119 reviews








Malaka, souring high like Icarus
tl:dr - A staggeringly vast and beautiful open-world ARPG game. Featuring some of the best combat, quests, and characterizations that I have played in a while. "Tell me where they are, or I'll shove my spear so far down your throat you'll be shitting iron at the gates of Hades!" Kassandra/Alexios, Assassin's Creed Odyssey. Bought on a whim after liking the art style and setting, 'Assassin's Creed: Odyssey' really grabbed me by the nuts from the get-go. It was when the opening title screen appeared after I had already been playing for nearly 4 hours that I knew I was in it for the long run. This ridiculously large and lavish action role-playing game was only just beginning, and I was loving every single second of it. I initially started the game playing as Alexios, the male hero of the story. But I quickly got tired of the voice acting, with him seemingly unable to do anything but shout at people. So, a quick restart later and I was following Kassandra on her journey through the, faithfully recreated, but a little smaller, Greek islands. The landscapes change depending on where about you are on the map. The height of the mountain or the city you are visiting have an effect on vista and even after nearly 100 hours in the game it never really gets boring. The main quest line takes you on a journey of self-discovery, telling you more about your family and their history. While the side quests help to fill in some gaps, get you more loot or just act as a little bit of light-hearted distraction. Along the way, you will get to meet a lot of NPC characters, some of which seem more fleshed out than others with decent backstories and quests. With actual relationships with these characters forming over a few hours. Yes, the quests do get a little samey and combat can become a bit repetitive, but nothing stops being fun. You continually want to explore, to find new mythical creatures to slay or to upgrade your hero's various abilities. This game can just go on and on, much like this review! So, what could I say to summarise? This Assassin's Creed game is easy to pick up and put down. A casual arcadey take on what used to be a stealth-em-up open-world. Think of this as the Forza Horizon to the Forza Motorsports! Kill your foes in open combat, or slay them from the shadows, it's your choice with zero repercussions.


Is Core Keeper the new King of Base Building?
I discovered Core Keeper through one of the users of this site, he had posted a few images and spoken about it in the discord a few times and I was rather captivated. Created by the talented team over at Swedish developer Pug Storm, Core Keeper is a base-building, resource gathering, survival game that shows an incredible amount of promise. At the time of writing this review, I'm 60 hours in and still have plenty to discover. With plenty more content on the horizon, including new biomes, additional bosses, new recipes, new crafting blueprints, and more automation options, Core Keeper has the potential to be a game that lasts into the hundreds of hours. The familiar loop of mine, level, build, repeat is here in all its glory, but is done in such a way that doesn't get tiring. You begin with the ability to craft simple wooden tools, meaning only the dirt walls around you need to be worried, mining further will see you soon hit clay and stone where your wooden pickaxe simply won't cut it. This is where you need to find your first ore type, often copper, allowing you to craft copper tools and be able to venture further out into the wild - discovering more ore types, foods and more. ——— Original ratings: • Visual Design: 9/10 • Sound Design: 8/10 • Gameplay: 9/10 • Longevity: 9/10 • Fun: 8/10

Drumming Into Valhalla
I did not have high hopes for this VR game. I had seen the videos of it on the Oculus Store and felt that it was a rip-off of the old Rock Band games, just with a Viking twist. It is a little bit of a copy, but who cares when you have such a great soundtrack combined with a longboat full of Vikings to command. ——— Original ratings: • Visual Design: 7/10 • Sound Design: 10/10 • Gameplay: 9/10 • Longevity: 9/10 • Fun: 10/10

