Alien: Rogue Incursion is a prime example of horror done well in a VR game. It doesn’t simply bung you in a pitch-black space and spook you with jumpscare after jumpscare, no, the whole title exudes an inescapable tension that’s an amalgam horror of its setting, sound design, and game mechanics.
The specific nature of the chaotic, labyrinthine Gemini Exoplanet Solutions facility your two-person party – Zula Hendricks and her synth companion Davis – is stranded in doesn't overly matter, but its design and decoration certainly do.
It boasts a jumbled network of crawlspaces that are perfect for Xenomorphs to exploit to sneak up on you, and even with the motion detector it can be a challenge to track them down before they break cover and launch an attack at you – with the sound of their clambering serving as a constant reminder that the monsters are close, even if you can’t see them.
Review Info
Platform reviewed: PSVR 2 Available on: PSVR 2, PC, and later Meta Quest 3, Meta Quest 3S Release date: December 19, 2024 (February 13, 2025 on Quest)
Sneaking around the facility yourself is advised then to avoid unnecessary combat, but what makes that a challenge is commonplace workplace debris. On any other day a few boxes, a creaky locker door, or a trash can would be mundane items you hardly consider, but they’re transformed into your enemy by Rogue Incursion as any noise has a chance to summon your alien foes.
This ties in perfectly with the intrinsic risk-reward structure which should be at the core of a survival horror campaign like this one. Yes, you can explore a few additional rooms to try to restock your dwindling supplies, but the noise you’ll create could mean you’ll spend more resources than you’ll regain if you aren't careful.
I also appreciated that, as someone who is relatively unfamiliar with the Alien universe – I know what a Xenomorph is, how their parasitic nature relies on facehuggers and chestbusters to violently reproduce, and I could pick one out in a lineup of sci-fi heels, but I’ve never seen an Alien movie, and the closest I’ve come to playing an Alien game before is eliminating Xenomoprophs and Ripley in Fortnite – I never felt locked-out of the story.
This was aided by the admittedly trope-heavy plot, but while there were clear references to characters and events who meant very little to me the well-crafted dialogue contained enough context clues that I could follow along without feeling lost. So don’t feel this isn’t a game for you if you’re new to the Alien franchise like I was.
Bark worse than their bite
Ironically, however, the least scary aspect of this whole scenario was the eponymous Aliens. As you’re well stocked with military-grade rifles, shotguns, and revolvers Xenomorphs can be dispatched by Zula and Davis with enough shots to the chest or head.
And there are no variants to keep you on your toes mechanically speaking. Once you’ve fought one Xenomorph, you’ve fought them all making otherwise tense fights feel a little repetitive.
Best Bit
Whenever Xenomorphs approach your motion detector lets off a whistle-like alert which never failed to put me on edge. The ending is also very strong, but I can’t talk about it in this spoiler-free medium.
As a result, the fear of combat comes not from its challenges but from resource management and unforgiving save points.
You can kill any alien, sure, provided you have ammo – the supply of which is far from endless. And if a group of Aliens does catch you off guard while you’re low on healing items you’ll be sent back to the last time you saved at a panic room – and from experience, I can say it’s not unlike having your college essay reset by a computer crash after not saving for over an hour.
Xenomprophs are frightening in a way, then, but it’s a little immersion-breaking as the in-universe monster isn’t what’s scary, instead it’s the metacontext of the monster as a video game foe that is terrifying.
At the same time, while I feel Rogue Incursion would have done well to start you on a weaker footing to let you truly experience the threat Xenonorphs pose, or throw in a few variants (which the facility's Xenomorph experiments would have played into from a story perspective) I never once felt at ease in this world.
And at the end of the day, that's what you really want from a survival horror excursion. To that extent this title reminds me greatly of Resident Evil 7 which similarly suffers with enemy variety outside of boss fights, but that doesn’t ever mean you want to run into the Molded or feel safe on the Baker estate. So if that was a game you enjoyed like I did, I can see you also finding a lot to love about Rogue Incursion.
Alien's own Kobayashi Maru
Story-wise, Rogue Incursion doesn’t reinvent the wheel, but its plot serves as an excellent driving force for your adventure with the ideal balance of hope and despair to keep you pushing on without ever feeling too happy about your situation.
Additionally, I appreciated that the nuggets of world-building you can glean from email logs and audio recordings bring not only additional context to the facility’s SNAFU for lore fans to chew on, but directly tie into the ending which has left me desperately excited to dive into a sequel.
I will keep this review spoiler-lite, as we always do, but I want to quickly air my grievances at the only frustrating moment I faced: the story’s mid-game no-win scenario.
It’s certainly an interesting way to play on the world’s general sense of hopelessness as you’re outgunned in an epic fight against wave after wave of Xenomorph, but not knowing I couldn’t win I had actually manually reset a few times thinking a different strategy would serve me better – the first-person death animations are a bit much for me so I preferred to use the pause menu to return to a save point than let the death play out.
Eventually, after several failed attempts I did quickly loosen the headset to check the reviewer’s guide on my phone to see if there was a walkthrough that could tell me what I was missing, and while there wasn’t a walkthrough it did mean I had finally not reset manually, and instead of returning to a panic room save point, I discovered I had progressed the story as I was always meant to lose.
It then leads into a pivtol "oh damn" moment of the game which I was not expecting at all, but the impact was unfortunately a little lost in my irrattation.
Should you play Alien: Rogue Incursion?
Play it if…
You love Alien Even as a newcomer, it’s clear this game is a love letter to the Alien series and will delight players who (for whatever reason) want to immerse themselves in the horror-filled setting.View Deal
You’re a fan of survival horror This game is a very good example of the survival horror genre and one of the better in VR specifically as a solid blend of Metroid and Resident Evil 7.View Deal
Don’t play it if…
You want something unique Rogue Incursion is fun, but a little bit too tropey and repetitive at times which could bother some gamers.View Deal
You want a relaxed experience Even on its easiest difficulty there’s nothing relaxed about Alien: Rogue Incursion.View Deal
Accessibility
Alien: Rogue Incursion, like other VR games, requires a full range of upper body motion to be playable as you’ll need to be able to interact with door handles, wire puzzles, and weapon controls.
It also uses smooth motion which can be a challenge for VR newcomers, however, its strong suite of vignette options meant I was able to play for hours at a time without feeling like I was about to lose my lunch.
How I tested Alien: Rogue Incursion
I played through the whole Alien: Rogue Incursion campaign on a standard PSVR 2 setup using a regular PS5. I tried a few different difficulty settings to get a sense of the level of challenge they provided, and tried the game from both standing and seated positions to see if there were any major benefits of challenge to one style over another – there weren’t, so choose whichever you prefer.
Metro Awakening is not quite for me. There’s definitely something here for the right kind of VR game fan; namely someone with a better connection to the Metro franchise (this is my first entry), who enjoys slow-burn stories with splashes of horror, and who can stand spiders. That’s just not me, unfortunately.
Review Info
Platform reviewed: Meta Quest 3 Available on: Meta Quest 3, Meta Quest 3S, Meta Quest 2, PSVR 2, Steam Release date: November 7, 2024
I do enjoy some good ol’ survival horror, mind. Resident Evil 2, 4, 7, and 8 – including the Meta Quest Resident Evil 4 port – are among my favorite games of all time. The gameplay loop of facing your fears and exploring spooky environs to better face the dangers wandering those spaces is one I can’t get enough of, and in this regard, I think Metro Awakening does so much right.
