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Stalker 2: Heart of Chornobyl review: a bone-chilling, realistic-feeling survival horror experience
5:00 pm | November 20, 2024

Author: admin | Category: Computers Consoles & PC Gadgets Gaming | Comments: Off

What if you were alone in a giant open world littered with bandits and mutants, with few resources to get you where you need to go? That question is at the heart of Stalker 2: Heart of Chornobyl, one of the most haunting survival horror games I have ever played and unlike anything else in the genre.

Review info

Platform reviewed: Xbox Series X
Available on:
Xbox Series X, Xbox Series S, PC
Release date: November 20, 2024

The game’s chilling sound design, incredible storytelling, and demanding combat come together to deliver on that central premise. It effortlessly entrusts you to find your way own way through its technically impressive recreation of Chornobyl. That trust is woven into every aspect of the experience offering a radioactive sandbox full of dangers, rewards, and opportunities for you to discover and make the most of.

In that sense, Stalker 2 is the purest form of a survival horror experience there is, because at all times it is unpredictable, deadly, and terrifying in a multitude of ways. It is one of the boldest Xbox Series X games and PC games I have seen this generation. However, its lack of handholding and rugged, realistic approach to gameplay is not going to be for everyone. Plus, the storage chest of small visual bugs I saw in my time playing keeps it from being spotless.

Stories of Chornobyl

The player engaged in combat with a pistol in Stalker 2.

(Image credit: GSC Game World)

As Skif, you are just another Stalker fighting for your own survival in The Zone - the barren and deadly landscape surrounding the Chornobyl power plant which suffered two explosions, one in 1986 and another in 2006. However, one seemingly simple task, to activate a Scanner and meet someone named Sodler, doesn’t go to plan and you're ambushed and knocked out. After waking up you have none of the gear you entered The Zone with and your Scanner has been stolen by your attackers.

So you walk. Alone, you move from settlement to settlement, hearing a rumor here or there when others are friendly enough to help you. Eventually, you come across large towns that allow you to discover more about The Zone, the political dynamics between factions, and the dangers in the wild that are whispered around the campfire.

Best bit

The player approaches a lightning strike in Stalker 2.

(Image credit: GSC Game World)

The way Stalker 2 executes the clear vision the developers obviously had during development is impressive and leads to a fresh experience, devoid of a lot of the clutter found in modern open-world games. The map isn’t dotted with icons, you don’t have a litany of progression trees to sort through and manage. It’s a remarkably focused game, despite its huge open world.

These moments interacting with entire outposts or individuals in the world are key focal points for how Stalker 2 tells its narrative. Whether it was small stories about an encounter someone had with a bandit or key cutscenes where characters would deliver these almost Shakespearian monologues about The Zone, I kept wanting to learn more, explore more, and meet more people.

You may stumble upon a faction baron who isn’t too happy with you stepping on his turf, an interaction that ends up leading you down an entire core questline, or you might find a lone survivor surrounded by mutants that you can choose to save or let die, and, either way, never cross paths with them again.

The delivery of the narrative in this way means that such moments of discovery are the driving force behind Stalker 2’s exploration and open world. The possibility of who I might find kept me moving and the excellent Ukrainian voice acting (English, not so much) breathes life into the individuals you meet. On top of that, The Zone is a character in itself. The way individuals talk about it as a mythical, breathing creature they love, fear, or want to escape from is unlike anything else I have seen done in a game before. The writing here is truly impressive.

Loneliness of Chornobyl

The player encounters some NPC characters in Stalker 2.

(Image credit: GSC Game World)

That novel approach to storytelling echoes throughout the rest of the experience. The Zone is a barren expanse full of not much, making it an incredibly isolating experience. There are rarely companions by your side and on each excursion I set out on I would feel on edge.

Sometimes I would hear roars of mutants in the distance, causing me to jump up and start looking around frantically to see if I had accidentally stumbled upon something I should run away from. Or, I would accidentally end up in the middle of a terrifying storm and try to dart to my destination while praying lightning didn’t strike me, as the wind whistles through my headphones.

The Zone in Stalker 2 feels like it is alive; alive in an organic, realistic way that most open-world games can only dream of. The intense atmosphere created by developer GSC Game World is heightened by Stalker 2’s visuals as well as its sound design.

It has one of the best dynamic weather systems I have ever seen, and there’s always a stunning demonstration of landscape or environment whether it is raining, sunny, or cloudy (again, feeling almost lifelike in how it has been realized). There are also Emissions, huge deadly radioactive storms that can occur as you are exploring, coating The Zone in a thick red smog that will kill you in moments if caught outside in one. These offer some of the most impressive visuals in the game and my jaw dropped the first time I came across one.

Similar breath-taking moments both big and small are scattered throughout, demanding that you stop and take it all in.

Dangers of Chornobyl

The player wades through green liquid in Stalker 2.

(Image credit: GSC Game World)

The final piece of Stalker 2’s puzzle is its combat which is taxing, yet fascinating. Guns and weapons are weighty and inaccurate, so your approach to encounters requires a lot of thought before you commit, and as a result, feels very realistic. You can’t just run in and spray your way to survival. Instead, you have to precisely place shots and keep an eye on your surroundings.

Weapons are bulky and can jam at any moment creating a sense of panic. There aren’t any grenade indicators telling you someone threw a frag your way, so you have to be aware of the sounds to hear it clink along the ground, for example, only serving to add to the intense atmosphere coursing through the game. Enemy indicators regularly disappear if you lose sight of them for a few seconds, so you’ll also have to be prepared and predict where they might be as you flank them.

Bandits won’t always know where you are at. So, they will organically guess where you might be. One standout moment I had was when I ended up starting a fight with half a dozen enemies outside a small rail station. While fighting the main group, one of them flanked me quietly, then finished me off with one shotgun blast.

That moment forced me to change my approach to combat. From here I embraced the intensity of zipping from cover to cover or unjamming a gun in the middle of a firefight. It’s chaotic and the combat demands a lot of patience to learn and adapt in a way that goes beyond most other survival-focused first-person shooters. But that lack of hand-holding is what kept me hooked as the encounters never felt scripted or formulaic. However, this style of combat will be a dealbreaker for some who don’t want to feel dragged down by the gameplay and simply want to explore or lose themselves in the world. Combat is fundamental to Stalker 2 and you can’t really ignore it.

However, combat and these interactions with other people are also where I noticed the most bugs. Some were small like the UI regularly not showing up. Others were more substantial, never game-breaking but certainly immersion-breaking; characters clipping through geometry in settlements, or a pair of headphones floating in mid-air during a cutscene instead of sitting atop someone’s head. Occasionally, I would also see an enemy teleport spawn somewhere in front of me out of nowhere, which was less than ideal.

A lot of these will be addressed in a day one patch, but each time I came across one I was slightly disappointed because, for a moment, it ruined the immersion Stalker 2 offers, which is its biggest asset.

Should I play Stalker 2: Heart of Chornobyl?

A visual bug in Stalker 2.

(Image credit: GSC Game World)

Play it if…

You appreciate great world-building
This experience is for you if you love survival horror games with excellent world-building and storytelling, and enjoy an unguided open-world experience.

You're up for a challenge
Play this if you enjoy survival games and aren’t turned off by unapproachable mechanics and punishing gameplay that isn’t easily accessible.

Don’t play it if…

You want a more guided experience
You won't enjoy it if you want a more traditional open-world RPG that is filled with map markers and checklists telling you where to go and what to do.

Accessibility

Stalker 2 has a number of basic accessibility options like subtitle sizes which are varied and the ability to add a background. You can also change your crosshair color and setting, and turn off or on almost every UI element like threat indicators, hit markers, and health information. Protanopia, Deuteranopia, and Tritanopia are also available.

However, it lacks the advanced accessibility features you may find in other big open-world role-playing games (RPGs) like adjustments for those who are partially sighted, blind, or have hearing problems. Its difficulty options are also formulaic with a “story” option called Rookie, a standard mode simply named Stalker, and a harder, veteran mode with no deeper ability to customize them.

How I reviewed Stalker 2: Heart of Chornobyl

I played Stalker 2: Heart of Chornobyl for nearly 50 hours encompassing the main story, side missions, and exploration. I played the game mostly in performance mode on Xbox Series X with a standard Xbox Wireless Controller, and I enjoyed the sights and sounds of the game with a Gigabyte M28U monitor and Steelseries Arena 3 speakers.

First reviewed October 2024.

Call of Duty: Black Ops 6 review: back with a bang
7:51 pm | October 31, 2024

Author: admin | Category: Computers Consoles & PC Gadgets Gaming | Comments: Off
Review info

Platform reviewed: PS5
Available on: PS5, PS4, Xbox Series X, Xbox Series S, Xbox One, PC
Release date: October 25, 2024

Call of Duty: Black Ops 6 feels like a throwback in the very best of ways. Lead developers Treyarch and Raven Software have smartly combined some of the most successful elements from entries across the long-running first-person shooter (FPS) series to craft a highly polished experience that excels in almost every regard. 