Master the Art
SIFU is a game that deserves patience, the controller-fu needed to accurately and successfully pull off attack, parry and dodge is fast fingers and spot-on timing. A skill that only comes through plenty of playtimes. That's a good thing though, with only five levels the game would be pretty short if you could get your controller-fu black belt on your first attempt. I would be lying if I didn't immediately say that this game frustrates me. Not even Elden Ring could come close to causing my palms to sweat and my fingers to grip as tight as SIFU did. This game can be brutal from the outset. Let's first go over some of the mechanics of SIFU, created by the brilliant minds over at Sloclap (the development team responsible for the impressive, but often looked over Absolver). The game is a pretty standard story, one of revenge for your slain father. You've grown from a child that was left for dead to a young warrior (male or female) and is now seeking to cut down those who were there during your SIFU's demise. A plot lifted from the pages of countless other games/movies. What sets this game apart is the gameplay. You are not given 'lives' per se, but rather a mystical talisman that upon your death revives you to carry on fighting. The catch. Every time you die you age by a number of years - growing older with less health, but a more powerful attack. For example, if you complete level 1 having only been revived a few times, you could start level 2 at the age of 24. However, unless you restart the game, you will always begin level 2 at 24 - meaning there is a race to not die too early, else you will be beginning the later levels an old person. The first playthrough I had I did pretty well, getting to grips with the immediate controls faster than I expected. Each enemy was initially easy to dispatch and I did so with aplomb, completing the first level with my age only reaching 24. But then things got real, I began to die and regen over and over again and I finished the second level middle aged. I couldn't even complete the third. So I went back and start again, finishing the first at the age of 22 and the second in my 30s. But still couldn't do the third level. Here is where the roguelike element comes in, you can earn points to spend on additional moves or abilities, but these are not persistent until you lock them in by purchasing them a number of times. Meaning the game knows you are going to be doing the first few levels, over and over and over and over again! Kind of a groundhog day of video games. Don't get me wrong, it's fun and learning a new skill can be emboldening, but jeez it can get you angry. I've found that I have begun to play SIFU one run through at a time, just to get a fix really. Would I recommend it? Wholeheartedly... But just be patient. ——— Original ratings: • Visual Design: 9/10 • Sound Design: 8/10 • Gameplay: 8/10 • Longevity: 8/10 • Fun: 8/10

Live, Die, Level, Repeat
When I pushed the 'Buy' button for Elden Ring, I wondered whether I was getting caught up in all the hype for the game and just buying it for the sake of it. I have all the previous Souls, Sekiro and Demon Souls (both the original and remake) games, but I never seem to get very far. The difficulty combined with having to retrace your steps if you die was not something I seemed to enjoy, and I was quickly getting frustrated. Could Elden Ring hold my interest longer than the other FromSoftware games? As I write this, I am currently 32 hours into the game and nowhere near finished - both in playing it and the story. I'd be a lot further, but baby and life take up a large portion of my time. Nevertheless, Elden Ring has me hooked and has indeed stolen my heart. Is it perfect? Hell no, nowhere near. But it is brilliant. I didn't know where to start when it came to creating my character, and I probably spent a lot longer than I should have to adjust every part of his looks—aiming to create an authentic-looking Samurai character. I changed everything from the face shape to tweaking each limb to the exact proportion best suited a fast and ferocious Samurai. When I loaded in, I noticed that I needn't have bothered as you couldn't tell anything about your character model with all the armour he was wearing. There was no way to remove the headgear to show his face unless you unequipped the helmet, which would lower your armour, so there was no way I was doing that. Lesson learnt for future characters - don't worry about how they look. I (unlike some) followed the spectre pointing down to the 'tutorial area' and found my way through nice and simply, learning about the art of crouch crits, blocking, counters and more. So far, so good. Running happily onto the platform, I made my way up to the world and pushed open the large double doors to get my first glimpse of 'The Land Between' and Limgrave. Wow. While it may not be the most beautiful game ever created, it is still gorgeous to behold. The game's scale becomes apparent as you look around and take in the various landscapes you can immediately see. Knowing there is a lot more out there made it even more incredible. I looked for a quest to undertake but couldn't find a quest journal, so after touching a Site of Grace which are Elden Rings checkpoints, I approached (somewhat cautiously) the first dude I saw. He gave me some cryptic clue, and I was off on my own. The lack of clear guidance is both the beauty and the beast of Elden Ring. On the one hand, you can go about exploring the lands without any interruption or fear of not doing a side-mission. There are no waypoint markers or journals in Elden Ring, so you are free to do as you wish and go where you want - there isn't anything stopping you, except enemies. To begin with, I found this frustrating. I wanted to know what to do next, where should I go? But, over time, this frustration feeling changed to a one of freedom. There WERE no restrictions. I could happily go where I pleased and do whatever I wanted. My biggest 'a ha' moment was discovering the markers that I could place on the map, and I used these to place markers over any NPCs, Dungeons, Merchants and high-level enemies that I found. This revelation made navigating far more manageable, and I could always fast travel to a Site of Grace near a merchant if I wanted to buy something. The map is vast and exquisitely put together. I'd often stumble upon a hidden cave or door that would then lead me to a new area in my explorations. Often these areas had their own mini-boss, each with a unique fighting style and looks. Granted, some are more fun than others, but each adds something to the game, whether it's a particular weapon or just a bucket ton of runes. Speaking of which, Runes are your currency in Elden Ring. Each enemy you kill will drop a certain number of Runes, which can then level up your character at a Site of Grace. If you die while holding onto Runes, you will drop them. If you die again before you recover them, they are gone forever! A mechanic that will often see you return to the area even if there is a brutal enemy so that you can 'hit and run' the pickup of your dropped Runes. Runes can also be used to buy items from traders, and I'd highly recommend picking up both a Torch and Crafting Kit as soon as possible. The combat in this game sets it apart from other open-world sprawlers from the likes of Ubisoft. It feels tight, with timing somewhat akin to a beat-em-up. Each battle has a strategy, and every attack has a different feel. I either run my character as a two-handed Samurai if I'm taking on a big boss or character where they hit heavy or with sweeping attacks, but bust out a shield if going piling into a group of lower-level enemies. Each battle is like a dance, with each participant finding the opportune moment to close the distance and get a strike in. The chance of winning a fight against the main boss types the first time (I feel) is relatively low as you need to learn their attack set. The patterns they will use. The strikes they will reign down on you. Do you need to recoup and come back later? Maybe, but nothing is stopping you from trying early in the game. One of my finest moments came straight after opening the doors to Limgrave for the first time. I merrily head towards what I now know is the Church of Ellah and come across a giant golden knight atop his steed - unfortunately, he didn't look upon me with the same admiration that I had for him, and he struck me down within a second. I've come to learn that enemies don't scale with you, they remain at one level, and this is genius. So I left the Knight and just explored. I tried to find every nook and cranny within the first map area, taking on characters as often as possible, learning the ropes in ruins near Stormgate and slowly levelling my character. Soon I was taking on mini-bosses in the smaller dungeons and caves, dying to some of the more giant bosses but learning every moment. Like something out of a Rocky movie, my training montage was furious. Enemies were falling fast, and each time I'd try something new, I got the Ashes of War, I got my steed, I learnt about Smithing Stones and Golden Runes, Sacred Tears, and so much more. I felt invincible... Then I took on the Flying Dragon Agheel and died pretty much instantly. But that's okay; I know it will die at my hand, though when I don't know. It's going to be fun getting to the point I'm capable, and that's the greatness of Elden Ring. ——— Original ratings: • Visual Design: 10/10 • Sound Design: 8/10 • Gameplay: 8/10 • Longevity: 9/10 • Fun: 8/10

