Review: Little Nightmares (PS4)

Little Nightmares is a horrifyingly mesmerizing puzzle-platformer developed by the Swedish-based Tarsier Studios. You play as a little girl named Six, wandering through The Maw, a disturbing world filled with monsters and horrors that makes your spine tingle.

This game is disturbing, uncomfortable, and absolutely gorgeous. However, there is also something alluring about it. I got a feeling that I had to explore this cruel and gruesome world with Six, so that somehow, I could protect her: so that I knew she wasn’t alone – and into the Maw we went.

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In the early 2016, I went to a lecture about digital culture. Dave Mervik, the narrative designer for Tarsier Studios, was present and a part of the discussions. The lecture was called “The Art of Storytelling in Games.” One of the discussions was about how there could be a narrative designer for a game that doesn’t have a narrative. Playing games like Little Nightmares is always interesting because there is so much being told if we are willing to look.

Already then, the audience was given some sneak peeks about Little Nightmares. They were really small peeks though, since the game was still in development, and there were strict limitations to what Mervik could reveal. However, he revealed that the current name of the game was Hunger.

One of the themes I kept encountering was exactly this – the hunger. The insatiable hunger, where the mind is so overruled by this feeling that it stops thinking rationally. In one of the last parts of the game, you venture out on a gigantic ship where it seems that the only thing the guests are doing is eating. Eating with greedy hands, and greedy mouths. If they spot you, they will throw away everything in their hands, and reach for you. Even if they fall from their chairs in the process, they will keep grabbing at you, crawling towards you, groaning and moaning. That’s downright disturbing and uncomfortable. Even Six, our little adorable protagonist, will turn into a monster when hungry enough.

Is this what humans look like? Can we really be that greedy? The thought scares me…

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I love the attention that the developers have made to the small details. Small details such as Six running her hands along the wall when walking close to it, feeling existence in the darkness. She turns her head to look at something interesting, as perhaps an indication to the player what is significant. The game is also beautifully structured, with a nice build-up and end on every level. It makes you hold your breath, with your heart pounding and your slightly sweaty hands on the controller.

My main issue with the gameplay: the sensitivity of controlling the character. It’s much trickier than it had to be, which sometimes could ruin the flow of the game.

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It is clear as day that this game has several themes/elements to it. One of those elements is darkness. There are contrasts of darkness and light as Six always carries around a little lighter. You also light up candles and lanterns along the way. Little Nightmares makes it clear that it plays off your fears, such as the fear of darkness, tight spaces, critters, paranoia, etc. It was ominous when the monsters always showed up exactly where I was at all times. Thus, that is how it is when you are having a nightmare. The monster is always following you, and it is difficult to get away.

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As I was playing the game I realized that it created a lot of philosophical thoughts in my head. That’s a good thing – I can always appreciate a game that makes me think. One of the discussions in the lecture about storytelling in games was about how there could be a narrative designer for a game that doesn’t have a narrative. Playing games like Little Nightmares is always interesting because there is so much being told if we are willing to look.

Little Nightmares shows how defeating your ultimate fear may make you able to conquer them all. It shows you how fear can be created where there is none. Without fear, there are no nightmares. If there’s one thing I’ve learned from this experience, it’s that the Maw can be pretty damn horrifying, in it’s beautiful, messed up sort of way. You learn that in the great scale of it all, we are but one single organism. Insignificant in the bigger context.

With Tim Burton characteristics in its style, Little Nightmares provides beautiful scenery and excellent ambience. When you realize how eerily quiet it can be around you, except from the rumbling of the machines, the occasional howl of the wind. Everything creaks, something squeals, something drags itself across the floor, and among it all – the small pitter-patter of Six’s feet. Overall, Little Nightmares is a work of art. It brings forth interesting themes, conveyed through what might very well be considered, quite simply, human nature.

