Category: Reviews

degrees of separation review

Guest Review: Degrees of Separation

Are you looking for a game to take a break from the same ol’ AAA nonsense that you have to pay $60 dollars to look at the opening cinematic, just to pay another 20 to open loot crates to make the game work? I would like to recommend Degrees of Separation for the Nintendo Switch. A hot (and cold) take on the puzzle-platformer genre that is beautiful, beautifully choreographed, and beautifully executed. I was personally intrigued by the artistic format of the game from the eShop menu. Being a sucker for elemental differences, I decided to boot up the game and I was for sure not disappointed based on what you will read from here on down.

degrees of separation review

From the mindset of Modus Games, This follows the story of two different, unique individuals, Ember and Rune, living in stark contrasts of one another’s surroundings. Ember living in a hotter atmosphere, and Rune living in a frozen wonderland, meet each other whilst trying to return to one another’s homes. The screen is split between the titular characters. Depending on who you are playing as, you must use each other’s abilities to the other’s benefits. An example being that Rune, being one who controls the cold, can walk over bodies of water as ice. Ember, however, can only swim in the warm water.

The climate changes based on what character you’re using, and how the screen is split, a task easier said than done. You (and a partner, if you choose to play co-op) must figure out how to collect different scarves throughout the game. The game makes you think and plot out your next move as certain objects, such as lamps make platforms move back and forth, depending on if you are heating it up or cooling it down. A fun challenge that stimulates the mind, while platforming along with a soothing narration talking about how your characters better their relationship because of your efforts.

degrees of separation review

Of course, there are a couple of gripes with trying to adjust your characters’ positions, so you can actually do what you need to do. Nothing bad like certain bad pedestrian games, but still a nitpick. I could also say that since I played this on the Switch, I was a victim of a few frame drops in portable mode, but that I can blame on the power of the Switch. It’s not bad, but be wary if you are a frame junkie like myself.

Overall, if you are looking for a game that gives you a beautiful look at what an Elemental based game should look like, this is a game you may like. If you are a platform junkie looking for the next Super Meat Boy, or Fez, this is a game you may like. If you like stimulating games, that challenge you to look at the environment and plot out your next moves in order to get some wicked sweet scarves, this is a game you may like. I am glad to know that Degrees of Separation exists, not only for Switch, but for other platforms, like Xbox, PS4, and Steam. So if any of what I have said, peaks interest, be sure to check it out, and give Modus Games a little love today!


This was a guest review, written by @Stratolicious. This version of the game was played on the Nintendo Switch. The opinions expressed here are theirs, and may not reflect the opinions of TheLizardRock or Branden.

Degrees of Separation is available on PS4, Xbox One, Nintendo Switch, and Steam PC for $19.99. For more information, including where to buy, visit the official website.

Guest Review – What Remains of Edith Finch

This is a guest review, written by Anna Kozakova. She can be found on Twitter as @Legit_Ann


What Remains of Edith Finch is a captivating experience veiled in mystery and tragedy. While the story deals with loss and death, it is well balanced with plenty of minigames that feel like little adventures of their own. Giant Sparrow created a game that will make you forget the fact that what you’re playing is mostly a walking simulator.

Edith inherits her childhood home and decides to visit. She is determined to discover the story behind the untimely deaths of her relatives and is writing a diary on the way. Upon entering the house, you can immediately feel the nostalgia. It is obvious that the mansion was left in a hurry. Sealed rooms, boxes everywhere, the meal from the last evening the family spent there still on the table. You can almost smell the dust in the air.

As a player, there are not that many actions that you can carry out. The captivating story however makes up for that, big time. Edith starts out with a sketch of a blank family tree. Filling in the empty spaces with names and portraits, you learn about how the Finches came to live on the coast of Washington state, and everything they had to go through.

Misfortunes, loss of young children, mental disease – all these grave matters are told in a sensitive way without being melodramatic. The story is conveyed through diary entries, read out loud by Edith, and mini-games that reveal the destiny of each character.

