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Blood West (PC) Review

Rising from an untimely end, Blood West’s gunslinger is sent into a haunted frontier, where death lurks around every corner.

A bloody end

I have to admit, right off the bat, that I did not have a good idea as to what Blood West really was before I started it. When you first see Hyperstrange’s FPS in trailers, you might assume it’s a straightforward ‘retro’ first-person shooter. That’d be understandable since it has a 90s aesthetic, lots of weapons, and plenty of creepy monsters to shoot. Here’s the thing though, it’s not that.

Instead Blood West has a lot more going for it, and from a few different angles. It’s a tough game for one thing, and quite deep as well, with plenty of quests and things to do. You will not be able to blast your way through though, and I mean that in the strictest sense, since Blood West lives and dies on stealth.

Taking out creatures without being seen is paramount, and not engaging in shadowy tactics is a recipe for disaster. But if you’re patient and enjoy making the shadows your home, then read on, because Blood West might have exactly what you’ve been looking for.

It’s a dark world out there

A trigger man in life, the Undead Gunslinger was killed, and then put to rest by a wandering Native American shaman. Said shaman hoped the nameless corpse that he interred would be spared the fate of a revenant, but that didn’t quite work out. Instead the Gunslinger is raised from death by what’s essentially a union of spirits, to serve as their weapon.

It seems there’s been an infection that has taken hold of the earth itself, and the plague of spectral terror is spreading. As a result, the American frontier has been populated by all manner of creeps. Zombies, vengeful spirits, shambling horrors, and straight-up demons that could be right at home in a Lovecraftian tale are all common sights.

Just a heads up, seeing those guys running at you isn’t good

It’s of course up to the Gunslinger to take ’em out, and find a way to set things right once again. Well, that and save his own extremely damned soul. He’s as cursed as the world itself, and his eternal soul is basically held in the balance until he completes his dark task.

Along the way to that goal, the Gunslinger will meet characters who can help him and also trade both goods and weaponry. Players will want to visit them often, as building up their character and outfitting him with just the right assortment of hardware is the key to survival in what’s a brutally tough world.

Didn’t see that one coming

So, again, I feel like I have to reiterate that I did not understand what kind of game Blood West was. I’ve played a ton and a half of FPS’ over the years, but you really can’t go into this one thinking you’re going to blast everything that moves. Even when you get a projectile weapon, you have to try to keep things quiet, and use it only when you gain the definitive upper hand in a situation.

With that in mind, combat is mainly slower-paced and methodical. I found myself scouting ahead, and then plotting how I was going to handle any given situation. If that sounds cool, it most definitely can be, but it’s also a massive change from the shooters I’m used to.

Complicating matters are the areas themselves that Blood West throws at you. It basically has three big, open-world maps that cater to those who like to explore, and mainly leaves things up to the player as to how they want to tackle each. You can either meander off into the wild, or follow the loose instructions given by NPC’s and the aforementioned spirits (which inhabit skulls across the landscape).

The dead just won’t stay dead

As you might’ve gleaned, things start out melee-only, though that doesn’t last long. You’ll have the option pretty quickly of using your dulled axe or a six-shooter, and it gets quite a bit cooler from there. The Gunslinger is able to find or buy plenty of old-west weapons in Blood West, ranging from the magical to the mundane.

Don’t expect really any of the creatures to be pushovers though, even with a good rifle at your side. Whenever possible, I picked off monsters one by one, sneaking up on ’em and eliminating them before taking out the ones that I was fairly confident couldn’t get me before I ventilated them.

Also dying isn’t something that you want to do too often in Blood West. The game penalizes players for getting offed, and that includes doling out nasty de-buffs like addling the Gunslinger to the point that he basically doesn’t gain in experience. You can clear these, but you’ll need gold to more or less bribe those spirits I keep talking about. And on top of all of that, you can forget about saving right before a potentially nasty encounter, since Blood West offers checkpoints.

So yeah, try not to die.

Retro looks, dripping with detail

Okay so it’s a tough play, but man is Blood West stylish. The three biomes that the title sends players through are a mix of natural and man-made architecture, complete with some good old fashioned ghost towns ( and I mean that literally). Those locales are definitely retro in feel, but also have a high level of detail to them.

Everything has a 90s coat of paint, so don’t get the idea that the game looks hyper-realistic, but it’s in using that semi-rough aesthetic that Blood West’s personality really shines. Everything has the creep-factor turned to eleven, even the outdoors. Actually, they’re even more tense than the closed locations, as being in the wild puts you in a vulnerable position. The feeling that I could run right into a beast from hell at any given moment was heavy. That’s not to say that the buildings are that much safer, as they can certainly be deathtraps as well.

Staying silent but deadly is the key in Blood West. Wait…

While I briefly mentioned the enemies that the game plagues players with earlier, they deserve another mention here. The designs in this game are just plain great, and it includes a bestiary that gets pretty deep, pretty darn fast. Even the first foes that you’ll face, zombie miners and golems of twisted flesh and bone, have terrific looks to them and are wholly unique.

Also definitely worth mentioning is the game’s audio. Sound effects are terrific, and likewise the voice actors are flat-out great. All of the voiced-characters work well, but the Gunslinger himself is especially excellent, voiced by actor Stephen L. Russell. You might know that name, as he also played the main character in the Thief games, and played Dishonored’s fan-favorite hero, Corvo.

Overall

I know, I sound like a broken record, but Blood West is a tough game that doesn’t hold your hand. If you’re expecting an easy play-through, or something that allows you to go Rambo with it, penalty-free, then you’d best look elsewhere.

On the other hand, if you want a retro-FPS that’s going to take actual effort and smarts to engage with, will give you plenty to do, and features some awesome design elements, then Blood West should absolutely be on your radar.

A copy of Blood West was provided by Hyperstrange for this review

Blood West
Release date:
December 5th, 2023
Platform: PC
Publisher: Hyperstrange
Developer: Hyperstrange
MSRP: $24.99 USD

The post Blood West (PC) Review appeared first on BrutalGamer.

Trepang2 (PC) Review

Trepang2 might have an odd name, but recalling the iconic FEAR, it’s also one of the best horror-shooters in a long time.

Don’t FEAR the reaper

The first-person shooter genre is a pretty wide-ranging one. Especially in modern times, there are a whole mess of sub-genres for fans to enjoy, focusing on different kinds of gameplay or aesthetics. But while we’ve got games that fit under the titles of movement-shooters and boomer-shooters, there’s been one class that’s been missing for a good long time.

Actually, I don’t even know if you could call it a “class”, since there was really only one series that stood out under its umbrella, and it was a vibe all its own. If you haven’t guessed where this is heading, I’m talking about FEAR.

That series brought together bloody survival-horror and hardcore first-person shooter action, and then bathed all of it in a creepy ‘horror movie’ tone. As a series though, FEAR ended in 2011 (if you don’t count the online game), and there’s really been nothing else like it to come along before or since. That’s to say, til Trepang2.