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Gamecast: Prey: The Opening Hour Demo – With Sally Mettson Part 2

Hi everyone, here’s part 2 of my time on the Prey: Opening Hour Demo. Suprisingly, I did feel scared whilst playing the demo, not PT levels of scared, but quite jumpy.

The music was very atmospheric and at times you could hear Morgan, the main protagonist, breathing as much as I was!

You can check out part 2 as I try to find my way around!

Gamecast: Prey: The Opening Hour Demo – With Sally Mettson

Sally here. I played the recently released Prey: Opening Hour Demo in celebration of the game coming out this week. You can also read what Chris thought about the demo if you prefer the written way of doing things!

I haven’t had much experience with FPS games but I gave it a go anyway. I really liked the test subject idea, it made me feel unsure of whether I was the enemy or the catalyst for the whole nightmare that unfolded. Is everything in this world a simulation? That I’m not sure of yet.

Check out the first part of my video below:

Taster: Prey – The Opening Hour Demo

Highly anticipated, reworked and reimagined, Prey hits stores at the end of this week, but not before the combined forces of Arkane Studios and Bethesda Softworks has a chance to lay an hour or so’s worth of gameplay on you first.

The sci-fi/horror game has you in the grips of an alien species known as the Typhon while trapped aboard the US space station and former Typhon prison, Talos I. Creating your own path to play the game by finding new solutions to various encounters, Prey pops you with a few interesting elements and a lot of violent, sudden alien attacks coordinating with a vigorous soundtrack.

Your apartment room in the not too distant future. You awake from your bed to a phone call from a man by the name of Alex Yu, eager to get you started working and thanking you for taking the job. Free to explore the confines of your studio, there’s a few articles and clippings to read for extra story before putting on your work outfit and heading up to the rooftop where your helicopter ride awaits. Flying over the gorgeous city and near-by bay, Arkane Studios shows off its impressive graphics and scenery.

Arriving at a testing facility atop a towering skyscraper, you’re required to complete several simple tasks in various rooms while doctor’s observe you, followed by a short questionnaire, all of which determine your style of play through your campaign. Doctor’s clambering about unknowing issues, you, not entirely sure what’s going on, witness a sudden alien attack, abruptly ending your visual examination. Left unconscious, you awake back in what seems to be your apartment, on the same day as before.

Starting with a wrench, you mercilessly smash quick-moving four-legged, spider-like Typhon’s now roaming the abandoned testing facility, which in a strange turn of events turns out to be where your apartment is located. Smashing through windows making your way to hopefully some answers, eventually you stumble upon a goo gun. Helping to freeze the agile aliens in place, you then pull out the trusty wrench and smash away.

Along with standard weapons such as pistols and shotguns and unique weapons like the goo gun, there’s also the Neuromods. Re-wiring your brain to give you enhanced abilities and new medical upgrades, Neuromods are found throughout the game in random scavenging and often as rewards for various quests. Working as the game’s skill tree, Neuromods gives you a good list of abilities to improve skills later in the game.

All through the demo, you’ll find yourself up against plenty of crawling Typhons and a short glimpse of a much more threatening enemy. Unlocking the secrets of this dreaded space station and the story that unfolds before you is sure to be filled with tense moments and thrilling encounters.

The hour-long experience leaves you empty-handed with a lot of questions unanswered but with the full release right around the corner, Prey is gearing up to reveal everything you’ve been anxious to learn about the 2006 reboot.

Review: Lego City Undercover Review (Nintendo Switch)

As a Wii U exclusive, Lego City Undercover was the very reason I purchased Nintendo’s under-supported console when it was first released. A questionable choice granted, but my Lego obsession knows very few bounds and beyond this, the console was left untouched. It’s quite funny then, that in its re-released form, I find myself playing Undercover once more on a Nintendo console; the Switch. Thankfully, given the Switch’s improvement in power over the Wii U, the Switch does Lego City justice and it’s a real treat to play as Chase McCain once more.

