Need For Speed Unbound Review – Comic Book Racing

The first thing that jumps out when starting Need for Speed Unbound is its vibrant art style. At a time when most other racing games are striving for photorealism, EA’s latest distinguishes itself from the rest of the grid by adopting a stylized mix between reality and comic books. While its cars land on the side of realism, the characters behind the wheel are cel-shaded and its open world falls somewhere in between the two aesthetics. Vivid graffiti-style flourishes also pop up when you activate nitrous or fly off a ramp, and drifting kicks up colorful tire smoke that looks hand-drawn, with all of these effects punctuating the action with a unique sense of style.

There aren’t any modern racing games that look quite like it, yet the rest of Unbound feels like a continuation of 2019’s Need for Speed Heat. From the distinction between day and night races to the cat-and-mouse chase that occurs when you have to outrun the cops and make it to a safe house in order to bank your money. Unbound doesn’t attempt to reinvent the wheel, but what’s here maintains the series’ recent quality, even if there are some wrong turns along the way.

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Now Playing: Need For Speed Unbound Video Review

As is now customary in Need for Speed games, Unbound features a rather forgettable story about getting back at a former friend who stole your ride. There’s little point in delving into details because, ultimately, it’s inconsequential. Cutscenes are sprinkled in every now and then, but for the most part, the story is just sort of there, happening in the background as you drive around the city, so at least it’s unobtrusive. There’s some fun incidental dialogue every now and then, including one mission where you’re traveling with a “weeb racer” who spends the whole journey telling you about the history of anime and how it definitely isn’t a cartoon. Rapper A$AP Rocky also makes an appearance (because why not?) and it feels like he was given a microphone and free rein to say whatever came to mind. It’s a moment that stands out in a game that’s filled to the brim with ancillary dialogue. Aside from this, the story is relatively easy to ignore, but it does succeed in giving impetus to the game’s structure.

Unbound takes place across four in-game weeks. At the end of each week, there’s a series of qualifying races that eventually lead to a grand finale where your aim is to exact revenge by winning the whole thing. There’s a buy-in for each qualifier, so you’ll spend the days leading up to each one taking part in various races and events in order to earn enough money to enter and upgrade your car along the way. Aside from racking up stacks of cash, each of these events also catches the attention of the local police force. If you’re busted by the cops before making it back to a safe house, you lose all of your winnings and must move on to the next day, adding tension to each run-in with the law.

Need for Speed Heat adopted a similar structure, but while that game featured legal street races throughout the day and illegal street races at night, Unbound takes the illicit route 24/7. This means there’s no respite from the police’s attention, and any money you make during sunlight hours needs to be banked at a safe house before you can transition to the evening’s races. Your heat level carries over, too, and only resets once you’re done for the night, so it’s up to you how much police presence you want to accumulate throughout the day before the sun disappears over the horizon. Night events tend to feature significantly higher payouts, but they often require a particular level of heat or a sizeable buy-in if you want to participate. You can still earn money taking on smaller events, but the increased risk of the larger events comes with big cash prizes. You’re forced to weigh up your options when deciding what to do on a day-to-day basis.

These decisions are more impactful during the early game when the cars you’re driving aren’t quite up to snuff. Unbound is surprisingly challenging in its first few hours, and I appreciate how hard it makes you work to achieve victory. You’re competing against drivers that are simply faster than you, racing in souped-up cars that your initial junker can’t keep up with. You begin by butting heads with those at the back of the pack, but you can place a bet at the start of each race that you’ll finish above a certain driver, giving you the chance to earn some extra cash while setting a target to beat even if you’re not competing for first place. Eventually, as the money starts flowing in and you’re able to afford more vehicle upgrades, you can see the gap close as you start achieving higher finishes and picking up victories. You’re made to work your way up and the end result is a palpable and satisfying sense of progression.

