The Dark Pictures Anthology Has Never Been More Adrift | Directive 8020 Review

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In the underappreciated 2008 comedy Role Models, Christopher Mintz-Plasse's character, the exceedingly nerdy Augie, is asked if he likes Coca-Cola. "I like the idea of it more than I actually like it," he answers.

I always found it a funny, confusing answer, but this fifth entry in The Dark Pictures horror anthology, with its grating performances, rote stealth sequences, and signs of an aging formula, makes me realize I can relate; I like the idea of this anthology more than I actually like playing its games.

In Directive 8020, developer Supermassive Games takes us to outer space for the first time in the series. Following stories focused on a cursed shipwreck, New England witchcraft, monster-infested caves, and a modern slasher inspired by H.H. Holmes, the latest one-off title is heavily inspired by two giants of its genre: Alien and John Carpenter's The Thing. A crew of heroes-to-be surveys a potential new home planet for humanity, Tau Ceti f, before a disaster leaves them stranded on it with an alien organism that can steal organic likenesses, such as human faces and bodies.

Directive 8020 is not just the fifth Dark Pictures entry, but speaks to a longer, broader trend that has seen the studio make movie-like games designed around branching gameplay and story choices, stressful quick-time events, and the threat of permadeath when you screw something up, be it a branching choice or a sequence of button-mashing. When the studio first started making these types of games with 2015's Until Dawn, it presented them like movies, with fixed camera angles meant to mimic the cinematic touch of a feature film. But Supermassive has been moving away from that approach in recent projects, to the point that now Directive 8020 plays like an over-the-shoulder third-person action game.

This change is for the worse, and I'm curious how we got here. I admit, sometimes it could be clunky controlling characters from the traditional fixed angles, but without those cinematic touches, these games are worsening. They're less immersive and less visually interesting, and what this more typical perspective highlights is just how shallow other parts of the formula can be.

More than any entry before it (including recent offshoots The Quarry and The Casting of Frank Stone), Directive 8020 offers gameplay mechanics of a traditional, third-person action game, where you'll solve environmental puzzles to navigate dangerous hallways patrolled by a shapeshifting monster. There are also a lot of stealth sequences that ask you to crouch-walk behind waist-high walls, moving from cover to air duct to stairwell whenever the monster's predictable pathing turns them away from you.

Neither of these elements feels all that exciting, and more often the puzzles of Directive 8020 outright frustrated

Please Don't Skip This Musical Coming-Of-Age Story | Mixtape Review

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It was only about a year ago when I learned that not everyone gets goosebumps from listening to music. There's a French word for it--frisson--which describes the feeling some get when music or other powerful stimuli trigger a physiological response. This rush is felt in only about 50% of people in the world, it turns out. I used to think it was all of us. That's probably a big part of why music means so much to me, because I'm in the lucky camp that gets to enjoy this positively overwhelming response when the right song hits at just the right time. Mixtape is an adventure game that leans into this magical sensation, pairing its heartfelt, often hilarious moments with a sweeping soundtrack to create a coming-of-age story I'll never forget.

Mixtape is the second effort from Beethoven & Dinosaur, a small Australian team that includes some former rockstars who pivoted to game dev and brought their love for music with them. In it, you play the music-obsessed Stacey Rockford, whose headphones may as well be an organic appendage. Inspired by movies like Superbad and the works of John Hughes, the driving force of the '90s-set story is Stacey's attempt to make it to a killer beach party with her best pals Slater and Cassandra in tow.

The morning after this party, Stacey is off to chase her dream as a music supervisor--basically a professional mixtape maker for Hollywood projects--so this is her and her friends' last hurrah together, whether they're ready for life to drag them into adulthood and see them go their separate ways or not. While relatively small, these stakes are deeply relatable, revealing a lot of big, honest emotions across the four-hour runtime.

Continue Reading at GameSpot

Please Don’t Skip This Musical Coming-Of-Age Story | Mixtape Review

Web Admin 0 170 Article rating: No rating

It was only about a year ago when I learned that not everyone gets goosebumps from listening to music. There's a French word for it--frisson--which describes the feeling some get when music or other powerful stimuli trigger a physiological response. This rush is felt in only about 50% of people in the world, it turns out. I used to think it was all of us. That's probably a big part of why music means so much to me, because I'm in the lucky camp that gets to enjoy this positively overwhelming response when the right song hits at just the right time. Mixtape is an adventure game that leans into this magical sensation, pairing its heartfelt, often hilarious moments with a sweeping soundtrack to create a coming-of-age story I'll never forget.

Mixtape is the second effort from Beethoven & Dinosaur, a small Australian team that includes some former rockstars who pivoted to game dev and brought their love for music with them. In it, you play the music-obsessed Stacey Rockford, whose headphones may as well be an organic appendage. Inspired by movies like Superbad and the works of John Hughes, the driving force of the '90s-set story is Stacey's attempt to make it to a killer beach party with her best pals Slater and Cassandra in tow.

The morning after this party, Stacey is off to chase her dream as a music supervisor--basically a professional mixtape maker for Hollywood projects--so this is her and her friends' last hurrah together, whether they're ready for life to drag them into adulthood and see them go their separate ways or not. While relatively small, these stakes are deeply relatable, revealing a lot of big, honest emotions across the four-hour runtime.

