Lucifer Within Us

Really good, but way too short.

Lucifer Within Us is very good. It’s an incredibly interesting deductive reasoning puzzle game that takes place in a world where exorcists (of which you are one) solve crimes. It is also very short.

This makes it kind of a problem to recommend. Here’s the closest metaphor I can come up with: Lucifer Within Us is a piece of fudge from that really nice bakery that you don’t go to, because even though the fudge is the most delicious thing in the world, it’s $12 an ounce. The fudge is delicious and incredible, but the money to fudge ratio is incredibly high.

So, first a brief overview of mechanics, and a screenshot, so I can reduce the number of words I have to write. Like I mentioned above, in Lucifer Within Us you’re an exorcist for the Church of the worship of Ain Soph. The first murder in over 100 years has just occurred, and you need to find the culprit, and name the demon possessing them. You do this by gathering evidence and interrogating witnesses to the crime.

Oh and also if you catch them in a lie, you can delve into their mind with divinely imbued powers and see into their soul, revealing possible motives for the crime.

You’re given access to the crime scene, and the witnesses. You can search the crime scene for physical evidence, and talk to the witnesses. Each witness gives you their version of events, which can be played out over a timeline. However, because it’s just their version of events, almost everyone will be hiding something about what actually happened. You’ll need to call them out on their contradictions and omissions to determine the truth.

Being able to scan through the timeline is a really cool mechanic.

Okay, first let’s talk about the good stuff.

Lucifer Within Us is an incredibly unique puzzle game/deductive reasoning game. There are a lot of things that can be complimented about it. Its unique blend of cyberpunk and faith. Its general art direction for its characters and world. The 3D models look like old school Runescape, but they suffice, and the art for the demons and characters reminds me of Hades. Look, this is the part where we say nice things about the game, okay? I do not give a shit that the 3D models are basic. It doesn’t matter. The transitions, effects, and everything else easily makes up for it. The mechanics are incredible, and I’ve never seen another game that works like this one does. I love the parallel timeline for suspects. The process of actually solving the crimes, in 2 hours of straight puzzle solving, hit a “Adventure Game Bullshit” moment only once. That’s a high fucking bar.

As a brief aside: talking about Lucifer Within Us is going to require spoiling either one of two things: the specific plot and details of the game, or the specific number of “levels” in the game. I’m choosing to spoil the later. The reason for this is since Lucifer Within Us is a narrative based puzzle game, I think more would be lost by revealing narrative and plot details than the other info.

And when I say short, I mean short. My own steam achievement list lets me estimate the game at being just over two hours in length. My playtime says that the game has 4 hours and 20 minutes on it, of which just under half was spent getting every achievement just so that I was sure that I hadn’t missed anything. I had not. This is compounded by the fact that it offers almost no replayability outside of the aforementioned achievements, which don’t add that much.

“Well” you might be thinking. “Perhaps he used his incredible reasoning skills and logic to speed through the game, without appreciating properly.” To which I reply, 1. Haha, funny joke implying I have skills and reasoning and 2. No. No it’s not. It’s because there are only 3 levels.

The length (or lack thereof) is compounded by the game’s ending. I have mixed feelings on it, and I’m not going to go into details here, but the last portion of the game feels as if Lucifer Within Us suffered from a massive cut in scope at some point in production. I’ve actually emailed the devs in the hope of getting an interview, because I really want to know what’s going on. The game ends with what amounts to PowerPoint presentation and a massive lore dump, despite the rest of the game carefully avoiding heavyhanded storytelling.

No, really.

Look, I’m gonna be honest. I do enjoy novelty and unique events. Would I refund the game currently if I could? No. It was $12. I’m always happy to see people pushing the envelope of neat game mechanics and design. Much of the writing and subtle world building present in Lucifer Within Us, along with the mechanics, is top notch. It is premium, grade A, good stuff. But I’d be lying the game’s ending didn’t disappoint me. I was just starting to get interested in the world, and then lore dump plus credits roll.