Unbound’s driving model is also flexible enough to allow for a couple of different racing styles. Each car’s handling falls into one of three categories: drift, grip, and neutral (which sits in the middle of the other two.) If you love careening around corners sideways, a car that emphasizes drifting will make life easier. On the other hand, if you prefer slowing down and hitting the apex of each corner, a grippy car is advantageous. Whichever style you choose rewards you with a chunk of nitrous for pulling these cornering techniques off successfully, which makes both viable. No matter which car you choose, however, they’re all afflicted with a severe case of understeer. This makes it feel like you’re trying to steer a bus around the city, but I found that you can alleviate the issue somewhat by going into each vehicle’s handling settings and moving the slider for steering sensitivity to “high.” It’s not an ideal solution but does make the handling feel more responsive and precise.

Like other arcade racers of its ilk, Unbound is built around accumulating NOS by performing different actions such as drafting behind other racers, driving into oncoming traffic, and getting airborne. You have a standardized nitrous meter that can be consumed in one go for a lengthy speed boost, but Unbound also introduces another type called Burst Nitrous. As the name implies, this lets you activate a short burst that operates off of its own charge system. Drifting, for instance, will fill up this separate meter, letting you explode out of a corner with a rapid surge of speed. It’s a fun new addition that gives you more opportunities to take advantage of nitrous while also incentivizing risky driving.

The only downside is that the AI doesn’t always play fair. Other drivers have a tendency to match your pace whenever you deploy nitrous, whether they themselves are boosting or not, which dilutes the delight that activating NOS should invoke. The leading AI car will sometimes zoom ahead as well, finishing the race more than 30 seconds faster than everyone else. This happens seemingly at random and feels like reverse rubber banding, giving you no chance of catching up.

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Other frustrations revolve around the police, particularly early on. You have little recourse when it comes to fighting back, so police chases can last for a good long while when your car’s not the fastest. This ramps up the tension even further and the pervasive feeling that you’re severely outmatched isn’t a negative, but it’s disheartening when you finally evade capture only to enter another protracted chase when a police car spawns in front of you. Undercover cops feel particularly cheap as well, since they don’t appear on your radar. Even later on, when escaping becomes much easier, Unbound floods the streets with additional cops which makes getting from race to race a tedious affair.

Some of these issues were also present in Need for Speed Heat, doubling down on the notion that Unbound is a lateral move rather than one that pushes the series forward. It’s no worse nor better than its predecessor, making for another exciting arcade racer that’s still held back by a few annoyances. It’s another positive outcome following the low point that was Need for Speed Payback, but Unbound is unlikely to emerge from the shadows of the genre’s most popular games.

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Indika Review – The Devil Makes Three

Indika is a hard game to define. It looks like a horror game, but it’s not scary–at least not in the conventional sense. It plays like a third-person puzzle game, but most of the puzzles don’t require much thought. What Indika definitely is, however, is a fascinating psychological examination of faith and doubt that’s supported by remarkable visuals and mature writing. Occasionally, its ambitions get a little unwieldy, but developer Odd Meter’s decision to take on these heady themes and confidently explore nearly all of them is an impressive feat.

You play as Indika, a nun tormented by a demonic voice in her head, as she travels across a nightmarish interpretation of 19th-century Russia to deliver a letter. Most of the game consists of traveling from point A to B, solving a few puzzles, and watching cutscenes, but within these tasks are moments of introspection and self-discovery. Along the way, she meets an escaped convict named Ilya who claims God speaks to him. What ensues is a nuanced exploration of faith and doubt, love and hate, and pleasure and suffering. Both characters believe in the same God; rather than pitting a believer against a nonbeliever, Indika explores the space that exists between two interpretations of the same faith. This specificity allows Odd Meter to delve into different shades of Christianity and examine how the same texts, rituals, and prayers can be bent to ascertain different meanings.

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These frequent philosophical exchanges could have easily come off as overwrought or self-indulgent, but all these musings are in service of the characters and their development over the course of the story. For example, Indika tells Ilya she joined the convent of her own volition, but because her decision was fueled by emotions and experiences that were out of her control, can she really say she became a nun through her own free will? Ilya challenges this notion, and declares that free will is how we rise above our biological dispositions. Reflective conversations like these are key to Indika’s character as she grapples with her faith and attempts to make sense of her life.