While the story itself is sad, the vignettes often have a light, playful feel to them. The writers did a fantastic job conveying that death has claimed Finch relatives young and old. You will take on the role of a toddler and observe plastic ducks and frogs in a bathtub spring to life. You will step into the shoes of a small girl who was denied dinner and turns into a cat in order to hunt birds. These examples truly capture the boundaryless imagination of kids.

In these types of story exploration games, the environment design plays a significant role. The house is so detailed and realistic that it doesn’t feel like a game at all. You will explore the rooms of all the family members who lived there. Each of them left their mark. A space shuttle in a kid’s room, a bathroom covered in pink plush or a miniature of a castle serving as a bedroom. The dead left behind a part of their personality and even after years you can still feel their eclectic presence.

The setting brings the story to life and tells years of family history and drama through a handful of small yet important details. Remembering secret passageways as Edith shares her memories gives you a feeling that you really are a part of the family. Compassion and curiosity will drive you to explore every corner of the mansion until you know all its secrets.

Another selling point is the protagonist. Every time the camera swings down to Edith shoes, you can’t overlook her pregnant belly. Given that she is only 17 and obviously dealing with a family curse of sorts will make you sympathize with her. Her diary entries leave even more impact thanks to brilliant voicing by Valerie Rose Lohman.

Without the minigames, the experience would feel rather flat and too similar to, say, Gone Home. Yet the team at Giant Sparrow came up with an original way to freshen up the walking simulator experience. The only downside is that game probably won’t take you more than three or four hours to complete.

The epilogue adds a melancholic touch to the experience that will leave you with a feeling of both sadness and satisfaction as you read the last pages of Edith’s diary. Short but intense, What Remains of Edith Finch is definitely worth playing for artistic value, fun game mechanics and deep story. Even if you’re sceptical about walking simulators, try this game before dismissing the genre for good.

 

Guest Review – God of War

This is a guest piece written by Max Taylor. Max is a freelance games journalist from Cardiff, UK.
You can follow his writing at PurePlaystation.com. Contact him at: maxedoutgames@yahoo.co.uk


God of War is the perfect game, a reflection of what this art form can achieve and the culmination of everything great about games as a medium. Every aspect of this meticulously-crafted world and Kratos and Atreus’s expertly told story, is best experienced firsthand. From exploring the vast expanses of Midgard and the many realms beyond, to embodying Kratos and Atreus as they learn about one another and the world of gods and monsters they inhabit, discovery is at the core of this experience.

God of War as a series has a long history, one which this game handles to great effect. By the seventh title in the series, God of War: Ascension, the Ghost of Sparta’s ceaseless vengeance quest and the series’ gameplay formula had begun to feel tiresome. In this iteration, Kratos’ story transitions from familiar Greek territory to Norse mythology, allowing the series to progress both narratively and mechanically, imbuing both character and series with a new focus and vigor. The ghosts of Kratos’ old life continue to haunt him, and themes of family, fatherhood, anger, power and vengeance are explored in a sublimely constructed story. Kratos and Atreus’s journey to the highest peak in the realms to the spread the ashes of Faye – beloved wife to Kratos and mother to Atreus – is personal, intimate and affecting.

This goal endures as their ultimate drive throughout the tribulations of the 25 hour main story. With Kratos’ reputation preceding him, the Norse gods soon embroil him in their affairs. To elaborate any further on the specifics of the plot would detract from its impact; however, the details in its delivery speak to its quality and nuance. Christopher Judge and Sunny Suljic as Kratos and Atreus, respectively, wholly embody these characters, their chemistry as father and son effortless. Judge’s Kratos is recognizable as the once-vengeful Spartan of old, yet this stoic, humble man has evolved, now consumed by his responsibility as a father rather than by resentment for his own. Unlike previous God of War games, this Kratos is a relatable, nuanced character that, despite his flaws, I like and enjoy inhabiting.

Kratos is a relatable, nuanced character that, despite his flaws, I like and enjoy inhabiting.

Suljic’s Atreus is filled with awe and affection, both for his father and the world he inhabits. He looks to Kratos for life lessons and always strives for his father’s approval. This dynamic is established in the game’s early hours as Kratos teaches the boy how to hunt and survive in the wilds beyond their home. However, Atreus’ fascination for the cultures and languages of this mythological world also give him agency as a teacher. From knowledge gleaned reading runes and studying creatures, he provides guidance by contextualizing lore and advising combat for both Kratos and the player.

