Layers Of Fear (2023) Review - Delusions Of Grandeur

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Bloober Team's original Layers of Fear (2016) became an almost overnight gaming sensation when its mind-bending Steam Early Access version gave players some truly imaginative sights. The sequel continued the original's themes of tortured artists, but swapped a painter for an actor, and offered arguably even more inventive visuals. Both games were, in my opinion, fine, but nothing more. Now, reborn on Unreal Engine 5 with new content interspersed with what was there before, Layers of Fear (2023) looks to be the definitive way to experience the horror series. However, its haunts remain largely empty. The new engine makes the game a visual benchmark, but it still feels more like a haunted house at a theme park, offering the illusion of danger but never something sincerely threatening.

Perhaps the first hurdle in critiquing the series' reinvention is explaining exactly what this package offers. Layers of Fear and its sequel both return roughly 80% the same as you may have experienced them before. Some scenes have been redesigned or added--or even removed, if my memory serves me correctly. Both games receive new but ultimately shallow mechanics allowing for a few combat sections in which you'll need to blast stalking ghosts with light to stall them while you escape their maze-like settings. The first game's brief Inheritance DLC is also included, and a brand-new DLC meant to wrap the series up more neatly than before, The Final Note, makes its debut.

The best part of all of this is actually the framing narrative, The Writer's Story. Built directly into the game as you progress through its connected parts, you'll routinely jump back to a lighthouse where a writer tells the story of the game's other haunted artists: the painter, the actor, and the musician. Like those in the main games, the writer is dealing with her own hauntings, and I find the format classy and quite novel for the medium. It feels like a horror anthology, such as V/H/S, only in this case, all the individual stories ultimately share a universe.

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Amnesia: The Bunker Review - Shellshocked

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2010's Amnesia: The Dark Descent altered the horror genre forever as the breakout game made in a particular hide-and-seek style. It's one which relies on a lack of combat, putting players in horrifying situations they can't win, and demanding they run and hide instead. Through countless imitators and even a few sequels, Frictional Games has had its formula repeated, but Amnesia: The Bunker is not the latest in that lineage. It plays quite differently, though it still feels like a classic Amnesia game in vital ways, and it's this combination of old and new that helps make it the studio's scariest game since The Dark Descent.

Amnesia: The Bunker is, in some ways, the Amnesia you may know already. You'll play in first-person as a character who is suffering from memory loss and must piece together their own history, as well as that of the unnerving locale in which they inevitably find themselves. In The Bunker, that character is Henri Clement, a French soldier during World War I who loses consciousness while rescuing a fellow soldier from harm's way, then awakens in the titular bunker seemingly all alone--though he will soon wish that were truly the case.

Out of the frying pan...
Out of the frying pan...

Through scattered notes, the story of the labyrinthine bunker will come into focus. It's an entertaining, albeit detail-light, saga that seems to tie directly to other games in deep-cut ways that some players will appreciate. But it's just as easy to play it and not have any context for the story at all, or take it as a standalone horror story about a man trapped in a maze with a monster. It works well enough in each case, but it does feel like there's less narrative to unpack than past games in the series.

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Diablo 4 Review - Mother Knows Best

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With Diablo 4's release now here, it's sometimes difficult to reconcile that Diablo III is over a decade old. Its release was polarizing for a number of reasons, but its evolving formula of action role-playing endured, enjoying a resurgence with its post-launch expansion that carried through years of ongoing seasonal updates. It shouldn't come as a surprise, then, that each of those years helped inform the design of Diablo IV, a game which confidently delivers gameplay that has been carried forward and refined from both Diablo II and III, while also establishing a strong foundation for the franchise's future.

