The use of full motion video in games used to be a kludge; done to inject a semblance of realism into an otherwise unrealistic world. Even with brand name actors they still had the penchant to be campy and overacted, but that ended up being part of their charm. The late 90s to early 2000s saw FMVs fall out of favour, replaced instead with cinematic renderings or in-game cut-scenes. Recently however the FMV has been making something of a comeback with titles like Quantum Break upping the ante when it comes to mixed-media productions. However what I haven’t seen up until now is a movie production that incorporates game elements and that’s where Late Shift, from CtrlMovie, comes in. At its heart Late Shift is very much a film production but it also incorporates the idea of player’s choice, putting you in charge of how the movie plays out.
Late Shift puts you in control of Matt, a young student who’s taken a job as a parking attendant for high end cars. The night begins like any other with Matt taking his place at the front booth and settling down to while away the hours until his shift is over. From here where the story goes is up to you and you’ll be faced with numerous decisions over the course of the film, each of which can have a drastic impact on how the plot plays out. Late Shift features some 180 decision points, 7 different endings, 14 chapters combining into a total of about 4 hours of film. Suffice to say it’s an impressive gambit and one that I didn’t think would grab me as much as it did.
The film made its debut on iOS and in select cinemas last year, only coming to Steam just recently. Reading up on the cinema release shows that they used an audience majority vote to dictate the choices, using the audience’s smart phones to cast the votes. Indeed it seems that CtrlMovie’s whole focus is on developing technology to support more movies like this with Late Shift demonstrating on the bare essentials of what they are currently capable of. In all honesty I’m excited to see where this kind of tech could lead as I’m a big fan of narrative focused games and, whilst I’ve said I like interactive movies before, this is probably the first title to be 100% true to that idea.
Mechanically Late Shift is very simple: at various points throughout the movie’s run time you’ll be presented with a bunch of options. Depending on which one you choose certain things will happen and the course of the story may change. I’d estimate that about half the chapters are “mandatory” in the sense that there’s really no way to escape them but even in them there’s a bunch of decisions that change how that particular chapter plays out. There’s also the option of not making a decision at all (if you allow the timer to play out) but from what I can tell that by default chooses the leftmost option. Once its all said and done you’ll be presented with a screen that shows you how many decisions you made, the number of chapters you saw and the endings that you unlocked. It would’ve been nice to see the global statistics for choices at this point but they weren’t included (and I can partly understand why, they don’t want to spoil the other endings).
I was initially on the fence about whether or not Late Shift would be worth it but after playing it through once myself I was sold on it. My wife also enjoys these kinds of interactive stories (she played Until Dawn no less than 4 times over) so we sat down to play it through again together, this time with her in the driver’s seat. It was interesting to see the choices which, on the surface, would seem to not matter actually influencing some aspects of the story quite heavily. Additionally her ending played out completely differently to mine, showcasing some decision points which, in my play through, meant nothing but for her meant a lot more. Interestingly her play through also highlighted that there is a “path of least resistance” as the game will put up a lot more roadblocks to some decisions than others.
The tech that drives this is relatively simple however there are a few rough edges that could be smoothed out a bit. CtrlMovie boasts “seamless playback” on their website but it’s anything but with decision points, the interface freezing up for a half second or so as it loads the next bit of video. Additionally, and this might have been due to us using Steam in-home streaming for the second playthrough, the click recognition on the decisions can be a little finicky at times. Both of these things aren’t huge distractions from the overall experience though and are things that can be easily fixed with a few minor patches.
Late Shift’s story is a crime thriller and its strength comes from the interactivity. If it was presented just as is I don’t think it’d be anywhere near as engaging as it is otherwise. There are a few weird plot holes that exist due to the interactive nature, mostly things that may/may not have relevance to your particular story thread. I’ll stop short of saying it’s a must see for everyone but if you’re a lover of narrative-first games, walking simulators and the like then Late Shift is definitely up your alley.
Late Shift shows that the ideas of player choice can translate well into the land of cinema. It’s definitely a 1.0 product although that being said the rough edges and handful of choice-driven plot holes are a small price to pay for the overall quality of the end product. I really can’t say much more without diving into spoiler territory but suffice to say Late Shift was an unexpected gem, one I’m sure will get a few more playthroughs in the future.