The relationship between Kratos and Atreus is symbiotic in many ways; they teach one another how to survive this world, whether that be through brains or brawn. As they develop, both individually and together, they instill more profound values in one another. Seeing echoes of his rage-filled self begin to arise in Atreus, Kratos strives to teach the boy discipline, poise and control, and as Kratos opens up, Atreus teaches him how to express compassion, vulnerability and the one thing that seemed lost to him: humanity.

The relationship between Kratos and Atreus gradually but meaningfully blooms throughout the hardships faced and lessons learnt on their journey. This relatable father-son dynamic, reflective of game director Cory Barlog’s own fatherhood, is incredibly well observed, written and acted. Every character you meet on your journey feels authentic and fully realised, an integral part of the history of the land they inhabit. The humorous bickering between blacksmithing dwarf brothers Brok and Sindri is always endearing and never overplayed. Mimir, a severed head who was once the smartest man in the world, serves as your guide for the latter half of the story. His acerbic wit and compelling storytelling is a constant source of entertainment and information, thanks to Scotsman Alastair Duncan’s beguiling performance. God of War’s main antagonist, The Stranger, is likewise an excellent creation. Jeremy Davies’ unsettling yet oddly charming portrayal channels the madman swagger of Heath Ledger’s Joker and the slurred articulation of Bill Nighy’s Davy Jones. The Stranger’s story arc plays cleverly into Kratos and Atreus’ journey, and his tragic development makes him more fleshed out than a typical bad guy.

Kratos feels weighty and powerful, with purpose behind every action. God of War’s audio design complements this heft and power; meaty axe thunks, guttural grunts, icy shimmers and eldritch screeches converge in a cacophonous maelstrom, amplifying the visceral feel of combat. God of War’s revamped combat system centers around Kratos’ new weapon: the Leviathan axe. With the ability to throw the axe, fight bare-handed, and block and bash with a shield, God of War’s combat is tactile and spectacular, intimate and balletic in its violence. Atreus helps distract enemies, flanking them and whittling down their health with barrages of arrows. Mapped to a single button, commanding Atreus to coordinate his attacks with yours is intuitive. Powerful runic attacks, summons and additional weapons also add depth. An extensive skill tree, along with the ability to upgrade and customize armor and weapons, further this intricately tactical yet gratifying combat system. While exp-unlockable skills expand your aptitude in combat, gear takes a priority, especially later in the game, rendering the easily-maxed skill tree somewhat redundant and leaving you with a surplus of exp post-game. Despite this, God of War’s combat is unparalleled.

God of War’s combat is tactile and spectacular, intimate and balletic in its violence

God of War is clearly the product of five years of intense, passionate work from Sony Santa Monica. The spectacular art design makes every detail of this world feel handcrafted and authentic, from detailed filigree and runes carved into aged pieces of armor to the sweeping, mist-draped vistas of its boreal expanse that invite exploration. Every mythical creature, from draugrs to dragons, is brought to life with naturalistic animations, and imbued with ferocious personality. This cohesion and authenticity makes even the most fantastical parts of this bizarre and darkly humorous mythology feel tangible and grounded. God of War harnesses its source material to fantastic effect, imparting an almost scholarly quality to the game through dialogue and environmental storytelling, while playing with preconceptions of both the series and Norse myth. Additionally, Bear McCreary’s breathtaking score builds on recognizable musical motifs from the series’ past – deep vocal choirs, pounding orchestral drums, triumphant brass – while using European folk instrumentation and sound palettes to create an auditory accompaniment that complements Kratos and Atreus’ epic and deeply personal journey. God of War’s attention to both scope and detail is something that will consistently pleasantly surprise you.