Even the smaller beasts of the Moscow Metro feel intimidating, and there’s an inescapable tenseness to wandering the claustrophobic tunnels. Resources seem reasonably sparse to make management and stealthier approaches essential, but not so sparse that you feel like survival’s an impossible task – as long as you make every bullet count.
I also adore the game’s realistic weapons handling as it adds to the title’s overall terror; there’s nothing worse than hearing *bang* *bang* *click* as you realize you’re out of ammo as a monster charges you, and the only way to reload is to properly eject a cartridge, insert a new one and cock your firearm – simple enough except when you’re terrified. These moments wouldn't feel the same if your gun simply refilled its ammo at the push of a button.
That’s true for a lot of Metro Awakening’s interactive elements. There’s a realness to everything, including miscellaneous props you can find lying around, that makes this world feel fairly alive – which is fantastic for immersion.
Though these high-quality VR aspects are to be expected from Vertigo Games, the team behind Arizona Sunshine and its sequel – shining examples of the post-apocalyptic VR shooter.
Wandering through the dark
Set five years before Metro 2033 we play as Serdar, a doctor who is on a mission to rescue his wife Yana from the haunting voices of her traumatic past. On the quest, Serdar will discover the man he is destined to become: Khan, the mystic ally of the main series’ protagonist Artyom.
Best Bit
While I wish it came sooner, that first jump scare into your first proper combat was an excellent inciting incident that instantly frightens you in a way you can't shake as you play further.
While the story is well written – creating an intriguing blend of sci-fi and folklore – things take too long to get going. The intro made me feel like I was stuck in an over-extended cutscene broken up by unnecessary exploration between exposition.
There were some moments of action – a big fight scene with a mounted machine gun – near the start but I didn’t feel like I was being immersed in the survival horror setting I was promised. When I finally was, the inciting jump scare gave me whiplash as things went from zero to 100 in an instant.
Fans of a slower burning story will likely enjoy this more gentle pace – perhaps even how it juxtaposes with the titles’ more action and terror-filled segments – but I unfortunately found the intro a slog and from this bad start, I failed to feel compelled by the story. The plot felt like a roadblock to the game I wanted to be playing rather than an integral part of it.
I also had issues with accessibility. We have a whole segment of our reviews dedicated to this aspect so I’ll save some for that but I found the smooth locomotion vignette entirely ineffective – so where I was able to play Arkham Shadow until my headset ran out of charge just fine I kept having to pause Metro Awakening every 20 to 30 minutes, or make do with teleportation movement.
A difficult journey
The last of my gripes is I did notice a few performance hiccups, particularly just after passing through a loading zone. I was playing on a Meta Quest 3 and suspect more powerful systems – PSVR 2 and PCVR headsets – would struggle less on this side of things though I can’t confirm that for myself.
Though nothing I experienced was game breaking and it was always only a few seconds of noticeable framerate drops before Metro Awakening returned to
Overall then I think Metro’s VR entry has a lot to offer, especially to fans of the series who want to immerse themselves in the franchise’s iconic setting. The story isn’t for me, but for someone who feels more invested in the plot, I can see how its more gradual pace creates this unignorable tension as even in safer areas you’re agonizing about when the next monster will crawl its way out of the shadows.
Being dropped into this world through VR there’s some proper terror that feels so much more impactful than with a flat game. Horror fans will love what Metro Awakening has to offer, but if you prefer more light-hearted adventures this is one to skip.
Should you play Metro Awakening?
Play it if...
You love the world of Metro This Metro 2033 backstory will help you learn more about the world and one of Artyom's closest allies, as well as give you the chance to truly experience the Metro's horrors firsthand.
You love horror Metro Awakening feels intimidating in a way many flat games can't emulate. Be ready for a good fright fest if you pick this game up.
Don't play it if...
You hate slow-burn stories If you want survival horror action right out the gate this won't be for you, the story takes some time to cook but, equally, that'll be a positive for some players.
You get very easily motion sick when VR gaming While there is teleportation movement it's very slow, and the smooth locomotion has a weak vignette option that left me queasy.
Accessibility
As with many VR games, Metro Awakening requires you to have a full range of upper body movements – though it can be played standing or seated. It also boasts teleportation movement which is ideal for players who can’t yet stomach smooth motion.
Unfortunately, while smooth motion does have a vignette option it’s very weak – so much so that in the game’s darker environments I didn’t notice it at all. The upshot is while I’m generally fine with smooth movement with vignetting on I had to swap to the less enjoyable teleportation style because I was struggling to stay immersed for longer stretches.
Another issue is Metro Awakening has a fair few spiders, and while an arachnophobia mode is coming it isn’t out yet. I found the spiders in the more comedic VR title Kill It With Fire too much to handle so you can bet the spiders of Metro VR were beyond what I wanted to deal with. Horror is meant to be scary, yes, but there’s a distinctly unfun kind of terror that spiders instill in me so I’ll gladly wait for that update.
How I tested Metro Awakening
For this review I played through Metro Awakening using my Meta Quest 3 with the Razer head strap and facial interface, otherwise, it was the standard modeI. While I explored the Moscow Metro I tried a range of approaches to the game's various encounters to test different strategies, and I explored the game's settings to get a good grasp of its accessibility features.
The iMac has been the all-in-one computer to beat since the jump to Apple silicon and a well-received redesign. MacOS teamed with an Apple-made processor make for an excellent experience, and with an iMac you get everything you need to get off to the races in the box.
The 2024 iMac doesn’t majorly depart from this working formula – but three changes, err four, if you’re willing to spend a bit more, make one of the best gadgets around even better. First, Apple has dropped the price by $100 / £100 / AU$200, setting it at $1,299 / £1,299 / AU$1,999. For that, you get an M4 chip, 16GB of RAM, and 256GB of storage – that’s better specs than the M3 version, so you're getting good value here.
The design is identical to the previous model from a year ago and the M1 iMac, which arrived in 2021. It’s an excellent-looking machine that can fit in almost any space – be it a proper desk, a kitchen counter, or even a shelf. It still only comes in one size – 24-inch – which might be a deal-breaker for some, but it appears that Apple wants those folks to get a Mac mini and pair it with a display.
Apple’s only big change with the design is new colors, and I love them. These new shades are more vibrant and match Apple’s other products better, and the finishes can vary depending on how the light hits them. You can get the M4 iMac in Purple, Blue, Green, Orange, Yellow, or Silver, and you’ll get color-matched peripherals – a Magic Keyboard with a Magic Mouse or Magic Trackpad – which all finally feature USB-C ports. However, Apple didn’t see fit to redesign the Magic Mouse; the port is still on the bottom.
Under the hood, the M4 chip outpaces the M3, and delivers noticeable improvements over the M1-powered or previous Intel-powered iMacs. Applications open swiftly with no noticeable lag, and you can do much more on this iMac than on an iMac from years ago. MacOS Sequoia, complete with some early Apple Intelligence features, is preloaded.
The built-in FaceTime camera has also been upgraded with a higher megapixel count and Center Stage functionality to automatically keep you in the frame during video calls – you'll still be in the shot if you like to circle while talking.
So between a lower price for the entry model, the arrival of the M4 chip, and a swap in FaceTime cameras, there is a whole lot to like here, especially if you’re after a Mac – or a computer in general – that's ready to go out of the box. Further, though, if you want to ensure that you can use the screen in any lighting conditions, and plan to place it in a room where you can’t really control the lighting, the new nano-texture option does an impressive job of blocking reflections.
