The storyline for the High Isle addition primarily revolves around a shady group of deviants known as the Ascendant Order. They’re a secretive bunch of rogues with an eye on overthrowing the ruling classes of Bretonnia and grant freedom to the common people… but, naturally, it doesn’t look like that’s the whole story.
Author: Darren Forman
HIGH Shibuya at night looks absolutely beautiful.
LOW The combat is basic and repetitive from start to finish.
WTF Hitting endgame and wondering if I’d accidentally skipped half the story.
As the release date of Ghostwire: Tokyo approaches, we’ve now been able to get hands-on time with the final version. While we’re only allowed to talk about the first two chapters (which cover much the same ground as our hands-off preview from last month) being able to play for ourselves has allowed for us to take a different approach in the same general area. And honestly, it’s looking quite promising at this point.
HIGH An awesome battle system filled with incredible pyrotechnics.
LOW Towards the end, the pacing flows about as smoothly as granite.
WTF Kisara’s explanation for why she wears less armor on her back.
A Hard Day’s Knight
HIGH The secret ending is the work of pure unfettered genius.
LOW Wandering around pointlessly in search of the entrance to Stormheim.
WTF The markedly more realistic approach to certain Castlevania moments.
The Recycling Of Fighters?
HIGH The core fighting system remains excellent.
LOW The roster’s smaller and less diverse than when KoF XIV launched.
WTF They asked people on Twitter not to spoil this story online?
The games-as-service model isn’t exactly barren ground these days, with some of the most popular titles in the world embracing this method of content delivery. Sure, some of the notables such as Apex Legends and Halo Infinite are in completely different genres, but fundamentally they’re all competing for the limited time players have available. The goal is to hook people for the long haul so that they (hopefully) provide a steady stream of revenue for years to come.
Recently, GameCritics was invited to a hands-off demo stream of Bethesda’s upcoming PS5 console exclusive Ghostwire: Tokyo, developed by Tango Gameworks. As a huge fan of their previous release, The Evil Within 2, I jumped at the chance to check out their new game in action. After a short introduction by Game Director Kenji Kimura, we were treated to approximately half an hour of footage from near the start of the game. Not to spoil anything in advance, but it kinda looks rad as hell.
Welcome to This Is Not A Review. In these articles we discuss general impressions, ideas and thoughts on any given game, but as the title implies, it’s not a review. Instead, it’s an exercise in offering a quick recommendation (or dismissal) after spending enough time to grasp the ideas and gameplay of a thing without necessarily playing it from A to Z.
The subject of this installment: Phoenix Point: Behemoth Edition, developed and published by Snapshot Games.
Live, Die, Repeat
HIGH The wide variety of viable approaches to nearly any situation.
LOW An almost intolerable amount of bugs.
WTF These endings are absurdly inadequate given the emphasis on story and lore.