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Black Myth: Wukong review: monkey business
5:00 pm | August 16, 2024

Author: admin | Category: Computers Gadgets Gaming | Tags: | Comments: Off
Review info

Platform reviewed: PC
Available on: PC, PS5, Xbox Series X, Xbox Series S
Release date: August 20 (TBC for Xbox) 

Chinese games are increasingly making a name for themselves on a global scale, although their impact beyond domestic borders has been mostly limited to the free-to-play scene through titles heavily influenced by Japanese anime. This is in part reflective of tastes within the Chinese market generally, a sector dominated by PC, mobile and free-to-play gaming, although as a result of this divergence in tastes it has made it difficult for titles beyond those like Hoyoverse’s Genshin Impact to resonate internationally. Could Black Myth: Wukong change all that?

It’s difficult to say. While the game has certainly captured imaginations pre-release for its richly-detailed worlds inspired by historical China and Journey to the West, even as it has dealt with controversy over its sexist and misogynistic remarks against female players, from a gameplay perspective the final experience is one that feels lacking in numerous key areas. While it certainly looks capable of standing toe-to-toe with the biggest Western AAA titles of the moment, actually sitting down with the game is a different story.

Although no means without merit, this is a game that is screaming for more polish and refinement in its moment-to-moment gameplay. Instead of feeling truly immersed in this journey through classical China, every strength the game had is compounded and diluted by a plethora of other issues that accumulated in a frustrating case of form over function.

Mythol-ouch-ical

The protagonist discovers a chest in Black Myth: Wukong.

(Image credit: Game Science)

Playing as the Destined One, you face various Yaoguai that roam this mythical world, exploring everywhere from barren desert-like landscapes to towering mountains and dense forests as you face and harness the powers of Chinese mythological beings and enact revenge. The journey of the novel which inspired it has been adapted cross-culturally and across every medium for centuries, so it should come as no surprise that the tale of revenge and into new worlds feels right at home in a game. It’s perfect subject matter for adaptation, although in this case its adaptation is surprisingly lacking in story and character.

Narrative is certainly not the focus here. Mythological beings both friend or foe rarely feature for more than a single-scene cameo, and without deep prior knowledge of Chinese myth, the fact each is meticulously recreated from Chinese legend means little. The game barely builds these beings to feel as omnipotent or powerful as they really are; a surprising choice when emphasizing their status would certainly have elevated the stakes of some battles. Journey to the West tales are dominated by the joys of the characters accompanying Son Wukong, and with creatures of myth barely more than an obstacle for a single boss fight before being forgotten and without a companion by your side, this is stripped for something solitary and unfortunately cold. 

Best bit

A dramatic combat scene in Black Myth: Wukong.

(Image credit: Game Science)

Although the fights themselves are a mixed bag, the boss designs are a consistent treat, taking their cues from Chinese mythology but imbuing it with a new perspective on a classic tale.

Worse, this lack of character and lack of true introduction to any mythological being we fight robs the game of drive or a clear end goal, and it often feels aimless as you wander through environments unsure what the point is of continuing on our path. It feels unbalanced, an issue which permeates much of the game far beyond its lacking story.

Although often described as a soulslike adventure, this is much more of a typical action adventure in the realm of titles like Bayonetta in terms of action (albeit with a staff as your solitary weapon of choice). A few familiar mechanics pioneered by Dark Souls have clearly influenced and been integrated into the title: your flask in this instance is a gourd you consume in the heat of battle to restore your health. 

Still, this is otherwise a traditional action title, fast-paced and combo-driven without the deliberately-laborious nature of uninterrupted animations that allows for more reaction-based action and freedom. A well-timed dodge and a good counter means more, but learning a boss’ strategy is similarly key to victory - button mashing won’t be enough.

Yet it is possible to have too much of a good thing, and the impact of overcoming a boss fight is lost when your game is little more than a 30-40 hour boss gauntlet. For all the world is visually impressive at a glance, it soon becomes clear that much of its beauty is mere set dressing, as we continue through a railroaded corridor with little room for deviation from the path for much of our adventure. In the moments where players could diverge from the path, it felt almost discouraged due to the game’s baffling lack of a map, often leaving me lost on where to go next or fighting waves of enemies thinking I found the answer, only to reach a dead end.

Then again, even if we did have a map, it would simply emphasize how little time we have to adore the stunning scenery. It’s only by getting lost that there’s time to appreciate these environments, as you otherwise spend little more than a minute or two walking through a few brief corridors before being thrust into yet-another battle arena for a mini-boss or major opponent. Boss fights are an overabundance to the point of robbing us of exploration and puzzles, with many chapters hitting double-figures and throwing them at you in such frequency they merge into an amorphous blob where few are memorable by the time the credits roll.

Boss Myth: Wukong

The protagonist kneels down in Black Myth: Wukong.