Between the new colors and the improved performance, the latest iMac is again the best all-in-one computer, and the complete package. If you have an M3 iMac or even an M1, I don’t think you need to run out and upgrade, unless you’re hitting a performance roadblock (which is unlikely); but if you have an older model you’ll be in for a treat. And, again, the colors are a delight.
Apple iMac 24-inch (M4) Review: Pricing and Availability
How much does it cost? Starts at $1,299 / £1,299 / AU$1,999
When is it available? Up for order now, with shipping from November 8
Along with the new Mac mini, 14-inch MacBook Pro, and 16-inch MacBook Pro, the iMac with M4 is up for order now, and begins shipping on November 8. The M4 iMac isn't only a better-specced machine than the M3; it's also cheaper. For $1,299 / £1,299 / AU$1,999, you get the 24-inch M4 iMac with an M4 chip (8-core CPU, 8-core GPU, and 16-core Neural Engine), 16GB of RAM, and 256GB of storage. You also get your pick of color, and you no longer need to spend more to get the shade you want.
The step-up model gives you a better M4 chip with a 10-core CPU, 10-core GPU, and 16-core Neural Engine for $1,499 / £1,499 / AU$2,399. That is paired with 16GB of RAM and 256GB of storage, and a gigabit ethernet port. The top-of-the-line iMac, which we tested, costs $2,699 / £2,699 / AU$4,199 and comes with 32GB of RAM and 2TB of storage. You can opt for the nano-texture display for an extra $200.
Apple iMac 24-inch (M4) Review: Specs
Apple iMac 24-inch (M4) Review: Design
The same design as the previous two models
New colors look great
Magic Keyboard and Magic Mouse finally get USB-C
When Apple likes a design, it tends to stick with it, and it's done so here. The new iMac with the M4 chip looks nearly identical to the M3 iMac, and even the M1 model that ushered in the all-new look in 2021.
Aside from an ever-so-thin build that will take up minimal space on a desk (it weighs in at under 10lbs / 4.5kg), the main feature here is the 24-inch Retina 5K display. I’ll touch on this a bit more below, but for now know that it’s a vibrant and visually rich viewing experience.
The screen offers a 4480 x 5250 resolution with 218 pixels per inch, and maxes out at 500 nits of brightness. Perhaps the most meaningful addition here is a new Nano Texture option, a coating that enables you to place the iMac in almost any space and be able to see the screen clearly – including a room with massive windows throwing sunlight directly on it. Yes, it’s an extra expense, but it adds to an already rich Retina viewing experience, with support for the Wide Color P3 gamut and Apple’s True Tone technology, which adjusts the brightness to make viewing the screen easy on your eyes.
As on the M3 and M1 models, the 24-inch screen is wrapped in a white border all the way around. On a potentially very colorful all-in-one, this is a sensibly neutral choice that allows you to focus on the screen. Tucked above the display is the most welcome addition, a new 12-megapixel ultrawide camera with support for Center Stage. This not only provides better visual for calls or photos but also offers a wide shot, and thanks to some smart software it will automatically keep you in the frame. That means if you squat down, it pans down, or if you jump up, it pans up, and if another person walks into the shot it will center you both. Very handy.
The new iMac still has a chin on the bottom, but I don’t think most folks will mind, especially since it’s color-matched to whatever shade you choose. And it's no longer the case that you might need to pay more to get the color you want, as all seven shades are available in any configuration of the iMac. I’ve been testing the new iMac in Purple, which perfectly matches the latest iPad mini and new AirPods Max – a lovely, light, and airy hue, with a lilac feel on the front and a deeper purple on the back and the accompanying stand. Apple also offers the iMac in Pink – the pink of your dreams, it looks stunning – Green, Blue, Yellow, Orange, and Silver.
As with previous models, a Magic Keyboard and Magic Mouse or a Magic Keyboard and Magic Trackpad color-matched to the iMac are included in the box. The colors are most visible on the keyboard, where the white keys are set on top of the colored aluminum and on the Touch ID rim.
The other big change is that Apple’s accessories have finally switched to USB-C. So we can finally say bye-bye to Lightning, at least for the Magic Keyboard, Magic Trackpad, and Magic Mouse. With the latter, you might assume that Apple also swapped the port, but it did not. The USB-C port still lives on the bottom of the Magic Mouse, just as with the previous Lightning port, so when it comes time to charge your mouse, once you've plugged it in you won't be able use the mouse until it’s charged. Maybe next year. A positive is that you get a color-matched braided USB-C to USB-C cable in the box.
Like the M3 iMac and the M1-powered edition, the higher-end iMac I reviewed has four Thunderbolt 4/USB-C ports on the rear right when looking at it from the front. These are great spots to connect peripherals, and the power button is on the other side. The base $1,299 iMac comes with two Thunderbolt 4/USB-C ports, and both models feature a headphone jack on the left-hand side.
If you opt for the iMac to have a gigabit Ethernet port, it’s found on the power brick. You’ll connect the iMac to the power center on the back with a proprietary circular connector.
To keep the design here so thin, there isn’t much room for other ports. Many of the actual components live in that chin on the bottom of the iMac. The stand is quite small at just 5.8 inches but it supports the iMac well, and thanks to some articulation you can tilt the display vertically up or down for the perfect viewing angle. The overall dimensions and weight are the same as the previous version as well – 54.7 x 46.1 x 14.7cm (21.5 x 18.1 x 5.8 inches) and 9.74lbs / 4.42kg, or 9.79lbs / 4.44 kg for the more expensive models. Even so, four USB-C ports, even on the base $1,299 configuration, would have been a welcome addition.
While you won’t physically see them, Apple has also built in a six-speaker system with force-canceling woofers that support Spatial Audio, and a three-microphone array – both are unchanged year on year, and audio playback for music and videos sounds rich. I also found the onboard speakers great for video calls, ensuring clear audio and blocking out any reverb when speaking.
As a whole, Apple’s iMac is still the best-looking all-in-one on the market. While it’s similar to two previous editions, the new colors – especially the more vibrant shades – ensure it provides a refreshing experience in use. It also looks simply stunning in any space.
Design score: 4.5/5
Apple iMac 24-inch (M4) Review: Display
24 inches is plenty of room for multitasking
Display gets vibrant, but is only 60Hz
Nano texture option is impressive at blocking reflections
Just like the new 14-inch and 16-inch MacBook Pro with M4 or the iPad Pro with M4, the iMac now comes with the option of a Nano-texture glass finish. It costs an extra $200, but it drastically reduces visible reflections from light or other sources. Apple includes a special ‘polishing cloth’ for the finish in the box.
My apartment’s living room has a lot of windows, and gets direct sunlight for almost the entire day, so it was the perfect spot to put the Nano-texture to the test – I frequently have to move around when using a MacBook Air or Pro to reduce reflections. Thanks to the special coating I was able to keep the iMac on my kitchen counter and sit on a barstool, regardless of whether the light, whether natural or artificial, was reflecting on it. Yes, if it’s super bright you’ll notice it to a degree, but it usually diffuses quite naturally and lets you work in very bright environments.
Basically, it can cut down most glare, be it from natural or environmental sources, and if you’re already investing in a new iMac it will make it that bit more versatile. Regardless of whether you opt for Nano-texture, you still get a Retina 4.5K display with a 4480 x 5250 resolution aat 218 pixels per inch. It’s still only a 60Hz display, which is a bit disappointing, but if you’re not coming from a display with a higher refresh rate I think you’ll be right at home.
The display is excellent for daily web browsing, FaceTime calls, and other productivity use cases. I noticed inky blacks and crisp letters while writing this review and with emails. Streaming movies or TV shows on the display is a real treat, and might be a true use case if you use this in a family room or as the main device in an apartment. I could also easily edit photos in Photos, Pixelmator, or Photoshop, and even tackle video edits in Final Cut Pro.
