Rise Of The Ronin Review – Long-Term Investment

If someone tells me a game takes several hours to “get good,” my immediate feeling is that I will never play that game. Who has hours to waste waiting for the good part of anything when there are so many other games to play? But my opinion of Rise of the Ronin changed drastically over the course of my 50 hours of playtime–in the first five or 10 hours, I didn’t really like it. By the end, I was planning to dive back in to clear out side quests and replay key moments to see how the story might change. It’s a game that takes its time getting good, but once it finds its footing in samurai-sword duels and character-focused missions, your investment pays off.

The thing that turned the tide for me is the way Rise of the Ronin focuses on telling small, character-driven stories that weave together into a large, history-shaping narrative. The entire game is built on its “Bond” system, where doing side quests big and small builds your relationships with everyone, from the different provinces of Ronin’s massive open-world Japan, to the many characters you meet throughout the course of the game.

Though the Bond system isn’t particularly different from building up faction reputation, liberating map segments, or growing relationship stats with characters like you might see in other games, the focus on investing in all those things and people is illustrative of Team Ninja’s approach to the entire game. Your personal connection to everything in Rise of the Ronin is what makes it work, and the reason it’s worth it to power through its learning curve and less remarkable opening hours.

Rise of the Ronin puts you into the role of a samurai trained alongside another warrior from childhood to be an unstoppable, sword-wielding fighting duo for a group called the Veiled Edge. It’s the 1860s and Japan is opening itself to foreign powers, including the United States and England, creating political strife. On a mission to assassinate a powerful American, your “blade twin” sacrifices themselves so you can escape. Soon after, the rest of the Veiled Edge is wiped out for rebelling against Japan’s government, the shogunate. You set out alone, a ronin warrior without a clan, but soon discover your blade twin is rumored to have survived. What ensues is a lot of politics, intrigue, and adventure.

With no clan to serve, you essentially become a sword for hire and lots of people want your help, which you exchange for leads in finding your blade twin. The main part of Rise of the Ronin’s gameplay is stealthily sneaking up on enemies to assassinate them, and fighting duels. Combat has a similar fast-paced feel to games like Sekiro: Shadows Die Twice and Ghost of Tsushima, with an emphasis on parrying enemies at the right moment and using different fighting styles to counter your opponents. Fights are frenetic, but for that early portion, they’re also frustrating thanks to a combination of weird controls and enemies who will often deploy intense, overwhelming force against you.

Rise of the Ronin

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You and every fighter you come across have both a health bar and a Ki gauge, which is akin to a stamina meter. Ki powers every blow, dodge, and block, and if you run out of Ki and are struck while blocking, you’ll be dazed for a few seconds, opening you up to more punishment. Your goal in every fight–especially with tougher opponents–is to strike blows while parrying their attacks, breaking their rhythm and whittling down their Ki to stagger them. When staggered, most normal enemies can be executed, while tougher foes and bosses take a big hit, then get their Ki back to go another round. It sounds pretty standard, especially with the ubiquity of Souls-likes and similar styles of swordplay focused on parrying, stamina, and breaking an enemy’s posture. Rise of the Ronin has its own take on the approach, though, and it took me a while to build up the skill to actually enjoy it.

The main two elements of sword fights are Martial attacks, which are powerful special moves, and Countersparks, which are flowery parry moves. Like Sekiro and its posture system, your main goal in Rise of the Ronin is to parry enemy blows until you can stagger them. But Countersparks are kind of weird, especially at first. They’re not just straight parries; they’re fast, short-range attacks with their own forward momentum. Missing the timing on a parry usually means you still hit the opponent and the opponent hits you, but there are plenty of times when a Counterspark can move you past the enemy altogether. It creates a strange flow to your fight movements that takes a lot of getting used to.

Rise of the Ronin borrows a bit from Souls-like combat in that enemies will sometimes power through your strikes with their own attack animations, so you need to recognize when to attack and when to hold back. Yet Ronin wants fights to be fast and aggressive, so if you Counterspark certain attacks, you’ll knock the enemy off-balance and open up a brief counter-strike opportunity. This also creates an unusual rhythm–you can Counterspark most of a combo chain from an enemy to no benefit, because the only attack that truly matters for parrying is the last or strongest in the chain. That means your strategy should actually be to safely block your way through a series of attacks, and Counterspark only the final move.

That requirement makes Countersparks unintuitive because the urge to parry has to be strategically resisted. Sometimes you can skillfully parry a bunch of moves in a row and wind up being punished for it anyway; other times, you may be rewarded just for hammering the button against a tough opponent. Mostly, though, you’re spending the first few battles against any tough enemy trying to figure out when the correct time to parry is and getting demolished by quick, relentless strikes in the meantime. It’s not a bad parry system–I came to enjoy Rise of the Ronin’s approach quite a bit once I understood how it worked and could start to read its enemies and their attacks–but the extra motion and timing are at odds with similar games, so you’ll have to unlearn a few things to acclimate yourself.

Enemy Martial attacks are marked by a red glow that indicates you can’t just block them like you can with normal strikes. That means you have to avoid them with a well-timed dodge, or knock them down with a perfectly timed Counterspark for big Ki damage. You have Martial attacks of your own that are great as counterattacks when you successfully knock an enemy off-balance, but they’re not unblockable like enemy ones are and cost extra Ki to execute.

Martial attacks are cool additions to your repertoire, but in enemy hands, they add to the learning curve and pile on some frustration in the early game, as fighting in Rise of the Ronin is usually very fast. You’ll often get hit with a series of attacks you have to block your way through, taking a ton of damage to your Ki, only to get blasted by a devastating Martial attack that cuts your defenses and hurts you even more. Then you get staggered, leaving you open to further walloping, or knocked off your feet and subject to a standing-up animation that lasts just long enough for the enemy to lay into you again with no defenses. One screw-up can lead to a beatdown that’s tough to recover from.

Especially early on, this combat pacing is annoyingly brutal–one particular early boss fight had a massive difficulty spike that held me up for a couple hours. For a game that easily lasts more than 50 hours and has a similar fight at the end of every single mission, being stuck on the same boss for that long was grueling. Fortunately, Rise of the Ronin lets you change the difficulty whenever you want, so you can drop to its easier mode if a fight is giving you trouble, then increase the challenge once you’re over the hump.

It was only later that I started to appreciate the combat system’s combination of elements. That includes the timing of Countersparks, as well as things like the ability to change your fighting style on the fly once you’ve learned new ones. When you approach an enemy, an icon will appear next to their name that indicates both how tough a fight they’ll be and whether their fighting style is strong or weak to your own. You can have two main weapons equipped at any time–which include katanas, odachis, European-style sabers and greatswords, and spears–and three styles for each one, which can be quickly swapped to deal with just about any opponent. Picking the right style to deal with an enemy greatly enhances the effectiveness of your Counterspark, so once I got the hang of parrying and using the right styles and weapons for certain enemies, battles started to click, becoming intense, hard-fought duels that also made me feel like a legendary swordsman.

Rise of the Ronin

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Against the toughest of enemies, it also pays to make use of your allies. You’ll meander through the open world alone, but just about every major story mission or side quest is an instanced level where you have one or two computer-controlled allies backing you up, playing into the Twin Blade concept. You can play cooperatively with other humans in the place of AI buddies, but when you play alone, you’re able to swap between characters on the fly. The AI characters all have their own styles and moves that you can learn and take advantage of, but the best part is the way they enable you to overwhelm an enemy, quickly swapping around to get behind their guard and take advantage of their divided attention. It’s another aspect that takes a while to get good at using, but which sets apart Rise of the Ronin’s combat and makes it intense and chaotic in a good way–most of the time.

What makes fighting a bit wonky is Rise of the Ronin’s control scheme, which is convoluted and unintuitive. Blocking attacks is done by holding the left bumper, but parrying is done with the triangle button. The separation of your defensive moves requires specific training for your brain: Hold this button for this kind of attack, tap this other button for another kind, but mix the two together as well. It’s enough to jumble you up until you’ve spent time getting used to this specific approach.

The same is true of the swapping controls, which require various bumper holds combined with control stick movements or d-pad presses. Changing between loadout items, like healing pills and status-removing salves, is done while holding the left bumper, and so is swapping between characters. Holding the right bumper, on the other hand, lets you change your main weapons, your sub-weapons (like pistols, bows, and rifles), and your fighting styles. Again, it’s just a lot of really specific, esoteric controls to hold in your mind at once, and tough to mentally page through while a guy with a sword is slicing away at your face. Eventually all these controls became natural for me–but it took a while to get there.

The blade twin story isn’t a particularly compelling one, and while it’s the framing device that’s supposed to drive your character, it doesn’t get a lot of screen time. But Rise of the Ronin picks up quite a bit as your investigation pushes you to start making friends with various people, who either support the stability of the shogunate or think the country needs a new government. As time goes on, those different people develop into separate factions that will require your help, and which you can choose to aid.

However, it all leads to an open-world setup that’s somewhat unremarkable. A lot of the open-world content in Rise of the Ronin feels set to the standard of 2010s-era games, with some repetitive activities that will pop up randomly in front of you, some collectibles to chase down, and some side quests to complete that tend to end up with you killing some random baddies.

The more minor activities you do and collectibles you find in each of the small provinces in an area, the higher your bond with that location, which unlocks various minor bonuses. Later, completing these same activities will increase or decrease a faction’s hold on that location, which can have a bearing on story missions as you take them on–although that exact effect is somewhat opaque, especially because you change allegiances multiple times through the course of the story. Generally, though, the open-world activities of Rise of the Ronin are somewhat uninspired. It’s not particularly engaging to clear out yet another group of five bandits, two of which are mini-boss-like “formidable opponents,” to lower a faction’s hold on a province, but Rise of the Ronin will give you a ton of these activities to knock down, alongside small side missions and random activities like muggings. It’s a lot of stuff that seems like filler content in a game that’s already brimming with things to do.

