has local and online multiplayer. It’s golf. You know the sport fathers are famous for loving.
For the life of me I can’t figure out why Nintendo would release it right after Father’s Day. I mean move it up a week or two and a bunch of happy fathers get to play some golf with Mario. Maybe they get to play with their kids too. Come on Nintendo. It’s not that hard.
2K has released a Mafia Trilogy on major platforms. They rebuilt the original Mafia from the ground up. They remastered Mafia II in HD. Mafia 3 was just released a couple of years ago. It just gets all the DLC bundled together with the main game. On the plus side, current Steam owners of Mafia II and 3 got a free upgrade to the definitive edition. This was enough to finally get me to sink my teeth into the most recent entry.
I had picked it up on sale sometime after release because of my love of the series, but there were still reports of bugs and problems of the game. Also the thematic shift along with a bunch of new gameplay mechanics alienated some fans of the series. I had set it aside and hadn’t gotten back to it. It’s often described as the weakest of the series. Let’s see how it stacks up now.
The original Mafia came out shortly after GTA III. We’ve seen so much evolution in the open world crime drama since then (much of it lead by Rockstar) that it’s easy to forget how clunky the original Mafia games were. Mafia 3 came out in 2016 and tried to update the series to modern standards. Graphically, it succeeded easily, but the heart of Mafia has been the story, characters and the locations.
Let’s start with the last one first. New Bordeaux is a city with character. While it’s clearly a New Orleans analogue, it’s more of a remixed New Orleans with a bit of Gumbo made from 1960’s southern cities. It does feel like a lived in southern swamp city. It’s also set in 1968 and casts you as a Black Vietnam veteran. The game does not shy away from the casual and overt racism of the South in the 1960’s. If being exposed to that might upset you, you need to avoid this game. More common to the series are the collectable Playboys and Vargas paintings which, of course, contain nudity. There are also scenes with strippers and prostitutes. Finally, among things that might make you avoid this game, the violence is over the top. It’s not overly realistic, but it certainly is celebrated in the game.
If that didn’t scare you off, the characters are worth the price of admission. Sure, some of them fall into mob movie stereotypes, but most of the people you interact with are vivid, memorable and unique. Clearly Mafia 3 didn’t have the budget of GTA, but I think they made the right choices in where to focus those resources. You’ll see a lot of the same pedestrians and low level thugs wandering around. However, almost all the more important characters have unique models, good voice acting, often clear motivations and a combat style that suits them.
Our protagonist, Lincoln Clay is a Vietnam veteran who wants to put violence behind him. His surrogate family come into conflict with the Mafia boss early in the game. It’s up to Lincoln to right the wrongs and ultimately get revenge. Along the way he runs into the Irish Mob, the Black Mob, Haitian gangs, the Southern Union of white supremacists and various captains of the Italian Mob. Certain characters end up being your lieutenants as you build up your power base. Lincoln, his lieutenants and their relationships change as the revenge campaign progresses. Lincoln, in particular, learns to embrace his love of violence while slowly realizing it will eventually destroy him. Your enemies mostly change from various aspects of evil to dead. Many of them take you on an interesting ride before falling under a hail of your bullets.
It’s too bad these vivid characters and locations are lost in such a rote story. Really, Lincoln lays out his plan for revenge in the beginning of the game, and it’s simply a matter of connecting the bullets to the bodies to get to the end. That’s not to say there’s no good writing. It’s just all dedicated to character development and backstory. There are plenty of interesting gameplay tasks for you to do. You’ll ultimately end up doing them all too many times. Mechanically, it’s all solid even if nothing feel particularly innovative. It’s kind of like you gathered the Royal Shakespeare Company and just acted out a bunch of battle scenes. There’s some great moments, but you feel there could have been so much more. Some selective editing and a focus on story could have turned this into a real gem.