While not as rich and with fewer contrast points, the iMac can be used to game comfortably compared to a MacBook Pro. The M4 chip does support dynamic caching and ray tracing, so titles like Resident Evil 2 were enjoyable here.
The one issuse I could see carried over from the previous models, and for new folks, is that the iMac only comes in one size – 24 inches. There are no longer 21.5-inch and 27-inch options, as there were when Apple offered Intel iMacs. I recommend getting a Mac mini and the display of your choice if you want a bigger or smaller screen.
The iMac can handle work and play, including AAA gaming titles
Apple Intelligence features – like Writing Tools and Image Playground – run well here
There are two main configurations of the iMac with M4, depending on the type of M4 chip you want. The entry-level model should be just fine for most folks, thanks to Apple upping the base RAM to 16GB. That configuration includes an M4 chip with an 8-core CPU, 8-core GPU, and 16-core Neural Engine. You can pay a bit more, starting at $1,499, for an M4 Chip with a 10-core CPU, 10-core GPU, and a 16-core Neural Engine – the price will get higher as you up RAM and storage. The base configuration tops out at 24GB of RAM and 1TB of storage, while the higher-end versions go up to 32GB of RAM and 2TB of storage.
I’ve been testing the iMac with the 10-core CPU, 10-core GPU, and 16-core Neural Engine M4, and 32GB of RAM and 2TB of storage. Out of the box the new iMacs come with macOS Sequoia 15.1, and with it you're getting the first Apple Intelligence features like Writing Tools, a redesigned Siri with a rainbow glow, Clean Up in Photos, and Notifications in summaries, as well as general OS improvements like iPhone Mirroring, which is both super-handy and a little addictive.
In my daily testing, I could have Safari and Google Chrome both open with upwards of 20 tabs, as well as Slack, Messages, Pixelmator, Preview, Calendar, a couple more apps, and iPhone Mirroring open without the iMac losing speed. This was on the top configuration for the iMac, so your mileage might vary a bit, but as with most Apple silicon Macs should should find the iMac zippy, and be hard-pressed to get the onboard fan to kick in.
Benchmarks
Here's how the iMac with M4 (2024) performed in our TechRadar and Future Labs benchmarks:
Geekbench 6.3 Single-Core: 3,646
Geekbench 6.3 Multi-Core: 14,724
With so much power packed inside a modern, sleek build, this is a versatile machine that will be at home in a range of setups. It might be ideal for a shared computer amongst a family – macOS supports multiple profiles, and you’ll find parental controls. It has more than enough horsepower for casual mail and web browsing, and plenty of power for word processing or creating a PowerPoint. Similarly, it could be used for businesses that can load massive, thousand-row spreadsheets in Excel or Numbers and other more specific applications. You can also power through creative tasks like a large Logic file with several dozens of tracks and AI session players.
Even with AI or ML tasks, the iMac did quite well – I could ask for a summary of a lengthy and messy meeting recap in Notes, see a list of bullets in just a few seconds, and remove unwanted people from a group photo in seconds. I could perform a super-resolution boost to up the quality in Pixelmator Pro, and easily make automatic edits in LightRoom, all without a long wait time.
I also spent a few hours with the latest beta of macOS Sequoia 15.2 and its Apple Intelligence tools on the iMac with M4. Making custom visuals in Image Playground or my creative emojis in Genmoji is a lot of fun on this all-in-one. We can expect these features, alongside other new Apple Intelligence ones, to arrive before the end of 2024.
The iMac with M4 doesn’t disappoint on performance, and while the scores aren’t dramatically better than the M3 variant, those with an M1, especially if it's Intel-powered, will be ripe for an upgrade, and will reap the benefits in terms of speed. And considering the price drop of $100 / £100 / AU$200, it's kind of a steal for a brand-new Apple product.
Performance score: 4.5/5
Should you buy the Apple MacBook Pro 14-inch M4 (2024)?
Buy it if...
You want the best all-in-one computer
With tremendous performance, a vibrant screen, and a modern build, the M4 iMac stands out from other all-in-one computers – and it's cheaper than the previous model.View Deal
You want a colorful and sleek desktop computer
With a sleek and impressively thin build, the iMac has long looked the part, and with the M4 chip inside it offers plenty of power. And the new colors are delightful. View Deal
Don't buy it if...
You want the most powerful Mac
With the Mac mini and MacBook Pro supporting up to M4 Pro and M4 Max chips, you'll want to look to those for maximum power.View Deal
You want a bigger screen
24 inches might not be enough real estate for your needs, and if so you might want to get a Mac mini and pair it with a larger screen.View Deal
How I tested
After receiving the new iMac from Apple for testing, I unboxed it and then set it up as a new machine. I used the M4-powered iMac for seven days as my daily driver for work, general productivity, and play. I ran through all of my daily tasks in myriad applications like Safari, Google Chrome, Slack, and Pixelmator Pro, among others, and I also edited photos and videos, and played some AAA titles.
Platform reviewed: PlayStation 5 Available on: PS5 and PC Release date: October 8, 2024
It’s been years since I first played the horror gameSilent Hill 2, and yet, in my restless dreams, I see that town. The liminal streets, chunky grotesque monsters, and cursed bric-a-brac have all taken up residency in my head, and with so much history, I’ll be the first to admit I was skeptical at the thought of a remake.
For those unfamiliar with the beloved original, Silent Hill 2 centers around a grieving James Sunderland who receives a letter from his deceased wife, Mary, beckoning him to the eponymous Silent Hill. Bewildered at the letter, James heads into the town, looking for any signs of his spouse. A small cast of tormented souls ferry James through his journey, and through a series of cryptic conversations and a smattering of environmental clues, the truth of the town and James’ past slowly comes into focus.
My time with developer Bloober Team’s Silent Hill 2 remake began with James wandering towards the local graveyard, and I was immediately struck by how stark but strangely alluring the world felt. In the way New York is a character in Friends, so is the fog in Silent Hill 2, and I was relieved to see how disorienting it still was to navigate its streets, apartment buildings, and prison complexes.
While there isn’t quite as much Comic Sans font used here as in the original, the unmistakable ambiance is much the same, permeating through the dilapidated buildings and the eerie soundscape. As James, you’ll explore the town, one area at a time, finding maps, solving think-y puzzles, and defending yourself against grotesque creatures with household items and firearms as you inch closer to finding your wife.
Soured flesh
Fleshy and wet, the vaguely human-shaped intruders wield freaky movement and body horror aesthetics to significant effect, and this combination frequently caught me off guard. Notably, the way the mannequins lurk dormant under tables and behind doors just out of view was a source of constant terror (and delight). Despite the small pool of enemy variants throughout the game, their reactive scuttering and slithering garnered more than a few screams throughout.
This sense of appropriate discomfort extends throughout the game, with the Brookhaven Hospital (and its nightmare mirror realm) being a particular stand out, managing to blend the sterility of medical spaces with the moldy stagnation of abandoned buildings. It’s clear that care has been taken to fine-tune the details throughout, with so many unsightly stains and muck coating the otherworld.
One major deviation from the original game is the shift from a fixed perspective to an over-the-shoulder one, akin to Capcom’s Resident Evil remakes. Unfortunately, this active camera approach dulls the anxiety and claustrophobia that come naturally with the old CCTV-esque viewpoint. It’s safe to say that James Sunderland is not Leon Kennedy, nor is he supposed to be, and as a result, this change doesn’t quite meld with the more plot-centric storytelling that makes Silent Hill 2 so engaging. Eventually, I became steeled to the fight and started entering rooms with the rugged bravado of an action hero, which meant I wasn’t feeling so immersed in James’ fragile, vulnerable characterization.
