Monday, 23 March 2020
E-Book Release: Queen Of The Seven Spheres
There are many accounts of how Queen Joan Anais Volais came to sit upon the throne. Of how a bastard daughter of the House Volais came to rule the Seven Spheres. Many words have been written, yet more spoken. Few know the truth.
In one tale, Joan was smuggled from the royal estate to the sanctuary of Vallon, where she was hidden by a convent of the Sisters of Virtue. Other stories say she was disguised as a boy and taken to the free city of Ruelle, to be tutored by the legendary Knight Jean-Marc Coquard. The more outlandish tales speak of corsairs, of a young girl adopted by the scourge of the star lanes. And then there are those who call Joan the Daughter of Andraste, reborn in flesh to right a wrong and reclaim the throne from the traitorous House Bordas.
Only Joan knows the truth, and in Queen Of The Seven Spheres, she shares her eventful and exciting journey to the throne. From finding a home with a group of thieves and street rats, to joining a band of mercenaries in search of vengeance against the Bordas. From sailing the void with a rowdy pirate crew, to leading an army into battle. From servant, to princess, to Queen of the Seven Spheres, Joan travels far and wide in her quest to regain the throne in the name of House Volais.
Friday, 20 March 2020
Now Playing: Boneworks (VR)
I can’t recall the last
time I told a game to f**k off as much as I did Boneworks. It’s a
game that made me angry and frustrated. Boneworks also likes the
smell of its own farts. All the ‘advanced VR concepts’ nonsense
is just a lazy way to deflect criticism, as if anyone who doesn’t
enjoy Boneworks must not be ‘skilled’ enough in VR. F**k right
off. There’s nothing ‘advanced’ about anything Boneworks does.
I’ve seen everything it does before and I’ve seen it done far
better.
The campaign doesn’t get
off to a great start with a self indulgent and irritating tutorial
that goes on for far too long. The first few missions, despite the
large, expansive environments, are incredibly linear and lifeless.
The only ‘challenge’ I faced was trying to wrestle with the
game’s fiddly controls and wonky physics. I’d say the levels get
a little more interesting when you reach level 4 or so, but it’s a
small victory for Boneworks that sadly doesn’t last.
As the missions continue
they get increasingly short, linear and simple, culminating in a
final mission that feels like it was cobbled together in about 5
minutes – which is also about how long it takes to complete. This
leads onto a horribly designed ‘epilogue’ section (and absolutely
terrible ‘boss’ fight) that I almost didn’t bother to complete
because of how awful it is. The game also pretty much forgets any
‘puzzles’ about half way in and just relies on the shoddy combat
to keep you engaged. Without it, each mission really is just a slog
from A to B with the occasional hunt for a colour coded key.
The ‘story’ is a lame
mixture of Half-Life and Portal – they even try to mimic the super
gravity gun finale of Half-Life 2 but do so in an incredibly poor and
lazy way. And leaving crowbars f**king everywhere in the environment
isn’t clever or funny, and neither is the totally pointless
‘MELONS!’ nonsense which is a tragic attempt to recreate the cake
memes of Portal.
For a game based so heavily
on a physics system, they really needed to make it work at least most
of the time. But I didn’t get through a single level or puzzle of
Boneworks without some aspect of the game’s physics totally f**king
up. And I’m sure someone might say it was because of my controls –
that the game isn’t really
designed for the VIVE wands, despite supporting them and including
them in the tutorial. F**k right off.
When I try to move a box
and my virtual body glitches me inside of it so I become a half-man,
half-box hybrid, barely able to move or free myself so I’m forced
to restart, I don’t really see how using the Index controllers
would have saved me. Or when my arms glitch though a wall or ladder
when I’m climbing and I plummet to the ground. Or when the game’s
physics just don’t work
in even the most basic of f**king puzzles.
To give a specific example,
one early puzzle requires you to position barrels in an anti-gravity
‘leak’ to push a platform up higher and support it so you can
safely cross. It’s so f**king simple, but when I started loading up
the barrels, the platform above didn’t move. I ran around for about
5 minutes thinking I’d done something wrong, but I then recalled
the earlier puzzle I’d had trouble with (and spoke about in my
First Impressions post) and realised the problem wasn’t my solution
(which was correct) but the game.