If you prize unique mechanics and storytelling over content length, I can recommend Lucifer Within Us. But if you’re expecting something that takes you more then a couple of hours to play through, you’ll likely be disappointed. It’s available on Steam, and also here on itch.io.

Ed Note: We reached out to Kitfox about trying to set up an interview to ask some questions about the game. I was going to add/include that as part of this writeup if it happened, but it’s been over a week, and I haven’t heard anything yet, so for now review will stand on it’s own.

Eternal Return

I was going to write about Bloodborne this week, but I don’t want to write about Bloodborne until I finish it. And because Bloodborne is (surprise!) really fucking hard, I haven’t finished it.

So instead, we’re writing about Eternal Return, a F2P BR SURVIVAL MOBA from Korea, and presumably the apex of trying to cash in on every single gaming trend from the last ten years. At least they’re not trying to sell me NFTs. And it’s actually pretty good! From a gameplay standpoint, I mean. Everything else is… present. Y’know. It’s there.

Games start with you picking a character and starting weapon. You can swap out your weapon, but I haven’t found myself in a situation that calls for that.
In any case, once you’ve locked in your character, build, and starting zone, a countdown ticks down and the game starts.

Eternal Return’s map is static, with the same zones and layout each time you play.

Given that describing the game’s genres is a good 4 acronyms, let’s just go through them and take note of what mechanics from each genre are present. Starting with the MOBA/ARTS, or whatever other acronym you want to use for the Defense of the Legends genre.

Eternal Return is played in a top down isometric perspective. You move by clicking where you want your character to go, and the camera remains more or less locked on your character, though you can temporarily move it to look around with the mini-map. You have health and mana (which they call SP), equipment, and an inventory.

Yes, equipment and inventory. Unlike most MOBA’s, and like most survival games, these are two separate things. For your equipment, you have a set of slots that allow you to equip one of each item type (Weapon, Armband, Legs, Head, Accessory, I don’t remember the last one). You can carry more items, but they don’t actually give you stat buffs while they are in your inventory. You also mostly won’t be using your inventory for gear, you’ll be using it for… crafting materials.

Yeah, so following the survival genre, you spend a lot of time rummaging for things. Look for necklaces in cardboard boxes. Look for cardboard boxes in trash cans (No, you can’t pick up the cardboard box that the necklace was in, that’s different). Combine them to craft a shank, or just a jean jacket with spikes. Combine a rock with a glass bottle to create… broken glass. Craft broken glass with glue to create…. a glass plate.

No really. Look.

Was there seriously no better way to get a piece of unbroken glass?

The crafting is (mostly) less tedious then it might sound. Once you select your build, the map will tell you what items in your current zone are needed for it, and what you’ve already picked up. Since each zone has a separate set of items, and the game also has an autoloot function, this makes it fairly easy to figure out what you want to grab at any given point in time.

So, we’ve covered the MOBA, and the Survival game, which leaves us with the Battle Royale bit. Yes, there’s an another entire genre here. The only way to win in Eternal Return is either be the last person, or the last team standing. While this is pretty standard, and has the normal amounts of mental math of, “Do I fight or flee here?”, there’s one big tweak to the formula.

Most Battle Royale games have some sort of shrinking map that slowly closes in, and deals damage if you stay outside of the safe zone. Eternal Return has its own twist on the formula. Remember those zones I mentioned up above? As the game progresses, sets of zones get marked off to close. A two minute timer ticks down, and once that timer hits zero, the zone is closed off.

But not quite. See, you can still enter those zones. You don’t take damage, or lose life. Instead, you have a timer that ticks down each second you’re in the zone.

And if this timer hits zero, your head just fucking explodes and you die.