Classic systems such as the traditional prestige mechanics, which offer the most dedicated online players the opportunity to partially reset their progress for exclusive rewards, or the simple but effective weapon attachments still haven’t lost their luster in 2024. It’s not all things that we’ve seen before though, as a handful of clever new innovations, like the flagship ‘omnimovement’ system, and the most high-fidelity graphics we've seen yet successfully drive the franchise forward and keep each facet of the experience feeling fresh.

The result is one of the best FPS games in almost a decade and a must-play for fans of the genre. There are still a couple of sore spots, like a handful of poorly designed multiplayer maps, that hold things back from total perfection, but, with plenty of new content on the way through a barrage of seasonal updates, the next twelve months of Call of Duty are well-positioned to be some of the greatest yet. 

On the run

A Call of Duty: Black Ops 6 campaign screenshot showing the player looking at a photograph.

(Image credit: Activision)

The Call of Duty: Black Ops 6 campaign picks up roughly ten years after the story of 2020’s Call of Duty: Black Ops Cold War. Set in 1991, it’s loosely centered around the events of the Gulf War, though with more of an eye towards covert espionage than boots-on-the-ground conflict. You play as a group of CIA operatives, sent into Iraq to intercept the Iraqi Minister of Defense and bring him back to the government in one piece.

As you might expect, this simple task goes wrong in a matter of minutes when a mysterious military force emerges from the shadows to thwart your mission. Reunited with the fan-favorite rogue spy Russel Adler, it soon becomes apparent that this organization, known as Pantheon, has close ties with the CIA, forcing the team off the grid. It’s a classic Mission Impossible-style premise and, while nothing particularly complex or sophisticated, is a perfectly serviceable framework for a series of absolutely stellar set pieces.

Best bit

A Call of Duty: Black Ops 6 campaign screenshot where the player is investigating a casino.

(Image credit: Activision)

In a strong field, one particular campaign sequence sees you work as a team, cinematically swapping between characters to break into a shady casino is an absolute treat. 

Variety elevates every moment campaign, with all manner of surprising mechanics and environments crammed into its roughly nine-hour runtime. There’s a refreshingly open assassination segment early on, with a variety of possible approaches that incentivises at least a couple of replays. Later on, you’re stealthily infiltrating a political fundraising event, investigating different possible leads, and scanning clues with a high-tech spy camera before a hair-raising motorcycle chase. 

One highly memorable mission even takes on a wholly unexpected survival horror edge, equipping you with an overpowered grapple hook and bombarding you with legions of imagined zombies and powerful boss monsters.

In between each mission, you’re sent back to your safehouse, which offers its own suite of activities. Levels are littered with cash, which can be hoovered up and spent on safehouse upgrades to unlock new perks and gear going forward. Quite a few puzzles are hidden across its grounds too, giving achievement hunters plenty of incentive not just to blitz through the story.

This is also without a doubt the best-looking campaign in Call of Duty history, surpassing even the visual excellence of 2022’s Call of Duty: Modern Warfare 2. Multiple areas are breathtakingly realistic, with absolutely stunning, highly detailed textures and advanced lighting effects. Some of the more abstract scenes also allow the developer to really show off its artistic chops, with bright primary colors and an effective dream-like atmosphere. Performance is delightfully smooth on PlayStation 5 to boot, with resolutely stable frame rates even in the most intense moments. 

Back to basics 

A Call of Duty: Black Ops 6 multiplayer screenshot showing a shootout in a wide open hall.

(Image credit: Activision)

This year’s multiplayer experience smooths out many of my biggest frustrations with recent entries, returning to a formula that will feel immediately familiar to long-time fans. The painfully convoluted weapon attachment system of Call of Duty: Modern Warfare 3 is no more, superseded by a simplified selection of accessories that still offers plenty of customization without ever seeming overwhelming.

Rather than countless barely distinct options, each attachment category is populated by a handful of more significant mods. Some provide little buffs, while others bring much bigger bonuses alongside a noticeable drawback or two. Player perks have also been whittled down and are finally available right from the start of a match rather than staggered intervals. 

You can choose up to three per loadout, with every perk sorted into a distinct Enforcer, Recon, or Strategist category. While you are free to mix and match between these categories to create your own custom builds, equipping three perks of the same type yields some very powerful bonuses. Picking three Enforcer ones, for example, gives you a major movement speed and health regeneration boost after each successful kill. These combinations are significant enough to tangibly impact play, but everything is still well balanced with no particular set taking a clear lead.

A Call of Duty: Black Ops 6 mutliplayer match inside a small map.

(Image credit: Activision)

The brand-new ‘ominmovement’ system, which lets you sprint, slide, and dive in any direction, is well integrated and leads to countless thrilling moments. Diving backwards off a tall ledge while peppering an enemy with bullets feels completely natural and it’s almost hard to believe that movement hasn’t always been this way. Combined with the high number of more compact 6v6 maps in its 16-map line up, most online matches have an absolutely incredible sense of pace. 

There are some notable exceptions, though, mainly thanks to a small number of quite poor maps. Scud, which is set against the ruins of a decimated desert outpost, is a particularly sore example with far too many open sightlines that encourage slow games to a crawl as players favor sitting in key positions with sniper rifles. Rewind, a delightfully 1990s strip mall, is significantly better but still feels a little empty in a 6v6 format given its large size. These complaints will almost inevitably be addressed in future updates as more maps arrive, but it does still slightly dampen the online experience at launch.

Army of the dead

A Call of Duty: Black Ops 6 Zombies screenshot on round 40.

(Image credit: Activision)

The round-based zombies mode is another area where Call of Duty: Black Ops 6 borrows plenty from past games. For the uninitiated, the Zombies mode is deceptively simple - you drop into one of two maps with up to three friends and try to survive against increasingly powerful waves of the undead. Mowing down shambling creatures yields cash, spent on unlocking new areas of the map, buying new weapons, or sticking your gear through a Pack-a-Punch machine for an additional bit of kick. It's an incredibly effective formula and significantly more enjoyable than the more open-world Modern Warfare Zombies found in last year’s game.

That’s far from everything to discover, however, with a raft of easter eggs ranging from cute little references to entire story sequences hidden for the most dedicated players. Exclusive cosmetics, secret achievements, and plenty of level XP reward those who dig deep. I’ve already spent hours in the Zombies mode and, while I did manage to survive to round 41 and find the hilarious zombie bowling minigame on the Liberty Falls map, I still feel like I’m barely scratching the surface of everything that it has in store.

All three major components of Call of Duty: Black Ops 6 are an absolute blast and are so brimming with content that they would even work well as entirely standalone games. As a complete package, the level of quality here is something that we haven’t seen from the franchise in years. Call of Duty is well and truly back. 

Should I play Call of Duty: Black Ops 6?

A Call of Duty: Black Ops 6 campaign scene showing the player riding on the back of a motorbike while shooting.

(Image credit: Activision)

Play it if…

You want a blockbuster campaign
The Call of Duty: Black Ops 6 campaign is the franchise at its best, filled with memorable set pieces and engaging mechanics.

You love frantic multiplayer
The online multiplayer is also a treat, with fast-paced encounters and a new ‘omnimovement’ system that practically generates action-movie moments.

Zombies is your go-to
The round-based zombies offering in Call of Duty: Black Ops 6 is some of the best it’s been in years. Expect hours of entertainment if you manage to pull together a few friends for a squad.

Don’t play it if…

You prefer larger-scale maps
The 16 launch maps in this year’s installment are mostly quite small. If you prefer larger maps, stick with the likes of 2022’s Call of Duty: Modern Warfare 2 and its huge Ground War mode instead.

Accessibility

a settings menu in Call of Duty: Black Ops 6.

(Image credit: Activision)

There are plenty of accessibility features in Call of Duty: Black Ops 6. This includes a wide array of subtitle options for the campaign, and the ability to customize the colors of the entire UI and apply a range of visual filters.

The controls can be fully remapped across the board in both controller and keyboard play, with a range of assist settings that can remove the need to hold certain inputs if required.

How I reviewed Call of Duty: Black Ops 6

I'm a regular Call of Duty player with prior experience reviewing the series in addition to a wide range of other FPS titles. I completed the Call of Duty: Black Ops 6 campaign in a single sitting, clocking in at roughly ten hours including the time I spent exploring the safehouse and replaying a few missions.

I then spent around twenty hours (and counting) in its multiplayer mode, trying out all of its available playlists and maps. During that time I reached the maximum level and began Prestige 1. I also played multiple Zombies matches with friends and solo, getting to grips with its mechanics and the two launch maps.