The physics were just
broken,
and I ‘solved’ the puzzle by standing under the platform and
pushing against it myself which magically ‘unlocked’ it and it
shot rapidly into the sky. At least in this example, pushing
actually worked. Most of the time, if I wanted to push anything, the
only way I could get something to move would be to charge at it and
headbutt the f**ker. That always did the trick.
And that was my experience
of Boneworks, its ‘puzzles’ and its ‘advanced’ physics system
– they all kind of suck. And bloody hell, don’t even get me
started on those little forklift things you can use to move boxes.
Trying to push or even pull them where you want them to go is an
absolute f**king nightmare. But the thing is, even if I hadn’t
encountered all of these bugs and glitches, the puzzles – what few
there are – would still
kind of suck and the campaign would still be short, simple and
totally disappointing.
Which leads me onto combat,
which also
kind of sucks. The gun selection is limited and although I wouldn’t
say they handle badly,
they don’t handle particularly well, either. Not compared to other
VR games. And the melee combat? It’s pretty terrible. Enemies
sometimes barely react to your strongest hits to their face with an
axe, but flail wildly and die at other times if you so much as brush
past them. It’s just shit. And because the combat is dodgy, fiddly
and lame, I really have zero interest in the ‘Arena’ mode you
unlock upon completing the campaign.
Overall, if it wasn’t
clearly obvious, I kind of hated playing Boneworks. Even if I was
using the Index controllers and the game’s physics system didn’t
regularly shit the bed, the combat, the puzzles, the level design and
the campaign are all pretty bad and have all been done better in
other games. And that’s why I simply can’t recommend Boneworks.
The most positive thing I can say about it is that I mildly enjoyed a
couple of levels around the middle of the game. Just a couple of odd
levels that were better designed and paced. But that’s all I got. I
don’t plan on ever playing it again.
4/10
Tuesday, 17 March 2020
Now Watching: The Ring Collection
The original Japanese Ring
(1998) is one of, if not my favourite horror film. I don’t
typically watch or enjoy a lot of horror, they very rarely ‘work’
for me. I usually just find them silly or boring. But Ring? Ring
never fails to unsettle me, no matter how many times I’ve seen it.
I think it’s the sound,
more than anything. Those little audio beats that put you on edge. I
wouldn’t say Ring is scary,
as such, but it does get under your skin. I think the reason why is
how simple and grounded it is.
Ring, if you don’t know,
is about a cursed VHS tape. A little dated now, perhaps, but like I
said, I still find it very effective. The rules are very clear –
once you watch the tape, you have seven days before you die. It’s a
story set against a ticking clock, as our protagonist Reiko Asakawa
must find a way to break the curse, not only to save herself but her
young son Yoichi.
It’s a film that’s
perfectly paced, beginning with Reiko’s investigation into what is,
more or less, an urban legend shared by schoolchildren. But as Reiko
discovers, this legend is real, and as the film progresses, she must
trace the origin of this curse back to its roots in order to find a
way to escape her inevitable fate.
We know Reiko is safe
during these seven days, but as each day passes, the tension grows.
Step by step, the mystery is revealed. And just when we think it’s
over, and Reiko has successfully ended the curse, there’s a neat
little twist to the tale. Unlike say, The Grudge (2002) or a lot of other horror films
featuring angry ghosts, Ring abides very strictly by its rules and I
think that’s why it’s more effective.
Although I quite liked The
Grudge, I always found it a little silly how the ghosts could go
anywhere and do pretty much anything. But the ‘monster’ of Ring –
Sadako – has to abide by very strict rules and I find that far more
compelling and unsettling. She doesn’t just pop up for cheap jump
scares and you only actually see
her at the very end of the film, but she’s always there, a
lingering presence, just out of the corner of your eye, haunting
those who are cursed. (9/10)
Ring 2
(1999) is, unfortunately, a disappointing sequel. There are some
aspects of it I really like – the way it takes a minor character
from the original and elevates them into the protagonist of this
film, and the way the characters of Ring 2 attempt to perform a more
scientific investigation of the curse in order to find a way to
finally break it. That stuff is pretty interesting and not the sort
of direction you’d typically expect in a horror sequel.
The problem Ring 2 has is
that it’s very unfocused. Is it about breaking the curse (with
science!) permanently? Is it about elaborating more on the origins of
the curse and Sadako’s power? Is it about exploring the psychic
potential of Yoichi and his connection to Sadako? It ends up being a
little bit of everything
but
none of these aspects are explored or concluded in ways that feel
particularly satisfying.