(Image credit: Game Science)

The bosses that do stick out in my memory unfortunately do so for the wrong reasons. A lack of polish in some fights leaves them feeling unfair, especially when it comes to the game’s numerous optional side-bosses. In the Black Bear Guai fight I felt I finally turned a corner in my struggles to overcome this boss as I understood his pattern of abilities. As he jumped in the air, I moved out of the way of his momentum, sure I would dodge, only for him to contort his momentum to my new location in a way that would seem impossible considering his movement and trajectory.

In a fight against the electrical Tiger Vanguard I would find it difficult to dodge his attacks without reaching higher ground on rocks placed inside the arena. Yet it would also be possible for him to destroy these platforms and leave no solace from his attacks, often causing my inevitable demise in a manner that felt undeserved.

A boss encounter in Black Myth: Wukong.

(Image credit: Game Science)

In cases where these boss fights don’t feel unpolished, they simply lacked an excitement or edge to make them feel anything more than average. It’s an unfortunate summary for much of the game. There’s little here that will offend, and indeed it's easy to find joy in aspects of Black Myth: Wukong’s world, visuals and combo-driven action. One of the major factors that got me through the game to its end was how refreshing it felt to see this Chinese setting come to life, bringing to life a world and mythology so rarely portrayed and explored in the medium despite the rich tapestry any game in this setting can explore. At times the way this culture is brought to life left me slack-jawed in awe.

At others I’m merely left frustrated. It’s a lack of polish and time that makes this a game difficult to recommend without numerous caveats. The groundwork for greatness is here. With fewer, more refined boss fights, more expansive environments accompanied by a map to help players when they’re lost, and a bit more story to give the whole adventure direction and purpose, I truly believe there is potential for something special in Game Science’s next project provided the lessons from this experience are internalized.

As things stand, I’m reminded of a nostalgic era of PS2 AA action titles with exceptionally high levels of polish and that’s no bad thing! These were not always the most refined games in the world, often lacking a spark to elevate them into the realm of greatness, but there was always fun to be had in such experiences. I expected more, and don’t think I’m alone in this. 

Accessibility

The game is mostly lacking in accessibility settings, with controls unable to be customized except when using keyboard and mouse, though it does offer a colorblind mode. Subtitles are available for dialogue, but text is small, difficult to read in many circumstances, and can’t be altered. 

Should I play Black Myth: Wukong?

Play it if...

Boss fights are your thing
The game is full of major fights and spectacle, so if that’s what you seek you won’t be disappointed.

Don't play it if...

You prefer variety and polish
There’s joy to be found in what is here, but you have to overcome the game's quirks to find that fun and strategy.

How we reviewed Black Myth: Wukong

I completed the game in just over thirty hours using an Asus ROG Ally on its 30W Turbo setting at Medium-Low graphics. The game was able to run at 60fps with only occasional drops in this configuration. This setup also allowed for the game to be played both on a large monitor and on the handheld device itself. 

Elden Ring Shadow of the Erdtree review: FromSoftware’s most ambitious expansion to date
5:00 pm | June 18, 2024

Author: admin | Category: Computers Gadgets Gaming | Tags: | Comments: Off
Review info

Platform reviewed: Xbox Series X
Available on: PS5, Xbox Series X|S, PC
Release date: June 21, 2024

I realized something while playing through Elden Ring: Shadow of the Erdtree; it’s been a proper long while since we’ve had an honest-to-goodness FromSoftware soulsborne expansion or installment of downloadable content (DLC). Seven whole years, to be exact, since Dark Souls 3’s The Ringed City expansion, and while that’s certainly a fondly remembered content pack, it pales in comparison to the overwhelming scope and ambition present in Shadow of the Erdtree.

Simply put, Shadow of the Erdtree is massive. Game director Hidetaka Miyazaki has compared the size of the DLC’s map to that of the base game’s Limgrave area. This isn’t inaccurate (so long as you’re also factoring in the Weeping Peninsula and maybe even a bit of Caelid), but the sheer variety of biome design and a smattering of huge legacy dungeons make Shadow of the Erdtree feel so much larger than that aforementioned size comparison.

With that in mind, it’s also accurate to say that Shadow of the Erdtree is absolutely just ‘more Elden Ring,’ and that includes both the good and the bad. Compelling new weapon types and phenomenal level and boss design are occasionally marred by performance issues and the odd 10-string-hitting standard enemy that made me want to yeet my controller into the abyss.

Still, such issues aren’t nearly enough to muddy the experience I had with Elden Ring’s DLC. Most DLC packs, at best, typically offer a handful of extra levels or bits of gear to unlock. But Shadow of the Erdtree isn’t ‘most DLC packs.’ There’s enough content here to practically be considered a game in its own right; now I just wish there was a standalone version available. 

