Halo’s TV Show Is an Utter Disappointment

I’m staring at my laptop screen guiltily, realizing that this, the first post I’ve posted in months, is not to share some life achievement or to inundate you, my Above Average readers, with the superb writing skills I’ve purportedly been honing while I’ve been gone.

Instead I’m going to complain about a TV show.

But goddammit, I can’t help it.

You want to know why I’ve been so absent lately? It’s because of work. I edit, write, and assist in managing a website that focuses primarily on gaming content, and trust me when I say it’s not as fun-filled as it sounds. It takes discipline to be on top of your schedule, diplomacy to work with the various (honestly wonderful, who am I kidding) personality types in our online spaces, and dedication to be working 42-hour weeks on average. (Sometimes it’s more.)

So in my downtime, I like to take some time to actually enjoy the medium my career now orbits around. I play games and I watch TV shows related to these games.

And as you, my faithful Above Average readers, might know by now, there is no gaming franchise I adore more than Halo.

And fucking fuck, they messed it all up.

I didn’t go into the new Paramount Plus show with bitter pessimism. I went into it with eager hope. And those first three episodes had me mightily intrigued. I liked a lot of the things this Silver timeline was dishing out.

Side note: For those of you not in the know, the Halo TV series has crafted this “Silver timeline” that stands separate from the events in the games and books and assorted canon materials. It’s basically a carte blanche to work with the content of the games without having to be bound by their existing narrative.

And while I wasn’t keen on Master Chief removing his helmet (the Halo equivalent of blowing your load outside of the restaurant before you’ve even met that first date), I wasn’t uber pissed about it. I was patient. Willing to see what they were going to give me.

They gave me a heaping pile of Moa shit.

They presented this character named Kwan Ha to us in the first episode as if she would be a foil to Master Chief. Where he was a jaded, brainwashed super soldier, she would be the spirited rebel with no desire to submit to the UNSC, the one to convince him to break free.

But they basically spent two episodes together and then never saw each other again.

And while Kwan Ha’s background appeared interesting, we never got the chance to really see it aside from one flashback. You can’t expect me to care as much about a side story you did not even have the decency to fully develop when you then decides to give it its own whole episode.

That’s not to say there weren’t good moments in the show. Many of the action setpieces were awesome, and I actually really liked the characters of Cortana, Dr. Halsey, Kai, and Captain Keyes.

But you know who I grew to loathe?

Master frickin’ Chief.

Or should I say John?

I don’t know who they think the Master Chief is, but it’s definitely not the douche nozzle they gave us.

I don’t even care that they showed his face at this point! Could they at least have made him less of a jerk?

Side note: I’d also like it if they could make Master Chief a person who does not sleep with a Covenant spy. That would be nifty. That would be really swell.

He frequently makes the most irrational of decisions, leaving us fans wondering hopelessly at what his motivations are. He gets angry in almost every pivotal moment in this one episode, and it just cements him as this unlikable person. It says something about how a character has been developed when you find yourself sympathizing with the scientist who kidnapped, experimented on, and lied to him rather than him.

For instance, at one point, Master Chief removes this emotion-blocking pellet from his lower spine so he can feel his feelings better. A fellow Spartan, Kai, sees this and gets the idea to do it herself. However, when she almost happily presents him with this information, he gets mad at her and declares her unfit for combat.

HYPOCRITE, MUCH?

Look, the thing that’s so cool about Master Chief is how much he gives and does for humanity, with little to no thought for his well-being. The drive he has to finish his fights and protect humanity whatever the cost makes him a hero.

You don’t see that here in the show. At all. You get a bit of it at the ending, but it feels less like a heroic act and more like a well-there-is-literally-nothing-else-I-can-do-to-get-out-of-this-situation act.

And I get it. Master Chief as he is in the games is a larger-than-life character. It’s tough to translate that to a TV show and have him be this relatable person.

Which is why this show should not have been about Master Chief.

Master Chief could have been a prominent figure in the show, but the main character should have been someone like Kwan Ha or Miranda Keyes or a random UNSC marine. Someone just trying to get through the struggles of a human-Covenant war from a position and perspective we could understand more easily.

If any of my Above Average readers are Halo fans, do you remember Forward Unto Dawn, that little miniseries 343 Industries did to promote Halo 4? That is a perfect example of what I’m talking about.

Lasky was just a dude with an allergy trying to figure out if he wanted to stay in school or not, with an intimidating mom and an older brother everyone thought was better. And when his school got attacked by the Covenant and Chief rescued some of Lasky and his classmates, he looked friggin’ awesome and amazing, but he did not detract in any way from Lasky’s story. If anything, he enhanced it. He inspired Lasky to be a better man, a better soldier in times of crisis. When Lasky decides to be a distraction so Chief can get a better angle on a Hunter, that moment is all Lasky. You are cheering for him, even though Master Chief is being way cool and flipping around sticking plasma grenades on the Hunter.

Side note: AXIOS!

That’s what this show should have been.

Okay, I’ve moaned and complained about this little video game television show enough. In the grand scheme of things, it’s not a big deal that it sucks eggs. I got to watch the show with a friend who loves Halo as much as I do, and that made the whole thing pretty funny, even though we were both shrieking, “What?!” more than half the time an episode was on.

I feel the need to apologize for not posting much, i.e. at all, these past few weeks. It’s not been some glorious vacation or anything. Work has been work. I spend hours of my day plugged into my computer, stuck in my computer chair, doing computer things for a job that entails a lot of computer. And when I’m done, I find myself wanting to hang out as far away from my computer as I can. Sometimes I’ll go for a nice walk; sometimes I’ll flop on the couch and watch YouTube videos. Other times, I’ll turn on my Xbox and play a few games.

Side note: My Xbox is not my computer, shush. It’s an entirely different thing, not the same at all. I’m on the couch when I play.

So I’m sorry for not being around much.

Actually, heck, I don’t know why I’m apologizing. I’m not sure how many of you are still with me. I don’t even look at my stats page anymore. For all I know, I’m posting this into the void. But it was fun to write it.

And as I keep reminding myself, that’s what matters. That it’s fun. And as long as it’s fun, I’ll keep doing it.

See you in the next post, my glorious, possibly nonexistent, Above Average readers!

I rate Paramount Plus’ Halo series a my-god-it-is-below-average-it-is-so-below-average-it’s-worse-than-my-blog-and-that’s-saying-something-because-my-blog-sucks.

Were It So Easy: Halo Infinite Review

I’ve waited a long time to review a new Halo game. I didn’t have this blog back when Halo 4 and Halo 5: Guardians came out. But ever since I made one, I’ve been champing at the bit to review Halo things.