From Team17 Digital and Trepang Studios, Trepang2 is just about as close as modern genre fans will be able to get to the glory of having a new FEAR adventure. Actually, in some ways it’s even better, since it amps up the horror themes to encompass different branches of real-world monster lore, and quite honestly should make players feel like even bigger badasses too.

What is a Trepang anyway?

Alright, so before we get to anything else, I had no idea what the title meant either. Aside from being the name of the developer, Trepang seems pretty meaningless, even in the context of the game’s campaign. And guess what? It is. I won’t bore you with the details, but Trepang pretty much translates (from Malay) to “sea cucumber”. And now that that’s out of the way, we can dig into what Trepang2 is really about. Namely, super-soldiers and secret organizations.

Trepang2’s is a world where shadowy organizations work outside of the law, and manipulate events from behind the scenes. And it’s in that world that players are put into the boots of Subject 106. A super-soldier, imbued with the powers to slow time, and vanish from view for short bursts, 106 is being held by the Horizon Corporation.

And if you guessed that they’re the company that I was talking about above, you’d be right. Horizon is up to some very evil things, ranging from creating super-monsters and what are effectively zombies, to trying to harness the power of global locations replete with high-strangeness.

Shotgunnin’ on the run

Some of what Trepang Studios has cooked up is wickedly cool too, especially if you’re into the paranormal. While not all of the game’s lore is, a good chunk is based in real-world paranormal stuff. But let’s get back to the plot, because I could go off on the periphery elements for a while.

Bottom line, 106 is freed by his former bosses, a military group called Taskforce 27. Once out, players (as 106) will invade other black-sites around the planet, battling with the likes of Horizon, as well as dangerous cults and more. And being that this world is rife with conspiracies and the supernatural, you best believe there are some twists and turns to be had in what’s a surprisingly cool (if not that deep) story.

One more thing too; make sure you find all of the drones throughout the game’s campaign if you want the ‘good’ ending.

It’s time for… action

At first I was under the impression that Trepang2 was an FPS that gave the player choice as to how to tackle its campaign. And while it kind of does, any level of choice only remains in play for so long. That’s true in most enemy encounters anyway.

As mentioned above, you have two super-powers at your disposal, and those lend themselves nicely to stealth. But you also have a healthy arsenal of guns, plus upgrades you can attain that do things like allow for the almighty guns-akimbo.

How you use all of that is totally up to you, as the game doesn’t really send you on missions that scream for full-frontal assaults or sneaking. If you prefer the latter method of attack however, you’ll likely find that your efforts will only be marginally successful.

Horizon is up to some very odd things. Then again, Taskforce 27 might be too

Cloaking to enter a room, and then staying shrouded as you pick off bad guys will definitely work, but it’s really only a matter of time until one of your foes spots you, forcing you to go ballistic. Fortunately, and as I alluded to, you’ll be well equipped when that occurs. The gunplay is sublime in Trepang2, and when it’s combined with the slo-mo in particular, it’s damned near perfect.

I have to say “near” because I did find that there was a little bit of a learning curve with figuring out how to properly use 106’s special abilities. That basically only lasted part of the first level though. Once I got up to speed, I found that cloaking and slowing time down nicely enhanced the ability to take out hordes of heavily-armed bad guys. And yes, even under heavy fire.

Trepang Studios talks about feeling like a badass while playing Trepang2, and I can confirm that (for me at least) that’s accurate.

A dark tale… maybe a little too dark

Trepang2 looks great. Let’s get that out of the way before I get into what’s a big recommendation. I have a somewhat older PC, which I’m on the verge of upgrading, and Trepang2 still manages to look absolutely fantastic on it.

The game’s maps are crafted to bring a level of realism into the action, set in down to Earth and even every day(ish) locations. Even in the more wild missions though, and there are a few of those, you’ll find elements of the mundane.

It’s a particularly effective design strategy, and contrasts Trepang2’s more outlandish horror nicely against those relatable settings. Yeah, it can look like a straight-up action game for most of a mission, but there’s something lurking in that same level that’ll haunt your nightmares.

Special effects are likewise terrific, and that goes for everything from the slo-mo effects to the 10k muzzle flashes that can be going off in the middle of a firefight, all of which is highlighted by a driving rock soundtrack.

But although I’m throwing around a lot of praise, and there are a few things that I did have an issue with.

These odds might look insurmountable. Keywords: might look

For one thing, the enemies are not all that interesting. Most of the bad guys that you fight are standard ‘paramilitary’ types. Yes, they look good, but they also look exactly how you’d expect them to, from seeing basically the same guys in a hundred other shooters.

It’s also true though, that mowing down a couple dozen of those guys, and then finding yourself face-to-face with an otherworldly horror is a startling moment. While it can be quite effective, I’d have preferred Horizon to have some kind of cool uniforms for their troopers. Some kind of slick techno-suits would have been awesome instead of just black fatigues.

And finally, I have to bring things back around to that “recommendation” I mentioned. And it’s, unfortunately, to turn up the contrast. Trepang2 looks great darker, stunning even with its fantastic lighting, and I assume that’s what the developers were shooting for. But the thing is, I found it to be almost unplayable that way.

The absolute last thing you want to be doing, as you try to escape hordes of creatures pouring out of everywhere, is to be impeded because you couldn’t see that there was something blocking your way. And anyway, turning up the lights doesn’t really ruin the aesthetic if you don’t go too far with it.

Overall

Oddball name and all, Trepang2 is an excellent shooter that’s pretty easily one of my favorites of 2023. And the minor issues I had with it here and there are basically nothing compared to how great of a time it was to blast through. If you’re looking for a good horror shooter for the Halloween season, this one should fit the bill nicely.

A copy of Trepang2 was provided by the publisher for this review

Trepang2
Release date:
June 21st, 2023
Platforms: PC (reviewed), PS5, Xbox Series X|S
Publisher: Team17 Digital
Developer: Trepang Studios
MSRP: $29.99 USD

The post Trepang2 (PC) Review appeared first on BrutalGamer.

Rise of the Triad: Ludicrous Edition (PC) Review

Apogee’s iconic, and absolutely insane first-person shooter returns in remastered form, with Rise of the Triad: Ludicrous Edition.

Let’s get ludicrous

Have you ever heard the term ‘ludicrous gibs’, and wondered where it came from? Well if you did, then you’re obviously unfamiliar with Rise of the Triad. From classic PC developer Apogee, the first-person shooter pioneered that term with its (at the time) crazy blood and gore.