I played on PlayStation 5 using a DualSense Wireless Controller. For audio, I relied on a pair of Astro A50 X headphones, which I found really helped the detailed sound effects shine. Throughout my time with the game, I compared my experience with that of other Call of Duty games. 

First reviewed October 2024.

Planet Coaster 2 preview: a game that made me miss a summer I’ve never had
4:00 pm | September 14, 2024

Author: admin | Category: Computers Consoles & PC Gadgets Gaming PC Gaming | Tags: | Comments: Off

As a huge fan of both theme parks and computer games, 2016’s Planet Coaster was in many ways a dream game for me. Since playing Bullfrog’s seminal game, Theme Park, back in the mid-90s, first on the Amiga and then on PC, I have been obsessed with theme park management strategy games

As you can imagine, then, the announcement earlier this year that Planet Coaster 2 was to come in late 2024 (pre-orders are now live, and it launches on November 6, 2024), made me very happy given my history with the PC game and theme park sims.

For context, in Planet Coaster, I vividly remember plotting my parks on paper, then creating them in the game, dividing the map into different themes, just like the beloved theme parks I visited as a kid. Building the parks, and rides, of my dreams (and sometimes my guests’ nightmares) captured some of the magic from those magic kingdoms, but Theme Park also reminded players that these parks aren’t just for fun: they are made to create money.

By placing a French Fries stall, hiking up the salt content, and then putting a drinks stall next to it with inflated prices (and extra ice), I was able to squeeze extra money out of my thirsty punters. As a kid, it was my first lesson that capitalism can be evil… but also fun.

But anyway, while the original Planet Coaster gave me hundreds of hours of enjoyment, there were plenty of things that could be improved. So, when I got the opportunity to have some early time with the sequel, I was keen to jump the queue and see what was new.

Planet Coaster 2 screenshot of people riding a roller coaster

(Image credit: Frontier Developments)

Splash back

The biggest change with Planet Coaster 2 is the inclusion of water park features, including pools, flumes, and new themes. Frontier has experience with this, having worked on the Rollercoaster Tycoon 3 expansion pack (old person speak for DLC) Soaked, which added flumes.

Weirdly, I’m not as interested in water parks as theme parks, but being given more things to play with when designing a park is always welcome.

While water park features aren’t the only new things in Planet Coaster 2, it would have been understandable if Frontier had called it a day there. During my time playing the game, it’s clear just how big an undertaking adding water rides has been.

Of course, there are all the additional art assets and models, but it also introduces an entirely new physics system to accurately simulate water, slides, and more.

For players of the original game, creating pools, adding features, and building water slides will feel familiar. Slides are built piece-by-piece in the same way as rollercoasters, and while new players may feel a bit lost, it’s intuitive enough to get the hang of pretty quickly, while also being flexible enough that you can create some pretty spectacular rides in not much time. 

Planet Coaster 2 screenshot of people riding a roller coaster

(Image credit: Frontier Developments)

Whether or not your guests will want to ride your creations, however, is another question. By testing your rides before they open, you’ll be able to see if the ride works as intended (I.E it doesn’t launch the test dummy into the stratosphere due to a misjudged hump),  and you’ll get feedback on how exciting, scary and how nauseous it’ll make the riders. It’s here where the real art of constructing a theme park ride comes in – you’ll need to balance all of those aspects. Too scary and few people will want to ride it, if it makes people too ill then not only will it put people off riding, but you’ll also have to deal with people throwing up all over your lovely park. You can lower these values by making adjustments to the ride – lowing drops and banking corners for example – but if you make the ride too tame, its excitement will drop and people won’t want to ride.

As with the first game, I can tell this part of building your park could be a huge – and enjoyable – time-sink as you try to build the ultimate ride.

In Planet Coaster 2, more customization options allow you to add design elements to the ride, including coaster cars, and while I only had a short time with the game, it’s clear that it’s going to offer a huge amount of tools to help you craft and tweak almost every aspect of your park.

While I wasn’t overly excited by the inclusion of pools and water slides, I ended up really liking them. Building both was fun and intuitive, and the pools especially looked fantastic.

I didn’t notice much of a visual upgrade over Planet Coaster, but that was still a fine-looking game that was both realistic and cartoony. However, the pools in Planet Coaster 2 look fantastic. Clear, realistic water that sparkles under a cloudless sky made me want to crawl through the screen and dive in. It made me nostalgic for the summer – before I remembered that here in the UK we’d just endured one of the wettest and miserable summers in recent memory.

Interestingly, it seems like the weather in Planet Coaster 2 won’t always be perfect. I didn’t see it in action, but the launch trailer shows guests running for shelter during rainy weather, and I noticed a weather forecast icon in the game’s menu.

While the eternally sunny weather of the first game gave us UK players a nice bit of escapism, including different weather conditions for the sequel, more realistic weather in the sequel will add to the realism – and could bring some interesting challenges – and opportunities. Rainy weather could make guest numbers drop, but some carefully placed umbrella stores could help raise profits – especially if you can, like in Rollercoaster Tycoon, up the prices when the rain starts to fall. There’s that evil capitalism working again.

Planet Coaster 2 screenshot of the new themes

(Image credit: Frontier Developments)

I also got a glimpse of a few new themes – Mythical and Resort – and my mind is already fizzing with ideas of how I can use them in my parks.

Plus ça changing room

As I mentioned earlier, the original Planet Coaster did a lot of things right – but there were plenty of things that needed improvement, and from my short time with Planet Coaster 2, I found some of those were indeed fixed – but I still had a few concerns.

Making paths in the original, for example, could sometimes be annoyingly fiddly, and you could end up with some ugly bodge jobs when trying to make certain things, such as large plazas. The good news is that Planet Coaster 2 mainly fixes this with new path-making tools that make things much more simple, and give you additional settings to tweak, to help you get the desired effects. I found this made creating paths easier – when on the ground, at least. Creating stairs and bridges seemed to be more complicated – but that might just have been me being a bit rusty.

Planet Coaster 2 screenshot of the new themes

(Image credit: Frontier Developments)

Putting down shops, food stalls, and guest services, such as toilets and new changing rooms (which need to be added for your guests to use the pools), seems a bit over-complicated as well. In the version of Planet Coaster 2 that I played, some shops and facilities were just ‘shells’ – basically empty buildings that were elaborately themed. Placing them in the park didn’t give me the actual facilities themselves – I would have to find those, then either place them in the park, place the shell over them, or add them by editing the shell’s blueprint (the name for ready-made, yet customizable, pre-built elements).

Confusingly, some facilities in the default Planet Coaster theme were included, while other themes just included the shell. I’ll clarify with Frontier about whether this is just because I was playing a limited preview version of the game, or if this will be the case in the full version as well. I hope not.

By searching for the actual shop or facility to add to the shell, I was reminded about another issue that I’ve had with the original Planet Coaster, which seems to be still present in the sequel. It can be difficult to find certain building parts, and while there is a decent tagging system in place that lets you search, you still need to remember where certain things are located, as there are a few different menus where the item could be. Sometimes things are in the ‘Shops and Facilities’ menu. But then there are also the ‘Scenery’ and ‘Building’ menus, which can also have items you need – and you’ll need to remember which menu they are in. When you start expanding the game with DLC, which will be inevitable considering the various expansion packs the original game got, these menus become more unwieldy, so finding things can take even longer.

Planet Coaster 2 screenshot people swimming in a pool

(Image credit: Frontier Developments)

I was also shown a level in the campaign mode. I felt that the campaign of Planet Coaster was not that engaging – I usually spent my time playing in sandbox mode, with unlimited money. While this gives you more freedom, it also means you miss out on the challenge and management aspects of the game. So, with Planet Coaster 2, I’m hoping to have more reasons to play the campaign and to dig into the (hopefully) more expansive management options.

From what I played, that might not be the case. The level required me to build a park but only in a certain part of the map, for reasons that didn’t make too much sense. However, unless I was being thick (a likely possibility), once in the game I wasn’t given any onscreen guidance for where to build or suggestions on how to hit the goals to allow me to progress. Eventually, a kindly press representative of Frontier took pity on me and informed me I was building in the wrong part of the map.

This confusion, along with not being sure where to find parts to build facilities and how to make paths on higher levels, makes me worried that the interface of Planet Coaster 2 needs a bit of a rethink with more onscreen help and tips. After all, if an (admittedly a bit stupid) longtime player of the original game can get lost, what hope do newcomers have?

Planet Coaster 2 screenshot people sun bathing

(Image credit: Frontier Developments)

Open for business

While some doubts remain, from the time I had with Planet Coaster 2 I am very excited to play the full release when it launches in November. It’s a charming and fun game that’s clearly been made by people who love the subject matter.