It’s not all blood and guts, though, as an array of puzzles constantly interrupt your search and the creature encounters it brings. Ranging from bite-sized to full-on head-scratchers, the problems carefully walk the line between frustrating and rewarding. The Brookhaven Hospital section featured one of my favorites. It involved embodying a morbid Sherlock Holmes, investigating patients, and solving riddles related to their tragic end for the prize of a medical wristband, whose numbers had to be aligned carefully to access the next area. For those who've played the original game, the puzzles are primarily faithful but have been updated and tweaked slightly, so you shouldn’t be able to barrel through.
Messing with The Order
Storytelling changes from the original don’t feel quite as successful or necessary for a remake, though, and ultimately harm the pacing and subtlety of Silent Hill 2’s complex psychological themes. The addition of new areas, scenes, and extended boss fights are hit and miss throughout, with some augmenting the ambience and others detracting from the delicate subtext surrounding James’ desperate search for Mary. This is felt most in the Abstract Daddy encounter that centres around the character Angela’s traumatic backstory. In the original, it all takes place in one claustrophobic room, whereas in the remake, it manifests as a much longer, multi-stage chase-based boss fight, which dulled the circumstances surrounding the battle.
Elsewhere, I can’t help but feel that the remake loses something by stripping out the ability to interact with random clutter in the environment to read James’ contextual reactions. You can pick up and study all the most important artefacts you come across, but you can’t prompt James to respond to his surroundings often, a process that brought extra worldbuilding and nuance to the original game. It’s not entirely gone, as the voice actor sometimes steps in with a natural reaction, but it’s few and far between and makes Silent Hill 2 feel empty and lonely in a different, less effective way than its 2001 counterpart.
One aspect I found extra puzzling was the introduction of ‘glimpses of the past’, where the player can encounter homages to scenes and puzzles that haven’t been brought forward for the remake. It’s a playful touch for series veterans, but it creates a confusing situation for newcomers, who can’t easily access the original game on a modern system and may not understand what is being referenced.
Best bit
No matter how many times I had wandered around the dilapidated hallways of the Brookhaven Hospital or in the open-air streets outside, I found myself running in circles, often returning to the map to try to remember where I had and hadn’t been. Despite no changes to my trajectory, it was easy to feel disoriented by the hazy ambience permeating the entire town of Silent Hill. If you are curious to see how many times you did recheck the map, the end credits come with a statistical round-up where you can check your tally (mine was very high).
Bloober Team’s remake is a fun and interesting reinterpretation for those who have played the original. Still, it’s hard to recommend this version of Silent Hill 2 to players who might want to experience the James Sunderland story at its definitive best. All the modern trappings do well to enhance the experience visually, but other decisions alter the spirit of the original game, and not always for the better.
Regardless, an area where the remake shines is in its vocal performances, and Luke Roberts carefully embodies the very difficult role of James Sunderland - particularly in cutscenes, where the quivering, motion-capped physicality and considered delivery of iconic lines brought new nuance to the character. I was always thrilled to hear Akira Yamaoka’s reimagined soundtrack too, with masterful iterative takes on legendary tracks like Null Moon exacerbating the already-unnerving atmosphere, often just when it needed a shot in the arm.
Accessibility
Silent Hill 2 has a variety of settings to tweak combat and puzzle difficulty. For combat, you can shift between difficulties freely as you play; however, for puzzles, your difficulty choice must be set before taking on the playthrough. There are multiple interface presets, too, which tweak aspects like tutorial prompts and ammo display while playing. Where combat is concerned, you can customize crosshair visibility, thickness, color, and opacity. You can also toggle on and off Low health and splatter vignettes to suit your preference. In the Controls menu, there’s an option to switch on aim assist, with the choice of how strong you’d like the magnetism to be.
If you’re looking for alternate visual cues for items, you can also choose between options for visibility and size. This system is the same for traversal cues that make intractable obstacles more clear. Silent Hill 2 also features three color-blind modes (deuteranope, protanope, tritanope) and a color-blind mode severity slider, in addition to a high-contrast setting that highlights characters, items, and non-player characters (NPCs) in bright colors. You can select the color they appear in alongside this switch in the Display and Graphics submenu.
Regarding audio, there are sliders to tweak Music, Effects, and Voiceover. Plus, for those who prefer a visual cue, the Radio State Indicator creates a pop-up on the screen that shows when the radio emits sound. Additionally, there’s a great selection of subtitle settings, like the ability to toggle nonverbal captions, as well as a variety of sizes, backgrounds, and fonts. In the same menu, you also can alter the transcription text, too. These options are all available through individual submenus like Gameplay and Audio. However, there is a submenu that collects specific Accessibility settings and lists them for easy access in the broader Settings menu.
Should I play Silent Hill 2 remake?
Play it if...
You want to explore the town of Silent Hill in high-definition While there have been subtle changes, the locations in Silent Hill 2 are faithfully recreated, and they look incredibly upsetting and eerie in this form. While there are some changes to the source material, the updates are, for the most part, tastefully done and still feel just as atmospheric.
You're a glutton for punishment… James Sunderland is a tortured soul. As such, you’ll be tormented with vague puzzles, anxiety-inducing chases, and, naturally, a lot of challenging themes. As you wade into James’ psyche, even more darkness can be found, like a puzzle wrapped in a melancholic enigma.
Don't play it if...
You’re squeamish Bloody grotesque monsters and intense imagery are part and parcel with Silent Hill 2, and the use of Unreal Engine 5 only juices up the already upsetting style. Undulating monstrosities twist into tormented shapes in front of you, and it takes some heavy bludgeoning or choice bullet wounds to take them out.
You haven’t played the original and want the full Silent Hill 2 experience… While much of Silent Hill 2 looks great, the original 2001 edition is still the definitive version, and, courtesy of the Enhanced Edition add-on still feels like the best way to play the story.
How I reviewed Silent Hill 2 remake
I played through Silent Hill 2 on PlayStation 5 and finished it three times over approximately 25 hours, achieving five unique endings. Throughout these playthroughs, I chose the moderate difficulty for puzzles and switched between the combat difficulty from basic to advanced between playthroughs. For my screen, I used an AOC CQ27G2 27-inch QHD VA 144Hz gaming monitor, and for audio, I used my external Creative Pebble V2 computer speakers.
I played Silent Hill 2 in performance and quality modes, jumping between 60 frames per second (fps) and 30fps. Overall, I preferred playing in performance mode, despite the quality mode (predictably) looking much nicer, as the improved fluidity aided in this more combat-focused remake.
Resident Evil 7 Biohazard is the latest AAA title to arrive on Apple's platforms. The game originally launched on the PS4, Xbox One, and PC back in 2017, and since then has graced multiple other platforms, including the Nintendo Switch and even the defunct Google Stadia. Now, it is available on the iPhone 15 Pro and all iPad and Mac models with M-series chips.
RE7 is a highly celebrated installment in the RE library even by the series' generally high standards. It was a return to roots for the franchise with a strong focus on survival horror over action and gunplay that dominated...
Resident Evil 7 Biohazard is the latest AAA title to arrive on Apple's platforms. The game originally launched on the PS4, Xbox One, and PC back in 2017, and since then has graced multiple other platforms, including the Nintendo Switch and even the defunct Google Stadia. Now, it is available on the iPhone 15 Pro and all iPad and Mac models with M-series chips.