Those who played the game first time around will see that improvements have been made to Lego City, first and foremost with the resolution and frame rate. The game now runs at 1080p on the Switch (when docked) and the frame rate is much smoother than it was before (again, when docked). For the first ten hours or so of playtime, I ran Lego City undocked in order to see how it performed in both modes and to see how smoothly it ran. There were a few instances where the frame rate dropped slightly, and the resolution drop was noticeable at times, but there was nothing there to seriously dampen the experience.

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Content-wise, you’re getting exactly the same package that was released on the Wii U only this time there is a local co-op mode included. Much like the other Lego titles, this means that another player can drop it any time and join in the brick-smashing fun. Sadly there are no missions or puzzles specially designed for co-operative play, resulting in the second player acting as a second Chase as opposed to a partner of his. Given the size of the city though, there will be no shortage of things to see if you do decide to take on the game as a pair as opposed to solo.

All of the segments that were handled by the Wii U’s second screen are all now dealt with on-screen, which is at no detriment to the game whatsoever. Phone calls now pop up in the bottom corner of your screen, and the environmental scanner is now controlled by the two thumbsticks rather than holding your controller up and moving it around manually. The former is much more convenient as you don’t have to divert your attention away from the screen to watch the conversation unfold.

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You certainly don’t want to miss any of the story or script as it is probably the wittiest title that Traveller’s Tales (TT) have written to date. There are countless references to popular TV shows and movies which are superbly written and integrated throughout both subtly and as part of the main story. The reference to Morgan Freeman and The Shawshank Redemption is a noteworthy example of this.

If there’s one thing that lets Undercover down, it’s the poor optimisation in the load times which plagued the Wii U outing, and sadly do the same here. It would have been nice to see TT give this area some attention to address the problem, but this does not appear to be the case, with some load screens being evident for over a minute in some instances. Much like the frame rate drops, this isn’t something that will spoil the experience, but it is noticeable, nonetheless when you’re left waiting for the next section or chapter to load.

Lego City Undercover Loading Screen

The main string of story missions will probably take the average gamer around ten hours to complete, but the sheer volume of extras on the side mean Lego City has a near endless playtime which only adds to its appeal. It’s not perfect, that’s a given, but it’s the best Lego title there has been to date and should be played by newcomers and returners alike.

Viewpoint: Nintendo Switch: A Bold Launch and What Lies Ahead

The Nintendo Switch is here and has made quite the splash. Nearly two months old and already setting high sales records in the US, Japan and Europe. Worldwide the system has now sold roughly 2.4 million units stacking up fairly well against Nintendo’s 2006 release of the Wii, and even more so compared to the flustering Wii U. After just the first week the Switch excelled past both its predecessors (Wii and Wii U) in record time but since has slowed a bit, more than likely due to lack of availability. All this while still 7 months away from the holiday season. Impressive.

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If the high sales of the console weren’t enough, the game that released alongside the Switch sold even more. The Legend of Zelda: Breath of the Wild, according to mcvuk.com, has sold more Switch copies of the game than the actual console itself, with fans buying a second as a collector’s item. If the console wasn’t hyped enough to sell a boat-load of units well outside of the holiday shopping season, a stellar game that speaks to both the casual and most dedicated Nintendo fandom is a sure fire way for a successful launch.

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Once the holidays are among us the Nintendo Switch will have a huge list of released games. With the release of the highly anticipated Mario Kart 8 Deluxe, (the Wii U version was the best-selling game for the ill-fated console) and the next official suspender wearing adventure game, Super Mario Odyssey, the Switch looks to up its arsenal well into the first year of its release. Games like NBA Playground, Ultra Street Fighter 2: The Final Challengers, Rime, Minecraft: Nintendo Switch Edition and almost 70 other titles make up the list that’s sure to keep the hybrid console afloat far passed its original launch date.