Aside from the exploding enemies, the game has also been billed as a spiritual successor to the grandfather of the genre, Wolfenstein 3D. Originally, that might’ve been the intent, though it’s worth noting that its final form only vaguely fits that bill. Even though it features a somewhat WWII(ish) arsenal, RotT takes place in (presumably) 1994. The villains aren’t Nazis either, but cultists. Also unlike Wolf3D, it was completely and totally insane… and yes, I realize I’m calling Wolfenstein ‘sane’.

Whatever the case might’ve been though, the classic shooter is back, remastered by the retro-masters at Nightdive Studios. This latest version of RotT is packed as well, and seeks to be the marquee version of the title. Though even with all that, Rise of the Triad remains something of a niche experience, and most definitely an acquired taste.

The story thus far… wait, there’s a story?

Rise of the Triad originally came out in 1994. That was after Doom, just after Doom II, and before Duke Nukem 3D came along to truly evolve the genre. So with that in mind, you can kind of understand that RotT is more akin to the Dooms of the world than more modern FPS’ in terms of story elements (among other things).

Things start off with the arrival of HUNT, which stands for High-risk United Nations Task-force, on the shoreline of a remote island. This isn’t a vacation spot though, as it’s home to a strange cult that, as mentioned, may or may not have links to the bad guys from WWII.

And… that’s just about all there is. After they get there, the good guys and gals’ boat is destroyed, taking their only means of escape with it. As you might’ve guessed, that leaves plunging into the enemy facility and taking on its army as their only option.

Ludicrous… uh something. Can’t quite remember the phrase

Players can choose between five different members of HUNT in the game, and shockingly it actually does matter who you pick. Each character has a different set of strengths and weaknesses, which even today is something fairly unique.

The Ludicrous Edition of RotT includes the original game that we’ve been talking about of course, but you get a heck of a bang for your buck here. Additional content includes a bunch of extra mission packs, highlighted by the “Return of the Triad” campaign.

That’s basically a completely different, fan-made game built with GZDoom. This is going to be a hot take, so fair warning, but it’s much better designed than the main campaign. Return is a ton of fun and a lot less… weird, though I did have some pretty epic crashes with it. So just a heads up there.

One of the wildest FPS’ of all time

While the Ludicrous Edition is the most complete Rise of the Triad ever issued, in any form this game is an acquired taste. I don’t think anyone who’s played it would argue that point, even its biggest fans. Unlike in that previous section, it’s not a controversial take. RotT revels in its weirdness too, and that includes both the design of its maps and its gameplay.

We’ll get to the latter in a second, but I’ve gotta talk about the design first, as I ended the previous section with it. Rise of the Triad has no native verticality, so its levels are limited in build. That’s to say, it is at first blush. Once you actually start to play though, you’ll see inventive workarounds for the engine’s flaws.

Those include floating platforms, which are totally out of place for the themes of the game, and other tricks to give the impression that things like elevators actually function. The stages are loaded with traps like spikes from the floors and jets of flame too. It’s stuff that would feel more at home in a side-scroller from the 8bit age than in an FPS from any era.

Enemies can do some very cool things, like tossing nets and even playing dead

As to that gameplay though, it’s solid stuff starring some quality shooting action. You can chew through foes with unlimited ammo, and more strategically blast them to little bits with heavy duty hardware in showers of… ludicrous gibs. But as with everything else in RotT, it’s got some ‘weird’ chucked in for good measure. Power-ups give players everything from tripped-out visuals to flight, and there’s even a dog mode.

The arsenal is also handled a little on the unconventional side. There’s a small core of traditional hardware, but as you read above, it all has unlimited ammo. Then on top of that, there are bazookas (with different ammo types) and even magic, but with the twist that you have very limited shots.

Great retro looks and sound

Unlike everything else, Rise of the Triad: Ludicrous Edition’s AV package is sharp all around. It’s ‘retro’, so don’t go expecting modern flash, but Nightdive Studios once again proves it just ‘knows’ how to do quality remasters. I’m a huge fan of the development house, and with a reason, as everything that spins out of it is (typically) on target.

That’s not to say that Rise of the Triad’s Ludicrous Edition looks all that much different from the classic game however, because it doesn’t. This basically is the original, as it was meant to be, just with some little touches here and there thrown in.

Oooh magic missile!

Players will find the levels and digitized (I think?) enemies all present and accounted for, and all looking like they did in decades gone by. If you’re a fan of the game to begin with though, that’s a good thing indeed, as its overall look counts for a good deal of Rise of the Triad’s charm.

If you’re a fan of Nightdive as well, and you haven’t played RotT before though, just be aware of what the game serves up. You’re probably not going to play through it and think about some big set piece or cool little detail in a stage. While the overall design is a standout in the genre, it’s all kind of same-y too.

Overall

If you can’t tell, Rise of the Triad didn’t really hit the mark for me. But I mean that as a game, not as a retro package. And that’s how the Ludicrous Edition is going to be scored, as a “retro package”. In that latter way, the Ludicrous Edition is a tremendous deal, and is loaded with content for those who are long time fans.

I think you’d have a pretty tough time trying to fond some official piece of content that’s not included. Heck, even a great formerly-unofficial piece of content is included. Bottom line, if you’re a RotTer from way back, you probably don’t want to miss this game.

Rise of the Triad: Ludicrous Edition
Releas date:
July 31st, 2023
Platforms: PC (reviewed) at the above date, also out now for PS5, PS4, Xbox Series X|S, Xbox One, Switch
Publisher: Apogee, New Blood
Developer: Nightdive Studios, Apogee Software
MSRP: $19.99 USD

The post Rise of the Triad: Ludicrous Edition (PC) Review appeared first on BrutalGamer.

Kao the Kangaroo (PC) Review

Kao the Kangaroo makes a hop, skip, and a jump to modern consoles and PC, for a mostly delightful 3D platforming remake.

G’Day

If you’re a 3D platformer fan, a few games from the genre probably spring immediately to mind from across its history. But whether you remember the glory days of the N64, PlayStation (PSOne), or PS2/Xbox, chances are that one of those titles isn’t the PC original, Kao the Kangaroo.

Not that Kao was a bad game, because from what I gather, it wasn’t. It kind of couldn’t have been honestly, since it spawned two contemporary sequels. One of those, Kao the Kangaroo: Round 2, appeared on consoles as well, and the series even had a side-set of Game Boy Advance releases. But even with all of that, I think it’s safe to say that you’d be hard-pressed to find too many players of it who’d have dubbed any of them a classic.

That though, is a fact that didn’t stop Tate Multimedia from reviving Kao, and bringing it back to its roots with a full-on remake in 2022. For the most part, that’s a very good thing, since the new(ish) title gets a number of things very right, though there are still some rough spots as well.

Straight from the down under

As 3D, anthropomorphic platforming titles go, Kao is pretty darn deep in terms of its story. The game sets up its world well, and actually does make you care about its character roster. That’s no mean feat, especially when you take the voice acting into consideration.