Late Shift is available on iOS and PC right now for $12.99. Game was played on the PC with a total of 2 hours playtime and 40% of the achievements unlocked.
When playing games that wouldn’t fit the typical definition of the medium there’s always one question I ask myself: was this the only way this story could be told? Certainly for games where your choices matter there’s a strong argument (although who didn’t love those choose your own adventure books as a kid) but for linear, narrative focused games the choice is less decisive. There’s a lot to be said for interactivity, which can drive immersion in a story, but for some titles this can actually be a distraction. Such is the story of Last Day of June, a story that could have been served just as well, if not better, if presented as a short movie rather than as an interactive title.
Last Day of June follows the story of Carl and June, two people who are so adorably in love that you can be absolutely sure that tragedy is just looming around the corner. The sun is setting on a beautiful autumn day which you’ve spent down at the lake together. However it starts to rain and you both make a beeline to the car before you get soaked. On the trip home however tragedy strikes and you awake as Carl, alone in your house and wheelchair bound. What follows is a story of uncovering the events that led up to that tragedy and, interestingly, giving you the chance to undo the damage that has been wrought on you.
On first look Last Day of June’s visuals appear simple though they are anything but. The aesthetic is a combination of Picasso-esque caricatures and dreamlike visual effects which give it this kind of surreal cartoon feel. The characters big heads and lack of eyes do make them a little disconcerting to start off with but that fades relatively quickly. The amount of detail put into the areas you’ll be wandering around is impressive until you realise that you’ll be retreading it multiple times over throughout the course of your play through (more on that later). If nothing else Last Day of June is a visual marvel, one that manages to escape the Unity look-and-feel trap that many other titles fall into.
Whilst not strictly a walking simulator Last Day of June plays a lot like one. The same day is presented to you through different perspectives and the only way to progress is to figure out the way to change their outcome. Each of the different puzzle perspectives are simple enough but changing actions in one can have effects on another. This is all interspersed with flashbacks to the character’s memories, hidden collectables and a few other things which tilt this more towards a story focused puzzler than a more traditional walking simulator. Last Day of June’s biggest flaw isn’t from the execution of its core mechanics however, it’s from the ungodly amount of retreading a path already taken to progress the story.
Each of the new perspectives brings with them a new puzzle to solve and all of them will require you to undo things that you’ve previously done with another character. This means re-watching the same cut scenes over and over again as you stumble your way through each of the puzzles. Worse still all of them require you to go through the motions of failing the puzzle first before giving you the freedom to fix them, even if you’ve already managed to figure out a solution in the first place. This is only exacerbated by the lack of any skip function, even for cut scenes you’ve already seen multiple times before. I can partly understand this from a game length perspective, with my play through only clocking in at around 3 hours, but padding a game out with repetition isn’t something I’m in the habit of commending.
Last Day of June is also not free of technical issues, one particular one which I couldn’t get a fix to for several days. After playing for an hour or so I decided to call it there for the day but, upon launching it again, the game would crash just before the main menu. I traced the issue down to my save file (renaming it allowed the game to run) but nothing could cajole it to run with that file. After logging a support ticket and getting told to reinstall and verify the cache files (something I had already done but did again anyway) I was able to get back in. I’m not the only one suffering from this issue either as there’s quite a few people reporting the same problem both on Steam and on the official forums. I’m sure issues like this will get ironed out eventually but it did mean that I spent an hour or so on troubleshooting when I could have otherwise been playing.
I’m on the fence with Last Day of June’s story. Sure some parts of it resonate with me but the lack of dialogue does mean that there’s a certain lack of depth to most of the character’s development. Carl, for instance, doesn’t really receive enough development for me to empathise with him and June’s best friend’s crush on him feels like an unnecessary aside. I can identify with the themes of dealing with grief, wanting to change things that you can’t and all that but if I’m not invested in the characters their struggle will just feel hollow. It’s possible that a lot of my feelings are born out of the frustration I felt with having to retread the same path so many times which is why I thought that this story may be better served as watched rather than played. I would be interested to hear what anyone who watched it on Twitch or YouTube has to think as my money’s on the experience being just that much better.
Last Day of June comes out strong with it’s beautiful visuals and wonderful sound track but falls short in most other respects. The constant replay of puzzles you’ve already solved means that a lot of time is burnt on repetitive tasks, something you wouldn’t usually see in a 3 hour game. The short play time also means that most of the characters aren’t given enough time to develop fully, at least not to the point which this writer empathised with them enough. I’m willing to admit that it might be my frustration that was boiling over into other aspects of the game that’s influencing my feelings here, so your mileage may vary.