Between the Lands Between

Elden Ring: Shadow of the Erdtree

(Image credit: Bandai Namco)

The narrative of Shadow of the Erdtree takes place a good ways into the base game; you’ll need to have beaten Starscourge Radahn and Mohg, Lord of Blood before access to the DLC area opens up in the latter’s arena. There, you’re greeted by a new non-player character (NPC) by the name of Needle Knight Leda, who invites you to the Shadow Realm in an ongoing search for Miquella the Kind. If you’re even remotely brushed up on Elden Ring’s lore, you’ll know that Miquella is one of the game’s most impactful characters despite never once making an in-game appearance… that we know of, at least.

The search for Miquella will take you all across the Shadow Realm, which feels like a compact, dark reflection of The Lands Between. In place of the Erdtree, the colossal Scadutree looms in the far distance, appearing far more broken and warped when compared to the shining radiance of the former. 

Similarly, areas in the Shadow Realm are typically analogous to Lands Between counterparts, but they always feel a little off. Deliberately so. The Gravesite Plains, for example, appear to be a more run-down and wartorn variant of Limgrave, while the Cerulean Coast by contrast feels like an amalgamation of Liurnia’s waterlogged environs and Caelid’s rot-stricken swamps. There are still plenty of surprises to be had in terms of environmental design, however, with some late-game areas in the DLC looking utterly breathtaking visually and unlike anything we see in the base game.

It’s worth noting, though, that these are some of the most detail-dense areas in the entirety of Elden Ring, and that means that performance often takes a hit on both console and PC. One area in particular, later in the DLC, is particularly dense with objects and plenty of foliage, causing the framerate to noticeably plummet. It’s far from unplayable, though do expect your framerate to occasionally dip to around 30-40fps on the console version’s Performance mode while you’re here. 

Fight like a lion

Elden Ring: Shadow of the Erdtree

(Image credit: Bandai Namco)

Shadow of the Erdtree’s art direction is unsurprisingly on point, then, but how are the dungeons? As in the base game, Shadow of the Erdtree features several legacy dungeons spread throughout the map, named so for their being what you’d expect from classic FromSoftware level design.

FromSoftware is on point here once again in Shadow of the Erdtree, with dungeons made up of intricately-woven pathways, rooms infested with monsters and valuable loot, and intelligently-placed shortcuts that make backtracking much less of a pain. And while there’s very little here to match the sprawling, mazelike, and ingenious design of the base game’s Stormveil Castle or the Academy of Raya Lucaria, Shadow of the Erdtree’s legacy dungeons nonetheless offer more of that treacherous, exploratory level design you’ve been craving for two-plus years since Elden Ring’s launch.

The first legacy dungeon you’re likely to visit is Belurat, a clearly once prosperous city populated by the beastlike Omen, now brought to ruination by war and tyranny at the hands of Messmer - the DLC’s flagship antagonist. As mentioned, Belurat and legacy dungeons like it fall just shy of the intricacy found with some of the base game’s locales. That is until you reach the Shadow Keep and Specimen Storehouse - a sort of two-parter legacy dungeon that combines a dangerous fortress with towering verticality. It’s one of the highlights of the DLC and took me hours (and not an insignificant number of deaths) to fully explore and pick clean of lootable goodies.

Friendship ended with Ranni the Witch, now Dryleaf Dane is my best friend

Elden Ring: Shadow of the Erdtree

(Image credit: Bandai Namco)

Shadow of the Erdtree, like all prior FromSoftware expansions, features a generous collection of new weapons, armor sets, and items for you to obtain, all littered throughout the Shadow Realm. And much like the base game, you’ll need to pick the map apart with a fine-toothed sawblade if you want to find its most valuable treasures.

Naturally, the new weapons are the highlight here, and I ended up swapping between a bunch of them by the time I finished the DLC. An early stalwart was Milady, a light greatsword that manages to balance the power of a chunkier weapon with the agility of lighter ones. I was also a huge fan of the Dancing Blade of Ranah, a pair of swords that come with a unique Ash of War skill that turns your Tarnished into a whirling dervish of death (provided you remember to dodge attacks in time).

Best bit

Elden Ring

(Image credit: Bandai Namco)

Shadow of the Erdtree’s boss fights are the highlight of the expansion. From towering lion creatures to elegant dual sword-wielding knights, there’s an impressive variety of boss encounters that manage to outshine even the base game.

But for me, the cream of the crop has to be the Dryleaf Arts - a weapon in the form of handwraps obtained early on from a monk NPC named Dryleaf Dane. I’ve wanted a true hand-to-hand weapon option in Elden Ring since launch. And unlike fist weapons like the Caestus, the Dryleaf Arts offer a unique martial arts fighting style that feels exceptionally powerful. It’s what I ended up running with for the majority of my playtime with the DLC, and I’m really looking forward to bringing them into a fresh New Game Plus run.

One last thing to note on the weapon front is that FromSoftware has rather generously made most stat requirements to be on the lower side. This means that no matter your build going into the DLC, you’ll by and large have the stats to give everything a go, making it very easy for players to find a new favorite to bring back into the base game.