The action focuses on Kao, a young kangaroo who’s living with his mum and sister in a small village. Things go awry for them though, when Kaia (said sister) goes missing. It seems that some time ago their dad, who was a great warrior, vanished while out on a quest.

Is that… an ape riding a barrel? Nope, it’s a monkey

Kaia takes it upon herself to find him, and that gives rise to Kao breaking out of his hum-drum life. The lad digs up his father’s (mystical ) boxing gloves, and sets out on his own adventure to find his missing family. Along the way, he meets an assortment of adventuring buddies, including his dad’s former master, and has to battle an army of foes, both large and small.

No, it’s nothing groundbreaking, but the narrative is still well done. It’s even got a twist or two, though some of those you can see coming a mile away, and a solid script. But while isn’t bad in Kao, the voice cast doesn’t do it any favors whatsoever.

We’ll get back to that a little later on though, because first we have to chat about the gameplay.

Rope a dope

As you can imagine, the gameplay in Kao does center more on ‘boxing’ than anything else. Not that it’s going to set the world on fire, but it’s decent enough. With the boxing theme though, I’d have loved to have seen some fighting game-like moves included, though there’s nothing really like that.

Instead, players will find the basic attacks and jumps (etc…) that you’d expect in a 3D platformer. I will add though, that there’s nothing wrong with any of it, save a few weird control glitches here and there where you might miss your target. And the action does get a little bump (and strategy) from elemental-powerups that the gloves can make use of.

Watch your step, Kao isn’t fire-proof

Aside from battling enemies and taking out bosses, there’s also some light puzzle solving and lots of collecting to be done. The in-game loot that you find can be spent in towns/hubs between levels, where Kao can buy cosmetics and upgrades (some of which are pretty fun), before engaging in another level.

In order to open up fresh stages, Kao has to find crystals that more or less serve as keys. Get enough of them, and you can crack open the door to the next stage. While that’s a familiar gimmick, I will say that finding the aforementioned crystals can be a little tricky at times. There were more than a few instances where I thought I was going to have to go back and replay levels, because I was sure I missed something, only to stumble across a crystal stashed away in the hub world I was in. So be on the lookout.

UPGRADE

If you’ve seen the original Kao, then you know it was… let’s say stylized. But while simply remastering the game with a modern gloss over the original character designs would have been underwhelming, Tate went in a vastly superior direction. Plainly, they basically built a new game and it looks great.

The animal characters that you find in towns and enemies that you’ll battle in stages all have a great cartoony look to them, that perfectly conveys the lighthearted tone that (most of) the game has. It reminded me a lot of Crash Bandicoot, though not in a ‘rip-off’ way.

Likewise, the colorful and bright sets of levels themselves each have a separate feel. Themes included are the beach, icy mountains (which somehow avoid being annoying to play through), and a demented circus/amusement park. All of the above are well detailed and filled with personality, plus a few really neat set pieces that Kao has to make his way past.

Is a diamond really worth a barrel to the noggin?

But while the looks of the game are great, the sound is more than a little meh. There’s nothing particularly wrong with the musical score, though it’s not exactly memorable, but the voice acting probably should have been left out.

Tate could have gone the Nintendo route with this, with on-screen text, and I would have been just fine with it over the majority of the cast’s phoned in performances. The reads almost universally sound off, in terms of what emotions the characters are supposed to be conveying, and at times they’re just flat-out annoying.

The last thing you want is to have one of your main characters be grating on the player, and that does happen here. It didn’t make me want to turn off the game at any point, but it definitely made me want to skip a few cutscenes.

Overall

Are you hurtin’ for a new 3D platformer? Well, while it’s not exactly new to market, Kao the Kangaroo might fit the bill. It’s not perfect by any means, but if you can get past its flaws, this pugilistic ‘roo does look great, and plays well enough to probably keep you busy for a while.

If you’re picking and choosing too, you might want to go with the Anniversary Edition of the game, which was more recently released. It’s got DLC included, as well as a digital art book and soundtrack.

A copy of this game was provided by Tate Multimedia for this review

Kao the Kangaroo
Release date:
May 27th, 2022
Platforms: PC (reviewed), Xbox Series X|S, PS5, PS4, Xbox One, and Switch
Publisher: Tate Multimedia
Developer: Tate Multimedia
MSRP: $29.99 | $39.99 USD for the Anniversary Edition

The post Kao the Kangaroo (PC) Review appeared first on BrutalGamer.

AEW: Fight Forever (PC) Review

Remember those N64 wrestling games of yore? Well THQ Nordic and Yuke’s definitely do, and those titles are the basis for AEW: Fight Forever.

Coming down the aisle…

It’s been an interesting dev cycle for AEW: Fight Forever, which was created under a publisher and developer that should be well known to fans of the sport. I’m referring to THQ Nordic and Yuke’s there, as the companies teamed for quite a few games back in the 90s and 2K’s.

Well, THQ Nordic did under the plain ol’ “THQ” banner anyway. Fast-forward to the present though, and the band is getting back together, albeit with a wild card thrown in.

That card, of course, is All-Elite Wrestling. AEW debuted back in 2019 and immediately grabbed quite an audience for itself. It got so popular, that it didn’t take long before a video game was announced, though said game wouldn’t actually appear until just now, with AEW: Fight Forever.

The action it presents will be instantly recognizable for fans of THQ’s legacy titles, though it’s not exactly the same as what developer AKI turned out.

Old made new

AEW: Fight Forever is cast in the mold of an N64 wrestling title. If you were wondering if that was the case, then I can definitely confirm that for you right off the top. It was apparently one of the points too, as the formula for that venerated franchise has been puzzlingly lost for decades at this point.

As mentioned, it’s also the first game to spin out of All-Elite Wrestling, so it’s instantly notable for a few things. But while basing a first offering on the bones of the aforementioned was a pretty fantastic idea for the brand’s gaming debut, there’s a lot more to it than just the shadow of the N64.

AEW, even though it’s a wrestling company, has managed to differentiate itself quite a bit from the market leader in the time it’s been around. It’s much more open to bloodshed, it’s obviously got some different pay-per-views and match-types, and it’s of course got a roster that’s as unique as possible given the state of contracts today. Fight Forever seeks to bring all of that to life for game fans, and it does so pretty darn well.

Weapons can play a huge part in matches

Modes and more

In addition to the full slate of singles, tag, and “rumble rules” Battle Royale “exhibition” matches, Fight Forever also brings online play and a pretty nice career mode to bear. The latter a loose retelling of AEW’s first year too, complete with some branching options, so it’s not just a series of random matches.

The Road to Elite actually sends your chosen grappler out into various cities for some sightseeing, fine dining, and even talk show appearances. He or she can also hit the gym, buy some gear and even make alliances or enemies. It’s pretty cool, and is actually fun to play.

Oh, and you can play mini-games too. Available both via the main menu and from within the career mode, the mini-games are well realized, though are somewhat odd that they’re present at all. If you’re playing a wrestling game after all, you kind of just wanna wrestle.