Now, you’re probably thinking “Wait, that just seems like a minor twist” on the whole “Collapse the play area to force the players into conflict” mechanic. And you would be right, if it wasn’t for how the end game works. Eventually the whole map becomes a death zone. At this point, whoever has the most time left in their bank can win without killing anyone as long as they can outlast their opponents.

The other interesting thing about it is how it opens up movement and routing. In most Battle Royales, leaving the safe zone is certain death, but in Eternal Return, if you find yourself losing a fight, running into a death zone can be a valid tactic. Even if the player fighting you is stronger, they’ll have to spend time to actually continue the chase, putting themselves at a disadvantage in the late game, which they may not want to do.

Okay, so that’s enough nice things about Eternal Return. Lets talk about all the annoying bullshit, and frustrating things about the game.

Starting with the minor stuff, the moment to moment gameplay of fights feels heavily inspired by the sort of twitch/micro movement of League of Legends. While this is neat if you like League, if you’re a Dota player like me, if you don’t play those games, I imagine it can feel a bit frantic and annoying. This is entirely taste based, which is why it’s the most minor.

Next up, the characters you play as. They are incredibly dull and boring. They feel like a series of characters pulled from random first draft webtoons. Their background has the flavor of a one-shot tabletop RPG character, with none of the interesting bits or quirks. I can’t tell if this is the result of garbage localization, but it feels like it might be.

I want to be clear: Leon’s background is possibly the best written of anyone’s in the game, if only because the idea of someone taking the “Are you winning son?” meme of a father walking in on their child crossdressing and making that into the lore for a character is at least a little funny.

Finally, all of the out-of-game UIs and menus suck. Why can’t I do anything while in queue? Why does queueing for a solo match require me to create a 1 player party? Why does trying to create a build suck so much, and why do builds only allow single item paths?

Oh, and on the subject of crafting: there consumable items you can craft (food and traps), but you can’t add these items to your build. You have to add them to your build queue in game after you’ve finished other items. I’m sure pros memorize what secondary items they’ll need and how to craft them. But maybe I should just be allowed to have secondary crafting targets added.

These are all minor gripes though. They won’t stop me from playing the game. The next two problems are bigger and straight up frustrating.

If you queue for a game, have the queue find a game, and then decline the game, you get a shadow ban from matchmaking. To be clear, the game doesn’t tell you that you’re shadow banned. But this has happened to both me and a friend, and the next time we tried to queue, we sat in queue for over 40 minutes without finding a match. We eventually then gave up because we had better things to do with our days. So if you… oh, I don’t know, queue for solos, have a friend hop on, then decline the queue, then queue for duos, you won’t be able to play because now you’re shadowed banned.

The biggest problem that I have with Eternal Return, though, is how hard it is understand why you lost, and to learn from your losses. Fights are small, twitchy, and complex affairs, and tend to be over in under a minute maximum. And when you die, you get kicked out to the menu. You can’t spectate your killer, or watch them to see if they win. Did you die because you overcommitted? Because you missed skill shots? Because they had food to heal, even though you both had large amounts of damage? Did you just get outplayed? Because it’s just a bad matchup? I don’t know, and there’s no way to find out by playing the game.

To my mind, this is the single biggest flaw of Eternal Return. Almost every other Battle Royale offers death spectate. Most MOBA’s have replays. Eternal Return has nothing. Just a single look at the scoreboard, and good luck, go play another game!

So yeah, that’s Eternal Return. Apparently it’s a big hit in Korea? It’s free to start, so if the mechanics sound interesting, I’d say check it out. You can download it for free on Steam here.

Author’s Note: Also, there are a few systems in the game I didn’t cover, like CCTV’s, and various EXP and weapon types, but I’m not sure they add enough mechanically to be likely convince someone to play the game.

Author Note: If I hear one more person refer to the art style of game as “anime” I will cut a motherfucker. The game is Korean, from Korea, made by a Korean studio. The art style is closer to something like Tower of God, or another Webtoon style thing. Just because none of the women in the game have heard of pants, and all the men have sparkle eyes doesn’t fucking make it anime.