Diablo games have always contained stories for their single-player campaigns, but you'd be forgiven for thinking of past storylines as merely contextualization for the game's primary focus: dungeon-crawling. That's where Diablo IV makes one of its most striking changes: It not only takes its story far more seriously, but it tells one that's far more engrossing than ever before. As a traveling wanderer, you come across a small town of villagers on a snow-capped mountain range looking for some aid. After killing some creatures and returning, you're welcomed as a hero and given food and shelter, only for the villagers to try to use you in a ritual sacrifice to Lilith, co-creator of Sanctuary and recently resurrected antagonist of this tale, moments later. This encounter links you to Lilith, driving you forward on a quest to stop her plan of amassing an army for her own nefarious purposes.

Much of that sounds like standard Diablo fare. There's a big, bad demon, and you're the only one who can stop it. But Diablo IV makes intelligent use of Lilith, layering her motivations slowly to the point where you can't help but consider her side of the argument. She's not driven solely by the lust for destruction. Instead, she's grieving, with the place she once created to escape the endless cycle of war between heaven and hell now being used as a staging ground to continue it. She's an antagonist that has been slighted by those she trusted at every turn, and while her means of exacting justice provide the reason for your entire crusade in the first place, it's surprising and equally welcome when Diablo IV forces you to slow down and consider the true goal of your struggle.

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Street Fighter 6 Review - Battle Hardened

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In one play session, I'm honing my skills with my main man Zangief. In another, I'm walking a fully customized avatar through a bustling city, its streets lined with AI-controlled strangers I can challenge to battle at my leisure. In a third, that same avatar is dropped into a massive room filled with arcade cabinets and other players looking for a fight. Street Fighter 6 learns an immediate lesson from the content-bare release of its predecessor, as it offers a variety of significant features and modes right out of the gate. It is a robust, fighting game that is of a premiere quality. Street Fighter 6 is incredible; a return to form for the franchise that welcomes both new fighters and seasoned pros.

SF6 splits its content into three hubs: Fighting Ground, which most closely emulates the classic SF experience; Battle Hub, where players can congregate to challenge each other and compete in tournaments; and World Tour, which is a sprawling, globe-trotting story mode with an open world and RPG hooks. Each format centers around the classic Street Fighter style of 2D fighting gameplay, and that excellent core experience is what drives everything.

Mechanically, Street Fighter 6 doesn't fall far from previous games in the series: You have multiple normal attacks, special attacks, Super Arts, and movement techniques specially designed for each of the roster's 18 characters. Some have an in-your-face style with heavy strikes and damaging throws, while others are better suited to keeping their distance and picking moments to strike. What distinguishes SF6 from previous iterations are the core universal mechanics shared by all characters. While the effects and execution are the same for each fighter, these mechanics have their own distinct flair and flourish of personality depending on the character you choose. These universal mechanics are also where much of Street Fighter 6's gameplay depth is.

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The Lord Of The Rings: Gollum Review - We Don't Wants It, We Don't Needs It

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When it comes to art, I'm something of a masochist. I listen to music that the average listener might describe as "unlistenable." I relish in the skin-crawling cringiness of the major motion picture musical Cats. I gravitate toward games that make me beat my head against the wall, for better or for worse. However, every pain junkie has their limit, and The Lord of the Rings: Gollum pushed me to mine--and then some.

The long-delayed stealth adventure from Daedalic Entertainment, centered around one of Middle-earth's most iconic (if not exactly likable) characters, does not simply miss the mark here or there: It's an unbridled disaster of truly epic--like, Tolkien-level epic--proportions. Beyond its overly simple level design, jarringly dated graphics, and deeply uninteresting gameplay, The Lord of the Rings: Gollum is broken to the point where it's nearly unplayable, making it one of the worst uses of a licensed property in recent memory.

The game begins in Cirith Ungol, the Orc-infested outskirts of Mordor, some 60 years after Bilbo Baggins stole the One Ring from our slimy, frail protagonist, Sméagol--or Gollum, as he's come to be known. Taking place not long before the events laid out in The Fellowship of the Ring, the crux of the story is instantly recognizable to anyone even peripherally familiar with the series: Gollum must find Bilbo and take back his "precious" at any cost, while avoiding the wrath of Sauron along the way.

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