The problem is, Halo things don’t just fall from trees. It’s been seven years since Halo 5 came out. Presumably, some of those years were taken up developing Halo Infinite.

And I spent all of those years yearning for a new Halo experience.

I’ve loved Halo for a long, long time.

I’m in no way the best Halo player out there. Far from it. In fact, you could probably count me as one of the worst players. I’m too brash in multiplayer, with no skills to back it up. I don’t bother spending time learning new tricks to make myself a better player either. I am the bane of my teammates’ existence.

But god help me, I love the games. I love the feel of them, the sound of them, the story of them, everything.

The soundtrack sends me in raptures.

I used to annoy my sister all the time, asking her to replay the campaigns with me. She got so fed up with me, my mother eventually had to step in and guilt-trip her into playing with me so I wouldn’t sulk and play alone.

My closest friends have all played Halo with me couch co-op style at some point during our friendship. Even the ones who don’t play video games.

I have more Halo books on my shelves than I do Stephen King books, and if you know how much I love Stephen King, you know that’s saying something.

So when I say I was “excited” for Halo Infinite, you’ll know that’s the understatement of the year.

This past December, Halo Infinite’s campaign released. Admittedly, it started off on the wrong foot for me because it released without a co-op option, but I kept an open mind.

And now, after having played it, I can say that Halo Infinite…

…is good.

It isn’t perfect, but it is good.

And I am thoroughly okay with that.

The Story

To briefly summarize Halo’s narrative is rough. A ton of things have happened over the course of the five mainline games, six spin-offs, and the multitude of novels centered around its universe.

So I’m not even going to try to summarize everything. Rather, I’ll just let you know what you can expect from Halo Infinite’s story alone.

Halo 5 saw Cortana’s rise to power over the whole galaxy, using Forerunner technology to bring every sentient species to its knees. Master Chief and the rest of humanity have to rally what little they can muster to counterattack.

Infinite starts with the Chief and the UNSC forces interrupted in the midst of eliminating Cortana by a force of grumpy ex-Covenant known as the Banished. The leader of the Banished actually defeats Master Chief, which means six months later, Chief has to pick up the pieces of what happened while he was out of commission.

The plan to defeat Cortana worked, but the Banished now have control of Zeta Halo, one of the giant ring-shaped superweapons the Forerunners left hanging around the universe. Given the temperament of the Brute in charge of the Banished, the notion of them having such a superweapon at their disposal is terrifying.

Master Chief, along with a reluctant Pelican pilot who just wants to go home and an eager-to-please AI known as the Weapon, has to reclaim Zeta Halo inch by inch, defeat the Banished at every turn, and contend with a new foe that is lingering on the ringworld as well.

Right off the bat, you can kind of tell that Halo Infinite ignores most of the story from Halo 5: Guardians. Though it uses its predecessor’s narrative to jumpstart its plot, Infinite charts its own course when it comes to the story. Gone is the excessive amount of characters introduced in Halo 5. Infinite focuses on a smaller, core group of characters, which means the emotional journey each one takes feels more impactful.

Things are able to breathe with fewer characters. It was hard to care about Locke, Vale, Tanaka, Buck, Chief, Linda, Kelly, and Fred in Halo 5: Guardians because that’s eight people indirectly vying for attention.

In Infinite, we are happily limited to caring about Chief, the Weapon, and the Pilot. When they go through a trauma, express reservations, or crack a joke, you just feel more because they are our human connections to the world we’re exploring and the narrative we’re traversing.

Infinite also improves upon the antagonists this time around. Fuck Prometheans. The Banished are where it’s at. Damn, I have missed Brutes.

In Halo 4 and Halo 5, these Promethean warriors were your enemies, but they were basically robots. They didn’t have a “personality.”

Brutes do.

They will get angry at Chief, taunt Chief, bum-rush him when they land in nearby drop pods.

Escharum, the leader of the Banished by the time Chief wakes up from his six-month nap, also has such a presence throughout the game. He’ll leave these long-winded messages gloating over the Chief. In a weird way, Escharum is happy the Chief survived because he wants a challenge in his life.

And it’s kind of nice to have a villain who wants you around.

That’s not to say I didn’t miss characters I was introduced to in the prior two games. Lasky is briefly mentioned in audio logs, and I found myself hungering for more information about him. I seriously wanted to know if he survived the destruction of the Infinity.

Hell, even Locke was referred to in an audio log, and I found myself wishing I knew more about what he and Osiris were up to during the events of Halo Infinite.

If you were unsatisfied with Halo 5: Guardian’s story, I think Infinite will be a balm to your soul. It feels more like a “Halo story,” if that makes sense, with less exposition and more experiences than in Halo 5.

The Open World

Many were surprised to learn that Halo Infinite would have an open-world structure to its campaign. While the series has definitely dabbled with an open world in levels like The Silent Cartographer, the games have all consisted of linear mission design.

When you’re first dropped onto Zeta Halo, there is this sense of wonder. You can see mountains in the distance, lightly touched by the rising sun, and you can feel awed at the assurance that you can in fact walk (and by walk, I mean sprint/grapple) to the top of that mountain.

Infinite encourages this sense of wonder at every turn. Fall damage is completely gone. You can shuttle up and down cliffs without having to worry about spraining the Chief’s ankle. And the addition of the Grappleshot means you can scale the tallest mountainsides with a few quick thrusts.

Sprinkled throughout the map are story objectives, upgrade locations, boss fights, unlockable FOBs, hidden audio logs, and rescue missions.

When I was in the middle of playing the game, I bemusedly asked my coworker if he thought they had cluttered the game with useless side content, like in current Assassin’s Creed titles.

He said, and I quote, “Yeah, I guess they did Ubisoft [Halo], but they did it in a classy way.”

The spacing of these missions and collectibles feels right, not too cluttered, not too far out. I never groaned to myself and thought, “Oh damn, another FOB to unlock.” I had fun opening up the map for myself.

However, I have two big complaints about the way Infinite is structured.

For one thing, while what we see of Zeta Halo feels grand and gorgeous when we first step onto its surface, it quickly becomes a bit monotonous. Gone is the variety of environments that we used to see in Halo games. There are no snowy levels, desert levels, swampy levels, or city levels.

You are either on the wooded surface of the ring or in the metallic interior. Those two environments are what you will constantly see while playing Halo Infinite, and while traversing the ring never gets tiring, the setting eventually wears out its welcome.

My second complaint deals in nostalgia.