Editor’s Note: Okay but, like, it’s definitely anime. Are you telling me that the guy on the left isn’t straight out of Naruto?



Tanto Cuore

A deckbuilder that will have you collecting anime maids, and also judging looks from anyone who sees you playing.

I like Tanto Cuore and I’m not afraid to say it. Many of the mechanics feel like a upgrade over Dominion, and while it doesn’t have some of the variety of Ascension, it does avoid the randomness. If you haven’t played either of those games, that’s okay. I’ll talk more about the mechanics in a bit. But first, a brief diatribe.

Something I thought about while preparing to write this article was the fact that I have different standards for when I feel like I can write about a game based on format. For board games, a single full play session is usually enough for me to feel like I can offer an opinion. On the flip side, I’ve recently played like 40 hours of Bloodborne, but because I haven’t beaten the game, I don’t feel like I can offer thoughts yet.

It’s an interesting dichotomy, and it would be relevant to the rest of this article, because while I’m playing the digital edition of Tanto Cuore, the game itself is a board game. So even though I haven’t beaten all the single player levels, or even a majority of them, I’ve played several more rounds then I might have if it was a standard board game. At the same time, I would usually feel a bit weird reviewing a game with only five hours played.

The key phrase here is “would usually.” Because 98% of the human population is going to decide that they don’t want to play Tanto Cuore after the next sentence:

Tanto Cuore is a deckbuilder in which all of your cards are anime maids.

Have we scared off the normies with this photo? Good.

Cool, so yeah, now that no one else is going to read the rest of this article, let’s get going, starting with a short definition of the deckbuilder genre.

If you haven’t played a deckbuilder before, they generally work something like this: each player starts with a simple deck of cards. On your turn, you play those cards to take actions, and generate resources to buy more cards from some form of central supply to add to your deck. Cards you buy or play go into your discard pile, and when you run out of cards to draw from your deck, you shuffle your discard pile and it becomes your deck again. Unlike a traditional collectible card game like Yu-Gi-Oh or Magic: The Gathering, with deckbuilders you create your deck each time you play the game. You start from scratch with the same deck of simple cards each time you play.

The goal of Tanto Cuore is to have the most victory points at the end of the game, because of course it is. Now that we’ve talked about the most boring part of the game, let’s move onto the maids cards.

Tanto Cuore has four types of cards. There are love cards, general maids, private maids, and events. Of those four, private maids and events are the simplest to explain, so we’ll start with them.

Private maids don’t go into your deck. Instead, they go into a scoring zone. When you buy a private maid, it enters your scoring zone, and until you buy another private maid, or something else special happens, you can use its ability. They also tend to be worth victory points at the end of the game. While the abilities can appear small at first, they tend to be mechanically impactful.

Events also don’t go into your deck. In fact, they don’t go anywhere related to you at all. When you buy an event, you play it onto another player, or one of that player’s maids in their private quarter. Events tend to either disable abilities, or be worth negative victory points.

Of the remaining two card types, the simplest cards are Love cards. Love is the currency you use to hire maids, and love cards can be played without spending any resources. In any other game, these would be called “Gold” or “Money.” But yeah, here it’s Love.

Which brings us to the last card type: the maids themselves. The maids are the most complex and as such covering them all in detail isn’t possible. Instead, I’m going to give a general overview of the sort of things they do and how they get used.

There are three resources that you have on your turn. They are Love, Hires, and Servings. Love is used to pay the cost to get maids. However, in addition for each maid you get, you also need to spend a Hire. The last resource, Servings, actually has two uses. You can spend Servings to play maid cards, but you can also use them to send specific maids to your scoring zone. Doing this removes the maid from your deck, but allows it to potentially also score bonus end game victory points.