V-trigger!

Finally though, I have to mention the create-a-wrestler. It’s not… great. As wrestling games go, Fight Forever’s creation suite feels slim at best, offering relatively few options and almost no bells and whistles. If you’re looking to bring past icons of the ring into your version of the company, or carry across those who work for other promotions, you’re going to have a lot of problems. A lot.

It’s nearly impossible to create passable stars thanks to the dearth of possibilities here. There isn’t an ability to write on clothing or build custom designs for example, and even the hair and facial options are slim. This in particular is something that really needs to get focused on for future AEW titles.

Plays like a champ

As disappointing as the above is, we’ve gotta move on to Fight Forever’s biggest plus: its gameplay. I know I mentioned this above, but it’s absolutely worth its own segment.

Fight Forever plays like a dream for those who loved the classic N64 games I mentioned. You will literally be able to slip right back int playing it on the higher difficulty settings if you logged hours on No Mercy or WCW vs The World. For those who never indulged in those older games though, know that this is also an incredibly easy title to pick up and play.

AEW gives players punch and kick buttons, a run button, the ability to climb the turnbuckles, block and reverse moves, pull weapons from ringside, and of course pin your opponent for the 1-2-3. All of that should sound right in line with any other wrestling game really, but there’s a big difference with its grapple button.

Hit the finish and go for the pin

Unlike other wrestling games, once you engage a grapple in Fight Forever, you can select a move from one of three categories. That’s a big difference between the N64 games I’ve been harping on, which have weak and strong grapples only. In Fight Forever, once grappled you have the choice of engaging a kick or punch-centric move, on top of something like a suplex or slam.

Getting deeper into a match, you’ll want to pull off a ‘signature’ and then finishing move to put your opponent away. Those are based on your momentum meter, which builds as the match goes more and more your way. Once it hits one of those levels, first Signature and then Special, you either hit the d-pad or right analog stick (respectively) from the grapple to hit the move.

The control scheme here might seem more streamlined and simple than other games in the genre, and it is. But that’s the beauty of it. The controls result in a slower and less chaotic game, and one that I feel the self-tag of “arcade” falls short in describing. I’ve always thought of the N64 games as being more strategic, and that’s true for Fight Forever as well.

Real wrestlers, cartoon looks

Another fairly major way that AEW: Fight Forever differentiates itself is with its looks. Well, both it’s looks and its sounds really, or lack thereof in certain in-game situations. But before we get to the latter, let’s talk graphics.

As you can no doubt tell, Fight Forever eschews the need to get ultra-realistic. Instead of getting every crease in a grappler’s face just right, this game goes almost in the complete opposite direction. And that’s also in keeping with those classic 64bit titles.

Fight Forever does serve up varying body types, heights, and weights (which do impact some moves), but the overall look is more ‘animated’ than real-life. Personally, I love that, and prefer that kind of a look overall. But that said, it could conceivably be a negative if you don’t. It’s kind of up to your own preference.

If you slip into “danger”, it’s pretty much over for you

But even with that design choice, all of the named wrestlers look like themselves. The animation is terrific as well, and the arenas look fantastic. But as I mentioned, that’s on the visual side. On the sound side… meh.

The in-game set list isn’t anything to write home about, though that’s nothing new for a wrestling title. As for the themes, wrestlers personal tracks are only played in small bits through the limited entrance scenes. And while in-ring sound effects are great, with satisfying impacts and grunts, cut-scenes and such are almost all unvoiced.

Oh, and play-by-play and color commentary? Yeah, there is none. AEW has a fantastic booth, with the likes of Taz, Tony Schiavone, Excalibur, and one of the greatest booth guys of all time in Jim Ross. And yet, even with all of that talent, there’s only an outro, where a very brief summation of the match is given. Make of it what you will.

Overall

AEW: Fight Forever is definitely an acquired taste, and it’s got some bugs here and there as well. But that said, it’s also undeniably fun. Even with the rough spots, the title’s ‘pick-up-and-play’ nature makes it a solid wrestling option for fans of the sport, and a ton of fun for fans of this specific brand. A solid gaming-start for AEW.

A copy of this game was provided by THQ Nordic for this review

AEW: Fight Forever
Release Date:
June 28th, 2023
Platforms: PC (reviewed), Xbox Series X|S, PS5, Switch, PS4, Xbox One
Publisher: THQ Nordic
Developer: Yuke’s
MSRP: $59.99 USD

The post AEW: Fight Forever (PC) Review appeared first on BrutalGamer.

WWE 2K23 (PC) Review

The champ is back? The next entry in 2K’s wrestling series debuted last month, bringing a sharp all-around package with great looks and play.

Note: The following review missed its originally scheduled posting date. The error just came to our attention, and you’ll find it published in full below.

You can’t see me

The WWE-faithful have been on quite a ride for the last few years. While WWE 2K19 didn’t exactly set the world on fire, it was followed up by 2K20, which crashed and burned. The former title took off like crazy after that, pulling in loads of new players and absolutely rolling through the pandemic era, til last year’s release of 2K22.

That game brought the series back to life with a number of improvements, and finally gave fans something fresh to play after the lengthy break. And it appears as though developer Visual Concepts will be getting a title run all its own, because WWE 2K23 is just as good. Actually, in some ways, it’s a bit better.

That’s not to say that you’ll find this year’s WWE game to be all that big of a departure from last year’s installment. There’s a lot in this game that is definitely going to feel familiar, there’s no way around that. But even so, what you will find is a nicely refined and frankly terrifically fun game.

The squared-circle

If you’ve played a wrestling game in the modern age, any wrestling game really, then you know what 2K23 is all about. As with all of the successive “WWE 2K” titles, 2023’s builds on what’s come before, enhances certain elements (like looks and sounds), and revamps the roster so that it more closely resembles the current year WWE.

So in that way, if you’re looking for something really different, you’re going to have to look elsewhere. What you will find here is a full cadre of match-types to play, multiple modes to try out that are both online and off, and an incredibly in-depth create-a-wrestler suite. Then on top of all of that, there’s the Showcase.

This year’s Showcase mode, which spotlights a single grappler and tells the story of his career, centers on John Cena. Yes, I know, he’s been the focal point of a Showcase mode before, but this one’s very different. That’s because you don’t play as Cena.

You don’t play as Cena in the Showcase, you have to defeat him

No, instead of lacing up the boots as the Champ, you’ll instead take him on in a series of matches that spans his WWE run. That means taking on the roles of wrestlers like The Undertaker, RVD, and Brock Lesnar, sometimes even variations of them, in differing time periods.

Each match presents a different set of marks that you’ll have to hit too, like landing certain moves and taking the fight to specific areas of the ring. Doing that unlocks new things, including both wrestlers and parts for the creation suite.

