13 reviews liked by Varrick24


I hate this game with a passion. I see what is was TRYING to do and respect the idea, but the execution is atrocious. I'd go as far as to say it's my least favourite game ever made.

It's crazy how this 2 hour game, that is a second entry into a trilogy of games, feels like a complete, multi-layered, and fully realized standalone sci-fi narrative, that (imo) can rival titans of the genre. And what's even crazier is that according to the dev, this was made in ONE MONTH. I absolutely love indie devs man, I was already super excited for ECHOSTASIS, but right now it is my most anticipated game, I cannot wait to see the conclusion to this trilogy

RE4 is goofy, but this takes it above and beyond. Absolute insanity. It's not even enjoyably goofy either, just completely ridiculous. I don't think RE4 aged particularly well, but this somehow aged worse? Probably because the gameplay is pretty much the same and the level design is far worse. Also, why is the very first thing we see of Sheva just a shot of her arse? Great way to establish her character obviously.

Anyway, the game had its moments. Some boss fights were decent and the massive variety of weapons is kinda cool. Really don't feel like playing the game a second time though, as I usually do with the RE games, because this is way too long for its own good.

RAAAAAAAAGGHH THIS WAS EVERYTHING I WANTED IT TO BE. PEAK FUCKING GAMING

After I recently played VideoVerse and also having listened to them on The Back Page Podcast I knew that I could trust Lucy Blundell’s writing.

In a way this game has passed me by but I will also admit here that the title conjured up something in me that put me off. It wasn’t thinking about one night stands themselves but when videogames attempt to be sexy, more often than not it’s a miss, sometimes cringe and potentially offensive.
This title is not.

One Night Stand is a very short experience but one that encourages you to try it again to discover the different outcomes your decisions can make, surprising revelations and ultimately rack up a selection of different endings.

Each of these are full of wonderful writing, full of realistic and relatable notes. If there is any moment of cringing it is something you have opted to see. There are very few characters involved as you’d expect and the main being the woman you have found yourself awake next to - even their name is a spoiler.
She can be funny, sweet or even cold but again, feels real.

Replaying the story you can skip text and the options are quite diverse considering the, almost, one room setting. These retries also gave me a light feeling of a good detective game, discovering evidence and piecing separate dialogue together with a mental red string that not only painted a much fuller picture than I could visually see but one with some good “ah ha” and “oh shit!” moments.

Speaking of what I could see visually, I love the art style. A simple pencil sketch looking feel that gave me Hotel Dusk vibes. Great facial expressions from your one-night stand and lots of brilliant details within the room that again enhances the feeling that this story is not purely fiction.

In the end however, I feel a little conflicted about this title. It is smartly written, beautifully presented and executed well but whilst I do not dislike short games playing the same short game over and over made me feel contradictory views of wanting more but also finding getting the last few endings more of something like busy work than the mild detective feel I had gotten earlier.
An argument could be made to just get a few endings and put it down when you feel you’ve seen enough variation, but having a screen full of blank squares you know you can fill, boxes you can check - it’s hard to do that when you know the effort, at least in terms of time, is so low.

I enjoyed my initial ending with this game, I played it “as if” it was me and was pleased. It made me want to see more of the world and that is good.
I enjoyed doing things I would definitely not, going for things I felt were possibly the stupidest decisions and having a good laugh at them.
The writing carries this game and it is definitely worth a play considering it's about the price of a coffee - ultimately I’m just not sure that this format of short with a dozen endings is my vibe compared to long with a few endings, but that is fine. There is space for all types of storytelling and I’m happy that we get to experience them.

A game about choices that doesn't understand their role in storytelling. A horror game that doesn't understand horror. A game that concludes a decent setup with an embarrassing ending.

The first half is bursting with jump scares, even the extremely silly ones where a deformed face screams at you directly, giving this high-budget game the feel of a free Unity horror game. We get some actual breathing room towards the end but at the same time the jump scares that still do occur destroy any leftover atmosphere. This is worsened by a dumbed-down narrative. The Storyteller is a childish addition, the archetype of a mysterious meta person who's above the narrative. His sole contributions are nebulous predictions and a patronizing pat on the back if you managed to save people - and maybe he reprimands you if someone died. I wouldn't know, I didn't bother to check any more endings.