As I said earlier, I love replaying the Halo campaigns. Every so often, I’ll still say, “You know what? I want to play Truth and Reconciliation.” And I’ll pop in Halo: CE and load up that third mission.

You can’t have that in Infinite.

The open-world format means no self-contained missions, and I kind of miss the cleanliness of being able to pick out one I like and replay it. If I want to replay a moment from Halo Infinite…I’m going to have to start the campaign from scratch.

The Combat

Oh my god.

I love the way combat feels in Halo Infinite.

The physics-fun nature of it, the glory of the Grappleshot, the sheer joy of a weapons sandbox that finally feels useful again.

Halo 4 and Halo 5: Guardians suffered from a terrible weapons sandbox. Half of the weapons in those games didn’t feel fun to use, so you never bothered with them. Of the roughly twenty-five weapons in Halo Infinite, on the other hand, I think I’m not fond of only two.

My favorite weapons to use were the Sidekick (the new pistol that has replaced the Magnum from previous Halo games), the Shock Rifle (this zappy sniper rifle thing that just looks super cool), and the Heatwave (a total Dead Space plasma cutter rip-off, but I love it).

Fighting the different enemies on Zeta Halo is also more fun than dealing with the Wardern Eternal a gazillion times.

The Banished have such a personality. I already said this in the story section, but it’s true in the combat too. Brutes either rush you in this mad rage, or they relentlessly shoot you with weapons as they taunt you. Elites are more reserved, and you have to deal with their shields. Jackals now have a new way to hold their shields as they fire at you, making them surprisingly tough to get used to as an enemy type. And Grunts…

…they’re just adorable.

Halo Infinite has given Grunts the best bits of dialogue I’ve yet heard from them in a Halo game. They’re cowardly, they’re snarky, they shriek, they cackle. And someone needs to give that Grunt Propaganda Officer a raise.

One of the new ways Infinite places you in a combat scenario is through boss fights. In both open-world areas and in story moments, the Master Chief has to go up against some tough Banished baddies, and overall, it’s a fun and challenging experience.

That said, there were some moments that just utterly ticked me off.

I’m going to go right out and say it, I was not fond of the Escharum boss battle. Close quarters with a rampaging Brute holding a Gravity Hammer that practically one-shots you with a health bar that diminishes in millimeters?

Color me not interested.

I like tough fights, don’t get me wrong. But Escharum bordered a bit on the unfair and unfun. My boss fight with him devolved into me swinging from one side of a cramped room to another, shooting at him for two seconds, then repeating. I whittled his health down bit by bit, and I was grimacing the whole time.

Conclusion

I desperately missed the couch co-op element of Halo games while I was playing Infinite, not just because it’s fun to play games with friends, but because Infinite itself feels like it would reach pinnacles of greatness if you had a buddy by your side playing it with you.

It captures the wonder of the original games almost perfectly, and it maintains it for a surprising amount of time given the lack of variety in environments.

The combat has also never felt better to me. It might not be the “competitive” type of gameplay fans of Halo 5: Guardians preferred, but it feels like Halo.

Approaching encounters and enemies in Halo Infinite is different every time. I could be tackling the same objective as someone else, but we could both go about it in very different ways, which heightens the game’s replay value.

And that’s considering that it may be harder to replay Halo Infinite because that means starting from the very beginning.

But I can definitely say it will be worth it.

I rate Halo Infinite a joy-to-play-for-a-long-time-Halo-fan-and-a-massive-relief-like-I-swear-a-weight-has-dropped-from-my-shoulders-faster-than-a-Scorpion-tank-drops-on-an-unsuspecting-ODST.

Cosmically Extraordinary: The Artful Escape Review

I’m going to take this moment and say thank god for Xbox Game Pass. I’m not one to needlessly promote things, but dude, if you like video games and you own an Xbox, you need to get Xbox Game Pass. It is such a good deal.

If I didn’t have Xbox Game Pass, I never would have gotten the opportunity to play The Artful Escape.

Forgive me for sounding hoity-toity (and for sounding like Captain Obvious), but this is a game that is more than a game; it’s goddamn art. The Artful Escape is not a story that needs to be told. It’s an experience that needs to be absorbed.

I picked it up on a lark, downloading it because of its small file size and eye-catching cover art. However, going into The Artful Escape blind was a blessing, so while I am going to go over spoilers in this post, if you have any intention of playing it, I recommend stopping right here. Not knowing what to expect is a large part of its charm.

On the surface, The Artful Escape is just a 2D platformer with some light Simon-says QTEs thrown in. You move your character left or right as you travel through various areas, occasionally jumping over gaps and ridges. As for the button-pressing, you just have to remember musical patterns and input them in the correct order.

But boiling it down to these gameplay components is doing the title a grave disservice. The game as a whole is so much more than that.

You play as one Francis Vendetti, an aspiring young musician who lives under the shadow of his “Bob Dylan” uncle. Okay, so at no point does the game outright say that Johnson Vendetti (Francis’ uncle) is Bob Dylan, but just give one of his songs a listen. We all know who they were trying to emulate.

Anyways, the legend of Johnson Vendetti, folk singer extraordinaire, is immense, so it’s no wonder that Francis feels a weighted obligation to live up to his reputation. However, it’s clear Francis is yearning to forge a bold new identity for himself.

With the help of some new friends, Francis thus begins a cosmic journey to find himself.

Technically speaking, Francis starts his journey to help famed guitarist Lightman perform for the ever-discerning Glamourgonn. But even though typing that sentence was really cool, it’s beside the point.

You see, even though Francis is being teleported across the Cosmic Extraordinary, meeting zany musicians and absurdly brilliant rockstar alien cultures, zooming across mind-blowingly colorful landscapes, and emitting star-studded melodies, The Artful Escape is not about his physical journey.

It’s more about his spiritual/mental one.

Not all of us have ever hopped aboard a Cosmic Lung and performed for millions of tentacled, cheering aliens.

But all of us have felt as if we couldn’t safely be ourselves in front of people, at least at some point in our lives.

Francis’ journey to gain confidence in himself and who he wants to be is one that resonates, and what makes The Artful Escape so great is that it resonates with such unabashed style. The visuals of the game are astounding, and even though Francis states he’s out of his element, he clearly belongs with these surroundings.

Oh. And the music. The soundtrack of the game matches the out-of-this-world vibe. It is one of the best things about this indie title, and even if you don’t want to play it, you should give the whole thing a listen.

There are portions of the game where you get to choose Francis’ cosmic rockstar name and arrange his stellar get-up, and this is part of where the magic of The Artful Escape hits home.