While there is a certain level of monotony to fighting more or less the same guy over and over again, it’s also pretty neat to play as wrestlers that you might not have even glanced at before. I never had the desire to play as Lesnar, or the most recent incarnation of The Undertaker for example. But I genuinely had fun trying out their moves, which again isn’t something I’d have done of my own volition.

It’s kind of a tradeoff I guess, but I took to it a lot more than I have in the past. For once, I actually wanted to complete the mode instead of just giving it a shot, then closing it out to go back to exhibition.

Look at the carnage in the ring

While you’re playing through all of those modes too, you’ll notice that the controls in WWE 2K23 are better than ever. The game is even easier to ‘pick up and play’, giving both newcomers and longtime fans a chance to enjoy some grappling. But at the same time it also has a level of intricacy to it that will cater to those who want to take the time to perfect their play.

I hadn’t played 2K22 in a while, so for me it did take a little while to get back in the swing. Once I did though, it was a joy to time out moves, engage reversals, and chokeslam foes through announce tables. All of which comes via a button layout that’s pretty straightforward… at first glance.

WWE 2K23 gives players heavy and light attack buttons, buttons for running, climbing the ropes, exiting the ring, and a number of contextual options like pulling a weapon from under the apron and clearing off those tables I mentioned. There’s also the all-important grapple button, which has a number of uses after it’s successfully engaged.

  • Legends are still a big part of WWE 2K23, though the stock roster could be beefier

Once you grapple an enemy, you can dole out a heavy or light wrestling move or hold, choose to carry them and go into a different set of moves, or whip them into the ropes. And even that has options, as you can whip to a corner or whip them over the top rope to the floor too, should you so desire.

I know this all probably sounds like a lot to master for those who’ve never played a wrestling game before, or for those who are lapsed fans. It’s really not though, and once you spend a little time under the game’s learning tree, you should get the hang of things in no time.

King of the Ring

WWE 2K22 already looked pretty good. Of course it had some bugs, I think everybody knows this line has them, but 2K22 was a sharp looking title regardless. 2K and Visual Concepts’ big comeback had both terrific graphics in general and some great animation. So does 2K23 do an even better job of it? Yep.

Now don’t get me wrong, it isn’t head over heels better than its predecessor, but WWE 2K23 does indeed up the ante a bit in terms of the audio/visual package. The cast of superstars have never looked better, as Visual Concepts has created a game that’s likely as photo-real as a sports title can get at this point.

Likewise the arenas look great, reflecting the official shows and pay-per-views of the WWE pretty much perfectly. And on the other side of the presentation-coin, the audio is awesome too. Wrestlers all have their signature themes, and the commentary team does a serviceable job of bringing the action to life. That’s not an easy thing to get done, when you consider all the wrestler names and move-titles that are packed into one of these.

Hollywood-Mania is still runnin’ wild brother

But again that’s not to say it’s perfect. I did notice a few little glitches here and there, some animation seemed off at times (particularly with the ropes), and video tended to have stuttering issues on the PC version. I will note that I did not have that problem at all with the Xbox edition, which I was also able to spend some time with.

I want to also touch upon the creation suite here. This probably could go into another category all by itself, but the creation features are superb in WWE 2K23. The options are ridiculously deep, as the game gives players the ability to build everything from shockingly detailed custom superstars to full shows and arenas.

Along the same lines, Community Creations is back as well, meaning you can upload and download creations. And let me tell you, that continues to be a highlight among highlights for fans like myself. If you want to let the incredibly talented WWE 2K community have at the game for a few weeks, you’re going to be able to grab some of the best-looking created superstars you’ve ever seen. Last year’s game is evident of that, so if your favorite isn’t in the game already, just give it a little time and you’ll probably be able to get him or her anyway.

A minor gripe here though, and it’s a grating one for me at least. But it still bothers me that you cannot upload songs to use for custom entrances. A number of wrestling games had allowed for that in past console generations, and the option seems to have drifted into oblivion completely at this point. It’s aggravating to have a fantastic looking Scott Steiner coming down to ringside, Buff Bagwell in tow, without his signature sirens. Yeah, you can place the NWO theme in there, but it’s not the same.

I don’t know what could be done about that though, given the minefield that is licensing and such, but I felt like I had to whine about it for a second.

Overall

It’s tough not to recommend WWE 2K23 wholeheartedly. Even if you’re solely a fan of bygone wrestling eras, there’s bound to be something here to keep you engaged and entertained. And if you find the roster lacking, remember that you can always download something new, thanks to the game’s incredible creation utilities and online Community Creations features.

A copy of this game was provided by 2K for this review

WWE 2K23
Release date:
March 14th, 2023
Platforms: PC (reviewed), Xbox Series X|S, PS5, PS4, Xbox One
Publisher: 2K
Developer: Visual Concepts
MSRP: $59.99 USD

The post WWE 2K23 (PC) Review appeared first on BrutalGamer.

Supplice (PC) Review

An FPS ripped from the 90s, Hyperstrange and developer Mekworx’ Supplice revels in classic play, turning back the clock in fine form.

Doom clone

Remember the term “Doom clone”? If you’re too young it might sound strange, but all FPS’ were dubbed that at one point. For some reason, and one that befuddled me more than a bit even at the time, gaming-writers and fans didn’t seem to recognize the first-person shooter as a new genre. Instead they just referred to all FPS’ as Doom clones.

That’s a pretty insulting moniker for the teams that poured hours of work into games like Heretic, Rise of the Triad, and others. It didn’t take all that long till it started to fade thankfully, though it did hang around for a few years. History lessons aside though, playing Supplice brought that time period roaring back for me. It just felt like one of those “Doom clones” that hit the PC circa 1994-ish.

Not that it copies Doom outright, but it’s impossible not to see the roots of the genre in Supplice. There’s solid reason for that, since the game comes out of a developer who’s familiar with Doom-modding, though it goes a little deeper. Supplice has somehow completely captured the feel of an era, which, for good or ill, is pretty freaking cool if we’re being honest.

Invasion!

Mekworx’ Supplice revels in mid-90s FPS design. When I say that it feels like it came out in 1995, I mean every bit of that. And of course that’s kind of the point, but that said, if you’re looking for a deep narrative… well you’re not gonna find it here.

The entirety of Supplice’s story is told via terminals that you’ll have to access and read as you play through the game’s gore-soaked levels. These include ‘live’ messages from helpful (?) AI’s and survivors of the alien (maybe) assault, as well as pre-recorded texts and emails from base personal.

While it might not sound like it, a complete and pretty enjoyable story is spelled out with that. And although it seems like a pretty straightforward one at first, it does bob and weave as things go on.

Guns akimbo

Basically you play as a worker just transferred to Methuselah colony. It’s not all that special of a place, though it definitely becomes one, as an invasion by an unknown and seemingly alien force hits it like a ton of bricks.