The film lacks the tension
and unsettling nature of the original. I’m glad it didn’t simply
try to do what so many horror sequels do which is tell the same story
but with new characters. Ring 2 does attempt to advance the story and
reveal more of the mystery surrounding Sadako and the curse.
Unfortunately, it spends a long time meandering along and doesn’t
really resolve very much by the end. (5/10)
Spiral
(1998) is the alternative
sequel to Ring. It was the first sequel to be filmed but, because it
wasn’t well received upon release, Ring 2 was made to replace it.
Spiral, unlike Ring 2, follows the plot of the book series Ring is
based upon more closely, but as a result, it also doesn’t really
feel like a sequel to the original film at all. Although some
characters from Ring do appear, the film follows a new protagonist –
Mitsuo Ando. And rather than focus on the VHS tape curse, Spiral
instead focuses upon the concept of a ‘supernatural virus’.
I’d actually say I prefer
Spiral in some ways to Ring 2 but ultimately, the film loses its way
as it reaches its conclusion. It loses the simplicity of the original
film – the seven day curse – and instead treats the curse more as
a spreading disease that will ‘change’ people and bring about . .
. human evolution? Wait, what? And now Sadako has been ‘reborn’
and can also give birth to fully grown men?
The ending of Spiral is
almost like some kind of bleak apocalyptic scenario as Sadako and her
supernatural plague are unleashed. It’s actually kind of
interesting, in a weird sort of way, but I can’t say I care for it
as a sequel. It feels like it would work better as its own thing.
Ring, for me, was effective because of its simplicity. It was
grounded enough to feel ‘real’. But Spiral just gets too wacky
and weird for me to really take it seriously. (5/10)
And finally we have Ring
0: Birthday,
which serves as a prequel to the series, with Sadako herself now our
protagonist. I like Ring 0 quite a bit, even though I’d agree it’s
not exactly a story that needed to be told. But though we know where
the story is going – Sadako’s got to end up down that bloody well
– the film does a good job of building her character and investing
us in her story.
Sadako, even in the
original Ring, was something of a ‘monster’ you could sympathise
with, and I think that’s what makes her more compelling. In Ring 0
we get to see her struggle with her psychic abilities and trying to
find her place in the world. But Sadako is haunted by her past and a
fate that seems inevitable. Even though we all know how it ends, you
still kind of hope she’ll find some way to escape.
And that’s the fun thing
about Ring 0 – it’s not really a horror film, not in the typical
sense. Because in Ring 0 you’re kind of rooting for the ‘monster’.
Even when at the end, she goes full Carrie
and starts murdering everyone, you’re kind of cheering her on
because those f**kers kind of deserved it. Well, most of them, at
least. (6/10)
Overall, Ring is excellent,
and Ring 0: Birthday is a pretty decent prequel. If you want to watch
one of the sequels I’d recommend Ring 2 before Spiral but, as I
said, there’s still enough interesting and weird shit in Spiral to
make it worth checking out. And, of course, there’s even more Ring
stuff out there – the American remakes, a TV show, and more (terrible)
sequels including a Grudge / Ring crossover.
It’s kind of funny how
such a small, simple horror movie about a cursed VHS tape spawned
such a massive franchise. But Ring really is that good. It’s just a
shame nothing that followed it could quite hit the same high.
Friday, 13 March 2020
Now Playing: Shadow of the Tomb Raider
I enjoyed the 2013 Tomb
Raider reboot, but felt there was far too much emphasis on combat and
not, somewhat ironically, on tomb
raiding.
Spin on to 2016 and Rise of the Tomb Raider, a game which addressed
many of my criticisms of its predecessor, but still left me feeling a
little disappointed. And now we have Shadow of the Tomb Raider, the
concluding piece of this reboot trilogy. The question is, is Shadow a
step up from Rise, or a step back?
In my eyes, it’s neither
– it’s a step to the side. It gets the same things right and the
same things wrong. I feel like I could copy and paste most of my Rise
review here and, aside from changing a few names here and there,
everything I’d written would still apply.
Shadow sees Lara travelling
to Mexico and South America as she once again tangles with the
totally uninteresting Trinity organisation – a rather dull group of
paramilitary bad guys who are obsessed with obtaining ancient,
powerful artefacts. (I really hope that, if this series continues,
this is the last we ever
see of Trinity) Lara, in an attempt to prevent Trinity from stealing
another artefact, inadvertently triggers a Mayan apocalypse and she
must now find a way, not only to stop Trinity, but to prevent the
catastrophe she’s unleashed.