Story missions and side quests are more interesting and involved, although they also get repetitive. Most of these put you into a level where you infiltrate a location, sneak around assassinating rank-and-file soldiers, get seen and fight some guys, and then defeat a boss. These missions suffer in part because Rise of the Ronin’s stealth is a bit undercooked. It can be unreliable, with enemies sometimes spotting you from far off with little issue, and other times being totally oblivious as you fight pitched, protracted battles with their friends 10 feet behind them.

Missions always end with excellent, challenging boss fights, though, and once you get good at Rise of the Ronin’s dueling system, every fight becomes a combat puzzle mixing twitch-reactions and strategic responses that continually make them exciting. Stealth breaks up the fighting just enough to help mission pacing, while rewarding you for analyzing the environment and planning your approach, even if it’ll sometimes annoy you by failing at key moments. Stealth is more a nice-to-have addition than essential to the formula.

The best of Rise of the Ronin’s levels are its Bond missions. You’ll meet a ton of samurai and join many of them in missions as allies, creating ongoing relationships. You can then enhance your friendship with those folks by completing side missions that flesh out their stories and engaging in conversations or giving them gifts. Building stronger Bonds unlocks new fighting styles as well as passive bonuses when you bring them on missions, but the most interesting part is the way each character’s individual stories expand across missions and add to the overall narrative. The characters are all well-drawn, dealing with their own principles and motivations, and their stories are worth experiencing on their own.

Having personal ties to all these characters makes the overall story a lot deeper. Rise of the Ronin tells a fictionalized version of the historical end of the shogunate and the samurai lifestyle in the 1860s, with the characters and events you’re engaged with eventually pushing Japan toward civil war, and your own principles and relationships causing you to switch sides numerous times. That means a character you brought as an ally on one mission might be a boss you have to face down in another, and your connection to all Rise of the Ronin’s characters does a lot to raise the stakes and make the entire narrative feel personally important.

So while Rise of the Ronin has some elements that can frustrate or require some investment to make sense of, and weaker elements like some open-world design that comes off as dated or some repetition in level design, it does a great job of getting you invested in what’s going on and the people involved. Bond missions in particular are a standout, but a mix of personal stakes and large-scale politics make the historical story compelling all the way through. The longer you play Rise of the Ronin, the more characters you meet and spend time with, and the more you learn about its combat and its world, the better it becomes.

It’s not without some flaws, but I finished Rise of the Ronin with much more left to do, and even after 50 hours, I want to head back in to see what I’d missed and attempt to change history. The parts of the game that work more than balance out its weaker elements. And while it took a while to find the rhythm of Rise of the Ronin’s combat, its speed, complexity, and intensity make for some phenomenal fights that always feel great to win. Rise of the Ronin is a game that might take a bit to get good, but the commitment is worth it.

Dragon’s Dogma 2 Review – Pawn Stars

Dragon’s Dogma 2 doesn’t have a traditional fast-travel system. For most open-world games, this would be a death sentence–an affront to the player’s valuable time. Yet somehow, Capcom has turned the absence of this quality-of-life feature into a resounding strength. It’s the game’s tremendous sense of adventure and discovery that accomplishes this. Every time you leave the relative safety of a village or city, there’s no telling what will happen; you just know it has the potential to be spellbinding and will be well worth your time.

As a sequel, Dragon’s Dogma 2 is an extension of everything the first game achieved 12 years ago. It’s an enchanting open-world RPG with varied, exciting combat and a player-created companion system that’s still unlike anything else. It doesn’t do much beyond what the original did, but advancements in technology have enhanced its anomalous strengths, breathing new life into its massive open world and the ways in which you and everything around you can interact with it. New ideas and innovation might not be at the forefront, but the things it does are still relatively distinct.

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Now Playing: Dragon’s Dogma 2 GameSpot Video Review

After a brief but intriguing prologue, your adventure begins in the country of Vermund, a land of lush green forests, alpine peaks, and the flowing currents of its many winding rivers. The royalty and noblemen of Vermund reside behind the fortified walls of its capital city, and it’s from this bustling location that you can board an oxcart to a small village in the north or a checkpoint city in the west. The latter sits on the border with Battahl, an arid land, home to the humanoid cat-like beastren, where gondolas provide an occasional route over the craggy canyons below. Beyond traveling via oxcart or climbing aboard one of these sky lifts, you’re left to explore this sprawling world on foot, traversing dense forests blanketed by canopies that blot out the sun, elven ruins carved into the sides of mountains, and shifting sands bathed in harsh sunlight and circled by deadly harpies.

There is a method of instant fast travel available, but it works in much the same way as it did in the first game. You can exhaust a costly resource known as Ferrystones to travel to any Portcrystal in the world, but these fast-travel points are few and far between–either as a permanent fixture or an item you can pick up and place anywhere you desire. You’ll use them sparingly and spend the vast majority of your time covering large swathes of land on your own two feet. Considering the 12-year gap between the original game and its sequel, this approach to fast travel and seamless exploration feels like an even bolder decision now than it did in 2012. The open-world genre has become more codified in the interim, yet Dragon’s Dogma 2 makes a concerted effort to ensure that the journey is just as important as the destination.

This is a game defined as much by the trek through an undulating gorge as it is the battle you encounter when you reach the bottom. The quests you embark on are diverse, tasking you with venturing off to rescue a boy who’s been taken by a pack of wolves or accompanying an elf on their rite of passage. These quests are sometimes generic but the way they play out is anything but. You’re never just engaging with one singular objective at a time; Dragon’s Dogma 2 is filled to the brim with emergent moments that consistently dazzle and surprise. I could regale you with myriad tales from my 40-hour adventure without even mentioning an actual scripted questline. Defined objectives might give you the impetus to head in a particular direction, but this then unravels a thread of distinct events that occur naturally, challenging you with enormous beasts to topple or piquing your curiosity with a cave tucked away to the side of the main pathway.

I once embarked on a lengthy journey that began with the usual ambushes from resourceful goblins and roadside bandits. I thought a first encounter with the three-headed, magic-wielding chimera would be the most noteworthy part of this venture, only for a monstrous griffin to swoop down and introduce an entirely new set of problems. After hacking at the chimera’s wailing goat head until it eventually collapsed in defeat, I focused all of my attention on the fearsome griffin. The immense force of this mighty creature made the nearby foliage rustle and shake every time it reared back and flapped its wings, but I managed to clamber on top of the beast and dig my sword into the back of its skull before it launched into the air and sent me spiraling to the floor.

After a time, the griffin made its escape, retreating back to the skies above, so I spent the night camping to recuperate my depleted health bar. I set out again in the morning, only to be interrupted by the same griffin, presumably with a newly formed vendetta against me. This time, after much hardship, I defeated the mythical creature before it could flee again, yet my journey was far from over. A pair of colossi sprang an unpredictable attack in the tight confines between two rocky outcrops, while the next night brought about a horde of undead skeletons whose glowing blue eyes pierced the suffocating darkness.

[Dragon’s Dogma 2 is] an enchanting open-world RPG with varied, exciting combat and a player-created companion system that’s still unlike anything else

None of these encounters related to one another or pertained to the quest I initially set out on, but that’s the magic of Dragon’s Dogma 2’s open world. You’re constantly pulled in numerous directions at once and it’s up to you to decide which avenues to pursue. It might be a quest given to you by a villager in need, an enticing structure looming on the horizon, or a locked gate and the potential to find an alternative way inside. Backtracking is fairly common, but no one journey is exactly the same as another, so it never feels like a chore when you’re retreading familiar ground.

Of course, none of this would work nearly as well if the game’s other elements weren’t up to snuff. Fortunately, combat is excellent across the board, providing you with a variety of unique vocations to choose from. These classes range from the sword and shield-wielding Fighter and long-range Archer, to new additions like the Mystic Spearhand–a melee/magic combo build–and the jack-of-all-trades Warfarer. It’s entirely viable to pick a vocation and play the entire game as that class, but you’re also rewarded for experimenting. Each vocation has special Augmentations to unlock which grant passive buffs that you can apply regardless of what class you’re currently using. This means you can make a Mage sturdier, or give a Warrior greater stamina usually reserved for the Thief.

Whichever vocation you choose, there’s a fantastic sense of impact behind your attacks. Axes and greatswords meet flesh with a glorious crunch–the game slowing down to let you bask in your most impactful strikes–while enemies burst into flames and tumble off cliffsides behind the power of a Sorcerer’s stave. There’s a hint of Devil May Cry to its most stylish and over-the-top moves, and hacking away at colossal beasts with slow but purposeful blows can’t help but bring to mind the protracted battles of Monster Hunter.

Even when you’re swirling through the air and conjuring piercing ice shards, the combat still feels grounded thanks to the world reacting realistically to everything that occurs within it. When I toppled a colossus and it stumbled towards a small chasm, it didn’t just fall down the gap, but grabbed onto the other side, creating a desperate, makeshift bridge. Only after hacking at its fingers did it lose its grip and tumble to its demise. The camera sometimes has trouble keeping up with all of this explosive action, usually because a mage has filled the screen with fire or ice. In that sense, it’s a somewhat acceptable trade-off. What’s not quite as forgivable is when the camera becomes unwieldy in tight interiors or when you’re clinging to the back of a terrifying beast, but at least these instances aren’t too frequent and are only a minor inconvenience when you consider the ensuing thrills of Dragon’s Dogma 2’s fantastic combat.