For a game of its length, God of War never feels tedious, and no moment feels empty. Presented in one continuous shot that seamlessly blends gameplay and storytelling, God of War’s pacing is expertly balanced, lending a sense of continuous flow to the entire experience. Every shore you dock at is a self-contained, ingeniously constructed level, strewn with chests, enemies, treasure maps, relics and more, which all feed back into your progression. God of War rewards the curious at every turn with gear, lore, or entire optional areas and storylines, yielding currency, materials and upgrades. God of War also seizes every opportunity to deepen your connection to its characters and enrich your immersion. Every boat trip is accompanied by a captivating allegory from Mimir. Every return trip to a previously visited area is rewarded with access to new paths, thanks to inspired level design which borrows from both Metroidvania and Dark Souls.

Ivaldi’s Workshop, a perilous maze with a risk-reward dynamic, Muspelheim’s gauntlet of challenging combat encounters, and the addition of other optional favours, collectibles and bosses flesh out post-story content, adding another 20+ hours to this already substantial experience. With so many enticing distractions, it is a testament to God of War’s main storyline that I felt compelled to follow it almost exclusively. Despite all manner of extraordinary adventures available to me, I found it impossible to tear myself from the main path, consistently anticipating what astonishing location, creature or set piece I was going to encounter next. The emotional connection I developed with Kratos and Atreus made me feel personally responsible for carrying out Faye’s final request.

God of War is a glorious, generation-defining masterpiece that celebrates the power of video games as a storytelling medium. Kratos and Atreus’s grand yet deeply affecting journey takes place in an incredibly well-realized world that seems to exist even beyond their humble goal. Intelligent writing, outstanding performances, stunning art design and a beautiful score combine to deliver an enthralling experience, anchored by vivid lore, gratifying combat and exceptional level design. Every minute of God of War is engaging, compelling, and most importantly, fun.

Arizona Sunshine – An amazing game ruined by a single flaw

Arizona Sunshine
Developed and Published by Vertigo Games.
Released on 6 December 2016.
Available on Playstation VR, HTC Vive and Oculus Rift.

As someone with a great deal of faith in VR, I like to keep in touch with the latest VR games, specifically for the PSVR. When I came across Arizona Sunshine in the PS market, I was intrigued in what appeared to be a rather fleshed out game, but also confused as to why it had such a mixed review. It took me around 6 hours to discover why.

Arizona Sunshine presents itself as a world of arid skies, sandy canyons, and undead dudes. It didn’t immediately translate what kind of game it would be. I was unsure if I should prepare myself for fast paced action or a looming feeling of horror. I was surprised to realize it was more story driven than either of the previous expectations;. You play as a nameless man, a lone wanderer in the middle of zombie-ridden Arizona. His background isn’t actually revealed, leaving the unanswered question of how he got where he was, or how he is as diversely skilled as he is.. The man cracks the occasional joke towards the nearby undead, giving gameplay a less serious tone during slower moments of gameplay. When met with more serious moments, like car alarms attracting a horde, the man’s tone became more concerned and even scared. The dynamic levels of emotion made the man increasingly relatable at the game went on. The game features an approximately 4-hour campaign, one that’s fully voice acted, as well as a wave-based horde mode. Both of these modes can be played cooperatively. It even supported the uncommon PlayStation Aim controller, a rifle-shaped controller designed specifically for the PSVR. I was excited for just such a game; there needs to be more full and fleshed out titles for VR like these. Yet when I checked reviews online, they bounced wildly between flawless praise and pitchforks. The negative reviews centered around the claims that tracking issues made the game unenjoyable. For those with a limited budget, Arizona Sunshine may be asking a lot. It sits at $40–above the market average for VR titles. While this left me with some unease, what is reward without risk? So, I decided to see for myself.

I played it on PSVR and opted for the Aim Controller, which allowed me greater movement control while adding to the immersion of the game. I favor two-handed weapons anyway. The game compensates for this by changing what weapons you come across through the story from one-handed pistols to two-handed rifles, all of which felt satisfying to use. Controller vibrations from firing paired with the squishy pop of heads exploding made me feel lethal, while killing a zombie in one shot made me feel like a calm and composed marksman. This was a stark contrast to when I would lose my cool further on, when I was overrun by a large number of zombies and shooting wildly in fear. The 3 weapon variations (semi-auto rifle, shotgun, and automatic rifle) suited my needs in any situation. Since the later weapons were direct upgrades from what you had, there was no concern about choosing what weapons to keep or swap out.  The controls were clean and easy, It allowed me to move and interact with the world around me while still be able to aim my rifle quickly and accurately at my intended target. All the rifles I came across had a holographic sight for more accurate aiming, and it felt extremely natural with the PS Aim Controller. I was popping off headshots faster than I could ever hope to when using a traditional controller.