The plot, overall, is
pretty decent and I’d say I enjoyed it more than Rise. The main
villain is a little more fleshed out but, without getting into
spoilers, it does feel like he’s a character who should have been
introduced in Rise and then expanded upon here, especially
considering certain revelations regarding his connection to Lara’s
father. That stuff is somewhat glossed over and rushed as it was
clear the writers wanted to wrap up any loose plot threads before the
end of this trilogy.
But whilst the main story
and missions are all fun and engaging, the side missions are a mixed
bag ranging from decent to dull, with some pretty bad VA – so bad
in fact, that I just started skipping all the side quest cut scenes
and just figured out what I was supposed to be doing from the text on
the quest marker.
Like Rise, Shadow is a game
of ‘hub’ areas that you can explore, each with collectibles to
find, riddles to solve, optional tombs to raid and ancient crypts to
explore. Like Rise, they also overdo the collectible stuff a little
too much to the point that maps can sometimes feel like collectathon
marathons as Lara races from one item to the next and you soon stop
caring / reading about the relics you’re picking up.
Like Rise, Shadow also uses
an XP/crafting system, which also means you’ll be gathering
resources in the world to upgrade your gear and weapons. I don’t
really mind the skill tree system for unlocking new abilities, but
the crafting just feels kind of pointless and if this series does
continue, it’s another thing I’d like to see scrapped.
Visually, Shadow of the
Tomb Raider looks pretty damn impressive – the environments,
lighting and attention to detail. It’s a game I never got tired of
admiring each new location I came upon. It really is a fantastic
looking game and that’s one aspect I can’t really fault.
The tombs in Shadow, both
as part of the main story and the optional ‘side’ tombs, are all
pretty fun, although do suffer from the same problems as those in
Rise in the sense that they’re all far too linear and far too easy.
Navigating the tombs is, more or less, simply a case of following a
linear path from A to B and solving the occasional puzzle along the
way. There’s not really any sense of exploration or investigation
involved.
I’m not saying I want a
tomb with endless backtracking and ridiculously obtuse puzzles, but
I’d like something a little more elaborate, thoughtful and clever
than what we’ve got. That’s another thing that I’d like to see
improved upon if this series continues. I played the ‘definitive
edition’ of Shadow which included several post-release ‘challenge’
tombs and some of these, though short, did seem to be taking steps in
the right direction.
The combat in Shadow, like
Rise, is kept short and sharp, with more emphasis on stealth,
although if things do kick off, you don’t need to worry – enemy
AI is pretty basic and easy to defeat. There are a number of ‘set
piece’ moments in Shadow to enjoy – I say ‘enjoy’ rather than
play because they’re more like roller-coaster rides that you can
sit back and watch, only needing to press the occasional button.
And a lot of Shadow, like
Rise, really is just about following the linear path and pressing the
occasional jump / grab button at the right time. There’s not much
sense of risk, or of needing to time a jump properly. It’s all a
little easy and relaxed, despite Lara’s grunts and groans. And I
guess, like Rise, that’s my main criticism of Shadow – it’s all
a little easy and simple and it never really
challenges you, not in terms of combat, platforming or solving
puzzles.
Overall though, I still
thoroughly enjoyed playing Shadow of the Tomb Raider and I think that
if you enjoyed Rise, you’ll also enjoy this. But if you didn’t
like Rise, I wouldn’t recommend it because it is, more or less,
just more of the same. I don’t know how successful Shadow was and
if we’ll see this series continue, but I hope we do, because I
certainly want more Tomb Raider adventures.
Ditch Trinity, scrap the
crafting, build more elaborate tombs and puzzles to explore. Give us
a more global adventure with multiple countries to visit to loot –
sorry, protect
– ancient
artefacts. No more ‘end of the world’ dramatics. And give us a
Lara who’s a little more cocky, adventurous and not quite so
haunted by the past. Let her move on and just enjoy doing what she
does because what she does is pretty damn cool.
7/10
Friday, 6 March 2020
Boneworks: First Impressions (VR)
I hate to say it, but I’m
kind of disappointed by what I’ve played of Boneworks. I’m about
4 hours into the game, and I can’t honestly say I’m enjoying it
very much. I could probably stop playing it today and I really
wouldn’t care. But I won’t. I’ll keep going, keep playing in
the hope that the game will improve.