All You Need is Kill
I read All You Need Is Kill a long time ago, a graphic novel by Hiroshi Sakurazaka. I remember it being one of the best things that I had read in a long time. The whole premise of living, dying and then returning at the beginning of the day with the skills, knowledge and abilities that you had learnt during the previous cycle was such a brilliant idea that it eventually ended up in Hollywood and the movie "Edge of Tomorrow." The roguelike genre has been around for a while, but recently we have seen some incredible games, such as Dead Cells, Hades, Slay the Spire, The Binding of Isaac, Risk of Rain, that have pushed the genre even further. With Deathloop, the whole idea has been taken one step further with the retention of knowledge in the form of clues and infused items between loops. You play as Colt, a man who just wants to get through the day without being shot, stabbed, blown up, gassed or obliterated in some other weird and wonderful fashion. Waking up on a beach, you discover that you have done this before, many, many times. But for some reason, this time, you can retain the memories of what has come before. You must piece together what is happening, why it is happening and what you must do to stop it all from continuing—no mean feat. The key turns out to be eight 'visionaries', the leaders of the beautiful island of Blackreef. Each Visionary has a role to play in why Colt can't get out of the loop, so each of them needs to be taken out for everything to go back to normal - all within the same day. The trouble lies in that this can't happen at the beginning of the day as Colt can't be in two places at once. So begins the journey of Colt and his attempt to round up the visionaries so that he can slaughter them in bulk. The map of Blackreef is divided into four distinct areas - Updaam, Karl's Bay, The Complex and Fristad Bay. Colt can play each of these areas at one of four times in the day - morning, noon, afternoon, evening (except Karl's Bay and Updaam, which are off-limits in the afternoon). Giving you a possible 14 different locations to discover clues, kill Visionaries and pick up new weapons. Colt's initially armed with a shitty SMG, and it tends to jam at the most inopportune moment. So one of the priorities is to pick up another weapon. The issue is that you lose any guns you may have picked up with the whole respawn at the end of the day. To combat this annoyance of losing items, skills and powers, Colt can harness something called Residuum that gives him the ability to infuse items to keep them in subsequent loops. This mechanic makes him more of a death machine each loop and means that Colt can take new routes to his targets, use different powers to avoid, bamboozle or straight out destroy the enemies. Arkane is probably best known for the Dishonored series of games. It's a series I truly loved. Not just are you a kick-ass Assassin, but you also get to harness some super abilities such as Blink. Well, Deathloop takes this one step further and brings these powers in via slabs. We get the typical Blink (called Shift in Deathloop) and Invisibility (called Aether in Deathloop), but it also introduces Nexus, which links enemies together so that if you take one out, it does them all. These powers are what brings Deathloop together, and you can choose to go stealth with Aether and Shift or loud and proud with Havoc and Nexus. Overall the game is great fun; I had a blast going through and nearly mastering it. I have completed the run through a few times now, each trying to do something a little different, taking out the Visionaries in different ways and then choosing a different ending. I will probably come back just to 100% and grab that achievement, but there are other games to play for the moment. As a side note: There are hints that Deathloop is part of the same universe as Dishonored, and I'm looking forward to seeing if they take this any further. ——— Original ratings: • Visual Design: 9/10 • Sound Design: 9/10 • Gameplay: 8/10 • Longevity: 9/10 • Fun: 10/10

