Silent Hill 2 Remake Review - Born From A Wish

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Despite several recent successes in remaking classic horror games, there's been one project that seemed to be an enormously daunting, if not impossible, task: Silent Hill 2. For some, the game represents the holy grail of the survival-horror genre, with its uniquely dreamlike mood, haunting monsters draped in metaphor, and an oppressive atmosphere as thick as the titular town's signature fog. Depending on who you ask, Bloober Team has either been auditioning for the reins to this series or liberally cribbing from it for years with games like Layers of Fear and The Medium. Now, in cooperation with Konami, all that groundwork has led to the team's remake of Silent Hill 2, and the end result is a meticulous, loving, and stunning recreation of one of horror's most significant efforts.

Silent Hill 2 stars James Sunderland, a man who arrives in the dreary town of Silent Hill in search of his wife, Mary, who has written him a letter begging to see him again despite allegedly dying three years ago. For James and the player alike, this classic horror story setup of an amnesiac surrounded by ghouls soon peels away like dead skin, revealing a series of surreal nightmares that blend moods and aesthetics in ways that purposely confound and unsettle. This ultimately gives life to something that may feel familiar to players, if only because the original Silent Hill 2 has been such a prominent genre touchstone for more than two decades.

The town and its inhabitants behave like the setting and characters of a dream one may half-recall upon waking. Moving through Silent Hill often defies basic concepts of what a town even is, evidenced by the enormous fences cloaked in dirty sheets that abruptly end some avenues. They look as though they exist to quarantine the town from the outside world, but the thick fog envelops so much of the space that it also immediately and ceaselessly feels like no other place possibly exists.

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EA Sports FC 25 Review - Lacking Title-Winning Pedigree

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You're greeted by the legendary Zinedine Zidane upon booting up EA Sports FC 25 for the first time. The former French international and multi-Champions League-winning manager is keen to extol the virtues of tactics during an introductory video that feels more like the opening to a Football Manager game than EA's latest footballing sim. The introduction of FC IQ is the reason behind this, putting Player Roles at the forefront in a comprehensive overhaul of the series' tactics. It's a significant change that, along with the new Rush mode, gives EA FC 25 two marquee new features to shout about. Beyond this, however, improvements to the game's on-pitch action and suite of game modes are either incremental or nonexistent, in what feels like a half-step forward for the long-running series.

FC IQ is the driving force behind most of EA FC 25's forward momentum. The previous tactics system has been discarded and replaced by a malleable set of new Player Roles that dictate how your team functions with much more variety than before. As a result, the team-wide aspects of any given tactic have been streamlined, simply letting you set the depth of your defensive line and pick a build-up style based on short passing, countering, or a balanced mix of the two. Once you've picked a strategy and a formation you're happy with, you can begin applying specific roles to each player to really define its identity, balancing the risk and reward of certain roles and their impact on the team.

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Every position has several Player Roles that govern a player's movement and positioning when they don't have the ball, both when your team has possession and when it doesn't. A central midfielder, for instance, fits into one of five roles, ranging from a playmaker to a half winger. The latter is new and sees your center mid drift out wide--similar to how Kevin De Bruyne often plays for Manchester City--letting you create overloads on one side of the pitch or whip balls into the box with a more proficient crosser than either your winger or fullback. This introduces more ways for you to create chances and gives you something else to think about when devising a tactic, making the whole process much more engaging.

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Funko Fusion Review - Pop Til You Drop

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You could argue the current media landscape's obsession with crossovers, mash-ups, and hearty stews of intellectual property began with Funko Pop, collectible vinyl figures that have been popular for many years now and are made to resemble just about anything from pop culture--from rockstars and Star Trek villains, to cereal mascots and retired athletes. Before Fortnite became something like a Funko Pop game in its own way, Funko Pop figures were decorating mall stores and collectors' shelves with fan favorites and deep cuts. In retrospect, it's surprising we didn't get a Funko Pop console and PC game until now, though given the state of Funko Fusion, we would have been better off continuing to wait.