I can see myself playing this game a heck of a lot, and I can’t wait to see what the imaginative community makes with the new and improved tools – as before, PC gamers will be able to easily add other user’s creations to their own parks via the Steam Workshop.

As a fun toy that lets my imagination run wild, my inner child could not be more excited for Planet Coaster 2. The part of me that enjoys playing challenging games, however, will need a bit more convincing.

Planet Coaster 2 releases on November 6, 2024, on PC, PS5, Xbox Series X, and Xbox Series S.

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WD Black P40 Game Drive review: speed comes at a price
5:00 pm | August 11, 2024

Author: admin | Category: Computers Consoles & PC Gadgets Gaming | Tags: | Comments: Off

WD Black P40 Game Drive: One-minute review

The WD Black P40 Game Drive is an external SSD geared towards gamers. It’s compatible with PlayStation, Xbox, and PC and offers impressively fast file transfer speeds. Just bear in mind that, as an external storage device, if you intend to use this drive with a PlayStation 5, Xbox Series X, or Xbox Series S, you won’t be able to run current-generation releases directly from it - only store them Still, it’s an extremely compelling game storage solution if you don’t want to have to wait too long to copy your desired games back to your console.

It boasts a sleek and modern design that’s extremely compact and impressively durable, covered in a slick layer of black aluminum that makes it easy to recommend if you’re looking for a drive specifically to take out and about. It even features colorful RGB lighting, which is an excellent touch.

That said, there are some major drawbacks to choosing an external SSD like this over an external hard drive. Firstly, there's the matter of the price. The WD Black P40 Game Drive is available in 500GB, 1TB, and 2TB capacities. While the 500GB model is the most affordable, its limited size means it’s ill-suited to storing most large, modern games. That means you’re left with the 1TB and 2TB models, which are both substantially more expensive than a hard drive. 

You can even find 5TB gaming hard drives, like the Seagate FireCuda, that come in a little cheaper than the 1TB WD Black P40 Game Drive. While a hard drive would be much slower, it is still a better option for those purely focused on getting the most storage at the lowest cost. 

A top-down view of the WD Black P40 Game Drive on a desk.

(Image credit: Future)

WD Black P40 Game Drive: Price and availability

  • 500GB costs $99.99 / £78.99 
  • 1TB costs $129.99 / £135.84 
  • 2TB costs $219.99 / £247.40 

The WD Black P40 Game Drive is available in three capacities: 500GB, 1TB, and 2TB. As a rule of thumb, you should avoid the 500GB model as that space is going to fill up extremely quickly. Instead, pick the 1TB model, which costs $129.99 / £135.84, or 2TB model, which is $219.99 / £247.40. Both of these are readily available at Amazon in the US and UK. They also frequently receive substantial discounts, so consider waiting for a sale before making your purchase.

WD Black P40 Game Drive: Specs

WD Black P40 Game Drive: Design and features

The design of the WD Black P40 Game Drive is seriously sleek and impressively compact. At 4.2 x 2 x 0.51in / 106.98 x 50.82 x 13mm in size it can easily be slipped into a pocket and taken out and about. It’s very lightweight, though still feels durable thanks to its ribbed aluminum case. Unlike a traditional external hard drive, this external SSD does not feature any moving parts so it’s able to withstand the odd bump without much risk of data loss or damage. If you’re looking for an Xbox, PlayStation, or PC external storage device to take on the go, then this is easily one of the best options right now.

While the top of the drive is relatively plain, adorned with a white WD Black logo and some basic model information, its underside is home to two small RGB strips. These illuminate with an eye-catching rainbow by default, but can be further customized or disabled entirely with the WD Black Dashboard software on PC.

WD Black PC software.

(Image credit: WD Black)

The software is easy to use and there’s an impressive range of presets available, including support for Razer Chroma RGB, Asus Aura Sync, and more. It’s a fantastic suite of options for a storage device and makes it easy to find a look that perfectly matches your existing setup.

The drive connects to your system through a Type-C port with an included 11in / 300mm Type-C cable. A handy USB Type-A to Type-C adapter is also included in the box, so you don’t need to worry if you’re working with a limited number of free Type-C ports.

Console owners should be aware that, as an external storage device, this drive cannot play any PS5 or Xbox Series games installed on it. It can be used to play PS4 and Xbox One titles via backwards compatibility, however, where it performs well.

The WD Black P40 Game Drive on a colorful desk mat.

(Image credit: Future)

Seagate Game Drive for PS5: Performance

The overall performance of WD Black P40 Game Drive is significantly faster than an external hard drive, though not too remarkable compared to other external SSDs. On PS5, transferring a 90.23GB installation of Alan Wake 2 took 8 minutes and 3 seconds - less than half the time it took on the competing Seagate Game Drive for PS5. The PS4 version of Dishonored 2, which comes in at 67.21GB, was playable from the drive in just 4 minutes 23 seconds.

Hatsune Miku: Project Diva Future Tone and add-on that totalled 38.30GB transferred in 2 minutes 32 seconds. The Alone in the Dark remake, which is 30.67GB, took 2 minutes and 43 seconds. A slightly smaller PS4 game, Mirror’s Edge Catalyst, copied in an impressive 1 minute 8 seconds. Transfer time became almost negligible when it came to much smaller titles, with the 7.31GB Stray copying over in just 43 seconds and the 1.63GB Angry Birds Star Wars taking just 7 seconds.

On PC, the drive averaged a read speed of 1,048.90 MB/s and a write speed of 978.68 MB/s in a 32GB sequential test using CrystalDiskMark 8.0.5. This was on the lower end of the advertised sequel read and write speeds of up to 2,000MB/s and 1,950MB/s respectively, but did not noticeably impact performance when used to play a selection of PC games during my testing.

I did note, however, that the WD Black P40 Game Drive has a tendency to become very hot to the touch over periods of extended use. While this is unlikely to affect console users copying the odd game or two, those on PC looking to frequently transfer large files (such as video) should be aware of the potential for reduced speeds due to thermal throttling.

The RGB lighting of the WD Black P40 Game Drive.

(Image credit: Future)

Should I buy the WD Black P40 Game Drive?

Buy it if...

You want a portable external storage device
Thanks to its durable aluminum case and extremely sleek design, the WD Black P40 Game Drive is absolutely perfect for shoving in a pocket and taking out and about.

You are a PC gamer
While console users can’t take advantage of the WD Black P40 Game Drive’s speeds to play the latest games, this isn’t an issue for PC gamers. This makes it a good choice if you’re looking for a fast external drive to play games from. 

Don't buy it if...

You can make do with a hard drive
Most console players could make do with a slower external hard drive. You can save a fortune if you’re happy to spend a little longer transferring your games.

Also consider...

Want some alternatives to the WD Black P40 Game Drive? These two external hard drives are cheaper picks that are a perfect fit for consoles.

Seagate Game Drive for PS5
The Seagate Game Drive for PS5 is an excellent choice for PlayStation players. It’s compatible with PS5 and PS4 and offers larger capacities than the WD Black P40 Game Drive for much lower prices.

For more information, check out our full Seagate Game Drive for PS5 review

Toshiba Canvio Flex  
Those on Xbox or PC should consider the Toshiba Canvio Flex. This external hard drive is slower than the WD Black P40 Game Drive but comes in at a much more affordable price, particularly in its 1TB capacity.

For more information, check out our full Toshiba Canvio Flex review

The USB adapter included with the WD Black P40 Game Drive.

(Image credit: Future)

How I tested the WD Black P40 Game Drive

  • Used for one week 
  • Tested with a PS5, Xbox Series S, and PC 
  • Compared to other storage devices 

I tested the 500GB model of the WD Black P40 Game Drive for a week. During that time it became my go-to external storage device on PC, PS5, and Xbox Series S. On consoles, I transferred a range of games in order to measure the time that it would take to copy a game in an average scenario. 

On PC, I played games that were installed directly on the drive including Counter-Strike 2 and Last Epoch to see whether there were any noticeable performance issues. I also tested the drive using a range of benchmarks in CrystalDiskMark 8.0.5 and carefully evaluated the features of the compatible WD Black dashboard software. 

Read more about how we test

First reviewed August 2024.

Victrix Pro BFG for Xbox review – the best high-end Xbox controller
7:33 pm | March 22, 2024

Author: admin | Category: Computers Consoles & PC Gadgets Gaming | Comments: Off

I have a new favorite premium Xbox controller, and its name is the Victrix Pro BFG. While it’s true the PS5 version of the controller has been around for a good while now (and we loved it in our original Victrix Pro BFG review), a version of the gamepad supporting Xbox Series X, Xbox Series S and Xbox One consoles (as well as PC) is now available, too.