And y'know, I got to my first ending and it sucked ass - a completely unexplained conflict suddenly emerged for that shitty 'ooooOOOoooo the evil thing is still out there' moment. I redid a dumb decision I made towards the end and saved everyone, but that ending is almost exactly the same and it still sucked ass. I even watched an ending compilation and they all sucked ass. If I let someone escape early and then save everyone else later on, why does that first someone come back to the spooky ghost ship alone and they don't even try to call each other before, while in the other endings he returns obviously not alone?

As often present in horror media, there's an ideology of nihilism where mostly bad things simply happen and you're forced to live with them. This cheap trick has little bearing because death can be thrown in at any time. Even worse, the game later tries and fails to rationalize the spooky happenings instead of staying with a purely supernatural explanation. As seen before in The Suicide of Rachel Foster, rationalization does not make horror more grounded, believable or impactful.

So what bearing do your choices have in the end? In a good narrative or even your local DnD campaign, the entire world changes with you. Here, there are binary choices: you survive or you don't. There is no moral, there is no larger point, character arcs begin and get thrown away. There's only a bunch of cutscenes with no emotional release. The gamification of the narrative can be seen by people commenting on how shocked they were when an early innocuous decision has grave consequences later on. One person even said that the storyteller is their favorite character. He's not a character, he's the writer's desperate attempt to give a nihilistic narrative an even more nihilistic twist.

Games like this are built on the belief that there's always a choice, but this one doesn't have an answer to any of them. As The Armed sang not so long ago:

Expectations, secret rattlesnakes
It’s never really how it happens
It’s never really how it happens

No matter how hard you try to break us, the future is ours to shape! Always!

The premise of Xenoblade Chronicles is simple, yet effective. Atop the colossal Bionis, the three childhood friends Shulk, Reyn and Fiora are living their best lives, until one day a particularly evil robot shows up to disturb the local peace. With the help of the legendary sword Monado, Shulk embarks on a journey across the Bionis to track down the unknown assailant and get his revenge. Not only is the Monado arguably one of the coolest weapons in fiction, it's also especially useful in combat against the machines and allows the wielder to see into the future. The theme of fate is ever-present, as Shulk has to deal with visions involving the people close to him dying several times, and only he can change the future to prevent these events from playing out, while also pursuing his own goals. I'll not take away any more from the story, since I found it to be pretty intriguing and well written until the end, despite having quite a few tropes here and there and also some predictability to it. Even with the sheer amount of downright meme-worthy lines or shonen shenanigans, the core narrative is still surprisingly solid and doesn't fall flat in terms of twists either. Yes, Dunban being "over there" is actually important to the plot. The setting of the two titans is incredibly unique and memorable, but also just straight up cool at the same time, the area progression is really satisfying here. As for the main cast, they all have their reasons to join Shulk in his fight against the Mechons and their voice acting is superb. It's a shame Adam Howden never got any major roles besides Shulk, since he especially nailed those screams and emotional moments. But honestly, the rest of the cast is just as good and I like how many unknown voice actors are featured here (and their British accents).

While the main storyline is not as long as I expected it to be, Xenoblade is still jam-packed with side content, rocketing up the overall possible playtime by a significant amount. Most of the side quests are just fetch quests or "kill x amounts of these monsters", but there are also several skill trees or other cool rewards locked behind others. It never crossed my thoughts until I beat the story, how much Xenoblade rewards interacting with the world on the side, as there's even a whole chart accessible through the main menu where you can see the relations between every single named NPC and the locale they belong to. There's an entire trading mechanic I didn't even pay attention to in my playthrough, but it's cool to know it's there, I think little things like this or the info you can read up on the named NPCs on the chart improve the already impressive worldbuilding by a lot again. Now, one of my biggest regrets is not interacting with the Colony 6 side-story at all, there were many side quests related to it and I couldn't complete any of them because I somehow didn't do the initial one. Honestly, it's a shame it took me so long to properly appreciate those aspects, so I'll definitely focus on them on my eventual New Game+ playthrough.