RE7 is a highly celebrated installment in the RE library even by the series' generally high standards. It was a return to roots for the franchise with a strong focus on survival horror over action and gunplay that dominated...
Platform reviewed: PS5 Available on: PS5, Xbox Series X|S, PC Release date: March 22, 2024
There was one particular journey in my time with Dragon’s Dogma 2, Capcom’s long-awaited sequel in the action role-playing game (RPG) series, that left an indelible mark on me. I found myself faced with a long trek through the arid canyons of the kingdom of Battahl.
Scanning for potential shortcuts, I came across a lever-operated cart - suspended in the air by a ropeway - that could safely and quickly carry me to my destination. Or so I thought. As I reached the halfway point of the trip, a griffin swooped in and instantly destroyed the cart, sending me and my party of AI-controlled companions plummeting to the cragged floor below, killing us all instantly.
I bring this up not to declare that Dragon’s Dogma 2 is too difficult or unfair - even if that particular moment did leave me in a state of flabbergasted disbelief. Instead, this is just one of many anecdotes that formed during my time with Dragon’s Dogma 2 that demonstrate just how dynamic and unpredictable the game’s world can be.
And it’s not all hilarious woes such as my demise at the hand of a bird the size of a house. Dragon’s Dogma 2’s open world is full to the brim with quests, dangers, treasures, and secrets of all kinds. If you’re willing to acknowledge the game’s near-complete lack of hand-holding, then what awaits you here is one of the most compelling action RPG experiences since the series’ 2012 original.
Rise up
As was the case in that original game, Dragon’s Dogma 2 places you in the well-trodden boots of the Arisen - a character who has been chosen by the titular Dragon to best it in combat in order to free the world from its endless cycle of conflict between it and society’s various factions.
But getting there is much easier said than done, and you may find one of your biggest challenges right at the start in the initial character creation process. Dragon’s Dogma 2’s character creator is easily one of the best and most in-depth ever made. You’ll find all manner of sliders for tweaking your face and body, as well as a litany of hairstyles, skin complexions, and muscle tones.
Creation goes much further than aesthetics, though. Your character’s height and weight can affect movement speed and how much you can carry by default. Dragon’s Dogma 2 also introduces the Beastren, a cat-like race that, should you choose to be one, can drastically alter your options during quests and affects how some NPCs can interact with you.
Pawnshop
This level of depth is consistent across most of Dragon’s Dogma 2’s systems. As Arisen, you have command over a party of AI-controlled Pawns, which aid you in battle as well as exploration. You’ll have a Main Pawn, which you’ll also get to create, as well as up to two support Pawns that have been created by other players.
What’s genius about the Pawn system is that it’s all based on their knowledge and experience in others’ playthroughs. If a Pawn has discovered a cave or treasure chest in another player’s game, for example, they can then tell you about it when recruited. The same goes for quest completion and enemy encounters; if a Pawn has undergone a quest before, they can help guide you through it when inhabiting your own party.
Often, having that guidance is crucial in the world of Dragon’s Dogma 2. For the most part, by default, entries in your quest log will only give the bare minimum of information. You’ll also be given no quest markers guiding you to a destination unless a Pawn has sufficient knowledge of it. And as support pawns don’t level up, you’ll benefit from turning them over throughout the game, dismissing and hiring new ones as you progress. It also helps that Pawns here are significantly smarter in the sequel, doing a better job of reacting to pressing matters during combat and exploration.
This isn’t to say they’re entirely perfect, mind. When fighting enemies, Pawns often seem completely averse to getting out of the way of enemy attacks. This is especially true when facing harpies - flying enemies that can pick up party members in their talons and drop them back down, often off the edge of a cliff. This ended up being the primary way my Pawns died in Dragon’s Dogma 2, and it was always infuriating. Thankfully, riftstones - large stones you can hire new Pawns from - are plentiful, dotted around the open world just enough that replenishing your ranks is never a problem.
Stay-at-home vocation
Pawns are undoubtedly incredibly useful, then, but if they’re the homemade ciabatta roll that gives foundation to the party, it’s you - the Arisen and your chosen vocation (read: class) that forms the delicious filling. Your vocation will dictate how you approach combat in Dragon’s Dogma 2, as well as which armor and weapons you can equip.
The game starts you out with a choice of four basic vocations: Fighter, Thief, Archer, and Mage. They’re all more or less self-explanatory. The Fighter equips a sword and shield and acts as the bulwark, protecting the party from harm while providing some support. Thieves are swift-but-fragile damage dealers, Archers control battlefields from a distance, and Mages can charge up powerful spells and offer healing aids.
Best bit
The unpredictability of Dragon’s Dogma 2’s vast open world is simply exhilarating. Whether it’s stumbling across a cave that escaped your eye before, or dealing with a sudden griffin attack that appears out of nowhere, there’s rarely such a thing as a straightforward trip between destinations.
You’ll eventually unlock more vocations to try out as you progress or fulfill certain quests. New to Dragon’s Dogma 2 is the Mystic Spearhand, which in my preview last month, was described to me by Capcom as “the Devil May Cry class.” It has a versatile projectile that can slow or stun enemies, as well as allow you to instantly teleport to those enemies it hits, then lets you follow up with damage-dealing combos and counters. It’s fantastic fun, but its complete lack of a dodge or meaningful evasive abilities makes it a tough one to master.
Then there’s the Trickster, another new vocation that’s largely unable to deal damage at all. What use is that? Well, instead of going on the offensive, the Trickster employs abilities that can confuse enemies or turn them against each other. The confusion you sow in the enemy’s ranks - such as conjuring fake platforms over cliff edges or possessing foes to fight their friends - allows the rest of your party to take advantage of the chaos. While tough to get to grips with, Trickster became my new favorite vocation for its unorthodox but highly effective nature.
The more you play a single vocation, the more it’ll increase in rank, thus unlocking new abilities and augments which can be purchased at vocation guilds. You’re not locked to one vocation throughout the game, and you can freely switch at these guilds if you fancy a change. Dragon’s Dogma 2 highly encourages ranking up all vocations, too, as the unlockable augments of each can be equipped by any of them.
Giant killer
Combat is utterly fantastic in Dragon’s Dogma 2, which is a blessing as you’ll be doing a lot of it. Encounters are more frequent than they ever were in the original game, so much so that you’re likely to fight enemies around every other corner. This lends exploration in the game a high degree of danger and challenge, especially when you dare to stray from the beaten path.
Basic enemies like goblins, bandits, harpies, and the amphibious saurians are all diverse and have structured chains of command. For example, there’s a venomous variant of the harpy that - unlike the basic type - is resistant to fire and can tear through your party if you’re ill-prepared. Meanwhile, hobgoblins are much beefier than the spindly regular mobs, and can easily knock you out with strong blunt strikes.
Once again, however, it’s the larger beasts that steal the show. Some, like chimeras, minotaurs, and cyclopes, have predefined habitats and usually show up in the same places. Much more dangerous are beasts like griffins and ogres that are unpredictable and roam the map at their leisure. Many times I witnessed an ogre dropkick me from off-screen or had a griffin instantly destroy an oxcart I was traveling in. But it’s moments like these that, once again, help Dragon’s Dogma 2’s open world feel dynamic, emergent, and constantly thrilling.
What a wonderful world
This open world is absolutely massive and utterly breathtaking to behold. You’ll rarely go five minutes without stumbling across a captivating vista, or an enticing new path you’ve yet to explore. And the best part is that because there’s very little in the way of guidance or limitation (you can go pretty much anywhere right from the get-go), each new discovery feels earned.
