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Tuesday, June 16, 2020

Song Of Horror Review – A Frightening Ode To The Classics

Publisher: Raiser Games
Developer: Protocol Games
Rating: Not rated
Reviewed on: PC

Good horror movies get under your skin, creating unsettling feels that linger long after you’ve left the theater or turned off the TV. The element of interactivity that video games offer can elevate those sensations even further. Knowing that the hero’s fate rests solely on your actions is a far cry from helplessly watching them get stalked by a killer and shouting at them to not go in that room. Song of Horror is an ode to classic survival horror that taps into what makes the genre resonate with fans who want to get in on the action. There are a few bum notes here and there, but it’s a tense bit of storytelling worth experiencing.

The “song” in the title refers to a piece of cursed music that purportedly drives its listeners to madness – and alarming acts of violence. Over the course of five episodes, publisher Daniel Noyer and a rotating cast of characters investigates the disappearance of a globe-trotting author who was researching the mysterious tune. This is definitely an experience in the style of old-school Resident Evil, down to the fixed camera angles and bizarrely conceived puzzles. A few lingering issues are tough to avoid, such as how the shifting perspectives make navigating some of the tighter interiors more difficult, but they generally don’t get in the way. That’s important, considering the stakes.

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Players travel to a variety of standard-issue horror setpieces, including mansions and abandoned hospitals, but there’s a ghoulish twist: Characters can die, and once they’re out of the game, they’re permanently gone. That simple choice elevates the action, making me paranoid that every door I opened or hallway I crept down might be my last.

You can choose to play with or without permadeath, but you do yourself a disservice by opting out. Each episode introduces new characters, so if you accidentally cull a few characters from your investigation, you aren’t completely out of luck. Even so, I felt awful whenever an investigator died. In one memorable (and completely avoidable) death, I made my character sneak out of a second-floor window without double-checking whether scaffolding was in place. Another time, I successfully slammed a door shut on a monstrous presence, and then immediately walked out that same door. Deaths don’t just remove characters from the roster; sometimes they come back in unexpected ways, leading to a few of my favorite moments.

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Each episode moves the investigation to a new location, but a constant malevolent force follows you. People who have been exposed to the song are plagued by shadowy creatures that include an entity known as the Presence, and it’s the main source of the game’s myriad scares. This monstrous entity gives the impression that you’re constantly being stalked. I quickly learned to listen to every door before opening it and braced for the next jump-scare that felt like a dreaded inevitability. The pacing is great, with long stretches of nothing interspersed with moments of instant panic. You’re never really certain what’s around the corner, and Song of Horror capitalizes on that feeling of not knowing what’s next – and even what is and isn’t possible.

In true survival-horror fashion, your characters aren’t action-movie heroes. When the Presence comes knocking, all you can do it temporarily stave it off. There are a few different ways to do that, such as beating back grasping hands as they try to force a door open, in a frantic minigame that never really lost its effectiveness. Other interactions, such as getting into a hiding place and trying to keep your heartbeat slowed, were similarly effective at pulling me into the horror, though its insistence on going for a second jump scare each time was a bit much. My most tense interaction was one where a blind monster did its best to sniff me out, and I needed to remain undetected by controlling my breathing. It was mostly tense because the instructions were vague, and every error I made drew the creature closer and closer to killing off a character who I’d grown to appreciate.  

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With a few exceptions, the puzzles are less murky. They involve a lot of item gathering and multistep object manipulation, but solutions made sense overall once I calibrated myself to the peculiar logic. Clues are hidden throughout each level, too, which gave me an extra incentive to open every drawer and read every file. Even if an item or object wasn’t useful, it was interesting to read each characters’ thoughts on it. For instance, alarm installer Alina Ramos might see an array of masks and comment on how they remind her of the village where she’s from, whereas sales manager Etienne Bertrand might simply shudder at their strange designs. They’re not make-or-break moments, but they help humanize and differentiate the cast. 

Some of the best puzzles in the game incorporate the Presence in some form or another. In one episode, I spent a few hours tracking down ingredients to concoct a luminol solution. What followed was a tense chase sequence, where I sprayed the solution in a darkened maze to see the telltale glow that indicated the presence of blood. All the while, I was being hunted. It was a heart-pounding experience that made me feel a great sense of relief when I eventually found what I was looking for. Not just relief that it was over so I could just keep going ahead, but that I managed to survive in the first place.

Song of Horror’s production values initially turned me off, with poorly animated characters and awful voice acting. Despite those flaws, I had a hard time putting the game down once I was drawn into its world. The quirks even grew on me, the same way I embrace schlocky low-budget horror movies. What I most appreciate about Song of Horrors is that it doesn’t just mimic what came before. It’s clearly a tune inspired by other survival-horror classics, but it has its own unique tempo and melody. And it’s a darkly catchy one, to boot. 