Amidst the fierce battle cries of "Now it's Reyn Time!", "Electric Gutbuster!" and "Star-searing flames of ABSOLUTION!", I actually ended up liking the combat very much and was surprised by how unique it was. By the end it devolved into chain attack spam for me, but before that point, I think the MMO-style approach is really fitting and fun overall, while the cheesy battle lines of the cast add a whole layer of entertainment as well. Here, good preparation is half the battle already, as you will need to decide which skills your AI-controlled party members should use and how to efficiently combine those with the tactics of the rest of the team for optimal results. I said the combat is "MMO-style", because skills are locked behind cooldowns and your active character is using auto-attacks in the downtime to fill the special bar, like in the case of Shulk it's used for the Monado Arts. His signature sword not only specializes in slicing through machinery, but can also buff him or his party in various other ways, like shielding them or granting everyone the ability to hit the Mechons. Each of those abilities uses different amounts of the special gauge, so it's up to you to decide what's the best approach for certain combat situations. It would be pretty unwise to keep throwing out Arts which use your full gauge, as enemies and especially bosses can counter those by attacking with so-called Vision Attacks. Those come in three forms, Red, White and Purple. By casting the Impulse Art on a party member, they can dodge a red attack, which is pretty straightforward. Things get interesting for the white attacks, as they require you to have a properly leveled Shield Art to even block the move - so if an enemy uses "Attack VII", you need the skill level of your Shield Art atleast at 7, anything below will not block. The use of haptic feedback is also really underappreciated from what I've seen, every time you hit with a chance attack you get vibration on hit and everytime you break an enemy's vision attack the controller emulates this "breaking" effect with a stronger rumble. There's also a pulse while seeing the animations for vision attacks playing out, resembling a heartbeat, and that's pretty cool if you ask me.

Teambuilding is a central mechanic in Xenoblade Chronicles, and also one that is handled in an interesting way. First of all, you get access to most of the cast fairly early into the story already, so you can experiment with different teams through many different areas and see who has your favorite playstyle, who you want to main and who you don't actually like at all. This availability of being able to build around your team without even getting to the meat of the main story yet is such a nice change of pace, since I know so many games where you get party members so late, that they're basically unusable, as you have probably already have a good team composition at that point. Looking at you, Fire Emblem. But Xenoblade doesn't have this issue and it's just really nice, so I hope the other two games in the trilogy adapt this approach as well. As for their actual involvement in gameplay, each teammate has an unique role and playstyle, so you can basically play any possible combination of party members together and it will work somehow. Another neat feature is the ability to choose any character besides Shulk as the leader, allowing you to control them in the overworld and battle, it's very handy for certain encounters (or if you're just a big fan of the character). Like personally I played Melia on Mount Valka so I could have an easier time reaching the airborne enemies and it ended up being a really pleasant change of pace! There is also a whole layer of customization here besides the current party setup, since you can tweak individual characters to your liking by equipping them with gems, certain armor pieces or adjusting the skill trees. I really like how skill trees are handled here, like you still can normally unlock character-specific skills of individual branches through EXP, but you're also able to make use of the skills of other characters if you raise the friendship between them accordingly. This is not a metaphorical statement, raising the affinity between two teammates comes with a nice amount of extras - you unlock new heart-to-heart events across the world, the possibility of extending chain attacks is higher and as mentioned before, you gain access to a bunch of the opposite character's skills. Very nice!

As for the soundtrack, the Definitive Edition features an (almost) entirely revamped OST with new arranged tracks. I've only heard a few of the original tracks in Smash before, so I won't compare the new arrangements to the original compositions. With that out of the way, I'm a big fan of the musical score for DE and especially the more emotional songs here really hit me at times. Hearing Engage the Enemy for the very first time in-game with the corresponding cutscene is an ethereal feeling and gave me shivers in combination with Adam Howden's performance there. Gaur Plain is also one of my favorites, even if that one's a basic pick - maybe because it's just a memorable, good song. My final nomination goes out to Mechanical Rhythm for just being a pretty sick standard battle theme, which could easily pass as a boss theme elsewhere.

Considering I'm planning to do a NG+ one day to catch up on the content I missed, it's needless to say that Xenoblade Chronicles left quite the impression on me, even after finishing the game. Now onto Future Connected and I'm looking forward to playing Xenoblade 2 in a while too. Here's hoping that the rest of the trilogy will be just as fun!

This review contains spoilers

very crappy dialogue and for a prequel to the story, it doesn't delve into rachel's involvement with important characters such as Nathan, Jefferson or even Frank. I appreciate seeing chloe's relationship with her and its growth but the story felt inconsistent and still left me with a lot of gaps that could have been covered in many points of this game.

i wanted to like this soooo badly but it has some of the worst dialogue i've ever encountered

Literally the most unplayable game I’ve ever played. It takes the worst parts of the first game’s writing and ups the tedium of the game design in its predecessor. On top of this, it’s literally the most bugged out game I’ve ever played. It crashed 10ish times, and upon it crashing three times in a row at the same exact spot I finally decided to just give up on this thing. Maybe the easiest 1/10 I’ve given on this account lol.