Fundamentally, the Xbox version of the Victrix Pro BFG is identical in all but brand-specific iconography. PlayStation shapes have been swapped with Xbox lettering, and the central home button takes the form of that familiar Xbox logo. The Xbox version of the controller keeps up all the winning combinations, but do be aware that the $179.99 / £179.99 / AU$269 price tag holds firm still. Outside of sales events, it’s a staunchly premium purchase, but it’s certainly one of the best Xbox controllers and well worth your hard-earned cash.

Design and features

Victrix Pro BFG

(Image credit: Future)

While the Victrix Pro BFG bears a similar silhouette to that of the standard Xbox Wireless Controller, it certainly looks a lot busier thanks to its front-facing textured grips, larger central buttons and triggers, and those screwed-in modules. However, this isn’t to say the controller is in any way complex or difficult to use.

Included in the box is a miniature screwdriver for use when swapping out those modules. There’s also a set of swappable thumbsticks (two extra here - one with a longer shaft and one shorter), two additional d-pads, and two analog stick gates should you prefer more precise inputs here. Also packaged are a USB-C cable for wired play, a 2.4GHz wireless dongle that works on both Xbox and PC and a carry case.

There’s also a unique fightpad module featuring a six-button layout. This is exceptional for some of the best fighting games like Street Fighter 6 or Granblue Fantasy Versus: Rising. The other two modules, affixed to the controller by default, assume the familiar Xbox layout. However, you’re free to swap these around if, say, you prefer the symmetrical stick layout found on the DualSense, for example.

From almost top to bottom, the Victrix Pro BFG has a very premium feel. Overall build quality is fantastic, and it rests comfortably in the hands thanks to those front and rear-facing textured grips. And while the stark black finish is quite understated, I’m a big fan of the purple accents and light around the Home button that certainly lends the controller some flair.

Performance and battery life

Victrix Pro BFG

(Image credit: Future)

The Victrix Pro BFG seriously delivers as a premium Xbox controller. The analog sticks feel simply sublime, and you have a good deal of control over them thanks to a tight deadzone. The d-pad and face buttons are similarly responsive, and I was especially impressed with the fightpad module’s mechanical buttons that register with an ever-so-satisfying clickiness.

I will say that by default, the rear triggers are quite sensitive, often registering inputs with just the slightest tap. This can be adjusted with the trigger locks which allow you to customize their travel distance, but it often led to me performing inputs I hadn’t intended just because my fingers rested a little too heavily on them.

Similarly, the Victrix Pro BFG doesn’t feature drift-eliminating Hall effect sticks by default. This may see you run into stick drift if you use the controller frequently enough. However, the gamepad is compatible with Hall effect sticks, and modules for this are sold separately on PDP’s website.

Battery life remains a win for the Xbox version of the Victrix Pro BFG. You’ll get roughly 20 hours on a single charge. While this is practically half of the enormous battery life found with the Xbox Elite Wireless Controller Series 2, it’s still an admirable amount and is more than made up for by the sheer quality of the controller overall.

Should I buy the Victrix Pro BFG for Xbox?

Victrix Pro BFG

(Image credit: Future)

The Victrix Pro BFG is our new favorite premium Xbox controller. The exceptional build quality, paired with intuitive swappable modules and a wealth of Pro-level features make it absolutely essential for players looking for the most robust gamepad experience they can get on Xbox hardware. 

Buy it if...

Don't buy it if...

How we tested the Victrix Pro BFG for Xbox

I spent a week with the Victrix Pro BFG, playing a range of games on both Xbox Series X and PC. I found the fightpad module to be a fantastic option for fighting games on both platforms. It’s especially great for online shooter titles, too, like PUBG Battlegrounds and Halo Infinite thanks to features like remappable buttons and customizable trigger locks.

Slave Zero X review – choose violence
8:43 pm | February 22, 2024

Author: admin | Category: Computers Consoles & PC Gadgets Gaming | Comments: Off
Review info

Platform reviewed: PC
Available on: PlayStation 5, Xbox Series X|S, Nintendo Switch, and PC
Release date: February 21, 2024

Blood, guts, and grime cover the streets in the dystopian world of the new 2.5D action game from Poppy Works, Slave Zero X. Taking place in the Megacity S1-9, this metropolis has succumbed to the tyrannical rule of the Sovereign Khan (SovKhan) with poverty and death rife in the streets. You play as Shou, a freedom fighter and member of The Guardians, who puts his life on the line to take down the unjust rulers.

Slave Zero X takes place four years before the events of the 1999 game Slave Zero, where we see a similar struggle for power take place as the protagonist steals the most sophisticated biomechanical weapon in existence and uses it to win a brutal civil war. The premise is very similar in Slave Zero X as Shou, a revolutionary, merges with a stolen Slave unit prototype (a biomecha weapon) to take the fight to the ruling class and start his journey to killing a false god and his top followers. 

Traversing the world of S1-9 is thrilling. You’ll find bad guys and grunts lying in wait for you around every corner as you progress through the various layers of this dingy city in your pursuit of the five commanders and the Sovereign Khan. There are holy communes, dimly lit streets, and even fights atop speeding trains for you to experience and - hopefully - survive. 

The atmosphere in Slave Zero X is incredibly cool. The 90s-style sprites and visuals, coupled with an advanced lighting system and stylized 3D environments, opens up the abandoned city streets as you watch the world shift on its axis when you turn corners.  

Taking matters into your own hands 

Shou fighting an enemy

(Image credit: Ziggurat Interactive)

Sweeping through enemies masked as a red devil armed with a simple sword and explosive attacks is great fun as long as you can get a grip on timing and combo attacks. Slave Zero X is best experienced with a controller, but as I was playing on PC and my controller was in the other room, I decided to give the keyboard a go. It quickly became clear that using a keyboard can be finicky if you don’t put some serious elbow grease into rebinding keys, however, so if you do have a controller on hand, it’s best to stick with that. 

After rebinding every key and doing a couple of practice runs to make sure everything was working as it should, I took to the streets of S1-9. At first, juggling the hordes of grunts that blocked your path every couple of seconds was quite tricky. Luckily, after plenty of trial and error, I finally managed to master the timing needed to keep these bad guys airborne almost permanently, juggling them until they were no more. Using these new skills alongside dashes and wall jumps meant that most encounters ended with me as the victor. 

The shifting axis of the 2.5D world can also be used to your advantage during fights; as the world turns, you have a bit more space, meaning you can handle more enemies at once. You can use the shifting axis to your advantage when climbing towering apartment buildings or navigating derelict railroads. 

Best bit

Shou fighting enemies

(Image credit: Ziggurat Interactive)

Maneuvering through buildings and fighting against enemies while being hunted down by a boss and dodging her sniper rifle’s scope, which always pulls towards your location like a magnet, was incredibly thrilling.  

The various kinds of enemy soldiers and morbidly deformed grunts that you encounter on your journey have a great variety of skills that keep most fights interesting. Some perish in a single hit and do very little damage, while others wield fiery spears dealing damage from afar or occupy armored mech suits that can grab and throw you to the ground. 

These enemies are fun in bite-sized chunks; however, there are a few times, usually before you take on a mini-boss, in which you find yourself swarmed by them. At these moments, it felt almost impossible to locate yourself among the hordes of bad guys, let alone fight back. There were also times in which I got stuck in a cycle of pain as bombs from above, long-distance enemies, and close-combat soldiers attacked me in specific instances, preventing me from getting even one hit in. These fights get old quickly, and it’s something that happens often.

On the other hand, the one-on-one encounters with the bosses and the ultimate villain were surprisingly digestible. You probably won’t beat every one of them on your first go. However, it does mean that after some engaging practice runs and a little self-reflection, you can prevail against the immoral followers of the SovKhan. 

One of the said followers, Uriel, was an interesting foe to go up against as you have to destroy infusers and kill off grotesque creatures with enlarged limbs and bulbous sacks of fluid that attack you. Once the final infuser is broken, you must run from a mutated Uriel traversing difficult terrain and killing off smaller enemies on your way. It was a nice change from the usual one-on-one fights in Slave X Zero.  

A tough ride 

Shou screaming as enemies fall

(Image credit: Ziggurat Interactive)

Slave Zero X is not for the faint of heart, often demanding pinpoint accuracy, perfect timing, and the patience to replay fights over and over again. There were a couple of encounters with bosses, which did catch me off-guard. Enyo Beloved by the Bullet and Wuguan were both challenging adversaries to go up against, thanks to their rapid attacks and the constant need to stay out of reach during much of the fight. 

Accessibility features

Slave Zero X accessibility screenshot

(Image credit: Ziggurat Interactive)

There are a few accessibility features in Slave Zero X, such as turning on/off screen shake, violence, flashing effects, or changing the background color of subtitles. 