Score: 8

Summary: There are a few bum notes here and there, but it’s a tense bit of storytelling worth experiencing.

Concept: Unravel the mystery of a cursed song in an homage to classic survival horror, with permadeath raising the stakes

Graphics: Environments look fantastic, featuring a wide array of crumbling, creepy backdrops. Characters are scary looking, whether they’re monsters or the playable heroes

Sound: Moans of unseen monsters and other environmental sounds ratchet up the tension. Voice acting is hokey and weird

Playability: The fixed-camera presentation can make navigation tricky at times, and the minigames during a few monster encounters aren’t intuitive

Entertainment: Don’t let the lackluster production values scare you off. Song of Horror has some genuinely shocking moments

Replay: Moderately high

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Friday, June 12, 2020

The Last Of Us Part II Review – A Perfect Circle

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Publisher: Sony Interactive Entertainment
Developer: Naughty Dog
Release:
Reviewed on: PlayStation 4

There are many things about human nature we struggle against. We see what we want to see. We acquire our beliefs and perspectives from the people and the world around us. And sometimes, in order to see, we must be shown.

The Last of Us Part II illuminates many complicated and difficult facets of humanity – a journey that tackles empathy, anger, and how we are defined by those around us. These philosophical considerations can be uncomfortable to wrestle with, but Naughty Dog conveys them with careful nuance and unflinching emotion, creating a narrative masterpiece with a unique power few games have ever achieved.

The story opens with a conversation about how the first game ended – about what Joel did at the Firefly hospital, and the lie he told Ellie about it. That exchange lays the foundation for the current state of their complicated relationship, which players come to understand even more deeply as the story continues. Holed up in an encampment in Jackson, Wyoming, Ellie and Joel are trying to come to terms with the consequences of their previous actions, and the world continues to suffer from the chaos of the infection that has transformed mankind and ravaged civilization.

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The Last of Us Part II is defined by its story at every turn, and Naughty Dog masterfully weaves its themes in at every level. It depicts the raw violence that Ellie uses to navigate this harsh world, and that violence feeds into pivotal plot points during her quest for revenge. Yes, you kill many humans and Infected along the way, but the accumulated effect of Ellie’s fury weighs on you over time. Even as you clear an area of hostile guards, you question your own role in the brutality. The people you assassinate have names, and you can overhear them talking about their loved ones as you sneak up on them. Though it’s difficult to say that this is “fun,” the way The Last of Us Part II forges this level of investment and immersion is one of its greatest strengths.

The chaotic, post-apocalyptic overlay creates the perfect opportunity for different factions to vie for power. In addition to the zombie-like Infected, you also fight the militarized WLF and the technology-averse Seraphites. You deal with all these groups in intense encounters that blend sneaking and shooting in varied and unpredictable ways. Ellie’s increased agility lets you jump, crawl, and vault through areas and take advantage of verticality, but the biggest improvement to combat is the way the world pushes you to play. Stealth is always rewarded, and you can control the battlefield with clever use of your resources, especially in the larger environments. I knew I made a mistake when I died, and I felt satisfaction when I skillfully handled a situation.

Even with its many combat scenarios, The Last of Us Part II offers tranquil and lonely moments. Some areas are devoid of encounters completely, but they don’t feel barren. Instead, they focus on world-building, or cause you as a player to reflect on your actions. The people you meet along the way also play an important part in your journey; when traveling alone, you feel their absence.

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Environments tell their own stories of those who became infected. People waiting for their families to return, soldiers hunting deserters, and patients seeking treatment – you piece together these tragic and fascinating tales by reading notes and interpreting clues in the world. From a more practical standpoint, exploring every area is important for gathering resources used to craft items and upgrade talents like faster crawling and improved awareness. Almost every corner has something to find, and I felt rewarded for digging through drawers and searching every room. Going into an empty store, it was easy to feel for the characters in this world who had their lives upended. And as much as gaming can be an escape, the state of the real world right now provides a lens that is difficult to ignore; I never thought seeing the remains of a bookstore or a restaurant would hit harder due to the COVID-19 pandemic, but they did.

The production values that Naughty Dog brings to this experience are second to none. The characters don’t only look good – they look real, complete with quirks that make them more believable as humans. The world and its inhabitants are visually stunning, with artwork and animations you will see just once, quips and conversations that make the world feel alive, and a soundtrack and sound effects that brought chills to my spine. Low hums and water dripping on empty bottles add to the tension as you navigate the perils of the world.