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Now, all we can do is wait and see how well it continues to sell. We know the demand is here now, and people will flock restlessly to the next store with the Switch on their shelves, but what will come in the next year for Nintendo? With the unexpected announcement of the New 2DS XL, is Nintendo really that confident in their products to have, essentially, two new handhelds on the market? At reasonably affordable prices, it may just be the case.

Review: The Final Station: The Only Traitor DLC (PC)

Side-scrolling exploration mixed with a light dash of strategy and a heavy dose of zombie slaying returns in the DLC for tinyBuild’s The Final Station. With more of the same 2D retro style gameplay, The Only Traitor brings a few new tricks to the table regarding objective’s found in the original. Add some new enemies, locations and a new character with a new mode of transport, and this add-on delivers more of the same obsessive gameplay with a renewed way to play it. Deboard the train and buckle up in an American muscle, because this one’s going to be a road trip.

Swapping the railways for the highways you travel from town to town in search for a functioning shelter. Exploring each disastrous town in similar fashion, however now you’re on the prowl for the utter essentials: water, food and fuel. If you spot a survivor waiting in the wings you can bring them along for the ride as well, but don’t expect them to stay for good. The long road to the shelter proves difficult and you’ll need the help of strangers to keep you healthy and armed, but with a new approach to the game comes new decisions to encounter along the way.

The biggest difference you’ll notice is, much like reality, you only have room for one other person in your two door muscle car. Unlike the train where you could rescue as many survivors as you could find, this DLC forces you to pick which survivor stays, and which one goes. You’ll make your decisions based on three stats varying with each character: crafting, medic and sociality, all of which prove crucial for survival down the road.

Each stop sticks you in the middle of an area allowing you to trek either left or right, having to explore both directions in able to find the required resources to continue onward. Sometimes not much exploration is needed in order to acquire your food, water and fuel checklist, leaving the decision up to you whether to continue exploring for survivors and salvage or hit the road to the next town. Though the levels aren’t very extensive when compared to the original game, they still give you plenty of rooms to explore and even throw in new enemies to keep you on your toes.

Good survival games puts you up against all odds, trying your patience when outnumbered and hanging on by a thread. Leaving players with informative dialogue in an unraveling story only adds more depth to an otherwise bleak setting. With returning addictive gameplay bringing a new survivor’s point of view, The Only Traitor is an exciting and somewhat challenging addition to last year’s side-scrolling shooter.

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Review: The Final Station (PC)

Old pixellated graphics, no matter how frequent in the world of indie games, resonate gratifying memories with most of today’s adult gamers. To younger generations, retro is the word that rings across the subtle yet beautiful graphics, while older generations, including myself, see nostalgia. Game developers at tinyBuild Games see bold opportunities to deliver something new and refreshing with The Final Station.

In this two-dimensional part action/adventure strategy game, you’ll find yourself traveling as an ordinary railway worker on the only running train around. Running through towns located at every train station, picking up discourse from gossiping townies or old letters, your main objective is finding the keycodes to release the railroad blockers at each station.

Armed with your fist, a pistol and a handful of bullets, every door opened or ladder scaled leaves you on your guard, braced for enemy encounters. Shadowy, seemingly brain-dead figures fill the decaying towns where you not only find blocker keycodes, but food, medkits and other precious resources, human survivors and more information revealing government conspiracies dipping deeper into the games’ lore. Dozens of stations make up the game and each one baring its very own 4 digit keycode retrieved by none other than, the lone train operator. Station after station, the people get scarce, the towns more desolate and the story unfolds.

In between each stop, while your train is pushing towards the next railroad blocker, you maintain an efficient running train as well as care for survivors found along your adventure. Various actions are used along the ride to ensure peak performance for the rumbling locomotive, its residents are starved and bruised.