And, if you’re finding the Shadow of the Erdtree’s enemies and bosses to be a little too tough, new items within the Shadow Realm - namely Scadutree Fragments and Revered Spirit Ash - can boost your attack and defensive stats permanently (though only while you’re in the DLC area). I found these helped to even the odds in the most difficult encounters, but I also felt like I needed them to even stand a chance, thus highly encouraging thorough exploration of the map to find these items. 

18 inches of Messmer, and his friends

Elden Ring: Shadow of the Erdtree

(Image credit: Bandai Namco)

I’ve saved the best element of Shadow of the Erdtree for last - that being its almost universally excellent boss fights. One thing that was apparent as I progressed through the DLC is that there’s a great amount of variety when it comes to its strongest opponents.

For example, Belurat’s boss, Divine Beast Dancing Lion, is astoundingly creative, angrily hurling its body in all directions in an attempt to hurt you. As you whittle away at its health, it’s able to bring several elemental effects into the arena, including lightning storms and icy blizzards. And in a very nice touch, if you defeat the boss while one of these elements is in play, its associated weather effect will remain after the fight.

Then, capping off the Castle Ensis legacy dungeon is Rellana, the Twin Moon Knight. This towering humanoid foe wields a pair of swords that are imbued with Fire and Magic elements as the fight progresses, unlocking her deadliest abilities. I spent a long while on Rellana, and if I had to guess, I think she’ll be the ‘gatekeeper’ boss of this expansion, presenting an early difficulty spike similar to Bloodborne’s Father Gascoigne or Dark Souls’ Ornstein and Smough - albeit much harder than either of those encounters.

Overall, the high quality of these fights had me begging for a boss rush option for Elden Ring, each one managing to throw in surprises when it comes to their design and move set. Some of them do still suffer from a particularly irksome post-Dark Souls 3 design element in that they’ll have seemingly endless combos that are a nightmare to fully avoid. However, as in the base game, a huge part of these fights is the learning process, and boy does it ever feel good to finally put down a boss that’s been giving you hours of conniptions.

Overall, Shadow of the Erdtree is must-play content for fans of Elden Ring. It manages to condense that open-world experience elegantly on a smaller scale. There’s more than enough content here to justify the higher price tag (relative to your average piece of DLC), and the experience was so fulfilling that I’m dying to tackle it all again with a completely different build in mind. If you loved Elden Ring, you’ll simply adore what’s on offer in Shadow of the Erdtree. 

Should I play Elden Ring: Shadow of the Erdtree?

Play it if...

Don't play it if...

How we reviewed Elden Ring: Shadow of the Erdtree

My playthrough of the Shadow of the Erdtree DLC took just over 30 hours on Xbox Series X using the Victrix Gambit controller. This included thoroughly exploring most areas and defeating all bosses required for progression as well as many optional ones. After besting the DLC’s final boss, there were still some parts of the map left unexplored. So if you’re a completionist, expect to spend upwards of 50 - possibly even 60 - hours in order to see and do absolutely everything. 

GameSir Nova Lite controller review: a cheap controller we can actually recommend
7:09 pm | April 17, 2024

Author: admin | Category: Computers Gadgets Gaming Gaming Accessories | Tags: , , , | Comments: Off

One-minute review

The GameSir Nova Lite is a much better controller than its ultra-low price suggests. Yes, it’s a little on the basic side, lacking fancier premium features like RGB lighting and additional remappable buttons; but it makes up for this by simply being a very solid, long-lasting controller that's available at a fantastic price.

Despite the GameSir Nova Lite’s low price, the build quality is very solid, and the textured grips on the rear are a welcome addition. What’s more, the inclusion of Hall-effect thumbsticks help to give the controller a much longer lifespan by effectively eliminating the risk of stick drift, and while this is to be expected for the brand’s products, as we see with the GameSir T4 Kaleid and GameSir X2s Type-C, it’s very welcome at this price. 

It’s not the most feature-rich controller, nor does it have the highest-quality modules. It is, though, excellent value for money, which makes the GameSir Nova Lite well worth considering if you’re looking to purchase a new (or spare) PC, Nintendo Switch, or Android controller without breaking the bank.

GameSir Nova Lite

(Image credit: Future)

Price and availability

  • $24.99 / £29.99 (around AU$40)
  • One of the cheapest controllers we’d actually recommend
  • US and UK availability

The GameSir Nova Lite is available now for $24.99 / £29.99 (around AU$40) either from the brand’s official website or its Amazon store page. While US and UK availability is plentiful, folks in Australia may need to look at importing one, as it’s not officially available there at the time of writing.

It's easy to be suspicious of a controller with such a low price tag. However, in our testing across multiple products, we’ve found GameSir to be an highly reputable brand that consistently puts out some of the best Nintendo Switch controllers and best PC controllers.