It's a Far Cry from a New Game, but Fun Nonetheless
Let's start by getting this straight off my chest, Far Cry 6 is definitely not a 'new' Far Cry game. It may have the number 6 after it, but it feels like a game stuck in the same era as its great, great grandparent. That's not necessarily a bad thing as there is still some retro-cool fun here, but nothing that makes it stand out in the series. Before we look at Far Cry 6, it's worth taking a look back down the line of main games. I have always been a fan of the Far Cry series, from the first initial outing all the way through. Far Cry 2 was a flawed, but brilliant open world, with the immersion level cranked up to 10. Far Cry 3 was possibly my favourite in the series, becoming what would be a winning formula for open-world games far into the future. The brilliantly portrayed Vaas Montenegro is the best antagonist in the entire series for me - his memorable line Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again, expecting... shit to change. That... is crazy now seems particularly appropriate as the numerous Far Cry games roll out. Far Cry 4 was a beautiful setting, but the story just didn't grab me personally. with the endings proving that no matter what you do, things might just turn to shit anyway. Far Cry 5 was set in the gorgeous Hope County, with some gorgeous vistas for you to venture between - from mountains to luscious fish-filled lakes. Though this world is one of the most realised in the Far Cry series, its antagonists and story were quite cookie-cutter and bland. This leads me onto Far Cry 6, the game I'm reviewing today. Let's start with the technical side of things... Graphically we're still on the same engine (Dunia 2) as previous games, with a few tweaks here and there to enable ray tracing, not that the ray-tracing adds enough to make it look 'next gen' for want of a better phrase. Sound-wise we're pretty good, the voice-acting, weapon sounds and ambient noise is still on point. The gameplay, well this may as well be a DLC for any of the previous three titles. So, it looks okay, it sounds okay and it plays okay... got it. The story plays out okay, there is a dictator who is looking to run these islands by force. Using propaganda to try and show him in a good light, whereas actually, he's just an arsehole. We see him taking lives without so much as batting an eyelid; treating people, including his own family, with disdain and generally just trying to be the big dog. Dani is your protagonist and she/he goes about trying to help the freedom fighters regain control and overthrow the regime. She does this with the help of a number of different NPC's, some interesting and others not, and a giant back mounted arsenal of weapons. That about sums it up. Now we come to the crux of my issue, the game is just incredibly tedious once you've sunk a good 40 hours into it. It's the same shit, different island. Same side quests, same looking locations and it's just rinse and repeat. I have yet to complete this Far Cry and to be honest, I don't think I'm going to bother. If you like open world games and exploring for the sake of exploring, then by all means try it out. It's NOT a bad game, that said it's also not a very good one either. ——— Original ratings: • Visual Design: 7/10 • Sound Design: 8/10 • Gameplay: 7/10 • Longevity: 7/10 • Fun: 7/10