The deeper you dig into The Final Station, the more compelling the game gets. Strategically choosing which survivors to save with your stash of medicine and food, or if you even want to save them, will reward you at the end of every act. Ammunition being limited, calculating melee strikes is crucial, leaving your firearms for emergency situations. Whether a fury of punches, one satisfying charged melee or a few well placed shots, the game plays fluidly leaving an overall addictive style of adventure.

After hours of gameplay I feel I only scratched the surface of what lies beyond. The minimal dialogue gives away just enough to keep going, but only on occasion answers questions. A variety of baddies ranging from slow walker-types to quick runners, heavily armored to heavily explosive, gives the game a methodical approach to the zombie-esque shooter. The Final Station is a standout game amongst a saturated genre and should not be overlooked by any fan of the 2D action/shooter family.

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Viewpoint: Are video games the modern storyteller?

I love a good story. I love it when a story can magically teleport me into a different universe, with different rules and different cultures. I love it when they show me something tragic or something wonderful, shaking me to my core.

I think all gamers can relate to a game with a story that simply stuck with you. For me, one of those games was Freebird Games’ To The Moon. Playing as two doctors, you help a dying man fulfill his last wish by travelling through his memories.

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The experience lasted 4 hours, but those hours changed how I perceived storytelling altogether. I get a lump in my throat just thinking about it. The simplicity of the game, along with its fantastic soundtrack and beautifully written dialogue, really spoke to me. To The Moon became a hidden diamond waiting to be found and acknowledged by others.

Another example is the topical ‘Night in the Woods’ which received such high praise that, at the time of writing, it has an overall feedback of “overwhelmingly positive” on Steam. It’s not hard to see why: it features fantastic storytelling and a charming art style.

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The game has phenomenal dialogue that is relatable and down to earth. We recognize ourselves in many of the characters, and I love every single one of them in their perfectly imperfect way. Repeated studies have shown that games help people with different cases of anxiety and depression, along with helping those suffering from severe social anxiety. Geek and Sundry made an article of this in 2015, giving an interesting explanation of how games can help mental health. Games create a safe and caring community. A game like Night in the Woods pulls up relatable, important topics like mental health, sexuality, and friendship.

While I’m happy that eSports get their deserved recognition, it’s important not to forget those games that want to express themselves as well. There are so many games out there that are waiting to be found, and we’re the only ones who can find them. It’s important that we do not let them drown in the wake of rising eSports.

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The term “games” is a pretty vague definition that stretches so much further than the walls of eSport and the general player vs. player type of gameplay. I hope that this distinction will fade, and that a wider audience will start to open up and define games and gaming as something social, something immersive, something new and innovative. Because that is what they are.

Even though neither of the mentioned games cover the multiplayer aspect, it’s like watching a TV show. You watch it alone and then talk about it with others afterwards, and you might discover that they have a totally different opinion than you. This is an aspect that truly fascinates me: the player experience, and how it can be entirely different from person to person. It is no surprise that we perceive the world differently, and games are not an exception to that.

Today, games have become a form of expression. While some create songs or movies, others make games. In our modern era, books and television are not the only way to immerse ourselves into stories anymore. There is something unique about the way games tells us stories. Be open-minded. This is certainly not the time to be fighting change.

I hope that more people will experience fantastic worlds like Night in the Woods and To The Moon. I hope more people will fall in love with this type of gameplay, and the messages they convey. Give it a shot. Play it, enjoy it, love it. That is my opinion.

“The ending isn’t any more important than any of the moments leading to it.”
Dr. Eva Rosalene, To The Moon.

Review: Horizon Zero Dawn (PS4)

In recent years there have been a heap of beautifully created, vast living and breathing open world games. Everything from sprawling plains to snowy mountains, full green forests to rocky red deserts. It brings the question, what else can they come up with? What else is there? With Guerrilla’s newest game, Horizon Zero Dawn, they graciously deliver another gorgeous sandbox worth exploring.