Even though this is Francis’ adventure, and you’re along for the ride, at times the game seems to transcend this. The choices you make when you name yourself, choose your origin story, and select your outfit define who you want your Francis to be.

I named myself The Cheeky Froley, so of course I was thrilled.

And the whole thing culminates with a spectacular interstellar cosmic light show. With lasers.

It’s not every day that I’ll play a game and just…feel good about being myself. Usually I’m playing a game to be diverted or to experience someone else’s story. But Francis’ galactic adventure felt like it was mine, even though I’ve never played for the Glamourgonn, ridden on the Cosmic Lung, or hell, picked up an electric guitar in my life.

I rate The Artful Escape an outer-space-roaming-inner-journey-I-will-never-forget.

Life Update #11: All Xbox, All the Time

Hey, everyone!

So while I’ve been writing, outlining, typing, and scheduling blog posts in advance, I realized today I completely forgot to let you guys know that the amazing, the impossible, the miraculous has happened.

I got myself an Xbox Series X.

For those of you not in the know, it has been abominably difficult to get your hands on the newest generation of game consoles this time around, be it a PlayStation 5 or an Xbox Series X. These babies launched last year, and I just now got my hands on one. Scalpers are running rampant, and it’s actually a serious issue. But thanks to some amazing friends who ensure I stay in the know, I was able to jump on my local Best Buy’s latest shipment when they went on sale and nab one.

And I have been obsessed with playing with it.

Honestly, it’s nothing too too special. It’s an impressive piece of hardware, make no mistake. But it doesn’t offer me much that was different from my Xbox One S.

However, its newness has just enamored me. When I first got it, I shamefully ditched my D&D group twice just so I could spend long hours playing a game. I marvel at the almost nonexistent load times. I gasp at how well some of the games look (though my TV could probably use an upgrade as well).

And may I just say that Xbox Game Pass is an utter delight? I wasn’t sure how I would feel using a Netflix-like service for my video games, but not a day has gone by that I don’t make full use of it. I’m playing new games left and right. I’m dabbling in genres I might not have tried out otherwise. The power of the Series X coupled with the myriad of games thanks to my Xbox Game Pass Ultimate subscription has made my time indoors chock-full of adventure.

Plus, the mini-fridge look just suits my gaming shelf perfectly.

Putting Control Down For a Bit

I hate writing this. It makes me feel ashamed of myself.

But if there’s anything this bloggy thingamabob has shown me, it’s that posting stuff that paints me as Below Average is par for the course.

So I’ve been playing Remedy Entertainment’s Control for a bit, and after some immense struggles, I’m going to put it on the shelf.

That’s right.

I’m giving up on it for now.

There are several factors that have made me decide to stop playing Control, and you should all know that I’m embarrassed and frustrated by all of them. And it was only after an explosive outburst with the boyfriend that I realized I really should not play something that puts me in such a negative headspace.

So here we go…

1. Performance Issues

This is easily the most understandable and swallowable (in terms of my pride) reason to put a game down. Control is not the most demanding game I’ve ever played, but holy hell, it is just not playing as it should on my Xbox One S.

Side note: I really should get a Series X. I just have to, you know, find a store that has one available.

When you play as Jesse Faden, you have some pretty cool super powers at your disposal. You can fly, grab chunks from the wall, and hurl them at people with your telekinesis. And no part of the environment is safe from this. I can point at a random wall and Launch portions of it at enemies.

But see, when I do that, everything on my screen slows down. It lags to the umpteenth degree. And the game suffers from an uncommon amount of blurriness during combat sequences.

There’s a voice in my head that berates me for leaving Control for this reason anyway, saying that I stuck through all of Ori and the Will of the Wisps’ issues. Why not fight my way through Control?

2. The Guns Are No Fun

Actually, that’s a lie. The different gun types in Control are all awesome.

But apparently, their damage output is nothing compared to your Launch ability.

Over time, I’ve learned that to do any real damage to enemies, using Launch to telekinetically toss shit at people is the most efficient way of dealing with combat.

And it’s like, why give me all these cool Service Weapons to use if the game seems geared toward ignoring them?

The voice in my head just scoffs and says this is a baby-poo-poo reason to give up.

3. I’m an Utter Failure When It Comes To Launching Things

To Launch an object at someone, you have to look at it, press a button, have whatever it is zoom toward Jesse Faden’s hand, and then release the button to have her throw it.

During boss encounters, I just couldn’t tell whether or not I was highlighting and grabbing the projectiles they chucked my way to use against them. So I’d hold the button to grab onto it, wait for it to zoom to Jesse’s hand, and then be dismayed when it turned out I hadn’t grabbed onto the projectile, it was just making its destined beeline toward me and eliminating all of my health.

And using Launch, as I’ve stated before, just demolishes the frame rate of the game.

The voice in my head just tells me to git gud.

4. Interrupting Side Missions

I love doing side missions in games. They’re fun. Red Dead Redemption kept me so distracted, I ignored the main storyline for far longer than I should have.

I hate the side missions in Control. The main story in Control is actually riveting, but these occasional alerts will crop up that completely halt the flow of the gameplay.

And what’s even worse, the first time an alert showed up and I went to go tackle it, I died almost instantly and that was it. No opportunity to do it again. It disappeared from my mission log entirely.

These alerts are just combat scenarios you’re supposed to take on within a set amount of time with almost no relation to the story.

The voice in my head is telling me I’m a wuss puss.

5. I Don’t Know How It Wants Me To Play

Normally when I play a game, I learn fairly quickly what playstyle the game wants me to adopt. When I first played Doom (2016), I learned early on that moving was key to survival. Whenever I got placed in combat, I knew I was supposed to run around the arenas while shooting demons because doing otherwise was death. Movement was key.

In any Gears of War game, I knew that taking cover was a vital aspect of gameplay.

In Risk of Rain 2, I learned that balancing my items was important for later stages down the road.

I don’t know what the fuck Control wants from me.

At first I thought it would want me to take cover, especially given how squishy Jesse’s health bar is. But two things make that blatantly untrue. For one thing, Jesse is given a lot of mobility powers, which indicates that the game wants you to use them. For another, enemies drop little health beads when they’re downed, and you have to run over them to collect them. That means if Jesse gets hurt, it behooves her to get closer to foes.

But when I tried rushing into rooms and diving into combat, I was quickly overwhelmed by enemies I didn’t even see. I would get surrounded and annihilated.

The voice in my head is asking me if I’m just stupid.