Then, I found a sniper rifle. It was equipped with a long range scope and positioned in an ideal location for picking off the zombies in the distance. Here I had my greatest revelation: I would raise the scope to my face, closing one eye to see better, and I had a hard time keeping on target. It made sense; they were really far away, so the smallest twitch would translate to a much larger stagger in my sights. While most shooters simulate this concept by having the reticle sway, it was nothing like how this felt. For the first time in in my videogame life, I felt that the difficulty aiming was my own, a result of my own unsteady hands. It’s never felt so genuine to aim down a scope.

As I progressed further into the game and was able to feel out the controls as well as the environment, the features that make this game so great began to come to light. Being able to walk along the sandy pathways surrounded by canyon walls and under the bright sun felt incredibly natural in VR. The level design was fluid; it guided me as I progressed without needing to tell me where to go. I never was lost and I never was unsure what I was supposed to be doing. The world built here was one of the most immersive places I have experienced in a VR game.

The zombies were an excellent example of what zombies were meant to be. While one lazy bumbling undead was hardly a threat, it was far more dangerous when a large collection of them began to hone in on your location with the specific intent of making you their lunch. They were smart enough to be able to find and approach me, while not being so clever as to do anything more than that. It wasn’t hard to be able to predict their behavior, nor should it be. The perfect accent to this environment was the protagonist. The voiced main character had a humor to him that was entertaining without being overbearing; after all, the world doesn’t need another Duke Nukem. His occasional humored remarks helped ease the tensions of being stuck in a dusty, embittered zombiescape. As you progressed through the campaign and your situation became more serious, it felt like he was treating it accordingly. Everything wasn’t a joke to him, so he treated every situation with the level of emotional maturity that any normal person would. The relatability of the man allowed me to feel how he felt so that even though the game is played alone, you don’t always feel alone.

By this point, I had entirely forgotten about all the reviews criticizing the poor tracking. I was having a blast. After completing the campaign, I tried out the Horde mode. It took getting used to being restricted to a small area, instead of my usual zippy moving tactic, I acclimated quickly. By completing the campaign, I had also unlocked an Apocalypse mode. In this mode, all you have is a large caliber pistol, and a single zombie strike kills you. This is when I decided to use the handheld Move controller instead. Using a two-handed rifle to aim a pistol felt weird. This is where I discovered the issue.

The motion controls with the Move Controller were as you expected, point and teleport. While I don’t prefer this, I understand the limitations of the move controls and a first-person interface. But the aim made the fluidity fall apart. Far too frequently, my weapon did not stay aligned with my controller, tilting too far left, or moving when I held still. This made it substantially harder to aim for the head of zombies at much closer ranges than before. I decided to switch to the standard PS4 controller, the DualShock 4. While the motions felt better with the joysticks, the aiming was even worse. The tilting issue was twice as bad, and the weapon would NEVER stay still, no matter how focused my hands were. Both the Move Controllers and the DualShock 4 were nothing short of frustrating to deal with. It was a struggle to accurately shoot a zombie standing directly in front of me. I hadn’t made it halfway through the first area of the game before being overcome with exasperation and quitting the game entirely. This made the game feel unplayable.

To play Arizona Sunshine with anything other than the Aim Controller was uncomfortable, disjointed, and an overall bad time. I was heartbroken. How could a game I enjoyed so much just the day before feel so awful to play? By this point, it made complete sense why half of the people who played it hated it, and the other  loved it. The PC didn’t have a unified rifle controller for VR to use, and even among PlayStation fans, the PS Aim controller was uncommon. While this game was one of the best VR games I’ve played, only with this particular controller– one that a majority of its users don’t own.