It helps that Indika is portrayed by the fantastic Isabella Inchbald, and Louis Boyer embodies Ilya with equal confidence. There’s a raw authenticity and conviction to their performances that bring both characters to life. You can hear the fear and doubt in Indika’s voice and the desperation and hope in Ilya’s. Meanwhile, Silas Carson’s portrayal of the devil is humorous, sadistic, and cordial in his demeanor as he deftly narrates the action. While the writing and acting are great, they are occasionally undermined by awkward animations. Sometimes the action will look a bit too robotic, or dialogue won’t quite sync up with a character’s mouth. These are minor issues overall, but sometimes it was just enough to take me out of a scene.

Nevertheless, Indika is one of the most visually arresting games I’ve ever played. Developer Odd Meter uses framing, color, and lighting to achieve a look and feel that is rarely seen in games. Wide-angle shots often distort Indika’s facial features and warp the background to give the experience a voyeuristic feel. The framing, meanwhile, consistently impresses as it accentuates the action and world. In one section, after being chased by a wolf the size of a truck, the beast takes a tumble and wedges itself in a water wheel. What follows is a subdued conversation between Indika, Ilya, and the devil in her head about whether or not a beast can be sinful, as the camera tracks the dead wolf being dragged underwater by the water wheel. It’s a macabre scene given the context alone, but the stylistic choices allow the tone to meet the moment more effectively than a standard shot/reverse shot conversation would.

Rather than pitting a believer against a nonbeliever, Indika explores the space that exists between two interpretations of the same faith.

These choices aren’t just for show, either. They are bold and sometimes jarring creative decisions that reflect Indika’s inner turmoil as she travels across Russia. There are sections where the world–at least from Indika’s perspective–is split in two. When this happens, an oppressive and discordant synth kicks in as hellish red light soaks the scene. Through prayer, Indika can reforge the world around her and suppress the chaos. To progress, you–and by extension, Indika–must rip apart and merge her world by alternating between Indika’s cacophonous hell and her quiet reality. Although rare, these moments give weight and meaning to Indika’s gameplay as they leverage Indika’s themes of faith and doubt.

The same can’t always be said for the game’s puzzles, though. Most are simple and mundane: Move some boxes around, manipulate a crane, and strategically align lifts and elevators. Puzzles like these make sense in the early hours, as the game familiarizes you with Indika and her menial life. But as her world expands, these bland puzzles start to feel tonally and narratively incongruous as Indika struggles with her faith, especially when some puzzles literally let you tear the world apart, while others have you shove a box around.

With these criticisms in mind, it may seem like this story would be better told as a film or book. What’s fascinating, though, is that Indika clearly understands the medium it inhabits. It brazenly leverages video game tropes to elevate its themes. You’ll earn points for acts of faith, such as performing the sign of the cross at crucial moments, lighting altars, and collecting religious texts. You can then use these points to unlock skills that increase the amount of points Indika can earn. The thing is, these points do nothing. The loading screens even tell you they are useless. They have no discernible value and are simply a shallow way to measure Indika’s faith.

Yet, I didn’t want to miss any of it. I lit every altar, collected every text, and mashed the sign-of-the-cross button (yes, there’s a button) at every opportunity. It’s almost silly to gamify this stuff, but putting Indika through the motions as she builds up an arbitrary “faith” score while she’s actively questioning her faith is brilliant. I grew up religious. I went to church every Sunday and attended Catholic school. There was a distinct period in my life when I was questioning my beliefs, yet I still held on to some of those ingrained rituals. There was a quiet guilt that I couldn’t expunge: a feeling that could only be alleviated by going through the motions. In a way, it feels like Indika is using the language of video games and my understanding of them to reinforce her feelings of faith and doubt. Indika is about the internal struggle of a nun who isn’t entirely sure what she believes anymore, but seeing her cling to tradition–through my actions–is powerful.

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Although Indika does an excellent job exploring its themes of faith and doubt, there’s one subject the game doesn’t handle with the care it requires. In one particular scene near the end of the game, it touches on some uncomfortable territory that–depending on your interpretation of the story and its themes–might feel unnecessary. Up until that point, the evil that exists in the world feels intangible and theoretical. Indika and Ilya talk of hell and demons, but it always feels distant, almost as if God is protecting Indika on her journey. That is, until the final moments of the game, which allude to a sexual assault. The reasoning behind this scene is to test Indika’s faith, but as it stands, the scene in question feels like a means to an end rather than something Odd Meter wanted to properly explore.

