Alien: Rogue Incursion Review - Joy Division

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Last spring, I flew to Thailand to visit the set of Alien: Earth, the upcoming FX and Hulu TV series based on Ridley Scott's beloved series. As a horror fan, it was incredible to place myself in the middle of some iconic imagery from the series. A VR game like Alien: Rogue Incursion offers a similar promise: Immerse yourself in the world of Alien in a way no game has previously allowed--natively anyway, as Alien: Isolation does enjoy some player-made VR mods today. But Rogue Incursion can't quite capture the essence of the series for a multitude of reasons, but chief among them is a starring monster who feels suddenly toothless.

Alien: Rogue Incursion is a VR-only entry in the long history of video games based on Alien. Typically, those titled Alien--singular--look to the slow-paced original for inspiration, while those prefixed with the plural, Aliens, go for a more action-oriented take akin to James Cameron's sequel. That's the first oddity of Rogue Incursion. It's not necessarily beholden to this naming convention, but the game has you spraying-and-praying at so many Xenos that it feels more like an action game than the survival-horror experience you might expect.

This is despite the fact that the developers clearly looked toward Alien: Isolation for inspiration, from the look of the androids--which Creative Assembly had introduced to the mythology back in 2014--to the signature movement scanner that you can now physically pull from your inventory in VR. Isolation protagonist Amanda Ripley is even name-dropped at one moment, so it seems Rogue Incursion wants to harken back to its predecessor... until it doesn't.

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Monster Hunter Wilds Review - New Frontier

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I thought I would miss the Wirebug from 2021's Monster Hunter Rise. Not just because of the verticality and fluidity it introduced to traversal, but also because of its vital role in combat--whether you were incorporating Silkbind attacks into combos or using the Wire-dash to avoid certain death by the skin of your teeth. The Wirebug was a fantastic addition, and yet its absence is something I never really felt in Monster Hunter Wilds. Such is the strength of its combat, the seamlessness of its open world, and the impact both of these facets have on a core gameplay loop that remains infinitely compelling. There are a few missteps along the way--of both an artistic and technical variety--but Wilds is another excellent entry in Capcom's beloved series.

For seasoned veterans, that core gameplay loop will be instantly recognizable. You hunt monsters, craft their parts to make better weapons and armor, and then use these upgrades to hunt even more challenging monsters. It's an evergreen formula, although an emphasis on narrative hasn't always been part of the equation. The lone exception is 2018's Monster Hunter World, and in many ways, Wilds feels like a continuation of that game's approach to storytelling. By integrating Guild and Village quests into one cohesive story with multiple characters and a fully voiced protagonist, Capcom clearly intends for the story to be more than the afterthought it has traditionally been.

The game's opening moments see the Hunter's Guild arrive in the Forbidden Lands: an uncharted region believed to be uninhabited for the past thousand-odd years. This misconception changed, however, when a young boy named Nata was discovered near the border. Pensive and frightened, Nata recounts how his village was attacked by a fearsome monster known as the White Wrath, forcing the Hunter's Guild to embark on an expedition to investigate this mysterious creature and potentially save Nata's Indigenous people from annihilation. As a hunter, it's your role to slay a bestiary of monsters and protect the balance of the ecosystem in this dangerous new frontier.

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Cabernet Review - Monsters Are Hereditary

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There's so much delightful intrigue to uncover with Cabernet's core message of monsters being hereditary, a concept that initially seems solely meant to draw parallels between the protagonist's vampirism and her father's alcoholism. But Cabernet dares to go deeper with its message, delving into the cyclical nature of humanity's cruelty to each other, especially regarding the treatment of the lower class, and how society's many ills are often the result of the new rich inheriting the evils of the old. It all makes for a deeply compelling consequence-driven story where every choice carries the potential to surprise you with terrifying force. Some late-game glitches mar the game's fantastic conclusion, but even if developer Party for Introverts doesn't address those issues in post-launch updates, the journey to get to Cabernet's final hour is an incredible piece of interactive fiction.

A 2D narrative-driven RPG set in 19th century Eastern Europe, Cabernet begins with protagonist Liza's funeral, as you briefly roleplay as her uncle and give a eulogy that determines the direction of Liza's life and which skills she specializes in. Control then shifts to Liza as you awake in a dungeon. Unsure of how she got there, Liza makes a pact with an unseen and silent presence for freedom, before finding herself at a party filled with vampires. It quickly becomes apparent that she is now a vampire as well, and this new life comes with a ton of rules, like needing to satiate a constant thirst for blood and staying away from sunlight. But there are immense freedoms associated with the transformation as well, as Liza is empowered with supernatural abilities that allow her to go to places she never could before, get away with acts others are often swiftly arrested for, and pursue passions and love most mortals of her station cannot yet readily do.

Investing in certain skills will allow Liza to talk about their corresponding topics.
Investing in certain skills will allow Liza to talk about their corresponding topics.