The Next Prospect?
Icarus takes the open world survival genre and attempts to flip it on its head, making it less about just getting a base up and running, but more contract focused. You see, you aren't on the planet for an unlimited time, but instead are there for a purpose. Get in, complete the prospect, get out - simple... Let me start with the easiest part to critique, the graphics, simply put they are truly gorgeous. Forests are lush with greenery and different types of fauna, the ponds and lakes are invitingly blue and when all hell breaks loose and the world is on fire, you can't help but take a step back and think "beautiful". The only trouble being that there isn't that much else to look at. You can build yourself a base, but the whole point of Icarus is that you are down onto the world, do your contract and then you leave again. So building a stunning looking base is kind of beside the point. A quick functional place will do. The fun of Icarus comes when playing with others, standing and watching our base burn down following a lightning strike with my fellow prospectors was very funny. One was desperately trying to beat the flames out with a whacker while myself and another tried to empty the property of our possessions before there was nothing left. The game is currently in early access, so I am excited to see where this one goes, I will be returning to it every month or so to see what's new and if it can hold my interest. ——— Original ratings: • Visual Design: 10/10 • Sound Design: 7/10 • Gameplay: 7/10 • Longevity: 8/10 • Fun: 8/10

The Master of Gun-Fu
After picking up a (ridiculously cheap for what it is) Oculus VR headset, I was on the search for a game that would a) wear me out b) showcase the hardware and c) be a great game to demonstrate the capabilities to others while not being too hard. Enter Pistol Whip. This game is a combination of a rhythm game and an action game, with the points being worked out depending on how on beat you are and how accurate your shots are. This is a game that is easy to pick up, but hard to master. I think of it as the ranged version of Beat Saber. The soundtrack is thumping and great to listen to while you are John Wick'ing your way through the levels, with the amount of customisation available to you being truly astonishing. I don't want to blow my own trumpet, but for one particular song, gun combo, I'm now in the top 100 globally! If you have a VR headset where this game is available, pick it up. ——— Original ratings: • Visual Design: 10/10 • Sound Design: 10/10 • Gameplay: 9/10 • Longevity: 10/10 • Fun: 10/10

A Beautiful, But Dead, Walking Simulator
Among Trees is a beautiful 'chill' survival game by FJRD Interactive, a micro development team based deep within the forests of Sweden. Only released onto Steam on the 10th November 2021 and already abandoned by the development team. The latest word being that they are moving onto other exciting projects. That's a crying shame to me as the game had a lot of potential, setting itself apart from other survival based games with its beautiful low key visuals that are somewhat akin to Firewatch. With no real threats in the world (apart from Bears), your soul mission is to survive day-to-day by keeping yourself warm, fed, watered and making sure you sleep. It's a wonderful walking simulator that never really becomes a lot more. The daily gameplay loop is scavenge, eat, drink, sleep. Wake, craft, scavenge, eat, drink, sleep. Repeat. Given more time and resource I'm sure that they could have added additional complexities, threats etc to the game, but it's now dead in the water. I'd love to be able to recommend this game, but now there is no further development, I advise against it. (unless you want to just use it for Wallpaper). ——— Original ratings: • Visual Design: 9/10 • Sound Design: 5/10 • Gameplay: 5/10 • Longevity: 4/10 • Fun: 9/10