I can rave about the attention to detail, the world, and the combat, but the story is where The Last of Us Part II sets a new bar. It is more about challenging your heart than your reflexes, and I simply cannot recommend it enough. There is much to be said about this game that can’t be said here due to spoilers, but you should play it as soon as you can with as little info as possible. But you don’t need to know specifics to appreciate how the gameplay and environmental cues all play into a single purpose: They make you feel the choices, helplessness, and the violence at the heart of this world and its characters. I can safely say this is the best narrative game I have played. I felt the loss. I felt the confusion. It is a game that turned me inside out with each twist of the screw.

Score: 10

Summary: Naughty Dog's masterpiece is a sequel unlike any other, taking video game storytelling to new heights.

Concept: The next chapter in the story of Ellie and Joel will change your perceptions of who they are and the world they live in

Graphics: If this isn’t the best-looking PlayStation 4 game, it is certainly near the top of the list

Sound: An amazing soundtrack is complemented by audio tracks that bring tension to almost every scene

Playability: The stealth/horror mechanics feel great from beginning to end, and an array of difficulty and accessibility options make the experience highly customizable

Entertainment: The Last of Us Part II is a monumental achievement in video game storytelling

Replay: Moderate

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Wednesday, June 10, 2020

Valorant Review – The Old Is New Again

Publisher: Riot Games
Developer: Riot Games
Reviewed on: PC

Valorant builds on what has made Counter-Strike a destination for decades. It adds hero-shooter nuance to a familiar arsenal of weapons. Valorant is a methodical, strategic affair; a stealthy and careful approach takes priority over going in guns-blazing. It’s a game of cat and mouse in which players are constantly attempting to glean information for an advantage. When the time comes to pull the trigger, speed and twitch reflexes are still paramount, but everything that happens before the confrontation is important. A combination of splashy and significant side abilities make a difference, but the core is all about corners, communication, and careful positioning.

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Valorant’s hero roster takes the “agents from many nations” route that was successful in injecting flavor into Overwatch’s cast of characters. It falls flat here, though, with a variety of uninteresting designs and repetitive quips. The cast is forgettable and bland, feeling more like off-brand action figures than cool characters. The last thing I want to hear before a match is Raze, ostensibly getting ready to punch holes in people with a revolver, chirping, "You sure I can't listen to music? You're really bringing me down here man!" or Phoenix zinging a "stay out of fire" because you know, he's the fire character. Personality across the board feels forced and flimsy. Luckily, their hero kits and abilities are far more interesting, and these aspects set Valorant apart from its inspirations. 

Many of these talents involve either providing or denying information. Cypher’s camera and trip-wires can detect threats long before they come into your sight lines, Sova’s drone can locate enemy movements while you hide safely behind cover, and numerous other skills obscure opponents’ vision to allow you to position safely. Information and communication, not spray-and-pray, is how games are won. Peeking corners carefully and tiptoeing around maps is a pleasant change of pace from many other shooters, but if you’re looking for frenzied assaults and fast respawns, this isn’t the game for you.

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The star of Valorant is the weapons. Regardless of your timing and usage of skills, eventually things come down to your guns. Each packs a precise and impactful punch, and they feel great to use. You need to stop moving to gain accuracy (which in turn makes you a target), but coming out of a 2v1 or 3v1 with intelligent reloading, cover usage, and judicious ability use gives you an amazing rush. 

Valorant has two modes, Standard and Spike Rush. Standard games can take quite a while to play and involve an economy element from round to round, where saving your money to buy better guns, armor, and skills can be a strategy. Mastering a weapon is good fun, and finding your favorite positions to play on each map is satisfying. For example, knowing where to take your Marshal sniper rifle for a long-range face-off is important. Spike Rush is essentially a fast take on the default mode, with greatly reduced number of rounds, randomized weapons each round, and everyone on the offensive team has a bomb to plant. Because Spike Rush is basically just a pared-down version of Standard, it feels like Valorant only has one game type at the end of day. The core experience is solid, but it doesn’t have enough variety.

Valorant doesn’t reinvent aspects of core tactical shooters, but it differentiates itself in meaningful ways by giving players new ways to glean information, protect areas, and obscure enemy perception. While Valorant’s characters may be mundane and its modes limited, I had plenty of fun with its precision shooting, careful planning, and soft footsteps.

Score: 8.5

Summary: Riot's free-to-play shooter turns up the tactics.

Concept: Participate in team-based tactical shooting, utilizing special skills alongside traditional weaponry

Graphics: Designed to be compatible with many PC specs, the graphics don’t stand out as anything special

Sound: Auditory cues play an essential role and are handled well, though character quips are more annoying than entertaining. As is the case for so many team-oriented games that benefit from communication, bring your own friends instead of random people

Playability: With demanding tactical decisions and fast-paced play, a Counter-Strike background is incredibly useful here

Entertainment: Valorant takes a traditional template and adds some flash and flair to the competitive formula

Replay: High

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