Long into the future, well after modern humanity rained and technology took over only to fall to near extinction numbers, mother earth reclaimed much of her land back. Humanity has declined back to tribal behaviors and old remnants of urban landscapes decay beneath the lush green foliage. Only machines from the past still roam the lands and seem to becoming increasingly more violent as the years begin to pass.

As you take control of Aloy, an outcast since birth, you begin to train for a chance to one day prove your worth to the tribe. Controlling Aloy is fluid, aiming her trusty bow and crafted arrows, using a variety of health aids and potions is near effortless. For close range attacks she has a couple various swings of her spear both light and heavy damage. Jumping and climbing is solid and smooth for easily traversing the very rocky and mountainous map. The story unfolds and new gadgets from the past begin to appear, most importantly the “Focus”. Traditional when compared to similar functions in other adventure games, the focus allows you to scan an area revealing enemies, object, resources and proves handy during numerous quests along the way.

Progressing through the game and a few cut scenes later, Aloy finds herself on her own once again. By now several skill points have been accumulated and you begin upgrading her skill tree full of dozens of useful abilities and enhancements. The entirety of the skill tree is broken up into 3 categories: “Prowler”, “Brave” and “Forager”. Enhancing battle techniques and new skills are found in the first two columns with prowler leaning more towards a stealth play style with silent moves and strikes while the brave column deals with skill sets found when in the heat of battle, such as faster reloads, firing a number of arrows at once and upgraded spear attacks. Forager is geared towards helping you out in the field. From acquiring additional resources to disarming traps set throughout the land, these skills help Aloy survive when enemy engagements have subsided, or to help prepare for the inevitable run ins with tribes and wild machines everywhere.

You’ll spend much of the game running around, either taking out hordes of various machines, collecting assorted leaves and branches for resources or medicines and hunting wild boar, turkeys or any other form of animal in the somewhat meager array of wildlife featured throughout the game, none of which being larger than the boar. Using the skins and guts along with a number of other scavenged parts from machines, you’ll craft upgrades for numerous quivers and carrying pouches for weapons, potions and traps. Furthermore, many common resources are used for crafting your ammunition, so regularly gathering is a favorable habit to adapt early on.

The map is huge and seems daunting to imagine traversing the entire land simply by foot. Luckily the game has a fast travel option, warping from campfire to campfire, keeping in mind it will cost you one “fast travel pack”, a relatively cheap item purchased from merchants, every time you wish to skip trudging through the immense wilderness. Another useful option for travel is using your “focus” to override machines and hopping on board to ride them around. Not as immediate as fast traveling but much swifter than running, as well as keeps you immersed and exploring the vast and vivid terrain.

With enough missions and side quests to help build Aloy’s reputation across the lands, there’s also plenty of simple errands, bandit camps to clear out, hunting grounds, and other activities to keep you busy. Infiltration opportunities become available and will have you exploring underground bunkers known as “cauldrons”, not only full of patrolling machines but plays home to them as well. Fighting your way deep into the core of the cauldron, or sneaking your way through, by the end, without giving too much away, you’ll find yourself with more information on machines than before, allowing more species to be overridden. This, being just one of many events to prevent premature exhaustion and repetition throughout much of the game.

Open world games are almost always a ton of fun to play and delve into. It’s the repetitive nature of these games that begins to wear down the player, i.e. you. With plenty to accomplish and yet another engaging world dropped upon us, Horizon’s boundless freedoms, brilliant scenery, curious story and addictive pick up and play action offers another reason why sandbox games have a tight grip on the ever so promising industry.

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Gamecast: Kapow! Mr. Shifty First Impressions – Switch Gameplay with Sally Mettson

Sally here. So I recently played a little bit of Mr. Shifty on the Nintendo Switch. I found it to be very satisfying and fun to play!

The HD rumble was an extra quirk and made me feel even more of a badass when combined with the awesome music. I will happily get back to playing the next few levels later on.

So far, so good.

You can check out the video below.