Overall, I’d give a modest recommendation. It’s a fun ride for a while. There’s a lot to do. There are interesting characters to meet and/or kill. So play it for a while and have fun. Drop it once it starts to feel like a grind. The ending wasn’t enough of a payoff to slog through for if you’re not having fun. I’m glad I played it. I’m more satisfied that I meet such interesting characters in a vibrant space. It was so close for me. I can certainly understand those who loved it and those who hated it. The devs certainly reached for greatness. I admire them for that.
That was weird. I said that a lot during Death Stranding. I really don’t know how to describe the game. It’s kind of a even more out there take on the Postman. Fundamentally, it’s a game about connections and the bonds that tie us together. Strangely, that part works better than any other in the game. Perhaps that’s due to the strange times I found myself in while playing.
Many on Twitter noted that the Corona virus lockdown was strangely similar to the world of Death Stranding. I think we’re all glad the world hasn’t actually become as weird as a Kojima game. Still, it’s hard to deny the rise of virtual interactions, importance of home delivery and the lack in of in person contact during this time. Certainly many people have lived with the idea that Death is out there in 2020.
As you might guess from the title, death is a major theme of the game. Dead bodies bring destruction. If they’re not cremated, they will trigger a large explosion devastating the area nearby. The game begins with a race to a crematorium. Obviously, these structures need to be well away from where people live given the risks involved. The outside world is overrun with crazed scavengers, violent and deadly ghosts and weather that can quickly kill you. People live underground. Either they live in small city states or in isolated bunkers.
No man is truly an island, so trade is still necessary. It’s crazy dangerous out there, but a few brave souls deliver the goods that keep people alive and society running. I’m sure you can guess what your job is in the game. Fortunately, at least in a manner of speaking, you can’t die. Unravelling what happened to the world and what caused your own deathless state are the overarching goals of the game. More practically, you deliver goods and expand a new ‘chiral’ network that links people together.
This is a Kojima game through and through. That means lengthy, unnecessarily complex explanations, long monologues, futuristic, almost magical technology and human depredation. Do we need to discuss the importance of the distinction of the difference between the body and soul? Well, we must use the ancient Egyptian terms to make things less clear. Characters must have a name and a nickname that will later make sense. Did I mention that even walking around can be dangerous? The fact that Kojima games work despite the craziness is clearly a sign of brilliance. However, this is not the game that’s going to change your mind if you think that they’re too off-putting.
The core gameplay loop, is simple and satisfying. Pick up goods, traverse terrain, avoid obstacles, and deliver goods to make people happy. If you make people happy enough, they’ll agree to join the network. Once they do, you’ll be able to upgrade the infrastructure to make traversal easier in the future. You’ll unlock new tools and vehicles along the way. It’s never easy, but it keeps getting better. As you journey, you’ll get to know the characters out there and eventually uncover the answers you’re looking for.
I could talk about your allies and antagonists, but really, it’s better to experience them yourself. Most of them are sympathetic and understandable even if they and their stories are insane. In some ways this is the most pure Kojima game. The one big difference is that you’re not supposed to kill your human enemies. Obviously, setting off a series of megaton explosions is not rebuilding society. Even one incidental kill means a lengthy and dangerous side trip to a crematorium. Happily your ghostly opponents can be put down and represent most of the combat in the game. Just make sure to use the right tools in your arsenal on the right enemies so you don’t create a mess.
Amazingly, everything about the game is satisfying even the long, convoluted ending that gives you most of the answers you’ve been searching for. The question is are you willing to put up with the craziness to get there? I was and thoroughly enjoyed it even though thinking back on it makes me shake my head. It’s essential for Kojima fans and an excellent palate cleanser cleanser for anyone else with the patience to learn (and sometimes just experience) the game.
I played Final Fantasy VII shortly after it came out. I bounced off of it pretty hard. I had never played a JPRG before. This was a series coming over from Nintendo. Back then Nintendo was marketing console games as toys for kids. Other than the blocky 3D models, nothing about Final Fantasy VII was for kids. I did get out of Midgar, but left it there for a while. Once I came back, I accepted the differences and the weirdness. I really fell in love with the game. I still think its marteria and battle systems may be the best of the series.