Given the Catholic Church’s long and pockmarked history of sexual abuse, it makes sense that it plays such a critical role in Indika, but it’s not examined with the care that is necessary. The scene and what follows are clearly intended to elicit a lot of different emotions and speculation, but when those knee-jerk reactions stem from something so traumatic, it feels unearned. It’s almost as if the game wants you to move on as quickly as it does, which stands out as unusual in a game that is otherwise very thorough in its interrogation of sensitive subject matter. To be clear, Odd Meter doesn’t botch this scene entirely. Atrocity is often the most difficult test of faith, and they had the good sense not to show the assault itself. However, once the scene ends, it feels like Indika is barrelling towards its conclusion, while I was still trying to make sense of what just happened.

I’m often frustrated when developers lean on religious iconography but fail to explore faith in a meaningful way. Some of the greatest works of art exist because of religion, either as an exploration of it, a testament to it, or a denouncement of it. Human history is inextricably tied to religious faith. Yet, outside of a few exceptions, games tend to avoid commenting on religion without obfuscating it behind fake dogmas and fantastical gods. Indika’s direct examination of Christianity allows it to better explore the gray areas of religion and faith that are often lost when the recognizable specifics are swapped with allegorical fiction. And while the execution occasionally falters, its willingness to grapple with these difficult themes, and the conclusions it draws, make Indika a fascinating journey.

Endless Ocean: Luminous Review – Hope You Really Like Fish

Between the advent of cozy games, farm sims, rhythm games, narrative adventures, and more, we’re in something of a golden age of non-violent games. If you want to take a break from shooting and punching and instead just relax with some chill vibes, you have myriad options available to you. Endless Ocean: Luminous is an aquatic take, letting you freely explore the ocean with no danger or violence to speak of whatsoever. It sometimes straddles the line between game and edutainment in ways that could be engaging, but achingly slow progression and a lack of realism leave it feeling washed up.

Scientists say only 5% of the ocean has been explored. The name Endless Ocean, and the unexplored nature of the ocean itself, suggests an incredible degree of possibility and adventure. In practice, though, there actually isn’t all that much to do in Endless Ocean: Luminous. You can take part in a Solo Dive, in which you explore a seemingly randomized map; a Shared Dive, which is just a Solo Dive with friends exploring the same map together online using Nintendo’s Switch Online service (complete with its usual shortcomings); and Story Mode, which gives you short missions consisting of objectives accompanied by a little dialogue.

With this dearth of options, its approach to progression gating further compounds the lack of variety. After the first handful of story missions, the others are locked behind scanning ocean creatures in Shared or Solo dives. To scan you just hold the L button in the direction of sea life until the meter fills, which then gives a detailed look at the creatures in your scan. But the progress gates are set so absurdly high that the novelty wears off quickly. One of the earliest gates is set at 500 scans, which felt high but reasonable. The next was at 1,000, so I had to get another 500. That rubbed me the wrong way. By the time I reached the next gate, set at 2,000–meaning I needed another 1,000 scans–the chill vibes were gone. I was just annoyed. It’s hard to overstate how frustrating it is to spend almost an hour roaming around a randomized map scanning fish, only to exit the map and find I’ve only gained another 200 pips toward my next story goal. Plus, judging by the creature log, there are just under 600 species of sea life total in the game. Why would you need to scan 2,000 times to see a mid-game story mission?

Not that there’s much story to tell. You’re a new diver accompanied by an AI companion, exploring phenomena of glowing fish, and sometimes you’re accompanied by a brash (but actually cowardly) fellow diver named Daniel. The story missions are short and largely uneventful. Sometimes they end so quickly that I was genuinely surprised. Other times, they feel like a glorified tutorial, which makes it that much stranger to gate it behind so much free-roaming playtime. At least one of them is just a cutscene with no actual diving gameplay whatsoever. Occasionally, the story mode will deliver something unexpected and fun, like a massive or fantastical species of fish, but those moments are few and far between. There is a meta-story involving an ancient relic with 99 slots, which you fill in by discovering certain artifacts scattered randomly throughout dives or by fulfilling achievement objectives, but it feels more like a busywork checklist than a real story-driver.