In terms of story, you’re once again cast as the Arisen, repeating a cycle that has occurred for generations. A fearsome dragon rules over the land and chooses you as a worthy challenger to its reign by plucking out your still-beating heart and consuming it. Your ultimate goal is to take up arms and slay the dragon, but before that can happen you need to build up your strength and contend with the disparate politics of both Vermund and Battahl. In Vermund, the Arisen is revered as a sovereign and champion of the people, tasked with protecting the land from the ominous shadow of the dragon. An imposter sits on your throne, however: a False Arisen, put in place by a queen who doesn’t want to lose her power. In attempting to claim what’s rightfully yours, you’ll gradually unravel a mystery that threatens to impact the fate of the whole world.

It’s a decent tale that propels your adventure forward, although it’s light on characterization, which contributes to a persistent feeling of detachment. This makes it difficult to care about the overarching narrative, aside from an interest in unraveling the core mystery. The awe-inspiring scale of its later moments somewhat makes up for its shortcomings, while exploring the differences between the cultures of Vermund and Battahl is also compelling. The beastren nation casts the Arisen as an outsider, fearful as they are of your entourage of pawns and the misfortune they portend.

Much like the first game, these user-created companions are the game’s most exceptional feature. Up to three pawns can join you on your journey, though one is a permanent fixture and your own creation. You can set their vocation and change it as you see fit, equipping skills and upgrades for them just as you would your own character. The other two members of your party are hirelings you can recruit and replace on a whim and are typically created by other players. Choosing which pawns to hire primarily comes down to a matter of party composition. Whether they’re leading from the front, imbuing your weapon with magic, or blanketing the battlefield in meteors, it’s hard not to love the impact they have on combat. But there’s also more to them than simply being hired guns.

The time a pawn spends with other players is retained in their memory. They might recall a treasure chest they opened in another Arisen’s world and then lead you to it, and they do the same when it comes to navigating quests as well. If you prioritize an objective and one of your pawns has completed it before, they’ll offer to lead you to wherever it is you need to go. Rather than being weighed down by having to constantly revisit the map, you can let a pawn naturally guide you, creating an ebb and flow to your adventure that removes the need for menu screens and waypoints. They can sometimes lose their way when you’re interrupted by combat, but I found that hitting the “Go” command would reset them back on the right path.

Pawns perform a similar function after defeating a certain number of a particular enemy type, too. If a pawn has sufficient experience beating, say, an ogre, they’ll relay pertinent information on weak points and the nature of their attacks. You can also find and then equip different specializations for your pawn, maybe granting them the ability to translate Elvish, or forage for materials so you don’t have to bother. They can still be overly loquacious at times, expressing child-like wonder at the world with a barrage of Ye Olde English dialogue. Their remarks are nowhere near as repetitive as before, though, and they’re much more personable this time around, chatting among themselves about other players they’ve traveled with and creating a palpable sense of teamwork and camaraderie.

Gallery

The most noticeable misstep derives from Dragon’s Dogma 2’s performance on PC. My current rig exceeds the recommended specifications (aside from the CPU), and the game generally runs at around 60fps using the game’s “High” preset. Sometimes it dips into the 40s and drops even lower inside villages and cities, but it’s certainly playable, if a little unstable. The problem is that this performance is consistent across all visual settings, which leads me to believe it’s a matter of poor optimization. I could’ve used the performance bump from lowering shadow quality and the like, but doing so has no effect. Ideally, this will be rectified with a day-one patch and driver updates, but it’s not ideal at the time of writing.

Even so, these performance issues did little to deter my love for this game. It’s not often that a cult classic gets the green light for a sequel, especially 12 years after the original game was released. Capcom hasn’t tried to make Dragon’s Dogma 2 more palatable to potentially attract a wider audience, either. It stuck to the first game’s core values and expanded upon them to create a bigger and better game that consistently delights in its approach to seamless exploration and the thrill of adventure. This means it feels very familiar in a lot of ways, but it’s a game for those who fell in love with the original, despite its flaws, and will hopefully find an entirely new audience who perhaps never gave the first game a chance. Even after 40 hours, my heart continues to grow fonder for this special game. It’s an exceptional achievement that’s quite unlike anything else, and I wouldn’t hesitate to place it amongst the pantheon of Capcom’s very best.

Alone In The Dark Review – Dimly Lit

When I think of the survival-horror genre’s best games, I often wonder if they were made better by their frequently unwieldy combat mechanics. The inability to reliably defend yourself heightened the terror in anti-power fantasies like Silent Hill, and the awkwardness of taking on the undead in Resident Evil became core to its tension. With that in mind, could a modern horror game benefit from having similarly janky self-defense systems? Alone in the Dark, the 2024 reboot project from THQ Nordic and Pieces Interactive, emphatically resolves this question for me; as it turns out, the answer is no–it’s certainly worse off.

Alone in the Dark centers on characters and a haunted house all named the same as they were in the original 1992 game, but it mostly ditches that game’s original story and old-school adventure game leanings in favor of a third-person, over-the-shoulder horror experience in line with modern counterparts. The game’s writing pedigree flaunts Soma and Amnesia: The Dark Descent’s Mikael Hedberg, and the story even plays out like an Amnesia game at times, to its credit. Much of what it does well is also derivative, but a larger issue is that it can’t do these aspects of the game well consistently. And all the while its worst parts are ceaselessly unenjoyable.

Chief among the blemishes is the aforementioned shoddy combat. There are three guns in total, and though wielding them feels cumbersome in the way a horror game wants to, so much else about dispatching monsters in the Derceto mansion’s hallways and bedrooms is a chore. Many enemies feel uniform in their behaviors and are often comically unaware or incapable of reaching you due to getting stuck on geometry or even each other when they show up in groups.

Even the few that do behave differently, like a monster that lurks on all fours and pounces or flying bug-like creatures that swarm down onto you, are so easily killed off that I quickly felt like the game might’ve been more enjoyable if there weren’t any combat at all.

Melee combat feels worse than gunplay, with a swinging mechanic that behaves more like a directionless flail. I found that for best results I had to button-mash the melee weapon and just hope that I took down the enemy I was targeting before they got to me first, and I wasn’t always successful.

But neither guns nor melee can outdo the confounding use of throwable weapons. Scattered around environments are bottles and Molotovs that can be thrown at the many monsters in your path. But you can’t add them to your inventory: You have to throw them from where you find them, and the game’s way of telling you this is to prompt you to pick one up (RT/R2) and watch as your character immediately tosses it without a care. That teaches you that the next time you want to use one, you should instead hold the button down, thereby allowing yourself to aim the throw. But you still aren’t meant to actually move with the object in your hand, and if you try, the character will slowly walk in the direction you point, all while the throwing arc still sits on your screen. It’s easily one of the most undercooked combat mechanics I can recall in a horror game.

Alone in the Dark’s combat moments don’t bring much to the game since they’re not scary–and sometimes not even functional.

It’s also odd and distracting how the first shot of any round of gunfire suffers an unmissable audio delay of a second or two. Whenever I’d fire a gun, the enemy would react to the damage, and a moment later, I’d hear the gunshot. It was always the first shot and never any subsequent shots in a series of them. It didn’t break the game but it was jarring for all 15 hours I played. I should mention that this occurred on Xbox for me, but not for a colleague playing on PC, though they did report other issues such as game crashes.

Alone in the Dark also features the other gameplay tentpole of the genre, as the elaborate home it takes place in is littered with puzzles. This is actually an area where the game sometimes shines, but not consistently. Some early puzzles in the mansion-turned-rest-home are fun to piece together and offer a sense of reward not just for advancing the story, but for letting you piece it together and feel like an investigator, like one of the two playable characters is.

I enjoyed exploring the mansion and opening up new avenues through which to solve its roundabout puzzles, and it was great to mix in a few otherworldly sections that pulled me out of Derceto and into various nightmarishly twisted memories. The transitions between the mansion and these other places were mostly done smoothly and caught me by surprise, albeit not without an occasional stutter, but I never found this as distracting as the gunfire audio delay.

But other puzzles were obnoxiously obtuse, with solutions that didn’t feel like they were available in the game’s context clues. Many of these revolve around determining safe codes or piecing broken objects back together. In one example, I had to infer a three-digit code from a letter I’d found, and the eventual solution didn’t feel logically telegraphed. Alone in the Dark is sometimes more of a headache than it needs to be.

Thankfully, the doom jazz soundtrack is a nice cure for what ails you. I loved the game’s atmosphere, strongly aided by the great music and good performances by Jodie Comer (Killing Eve) and David Harbour (Stranger Things). Ultimately, however, I never felt like the familiar faces from Hollywood raised the game’s quality level to a degree that justifies their inclusion beyond the marketability of star power. They aren’t bad in their roles by any means, but I didn’t feel like they brought an element to the game that couldn’t have been granted by other talented folks, making their involvement feel like simple stunt casting.

Exploring the mansion and its rich history is a highlight of the game.

You can choose either character–Comer’s Emily Hartwood or Harbour’s Detective Carnby–and play the full campaign as either. For large swaths of the story, these campaigns are the same, but they each involve gameplay and story moments unique to them, like puzzle sections and some hauntings unique to each of their backstories, along with a true ending for players who finish both versions. These alternate pathways feel like a fun added wrinkle to the full story, but the allure of playing the game a second time is dampened by its issues. I liked the game’s story for the most part, but I did witness a jarring sequence near the end where it so plainly and brazenly pulls a plot detail from another major horror game that I found it hard to imagine how it got through editing. You can’t just repeat another game’s twist, can you? Alone in the Dark suggests you can.