So, while the Nova Lite sheds some advanced features in service to keeping its price point low, you can still expect to find a quality product here. That said, if you’d prefer a step up in quality and more robust features, we can also recommend the excellent GameSir T4 Kaleid ($41.99 / £41.99), though this is a wired-only option.

Specs

GameSir Nova Lite

(Image credit: Future)

Design and features

There’s admittedly not much to discuss in terms of features for the GameSir Nova Lite; it’s a bare bones product by design. But at this price point, that’s to be expected. And the Nova Lite still impresses with its overall design and, albeit limited, feature set.

Build quality, while certainly not as sturdy as the Nacon Revolution 5 Pro or the 8BitDo Ultimate, is nonetheless impressive given the bargain price. Here, you’re getting a solid build that doesn’t feel overly hollow, and it rests nicely in the hands thanks to effective textured grips on the rear of the gamepad.

Buttons and modules are pretty serviceable across the board, with some rather nice-feeling membrane face buttons and triggers. However, the bumpers and d-pad leave something to be desired, feeling slightly chunky and not particularly satisfying to press. As a result, it’s not recommended for games that make liberal use of the d-pad, such as the best fighting games or menu-heavy RPGs.

As we’ve come to expect from GameSir products, though, the Nova Lite’s thumbsticks greatly impress. These are Hall-sensing thumbsticks, which you’ll now find in many third-party gamepads as the design helps to greatly reduce the risk of stick drift. This greatly extends the lifespan of the controller, and they’re a welcome addition here, especially considering the Nova Lite’s low price tag.

GameSir Nova Lite

(Image credit: Future)

Performance

While straightforward in terms of design, GameSir has still provided the Nova Lite with a few nifty tricks up its sleeve. Chief among these is the robust function button, which again is surprisingly versatile for its budget price tag. The button, situated between the d-pad and right analog stick, can accomplish several things through various button macros.

For instance, holding the function button while pressing up or down on the d-pad lets you adjust the controller’s vibration intensity. You can also adjust each thumbstick’s dead zone by holding the button, moving a stick, then releasing. Lastly, you can switch the Nova Lite between XInput, Nintendo Switch or Android compatibility by holding the function button and pressing the Start and Select buttons simultaneously – though do note that the controller needs to be connected via USB-C in order for this last one to work.

Otherwise you’re getting unremarkable yet solid performance from the GameSir Nova Lite. I found it to be an excellent fit on PC, playing a range of games in my Steam library including Super Monkey Ball: Banana Mania, Mega Man Zero/ZX Legacy Collection and Dark Souls 3 during testing. It’s perfectly responsive via Bluetooth, too, and the controller felt at home with many of the best Nintendo Switch games, including Princess Peach: Showtime! and Super Mario Odyssey.

The only major drawback to note with the GameSir Nova Lite is its battery life. Via 2.4GHz, I managed just 10-11 hours of playtime from full charge, which lines up with GameSir’s own estimates. However, if you’d rather opt for Bluetooth connectivity via Nintendo Switch or mobile devices, you may be able to squeeze in up to 15 hours, which is slightly more palatable.

GameSir Nova Lite

(Image credit: Future)

Should I buy the GameSir Nova Lite?

Buy it if...

Don't buy it if...

Also consider

Want to learn about a broader range of top PC controllers? Consider the following options, which are some of our favorite alternative picks.

How I tested the GameSir Nova Lite

  • Tested for 15 hours 
  • Tested with PC and Nintendo Switch games
  • Compared with other recommended and affordable PC controllers

I tested the GameSir Nova Lite for roughly 15 hours, mixing wired and wireless play across Nintendo Switch and PC. I made sure to test the controller with a range of game genres, from fast-paced fighting games to slower, more deliberate platformers, puzzle games and RPGs.

I also compared the Nova Lite up to some of its budget-friendly peers, including the GameSir T4 Kaleid, Nintendo Switch Pro Controller and 8BitDo Ultimate. While the Nova Lite didn’t quite stack up to any of these options in either features or battery life, it still provided adequate performance given its ultra-low price tag.

Read more about how we test

First reviewed April 2024

Armored Core 6 Review – bigger isn’t better
6:00 pm | August 23, 2023

Author: admin | Category: Computers Gadgets | Tags: | Comments: Off
Review Information

Platform reviewed: PC
Available on: PS5, PS4, Xbox Series X|S, Xbox One, and PC
Release date: August 25, 2023

Armored Core 6 opens with flair. The default mech you’re given for the prologue handles responsively with fluidity and grace and you spend the majority of the mission zipping between smaller enemy mechs, shredding them between machine gun fire and a big sword. Eventually, however, you come to the set-piece encounter: a large enemy gunship. It’s here that the game begins to show its flaws. 