Last Day of June is available on PC and PlayStation 4 right now for $19.99. Game was played on the PC with a total of 3 hours playtime and 71% of the achievements unlocked.
It’s been the better part of a decade since I played a game from Ninja Theory. Whilst not everyone enjoyed Heavenly Sword as much as I did (although I do agree with many of the criticism levelled at it) I thought they had potential as a developer and hoped they’d go on to bigger and better things. The following decade has given them a modicum of success, although not with any titles I’ve cared to play over the years. When I saw some of the tech demos for Hellblade though I was reminded of what drew me to Heavenly Sword back in the day, and ever since then I’ve been eagerly awaiting its release. Whilst Hellblade isn’t what I had expected it’s an exceptional game in its own right, even if it will drive you slowly insane.
Hellblade: Senua’s Sacrifice’s plot is hard to give an introduction to without diving deep into spoilers but I shall endeavour to do so. You play as Senua, a member of a Pict who’s made a pilgrimage to…somewhere… in order to save the soul of your beloved one. You’re haunted by numerous voices who speak to you incessantly, voicing all your inner doubts, fears and, sometimes, granting you strength to push through your turmoil. The path you’re following is one dictated by Norse mythology and will ultimately lead you into one of their other worlds: Hellheim. Reality, illusions and delusions all blur together in a mess of truth and fiction, one that Senua must follow to its ultimate conclusion; wherever that takes her.
The visuals of Hellblade are stunning, utilising many of the modern features of the Unreal 4 engine to their fullest extent. Whilst the environments you’re placed in may seem large however that in of itself is an illusion as the traversable world is actually quite a lot smaller. I believe the reasons for this are two-fold: primarily it’s for performance as larger environments would necessitate heavy compromises in other areas to keep it performing at a consistent level. Secondly Hellblade isn’t a game about exploration and whilst there are a few things to be discovered if you move off the beaten track it’s certainly not the game’s main attraction. If I was being childish I’d say that was the protagonist’s hair, given Ninja Theory’s penchant for wanting to show off their physics engine, but I won’t do that…
Hellblade is billed as a action-adventure/hack and slash type game and, whilst it has elements of that, it’s actually a bit closer to a walking simulator in most respects. For the most part you’ll be walking through the environments, mis/guided by the voices in your head as others narrate your journey. There’s no levelling, loot or crafting systems to speak of but you will get some different abilities unlocked for you as the game progresses. The combat sections inbetween there are a mix of hack and slash coupled with some Souls-light style game play, focusing on movesets and reaction times. Puzzles are mostly visual in nature, pushing to you look at things in different ways in order to unlock doors, restore objects or transport you to between worlds in order to move onto the next room. In this era of modern games that attempt to do everything Hellblade is a refreshing lesson in focus, leaving all the unnecessary game elements at the door in favour of spending more time on the ones that matter.
The combat is quite enjoyable for an experienced Souls player like myself, mostly because it’s a lot easier by comparison. The standard enemy tropes are all there and their movesets are relatively predictable, meaning that for even inexperienced players it shouldn’t be too much of a blocker. The boss battles too are quite enjoyable, providing a different challenge to break up the other combat engagements. Unfortunately the ramp up in difficulty comes from the game simply throwing more of the same types of enemies at you, culminating in a final battle which is no different from all the other battles you’ve fought before. Considering the game only runs for about 6 or so hours this highly noticeable repetition is unfortunately one of Hellblade’s biggest flaws.
Puzzles are for the most part straightforward once all the mechanics have been demonstrated to you. Initially it can be a bit confusing as the solution can be visible but the way to get to it very unclear. Once you’ve figured out the various mechanics for seeing through illusions, changing perspectives and whatnot it becomes a lot easier. Hellblade does a good job of guiding you through the puzzles however there were still a few that stumped me, mostly because I couldn’t distinguish a certain visual element. Searching around for answers I can see I’m not alone with this so there’s definitely some room for improvement from a design viewpoint. Still I think that overall the puzzles are well designed, intuitive and feel like an organic part of the experience rather than an artificial blocker to progression.