I found that to be such a perplexing choice, given how much else Hedberg has done well in the horror world and even does well here. Whenever the combat bored me or the puzzles left me totally stumped, I persevered, in part, because I wanted to see how the story shook out.

Led by the game’s mysterious Dark Man, an entity resembling a Pharaoh, Alone in the Dark mixes in the same kind of ancient history element that the Amnesia series has done so well. It initially feels so out-of-place that it actually serves the game better in the end. You think you’re getting a period-piece haunted house story, and suddenly the game is making nods to much greater supernatural oddities and blending reality and fiction in ways that make it hard to trust anything you’re seeing. It makes the world of Alone in the Dark feel more uncertain, and thus, less safe. Save for the story beat that feels too close to another game’s big moment, I found the story to be Alone in the Dark’s best, most consistent quality.

With its reality-bending story, parade of puzzles, and unwieldy combat, Alone in the Dark is, in some ways, more faithful to some turn-of-the-century horror games than their own revitalized modern remakes. I enjoyed the game’s story, setting, and abundant lore, and I felt smart when I’d overcome some of its puzzles. But others proved so obtuse as to be frustrating, and nothing about the combat even climbs to a level I’d call serviceable–it’s consistently poor. This isn’t Alone in the Dark’s first revival attempt, and it’s probably not its last, but it isn’t the one that will put the series’ name in the same breath as the all-time greats it originally helped inspire.

Unicorn Overlord Review – A Rare Beast

There are few gaming experiences more engrossing, engaging, and satisfying than a quality strategy-RPG. They offer the joy of building up a little ragtag army, bit by bit, into a gang of storied warriors with precision-specialized skills; the tension of seeing what sort of wrenches the next combat stage will throw into the mix; the utter thrill of eking out a victory with a wild strategy–or having an army that works so well together that they lay waste to all before them. Unicorn Overlord, the latest collaboration between developer Vanillaware and publisher Atlus, seeks its place among strategy-RPG royals–and, despite a few small missteps, lays claim to an honorable spot among its peers.

In its narrative, Prince Alain was spirited off to a faraway island a decade ago as his mother, the queen, was deposed from her throne by the wicked tyrant General Valmore and the Zenoiran Empire. Now, the Empire has all but conquered the continent of Fevrith, and an older Alain sets out to reclaim his throne and liberate the populace from their oppressors, all while bolstering the ranks of his Resistance army. But a mystery lies at the heart of everything: How did the Zenoiran Empire conquer all of the kingdoms so easily? Is there a much darker power at play?

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Now Playing: Unicorn Overlord — Official Launch Trailer

The visuals in Unicorn Overlord dazzle right from the opening cutscene, with Vanillaware’s well-loved 2D art bringing a detailed fantasy realm to life. There are a great many characters and environments throughout so there’s plenty of variety to the eye candy–but even if that hadn’t been the case, it would be hard to draw your eyes away from the attractive character designs, exquisite backgrounds, and weighty battle animations that are there. Occasionally, things can get a bit cluttered and confusing–some parts of the UI are messy to navigate–but after a while, it becomes no big deal.

You can’t just stare at the pretty visuals, however–not while evil is afoot. Fortunately, if you want to take your time with seeing all the game’s sights, you can go straight through the crucial story battles, or stop and do all manner of side-questing. Taking the time to explore and help those in need is a good idea, too: When you begin Unicorn Overlord, Prince Alain’s army consists of a handful of close companions, and it feels like the entire world is against you. Only through fighting small skirmishes, liberating towns, forts, and cities from their Zenovian captors can you gradually reclaim territory. Many of these places are decimated from years of war and neglect–but the prince can bring the materials needed to repair the damage, often with a bit of careful overworld exploration. As you do this, your Honors and Renown grow, and you can recruit and hire more soldiers for your army–as well as expand the number and capacity of your current units. It’s a fun gameplay loop that encourages you to explore and rebuild.

But ultimately, games in this genre live and die by how fun the actual strategy and combat is, and Unicorn Overlord passes this test with flying colors. Battles are a mix of real-time unit movement and turn-based battles that play out whenever two units engage one another. Unlike many other games in this genre, each unit consists of a group of up to six different characters, arranged in a 2×3 grid. A designated leader determines elements like map movement speed and what kind of assistance they can provide allied units: If you want to move fast to intercept an enemy or conquer a garrison, a cavalry leader is an ideal choice, but if you want to be able to provide combat spell or projectile backup to a nearby squad then you’ll need an archer or magic user leading the way.

Movement and positioning is critical, since many fights revolve around taking control of key areas on the map–usually towns, forts, watchtowers, or other structures–and using them as recovery, defense, and deployment stations. Sometimes you’ll be blessed with devices like catapults and ballistas that a unit can man and cause serious damage with–if the opposing army doesn’t get there first and cause you a massive headache. Buildable barricades and traps can hold forces at bay while you muster strength, but a winged unit can fly right over them without a care. Finally, stamina determines how many times in a row a unit can attack, be attacked, or assist–run out of energy and that team can’t move until they rest for a while. There are so many options and factors to consider when it comes to something as simple as map movement, allowing you to devise your own unique approaches to combat. When an allied and enemy unit engage, the view switches to a side-view, turn-based battle that plays out automatically. Units will take turns attacking and using skills based on the abilities and criteria you’ve set for them.

The characters themselves come in a variety of classes, each with its own unique traits, abilities, and weaknesses. For example, a Hoplite is a tremendous tank that can significantly reduce damage from many physical attacks and protect other characters, but they suffer when up against defense-lowering Housecarls and armor-penetrating magic users. A spear-wielding Knight cavalry unit can attack a row of enemies at once, while a similarly mounted Radiant Knight is strong against magic, but both are vulnerable to weapons and skills targeting horse-riders. When crafting units, you can carefully concoct a balanced mix of defense, offense, mobility, and support–or you can go all-in on an ultra-specialized team designed for a singular purpose. Weapons and accessories can grant extra boosts and abilities to individual characters, which you can then further customize by setting specific criteria for when and how skills are used in battle. Micromanaging so many factors can be very daunting at first, but Unicorn Overlord is excellent at encouraging experimentation and discovery, and it offers you myriad opportunities to test out new units or character builds outside of key battles.

Team-building is a delight, but what also helps keep your attention rapt is how the combat scenarios you face keep on evolving throughout the game. Besides adding elements like new units and assorted traps and hindrances over time, the unique scenarios of major story battles often present surprises that require you to change your approach. You’ll just be marching along, only to be greeted by a siege of surprise reinforcements, or perhaps a new ally drops in and wants to help–or needs your protection. And maybe, just maybe, that enemy general can be reasoned with if you have the right person speak to them.

Gallery

Unicorn Overlord’s combat is the standout element of the game–which is good, because it manages to carry the weight of a disappointing story. If you’ve played any RPG where a group of rebels reclaims the land from a despot with the powers of darkness fueling him, you probably know where the story is headed. I frequently found myself wishing that the cutscenes were less frequent and wordy so I could get back to the fun of moving a bunch of little guys around a map. The individual characters aren’t much better, with one-note personalities and motives that don’t offer much in the way of development or interesting interactions. There’s a whole affection system among characters that opens up brief little side conversations when relationships reach a certain point, but even these typically fail at making the characters appealing beyond mere utility like “that dude looks cool and hits like a truck, so maybe I’ll use him more.”

But even though the story is lackluster, the core gameplay of Unicorn Overlord is more than compelling enough to make you want to see the story of Prince Alain to its conclusion. There’s so much satisfaction and gameplay depth here to sink your teeth into that you may find yourself thinking deeply about the game’s team dynamics even when you’re not playing. When the primary feeling a game leaves you with is wanting to play more of it, you know you have a gem on your hands.

Contra: Operation Galuga Review – Corps Run

More than almost any other game from its era, Contra made its name on being brutally difficult: a legacy with an impact that can still be felt today. Even cultural touchstones like the Konami Code owe at least some of their fame to the Contra series–after all, half the reason we memorized that particular sequence of button presses was to get extra lives for our battle against the alien hordes. With Contra: Operation Galuga, WayForward had a peculiar challenge: Sand off the rough edges of the original Contra to make it tolerable to modern audiences without losing the mystique that owes so much to its absurd difficulty. Thanks to some smart improvements, it’s found an enjoyable balance, although it’s not enough to elevate Galuga to greatness.

This is a retelling of the first game, which means that once again you’re Contra operatives Bill and Lance dispatched to the island of Galuga to get to the bottom of strange goings-on there. After a slightly too-wordy introduction in Story mode, you’re dropped right into the run-and-gun action, and despite looking and feeling very similar to the first game, the differences will quickly become apparent to series veterans. To start, you have a double jump by default, as well as a dash maneuver that can be used on the ground or in mid-air. Together, these make you much more nimble at dodging enemy fire, allow more room for error when crossing chasms, and turn combat into a quicker, more acrobatic experience.

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Now Playing: Contra: Operation Galuga | Character Trailer

Despite borrowing the most iconic weapons from the first three games–the Machine Gun, Spread, Laser, Flame Thrower, Homing, and Crush weapons–your arsenal has gotten an upgrade, too. Each signifies a considerable power boost from your default gun by itself, but each can also be upgraded by stacking another weapon pick-up on top of it. Picking up another Homing power-up when you already have Homing equipped makes it a Homing Lv 2, for example. Sometimes this extends the range or breadth of the weapon, like in the case of the Spread and Flame Thrower, while other times it can change a weapon’s behavior more significantly. An upgraded Laser will ricochet off targets, while the upgraded Crush changes the weapon from an explosive missile to a firearm that opens small black holes that do continuous damage. And in a welcome quality-of-life tweak, picking up a new weapon will automatically replace a blank weapon slot if you have one. I spent half the game manually switching out of habit before I realized that little nice-to-have.