It’s this mechanic that I think really makes Tanto Cuore stand out to me as a different from other deckbuilders in a meaningful way. Almost all deckbuilders have some form of victory point card that sits around and does nothing, or cards that are useful in the early game, but clog your engine in the late game. In Tanto Cuore, many of those cards are actually your primary method of scoring. Colette Framboise is the best example of this. You can spend two Servings to remove her from your deck, which scores you points. And since your deck starts with only 10 cards, removing her can vastly increase deck efficiency.

So, now that we’ve finally finished talking about Tanto Cuore’s mechanics, let’s talk a bit more about the digital version of the game, since it’s probably the easiest version of the game for you to currently get your hands on (and forcefully gift to your friends in order into guilt them into playing with you).

Overall, I think it does a fairly good job as a digital port of a physical game. While some things do feel a bit barebones, none of those are the actual game itself. There’s also an extensive singleplayer mode/tutorial with a variety of levels that seems to unlock foil versions of the cards as you clear the levels will completing various objectives. The video and audio sliders actually work really well, and the game has ultra-wide monitor support for some reason. Protip: After launching the game, go in and just… slide that slider for voices all the way off. Thank me later.

I do have one gripe with the digital version of the game though: as far as I can tell, there’s no way to see a list of all the cards in the game. See, at the start of each game, you pick several different maids to be placed into the central buy row. The rest of the cards aren’t used for that game. But this means it’s entirely possible to start a game and see a few cards you haven’t ever seen before. It’s not a massive annoyance, but I really wish there was an in-game card browser, or like… a PDF.

So yeah, that’s Tanto Cuore. A really cool deckbuilder about collecting maids that none of your friends will play with you, either because you had no friends before getting the game, or you won’t have any after trying to get them to play it. Remember kids, Settlers of Catan and every other Euro-game that promotes colonialism and hyper capitalism is a-ok, but god forbid you have skimpily dressed anime women. That’s simply a bridge too far.

Tanto Cuore is $10 on Steam, $42 on Amazon on the physical copy, and apparently like $1800 for the Japanese edition? Yeah, I don’t know either. It’s good though, and worth playing (although probably not for $1800).

Crowfall

More like Crowfail.

I’ve been trying to figure out what to write about Crowfall for the last few days. Let’s start with my opinion on the game: Crowfall is too fucking expensive to be worth playing. And when I say expensive, I mean both in terms of money and time.

If you want, you can close this article now, because the rest of it is going to be an extensive exercise in dead horse beating. If you’re still here, please grab your stick and join me.

I’d tolerate the mediocre graphics if the gameplay had any redeeming features. It doesn’t.

I want to start by talking about the easiest part of Crowfall to quantify: the simple monetary cost. Crowfall is $40, and it also has a monthly VIP system that costs about $15 a month. This puts it about on par in terms of pure cost with its competitors. Final Fantasy 14 is $60 for the full game with 4 expansions, and a required monthly subscription of about $15. World of Warcraft is $40, and also $15 a month plus the incalculable cost of knowing you’re supporting Activision-Blizzard, making it cost effectively infinite money. New World is $40 and the knowledge that you’re adding Jeff Bezos’s draconic horde of wealth.

So yeah, Crowfall is currently priced up there with a game that had more players on launch day than Crowfall has had estimated players total. And before you ask why I don’t have a better source for numbers, it’s because the devs turned that part of the API off.

This is a problem, because on a scale of “Virtual Disneyland” to “Digital Version of Detroit,” Crowfall is the latter. It wants to be a hardcore PVP game, with fights for territory, resources, and areas going on constantly. It has castles and landmarks that you can build up and guilds to join. As soon as you’re out of the pure tutorial world, when you die you drop 50% of your gold.

In the normal world, when you die, you drop half your inventory.

I have a bunch of small problems with Crowfall, but I have small problems with almost every game, so I’m going to talk about the big problem I have with Crowfall: the game expects you to do everything with other people. And not just a few other people, a lot of other people.