Techno-organic troopers, giant beasts, and Strogg-like (from Quake 2) repurposed human soldiers make up the bulk of the opposing forces. The adventure sends your character across the colony, on a mission to reach something called the Flux Gate, and make it off of the planet. Though, as it turns out, things might be a little more complicated than that.

I would’ve loved to have seen some cut-scenes digging a little deeper into what’s, again, a pretty good narrative. Even static images, told comic-book style would have been great. Though that said, it would have messed with the aesthetic. And with a retro title, that’s pretty darn important to maintain.

Iconic controls

Just like with the style of storytelling, Supplice revels in Doom-like controls. Players can move and shoot, as well as interact with their environment by flipping switches and using security keys.

As for the hardware, Suppllice stars a small but very solid arsenal. It’s packed with cool guns like a firebomb-tossing RPG, twin submachine guns, a triple-barreled shotgun, and a sick drill that serves as a melee option.

Shake and bake baby

That drill can actually be upgraded (once) as you play too, but beyond that the weapons are what they are. Unlike some other retro-shooters out there, Mekworx decided to not include an arsenal-wide upgrade system.

I will add though that the controls for everything are spot on. If you remember those games of yore fondly, I’d find it tough to believe you wouldn’t feel right at home blasting your way through Supplice’s alien landscape.

Pinnacle of the era

If you’re looking for ‘retro’, Supplice can’t really be beat in terms of the look. In fact, if the game did see release decades ago, it would have been one of the best-looking FPS’ of the day. The graphics are a mix of Quake and Duke Nukem 3D, with some excellent lighting effects and imaginatively constructed maps.

The game’s locations are fun to play, well varied, and constructed like they actually could be part of a science colony. That’s something that I personally love to see in a retro game. There are randomly placed power-ups and ammo (etc) for sure, but the maps themselves make way more sense than something like Doom’s early stages, for example.

Those stages are also really colorful, with outdoor and indoor areas. And if you expected the outdoor ones to be martian sand or something, think again. Methuselah colony is pretty lush, with green plant life and flowing water.

Doin’ the chain-gun cha-cha

While the levels themselves are terrific, as touched-upon earlier, Supplice’s enemy list isn’t all that deep. It’s a pity, though one that might be corrected as the game expands with future episodes. Something to keep in mind. And in any event, it’s definitely fun to mow down crowds of what the game does throw at you.

I did find the music to be pretty annoying and repetitive, but I guess you can’t have everything. Oh, and not that I should have to point it out since this whole review has hung on the “retro” themes of Supplice, but there’s almost no vocal work.

Everything is text-based in Supplice, other than the shouts of the enemies and the occasional voice of the main character telling the player that she can’t open a door or something.

Overall

As retro-shooters go, Supplice is pretty great. It’s definitely got the feel down, and actually gave me a sense that it could have been launched back in 1995. In this case, that’s a very good thing.

Especially if you remember the genre’s infancy fondly, you’ll probably find plenty to like about this one. And remember, this is just episode 1, so there’s plenty more Supplice to come.

A copy of this game was supplied by the publisher for this review

Supplice
Release Date:
April 6th, 2023
Platform: PC (Steam version reviewed)
Publisher: Hyperstrange
Developer: Mekworx
MSRP: $14.99 USD

The post Supplice (PC) Review appeared first on BrutalGamer.

Colossal Cave (PC) Review

A text-based adventure classic comes into the new millennium with a fully 3D, first-person, exploration-heavy adventure from Cygnus Entertainment.

Spelunker

Do you remember the original Colossal Cave? If you don’t, you’re definitely excused since it was a very early PC title, first hitting in… 1976. Yes. That’s correct, Colossal Cave came out in 1976 (maybe ’77 if you wanna look at it a specific way).

According to the game’s wiki too, it’s got a really interesting history. The original title was based on an actual cavern, that being “Mammoth Cave” in Kentucky, and original developer William Crowther’s adventures therein. The new remake doesn’t make mention of those origins however, and likely doesn’t feature too much of the real thing’s construction either.

Colossal Cave’s underground is very much a ‘fantasy’ one, albeit with some odd modern items mixed in. That mainly shakes out to mean that dwarves, dragons, and plenty of treasure is all located in its massive, interconnected series of rooms and passages.

But while the game presents a mainly relaxing gaming session for players, it’s tough not to think that so much more could have been done.

The hall of the mountain king

The premise for Colossal Cave, and there both is and isn’t one, is that you play as a treasure hunter. Yeah, that’s vague, and honestly the overarching narrative does border on nonexistent. But it’s still pretty plain that your character is out for a little fortune and glory (and points).

When the adventure starts, you’ll find yourself in a beautiful forested setting, complete with a remote cabin and a rocky entrance to the below ground cave. The cabin is more or less your home base, and where you’ll find your treasures as you collect them.

What lies beneath

Then there’s the ‘points’ system. I would have much rather seen the game eschew that altogether honestly, and solely be propelled by a deeper story. But aside from what I would have preferred, points are the real tally on how well (or lousy) you do in Colossal Cave.

Well, maybe not solely, since you can die in Colossal Cave. And although it’s not all that common to do so, you’ll be penalized for it with a loss of points. So if you find yourself getting impaled by a dwarf, it’s going to set you back.

Making your way…

Much like the setup, the control scheme in Colossal Cave is a simple and straightforward affair. Or more accuratley, both control schemes, as you have a pair of choices as to how you tackle the game’s caverns.

For starters, you can play it as more or less a classic dungeon crawler. You know the ones, where you click to move forward by one ’tile’, etc. On the flip side, and I greatly preferred this, you can move and interact like CC was a first-person… explorer, complete with mouse-look and free movement.

They have a cave bear (and dragons)

While moving has several options though, inventory really doesn’t. You’ll spend a lot of time managing that, since you’ll often have to decide if you want to carry more booty or puzzle-solving items. Kind of a big tradeoff there, as there’s a fair shake of both in Colossal Cave.

Likewise, using items requires a trip to the inventory screen, where you’ll click to use stuff in the game’s world.

Solid as a rock

As for the presentation, it’s pretty darn good. Colossal Cave is a heck of a lot better looking than I thought it would be. And while the game doesn’t really have an over the top visual punch like today’s triple-A games, it’s got it where it counts.

The setting itself is very well done, with some really cool looking chambers that feel dark, dank, and at times extremely forbidding. Those locales are well varied too, so you won’t get stuck in a constant ‘dark cave’ setting.

But while the setting is great, Colossal Cave also has got some character designs that are pretty generic. They do the job, but are about as far from ground-breaking as you can get.

Unda da cave

Yeah that’s a dragon alright, and there’s a… cave-pirate… but there’s nothing overly special about them, and their designs won’t exactly burn into your memory. Also suspect is the animation in certain instances, like when dwarves attack you by just kind of ‘poofing’ out of nowhere.