Hellblade announces at the start that it’s best experienced with headphones and, whilst I largely agree with this, the reason isn’t so much due to the game’s general audio experience (although that plays a part). The reason for headphones is for the voices in your head which, maddeningly, do everything you’d expect voices in someone’s head to do. Most voices prefer one ear over another, they’ll quite often talk over the top of each other and they’ll continually provide commentary on everything that’s happening. It’s done deliberately, and for that I applaud them, but it’s also one of the reasons why I couldn’t play for more than an hour at a time. Having that going on constantly is an extremely draining experience, so much so that when they went away for the first time I had a palpable sense of relief. Hats off to Ninja Theory for developing an experience like that but make no mistake, it can make playing Hellblade an exhausting experience.
By and large the game is well polished although there are some weird glitches that can occur. Senua’s hair can go a bit wild from time to time which, whilst distracting, isn’t game breaking. I did have a few times where I got stuck in or behind invisible barriers, most notably during Sut’s trial where you are supposed to get pegged in a ring of fire to fight some Northmen. For whatever reason I was outside the barrier when it got erected which restricted my movements considerably. I was able to finish the fight and progress however but it could have easily gone the other way. I didn’t get any performance issues like others had described however I did play after the first round of patches came out. I’d hazard a guess then that these minor gameplay issues would also be sorted out in future patches.
Hellblade’s story is an extremely tragic one, something you learn about very early on. As one of the game’s core tenants is that it will lie to you with reckless abandon (as shown by the whole “All progress will be lost” thing if you die too much being a lie) it’s hard to discern just what’s true to the story and what’s not. Certainly much of it makes a lasting impression and it’s delivery is exceptional. However at the final conclusion I found myself feeling a little hollow with how things turned out. I’m not sure if it was the exhaustion from dealing with voices in my head or the fact that I didn’t quite understand what the objective truth was but that’s the feeling I was left with. Unlike similar stories that left me questioning just what happened though I didn’t turn to the Internet for answers. Maybe I will later, I don’t know. Suffice to say that whilst I think the story is well told I’m not quite sure how I feel about it overall.
Hellblade: Senua’s Sacrifice is an exceptionally well crafted game from Ninja Theory, showing that they’ve been no slouch in the decade since I last played one of their games. The visuals are stunning, both in terms of raw graphics as well as the visual theme and the environments its set in. The game’s focus on a few key elements rather than a whole lot of ancillary mechanics is refreshing, putting the focus firmly on telling the story. Some of its major flaws are that its combat becomes repetitive quickly, escalation in challenge only coming from increasing numbers of enemies, and that the overall story feels a little hollow at its conclusion. Still overall I think Hellblade: Senua’s Sacrifice is still worth the price of admission, if you feel you can deal with the voices in your head that is.
Hellblade: Senua’s Sacrifice is available on PC and PlayStation 4 right now for $29.99. Game was played on the PC with 6 hours of total play time and 93% of the achievements unlocked.
The class based shooter genre has seen a massive uptick in popularity over the past couple years, built off the back of exceptional titles like Overwatch and Titanfall. With that popularity comes a struggle for originality as new titles attempt to lure players in with the promise of fresh ideas. However new ideas are only part of the equation, the core game mechanics also need to be solid in order for those ideas to be able to shine through. LawBreakers, a game from Cliff Bleszinski’s new development house Boss Key Productions, brings some new ideas and solid core mechanics but has little to keep you coming back.
LawBreakers is a class-based arena shooter with 9 classes and 4 distinct game modes. The game’s tagline of “gravity defying combat” comes from the various micro-gravity zones that are scattered around the map, drastically altering your ability to move around it. The character classes are all on the RPG holy trinity spectrum with various shades of tank/healer/DPS mixed in. Of the 4 game modes 2 of them are pretty much identical (overcharge and uplink) whilst Blitzball is just capture the flag and turfwar is domination. At the conclusion of each game you’ll be given a score which determines your XP and, with each level up, you’ll be given a shiny stash box that contains decals, sprays and gear to customise your favourite character with. All in all it’s your pretty standard arena shooter affair with the low grav zones being the only real differentiator.