6. It’s Too Easy To Die and So Hard To Get Back

I bet Soulsborne fans are rolling their eyes at this one. Yeah, I’m being a major whiner right now. You can mock me in the comments.

When Jesse gets hit, her health takes a nosedive. And it’s hard to recover that health aside from killing a few enemies and rushing at their corpses to try to pick up that health confetti they drop.

And when you die, you have to sit through one long-ass loading screen before the game deposits you at your last save point (called a Control point). These Control points are often not even close to where you died.

Side note: Huh, this really is sounding like a Soulsborne game.

So if there’s a boss fight that is giving you trouble, and the Control point preceding it is far away, expect to make the arduous jog to that fight multiple times, complete with an annoying loading screen. This can get especially irksome if, let’s say, the boss fight takes place over a giant chasm, and in your eagerness to start the fight again you time your flight over it a little poorly, and that one fall sets you back to the beginning before you even had a chance to ineffectually Launch something at the boss.

The voice in my head isn’t saying anything so much as he’s just staring at me in judgment.

So there you have it. I’m putting Control down.

And I’m feeling utterly humiliated by that fact.

Volatile Voyages: Sea of Thieves Review

During my neverending quest to play through all the titles on Xbox Game Pass that I can, I came across Sea of Thieves. My coworker buddy and I were both pumped for trying it out because who doesn’t want to be a pirate?

Side note: I really should ask him if I have permission to use his name here. But I keep forgetting/chickening out.

Now, I have never played Assassin’s Creed: Black Flag, so Sea of Thieves was actually the first game I played that involved using a ship and sailing.

Nothing but excitement and anticipation filled my body as my coworker friend and I booted up and got ready to sail the seas.

And after several hours of adventure, mishaps, and extensive fishing, I know exactly what to say to people who ask me what Sea of Thieves is like.

It’s okay.

That’s it.

Sea of Thieves possesses a fairly shallow gameplay loop, so long-term replayability does not sit well with me. But those initial hours of exploring the world with a crew of your friends are undeniably fun and exciting.

The game starts off with a short tutorial that you must complete solo, but afterwards, you and three other friends can comprise a crew together. There are three different kinds of ships you and your friends can use: the Sloop, the Brigantine, and the Galleon.

Their layouts are similar, with most of the differences contingent on the increase or decrease in size between each. The Sloop is the smallest and can comfortably fit two players. The Galleon is the largest, and if two people tried to run that boat, they’re asking for trouble. Between running below decks to plug leaks and running back up to lower the anchor, every voyage would be a marathon.

Once you have a crew assembled, you can go on quests together, and one of Sea of Thieves’ problems is that these are all essentially fetch quests.

There are three types of quests available at the time of this writing. You can either receive a map of an island with some buried treasure to dig up and deliver to somebody, a bounty on some evil skeletons that you have to defeat in combat and deliver their skulls to somebody else, or a commission to transport goods from one person to another.

As you can see, a game comprised entirely of this can get fatiguing as you shuttle back and forth as a glorified deliveryman.

There are a few events scattered throughout the world, and I assume these are updated regularly, but they’re still pretty much the same. Fight off bad guys, take their loot, and deliver it.

On the bright side, your pirate is fully customizable. You can purchase different skins for your equipment, weapons, instruments, and more.

Sailing your ship is honestly the most exciting aspect of Sea of Thieves. It looks and feels like what I would imagine sailing an actual ship would look and feel like.

And the water.

My god.

I have never seen an ocean look so good in a video game. The waves pushing past your ship are so enticing, it makes you want to jump overboard just to be closer to them. Graphically, the sea is absolutely stunning.

One person can manage to sail around in Sea of Thieves, but it’s far easier and more enjoyable with at least two. You can take turns standing by the helm, adjusting the sails to catch the breeze, perching in the crow’s nest to keep an eye out for ships, examining the map below decks, or playing your hurdy-gurdy non-stop to maintain some mood music.

Side note: Oh, yeah. Sea of Thieves lets you play music on instruments you just have in your equipment wheel. When you and other players pull out the instrument of your choice and start playing, the music automatically harmonizes.

While sailing the expansive ocean, you’ll notice that the atmosphere changes depending on what portion of the sea you’re sailing on. For example, one area features sparkling sea-green water, with relatively clear skies, while another area to the south contains choppy, grey waters with stormy skies almost constantly. It’s a cool way to keep the generally static environment of an ocean feeling fresh.

While you’re sailing from point A to point B, several things can happen that shoot some excitement into an otherwise relaxing endeavor. Other player ships can appear on the horizon, causing the two crews to wonder if you’ll attack each other or just sail right by, ignoring each other. There are also monstrous sea beasts, like a giant shark and a kraken, that can attack your ship. These creatures are cued by threatening music, and the kraken is usually heralded by a sudden staining of the ocean from blue to utter black.

Peppered across the sea are small islands, and it’s here that you can pick up items, find those skeletons for your bounties, and dig up treasure. Though the occasional fortress or odd cave might differentiate these islands from each other, they feel largely similar. The activities you can do on each island are also the same. You can fish, fight, dig, or collect small animals that inhabit these lonely specks in an interminable ocean.

Sea of Thieves’ biggest flaw is its complete lack of an end goal. The only end goal I can see deriving from Sea of Thieves is earning enough money to pay for your favorite paint jobs. That’s it. And if customization is a game’s sole objective instead of just a side perk, you’re going to have a tough time drawing in and keeping players invested. There is no demonstrable story to find, and your character’s skills cannot be upgraded. Personally, aside from unlocking every parrot-themed skin I can find, there is nothing else for me to really work toward.

That’s not to say I haven’t had a great time playing Sea of Thieves. My coworker friend and I have had some outrageously hilarious adventures of our own making while playing the game.

Our most disastrous outing was also one of our first. We decided to take up a contract to deliver some chickens to an outpost. After receiving the chicken coops needed to carry these birds, we set out on a search of various islands for the specific type of chicken we needed.

It took us ages. We had terrible luck finding an island that sported chickens on its shores. Pigs and snakes must have bred like bunnies; they were everywhere.

Finally, we found an island with some chickens, and after a bit of finagling, we got two of them into our coops. We brought them on board and set sail for the outpost.

However, while we were sailing there, this mighty storm appeared over our heads. The waves became gargantuan slopes in front of us, rain poured down in sheets, and thunder sounded every few seconds.

The storm tossing us around actually caused damage to our ship, springing enough holes in our boat that our bottom deck got flooded. In an effort to save the chickens from drowning, I brought them above decks, near the mast. I went below decks to start bucketing water out of it and to try patching up some of the leaks. In the meantime, my coworker friend was struggling to control the helm and make sense of our spinning compass.