If you manage to make it all the way through, even past the impossibly fast and violent Atavaka The Final Triumph, then you'll be up against the final god-defying boss. It will require you to use everything you’ve learned. This could be perfect dashes, restraint so you have time to dodge incoming attacks, or the ability to juggle your enemy so you can get enough hits in before they get back up and take their own turn dishing out attacks. 

Slave Zero X also boasts a fantastic soundtrack that beautifully pairs 90s-inspired drum and bass music with the bloody retro aesthetic. It makes sweeping through the SovKhan’s soldiers even more thrilling. 

Coupled with the fantastic art style and cool 2.5D world, there’s plenty to enjoy here. It's just a shame that the crowded and ruthless group fights and the unforgiving boss battles make getting through Slave Zero X a bit of a slog occasionally.  

If you’re looking for more excellent games, be sure to check out the best roguelike games as well as the best indie games available to play right now. 

Pacific Drive review – Tokyo drift up in this rift
6:01 pm | February 20, 2024

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

Platform reviewed: PC
Available on: PC and PlayStation 5
Release date: February 22, 2024 

Driving through the wilds of the Olympic Exclusion Zone in Ironwood Studios’ newest survival game, Pacific Drive, can be a peaceful and beautiful experience. But when it rains, it pours, and the once tranquil pine forests can quickly shift to a chaotic hellscape.

Being aware of everything that poses a threat to you and your vehicle can be overwhelming at first; there are Angry Abductors. They can fly up to you, hook onto your car, and lead you astray. There are also Bolt Bunnies, small balls of scrap and flowing electricity that hop around and can latch onto and damage your car. 

Thanks to these threats, you'll want to make sure you open a gateway - a rift that'll lead you out of the Exclusion Zone to the safety of Oppy’s Garage, your base of operations.

There’s a radius when it comes to gateway exits, meaning you can’t open one when you’re already right next to one of these points. However, if you’re smart, you’ll place yourself right at the edge of said radius to give yourself the best chance to make it to the exit. Or, you can do what I did, which is panic when an Angry Abductor drags you off into the woods, scream a bit, and then open a gateway when you're on the other side of the map; the choice is yours. 

Pillar of light seen from inside a car

(Image credit: Kepler Interactive)

There are no take-backsies in Pacific Drive when it comes to opening a gateway, as, once activated, it will bring forth an instability that will slowly close in a radius around the gateway, destroying everything that's caught up in it (similar to the Storm in Fortnite). This feature meant that I wasn’t just racing against the anomalies that were trying to obstruct me, but I was also racing a killer atmosphere that moved way faster than me. 

Using the standard engine, only capable of a maximum of 45mph (miles per hour), with some Summer tires, which have never graced a dirt road, much less the side of a cliff, I drove in a straight line over rocks and through woods, screaming “zero to 60!” as I slowly deforested half the map, all while trying my best to escape the oncoming wave of instability and destruction. 

Against all the odds, I made it to the gateway and back to the safety of Oppy’s Garage with two doors, three flat tires, and a lesson well learned. All that was left now was to fix up my station wagon and head back into the zone, whether that be to explore the mysterious Mid-Zone location or simply collect more parts and scrap to help fix up my car. 

A bit of a fixer-upper

Garage workshop

(Image credit: Kepler Interactive)

Generally, I’ve never understood the appeal of cars. I get the premise of how getting from A to B quickly is helpful, but people obsessing over fixing up old cars or religiously switching out components always felt alien to me. However, thanks to the crafting and upgrading systems in Pacific Drive, I finally get it - I’m now a car person, which may mean I have to finally start watching Top Gear

Initially, I went into Pacific Drive looking forward to the thrilling action sequences, beautiful landscapes of golden fields of wheat and mountainous pine forests, and intriguing stories. To me, the car seemed incidental - a mere way of getting to those vistas, stories, and action setpieces. However, to my surprise, I spent a significant chunk of time sitting in Oppy’s Garage, changing out car parts, building new additions for the station wagon, and fixing issues with the car at the Tinker Station, a workshop found in the garage. 

As a resident of the Olympic Exclusion Zone and researcher of all things anomalous, Oppy gives you one of her many garages to use as a home base. Here, you have everything you possibly need to make your time in the Zone easier.

Best bit

Car in a garage

(Image credit: Kepler Interactive)

Completing my first clean run in The Olympic Exclusion Zone with no close calls. Coming out with a tank full of gas and a ton of supplies made me feel like a real professional.  

There’s the trusty workbench, which allows you to craft various car parts like doors, lights, health kits for yourself, additional storage, and much more. You also have access to the highly coveted Fabrication Station, which players can use to unlock upgrades to their car like offroad tires, lead-lined or steel doors and panels, and side or roof racks for even more storage. In order to unlock these upgrades, you’ll just need resources found in the Zone and some information on the strange anomalies that traverse it. You can do this by walking up to said anomalies and scanning them; just try to keep a safe distance. 

One of my favorite tools is the Tinker Station. At first, I didn’t pay this much attention; however, after losing three doors to the Zone, I found myself having to give the station a try since, every time I shifted my vehicle into park, it would open the front right door. I decided to try and come up with a fix. 

Once accessed, the Tinker Station will show you a diagnosis screen, allowing you to enter any problem in the form of what you are doing and what the causes are. For example, if you were in my shoes, you might declare that putting your gearshift in park causes the front right door to open. If you manage to put in the correct diagnosis, then the Tinker Station will provide you with a fix. Usually, you need a mechanics kit in your inventory to complete said repair, but if you don’t have one, you can always craft it at the workbench.

The Tinker Station is tremendous and added a puzzling twist to making repairs on my car. I subsequently used it to fix my horn honking every time I shut the trunk of my car, a problem that was slowly driving me off the deep end during my expeditions in the Zone. 

The gift that keeps on driven

Foggy green forest

(Image credit: Kepler Interactive)
Accessibility features

Pacific Drive accessibility features

(Image credit: Kepler Interactive)

Pacific Drive has an impressive range of accessibility features. There are various motion sensitivity options, such as reducing flickering visuals or an in-car assistive camera, as well as three color deficiency modes (Deuteranope, Protanope, Tritanope) and a brighter nights option, which makes a world of difference when driving through the nighttime. There’s plenty of flexibility and customization here, so the game can easily be tailored to specific needs and preferences.

Pacific Drive can really be what you want it to be. There are options to turn off damage, the need to refill fuel, and the penalty of losing most items in your storage if you die while traveling through the Zone. There’s no hard and fast rule as to how you’re meant to experience this survival game, making it accessible to a wide range of players. Whether you want an unforgiving experience that punishes you for pushing your station wagon too far, or if you just want to have a fun time exploring the zone and upgrading your car, you’ll find plenty of mileage here.

These options can go a long way to offsetting the at-times overwhelming experience of surviving in the Zone. If all the lightning strikes, thick fog, or relentless damage gets too much, you can easily switch up the experience without taking away from the gripping struggles of finding enough resources or the thrilling nature of navigating the strange anomalies. 

Pacific Drive is easily one of the best survival games out there now; with so much to love, explore, and probably die from, there’s never a dull moment and always something to discover.

For more thrilling games that you can play right now, check out the best horror games and the best story games

Mario vs. Donkey Kong review: can we skip to the good part?
4:02 pm | February 14, 2024

Author: admin | Category: Computers Consoles & PC Gadgets Gaming Nintendo | Tags: | Comments: Off
Review info

Platform reviewed: Nintendo Switch
Available on: Nintendo Switch
Release date:
February 16, 2024

Mario vs. Donkey Kong is full of charm and head-scratching puzzles that are oh-so-satisfying to solve, but it struggles to cement itself as a must-play Nintendo Switch release. Nintendo’s latest puzzle-platformer is an expanded remake of the Game Boy Advance title which was released back in 2004, and, while it certainly looks much brighter for a fresh coat of paint (and significantly more pixels to play with), frustrations and clunkiness hold it back from reaching its full potential. 

The short-but-sweet puzzler has a simple premise. Donkey Kong becomes enamored with Mini Marios - cute, seemingly sentient wind-up toys based on everyone’s favorite red-hatted plumber - and, in a fit of desperation, ends up breaking into the toy production factory to take the lot for himself. Mario, set on getting his own in-universe merch back on the shelves, embarks on a chase to catch Donkey Kong and take the Mini Marios back from him. God forbid a gorilla have hobbies, I suppose. 

The opening cutscenes depicting all this look fantastic on the Nintendo Switch OLED model, with gorgeous colors and details (such as Donkey Kong’s soft fur texture) that make me genuinely want to see some kind of short animated series created in the same style. While not quite as spectacular, the in-game visuals are also delightful, and with smooth, reorchestrated music to seal the deal, the entire package looks and sounds significantly more polished than ever before.