As you’d expect (given the developer’s pedigree) LawBreakers is built on the Unreal 4 engine and looks quite good, opting for a more realistic art style. Much like Bleszinski’s previous games it’s lavished with bright colours, outrageous neon lights and an all round exuberance of colour. When you get in the thick of the action this can be somewhat confusing visually but I’ll take that over the drab, uniform visuals so many shooters prefer any day. These visuals are also well optimised with LawBreakers never experiencing any noticeable slowdowns or lockups during my time with it.
The 9 different character classes largely follow the same pattern: a couple core abilities on short-ish cooldowns with a big ultimate which is on a timer. Everyone has a “fuel” resource which, depending on your class, influences how you can use certain abilities. Mobility is a non-obvious stat which will greatly impact how you play certain characters as, depending on what skills you have, certain parts of the map will be far easier to navigate than others. Indeed a big part of LawBreakers’ game play is your movement and momentum as players who are able to move swiftly and accurately around the map will likely perform far better than others who try to play LawBreakers in a more traditional way. All that being said however the character classes all follow the standard class based shooter tropes pretty closely with easy parallels drawn between them and the classes of other games in the genre.
In terms of how LawBreakers plays it falls into the mid-TTK (time to kill) bracket, not being as fast an spammy as say Call of Duty or Titanfall but definitely faster than something like Overwatch or Team Fortress 2. This means you’re unlikely to get one shot out of no where (although that can still happen) but you’re unlikely to have a fire fight that lasts longer than 5 seconds. Changing class is relatively painless, the only thing that you’ll lose being the charge on your ultimate. If I’m honest though ultimates in LawBreakers aren’t as game changing as you’d expect them to be with some of them being quite lacklustre. Of course the character classes with not-so-great ultimates make up for it in other ways. Overall the core game mechanics feel solid but it’s the things beyond that which leave a bit to be desired.
LawBreakers playerbase has been steadily decreasing ever since launch and it shows when you go to find a match. I’ve had it take upwards of 10 minutes to find me a match at one point and, even then, it wasn’t a full one. Worse still it appears that unbalanced matches won’t get filled with new players, leading to a lot of games with one team having more players than the other. As far as I can tell there also doesn’t appear to be a punishment for leaving games either so those who choose to leave and, by consequence ruin a game, aren’t discouraged from doing so. What this has meant for me is that rarely is a game decided on which team is better, it’s the one that has more players on its team.
After sinking 3 hours into LawBreakers I felt like I’d seen it all, having played all game modes and nearly all of the character classes. The loot boxes are obviously meant to be the carrot that keeps you coming back but, honestly, I didn’t really feel any compulsion to play to farm them. Thinking about it more I just didn’t feel like there was much mechanical depth to LawBreakers for me to explore. Whilst it is a team game, and those that play together well are more likely to succeed than otherwise, it didn’t have the same “team” feeling that a game like say Overwatch had. Instead it very much felt like the Unreal Tournament of days gone past, where that one good player could easily carry a team to victory.
LawBreakers is a solidly executed class based arena shooter that lacks the required elements to take it from good to great. It follows many of the standard tropes that have defined this genre whilst attempting to carve out its own niche with some unique features. Whilst these all work well the overall game experience isn’t that far off what’s already available. Couple that with the issues with match making, no punishment for leavers and a lack of a compelling reason to keep playing and you have a game that’s great for a few hours and nothing beyond that. In retrospect the change from F2P to pay-for-play model might be a blessing for Boss Key as at the very least they’ll make some money off the actual game sales. Suffice to say whilst LawBreakers is a mechanically solid game it’s little more than that and, unfortunately, I don’t think it’ll be enough to carry the game going forwards.
Rating: 7 / 10
LawBreakers is available on PC and PlayStation 4 right now for $29.99. Game was played on the PC with 3 hours of total play time and 23% of the achievements unlocked.
It’s been almost 4 years since Fullbright released their seminal title: Gone Home. It was a game that hit close to home for me, the story echoing parts of my own life which I had similarly had to overcome. When I heard that their next game was set in a space station in the future I was incredibly excited for a similar kind of storytelling experience. Whilst the game is far more deep mechanically than its predecessor was, giving me a lot more to talk about before getting into spoilers, the overall narrative failed to capture me in the same way. I’ll dig into this a bit more later but suffice to say the reason Gone Home did so well was because of how relatable its story was, something that Tacoma unfortunately lacks.