During one of my trips up to dump out water, lightning struck the ship and sent me flying out into the ocean. My friend immediately dropped anchor and was able to guide me back on board.

When I climbed back up, the two of us could only see smoking drumsticks in the chicken coops by the mast.

Apparently, the lightning struck and cooked our chickens.

At this point, we’d left the ship leaks so neglected as we stared forlornly at these edible remains that our Sloop slowly sank.

With our ship scuttled, we got a new one and tried to start another delivery quest. Almost as soon as we set out on that mission, a Kraken attacked our vessel, killing me and destroying this second ship as well.

We haven’t had a wild time like that in a bit; we have instead chosen to focus on fishing. I have my eye set on a parrot-themed fishing pole, and the only way to get it is to fish and deliver “pondies” to an NPC.

It’s quite relaxing, and we don’t get sent to Davy Jones’ locker as often as we used to.

I don’t want to turn anyone away from playing Sea of Thieves because it is a fun experience in those first few hours. However, don’t expect this to transform into a game you frequently return to unless they add more content.

I rate Sea of Thieves a pirate-adventure-that-loses-charm-over-time-but-can-set-your-heart-to-sailing-with-a-mesmerizing-sea-and-a-recipe-for-good-fun-with-friends.

Minecraft Has Never Been More Therapeutic

With it looking more and more likely that I will not be seeing my sister for Christmas due to concerns about the rising numbers of COVID-19 cases, it has never been a better time to dive into the world of Minecraft.

I did not get into Minecraft when it first came out in 2009, but I have always known of it. If you’ve never played Minecraft, it is a game like no other. The graphics are comprised of simple textured blocks, and your little character is placed in a biome (forests, deserts, plains, etc.) and let loose. Minecraft has no rigid structure by which you must play it. If you so choose, you can mine to the deepest portions of the map looking for diamonds and other precious stones. Or you can go around chopping wood blocks so you can craft enormous mansions in the middle of the woods. Or you can spend you life on the run, slashing at errant zombies, creepers, or spiders that come your way. Minecraft is brilliantly simple with numerous ways to get into it and relax.

When you play by yourself, it’s easy to get lost for hours trying to make a little house for yourself with your favorite materials. But one of the greatest pleasures Minecraft can offer is the ability to play with friends. You and your friend can explore the world together, mining your hearts out while you chat about how you day has been going.

During this pandemic, I’ve mostly played Minecraft with my friend Bubba (who I’ve mentioned before) and a coworker of mine (who shall remain nameless because I haven’t gotten their permission to write about them yet).

Bubba is a Minecraft veteran. He knows most of the ins and outs of the game, and he’s really skilled at making ornate palaces for us to live in. While I’m using my incredibly lackluster architectural skills to make rectangular prisms, he’s making rafters, cornices, and entryway steps on his latest masterpiece.

He even goes out of his way to decorate Nether portals. He makes them look like something straight out of a D&D campaign.

We once made an island home, complete with a roller coaster, floating farmlands, intricate stables, and an up-and-coming woolen statue on a nearby mountain. A lot of that was due to Bubba’s diligence and creativity. (I kind of just focused on the farming and the animals.) Unfortunately, we lost that world for a reason which shall not be listed here.

But it had to do with ray tracing.

My coworker and I have barely scratched the surface of what we can accomplish in Minecraft. We found a nice place to make a settlement near a dense forest, but it is terrifyingly prone to thunderstorms there.

While my coworker was busy building our house (you can probably sense a pattern here), I was making a pumpkin patch bordered by a fence. Rain started to pour and thunder boomed in our headphones. I was just a teensy bit unnerved, I’ll admit.

Okay, I was a lot unnerved.

My nerves certainly weren’t helped when lightning struck nearby.

Not that Minecraft is stressful or anything. I’d hate to give you that impression. My favorite thing to do in Minecraft is farm, and it’s one of the most relaxing activities you can do. You just clear out a little square of land, make sure it’s irrigated, i.e. place some water nearby, and then plant seeds. You can grow a variety of different things, from wheat to sugar to beets to potatoes.

You can also cook meat, so fishing is usually on my agenda too. There is nothing more chill than standing by a lake trying to catch a fish.

In a video game, that is.

I’ve never gone fishing in real life.

I live in a desert. Where would I fish?

So Minecraft has been a delightful escape from the depressing news of the real world. (Honestly, at this point, any video game is a delightful escape from the depressing news of the real world.) If you have not heard of Minecraft or if you have but you’ve never played it, I highly recommend that you do.

It’s a laidback experience that promises only good times.

(Unless your friend accidentally deletes a beloved world that you two shared and now you have to start from scratch.)

Rain, Rain, Go and Play: Risk of Rain 2 Review

People use the phrase “out of left field” to describe something that surprised them in some manner. The saying comes from the sport of baseball, and it is typically associated with a ball thrown from left field that can surprise the runner.

I don’t play baseball, but I’m rather fond of the saying. It’s one of my favorite ways of saying that something delighted or weirded me out unexpectedly.

Risk of Rain 2 came out of left field. I’d heard about it vaguely, information about the game coming from tiny references in gaming articles or offhanded mentions during a stream. So when the game was on sale, I decided to buy it and give it a whirl.

Holy shit.

Risk of Rain 2 surprised me with how engrossing and fun it could be. Its straightforward gameplay loop drew me in and kept me playing for hours. More than once, I stayed up till 2 in the morning trying to finish a lengthy run.

It is a roguelike third-person shooter, and for those of you who don’t know what the term “roguelike” stands for, it means the levels are procedurally generated and once you die, you’re dead. Your run is over. You have to start from scratch.

However, don’t let this turn you off from Risk of Rain 2. The game’s immense replayability makes it an utter joy to start up again.

The game has a decent handful of maps to explore. Each map will have randomly placed items every time you spawn there. Every map will also have a teleporter that needs to be activated to move on to the next level. Enemies will pop up to take swipes at you, and in order to defeat them, you should collect as many of the items as you can find on the map. These items cost money, and money is gained every time you down an enemy.

And that’s pretty much all there is to gameplay.

It’s a terribly simple premise, but it sucks you in with how satisfying it is. The game is action-packed, so there are never any dull moments where you’re wandering around the map with nothing to do. Enemies are constantly thrown at you, and you have to defeat them before an insurmountable swarm overcomes you.