Presented in an over-the-(tiny)-shoulder third-person view akin to Lego Star Wars' latest effort, Funko Fusion similarly has you running around colorful worlds inspired by movies and TV shows you may already enjoy. Whereas the Lego games tend to pull from the tip-top of the popularity stack and adapt things like Marvel and Lord of the Rings, Funko Fusion takes on a fascinatingly strange assortment of series.

The biggest of them, Jurassic World, fits well in that aforementioned top tier. Beyond that, however, you'll find hub worlds, levels, and characters inspired by unexpected and smaller properties, with the full list of main attractions including Scott Pilgrim, Hot Fuzz, The Thing, Masters of the Universe, The Umbrella Academy, and Battlestar Galactica (the 1978 version). This list reads like the involved IP were all chosen randomly, but in actuality, it's because they share a common distributor: Universal Studios.

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The Legend Of Zelda: Echoes Of Wisdom Review - A Link Between Eras

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The Legend of Zelda: Echoes of Wisdom offers a link between the two worlds of Nintendo's iconic action-adventure franchise. It has the playfulness and freeform puzzles of Tears of the Kingdom and the traditional dungeon design the franchise was known for prior to Breath of the Wild's seismic shake-up. Echoes of Wisdom deftly bounces from past to present and establishes its own identity, turning the page to start a new legend for Princess Zelda.

By now, you're probably well-aware that the major change here is that the franchise namesake is finally the playable character. Technically, the Philips CD-i game Zelda's Adventure was the first to do this, but that abysmal game was nothing like Nintendo's Zelda games--it wasn't even published by Nintendo. Echoes of Wisdom is the first proper game starring Zelda, which sounds rather ridiculous when you consider the fact that Tingle has starred in three games and a multi-function DSiWare app where you can have your fortune read by the creepiest dude from Hyrule.

From a narrative perspective, the role reversal makes little impact, largely because Echoes of Wisdom is light on story. A malevolent force is creating rifts across Hyrule that turn residents of Hyrule, including Link and Zelda's father, into statues inside the dark and dreary dimension known as the Still World. Much like how Link was accused of wrongdoing in A Link to the Past, Zelda is accused of creating the rifts and is subsequently imprisoned; you'll even find Wanted posters around Hyrule, this time showing Zelda's face instead of Link's. In her cell, she meets Tri, an ethereal being who accompanies Zelda on her quest and is essentially Zelda's version of Navi from Ocarina of Time. Though some express momentary shock that Zelda is the kingdom's only hope, she is mostly viewed as the one person capable of defeating the evil threatening to consume Hyrule.

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UFO 50 Review - Space Shuttle Discovery

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Discovery in video games has changed over the last 40 years. While we are arguably in a golden age of creativity and innovation in the medium, it's a different type of creativity than when games were in their infancy--learning to crawl, grappling for new ideas, and guessing at best practices. Modern-day games have become largely standardized, and that's mostly for the better. But when we look back at retro game collections like the NES Classic or compilations from Digital Eclipse, we're often remembering the trailblazers, not the oddballs. That's what makes UFO 50 so special--it invokes the sense of wild experimentation and surprise that you would find in a cross-section of the earliest video games.

The pitch is simple: UFO 50 is a compilation of fictional retro games made throughout the 1980s by a prolific developer called UFO Soft. They range from 1982 to 1989, and span across the entire gamut of retro genres. The presentation leans into this, as selecting a game for the first time has you blowing the dust off of it. You get the sense that you discovered these forgotten gems in an attic or garage sale. And for the most part, the games carry the design and story aesthetic that was common in '80s games, which I would describe as "sci-fi pulp as reimagined by early computer programmers."

In reality, of course, the games were created by a team of modern-day developers led by Spelunky's Derek Yu. That makes the decision to make not just a retro game but 50 retro games remarkably ambitious. One would expect such a massive undertaking to result in minigames at most, but that is not the case. These are almost universally the size and scope of actual games you would buy in the 1980s--still often smaller than the games we'd expect today, but not compromised for their fictional time period.

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