Deep Space Clonialism
HIGH The minimal HUD and use of terminals instead of menus.
LOW Explorable planets feel unbelievably empty.
WTF Everyone and everything is a literal clone, including the player.
First-person games these days seem to have one of two presentations — they either feature a gun and gallons of blood, or a person walking peacefully though scenes while picking up objects. It’s easy to see that Elderborn gets its inspiration from the former, but in a twist, it takes the gun out of the equation. Instead, players will pick up a series of melee weapons to fight evil, striking, parrying, and kicking their way through an ancient Egyptian-inspired dungeon while searching for gold along the way.
The recent Far Cry games tend to have a split personality when it comes to their tone. One moment, they’re an insane, drug-fueled episode of Looney Toons with swirling colors and apparitions appearing from nowhere. The next, they’re a somber look at the terror of conflict, and how society can fall apart with a nudge in the right place. It’s an odd dichotomy that works surprisingly well for the series, and Far Cry 5 looks to carry on that same tradition.
When I wrapped up the original Q.U.B.E., I didn’t see where a sequel could go. There was a giant cube, it was going to destroy the earth, some heroic astronauts put a stop to it via an elaborate series of jumping and physics puzzles, roll credits.
I massively underestimated the developers, because it turns out that there’s a huge amount of story left to tell,and Q.U.B.E. 2 outdoes its predecessor in every possible way.