In addition to that, the items (and how useful they are) are a huge part of why you want to persist in playing to the end of your run, no matter how long it takes. The items can stack upon each other infinitely. So, for instance, there is an item called a Hopoo Feather that gives your character an extra jump. There is nothing that stops you from getting more of these. As long as you can find them on the map and you have the money to buy them, you can stack these Hopoo Feathers like there’s no tomorrow until your character can jump in the air twenty times or more.

The absence of limits is liberating, and the game refuses to tell you no when it comes to gaining items. And when the enemies consistently increase in numbers and difficulty, you’re going to need those items.

Dodging foes can become a bit tricky when the screen is crowded with brightly colored enemies and laser blasts and fire attacks, but mastery over the combat eventually means you can recognize attack patterns and avoid them with practice.

My absolute favorite aspect of Risk of Rain 2 is how differently each character plays. Oftentimes, in games that include different classes, they all have the same feel when you play as them. There’s just a minor difference or two between one and another.

In Risk of Rain 2, the different playable characters you acquire all have different playstyles to get accustomed to.

And the fantastic thing is that even though they’re incredibly different, they’re all equally viable.

For example, aside from the Commando who is the standard default character, there is the Huntress. She’s got the lowest health pool initially from the group of characters you can unlock, but she’s the fastest. She can sprint and shoot at the same time, something no other character can do. Her bow also automatically locks on to enemies without you having to do more than generally aim in their direction.

If a squishy speedster is not your style, you can play as the Engineer. He can toss out grenades, but he’s not really a precision fighter. His true strength lies in his deployable turrets. Any items he collects are also applied to these turrets, which essentially gives him up to a three “man” squad any time he goes up against a boss.

But what if you like to get up close and personal? Then maybe the Mercenary is right for you. The Mercenary wields a sword, so getting right next to enemies is the name of the game. This is incredibly daunting when going up against flying opponents that like to stay out of reach, but it is oh so satisfying to slice them to bits.

Risk of Rain 2 was a surprising amount of fun for me, especially given that I’m particularly fond of story-based games. (I’m a fan of the walking simulator for crying out loud.) And just in case you were worried about not having played the original title, you have nothing to fear. I never played the first game. But that didn’t stop me from adoring the second, even though it did come from out of left field.

I rate Risk of Rain 2 a drizzling-torrent-of-a-good-time-that-is-unironically-the-perfect-game-to-play-on-a-rainy-day.

How and Why BioShock 2 Failed Me

My love for the original BioShock game is stronger than Superman’s ability to arm wrestle. I wrote a whole post about it. Even though it’s a grim setting, the world of BioShock charms me to no end. I love immersing myself in the universe and lore, and for those of you wondering, I even love BioShock Infinite.

As most gamers who have played BioShock will say, the weakest link in my BioShock adoration chain is BioShock 2. When asked about whether or not I liked the sequel, I have always just shrugged and said, “It was okay. Not amazing, but not bad.”

Well, after trying to replay BioShock 2 a few months ago (key phrase is “trying to”), my opinion has definitively changed.

I really don’t like BioShock 2.

As a gamer who likes to see games through to the end no matter my level of enjoyment, I found myself becoming more and more indifferent to finishing BioShock 2 until I eventually dropped it in favor of playing endless rounds of Risk of Rain 2.

Side note: Expect a future post about Risk of Rain 2. I just want to try out the multiplayer component before I type up a review/gush-a-athon.

If you have never played BioShock, this post might not mean much to you. I mean, why should you care why its sequel is such a disappointment if you’ve never played it? But if you’ve ever played a role-playing game (RPG) at some point, you’ll be able to understand my grievances well enough.

The first thing that works against BioShock 2 is that the wonder of the world of Rapture begins to fade.

In the original game, Rapture is an engrossing environment. It’s an underwater city that was meant to house artists, inventors, businessmen, and entrepreneurs in a world that functions like Ayn Rand’s wet dreams. However, as anyone who has read Atlas Shrugged and learned about the pitfalls of Objectivism knows, you can clearly see why everything went to shit. When exploring the world in the first BioShock, you’re just captivated by how terribly everything fell apart and the nuances of how a society like this could ever have functioned.

The second game takes place in Rapture as well, but there is nothing new about the principles of the place. It is still a decrepit underwater city that failed due to its selfish societal dictates. So the fascination with its downfall is lessened somewhat. In addition to that, since BioShock 2 attempts to incorporate new enemy types and environmental hazards in a world that has already established a history, every new aspect feels like a forced add-on.

The original BioShock was a crisp and unique monument. BioShock 2 added unwieldy lumps of clay to that monument.

The second thing that brings BioShock 2 down a notch from its predecessor is its premise. You play as a Big Daddy trying to reunite with his “daughter.”

Now, in the first BioShock, Big Daddies were the ultimate enemy types that a player could face. Hulking behemoths in gargantuan old-timey wetsuits that take lumbering steps that shake the floor (and your controller) as they protect their Little Sister charges, all the while moaning and groaning in a metallic fashion.

Big Daddies were the stuff of nightmares.They were a terrifying and ominous threat that you took on at your own peril.

In BioShock 2, you play as one of them, and while that might sound cool, it significantly lessens the vibe of what it means to be a Big Daddy.

Why?

Well, because suddenly, Splicers, the lowest form of enemies you can face in the BioShock franchise, can attack you with relative impunity.

It’d be as if you were playing a Lord of the Rings game, and suddenly Hobbits were giving trouble to the Ringwraiths.

However, that’s not where BioShock 2 fails the most.

The biggest turn-off for me while playing had to do with its RPG elements.

Now, the BioShock series features very light RPG elements in that you can upgrade your skill set throughout the game, slowly getting stronger, getting access to better weapons, and improving those weapons over time.

The first game handled these aspects well. You slowly built up your store of powers and gained weapon upgrades incrementally. Everything felt perfectly spaced out. Personally, I was always pumped whenever I got some ADAM so that I could upgrade my powers. And the new weapons were handed to me in unforgettable sequences that allowed me to try them out.

The second game, in my incredibly Below Average opinion, totally fudged this up.

Let me explain to you how the upgrade system works in BioShock 2.

As a Big Daddy, you need ADAM to upgrade and gain new abilities. ADAM is found in corpses scattered around Rapture, and the only ones capable of extracting it are the hideous Little Sisters. And even though you’re technically a Big Daddy, you can’t just summon up a Little Sister to follow and protect. No, you have to steal them from other Big Daddies. Once you’ve defeated a Big Daddy, you “adopt” his Little Sister, and she can lead you to corpses filled with ADAM.

Side note: Yes, the concept of taking red DNA juice from dead bodies is gross, but that’s part of BioShock’s charm.