And because the scanning requirements are so excessive, small inconveniences feel more impactful than they should. It’s easy to pick up a fish you’ve already scanned while trying to register a new one. Every time you scan any fish, it zooms in on them for a moment, forcing you to hit B to back out of the detailed view. If you scan multiple species at once, they’re grouped in a listing together, which is meant to be a convenience feature–but new species aren’t prioritized in the list, so you need to scroll down to find any with a “???” designation to mark them as discovered. If you don’t, the unidentified fish remains unidentified. If you scan a large school of the same fish, they’ll all be listed separately. In Solo Dives, the map is slowly charted in segments as you explore, but keeping an eye on the map to make sure I was filling in the little squares meant I could fail to notice a fish swimming by, or I could miss a depth change that may reward me for diving deeper.

Your dives get you experience points to level up, which increases your dive capacity, which you can use to tag sea creatures to swim alongside you. At first, these only include the smallest of sea creatures, but as you build capacity, you can swim with larger ones that are used to solve riddles. A stone tablet might challenge you to come back with a particular type of turtle or a fish that “sails as it swims.” Even then, though, the solutions are too rigid. When I returned to the tablet with a “Sailfish,” nothing happened, presumably because it was not the specific solution the riddle had in mind.

A Shared Dive in Endless Ocean: Luminous

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In addition to story progress and dive capacity, leveling up also opens new but severely limited tiers of customization options. Those include palette swaps for your diver or individual SCUBA suit parts, different stickers to apply to your profile, and emotes. There isn’t even a different helmet or mouthpiece, just the default in different colors.

It feels as if the goal was to create a virtual, interactive aquatic museum, and the variety of sea life does support this nicely. It actually is exciting the first time you see a new species of sea turtle or an extinct megalodon shark, even if you know that it can’t hurt you. But the mechanical underpinnings get in the way of its potential as a museum too. For example, every species of fish has a blurb with some interesting marine facts, complete with a reading of it from your AI companion. This could be a cool and educational feature, but when you’re pressed to perform thousands of scans, it’s hard to bother listening to every blurb. There also isn’t an indicator for when you’ve already heard a blurb, and since you’ll see species repeated a lot, it’s nearly impossible to remember which ones you have or haven’t heard–even if you can tell dozens of roughly similar-looking fish apart, which I can’t.

In part due to its non-violent nature, Endless Ocean does not present the depths very realistically, even to my layman’s eyes. Your oxygen is unlimited, and you don’t need to worry about temperature or depth. You’ll never freeze or get decompression sickness or drown. More aggressive species will never attack you. Species of fish seem to be scattered more or less randomly around the map, which leads to oddities like finding large-scale creatures in shallow waters, or discovering deep-sea dwellers in middle-depths instead of the deepest, almost pitch-black parts of the ocean where they actually reside. And while this is likely a limitation of the Switch hardware, the fish, coral, and ocean floor themselves aren’t rendered photorealistically enough to instill a sense of awe and majesty.

It seems Endless Ocean wants you to spend most of your time diving with friends to pass the time. The Shared Dives option is the first one on the menu, after all, and it is easier to fulfill the simple procedural objectives when you’re paired with other divers. But like most Switch games, you join friendly games using a digital code, and there isn’t built-in voice chat, so you can’t really treat it like an underwater virtual lobby. Even if you could, though, scanning fish with your friends would not sustain the group fun for anyone but the most devoted of sea-life enthusiasts.

Endless Ocean: Luminous could have been a realistic SCUBA sim with all the treacherous hazards that real underwater divers need to consider, a relaxing chill-vibes game that’s mostly about finding fish with your friends, or a story-driven game centered around discovering awesome and even extinct underwater beasts. It has pieces of all of those, but it doesn’t commit to any of them. Instead, it takes the enormity and glory of earth’s largest and most mysterious region and turns exploring it into a dull, repetitive chore.