Boneworks
is an interesting mixture of puzzle platforming and combat. You play
as Arthur
Ford, who must enter the virtual city of MythOS to . . . reset the
system . . . or something? I don’t really know and I’m not sure
it really matters. Your goal is to simply progress through each level
from point A to B, solving physics based puzzles and fighting
holographic enemies.
In terms of story, style and tone, Boneworks is
clearly trying to be evocative of Half-Life – crowbars and
(robotic) headcrabs – and Portal – quirky humour (MELONS!) and
scrawled warnings /clues on the walls of each level. And that’s
fine, even if it’s not entirely original. The problem Boneworks has
isn’t really with its style or story. It’s, well, pretty much
everything else.
Boneworks
has a lengthy tutorial level that talks about ‘advanced VR’
concepts, but there’s really nothing that ‘advanced’ about
anything that it’s doing. Free locomotion, physics based combat, a
virtual body and climbing mechanics – I’ve seen these done in
other VR games and frankly, I’ve seen them all done better. And I
guess that’s the heart of the problem here – it’s not as if
these things are done badly
in Boneworks – they’ve just been done better in other games.
Melee
combat, for example, is incredibly fiddly. Simply holding your weapon
at the angle or in the kind of grip you want can be a challenge. It
should be noted that I’m playing Boneworks using VIVE wands, and
not the Index controllers the game was obviously designed for.
Nevertheless, I don’t have any issue playing Blade & Sorcery
with my VIVE controllers and I don’t know why the developers of
Boneworks didn’t utilise a similar system of weapon grip / control
as that game.
And
then we have ranged combat involving various guns, but aiming with
these guns can be (literally) hit and miss. The gun models, animations, sound
and feedback from each weapon simply isn’t as good as say, Pavlov
VR.
The
physics of Boneworks, which is such an integral part of the design,
can also be pretty wonky.
I really don’t know why they felt that nearly every object in every
level needed to be physics based. It’s not nearly as impressive as
the developers seem to think it is. For example, you might walk over
to a desk to pick up an object upon it, but as soon as your virtual
body touches the desk, the whole bloody thing flips over like you’ve
crashed into it. Or, even more annoying, the dodgy interaction ‘aim’
results in you grabbing the entire desk and not the object you wanted
to.
The
challenge for me in Boneworks, at least so far, hasn’t been the
puzzles or the rather brain-dead enemies – it’s been the wonky
physics and awkward controls. I feel like I’m continually fighting
against the game just to do the most simple things like picking up an
item or holding an axe in the right direction.
During the first big
puzzle in the game, I thought I’d figured out the solution, but
when I tried to push a particular object, it didn’t work. After
much frustration, I eventually realised that my solution was
correct, but I had to move the object by pulling … or rather
awkwardly dragging the object behind me, because pushing
simply refused to work.
Everything
in Boneworks just feels a little rough, awkward and wonky. It’s not
that great visually – the environments are big, but pretty empty
and lifeless. The music is kind of irritating. The VA isn’t very
good and the audio quality is strangely poor. The combat isn’t very
satisfying. The puzzles aren’t that challenging in terms of design.
The only real challenge
I’ve faced in Boneworks is fighting against the game itself to
simply walk, run or climb in a precise way – without my limbs
getting stuck or glitching through objects. It’s been pretty
frustrating to play but, I’ll keep going. I’m hoping it’ll get
better.
Monday, 2 March 2020
Now Playing: Saints & Sinners (VR)
The Walking Dead: Saints & Sinners is a VR survival game. It shares a similar comic book visual
style to the Telltale Walking Dead series. The colours are subdued,
the lighting is gloomy and the ambient sound is largely silent.
Saints and Sinners doesn’t exactly ‘pop’ visually or audibly,
but it does do an effective job of immersing you within this moody,
land of the dead.
You play as The Tourist, a
survivor who enters the flooded city of New Orleans in order to
locate the ‘Reserve’ – a secret bunker full of guns,
ammunition, food and medical supplies. But you’re not alone in
searching for this hidden cache. There are two other groups of
survivors in the city, and neither of them are particularly friendly.