The weapons all feel rewarding and powerful, but in true Contra tradition, that also makes you feel all the more vulnerable if you happen to lose them. By default, if you’re playing with the life bar option, getting hit once will downgrade your weapon, and fully dying and losing a life will cost you the weapon altogether. This encourages you to think and fight somewhat strategically or potentially contend with Contra’s difficult fights without an upgraded arsenal.

This also feeds into Operation Galuga’s other major update: a shop to buy various perks with the credits you earn during missions. You earn more credits the more risks you take, like playing on higher difficulties or turning on one-hit kills. Then you can use those credits to expand your health bar, purchase extra lives, or even start with a particular weapon–all of which you can buy for a relatively low sum. The bigger purchases, however, are absolute game-changers. I immediately saved up for the upgrade that automatically transforms any weapon you pick up into the upgraded version. With that secured, I began saving for another that would let me keep that upgraded weapon after sustaining a hit. Another, which I considered but ultimately bypassed, lets you keep your weapon even upon death. You can only equip two perks at a time, but finding a combination that suits your play style adds a light layer of character customization to what is otherwise a very straightforward action game.

The game balance feels built around these perks, finding a sweet spot of challenge that was satisfying. Even with everything working in your favor, it can be tough dodging reams of enemy fire while taking out various aliens who are both firing from a distance and charging straight at you, all at once. At the best of times, combat can be breathless and exciting. But the ability to select stages individually in Story mode makes it easy to fail out of a stage, reorganize perks, and try again. It also has a fairly generous checkpoint system, so even if you do mess up, you may not lose all your progress. The result is a game that recalls the feeling of overcoming the tough Contra challenge of yesteryear, without venturing into becoming too frustrating or reliant on perfecting a single run.

For those who do want the challenge, though, you can play with classic mechanics, including one-hit kills and even 8-direction aiming rather than the default omnidirectional aim. A separate Arcade mode skips the story sequences and just presents the levels back-to-back, granting a high score, with an increasing multiplier of credits to spend on the in-game shop the further you get. Finally, there’s also a set of optional Challenge stages to fulfill objectives like getting through an area or beating a boss within a time limit, usually without ever getting hit.

The story is nonsense, but it’s an enjoyable kind of nonsense. The original Contra was inspired by over-the-top action movie tropes of the 1980s, and this runs with that premise with anachronistic glee. Many of the story sequences go on at least a little too long, but it plays its absurd machismo for laughs and packs some strangely amusing surprises. If anything, it could stand to be even more on-the-nose with its satirical inspirations.

Gallery

Throughout the story, you’ll meet other characters fighting on the side of the Contra, and for the most part, they’ll ultimately become unlockable characters–either through the course of the story itself or as purchasable characters from the shop. Each character has a single specialized ability to buy in the shop as well–like a short dash invulnerability window for Bill, or a higher double jump for Lance–which makes a series of mostly identical army-men action figures play somewhat differently. The special abilities at least invite some mechanical reasoning for choosing a favorite playable character, but for the most part, your chosen character will likely only come down to which character model you like to look at the most. There’s not enough difference between characters for any true strategic benefit.

And like action figures, these character models look shiny and plasticine, along with their backgrounds. The visual style is perhaps the least attractive aspect of the entire presentation because it often looks so generic and dull. There are individual moments in some stages that appear more visually distinct and interesting, and you can occasionally sense there may have been a seed of an idea to make these oily-looking character models reminiscent of a walking G.I. Joe. On the whole, though, it fails to show the panache that WayForward has become known for, which is disappointing for the revival of such a storied franchise.

Still, Contra: Operation Galuga has it where it counts. It feels like classic Contra in all the ways that matter, and a series of changes and upgrades–from minor tweaks like auto-equipping weapons to major new elements like the perks shop–are just enough to make it feel smooth and modern. This may not be a modern classic, but it shows how a classic series like Contra can feel fresh again.

Disney Dreamlight Valley Review – Great Game, Grueling Grind

I was a bit apprehensive before playing Disney Dreamlight Valley. Although I’ve been a huge fan of Disney’s animated films since I was a kid, developer Gameloft is primarily known for developing mobile titles, some of which have egregious microtransaction systems, such as Disney Magic Kingdoms. After playing Disney Dreamlight Valley for roughly 30 hours, I realized that it wasn’t microtransactions that I had to be concerned about, as there were no paywalls or progress-blocking instances that required me to pay cash. The more prevalent issues with the game were the extremely grindy progression system and restrictions coming from the real-time systems.

Disney Dreamlight Valley begins just as my character was whisked away into a magical fantasy kingdom. Approached by Merlin, it was revealed that a curse known as the Forgetting turned the once-whimsical land into a realm of despair and darkness. Merlin provides a tutorial through the basic mechanics such as removing obstacles called Night Roots and using tools like the pickaxe, shovel, and fishing pole.

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Now Playing: Disney Dreamlight Valley – A Festival of Friendship Update Trailer

At first, I was worried since regular tasks like mining ores with the pickaxe or removing clumps of roots quickly drained my character’s stamina. My initial concerns were quickly assuaged, as stamina is regularly refilled whenever I leveled up, ate food, or spent just a few seconds in my character’s home.

Needless to say, I was surprised at how player-friendly this mechanic is. From here, the game opens up, as you collect more resources used to craft new items, find ways to decorate the village, and sell materials to earn additional coins. The village itself can be redesigned to your fancy, as you can move around buildings and objects to make way for other structures.

The best part about Disney Dreamlight Valley is its inclusion of fan-favorite characters, along with their respective themes or locations. The initial batch consists of Merlin, Mickey, Goofy, and Scrooge McDuck (Goofy and Scrooge act as vendor NPCs, too), but you soon gain access to the Dream Castle, which has portals that lead to realms populated by other notable characters from Disney and Pixar films. These include Simba, Nala, and Scar (The Lion King); Moana and Maui (Moana); Ariel, Eric, and Ursula (The Little Mermaid); Elsa, Anna, Kristoff, and Olaf (Frozen); Mirabel (Encanto); and many more.

These short romps have fairly straightforward tasks, such as planting crops in a dried-up oasis to help Nala trap the hyenas, which then led to using the shovel to find bugs that she and Simba could eat. In Moana’s case, you collect resources to repair her boat and then remove obstacles so you can sail to another area together. The vast majority of quests in Disney Dreamlight Valley lean more toward the easy or leisurely side of things, but there were also a few tricky puzzles which I liked.

Completing quests in these mini-realms allows the corresponding characters to be recruited to your village, where they become villagers or potential companions. They also provide a source of additional side quests after befriending them by giving them gifts. For example, after Kristoff moved to the village, I found him in the forest biome where he gave me a quest to rescue Donald Duck in a portal zone.

This gameplay loop–one where you meet characters, max out their friendship levels to unlock new quests, leading you to meet even more characters–kept me engaged. As I ventured forth into certain areas, I also wanted to tackle the tasks therein, and perhaps gain new villagers or companions along the way. My village, once a rundown and cursed place, eventually became a busy locale, full of people just milling about and interacting with one another. Interactions that added to the ambience and atmosphere also happened regularly. For example, characters like Ursula and Ariel might show up while I was fishing, or Simba and Nala might play around only for Merlin to scold them. These ambient interactions also include photo mode, which causes characters to pose for selfies. There truly were moments in Disney Dreamlight Valley that gave me a sense of wonderment as I recalled my younger days of first seeing some of these characters, thinking of what it’d be like if they were all in the same place.

Sadly, Disney Dreamlight Valley has its own share of fundamental issues. Chief among these is that the overall progression of unlocking realms and characters, while also doing quests, remains unclear and downright confusing. This is compounded by realm and biome unlocks that primarily require a currency called Dreamlight, which often comes from general tasks listed in a panel. Examples include mining X number of rocks/ore deposits in Y biome, preparing a certain number of meals, bringing gifts, adding decorations in a particular biome, catching/cooking/selling different kinds of fish (sometimes in a specific biome), buying/planting specific types of seeds (and harvesting them), and many more.

I recall when I amassed a lot of Dreamlight to unlock a new realm in the castle. Although biomes and realms have their respective Dreamlight costs, I opted to prioritize the slightly more expensive Frozen Realm. I met up with Elsa and Anna and thought I’d be done with the objectives in a jiffy. Unfortunately, I needed Iron Ore to progress. It just so happened that Iron Ore comes from other biomes in the village that I hadn’t unlocked yet. That meant I had to redo the aforementioned gathering and mining tasks to earn more currency.

This checklist-based approach turned what could’ve been a grand adventure into monotonous drudgery. While there’s no strict method of progression, there’s still an optimal one. A single mistake–unlocking realms in the wrong order–was all it took to turn my relaxing playthrough into a by-the-numbers grind where I repeatedly looked at the Dreamlight panel to ensure that I could still amass as much currency as possible. In other instances, I accidentally used a material for a particular task or craftable item, not knowing that it’s also needed for various quests. The biggest factor that bars progress now is something none of us can avoid: time.

The in-game time in Disney Dreamlight Valley is synced with your local real-world time. Certain crops need to be watered repeatedly, and you can only harvest them after many minutes have passed. In other cases, you might run out of a particular resource, only to realize that these nodes also won’t respawn until later.

Worse, characters follow a particular schedule. You might see them roaming around the village, in which case you’d be able to talk to them, give gifts, do quests, or ask them to hang out with you (which nets you bonuses based on an assigned task). However, if they’re asleep, you have no choice but to wait, as there’s no in-game option to advance time. Although it’s possible to set your system clock further ahead, doing so can cause adverse effects, such as mineral/resource nodes no longer appearing.