So now we have a remake of Final Fantasy VII. They’ve been clear that this is a remake. It’s not a remaster or HD or 4K update. It’s a new game inspired by the original. After playing it, I can say it feels like that was a creative decision and not something forced on them by marketing strategists. We meet the same characters and hit some of the same story beats, but it’s clear right away this is a fresh vision for the world and the story. Since this is only the first part of the journey, I’ll withhold final judgement. So far, it seems like the right decision.
The Shinra controlled city of Midgar was the opening for Final Fantasy VII. It comprised the first 10 to 15 percent of the original. In the Remake, Midgar makes up the entire episode. Whether that mean we have seven more episodes or only two or three is anyone’s guess. My personal guess is there will be three episodes, one for each disk of the original. It seems an achievable goal and not everything needs to be expanded to the extent Midgar was.
What’s new? Obviously, the graphics are at the high end of modern standards. The environments are varied, detailed and look lived in. The character models are detailed and expressive (well, except Cloud, he never expresses much). Fans of the original will notice some of the animations clearly mirror those from the Playstation game. It’s cute without being intrusive. Monsters, bosses, and summons all look great. Some of the smaller parts fall into caricature, but that could be a stylistic choice or even a homage. Sometimes the particle effects, special attacks, lighting, spells and flourishes go over the top, confusing the action, but that’s what makes it a Final Fantasy game.
As you would expect from a Square-Enix game, the sound is top notch. The original soundtrack was a classic. Here it’s supplemented by new material, remixed themes and even a record collection game that you can use as ambient sound in parts of the game. The voice actors do a great job even with the over the top dialogue that often peppers JRPGs and Final Fantasy. More importantly the greatly expanded script give you opportunity to really get to know these characters. It’s clear Square knows people love these characters, treats them with respect and wants new players to fall in love with them as well.
Combat was always going to be divisive. VII was a pure turn based menu driven combat system. Final Fantasy hasn’t done anything like that for years. And they didn’t here. Let me start with the most impressive thing. Each character plays completely differently. One friend of mine mentioned that playing Tifa was like someone putting a fighting game in their RPG. Cloud feels a bit like a hack’n’slash game. Barret feels like a third person shooter with some spells thrown in. Aerith plays a bit like Diablo with spacing, movement and wards. The game seems to encourage you to stick with Cloud, but I’d say that’s the wrong way to play. It’s much more fun and involved if you’re constantly switching between characters based on the situation.
As you might have guessed, you have to learn the combat system. You’re moving around the combat area. Positioning and line of sight usually matter. You can take cover from many attacks. You can perform basic attacks, dodges or blocks nearly any time, but special attacks, spells and items can only be used when your action gauge fills up. How quickly it fills up is based on your speed, actions and buff/debuff status. Also, the character you’re controlling seems to fill up much faster than when your not controlling them. Moving and attacking fill up the gauge faster than blocking or hiding in cover. It’s action heavy. That could turn off purists, but overall, it just works. It’s fast, fun and flexible (until you really need that revive and everyone’s action gauge is filling like molasses while your health ticks down under a barrage of enemy attacks).
The materia system returns. Abilities are either tied to your equipped weapon or slotting materia into your weapon or armor. You can upgrade your weapons using SP earned during battles. This includes adding more materia slots. Do you focus on making your character stronger with higher stats or more flexible with more materia slots. Summon materia returns. You can only slot one summon per character and summon opportunities will only appear randomly in battle. They’re still a visual and combat payoff when they arrive.
There’s a good selection of weapons for all the characters. The stat bonuses and abilities associated with each weapon will define how that character plays while it’s equipped. One weapon might have Cloud more of a tank focused on physical attacks while another makes him more of a battle mage. Weapon special abilities can also be learned through repeated use. This encourages you to try all the weapons at least long enough to earn its ability. Weapons won’t completely redefine a character. Aerith can’t tank. Combining weapon choice, customization, materia selection, armor and accessories, allows you to shape each character to your play style and current needs. It’s remarkably flexible. Add in the different feel for each character, you never have cause to be bored.