The game has a simple, but
effective structure. Each day you will venture to one of several
locations around the city. Each location is unique, some set within
residential streets, others within commercial / industrial areas of
the city. Your goal in each location will vary depending upon what
you need – you may have a quest to retrieve a particular item, or
you may be in search of specific materials to complete a crafting
recipe or upgrade.
The locations aren’t
massive, but they are highly detailed and each features at least 2
main internal areas to explore, often with multiple entry and exit
points. Your time in each location will, at least initially, be
limited. The other survivors in the city use a system of bells to
manage the herds of walkers roaming the streets. If you’re still in
a location when the bells ring, it’s time to run.
So you’re on a clock, but
once you’re familiar with each location (and you’ll likely visit
each location at least twice during the course of the game) you have
more than enough time to search every loot hotspot on the map and
return to your cozy, comfy school bus before it gets dark. I know
some people won’t like the time limit, but as you progress through
the story, there will be days when every location will be free of the
timer, giving you all the time you want to explore.
The timer does put pressure
on you, particularly in the early game when you’re not well
equipped to deal with a zombie horde. You need to scavenge materials
and craft items if you’re going to survive. There are three
crafting facilities at your home base, one focusing upon food and
medicine, another upon guns, and the third upon melee weapons. As you
upgrade each crafting bench you’ll unlock new recipes and character
abilities – such an increased inventory, greater health or more
stamina.
Every day that passes also
sees a reduction in the loot you can find, and an increase in the
zombies roaming each map. There is obviously a limit to this,
otherwise the game would eventually become unplayable, but it’s
certainly best to maximise your scavenging early on when supplies are
more plentiful – so I’d recommend crafting that backpack upgrade
as your first priority.
You can progress through
Saints and Sinners at your own pace – there’s no time limit on
any of the main missions, although a couple of side quests will fail
if you don’t complete them before the end of the day, so be careful
of those. You can choose to spend your days scavenging and fighting
other survivors, or you can focus on the main story quests – or, as
most people likely will, you can do a bit of both.
The main quest isn’t
particularly substantial and can be completed within a few short
hours if you’re intent on just rushing from one mission to the
next. And the quests themselves aren’t particularly complex, with
the objective of nearly all of them being simply to retrieve an item
from a location and return. It might not sound very exciting, but
it’s actually a pretty decent main quest, propped up with some very
good VA. It’s a shame it’s not more substantial, that we don’t
get to spend more time with or better develop the few characters with
whom you interact. But it’s still, overall, an engaging and
enjoyable quest, one which will vary somewhat depending upon the
choices you make.
Once you complete the main
quest you can continue to explore the world, looting, fighting and
scavenging as you please. But once you’ve unlocked all of the
various recipes and upgrades, there’s not really much left to do
but see how many more walkers you can kill in various bloody and
brutal ways.
Saints and Sinners is a
deliciously gory game. Despite the comic book style, it doesn’t shy
away from the brutality not only of killing walkers, but other
survivors. Thanks to the VR platform, there’s no ‘press X to
kill’ style attacks, because every swipe, swing and stab is tracked
via your controllers. So you can grab a walker’s head and stab up,
down or from the side. You can cut off their arms and leave them
rolling about on the floor. You can stick a pistol in their mouth and
pull the trigger. You can smash a baseball bat wrapped with barb wire
into their crumbling craniums.
The game allows for a
variety of (sickeningly) creative kills. You can’t cut their legs
off, sadly, watching as they crawl slowly towards you, which seems
like a strange omission in a zombie game, but overall, the melee
combat feels solid. It is physics based, so the weight of each weapon
and the strength of your swing / stab is taken into account. It’s
not as in-depth as something like Blade & Sorcery, but it’s
very enjoyable nonetheless. The guns, compared to the melee weapons,
feel a little weak both in feedback and audio.
Overall, Saints and Sinners
is the best VR game I’ve played at the time of writing. It’s a
fairly lengthy experience if you take your time to explore and
upgrade / craft everything. I clocked over 20 hours on my first run
and it’s a game I’ll most certainly play again in the future. It
does have a few bugs and issues – the most annoying being that the
SteamVR chaperone grid won’t display in game – so a few more
patches to polish and improve would be most welcome.
It’s also a game I’d
like to see a more ambitious sequel to – a continuation of the
story of The Tourist. A sequel with a more elaborate story and
missions, a greater sense of player choice and more npc interactions.
Saints and Sinners, despite its flaws, is a strong foundation to
build upon.
7/10
Subscribe to:
Posts (Atom)