Taking place some 70 odd years in the future Tacoma puts you in charge of Amy Ferrier, a contractor who’s been hired to retrieve an AI from an abandoned space station. You’re given strict instructions to retrieve the AI’s data and do nothing else, as your contract stipulates. Downloading the AI’s data takes quite some time however and, of course, your mind (and legs) begin to wander. This is when you start to unravel the mystery of why the station was abandoned and how the crew dealt with the crisis.
Tacoma uses Unity with what appears to be little modification. The visuals are simplistic and functional although there’s a great amount of attention paid to things that don’t matter in the overall theme of things. For instance the developers have made numerous brands for things like food, medical supplies and even cigarettes which litter around the space station. Sure it adds a little bit more depth to the environment but after you’ve seen the same brand of snacks 10 times over it starts to just look like mess. Some of the items do have a game play purpose but they’re few and far between. Given that this is a walking simulator/story first game though Tacoma gets a pass for its run of the mill visuals.
All of the game mechanics in Tacoma are centred on discovering more about the characters, their interactions with each other and the overall plot. You’re viewing everything in retrospect, able to move about through the recording as you wish both in time and space. At certain points people’s VR desktops will become available, giving you an even deeper look into their lives. Quite often you’ll play through the same scene several times in order to follow all the various conversations that are happening simultaneously. This does give Tacoma’s storytelling a very natural feel to it, especially when events in one scene affect another. There’s also a few hidden areas that can be unlocked if you pay attention during the VR playbacks or if you track down the various clues hiding in plain sight.
There’s no real blockers to you progressing apart from the timer on the AI download which, I believe conveniently ticks itself up to 50% after you view one half of the VR recording and then to 100% after you view the other. Either that or I had amazing timing every time I finished an area. Interestingly though I think these mechanics are more of a distraction than anything else as Tacoma’s predecessor had nothing like this and still managed to tell a deep, engrossing story. Whilst I won’t specifically lay the blame at Tacoma’s more ambitious game mechanics it does feel like some of the effort expended there might have been better spent elsewhere.
PLOT SPOILERS BELOW
Tacoma’s plot seems to meander between various ideas without feeling like it comes together into a cohesive whole. Gone Home, by comparison, kept building up the tension right until the last moment, pulling you ever deeper into the mindset of its main characters. Tacoma on the other hand throws up various different red herrings, none of which have enough time to mature in order to be realised as a credible threat. Is it Odin that’s out to kill the crew because it’s finally become self-aware? Did the crew perish in an attempt to save themselves by modifying a cargo drone? Did some of the crew die in cryosleep? All of these ideas and more are explored in the games short 2 hour play time and most of them are dealt with in the same scene as they’re brought up in.
The ending also feels weirdly tacked on. I mean it’s great that Odin got to survive but I didn’t really see it hinted that you were someone from the AI Liberation Front in any of the in-game material. They were alluded to as an entity in the larger world but there was nothing to suggest you were part of it. For me this fits into Tacoma’s larger overall issue of not giving enough time for the various story elements to develop. Instead the focus seems to have been more on telling that story in a more inventive way which, whilst commendable, doesn’t feel like it worked out as intended.
Perhaps the whole reason I feel this way is due to how much the story of Gone Home resonated with me by comparison. The experiences detailed in that game were very close to my own life in many respects and so I felt a deep connection with the characters. Tacoma by comparison feels alien. I mean sure, some of the things the crew goes through are relatable, but not in the same way the events in Gone Home were. Combine this with the lack of overall story development and, for me at least, you’re left with a game that falls short of the high standard its predecessor set.
PLOT SPOILERS OVER
There’s no denying that Tacoma is much more mechanically deep than its predecessor was but that’s about as far as the improvements go for Fullbright’s second title. The graphics feel about the same, although there is a lot of attention paid to details that I feel many will never see. The way Tacoma tells its story is unique and interesting, giving you the ability to see the same story from multiple angles and see how they interweave with each other. Unfortunately the story failed to resonate with me in the same way its predecessor did, possibly due to the fact that it’s just not as relatable. The game’s short length also didn’t allow for many of the story elements to mature as much as they needed to, leading to a feeling that many purported threats weren’t as bad as they could have been. Suffice to say I’m somewhat disappointed in Tacoma as it fails to reach the same heights as Gone Home did.
Tacoma is available on PC and Xbox One right now for $19.99. Game was played on the PC with a total of 2 hours playtime and 42% of the achievements unlocked.