You’ve got a classic story expanded with added depth and improved characterization. It has great visuals, stunning sound and flexible compelling gameplay. What’s not to like. There are some bugs, but that feels like niggling. Really, the main complaint you could have is that so different from Final Fantasy VII while trying to be true to its spirit. That’s a personal choice, but I think the strong creative decisions shown thus far indicate a series that will be the standard for Final Fantasy for some time to come. Highest recommendation. Go play now.
I just finished Control, the newest game from Remedy. I’ll always associate them with Max Payne, but Control is a much better game. I managed to Platinum this game, so it must be an open world action game. Almost all my Platinums fall into this category, even though I don’t usually list it among my favorite genres. The thing is that when they’re done right, they’re some of the best games out there. Done right, they combine characterization, world building, story telling with a combat/traversal system that sees you growing in power and ability while expanding the gamespace.
So how does Control stack up? Well, it kept reminding me of Spiderman and Horizon Zero: Dawn. Those are two of my top games for this console generation. I think the key for success is engaging combat while making you feel more powerful as the game progresses without ever losing the sense of vulnerability. The end game, as well as cleaning up some optional bosses, certainly reminded me how easy it is to die.
I don’t know if I love or hate the visual style in Control. It’s like someone found an empty TARDIS and filled it with government office space. I’ve worked in government office space. It’s not inspired or inspiring. However, the style does fit the theme and story Remedy is going for. The extensive pneumatic tube system does add a touch of whimsy. I understand they’re trying to contrast normality (or even banality) with the supernatural themes of the game. When it works, it’s great. Too often though, you’re just running through another generic hallway or office.
Our protagonist, Jesse is searching for her brother. We join her as she has finally found the Bureau of Control who took him away years before. Somehow, in the first few minutes of the game, Jesse is hired as both the assistant janitor and as the new director of the Bureau. Since the whole building is under attack by some extra dimensional force, they need some leadership. Being a Remedy game, leadership comes in the form of shooting the bad guys until they’re dead. Preferably this is done with style and a few supernatural abilities.
I’m not really going to describe the powers or weapons since discovering and unlocking and combining them is a good part of the fun of the game. Those can be found in guides elsewhere if you’re interested. However, I’d suggest just playing the game like you were dropped into an episode of the X-Files. Proceed cautiously, talk to everyone, and investigate every room and document. It will help dissipate your confusion at all the bureau jargon and really draw you into the story. Also, if there’s any strange glowing lights (usually red, but not always) check those out. The sound design has some interesting clues if you’re using headphones or a surround system.
Control really encourages exploration and experimentation. Unfortunately, negative experimental results tend to yield death and a reload. That wouldn’t be too bad if it weren’t for the long load times on the PS4. You might not be able to make a full dagwood sandwich, but you definitely have time for a quick snack. Once you get into the flow of the combat system, it’s a pretty fun dynamic. You have short bursts of offense where you have to prioritize the most dangerous targets. Defense tends to involve lots of movement while trying not to get cornered or completely away from cover. This is not a cover shooter. Most everything is movable or destructible. Enemies come from all directions including from above. Combat is mostly fair. I had a few cheap deaths from later enemy combinations and bosses.
Overall, Control rises above the sum of its parts. It’s a fun, polished game. It provides an interesting story married to deep, challenging combat. It doesn’t achieve the lofty peaks of Horizon or Spiderman, but it certainly aimed there. If you have any interest in the story or game genre, check it out for a fun ride. Highly recommended.
Even if you haven’t been checking daily for the Epic Games Store game giveaway, you should stop by today. Shadow Tactics: Blades of the Shogun is the game. It is a hardcore tactics game set in feudal Japan. It’s hard. I haven’t finished it. However, it has the most amazing moments when a plan comes together. Do yourself a favor and pick it up. The developer deserves the support, and if it’s at all your type of game, you’ll love it.