In this sense, Liza is a stand-in for the middle class, which was emerging during this period in real-life history. Liza cannot relate to the centuries-old Countess who commands all the vampires in the region and lives in a mansion filled with wealth, nor can she completely empathize with the poor farmer girl who dreams of learning music and bettering herself but must toil away in the fields for hours so her family can eat. But Liza can take small steps into both of their worlds to see their respective trials and tribulations, and although she cannot fundamentally change the relationship between the poor and rich, she is one of the few in town who can affect the lives of people in both social spheres. This setup grounds the otherwise supernatural fantasy in real-world politics, implementing considerations into the story that give even the simplest of choices substantial narrative weight.

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Like A Dragon: Pirate Yakuza In Hawaii Review - You Can Teach An Old Dog New Tricks

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Welcome back to beautiful Hawaii: land of golden beaches, crystal-clear waters, and The Mad Dog of Shimano roving the seas as a swashbuckling pirate. Like a Dragon: Pirate Yakuza in Hawaii is exactly as it sounds, with Goro Majima returning as a fully fledged protagonist for the first time since 2015's Yakuza 0. Unlike that game--which saw Kiryu share the spotlight--the focus this time around is squarely on everyone's favorite eyepatched goofball: the perfect leading man for one of the series' more bizarre entries. No one commits to the bit quite like Majima, which is partly why Pirate Yakuza in Hawaii avoids the risk of diminishing returns, despite being the third Like a Dragon game in the past 15 months. This high-seas adventure doesn't stack up against the series' best, but the pirate theme does just enough to differentiate a jaunty return to the Hawaii.

Set six months after the events of Like a Dragon: Infinite Wealth, Pirate Yakuza in Hawaii opens with Majima waking up on a beach somewhere in the Pacific. He has no memory of how he got there, his name, or his storied past as a crime boss/cabaret manager/construction-company owner. All he knows is that a young boy named Noah saved his life, and for whatever reason, Hawaii and the surrounding islands are now full of cutlass-wielding pirates who look like they've been pulled out of Tortuga during the 1600s. What follows is the hunt for a long-lost legendary treasure that sees Majima reinvent himself as the pirate captain of his own ship, complete with an ever-expanding crew of new and familiar characters. Stuffing the coffers with booty might be the end goal, but this is also a tale about the friends we made along the way.

Like Infinite Wealth before it, Pirate Yakuza in Hawaii focuses on a strong sense of friendship and camaraderie. It's frequently eccentric, but its outlandish nature is also mixed with an earnestness and sentimentality that reflects its endearing protagonist. Since Yakuza 0, Majima's Mad Dog persona has felt like a mask he puts on to cope with the trauma he endured early in life. He's always been a caring character, but the way he often shows this is through violence because he doesn't want to be hurt again. Amnesia is an overused trope, yet it's rare to see it affecting an established character we've known for 20 years, allowing for a personality reset of sorts. With no memories of his past, Majima subconsciously lets his guard down and shaves off the rougher edges that define the protective shield he puts up. He still throws himself into deadly situations with utmost glee, hinting that the Mad Dog persona and his masochistic side may have always been a part of him. But his interactions with the crew, and especially Noah, feel like Majima revealing his true self.

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Avowed Review - Too Close To The Sun

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In a similar way to how Obsidian's The Outer Worlds played very closely to a space-faring Fallout, Avowed sticks closely to the sensibilities of The Elder Scrolls V: Skyrim. Its fantasy world isn't as expansive and seamlessly stitched together, but you'd be forgiven for confusing the two at a glance, especially when you're engaged in its first-person combat. Avowed lifts some of the best aspects of the seminal RPG and improves them, especially when it comes to its refined combat. These changes extend to a move away from traditional leveling in favor of a gear-focused approach, as well as the option to experiment with wild weapon combinations. But not all of Avowed's experiments are successes, leading to an uneven role-playing adventure that surprises as much as it frustrates.

Washing up on the shores of the Living Lands, you play as one the Godlike: a select few kissed by the grace of a god at birth and left with some distinct (and sometimes frightening) facial features to show for it. On a mission from a distant monarch whose influence within the Living Lands has many of its inhabitants up in arms, your job is to track down the source of a plague that's turning the land's people into mindless, bloodthirsty creatures, before it manages to make it back home. Although it is set in the same universe as Pillars of Eternity, Avowed does a good job of immediately siloing you into an area that requires little knowledge of what is happening across the ocean, but does reference some historical events from time to time. A glossary of important names and places is available as they're brought up in conversation, providing a handy guide that contextualizes some attitudes characters have to certain factions and events around you.

Avowed makes a strong initial impression, quickly establishing your Godlike status but with the odd quirk of being the first not to know which god chose you. This isn't the main purpose of your mission, but that changes after a surprising event in the early hours of the game that sets the stage for a more intriguing answer to the plague ravaging the Living Lands. This setup is ultimately squandered, however, with the two big narrative hooks coalescing with one another in routinely expected and uninteresting ways, making the broader strokes of the story largely forgettable. The conversational writing does have its moments of charm, with equally serious and snarky retorts letting you inject some levity into otherwise dire situations with great comedic effect. But the severity of the plague you're trying to stop and the personal journey of finding out why you're the only Godlike without a god is not as captivating as it could be, taking steps along a narrative path that rarely deviates into surprising avenues.

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