There were instances when I could only play late at night and found the NPCs that I wanted to interact with weren’t available, as each one followed a predetermined schedule. While this added a degree of reality to the village, it just didn’t make sense that I had to adjust my schedule because Buzz Lightyear and Mirabel are asleep from 10 PM. to 2 AM These restrictions negatively impacted my progress and enjoyment with the campaign overall.

In the end, Disney Dreamlight Valley still managed to captivate me thanks to its wonderful cast of characters and their magical worlds. The cozy life-sim concept allows you to gather, farm, and build at a leisurely pace. Unfortunately, I was also disappointed by the decision to have a real-time sync feature and an unclear progression path that’s compounded by repetitive tasks. The quests that you undertake aren’t skill-based either–they’re patience-based, so to speak, as any mistake made when unlocking biomes or spending materials can be downright exasperating. Two concepts clash here: the delightful and whimsical themes that spark the joy of your inner childhood, and the frustrations of time management as you experience the monotonous daily grind as an adult.

Balatro Review – One More Blind

Poker has endured as a popular and immensely enjoyable card game because of how malleable it is. The purest form of poker is predominantly played in your hand, with you deciding on cards to discard and redraw in the hopes of creating a better hand than your opponents. Texas Hold’Em, by far the most popular variation on poker, eschews these rules by giving all players five shared cards on the table, and two cards in their hand to try and outwit other players with. A small change like this has a dramatic impact on how the game ultimately plays out, inviting the assumption that other small tweaks might have similar effects. Balatro operates directly in this space. It creates distinct scenarios through both deck building and randomization that force you to think about poker hands differently during short, captivating runs in its roguelite structure. It injects new life into the fundamental rules of poker without requiring any previous knowledge of the game, feeling deftly balanced for both newcomers and experts of the card game alike.

Balatro is deceptively straightforward. Each round you play features a blind, which here is a total score you need to beat in order to progress. Each card has its own chip value, while different poker hands add on multipliers to the total score you hand tallies to. Play better hands with better cards, and you’ll progress from the small blind to the big blind and ultimately a boss blind before the ante is raised and you’re challenged to repeat the process with more challenging totals to topple. You’re limited to a certain number of hands you can play during each round, as well as a limited amount of discard opportunities that let you toss away cards you don’t want to use. A handy glossary makes the action approachable even if you’re unfamiliar with the basics of poker, and the means to progress through each round aren’t fundamentally rooted in a deep understanding of the odd differences between each hand.

Knowing the odds of different poker hands and why you might want to pursue simple straights and flushes over the combination of the two will probably help initially in earlier rounds, but as you go on, Balatro exposes its random roguelite elements to great effect. Joker cards are Balatro’s big modifiers, offering a suite of effects that can quickly define a build that will ultimately influence the theme of your run. The combination of a joker that adds multipliers for playing Club cards with another that rewards the use of only face cards (Kings, Queens, and Jacks) can turn otherwise simple flushes or straights into incredibly high-scoring hands–a strategy you may need to progress through more challenging blinds. Other jokers can be delightfully chaotic, like one that randomizes its multiplier each time you play a hand or another that consumes other joker cards and adds their value to its overall multiplier. The game quickly starts encouraging you to strategize around the jokers that you’re given access to (each new one you purchase gets added to the pool of potential reappearances) and adjusting the hands you play around them in order to progress, making each run feel distinct in spite of the simple mechanics underpinning them.

A shop that’s available between rounds stocks jokers for you to purchase with money you earn based on your performance during each blind. In addition to jokers, there are a variety of different card types that can have an equally important impact on your run. Arcana cards are consumables that you can use for a variety of effects, many of which alter the nature of cards in your deck. Some might swap the house that a card belongs to or promote a card up a rank. Others can turn cards into different materials entirely. Glass cards provide higher multipliers when played but have a chance to shatter permanently, while steel cards have their rank and suit stripped but provide chip and multiplier bonuses. These are just a handful of examples, and knowing when to use certain Arcana cards is as important as knowing which to discard depending on the balance you’ve formed with your inventory of jokers.

Planet cards provide more holistic changes, increasing the rank of particular poker hands which provide more chip and multiplier bonuses when you play them. Like Arcana cards, Spectral cards are consumable, but have much greater effects on your deck, sometimes altering numerous cards at a time at the expense of one, as an example. The combination of Arcana and Spectral cards, coupled with the effect of Planet cards, provides a deck-building element to Balatro that is engaging to interact with. It’s far less involved than many other deckbuilder roguelites, especially when you consider that all deck construction is determined by randomization throughout each run, so it’s more a system to complement your growing collection of potential joker pulls rather than the fundamental strategic element throughout each run.

Each ante consists of three rounds: a small blind, a big blind, and a boss blind. The boss blind is the only one where the rules can be twisted and changed, with the modifier exposed at the start of each ante. This gives you the chance to acknowledge and prepare for the boss ahead, but the two blinds and their associated shops sometimes don’t offer the tools for you to adequately change your build if you foresee a big challenge. Some bosses nerf entire suits, which can quickly end runs that depend on that for big scores. One particularly nasty one limits you to just playing a single hand, which has been the death of many of my own runs when appearing in early antes. You can opt to skip blinds (including the cash you might earn and a trip to the shop) in exchange for tokens that can, in some cases, completely change the boss modifier before you reach it) but given that this and, seemingly, the modifiers that bosses are assigned are completely random, it can be frustrating to have an otherwise great run ruined by what seems like rotten luck.

But as much as any roguelite is rooted in random (but carefully calculated) luck, you can have runs where you feel virtually unstoppable. Each element, from jokers to Planet cards, has a substantial impact on both how you approach each new round and the scores you’re able to obtain with single hands. They also force you to vary the way to play each run, as simply sticking to the same traditional poker hands will very quickly prevent you from reaching higher antes. A run where you focused on transforming all your cards into hearts and using jokers that rewarded the use of them could be followed by one where the emphasis is instead on playing just three cards with each hand, with a joker and Planet card both synergizing with that. Throw in a joker that allows you to complete straights with just four cards and another that lets you skip missing cards to create one and you’ve got a whole other avenue to try and beat the game’s finale, the eighth ante. It is immensely satisfying to watch your score soar upwards as multiplier upon multiplier is added to each of your hands, with the scoreboard being set ablaze when you’ve conjured up a particularly gigantic one. But ultimately the variety keeps each of Balatro’s runs surprisingly fresh given the simplicity of its underlying mechanics, urging you to take on another run immediately after you’ve completed one.

Gallery

Overall progression doesn’t end once you’ve beaten the game’s eighth ante either. Instead, you can continue onwards through an endless run and see just how far you can get, with each new ante getting exponentially more challenging to pass. As you unlock jokers, pass certain milestones, and use particular cards, you’ll unlock additional decks that provide new starting parameters to experiment with. Some might be as simple as increasing the number of hands of discards at your disposal, while others activate abilities at the start of each run to help you predetermine what direction you can take it. Once you’ve completed Balatro with five different decks, a challenge tab unlocks that provides even more reasons to continue running through it. All of this is to say that Balatro provides enough reasons to stick with it for hours on end even after clearing it, making it a great game to both be continuously engaged with and one that you can return to periodically for a long time to come.

Balatro ticks all the boxes for a roguelite that creates a feedback loop that’s difficult to draw yourself away from. Its fundamentals are incredibly easy to understand, even if you’re unfamiliar with poker, but the ways in which it works within the game’s boundaries (and often breaks free from them) injects a level of depth to each hand to play that’s both challenging and rewarding to continually engage with. It’s a game that will melt away time as you hit play on one run after the next, with each defeat never stinging long enough to dissuade the possibility of victory on the next. While a handful of boss antes annoyingly end runs prematurely, they’re nowhere near detrimental enough to take away from the immensely satisfying balance that Balatro strikes in every other aspect.

WWE 2K24 Review – Long-Term Booking

The WWE 2K series has had a multi-year arc not unlike something you’d see watching WWE’s shows on TV. Its 2020 installment was so broken, poorly received, and ultimately meme-ified that the team actually took a year off to fix its jobber-esque series–a rare sight in the world of annualized video games. But since then, it’s been on the rise, getting pushed like a WWE superstar to the top of the card, and though WWE 2K24 doesn’t yet finish the story, it seems like it’s well on the path of cementing a new legacy for itself.

WWE 2K24 adds appreciable, albeit not revolutionary, improvements to last year’s solid foundation across the board. The in-ring action is paramount, and WWE 2K24 thankfully builds on the already-excellent mechanics in that regard. There’s more fluidity to chaining moves together, and it feels like, at any point in which your character has the upper hand, you can reliably emulate the escalation of a real-life match, with a deep assortment of move sets depending on where you are in the ring. An intuitive control scheme lets you set up a rival sitting atop the turnbuckle, staggered on the ropes, or lying on their back in the middle of the ring for an ankle lock with similar ease. The game simply always feels great to control.

Pairing those contextual attacks with a deep move set for every wrestler in which the left stick and face buttons combine to create excellent variety, 2K24 feels like it rolls out much of what made 2K23 already fun in my hands, but with a few new touches that I enjoy. This includes top-rope maneuvers onto a group of opponents rather than just one; Super Finishers, like Rhea Ripley’s belt-winning Riptide from the second rope at last year’s WrestleMania; and the ability to throw weapons. These are subtler changes than the complete overhaul the series received when it emerged from its darkest days a few years ago, but they’re each welcome to the game and help further emulate the real-life product.