Don’t expect to blitz through Dragon’s Dogma 2’s open world, however, as options for fast travel are limited. Doing so requires you to place a Portcrystal (an item that acts as a fast travel destination) and use a Ferrystone (a somewhat rare consumable item that’s used upon travel).
Herein lies another layer of depth; the convenience of fast travel comes at a cost, thus incentivizing you to travel by foot instead. The benefits of this are clear, though; that’s more time you get to explore this gorgeous world and uncover secrets you simply wouldn’t have seen or known about by using fast travel.
Alternatively, you can pay for an oxcart to ferry you to major settlements - but you’ll still be at risk of being ambushed by all manner of creatures. Better still, enterprising players can ride the back of a griffin and be swept off to parts unknown. Faster travel options exist, then, but, as the saying goes, there’s no such thing as a free lunch.
Overall, Dragon’s Dogma 2 is one of the most ambitious games Capcom has ever made. Its myriad systems weave together effortlessly, and its exploration proves so bountiful, that it makes for a game that’s fiendishly difficult to put down. Even after I’d rolled credits, it’s not a world I was eager to leave.
Accessibility
Unfortunately, there’s little in the way of dedicated accessibility options in Dragon’s Dogma 2, beyond the option to toggle subtitles and their background opacity (though even this is a basic binary option). This is a shame, as other Capcom titles like Resident Evil 4and especially Street Fighter 6feature plenty of accessibility options to suit players of all kinds, so it’s not as if Capcom has no experience in this department. Hopefully, more accessibility options can be introduced via post-launch support.
Should I play Dragon's Dogma 2?
Play it if...
Don't play it if...
How we tested Dragon's Dogma 2
Capcom provided a review code for the PlayStation 5 version of Dragon’s Dogma 2, and it took me roughly 60 hours to finish the game. This entailed a mixture of completing main and side quests, ranking up vocations, exploring the world for better equipment and loot, and taking on extremely powerful foes like drakes, lesser dragons, dullahans, and more. I should note that your own playtime may vary, as I hadn’t even gotten close to exploring absolutely everything the game has to offer in those 60 hours.
Platform reviewed: PC Available on: PS5, Xbox Series X|S, PC Release date: March 20, 2024
Despite a spirited commitment to themes of cosmic horror, Alone in the Dark stumbles, hamstrung by dodgy presentation, poorly executed combat setpieces, and obtuse design.
A reincarnation of the seminal 1992 horror classic of the same name, Alone in the Dark follows the stories of Emily Hartwood and private investigator Edward Carnby as the pair investigate the mysterious disappearance of Emily’s uncle, Jeremy Hartwood. Following in the footsteps of modern horror titans, Alone in the Dark opts for a third-person over-the-shoulder perspective as you explore its bleak and foreboding environments.
Set in the 1920s, Alone in the Dark pays constant homage to the works of the influential yet problematic H.P. Lovecraft. The game's characters are locked in a fight for survival with forces beyond their comprehension, whose supernatural powers warp and undermine the protagonists’ understanding of reality. It’s when developer Pieces Interactive leans into this storytelling tradition that Alone in the Dark is at its strongest.
Traditionally, Lovecraftian fiction is all about unraveling mysteries - the answers to which offer sanity-straining revelations that pull the protagonists deeper into a horror-fuelled cosmic morass. It’s fitting, then, that puzzle-solving is the core around which the game is based. On arriving at Derceto, a hundred-year-old manor in the swamps of Louisiana, Emily and Edward immediately set to work getting to the bottom of Jeremy Hardwood’s disappearance.
Now a sanatorium, Derceto is populated by an intriguing ensemble of outcasts, plenty of puzzles, and locked doors galore. The puzzles themselves are pleasing affairs, often requiring you to read documents, look around for environmental clues, and intuit solutions. One particularly impressive challenge early on involved opening a lockbox by cross-referencing the backs of important paintings with a poster and a mysterious journal. Some are more practical, however, like recovering an important clue from the bottom of a well by filling it with water. Thinking your way through Alone in the Dark’s puzzles often feels rewarding but, unfortunately, these setpieces struggle to shine in the shadow of numerous issues with presentation as well as dire action segments.
Muddy waters
Despite generally strong voice acting, Alone in the Dark’s characters are dogged with stilted animations and visuals. Emily and Edward look less like intrepid investigators and more like mannequins brought to life by exactly the sort of supernatural powers that the pair are trying to unearth in their investigation. Not even excellent performances by David Harbour and Jodie Comer (who play Edward and Emily, respectively) are sufficient to breathe life into their dead eyes.
Alone in the Dark often feels lopsided. The in-game documents and clues are lavish affairs, often with their own voice acting. It makes for immersive and compelling moments of investigation. However, this can’t be said for Alone in the Dark’s vocal direction overall. Protagonists will often repeat canned phrases and conversations with non-player characters are limited and stilted. During my first two hours with Alone in the Dark, Emily informed me that she needed a key over a dozen times, always in the same tone of voice and with the same, frustrated inflection. Effort noises are shamelessly repeated and begin to grate after a while, too. Even if the quality of the acting is impressive, this sort of repetition waters down proceedings, undermining the gravitas that Harbour and Comer might otherwise bring to the game.
Best bit
Combing through the fascinating, well-voiced diaries and documents found throughout Derceto Manor made me feel like a proper detective as I connected dots and made deductions.
The weakest aspect of Alone in the Dark by far is its combat sections. Clunky and unresponsive controls punctuate poorly designed combat setpieces. Figures covered in black slime will run towards you, and it’ll be your job to aim and shoot before they get too close. Molotov cocktails can be thrown at potential assailants, too, and these can be found in a surprisingly large number of locations. Ranged combat options feel imprecise and unfulfilling. The same can be said for melee, which feels like trying to mash a potato with a flimsy plastic fork and is about as satisfying too. You pick up a melee implement, hammer the attack buttons, and hope for the best, much as you do at range.
It seems as though Alone in the Dark’s combat system aims to ape the dramatic, over-the-shoulder action found in the likes of the Resident Evil 4 remake or Control. However, even if Alone in the Dark were to offer reliable and satisfying combat, it would still feel hugely out of place in what is, in essence, a game about solving mysteries and unraveling a conspiracy. This incompatibility serves only to make Alone in the Dark’s failed attempts at action combat seem all the more dire.
Puzzling through
Despite all this, there is a gripping core of supernatural intrigue that runs through Alone in the Dark. As you begin to unearth more of the details surrounding Jeremy’s disappearance, you’ll be granted little motes of insight into Decerto Manor and its history. As you delve deeper, you’ll find that disparate threads begin to weave together. A name drop here or a little clue there can become invaluable later on.
Accessibility features
Alone in the Dark is unremarkable in its accessibility offerings but offers a few helpful settings. Camera shake options, text and map highlighting, and adjustable subtitles are all available. The game also provides two difficulty settings, one of which provides players with extra hints and clues. There are no dedicated settings for colorblind users.
Though Alone in the Dark’s more intriguing elements are buried deep, they are certainly present. The game encourages you to speculate and hypothesize, filling in blanks deliberately left by the developers. In many ways, this is the essence of effective horror games. At its best, Alone in the Dark lets your own imagination do the legwork, a process that’s far more gripping than any canned combat setpiece with a shadowy silhouette.