The starring trio is incredibly well-written and all three foster empathy and investment from the very start of the game, as they coast down the hills of their town on skateboards, calling out cars to dodge and doing flip tricks over trash cans. As Stacey breaks the fourth wall, announcing to you, the player, the song she picked for the moment, you understand she's no phony. She knows her stuff when it comes to music, but her decision to leave town for New York has driven a wedge in the friend group, who once made plans for a lengthy west coast road trip that's now up in the air.

Mixtape does so much so well, but one of the things I love most about it is its emotional honesty. Sure, as an adult with the benefit of hindsight, a friend moving away isn't the end of the world. But when you're a kid, it's your whole world blowing up. For Stacey, Slater, and Cassandra, they're on the verge of so much changing, and their comfortable routines are being thrown out, exchanged for the ambiguous world of growing up. Though the trio often joke around and give off a level of youthful sarcasm, they're also capable of letting down their emotional barriers and spilling how they feel.

Stalking Other Players Is The Best Part Of This Consequence-Driven Game | Tides Of Tomorrow Review

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Tides of Tomorrow is the first single-player game I've played that desperately wanted me to stalk other human-controlled characters, and that sentiment alone was a compelling enough gimmick for me to jump into its consequence-driven story. While that story stumbles in a few places, and the gameplay never quite rises to anything beyond serviceable, Tides of Tomorrow does a great job of incentivizing you to participate in its "we're all in this together" apocalyptic fantasy and care about the ramifications of your choices and actions beyond how they impact you. If you're looking for a game that makes you feel good about helping others and being helped by others, there aren't many options that hit that sense of community like Tides of Tomorrow.

In Tides of Tomorrow, you play as a Tidewalker, an individual who can see glimpses of the past. These visions always involve the actions of other Tidewalkers, creating a network of individuals who can all learn from each other. Fished from the ocean, you find yourself in a world that's been flooded, restricting civilization to makeshift island towns and repurposed oil rigs. A sickness is also worming its way through the population, slowly causing people to transform into plastic. You count yourself among the infected, quickly learning that only the regular consumption of a medicine known as ozen keeps you from turning completely into plastic and dying.

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You play through the game in first-person as a largely silent individual who only speaks when prompted to with a dialogue option. Other than your supernatural sight, you move through the world simply--running, crouching, jumping. In certain locations, you can open your sight to see what a Tidewalker--who, like your Tidewalker, is also controlled by another human player--did there, allowing you to lean on the knowledge you glean to better move through the world. A bouncer who welcomed in a Tidewalker the previous day will allow you inside the club if you also offer up to them the same alias, for example, and seeing a Tidewalker hide some ozen in a grate lets you then nab it for yourself.

Continue Reading at GameSpot

Stalking Other Players Is The Best Part Of This Consequence-Driven Game | Tides Of Tomorrow Review

Web Admin 0 181 Article rating: No rating

Tides of Tomorrow is the first single-player game I've played that desperately wanted me to stalk other human-controlled characters, and that sentiment alone was a compelling enough gimmick for me to jump into its consequence-driven story. While that story stumbles in a few places, and the gameplay never quite rises to anything beyond serviceable, Tides of Tomorrow does a great job of incentivizing you to participate in its "we're all in this together" apocalyptic fantasy and care about the ramifications of your choices and actions beyond how they impact you. If you're looking for a game that makes you feel good about helping others and being helped by others, there aren't many options that hit that sense of community like Tides of Tomorrow.

In Tides of Tomorrow, you play as a Tidewalker, an individual who can see glimpses of the past. These visions always involve the actions of other Tidewalkers, creating a network of individuals who can all learn from each other. Fished from the ocean, you find yourself in a world that's been flooded, restricting civilization to makeshift island towns and repurposed oil rigs. A sickness is also worming its way through the population, slowly causing people to transform into plastic. You count yourself among the infected, quickly learning that only the regular consumption of a medicine known as ozen keeps you from turning completely into plastic and dying.

You play through the game in first-person as a largely silent individual who only speaks when prompted to with a dialogue option. Other than your supernatural sight, you move through the world simply--running, crouching, jumping. In certain locations, you can open your sight to see what a Tidewalker--who, like your Tidewalker, is also controlled by another human player--did there, allowing you to lean on the knowledge you glean to better move through the world. A bouncer who welcomed in a Tidewalker the previous day will allow you inside the club if you also offer up to them the same alias, for example, and seeing a Tidewalker hide some ozen in a grate lets you then nab it for yourself.

These Tidewalkers that you see are always players who went through the level that you're currently on prior to you. Between each level, you're always asked which path you want to go to next, which puts you on the path behind a specific player. You can choose to follow that player all the way through to the end (assuming they have beaten the game), or choose to go in a different direction between levels to follow in the footsteps of another player. Whenever you make this choice to follow a player, you get a brief description of how they acted in that particular level. One player may have prioritized animals and nature in this increasingly plastic-filled world, while another could have opted to prioritize their own survival. Following a player who embodies your playstyle is obviously ideal, but

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