A tough encounter designed to teach the value of dodging, as well as how to use the stagger mechanic, the gunship battle could have been a great opportunity for a spectacle. Instead, you battle the flying leviathan in an arena flanked by restrictive invisible walls. While charging the nose of the gunship and hitting it with your energy sword is fun the first couple of times, the engagement quickly becomes a punishing slog, sitting at odds with the earlier fast-paced combat. 

This contrast is indicative of Armored Core 6’s shortcomings. Despite an impressive grasp of fundamentals, FromSoftware’s latest offering shoots itself in the foot with disappointing regularity, diluting its fluid, well-build mech battling mechanics with stolid boss fights that feel like unfair slogs.  

FromSoftware’s latest offering shoots itself in the foot with disappointing regularity

For the uninitiated, the Armored Core series predates FromSoftware’s more recent soulsborne projects - the likes of Dark Souls and Elden Ring - by some margin with the first Armored Core releasing on PlayStation back in 1997. It’s been over a decade since the release of Armored Core 5, the last installment in the series. With this in mind, Armored Core 6 has the unenviable task of appealing both to fans of the series as well as newer FromSoftware fans brought into the fold by the studio’s soulsborne successes.  

A scavenger mech gathers supplies

(Image credit: FromSoftware)

The Armored Core games are third-person mech battlers that deliver on the mech pilot fantasy while offering a strong emphasis on customization. You go out on missions, earn money and return to the hangar where you can upgrade and tweak your mech before going out again. There’s a story, sure, but it’s always taken a backseat to this satisfying loop. While Armored Core 6 does an impressive job of carrying this torch in many regards, this classic formula finds itself diluted by the addition of design philosophies inherited from the soulsborne genre. 

As expected, Armored Core 6’s story is little more than a backdrop for the mech battling escapades - a task it performs well, offering a bleak and minimalist survey of a corporate dystopia in the far future. While there are some elements of intrigue, these very much take a backseat to the action. 

And there is plenty of action to be found, especially when it comes to the game’s sense of scale. Even the hangar in Armored Core 6 gives a real sense of the immensity of your mech of choice. The environments, too, capitalize on a futuristic industrial aesthetic in order to convey the idea of combat between soldiers the size of buildings.  

Fearful asymmetry 

A red mech wallruns into battle

(Image credit: FromSoftware)

Unfortunately, this sense of scale is something of a poisoned chalice for Armored Core 6. In contrast to previous titles in the series, FromSoftware's latest is filled with asymmetrical boss battles, often against opponents that dwarf your mech with their size and ferocity. 

On paper, this could be seen as an attractive proposition. After all, what could be better than even bigger giant robots? Clearly borrowing from the soulsborne playbook, these encounters are tough and unforgiving. The bosses themselves have moves sets that players must memorize and counter before progressing. In a vacuum, this design philosophy can make for a satisfying, if intensive experience that rewards determination and grit - beautifully executed as it was in Elden Ring.  

Armored Core 6 is filled with asymmetrical boss battles

However, in the context of Armored Core, this approach feels jarring and out of place. Most obviously, these engagements are at odds with the mech pilot power fantasy central to Armored Core’s appeal. Piloting a big, stompy mech the size of a building feels good. What doesn’t feel good is for your mech to be rendered small and fragile in contrast to an immense piece of industrial machinery or some sort of supercharged prototype killing machine that lacks the hardware limitations of your own vehicle.

Best Bit

Two mechs duel with plasma swords

(Image credit: FromSoftware)

One mission has you defending a missile launch as hordes of weaker enemies attempt to stop you. In my light mech, I dashed around the battlefield, slicing foes to ribbons with glee. The mission culminated in the arrival of a spaceship that required me to boost towards it and blow the bridge to bits with my shotgun - a satisfying end to a thrilling battle. 

Additionally, though Armored Core 6 prides itself on “omnidirectional battles”, the environments in which these boss battles take place are often full of invisible walls and other limitations which prevent evasive maneuvers and rapid repositioning. Granted, this is more of a problem for mechs built for agility or aerial combat, but it’s still indicative of a lack of follow-through when it comes to encounter design.

Like their soulsborne cousins, Armored Core titles have a reputation for being tough but fair. However, being crushed to death by a giant metal spider because you had the misfortune to slam into an invisible wall while strafing hardly feels just, especially when it’s possible to perish in a single hit. What elevates the best soulsborne titles is their ability to make your deaths feel fair, which, in turn, gives meaning to the game’s learning curve. Thanks to oddly restrictive level design and bosses having access to asymmetrically powerful abilities that fall well beyond the capacity of your own mech, Armored Core 6 is unable to consistently convey this sense of fairness. 

Custom job

A mech in a hangar with ominous red lighting

(Image credit: FromSoftware)

That said, Armored Core 6 has a lot to give when it comes to the mechs themselves. The game’s customization systems are deep and rewarding. In line with previous Armored Core titles, your mech’s frame and internal components can all be chosen to fit your exact specifications. Weapons, too, can be swapped around with ease, letting you pursue a build that truly reflects your playstyle. What’s more, this doesn’t result in subtle, under-the-hood tweaks, but tangible, large-scale changes to mech handling and performance. When put into action, these customization systems are a marvel.  