Let me give an example: One of Crowfall’s big ideas is that you are a “Crow,” a semi-immortal soul repeatedly brought back to life by the gods in order to fight for them. In terms of in-game mechanics, this means that to level up past a given point, you need to get and fuse with a new body.

Getting these bodies requires that you start by digging up body parts. In order to do this and get anything that’s not garbage, you’ll need the grave digger discipline. I believe it counts as an exploration discipline (more on that later). However, in addition to that discipline, which is a socketable rune, you’ll actually want an upgraded version of the grave digger, which you get by… farming random rune drops from digging up corpses. This requires you to have an intermediate shovel at a minimum, which means you’ll need to craft yourself a shovel, then upgrade it, which means you’ll need to mine and quarry stone, because those two are different. Once you have your upgraded rune that you got from RNG and upgrading (and you’ll need to socket Runecraft to actually upgrade it, I believe) you can actually start grinding again. Now, when you’ve finished grinding, you’ll have the body parts. You can’t use them yet, of course, you need to remake them. This means combining them with some other body parts, and also Ambrosia, which you’ll need an alchemist to make. Now that you’ve got all your body parts collected, you can finally combine them into a new vessel.

Hooray! Did I mention that doing this requires that you collect the right type of each body part for the right race of character that you want to create?

So why are we doing all of this? Well, because without doing it, you can’t actually play in a Shadows World, which is to say the big boy world. Up until then, you’ll play in what is basically a tutorial world. That’s right, this multi-step process just to create a character is more or less before you can actually start playing the full game.

Remember how I said we’d come back to that bit about minor disciplines? Well, you can only actually have two equipped at once, and you can only change them out in a temple. Long story short, there’s no reasonable way to do all of what I described above as a single person, or even a pair. You’ll need a guild or another group to work with. Without one, you’ll most likely have to stay in the beginner world, where drop rates are lower, and buildings seem to reset daily.

Now, it’s entirely possible you read all of this, and go “Wow, that seems like the game for me!” And maybe it is. Maybe you’re all excited about PvP, farming for random items for hours, and ganking other players.

One tiny problem: remember how I mentioned the devs hiding the player count up above? Well, that might be because the servers are incredibly fucking dead. In my time spent during the trial, I feel like I saw less than 30 players total outside of the spawn area.

Yeah, the game is not highly populated.

I have some other problems as well. The auto-attacks put all of your other abilities on cooldown, making combat super frustrating. The number of enemy types in PVE are really low. There’s no form of inventory sorting, meaning that your inventory more or less ends up looking like Minecraft. Speaking of mining, your auto attack and your harvesting abilities are bound to same key, so if you don’t click on that boulder correctly, you’re now in combat until that cooldown wears off in a few seconds. Oh, and if you try to put items of a type you already have into your bank, but don’t have an empty bank slot, you can’t. Even though you already have those items in your bank.

So yeah. Crowfall is an attempt at a sandbox, heavy player interaction MMO, but because there’s nobody playing it, and it takes forever to do anything. It’s filled with small annoyances, and systems that don’t feel fun (I’m looking at you, obscenely fast gear decay). Some of its ideas are decent, but on those bones sits nothing of interest.

All this to say: I don’t recommend.

Kyle’s Good Stuff Gamepass List

A list of Good Stuff you can get on Microsofts Gamepass Service.

Ah, Gamepass. If you haven’t heard of it, Gamepass is Microsoft’s “Netflix for games” service. After some jackass gave me shit for pre-ordering Back 4 Blood, saying that it would come out on Gamepass, and I could play the whole thing for like $10 instead of $80, I decided to see if there was anything else on the service I’d care about. And there is! In fact, my opinion is if you play more than 3 AAA games per year, it probably makes sense to subscribe Gamepass for a few months of the year.