Unfortunately, Alone in the Dark is so burdened by flaws that this strength is rarely given a chance to shine. Hampering an already shaky presentation, Pieces Interactive’s offering suffers from bugs, too. For instance, it will sometimes be impossible to select certain entries in the game’s menu, and selecting an interactable object while not having the right item will bring up a glitchy silhouette of a radial selection menu.
Buried deep inside Alone in the Dark is a compelling Lovecraftian mystery. However, any prospective detective will have to wade through layers of presentational and mechanical obstacles. While Alone in the Dark will likely have something to offer long-time fans of the franchise, those looking for a fresh horror experience will almost certainly find something better elsewhere.
Resident Evil 4 has a special place in gaming history. Released back in 2005 for the GameCube and later for the PlayStation 2, it was a paragon of the third-person survival horror genre with its incredibly tense action sequences, amazing level design, terrifying enemies, and memorable characters and writing. It carved a niche for itself and it was for many — including myself — their favorite installment in the series.
Having played that version on a PS2 all those years ago, I was genuinely stoked to see it getting a proper remaster earlier this year along the lines of Resident Evil...
Platform reviewed: PC Available on: PS5, PS4, PC Release date: December 14, 2023
Granblue Fantasy Versus: Rising is one of the most accessible, beginner-friendly fighting games ever made. It goes to great lengths to ensure new players can get in on the ground floor comfortably, be that through its detailed tutorials or the fact it offers a free-to-play version with a rotational selection of characters that swap out on a weekly basis.
To its credit, beginner-friendly doesn’t mean the game or its mechanics suffer in any way. There’s still an exceptionally high skill ceiling on offer in Rising; some characters are tougher to get to grips with than others, not to mention a heap of mechanics and complex combo strings available to learn that’ll gradually help you improve your game.
And if you’re not the online type, Rising still offers a very healthy amount of solo-friendly and more casual modes. There’s an offline arcade mode, a lengthy beat-em-up style story mode as well as the Fall Guys-esque Grand Bruise Legends (a competitive platformer with a more cutesy art style) if you’re looking for something more laid back than those intense online matches. Whether you’re a seasoned pro or just dipping your toe into the genre for the first time, then, Granblue Fantasy Versus: Rising is a hell of a game to jump into.
A grand old cast
A fighting game’s most vital component is its roster of characters, and Granblue Fantasy Versus: Rising doesn’t disappoint here. At launch, there’s a total of 28 fighters (24 from the original Granblue Fantasy Versus alongside four newcomers), with six more being added as post-launch DLC throughout 2024.
There’s an eclectic mix on offer here. If you’re just starting out, Gran and Djeeta are very accessible beginner characters. Both have easy-to-use projectiles and straightforward special moves that’ll help you get familiar with the general flow of the game. Beyond them, everyone on the roster typically has one or two characteristics and a game plan that makes them unique.
Metera, for example, excels at long-range with extremely strong projectiles. Seox is kind of the polar opposite; a master of rushing you down with fast-flowing close-range attacks. There are some more specialist characters, too, like Ladiva with her powerful grapples and Nier’s ability to summon and control a puppet - effectively forcing you to contend with two targets simultaneously.
While some characters are certainly harder to grasp than others, the mantra of ‘play whoever you think looks cool’ remains true here. That’s because several mechanics are universal; every fighter has access to spot dodges and a forward evasion, as well as three-button auto combos that can then lead into special moves for big damage.
One huge boon Rising brings to the table is that special moves do not require more technical inputs to pull off. Those inputs like ‘quarter-circle-forward’ or the iconic ‘dragon punch’ motion are present - and you’ll get an extra 10% damage for the trouble - but you’re also able to activate your specials via a simple press of R1 (RB on an Xbox controller) and a single direction. This is fantastic for helping you input special moves more reliably and, in many cases, much faster.
Spoiled for choice
One of the best things about Granblue Fantasy Versus: Rising is a substantial number of modes to suit players of all kinds. You of course have the standard ranked and unranked online suites and player lobbies, and your typical eight-round arcade mode for solo players.
My experience with Rising’s online play has been sublime. The game has implemented rollback netcode, which provides more stable play and significantly less input lag than traditional delay-based code. I’ve frequently been playing with a friend in the US and, with an ethernet connection, I haven’t encountered a single instance of lag or dropped frames despite the distance between them and myself in the UK. Experiences here will vary, of course, and I highly recommend playing with a wired internet connection, but, by and large, the online experience has been relatively seamless.
Best bit
Nothing beats putting in the time to learn your favorite character, to then head online and successfully land that lengthy combo you’ve been practicing for a massive damage payout.
Heading offline, there’s also an excellent story mode that presents a sprawling narrative involving the whole cast. Cutscenes are largely driven by (voiced) dialogue boxes, and it would’ve been nice to have a bit more variety there. But these are broken up nicely by beat-em-up style quests that’ll see you charging from left to right, using your character and unlockable skills to dispatch swathes of baddies. Overall, story mode is worth playing to learn more about the wider world of Granblue Fantasy and to familiarize yourself with the cast of playable characters. It may even be where you decide on your main.
Another highlight is the online Grand Bruise Legends mode. This is a hyper-casual Fall Guys-style side attraction with a progression track all of its own. In this mode, 30 players will engage in a set of three minigames which can be obstacle courses, team-based collectathons, or more intense survival challenges.
The ability to smack opponents or hit them with a range of special weapons adds a bit of intensity, too, making for a mode that’s far less of a throwaway than it might initially seem. The current selection of maps is rather limited, though, so I'm looking forward to further updates throughout 2024.
A feast for the skies
Granblue Fantasy Versus: Rising is a visual spectacle. Developer Arc System Works has a knack for translating anime-style visuals into a 2.5D space, and Rising represents its most successful attempt at this to date, even more so than the utterly stunning Guilty Gear Strive.
Characters all look amazing and animate with such impressive fluidity, it’s easy to forget that they’re fully 3D models and not hand-drawn sprites. There’s just so much personality on display here, furthered by the fact that every single character has unique match introductions with one another.
Equally, the game’s stages look excellent with a striking amount of background detail, all while still being unobtrusive in the face of all the flying sparks and particle effects created by your bouts. And while no, Rising doesn’t reach the jaw-dropping visual fidelity of, say, Alan Wake 2or Resident Evil 4, its strong sense of style and flawless presentation still make it one of the most visually impressive titles of 2023.
Accessibility
Despite being an easy game to get into and play, Rising doesn’t have the most robust accessibility suite. It doesn’t have the in-depth settings on offer in Street Fighter 6, nor more basic features like colorblind options. Some notable settings are here, though, such as the ability to adjust HUD position and setting your opponent to their default color should you need the extra readability.
At the end of it all, I really only have a couple of gripes with Granblue Fantasy Versus: Rising. Often, the initial server connection on startup can take a while. Sometimes upwards of a minute, which is clearly something that’s sorely in need of a fix. The game’s interactive online lobbies could also use some work; both frame rate and resolution absolutely tank here, which quickly had me preferring to queue up for online matches from the main menu instead.
Granblue Fantasy Versus: Rising is the full package, whether you prefer to play fighting games online or off. Connection quality is excellent thanks to its implementation of rollback netcode, and progression feels constantly rewarding thanks to unlockable goodies as you level up your favorite characters. Offline, the game’s arcade and story modes provide a more casual-friendly, laid-back space if you’re looking to take a break from online play, or aren’t quite ready to jump in. If you’re unsure, give the free version a go. It’s risk-free and you may just find your new favorite fighting game.
Want to play more games like Granblue Fantasy Versus: Rising? Be sure to check out our guide to the best fighting games for some of the most rewarding experiences you can have in gaming.