Armored Core 6's customization systems are a marvel

For instance, seeking a faster ride, I swapped out my mid-tier generator for a more specialized counterpart which allowed for rapid energy recharge rates at the cost of low output. In real terms, this would mean easier flying across the battlefield in exchange for having to use fewer energy-intensive parts in my build. The results were astounding. While I had to use some less durable arms and legs to make the new setup work, my mech’s speed and recovery were massively improved, allowing me to change my playstyle and really focus on melee combat. The process of settling on this new build and seeing it in action was a joy from start to finish and is where Armored Core 6 really shines. 

Additionally, the game offers equally fleshed-out systems for paint jobs and emblem customization, allowing you to pilot the mech of your dreams. Thanks to all of the different options, there aren’t mech archetypes as such as there’s a spectrum of choices across which you can select a mech that’s all your own.  

Iron gladiators 

A brown mech flies towards a ruined industrial complex

(Image credit: FromSoftware)

It’s a shame, therefore, that the playground that Armored Core 6 offers for your mech of choice is hit-and-miss in its appeal. For every satisfying mission and joyful battle through a bleak sci-fi locale, there will be another interminable boss fight to take the wind out of your sails. What’s particularly interesting is the contrast between fights with large-scale bosses and fights with rival mechs. 

Battles with enemy mechs feel frantic and well-paced. Enemy Armored Cores are satisfying to fight because the engagements feel fair and symmetrical. They’re playing with exactly the same rules set as you are. In theory, you could build an identical copy of their mech, if you so desired - a fact that makes these engagements feel resoundingly fair, even when they end in defeat. 

Enemy Armored Cores are satisfying to fight because the engagements feel fair and symmetrical

To that end, some of the most fun I had with Armored Core 6 was in its arena mode, a sort of side mission where you fight progressively tougher mechs as you progress through the story. These boss fights, free of ill-fitting soulsborne asymmetry, were deeply satisfying and left me with a greater appreciation for the interlocking and well-balanced systems that make up Armored Core 6’s customization suite. 

However, rather than lean into these areas of strength, Armored Core 6 has crossed a Rubicon of its own, embracing a soulsborne design philosophy that seems out of place next to the consistent and well-crafted systems of combat and design that underpin the game. While there’s certainly a lot to enjoy in Armored Core 6, the title presents a skewed experience that neither scratches the soulsborne itch nor remains entirely true to the mech piloting power fantasy at the heart of the Armored Core series. 

Accessibility 

Options menu in Armored Core 6

(Image credit: FromSoftware)

Armored Core 6 is disappointing when it comes to accessibility. With little more than the option to display subtitles, the title offers nothing in the realms of colorblind support or field-of-view sliders. Though the game does offer customizable keyboard mapping, and adjustable controller and mouse sensitivity, those looking for broad accessibility options will be disappointed here.  

How we reviewed 

I spent 18 hours with Armored Core 6 on PC, playing through majority of the main campaign as well as arena mode. I experimented with a range of different mech builds including tank-tread mechs and quadrupeds. I experimented at length with the mission replay feature as well the mech customization and personalization systems. I was unable to test the game’s online PvP features as the servers were not live at the time of writing.

I’m very familiar with the Armored Core series, having sunk dozens of hours into Armored Core 3, Armored Core 4, and Armored Core 5; experience I relied on when approaching Armored Core 6.  

The game was reviewed on a mid-tier curved gaming monitor and played using a DualSense wireless controller.

Looking for an alternative? Our list of the best PS5 games will sort you out, as will our list of the best upcoming games. 

Terminal Aftermath: Vengance of the Slayer review – authentic boomer shooter
6:36 pm | June 8, 2023

Author: admin | Category: Computers Gadgets | Tags: | Comments: Off
Review information

Platform review: PC
Available on: Xbox One, Xbox Series X|S, PC
Release date: June 1, 2023

Slayers X: Terminal Aftermath is a perfect time capsule of the most embarrassing years of my life. It so skillfully captures the blinkered imagination of a kid who ‘rocks out’ to Limp Bizkit, constantly references The Matrix, and always wears their wallet on a chain.

To spare my blushes, the fictional creator of Slayers X, Zane Lofton, takes turn-of-the-millennium jerkishness to hellish new extremes. He uses words like ‘bunghole’ and ‘terds’ [sic] with cringe-inducing abandon and fervently believes in his own awesomeness, casting himself in all of his creative endeavors, from comic strips in which he battles evil alongside the frontman of his favourite band, Seepage, to the videogame he started creating as a 15-year-old in 1998.

Fast-forward to the present day: Zane is in his mid-thirties, still a beacon of self-belief, and finally ready to unleash Slayers X: Terminal Aftermath: Vengance of the Slayer, an accidental boomer shooter, upon the world.