Big brain moments

Mario vs. Donkey Kong jungle level.

(Image credit: Nintendo)

At the heart of Mario vs. Donkey Kong is its puzzle-platforming action, which consists of a series of bite-size levels to navigate Mario through, with the goal generally being to collect three presents (collectibles) and a Mini Mario from each. Players are introduced to a wide variety of different elements - from colored switches which activate certain platforms, to climbable ropes, throwable springs, and more - all of which you’ll have to master to ‘perfect’ each level.

Best bit

Mario leading a group of Mini Mario toys in a Mario vs. Donkey Kong level.

(Image credit: Nintendo / Future)

Levels where players lead a troop of Mini Marios into a toy box before taking on a boss fight were my personal favorite, largely because they add some variety to the puzzling action which can, at times, feel samey. The lil’ fellas also make really cute noises, which adds to their charm. 

The way these elements work in tandem is a joy - there’s little more rewarding than working out innovative ways to utilize all the different tools on offer to progress, especially when the solution is not immediately obvious. At the same time, it doesn’t feel like every puzzle has a set method that you have to follow to grab all the presents and get to the goal. Mario is equipped with some particularly nimble special moves, including a backflip, handstand, and handstand jump, which can be executed to launch him to taller platforms and collectibles. Bouncing around in this way feels brilliant, and just about offsets the fact that Mario’s regular jump is much less impressive than usual in this game. 

These regular puzzles are broken up into a handful of slightly different levels. You can expect to take on shorter challenges to chase down a key to unlock a chest full of 1-Ups, boss fights against Donkey Kong (which involve throwing objects at him repeatedly), and also stages in which you have to lead a line of Mini Marios safely into a toy box. These add some much-needed novelty to the overall experience, and I really wish that Mario vs. Donkey Kong leaned more into this variety.

Trials and tribulations 

A Fire Mountain level in Mario vs. Donkey Kong.

(Image credit: Nintendo)

Unfortunately, despite the game’s relatively short runtime (I perfected every level in around 11 hours), things take far longer than you’d hope to become challenging enough to be interesting. Most of my first five hours with the game felt like a drag. Of course, some level of difficulty curve is to be expected, and I’m sure no one would expect the stages to be extremely challenging from the get-go. However, this was the case throughout the majority of the game’s initial worlds - I was only really hooked on it once I unlocked the extra ‘plus’ worlds, which are only available after a significant number of levels are completed.

Even though the early puzzles weren’t particularly mind-boggling, you can still expect to lose your fair share of lives on them just due to the general clunkiness of the game. Players are taught early on that they can pick up and throw enemies around to use as extra platforms and knock other foes off the screen entirely. To do this, you’ve first got to jump on top of their heads, which is very simple in theory, but, in practice, this isn’t always the case. 

A combination of Mario’s generally heavy feel in this game (his regular jump doesn’t go nearly as high as it does in the regular platforming games) and awkward enemy hitboxes mean that, at some point or another, you’re very likely going to end up taking damage from them when it appears you were perfectly lined up to land safely on their head. I noticed this was particularly prevalent with the explosive Bob-ombs. Perhaps it’s their rounded shape, but it seems far easier than it should be to catch your foot on the corner of them and, assuming that you’re playing on the ‘classic’ difficulty mode, be forced to restart the entire level as a result. 

Diamonds in the rough

A Merry Mini-Land level in Mario vs. Donkey Kong.

(Image credit: Nintendo / Future)

Levels typically aren’t long, so losing lives in this way will never set you back too far. However, the frustration comes from knowing exactly what you need to do to complete the level, yet still being made to redo it all because the controls and mechanics let you down. The game’s emphasis is placed on puzzles rather than platforming, meaning you’re never really meant to pull off any particularly difficult jumps. However, it feels that poor execution in this area bloats out the whole experience with annoyance. 

If you’re able to push through these grievances, however, there’s still plenty to enjoy. There are two new world themes to enjoy that weren’t included in the original GBA version - the amusement park-themed Merry Mini-Land, and the icy Slippery Summit. Both of these also have additional ‘plus’ versions, adding a generous handful of new levels that are totally fresh. 

Accessibility features

Other than the choice of two difficulty modes which can be switched between whenever you want, there are no dedicated accessibility features in Mario vs. Donkey Kong, nor are there any options to change the game’s controls from the default settings. 

The easier ‘casual’ difficulty setting allows you to take five extra hits from hazards like enemies or spikes before you lose a life, and utilize additional checkpoints in levels to respawn from when you do take damage. Casual mode also turns off the time limit for each level entirely.

As well as two-player local co-op, which changes levels up slightly and offers an alternative way to play, you’re able to unlock a Time Attack mode, which challenges you to beat everything as fast as you possibly can. Doing so will earn you a shiny medal on the level’s icon on the menu. It may be a relatively small incentive, but it certainly helps add a bit more replayability, since there’s otherwise little point in diving straight back in as you already know all the puzzle solutions. 

All in all, Mario vs. Donkey Kong is a mixed bag. Once the extra ‘plus’ worlds were unlocked, I couldn’t put the game down, but the thanks to the boredom I’d faced up to that point as well; as the hitbox-related frustrations, perfecting every level didn’t come with the sense of fulfillment I’d hoped for. There’s plenty of fun to be had here, no doubt, but it’s perhaps best enjoyed in smaller chunks, and only for those who have the patience to retrace their steps even when they feel they shouldn’t need to.

Looking for more games to play? You can find some excellent recommendations on our list of the best Nintendo Switch games. You can also check out what’s releasing soon with our roundup of upcoming Switch games. 

Ultros review – reap what you sow
11:02 am | February 12, 2024

Author: admin | Category: Computers Consoles & PC Gadgets Gaming | Comments: Off
Review info

Platform reviewed: PlayStation 5
Available on: PlayStation 5, PlayStation 4, PC
Release date: February 13, 2024 

In some faraway sector of the cosmos lies a strange spaceship, emanating colorful clouds of light and encircled by projections of swimming fish. There is a mystery surrounding this odd relic, and your job in the bright metroidvania game of Ultros, developed by Hadoque, is to uncover it and find a way out of the beautiful cycle in which the ship has you and all its inhabitants trapped. 

After crash landing onto this strange ship, you soon find out that it isn’t really a ship but a giant cosmic uterus named The Sarcophagus that is holding an ancient, demonic being known as ULTROS. The only way to prevent this evil being from being unleashed on the universe is to relive a cycle over and over again, each time killing off one of the slumbering ancient beings that are found in The Sarcophagus, which gives the demon power. 

Inside the spacecraft, you’ll find a vibrant ecosystem home to various strange beasts and flora. You can harvest fruit that is scattered around the multiple levels of the ship and use it to replenish health and acquire new skills. You’ll also come across various kinds of seeds that you can plant in fertile patches across the map. These will provide more food to consume and can give you a helping hand in all kinds of ways. For example, during my time navigating the maze-like levels in Ultros, I have found myself using berries to remove walls of mechanical cogs and give me a platform to access higher levels. Both are incredibly useful means to unlock new areas of the map to explore. 

It’ll take you quite a while to explore everything Ultros has to offer with its expansive levels and sprawling tunnels - many of which hide secrets; there’s always more to find and plenty to do in this metroidvania. There are also distinctive sections that vary slightly in their appearance. For example, there’s the Geggamoja Refinery, which is full of sharp spinning blades, rivers of orange liquid, and industrial architecture. Then, there’s the Temple of Motherhood, which resembles a peaceful garden full of maternal statues and ancient relics. 

Exploring everything that lies in Ultros is a joy; the art style is breathtaking, and the map design encourages you to make your own way around the ship, completing the main story and finding plenty of hidden secrets as you go.

Food or foe 

Character fighting a massive creature

(Image credit: Kepler Interactive)

While it is lovely to wander around the levels in Ultros, it isn’t always easy. Almost every room is home to some kind of creature, and at the end of the day, these beasts are wild animals, so taming them isn’t simple. But killing them isn’t always the only way forward. 

Equipped with only a small hunting blade, the ‘Unrest Tanto’, you have only a few ways to defend yourself. Early on, you are taught the basics of quick and heavy attacks, as well as how to dodge and strike in a combo move; these basics will see you through most of the fights. However, you can also access new combos like ground-pounds or jump kicks via the game’s skill web. Luckily, the controls are smooth and easy to master. 

Best Bit

a conversation between two main characters

(Image credit: Kepler Interactive)

The lady in red, a huntress known as Vasa, is an integral part of you honing your abilities as a player. It took longer than I’d like to admit to defeat her, but once I did, I was proud of myself. 