There’s no jumping out from behind a stone, or bursting through the ground or anything like that. And then when they’re vanquished, they just sorta fall on their butts and go ‘poof’ again. I’m not expecting blood and gore, but I feel like some additional animations could have helped greatly there.

Again though, the game’s not bad looking, and I don’t want to give that impression. I guess overall, excepting the narrator (who’s terrific), I felt like the A/V package could have been improved.

Overall

If you like classic PC adventure titles or dungeon-crawls, or are a fan of the original, then you stand a chance of digging Colossal Cave. If you’re looking for something that will enthrall you though, pulling you into its world, then you might not want to drop into this one.

A copy of Colossal Cave was provided to BG by Cygnus Entertainment for this review

Colossal Cave
Release date:
January 19th, 2023
Platform: PC (reviewed), Switch, PSVR2, Meta Quest 2, PS5, Xbox Series X|S
Publisher: Cygnus Entertainment
Developer: Cygnus Entertainment
MSRP: $24.99 USD

The post Colossal Cave (PC) Review appeared first on BrutalGamer.

The Witcher 3: The Wild Hunt – Complete Edition (PC) Review

What just might be one of the greatest action RPGs of all time gets a next-gen overhaul, and brings the game back to consoles and PC in style.

Perennial

How long has it been since The Witcher 3: The Wild Hunt was released? Well, it might be hard to believe, but CD Projekt Red’s masterpiece was first unleashed upon the world in 2015. Yep, a decidedly-eventful 8 long years ago.

When the title first dropped, it was immediately met with a good deal of fanfare. Both critics and fans ate it up, heaping acclaim on the title for its fantastic gameplay, deep and complex story, and awesome delivery.

Of course, that was then. And since it launched, The Witcher 3 has been the recipient of some major expansions, a semi-miraculous Switch edition, and now a full updating. Just released last month, the game’s ‘next-gen’ update boosted the game’s looks and brought it back for the modern Xbox and PlayStation consoles, as well as the PC.

And while I unfortunately can’t compare this new version to the original, I can tell you it’s really, really good.

A world of high adventure

If you’re a Witcher fan, then you’re probably going to want to skip this section. That’s because I’m a complete neophyte when it comes to writer Andrej Sapkowski’s Geralt of Rivea and the world that he inhabits. So my retelling of his adventures, and set up of the Northern Kingdoms might be somewhat lacking in nuance.

I haven’t played any of Assassins of Kings (the second game in the series), and have only limited experience with the original. And as for the books and TV show, well I haven’t read or seen any of them. But be that as it may, the world of The Witcher has always intrigued me, so I was particularly happy to get to dig in.

Still with me? Okay, I’ll just assume you’re in the same boat I am then, and do some filling in. Witchers, for lack of a better term, are bounty-hunters that slay monsters. Of course it’s a lot deeper than that, with Witchers being highly-skilled and trained warriors, who’ve received special mutations that gift them with abilities that standard humans don’t have.

Main character Geralt is one of those, and when The Witcher 3 opens, we find him on the hunt for his lover Yennifer. Yenn is no damsel in distress though, and is a powerful sorceress who we quickly learn is in league with an invading army. When Geralt and his companion, an elder Witcher, catch up to her the story really starts, kicking into high gear with the return of his ward Ciri, who’s being hunted by a relentless group of supernatural killers called… The Wild Hunt.

The story is excellent, and filled with great characters and well-realized plot lines. All of it takes place against a high-fantasy world that has seen better days, with war and strife encroaching from all angles.

The Complete Edition, which we’re talking about here, also includes both the Hearts of Stone and Blood & Wine expansion packs. I haven’t even touched either of those yet, as I’m still plenty lost in the base game’s quests.

With all of that content though, plus an additional 16 pieces of “extra content” (including stuff based on the Netflix show), there’s an ungodly amount of stuff to see and do in this game.

Playing the hero

There’s a lot going on in The Witcher 3, and that extends to the controls. But whereas I’ve gotten a little lost at times in some games that offer a glut of options, that’s not the case here. Part of that comes with the next-gen revamp, as CD Projekt Red added in a new mechanic for casting “signs”.

While Witchers aren’t mages, they do have access to a limited selection of simple spells. These are called signs, and the game assigns them to what’s basically a weapon-wheel kind of thing. Players can simply call up the menu, which slows time in the game, pick a spell, and equip it. It’s easy and as un-cumbersome as it gets.

Geralt is also loaded up with both a standard and silver sword, each of which has its use. The silver is strictly for monsters, while the more average blade is for everything else. Drawing each is as simple as a press on the d-pad. Not that there aren’t other weapons in the game though, as you’ll have the opportunity to use additional hardware, armor, and items.

As far as other improvements, CD Projekt Red has also tweaked the map, and made some user interface overhauls. Exactly what those are, I’m not sure though. Again, I haven’t played the previous version of the game.

Drop-dead gorgeous

But even though I haven’t played the last-gen edition of The Wild Hunt, I can definitely tell you that this one looks as ‘current’ as anything else out there. The Witcher 3 got acclaim for its looks before, but man if it isn’t a beautiful game now too.

The newt-gen edition beefs up the already great looks quite a bit, with ray tracing across all versions. The PC edition does go one step further though, with real-time RT, as well as DLSS support. PS5 and Xbox Series X|S versions won’t be too bad off though, since both have AMD FidelityFX Super Resolution, as well as faster load times.

So basically, if you thought The Witcher 3 looked great already, it looks even better now. And if you haven’t played it on last generation’s hardware, you’ll probably think it looks pretty great even without the comparison.

Along with that too, is some stellar sound in just about every way. The game not only has a beautiful selection of music, but the vocal work from the cast is top shelf. And I should mention that there is a great script backing it up. That doesn’t hurt.

Overall

It’s hard to say if The Witcher 3: The Wild Hunt – Complete Edition is worth playing for those who’ve already indulged in the original release. Yes, it should look better than ever before, but it’s essentially the same game, even with the additional content. And if you’ve poured dozens of hours into it already, it’s probably not worth replaying if you’re doing so just for the graphical bump.

On the other hand, if you haven’t played The Witcher 3 in any form, as I hadn’t, then it’s more than worth your time. The game is a legitimate gem, and one of the best action RPG’s I’ve ever had the pleasure of playing. Speaking of, it’s also massive, so “playing” this game is something that I’ll be doing for a good long time.

A copy of The Witcher 3 was provided by CD Projekt Red for this review

The Witcher 3: The Wild Hunt – Complete Edition
Release Date:
December 14th, 2022
Platforms: PC (reviewed), Xbox Series X|S, PS5
Publisher: CD Projekt Red
Developer: CD Projekt Red
MSRP: $59.99 USD

The post The Witcher 3: The Wild Hunt – Complete Edition (PC) Review appeared first on BrutalGamer.

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