In the story, Zane finds himself the last-standing member of a superhero squad after an attack by the satanic Psyko Syndikate gang. And if Zane seems familiar to you, it’s because he was the self-enamoured cyberbully from 2019’s Hypnospace Outlaw, who went by Zane_Rocks_14. Yep, this is a shooter that both stars and is ostensibly designed by a fictional character from another game.

That context is important because if you play Slayers X for its gunplay alone then you’ll probably come away disappointed. This is a perfectly serviceable shooter, but it’s not a great one. It can’t possibly be a great game because it is, for all intents and purposes, the work of a high school edge lord. In order for Slayers X to properly deliver on that concept, it has to be a bit crap in places.

 Crappy game design, literally 

Terminal Aftermath Vengance of the Slayer dialogue

(Image credit: No More Robots)

The lofty ambition of an absentminded notebook-doodler is evident in every level, story beat, and boss battle. There’s a highway shootout in which you jump between cars and lorries that are gradually ripped down to their chassis over the course of the fight, but beating the boss of this section is just a case of firing any and everything you’ve got in their general direction.

Then you have weaponry like the Glass Blaster, a mighty boomstick that fires shards of glass, ammo you can collect by smashing any window in the game - it could be a videogame shotgun hall of famer were it not for its designer calling the ammo ‘glass sharts’. Or there’s a boss fight set in a toilet bowl complete with swirling brown water, the boss itself a toilet, but with a skull in place of a cistern.

The level design flip-flops between these extremes constantly. Secrets rooms and routes are hidden throughout the game containing gags you can imagine game designer Zane patting himself on the back for, but levels are padded out with monster closets or suddenly spawning waves of enemies in a fashion that seems knowingly obnoxious. Reach a new area, backtrack through an old area after completing an objective, or open any locked door and you can guarantee a level’s worth of bad guys and monsters are about to appear.

Enemy hoard in Terminal Aftermath Vengance of the Slayer

(Image credit: No More Robots)
Best bit

Terminal Aftermath Vengance of the Slayer gameplay

(Image credit: No More Robots)

Easter eggs and references to Hypnospace Outlaw abound in the secret rooms of Slayers X, but one that stuck with me was when I fell for a clearly labeled trap door on the off chance there was loot inside. I  spend the next couple of minutes plummeting to my death - it’s the best a game’s got me since Dark Souls’ Mimic chests. 

Even the way the difficulty scales feels consciously basic, with the final couple of levels resorting to simply spawning in all the toughest enemies anywhere there’s space and equipping you with increasingly overpowered weapons to balance things out. Sometimes you’ll get stuck at random difficulty spikes or find yourself desperately low on ammo with dozens of enemies charging at you - developer Zane clearly hasn’t thought everything through or played the game much himself.

It’s unavoidable that these subtle design decisions result in Slayers X occasionally becoming frustrating and even laborious, but in doing so they also sell the setting. That’s no mean feat for a concept as silly as this.

Famous CEO Zane Lofton 

Using power in Terminal Aftermath Vengance of the Slayer

(Image credit: No More Robots)

Whether or not that’s fun for you may depend on how familiar you are with the incredibly specific zeitgeist Slayers X is riffing on. For me, the act of exploring every nook and cranny of Zane’s imagination is the real highlight of the game, and if the gunplay or level design were any sharper than that illusion would be shattered.

It’s important to point out that while there are objectively funny things about this depiction of the late ‘90s, it’s sincere rather than sneering. The reason Zane’s game is so fascinating to explore is because it offers a real insight into his character and his warped, juvenile view of the world and his place in it. This is a guy who can picture himself as a “famous CEO” with superpowers, but one who still lives with his mum in a rundown apartment in Boise, Idaho.

Slayers X sits somewhere between an archived forum post, a foggy memory, and a shitpost. It’s parading around under the guise of Build Engine nostalgia bait, but really it's an explorable and earnest microhistory of a moment in time that’s often roundly mocked but still intimately relatable for those who were there. Perhaps that’s too grandiose considering one of the most numerous enemy types in Slayers X is a chirping, sweetcorn-flinging pile of feces, but there really is no other game quite like it.

 Accessibility 

Not only are there limited accessibility options in Slayers X: Terminal Aftermath, its characterful menu design may actually pose a problem for some users because of unclear option titles, a lack of option descriptions, and a hard-to-see cursor. However, there are some handy options such as a ‘head bob’ toggle, aim assist, and auto-run - although these can only be switched on or off. Slayers X does feature subtitles by default, however, they are littered with intentional typos and there are no options to increase the size or tweak the opacity. 

How we reviewed 

This playthrough of Slayers X: Terminal Aftermath took four hours to complete on the recommended ‘normal gamer’ difficulty. If you’re not looking for every secret it can be done in half the time. There’s one easier difficulty option, and two more challenging ones which we tested briefly.