One thing the in-ring action still needs to be fixed is the way wrestlers can warp to complete animations, particularly during top-rope maneuvers. In real life, when a superstar goes to the top rope before a dive attack of some kind, what you don’t usually see on TV (due to the cameras purposely hiding it) is how the wrestler receiving the attack will shift their body to help their rival perform the move safely–this avoids things like knees to the head or groin, for example. But WWE 2K’s top-rope maneuvers still include a lot of awkward warping of the leaping wrestler to stick the landing. This is not only backward from reality, but often looks janky. This has been in wrestling games for years, and though 2K24’s in-ring action is overall excellent, these moments do betray the otherwise commendable level of realism.

WWE 2K, like Cody Rhodes, went away for a while before it came back ready to climb to the top.

The wrestlers themselves usually look good or even great, albeit with the long-present issue of long hair behaving erratically once again rearing its head. The degree of how authentic an in-game model of a WWE superstar looks rises and falls in step with how long their hair is. Baldies like Kurt Angle and Stone Cold Steve Austin look excellent. Short-haired folks like Cody Rhodes and Rhea Ripley benefit from their less-than-luscious locks, and the longest-haired wrestlers like Becky Lynch and Roman Reigns tend to express the most jank atop their domes, with strands often flailing around unrealistically or clipping through their clothes. Like the warping top-rope maneuvers, hair is a long-standing problem in WWE games.

The roster has now ballooned, welcomely I should say, to 200+ current and past talents. Almost anyone you would expect who is not tied up in real-world issues–like being on another brand or otherwise scrubbed from wrestling’s all too commonly shady history–is present. A few big current-day talents are sorely missed, but in most cases, they seem to be tied to late arrivals to the brand during the game’s dev cycle, such as CM Punk, Naomi, and Jade Cargill. Punk has already been announced as a DLC character, which stings given how important he is to the roster. Naomi and Cargill may one day be on that same tier, but for now, I find their inclusion as DLC characters to be more acceptable and in line with past WWE DLC packs. Punk, however, feels like he should come via a free update.

Several gimmick-heavy match types have been added, including ambulance, casket, special referee, and gauntlet matches. These match types have been present in some past wrestling games, and I think their returns are worthwhile. Though I don’t feel a strong fondness for any of them except special referee–which allows for some hilarious multiplayer betrayals–it’s nice to have them all back, mostly for some of the game’s longer-tailed modes or PvP online where usually everyone wants to put on something more than a standard exhibition match.

Nearly every game mode has improved, but for me, it starts with GM mode. It gamifies running the business more than actually fighting the matches, though that’s an option for those who want to do both. In 2K24, GM mode is awesomely deep. Signing free agents now uses a scouting system in which you hone in on the type of superstar you want–say, an established star working as a brawling babyface in the women’s division. It costs money to do this, so you’re motivated to have a plan, because ideally, you’ll spend money to identify someone who fits your needs, and then sign them on the spot.

You can acquire superstars via other new means too, such as trading with rival brands after each premium live event. I’ve not found the CPU offers me trades I want to execute, but I can initiate my own, and I honestly think I was universally opposed to their offers because I get so attached to my roster and the stories I’ve created. Still, it’s nice to be able to offer cash for wrestlers in trades, like contract buyouts, letting me lose no personalities in the exchange.

Several new gimmicky matches re-emerge in 2K24 and serve as welcome side attractions.

The mode’s economy is also fleshed out with an overhaul of how you improve the production of your show. Before, you’d need to spend money per show to improve things like the pyrotechnics or lighting, but now you save up to permanently unlock these over the course of the GM mode’s multi-season, multi-year arc. I prefer it, because while spending on scouting and trading makes the mode more money-hungry in other ways, it feels like increasing the production value is ultimately less costly and balances out some of that spending, which, by the way, is never done using paid currency, thankfully.

Each superstar in GM mode also now has their own skill level that you upgrade by putting them to use. It essentially measures how good they are in the ring, and they’ll unlock new match types for you to use across your show as they level up. This combines with the previously established popularity and stamina systems to help guide (and challenge) your booking as you seek to be the best weekly product in the WWE machine. I’ve always loved drafting my superstars, creating rivalries, and telling stories over many months just like I see on television, and the new skill system adds more ways for me to feel like I have a clear direction for my show. When I strapped the proverbial rocket to Tiffany Stratton, improving her in-ring work and her popularity with the fans, her value to my show was obvious and rich with rewards, both monetary and otherwise.

For those who want a less business-focused sandbox in which to play, Universe mode returns and is, like GM mode, better than last year’s, though its new toys aren’t as important as GM mode’s. Universe mode is designed as the ultimate WWE simulation, allowing you to book every show, every week, make roster decisions, tell stories with new in-game mechanics you play out like run-ins and post-match beatdowns, and essentially pour over every aspect of the WWE name.

I love the addition of double title matches since this is something common in real life that wasn’t available until now. You can also perform Loser Leaves Town matches as a way to write a superstar off your show for some time or even permanently. Like GM, Universe mode asks you to bring some headcanon to the mode–a rivalry has an in-game metric, but you don’t actually see the promos being cut, so it’s best enjoyed by the players already in deep with wrestling as their weekly hobby who enjoy fantasy booking. With unique mechanics like momentum and power rankings, it scratches a different itch from GM mode even as they both appeal, at the highest level, to players who want to book matches like they’re heading up the creative team.

GM and Universe modes are heavy on player-driven and emergent narratives, but for players who prefer their storylines to come scripted like an episode of Raw or Smackdown, MyRise returns with two new storylines and some nice touches to both. The Undisputed and Unleashed storylines offer players story modes in the men’s and women’s divisions, respectively. They both benefit from a lot more voice work this year, which can vary in quality, but since these are wrestlers and not, say, football players, the delivery isn’t usually distractingly bad and sometimes it’s even good.

Wrestling fandom is full of fantasy bookers, and WWE 2K24 has multiple modes to sate that appetite.

Better than the voicework is a new side-questing system that allows you to work shorter programs with rivals off the main path, like briefly feuding with Kevin Owens in exchange for a permanent skill increase before you return to your mainline feud regarding the WWE Universal Championship. The rewards are so worthwhile that I skipped none of them in my playthroughs.

Of the two stories, the women’s storyline is more compelling. It sees you start as a Face That Runs The Place-type of star for an indie promotion before you get poached to the big leagues of WWE. I love indie wrestling and attend shows often, so I found myself smiling at how well these cutscenes painted the picture of such a show. It’s meant to have an ECW-like quality to it, and the story drills that home with a small but raucous crowd and the DIY nature of the entire promo. The men’s story is good too, but its focus on a mid-carder finally getting their push to main event status is just inherently less interesting since it feels much more commonplace in reality.

For the best scripted storytelling in the game, Showcase mode is where to spend your time. Like when NBA 2K revisited its concept of a Michael Jordan legacy mode, WWE 2K foregoes spotlighting a single superstar and opts instead to run back the Wrestlemania-centric Showcase mode it previously attempted 10 years ago. 21 matches across four decades are given the Showcase treatment, which this year includes narration by WWE commentator and former in-ring star Corey Graves, lots of archival footage, and a few talking-head segments with folks like Hulk Hogan and Kurt Angle. I wish there were more interviews to contextualize each match by the people who lived it, as there seemed to be too few even once the mode carries into the modern day where wrestlers are still alive to speak on their matches.

On the bright side, the stylish delivery of Showcase mode returns for a third consecutive year. The matches seamlessly transition from in-game action to live-action footage from years gone by. It never gets old, and I found myself routinely mesmerized by how the matches would blend gameplay and real-life footage. The result is a playable Wrestlemania documentary that caught me up on some of my historical blind spots.

A lot of what makes WWE 2K24 is its best-in-class creation suite, which further separates itself from the field with create-a-referee and an immediately meme-heavy create-a-sign. The WWE 2K community is incredibly dedicated to bringing in every famous face not there today using create-a-wrestler, like MJF, Sting, and Guilia, to reviving old shows like WCW Monday Nitro in create-a-show, to even creating custom championship belts or Money In the Bank briefcases.

The tools run so deep that every creation sub-suite is full of amazing content for the larger community to enjoy thanks to the work of a small percentage of players. With all of these tools, it’s entirely possible to use WWE 2K24 to play out entirely different brands like NJPW or AEW, unofficially making it the best game based on those brands, too. It’s truly astounding. A lack of custom music continues to hinder the mode slightly, but I sense this is due to the complexity of music rights in the streaming age, so even as its absence is felt, it’s also forgivable.

MyFaction returns as the card-collecting live-service mode meant to keep players logging in daily for XP rewards and the lure of spending real money. Given how much else there is to do in 2K24, it feels like an afterthought to anyone but the mode’s already-established fans. MyFaction uses similar progression loops as counterparts in other games like Madden Ultimate Team or NBA 2K’s MyTeam. It’s rife with predatory and uninspiring economies where you can slowly grind through ladders of endless content to marginally improve your faction of superstars, or quickly buy randomized card packs for real money and enjoy much faster gains.

Showcase mode spans four decades and many of WWE’s most memorable moments.

There are ways to target specific superstars and ensure you get what you want, but both the grind of the mode and the dizzying nature of its four separate currencies leave a bad taste in my mouth. I don’t have any desire to engage with my faction, The Fudgement Day, beyond what it took for me to review this aspect of the game. Like most sports games doing this kind of content, it feels like meaningless busywork, where the reward is not the gameplay, but watching the numbers in the menu get bigger.

It’s meant to activate some probably intensely researched parts of our brain where we’re compelled to repeatedly run these mazes to find crumbs of cheese at the end, spending money as we go, and my only hope–since this mode is still relatively new and not as embedded as it is in Madden or EA FC–is that the WWE 2K team can drop this mode or outsource it, thus freeing up more time for meaningful parts of the game. It’s already doing so much so well, and yet MyFaction’s disappearance would be an addition by subtraction for the series.