So anyway, that’s what today’s thing is. A list of the good games on Gamepass that I’ve been playing recently, what each game is, what I think of it, and why you should play it. Some of these you’ve probably heard of, and some you probably haven’t. But anyway, let’s get into the list.

Ikenfell is a turn-based tactical RPG with quick time event-style minigames for attacking and blocking. (Think the Super Mario RPG sorta stuff.) Plotwise, the hook is that you go to a magic forest that has a wizard school in it to try to find your missing sister who was attending said wizard school.

Storywise, I thought it was amazing. The music was almost all really good. There was one boss battle where the music sort of took me out of the moment, but that was it.

With that said, the game is a little grindy. Unless you like the grind, I suggest turning on the game’s accessibility options or cheat mode to farm EXP, and then turning them back off for the boss fights, where the combat is the most interesting. The puzzles are also pretty good.

I love Psychonauts 2. It’s the best platformer of the year in my opinion. Psychonauts 2 is a puzzle platformer that requires a lot of outside the box thinking and trickery.

While it frontloads a lot of mechanics, I got used to them pretty quickly. The side quests feel amazing even when they’re just fetch quests. The Art style was mildly off-putting, but I got used to it after a bit. The story is also really good, and better then the first game in my opinion. While a lot of the gameplay returns from the first game, there are a few new abilities, including a time stop. There are also lots of new minigames. Finally, the pacing of new enemies is much better than its predecessor: there’s a new enemy each area, and a fairly good variety of foes.

If you do decide to pick up Psychonauts 2, I highly suggest you get the “Deal Double Damage, Take Double Damage” ability as soon as you can, because without it enemies can feel a bit tanky. Like trying to break a brick with a pool noodle.

Clustertruck is a fast paced 3d platformer. Unlike what the splash image might imply, you do not spend it smashing trucks into each other. Instead, you play a high-speed highway version of the floor is lava, except the only part of the floor you can stand on is trucks being launched at incredible speeds.

While I think Clustertruck has the best movement of anything in this list, I really don’t like how the abilities you use get unlocked. You have a trick meter that you fill by doing tricks and stuff. Except by the time I got to the final level, I had unlocked maybe half.

On that subject, I did not like the final level. It breaks a bunch of the conventions that the rest of the game set up, and not in a fun way.

Ed Note: We already have a full writeup on Hades that you can read here. As I don’t feel like retyping out 90% of that review, I’m just going to put two or three choice quotes from that article below, and call it good enough. Frankly, I think all the game of the year awards from…. everyone really do a good enough job.

“I have no criticisms.”

“The only roguelite that has ever made me want to keep playing just because of the strength of the story.”

“The characters and their relationships offer unique takes on the characters that you may already be familiar with, but will still be presented in a new light.”

So yeah, everyone loves it, and everyone but me has played it.

Sunset Overdrive is a action adventure game, with both third person shooter elements, and little bit of Tony Hawk movement. Its tone feels a bit like Borderlands.

This game came out in 2014, and it does sorta show. Character creation was limited, and all the characters look ugly IMO. But that’s the aesthetic. Graphics quality is fine for its time. The guns feel good, there’s a huge map to explore, and the characters are memorable and odd. There was one annoying child I wanted to run over a with bus, but after a bit, I didn’t want to run him over as much. So. Character development.

I do have two problems with it, but I have only played 5 hours so far, so perhaps these get alleviated? Anyway, here they are.

  1. It can be hard to find where resources you need for an upgrade are. There’s no radar or anything.
  2. I really don’t like the holdout missions where you have to protect some payload from zombies. In every other game with this sort of mission, you want to hold a position and mow them down. Since Sunset Overdrive instead wants to constantly be moving around to keep up your combo meter, the end result is the two systems clashing, and these missions feeling kind of junky to play.

So yeah, if any of these strike your fancy, you may want to check out Gamepass for PC.

Note: These were all played through Gamepass for PC. The editor to too lazy to check if they’re on all Gamepass for Xbox, because he doesn’t own one.