Oftentimes, it's easy to ignore using combo attacks in games, opting for button mashing as a substitute. But, instead of allowing players to take the easy way out, Ultros encourages combos for the sake of the animals that you kill. Killing creatures with the same attack over and over will poison them, making their death more painful. But if you can mix up your attacks using different combos, it will prevent the creature from becoming poisoned.

Sometimes, you are forced to kill animals to progress to the next room, to attain food and health, or just because if you let them be, they’ll kill you. The deeper you venture into Ultros, the more aggressive and powerful the creatures become. This also means that some of the weaker animals at the first stages become less of a threat, so you can leave them be. There’s even a skill you can acquire that masks your scent, meaning you can pass through hordes of low-level creatures unnoticed unless you begin attacking them.

Most of the creatures in Ultros aren’t too dangerous to handle; however, before you can enter the chamber of a sleeping ancient, the beings that power Ultos, you’ll have to defeat an enraged beast. These act like bosses in Ultros and boast their own special abilities. They'll often require new skills to be defeated. Maybe you’ll have to master quick and successive combo attacks, dodge incoming projectiles, or simply climb on the beast's back to access a weak point. Every time I encountered one of these animals, it took me a couple of body hits to figure out which patterns and strategies I could use to get the kill. After doing this, defeating the beasts became relatively straightforward.  

The moral of the story 

Character with red eyes

(Image credit: Kepler Interactive)

It’s easy to see the overarching theme of environmentalism in Ultros. Be it the respect that each creature demands or the fact that players are encouraged to sow seeds and not just take and devour resources, you can’t help but feel like you’re working with the ecosystem rather than against it. 

Accessibility features

accesibility features

(Image credit: Kepler Interactive)

Developer Hadoque has ensured Ultros has a fantastic range of accessibility features. There are ways to blur the background or decrease the saturation of the vivid and bright colors, making it easier to focus on the character. There is also an option to change the subtitle font from cursive. 

Ultros isn’t without fault. One of the tools you access towards the beginning of the game is an extractor. This item gives you the power to double jump and can have extensions added to it, which will help you traverse The Sarcophagus, whether that be cutting down plants or propelling you through the air. Unfortunately, the extractors felt finicky to use at times, especially when using a controller. 

Some of the fights also felt relatively simple thanks to the heavy reliance on a small number of set pieces, which became predictable. However, it is still a fantastic metroidvania and a real credit to the imagination of the developers at Hadoque. 

My time in Ultros was thrilling; it was immensely enjoyable to immerse myself in this mysterious and psychedelic world. Even after spending hours exploring The Sarcophagus, I’m ready to head back in, knowing that in some long-lost corner of the map, I’ve left a rock unturned.

For more games that will test your abilities, check out the best roguelike games and the best FPS games

Suicide Squad: Kill The Justice League review – friendship isn’t so magic
6:24 pm | February 6, 2024

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

Platform reviewed: PS5
Available on:
PS5, Xbox Series X|S, PC
Release date:
February 2, 2024

Suicide Squad: Kill The Justice League has a confusing opening. The superhero shooter’s tutorial starts you in medias res, leaping around with a full suite of abilities. It’s disorientating, and I found myself wondering if I’d accidentally been thrown further into the game by some sort of glitch. 

Finish that tutorial, which gives you the basics on how each character controls as you guide them through the half-destroyed city of Metropolis, and you’ll be sent back to the actual start of the game, with your antiheroes stuck in prison and recruited for a secret mission. Brainiac has taken control of Metropolis, and you guys are the advance team, set to pave the way for a shadowy government agency to roll in and save the day. 

The kicker? Brainiac has subverted the Justice League itself. And your collection of unpowered dweebs is going to have to go toe to toe with the biggest and best in the DC Comics universe to try and survive.

What follows is several hours of live service nonsense, punctuated with flashes of brilliance that don’t quite justify the investment. The end result is that Suicide Squad: Kill The Justice League is a dissatisfying experience, but, not to get too “release the Ayer cut” about it, will also make you wish that developer Rocksteady Studios had just been able to make the game they clearly wanted to make, rather than the slightly messy game that exists.  

Jumping the (King) Shark 

King shark in a hovercraft

(Image credit: Warner Bros. Interactive )

The primary problem with Suicide Squad: Kill The Justice League is that most of the time is spent in an undercooked but overstimulating open world. At several points while playing co-op with another player, neither of us was entirely sure whether what we were doing was a main mission, a side activity, or just battling some of the Brainiac’s uninspiring purple minions hanging out in the open world.

The shooting itself is fine, but if you’re playing any character that isn’t my beloved King Shark, movement feels frustrating. Every character that isn’t King Shark also has a tiny health pool too, making the chaotic fights that much harder to survive.

Best Bit

Suicide Squad standing together

(Image credit: Warner Bros. Interactive )

Your first encounter with Batman plays out like a horror segment. Each of your characters gets picked off one by one as Batman strikes from the shadows or tricks you. If this is how all of the criminals feel when they encounter The Dark Knight, I’m pro-crime now, poor guys.  

The problem is that every character genuinely is completely different: the four heroes lift a collection of gadgets from the Justice League’s Hall of Justice headquarters in the prologue giving them different travel abilities. Harley can swing around using Batman’s suite of traversal tools, Captain Boomerang can teleport using some knockoff Flash tech, Deadshot has a jetpack and King Shark can… just jump really high. However, he can jump higher than the man with a literal jetpack, travel further than the person who can teleport, and just all around he has a much easier time getting from place to place than the other characters. 

The characters also have their own strengths and weaknesses. Deadshot is a marksman, King Shark is happy leathering people with a pair of giant cleavers and a shotgun. There’s some variance in the game’s loot which is doled out after each mission and, like everything else in the game, is full to bursting with numbers that will overwhelm most players. However, there’s a good chance you’ll find a weapon class that works for you and just plug away with that.  

In the storyline the characters also feel well-sketched out. King Shark gets a lot of the best lines, channeling James Gunn’s The Suicide Squad movie and just being wonderfully earnest even as the entire DC universe comes apart around him. The rest of the characters also get great lines (an early moment where Amanda Waller, wonderfully portrayed by Debra Wilson, declares that she’s the daddy now should get a Golden Joystick of some description), and the moment-to-moment beats are genuinely excellent, even if I’m not really into the rest of the story. 

In blackest night 

King Shark standing next to frozen people

(Image credit: Warner Bros. Interactive )

I wince a little at the somewhat complicated canon, as Rocksteady and Warner Bros. have both been clear that Suicide Squad: Kill The Justice League sits within the timeline established by Arkham Asylum and its sequels. This means that the Batman lots of us bought into in those games is the same Batman that’s here massacring the innocent people of Metropolis. It’s a bold choice, but one that leaves me feeling a little uneasy. I wouldn’t be surprised if a late story addition introduced as part of the game’s live service roadmap rolls things back a bit, but I also recognize it’s just that I liked the Arkham games so much it’s a shame to watch them do Batman dirty like this. 

Accessibility features

Accessibility features for suicide squad kill the justice league

(Image credit: Warner Bros. Interactive )

There’s a host of different controller options that include sensitivity adjustments, aim assists, input settings to allow you to auto-run, toggle aiming, and other tweaks. Three colour blind options and a custom option for you to tweak colours as you see fit and options to alter fullscreen effects make this a fairly comprehensive package on the graphics side, while detailed audio sliders allow you to alter things there too. Subtitles can be adjusted and there are text-to-speech options, too.  

This is just me being a bit squeamish of characters that I have some affection for though, because this is the sort of superheroic deconstruction that we’ve seen with The Boys and even unsuccessfully in Jupiter’s Legacy Ascending. Here it’s done fairly well and the tentpole moments sing. An early encounter with Batman is legitimately terrifying, while seeing a lot of the heroes descend into unhinged madness is a treat with some inventive use of powers. However, outside of these moments, the game is done a disservice by the need to have a big open world filled with things to do. It feels like there are two different games squabbling here: the tightly scripted Suicide Squad; and the open-world live service Suicide Squad, and a lot of the friction comes from the games crashing into each other awkwardly. 

You’re dragged from a tense situation where you try to remove the bombs jabbed into your neck and chucked into a quick section where you pilot a flying car around to try and blow up some of Brainiac’s crystals or something. Suicide Squad: Kill The Justice League is consistently overwhelming, whether that’s the on screen UI, the loot you’re constantly faffing with or the byzantine skill trees. 

It’s exhausting and hard to recommend when the flashes of brilliance in the game are so well obscured by everything else. So, in a way Suicide Squad: Kill The Justice League’s disjointed opening is emblematic of the whole game: an overstimulating exercise in confusion that has solid ideas you’ll have to dive deep to find. Unfortunately, I’m not sure it’s worth the trouble.  

If you're still searching for some thrilling games, check out the best multiplayer PC games as well as the best FPS games, which are available to play now. 

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