Watch out for that tree!!
This is one of those games that crossed my path due to being front and centre on the Xbox Game Pass. I thought it looked like a nice casual time sink, something I could spend my lunch just chilling out with. Turns out I was bang on the money in terms of casual, but not so much the chilling. Just Cruising Lonely Mountains: Downhill was a game funded on Kickstarter to the amount of €45,000. With this money, the small indie team at Megagon Industries have created something really quite charming. You play as an unnamed downhill mountain biker who simply has to make it from point A at the top of the mountain to point B at the bottom as quickly as possible. Sounds simple right? <iframe width="560" height="315" src="https://www.youtube.com/embed/nfJxYa3kt5U" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe> Well at its most basic, you twist and turn your way down the mountain path avoiding rocks, trees and other obstacles thrown in your way. Take that and throw in a combination of narrow paths, cliffs, steep fast slopes, mud that slows, jumps, shortcuts and many, many different routes and you end up with something far deeper than just cycling down a hill. ####Simple Mechanics, High Skill Level It's fair to say that if you were to just let the bike freewheel down the mountain, you may well be able to get to the end without too many crashes. But if you take a look at some of the challenges for each level you will see that you need to make certain times, reach the end without going over a certain amount of spills and more. To make these challenges you need to seriously up your game. Even the simple mountain becomes a frantic stick shindig with your left thumb doing everything in its power to stop you flinging your body, once again, over the edge of the cliff. The dexterity needed to flick your biker around a shingle path as it gets ever steeper is up there with a flick shot on Call of Duty. You need precision. You need timing and you need patience. ####This Controllers Going Out The Window! Over the course of the last week, this game has given me a sense of accomplishment as I finally get the shortcut down, or complete the mountain in the top 100,000 people who have played the game (my record is about 41,000th in the world on certain stage checkpoints), but holy moly have I wanted to hurl my controlled through the wall at certain points. There is NOTHING more infuriating than smashing down the course, hitting personal bests only to then fall at the last hurdle! That's when I need a break, time to have another lunch to get over this one... Damn you Lonely Mountains: Downhill. I'll be back tomorrow. ——— Original ratings: • Visual Design: 8/10 • Sound Design: 7/10 • Gameplay: 8/10 • Longevity: 7/10 • Fun: 8/10

Recreating A Classic
I'm not sure about you, but I often look back at the games I used to play through somewhat rose-tinted glasses. I remember Resident Evil 2 being this graphical masterpiece that took the fixed camera approach and created a cinematic marvel. How good was the original!? Well, after firing up the PlayStation and giving it another try, my memories were shattered. Compared to most modern games, the controls were janky, the camera angles made aiming difficult and it just brought me down to earth. I still wanted my Resident Evil fix though, so I bought the well-received remake. So Brilliantly Close To The Original The first thing that hit me when I began this game was the visuals. Each character is still recognisable from the original, but have been brought into the 21st Century with a dramatic High Definition makeover. Leon looks like he should be part of a boy band with his flowing locks and Claire, with her signature red jacket, is his female counterpart. Marvin, the mortally wounded officer, is still here clutching his wounded abdomen while attempting to help new recruit Leon escape. As an aside, the voice acting for Marvin by Christopher Mychael Watson is possibly the best in the game. The original, pixelated as it was, did a good job of setting the scene for the Racoon City Police Department. The fixed camera doing an alright role of showcasing some of the architecture of the building. The remake, however, takes these corridors, rooms and textures to a whole new level and right from the start lends itself to the eeriness of the situation. Fans of the original might be able to tell exactly where this is in the original game No Change Here The story is still as great as it was originally with the game taking place immediately after the occurrences of the first game. Leon is making his way to the station to begin his job as a rookie cop, while Claire is heading there to find her brother (Chris Redfield from the first game). Each character is playable from the beginning with a few minor changes between the two. Like the original, upon completion, you are able to play the other character as though they were on the same timeline as your first playthrough. Action Game, Horror Game or Escape Room I've never really known where to place Resident Evil 2 in terms of genre, some would say that the Resident Evil series is what began survival horror. I mean it's not so much an action game despite there being moments of kill or be killed. The game itself features a lot of figuring out puzzles. Find the key, locate a handle, find a fuse and this is only within the first 45 minutes or so. The downtime between shooting zombies in the head allows tension to build and I love that. More modern horror games should take note. Prying Loose of the Fixed Camera The move from fixed camera to over the shoulder is a big one but shows that this type of game works really well from this aspect. It does remove the cinematic aspect a tad, but also ups the tension as you look over the shoulder of your chosen protagonist, living their experiences up close and personal. Get up close as Leon bursts a few zombie heads Verdict If like me, you were a fan of the original game and/or the Resident Evil franchise as a whole, I would recommend checking this game out. It really is a labour of love towards the original game. Each character, each cutscene, each location has been lovingly recreated to take advantage of modern hardware. It's great. Now just remake the original for me. Pros • Incredible Visuals • Voice Acting is great, especially Marvin • Inventory Management is far easier than the original • Additional Features and modes add longevity Cons • No Photo Mode to speak of ——— Original ratings: • Visual Design: 10/10 • Sound Design: 8/10 • Gameplay: 9/10 • Longevity: 9/10 • Fun: 10/10