However, it’s no small task for your newfound Little Sister to collect ADAM. For some reason, setting her down to suck up that sweet, sweet ADAM sounds a clarion call for every Splicer in a mile-wide radius to come attack you. Once you assign a corpse to a Little Sister for collection, BioShock 2 initiates this kind of defense sequence where you have to stop anyone from getting to her.

So collecting ADAM and upgrading your character becomes a long, drawn-out process that contributes nothing to the story. And to make matters worse, BioShock 2’s placement of Big Daddies and Little Sisters is super rushed.

For instance, at one point in the game, I have to confront a Father Wales. He’s this religious nut that has created a cult of followers in a section of Rapture called Siren Alley. Wales is stopping me and my character from reaching our pseudo-daughter, so he has to be dealt with. I enter Siren Alley with every intention of dealing with Wales immediately. His voice mocks me on the intercom, and I’m prepared to defeat yet another video game’s psychotic religious leader.

However, as I enter the beginning portions of Siren Alley, I see a Big Daddy leading a Little Sister along.

Any RPG player worth their salt knows that upgrading skills and gear is of paramount importance. You always tackle upgrades before diving into the story because you don’t know if and when a story mission might take you away from a place you could have gotten some much-needed skill improvements.

So what do I do?

I prepare for a Big Daddy showdown.

After defeating this other Big Daddy and taking his Little Sister, I have her lead me to as many ADAM-filled corpses as she can. Each time we find one, I prepare for the imminent onslaught of Splicers before setting her down. I lay out some traps at different entry points, buy a few health kits, and hunker down for the attack. Finally, after she’s gotten me all the ADAM she can and I’ve killed a city’s worth of Splicers protecting her, I drop her off at a vent and prepare to continue my quest to stop Father Wales.

But then my controller starts to shake and I hear the giggles of a Little Sister. Turning the corner, I see another Big Daddy and Little Sister in this very same area. I sigh, gear up for another unsatisfying Big Daddy showdown, and take his Little Sister when I’m done.

I take her to the corpses she can find me and engage in more defend-this-ADAM-collecting-machine segments of gameplay, and after two hours of playtime in Siren Alley, I have not progressed an inch in terms of advancing the story. I’m in the very same section of plaza that I was when I entered this area.

And so, after some listless slogging, I finally dropped my replay of BioShock 2.

I’m currently enjoying Risk of Rain 2 to no end.

A Morbid Family Tree: What Remains of Edith Finch Review

I’m actually rather fond of walking simulator games. It scratches an itch I got while playing BioShock. Exploring Rapture was more than half the fun of that game. There were actually portions of the game where I wanted to stop shooting splicers just so I could look at the environs. Walking simulators, at their best, give you the experience of discovering a story just by looking around and interacting with your surroundings. You glean the story at your leisure by seeing environmental details.

What Remains of Edith Finch stands out from the modest crowd of walking simulator games thanks to its unique gameplay elements and odd storytelling. However, unless you’re already fond of the calm of a walking simulator, I would not necessarily recommend this game to you.

I first heard of it through the power of online reviews. While researching games like Firewatch and Gone Home, What Remains of Edith Finch would get mentioned a lot. Its premise intrigued me so much, I avoided reading any more about it after that. And I finally got a chance to play through it this week.

This is going to be a spoiler-heavy review. Just warning you. It’s been out for about three years, so I’m not too worried about ruining it for anyone, but if you have any interest in playing this game whatsoever, I highly recommend you stop reading now.

Side note: Huh. Feels odd to recommend people stop reading my writing.

The game starts out with narration from protagonist Edith Finch. She is who we play as for the most part, and the story is about how she is finally returning to her old family home after years away. She wants to learn more about a curse that has plagued her family tree for generations, and the only way to do this is by exploring every room of the odd-looking house.

Whenever Edith narrates something, her words physically appear in the game. I’m incredibly fond of captions, so this was a delight for me. They’re imaginatively used too. When Edith is about to open a gate, softly speaking about her trepidation returning home, her words appear above the gate. As she pushes it open, her words are shaken away by her motions.

This quirky attribute continues as Edith explores the rest of the house. The house itself is a ginormous testament to weirdness. Piles of books are everywhere, pictures completely cover nearly every wall, cans of fish are stacked on more than one kitchen counter, and odd knick-knacks litter the shelves. Many lives have passed through this house, and it clearly shows.

When you stumble into a family member’s room for the first time, you learn that this game will take on an anthology type structure. As Edith discovers important items from each family member, their stories are told and Edith learns the true extent of the “curse.”

You might be wondering at this point about what exactly this curse is. It’s never made entirely clear, but you figure out quickly enough that it has to do with every family member reaching an unfortunate and odd end.

That said, even though the different family members tell different stories through narrative and gameplay, they all end rather tragically. However, they do take on a fantastical aspect at times, making the game experience more palatable than just a march of death.

Again, I’d like to reiterate that if you haven’t played the game, you should really stop reading at this point.

Each family member has their own story that is played a different way. My favorites are as follows:

  • A young girl has a dream that she gains an insatiable appetite. She imagines herself to be a cat, an owl, a shark, and a monster in quick succession, constantly finding herself hungrier and hungrier. The outlandishness of this notion, mixed with humor and horror, makes it one of the more memorable stories.
  • A teenage girl spends a pulpy night of horror at home alone when a masked villain shows up on her doorstep. Told in the same manner as Tales from the Crypt, you guide her through this stereotypical fright night with only a crutch to defend herself.
  • A baby’s imagination runs wild during bathtime as he leads his bath toys through orchestrated acrobatics while his parents argue in the other room. This is perhaps the saddest tale, and I did not want to see it through to completion.
  • A dejected worker at a fish factory pictures himself as the hero in an isometric adventure. The images in his head soon take over his work life to an exaggerated extent. You find yourself becoming just as distracted as he is by his grand quests.

The ending feels like it comes all too soon, and to be honest, I wasn’t happy with it.

Edith’s last night at the house is explained, and yet not explained, the ambiguity of the curse being left to the player’s imagination. In addition to that, it is revealed that the words of Edith’s narration were written for her unborn son. She apparently died during childbirth, and the game ends with her son visiting her grave.

That said, the individual stories of her family members are incredibly moving and engrossing without overstaying their welcome. I’d play the game for those moments alone.

I rate What Remains of Edith Finch an interesting-walk-with-engrossing-gameplay-and-story-elements-that-made-my-jaw-drop-so-often-I-got-a-bruise-on-my-chin.