It was last year’s WWE game that rekindled a years-absent obsession for pro wrestling within me. I’d not be writing this review if that game weren’t impressive, and so as a rejuvenated fan of the medium, I’ve been elated to see how this game improves on the high bar set last year. As both WWE and the wider format of pro wrestling live through a new golden age, it’s fortuitous timing for fans that this year’s game is so great. While the MTX-heavy mode feels tacked on like a publisher mandate, there are thankfully several other modes that each feel like they deserve to be played for many months ahead, making them the true centerpieces of your personal WWE universe.

The Outlast Trials Review – Immersion Therapy

One of the hardest reviews I’ve ever had to write was for Outlast 2. The game was so unnerving that it was hard to psych myself up enough to play it sometimes. The Outlast Trials, Red Barrels’ first game since then, doesn’t consistently reach those same heights, but it is memorably scary at times, and when it’s not frightening, it’s plenty rewarding in other ways. Taking a single-player horror series like Outlast and repurposing it as a four-player PvE game sounds like the kind of publisher-mandated live-service experiment too many teams have been tasked with lately. But as an indie team, Red Barrels seems to have steered its own course, and that may be why The Outlast Trials still feels like Outlast rather than a cynical project bearing the name.

The Outlast Trials is set in the Cold War, where you’ll customize your figurative guinea pig for a lengthy series of vicious experiments within the Murkoff Facility. The game’s opening moments, along with the lore, paint a scene so gruesome and wicked that’ll be familiar to series veterans, but disquieting to those new to the Outlast universe.. After training to become sleeper agents who are psychologically deconstructed, tormented, and then brainwashed, you’re eventually let back out into the free world awaiting your activation as a secret weapon. The context of your overarching mission is at least as dark as anything this team has done before–and it’s set its bar quite high previously.

In practice, these experiments play out on various large maps like a police station, a courthouse, a carnival, and more. Each one is propped up as a facsimile of the real thing as you run through the Murkoff-made mazes like a lab rat. This involves many signature Outlast elements, none more emblematic than carefully crawling through the dark in first-person while desperately seeking salvation–or at least batteries–before your night vision runs out of juice.

The gameplay loop is reimagined, but the aesthetic of classic Outlast remains.

Like its predecessors, The Outlast Trials is still very often set in the dark, but it uses the light more than its predecessors. It’s a clever way to torture you. Though you’ll often wish you could find that next battery pack before you have to resort to feeling around for walls in the dark, oftentimes you’ll also need to move through well-lit areas, which betray you in the opposite way of making your escape obvious to patrolling enemies. It reminds me of how, in brutal heat, one may wish it were winter, but then in the snow, they may dream of summer. The light and dark are used to diversify the obstacles in your path, much like the noise traps, failed minigames, and naked giants looking to smash you into the carpet. Yes, what would an Outlast game be without monstrous men swinging their pendular arms and penises alike?

The minigames will seem familiar to players of other multiplayer horror games, like Dead By Daylight and The Texas Chain Saw Massacre. Starting generators or picking locks quickly but quietly is nerve-racking but implemented fairly, so that your screw-ups feel like your own and not the game forcing drama where it ought not have been. The minigames are challenging enough to provide the drama already, and the idea of a masterful or even perfect run–avoiding traps or failed minigames, taking no damage, and perhaps even never being sighted by enemies–is a fun reward to chase for players who play long enough to get acquainted with the game’s more frightening bits.

You’ll need to contend with all manner of vile AI enemies, including a prison guard all too happy to use his baton, a supernatural entity called The Skinner Man which haunts you whenever your mental state deteriorates, and Mother Gooseberry, a grotesque shattered-mirror version of a nursery school teacher who dons a face akin to Leatherface’s Pretty Woman mask, but supplements it with an unnerving hand puppet duck with a menacing drill hidden in its bill. In Outlast, nearly every villain is an icon–this has long been true and continues in The Outlast Trials.

Furthering the game’s uneasy feeling is the level of nauseating detail found in every corner of every map. Bodies are left crammed into trash cans, or quartered like a butcher shop’s display. The walls are plastered with propaganda furthering your in-universe descent toward submission and brainwashing. Creepiest of all, and something I find to be a true stroke of horror genius, is that every map features Murkoff researchers clad in white lab coats observing you from behind safety glass. So while you may be running for your life, losing your mind, or bleeding out on a bathroom floor, the cold and cruel scientists simply observe and report. The Outlast Trials continues to prove its studio has a knack for being sincerely sinister.

One new wrinkle to this reimagined Outlast is that you can throw bricks and bottles to distract or briefly stun enemies. That’s the simplest means of self-defense in a series that has only ever let you run and hide before. But the more evolved version of fighting back, built for a game that wants to be infinitely replayable like this does, is your rig–a cooldown-enabled special ability of your choosing with many upgrades to unlock slowly over time. There are a few different rigs, such as abilities to heal your team or throw mines that deploy smoke to cover your tracks, and the best use of any one of them is to combine it with those belonging to other players who may be loading into matches with different rigs than yours. Collectively, you are whole as a group.

There’s strength in numbers, but that can also just mean more victims in the end.

This design winds up revealing that a more traditional Outlast is tucked away inside this multiplayer-focused prequel. Though many mission objectives scale for your team size, such as needing to turn on multiple generators in a pitch-black basement when you’re on a team rather than needing to activate just one as a solo player, the game is nearly as scary as I found Outlast 2 to be when played alone. That’s a good thing, as it means anyone turned off by the new direction of this series can still find something close enough to the classic Outlast experience if they want it.

Missions can take much longer when played this way too. A mission that might take 90 minutes solo can reliably be completed by a full team in a third of the time, in my experience. I’m fine with either case, depending on how I want to play at a given time, but it’s frustrating that the always-online nature of the game means I can’t truly pause it even when playing alone. I resorted to hiding in lockers, barrels, or under beds if I needed to step away for a moment, but that ran the risk of being kicked for inactivity.

The Outlast Trials becomes less scary with each additional person you add to your group. It’s a little bit “strength in numbers” and a little bit “misery loves company.” Simply put, the unimaginable horrors this game throws at you become more digestible the bigger your group is. When played with people you know, it can take the shape of a haunted hayride–the screaming becomes equal parts laughter and fright. It’s fun to be vulnerable with your friends. The Outlast Trials isn’t as scary with multiple people playing along, but it becomes a memorable time in a way previous Outlast games weren’t intended or able to be.

Still, I do find this to be a strange outcome; the game designed for four players loses a lot of its horror luster if it’s actually played that way. This review is based on the game’s 1.0 build that launches on March 5, but both this week and in earlier sessions–some of them from months ago during the game’s Steam Early Access run–I’ve experienced some missions in which everything was trivially easy because the three players I joined up with were, on some occasions, experts. It was like they had figuratively broken out of the boundaries set by the wretched facility and were able to game the system to max out rewards. To them, it became not a game of co-op horror, but a climb up a steep rewards tree.

That’s not as satisfying to me, as someone who wants to play an Outlast game to be terrified, but it hasn’t been common, thankfully. It’s possible to have such an experience, but more often my team was composed of a few unlucky souls who struggled to do just enough to limp out of the exit doors before they shut for good. That’s more like it, and thankfully more common.

Mother Gooseberry is a new icon in a series already boasting many of them.

Gallery

Still, if you’re going to chase that skill ceiling for the game’s rewards, there are plenty. As each player builds up their character, unlocking new cosmetic decor for their personal “sleep room” and character, as well as new passive skills and rig abilities, it’s quickly obvious just how numerous they are. There’s not one skill I felt like I could do without, from learning to slide, to bashing open locked doors more quickly, to increasing my stamina or battery life. For most players, the odds will feel stacked against you, so choosing a new skill is both hard in a choice-paralysis kind of way, and also somehow easy too, since ultimately you really can’t go wrong. Every improvement is welcome when you’re otherwise so powerless. I wanted them all, and continue to chase some of them today.

Rewards are earned each time you level up, which would turn your victim into an overpowered super lab rat in time, except the missions do well to advance in difficulty alongside you, with endgame content and weekly limited-time missions that serve as out-of-reach rewards for many hours and eventually become the long-tailed excuse to return to the game regularly.

The game even uses an almost Call of Duty-like prestige system, in which you graduate a character through the endgame trial and release them into the world–in the lore this allows them to join society and await their activation phrase, which I find deliciously dark. You’ll retain your unlocks and start anew with another character, or Reagent, which means this process is light on both rewards–the only such example in the game–and consequences, but at least the story justification is creepy. I only wish there was more story put front and center. Beyond this contextual understanding and an opening cinematic, you’ll consume the narrative only via collectible text logs found in each level randomly.

The Outlast Trials is a surprisingly rewarding multiplayer horror game. It’s capable of being as terrifying as previous Outlast games, and though you’ll trade away some scares when playing with a bigger group, they’re likely to be replaced by nervous laughs as you and your allies narrowly evade monsters in the dark. Surviving and returning to the hub facility means you’ll then unlock great metagame content like more punishing missions and skills that are helpful no matter what you unlock. These gameplay loops are hard for seemingly most live-service teams to figure out, so it’s especially impressive that a small, traditionally single-player horror studio found a formula that works so well.

It’s initially jarring to witness an Outlast with things like cooldown abilities, cosmetic customizations, and upgrade trees, though it doesn’t take long to appreciate this new look. The Outlast Trials, like the lineup of villains at the heart of it, wears many faces, but each of them is memorable.