If you own a PSVR as well as the Aim Controller, then I recommend this game. Otherwise, I would not. One single issue, while major, is solely responsible for taking Arizona Sunshine from amazing to impossible to play. Perhaps these issues will be resolved and patched in at some future point. How it is now, it needs work.

Branden’s Off-Site Article Directory

Being a freelance journalist, I write longform articles for other sites more often than my own. I don’t want to make whole posts about these, but I do want to have them easily accessible from my site. This is my solution. Simply click the titles to go to the articles on the site they’re on.


Star Wars Battlefront II Is the Game I Will Hate to Love
This was a review of the Star Wars Battlefront II open beta that took place before the game’s launch. Now this was before the whole lootbox controversy, but I do comment on my concerns for such. Comes with accompanying video.

How To Make Your Own Pokemon Mega Bracelet
This was an instructional video on how to make a Pokemon Mega Bracelet from home. Its a simple design, not meant for high detail. Comes with accompanying video.

The Mummy Demastered Review
A review of the 2D platformer by WayForward.

Perfect: When It Doesn’t Need to be a Game to be Good.
A review of the VR environment simulator by nDreams Studio.

Video Games are the Greatest Art Form
One of my favorite articles of all time, Its about how video games didn’t start out as an art form, but grew to become the strongest one in the modern age. This is a topic that means a great deal to me.

Genetic Disaster is Good, But it isn’t Done
A review of the top down rouge-like by Team8 Studios.

Video Game Life Organizers Take Chores to the Next Level
A feature about mobile apps that are personal organizers stylized after common video game design.

Accounting+ is Good, If You Like This Kind of Thing
A review of the VR adventure game by Crows Crows Crows and Squanch Games.

Overgrowth: an Amazing Combat RPG With a Few Problems
A review of a fighter/platformer about anthropomorphic animals.

The Truth Behind The X-Files: Deep State? It’s Great
A review of the official X-Files mobile game

OPUS: Rocket of Whispers
A review of an indie adventure game. Primarily story driven, surprisingly influential.


The list will expand as I continue to write more. So check back often.

VR Review – Farpoint

Spoiler Disclaimer: the game contains a few plot heavy moments. For the interest of the readers, I have left out mention of what those are in the article. Please excuse any vague language used regarding such.

Farpoint was a long anticipated first person shooter developed for the PSVR. Announced during the Electronic Entertainment Expo (E3) in 2016, Sony showed off what would be an action packed shooter based on an alien planet. As the PlayStation VR was merely a baby by then, this was considered a big step towards quality content being developed for the format. What stood out, however, was a special controller premiering with the game, known as the PSVR Aim Controller. Being a strong believer in the future of VR, I was eager to see how this game would turn out. After spending a few solid days playing Farpoint myself, it proved to be not what I was expecting.

Birthdays The Beginning, A childhood Inspired God Sim

When I had heard that the creator of Harvest Moon (Yasuhiro Wada) had released a new game for PC and PS4, my interest was instantly piqued. Having been a long time fan of the Harvest Moon series, I was very curious to see how similar or different this new game may be. Yasuhiro Wada pulls childhood inspiration on the origin of life from a TV show called Ultra Seven, and the creation of a personal world from a toy he had in elementary school that followed a similar idea. He has combined these childhood dreams to create a game of their likeness. Birthdays The Beginning is a “God Simulator” type game where the player has control over their own miniature world, altering the land and conditions to manipulate the thriving life on the surface below. Developed by ARC system works and TOYBOX Inc, and published by NIS America Inc. This game had a greater emphasis on the idea of encouraging evolution. An idea that had many people uneasy, having been left disappointed in the past by EA’s Spore. A game of a similar idea, that over promised and under delivered.

VR ReView – Statik Institute of Retention

Statik Institute of Retention

I stumbled across Statik while browsing the PlayStation Store looking for a new VR game to try, and I decided to give it a shot. The premise of the game is simple, you wake strapped to a chair, in a variety of scientific looking rooms with a strange box shaped device attached to your hands. The device is covered in various gizmos and gadgets of an equally scientific nature. The concept alone had a very unique appeal to it, which is what got my attention initially. I would find as I went along that it more than met my expectations.

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