Ballistic: Like Playing Pool in 3D.

I’m not usually a fan of reaction based games, mostly because they do a great job of highlighting just how bad I am at them. Sure there’s a sense of accomplishment once I get there, but it often feels like I’ve either brute forced my way through or just lucked out. However seeing people master games like that can be quite entertaining, like watching Rocket League pros juggle a ball like it’s nothing. Ballistic falls along similar lines for me, being incredibly frustrating to play but would definitely make for good watching should someone decide to take the time to master it.

There is a vague notion of a plot in Ballistic, you being some kind of weapon of mass destruction set out to stop someone from capturing a planet (or something along those lines). What you are is a giant geodesic ball that can roll along any surface, shooting itself in any direction at incredibly high speed. Anything you come into contact with is instantly obliterated and that includes any innocent bystanders who happen to be in the way. That sets up the premise for the game: wreck a bunch of things and then find the teleportation pad to take you to the next level. Like many skill/twitch/reaction based games it’s a simple concept that’s incredibly difficult to master.

Ballistic uses the Unreal Engine 4 which means that, at a base level, the graphics aren’t bad. They’re quite simplistic, consisting mostly of highly glossy surfaces and geometric shapes, which is fitting given the Outrun-ish theme it seems to be going for. When you’re moving everything turns into a glorious blur of neon but, when you inevitably hit something you get an up close look and things aren’t as great. All the people models have to be store bought assets as they simply don’t fit the aesthetic of the game at all. The other various models (like the guns and whatnot) fit a little better but they’ve obviously been designed to not be looked at too closely. For more skilled players this might not be an issue but for someone like me, who seemed to spend more time still than blasting past, it was hard not to notice it.

The challenges the game presents you are usually pretty simple. Most of them will be a variation on move here, kill this thing and then find this other thing to complete the level. Sounds easy in theory but wrangling the ball to do what you want it to do is a challenge all in of itself. You have a couple controls at your disposal: roll, which allows you to move whilst you’re flat on a surface. Boost which pushes you in the direction of the camera and bullet time allowing you to more precisely aim your shots. You’d think that with these tools it’d be relatively easy to navigate your way around however it’s akin to trying to play billiards in three dimensions more than anything else. In order to get to a certain point you’ll have to estimate your current momentum, what you can add via boost and your time in flight before you hit there. Doing all these things whilst you’re blasting past everything at a million miles an hour is quite the challenge.

That being said once you get a handle on how things all slot together you can more accurately place yourself than you would otherwise. Mashing the boost button the second you leave a surface is most certainly the wrong thing to do, often leading you into unrecoverable situations. Nor is attaining maximum speed the solution to everything as once you get past a certain point the amount of influence you have over where you’re going is diminished significantly. In the end the challenge that Ballistic provides is one of balance: you have to figure out the right mix of everything to achieve your objective. Suffice to say it’s not the easiest game around, one that’s barely deserving of the “casual” tag it’s got itself on Steam.

Ballistic is an extremely challenging momentum based skill game, one that this writer would likely recommend for fiends who enjoyed similar games like Rocket League. The retro soundtrack is what attracted me to it in the first place and, unfortunately, the game play wasn’t enough for me to stick around for too long afterwards. Make no mistake, this is a challenging game, one that will reward those who take the time to master its momentum based mechanics. If, like me, you were seeking something a little less intense though it might be the wrong thing for you. For a specific subset of gamers Ballistic’s challenges will provide the kind of intense action they crave however, for this old gamer, I think I’ll leave my play time with it where it stands.

Rating: 6.5/10

Ballistic is available on PC right now for $12.99. Total play time was 1 hour.

State of the Game: 20/02/2017 to 26/02/2017

State of the Game: 13/02/2017 to 19/02/2017

Game of the Year 2016

Better late than never, right?

Last year, due to my increasingly busy work schedule and my first holiday in 5 years, saw me review a meagre 42 games. Still in that bunch are all of the big hits of last year, some ones I had been looking forward to and, of course, one so-bad-it’s-bad title I played to remind me of how good we have it. Yet again I found myself struggling to crown a winner this year although this time around there were no less than 6 titles that could have easily taken it away. As always here’s the list of last year’s games in chronological order so you can refresh your memory if you so see fit.

First off I’ll award this year’s wooden spoon to The Technomancer from consistently B-grade developer Spiders. They’re a developer that has ambitions of being one of the top RPG developers like Bethesda or Bioware but unfortunately they just don’t have the resources to do so. Every one of their games is packed with all the features you’d expect of a larger RPG but, unfortunately, none of them work properly or integrate well. So what you end up with is a mish-mash of mechanics that are loosely coupled together, never quite reaching the level to which the game aspires to. Honestly all they need to do is narrow their focus and get a few core things right to make the next step up. However that never seems to happen and they continue to aspire to greatness they simply can’t yet achieve. Still The Technomancer was their best game yet, but that was a low bar to jump over.

This year I want to give honourable mentions to 3 titles that are fantastic games in their own right but didn’t make the top 3. Rise of the Tomb Raider is one of those rare sequels that manages to surpass its predecessor. It also managed to set up its sequels without ruining the plot of the current instalment, something which is almost never done well. Uncharted 4 was the conclusion that the franchise needed and was done so well that few could argue there was a better way to send off Nathan Drake. Whilst it might be sad to say goodbye to the franchise, at least in this form, it will long stand as one of the must-have titles for the PlayStation platform. Lastly Firewatch, whilst not sharing the same high score as the rest of the honorable mentions, was by far one of the most engrossing experiences to come out of 2016. If you haven’t yet taken the time to play it I very much recommend you do as its 3 hour play time just rushes by.

So without further ado my Game of the Year for 2016 is:

Blizzard’s Overwatch, rising from the ruins of the failed next-gen MMORPG Titan, is yet another testament to the venerable developer’s prowess when it comes to game development. I had been involved in the closed beta for some time before it launched and was still thoroughly excited to play it again on launch. The nearly 100 hours I’ve spent in game after then is a testament to just how well crafted Blizzard’s new team based shooter is. Combine that with the world building that Blizzard has continued to do long after its initial launch and you have a game that’s engrossing both from a mechanical and story telling perspective. Whilst my views on it may have soured since then (most likely due to the pressures that come from ranked play) there’s really no disputing that, at the time, it was head and shoulders above every other game I played last year.

Titanfall 2 comes in at a very close second as I’ve put in just as many hours into it as I did Overwatch. With the Call of Duty instalment lacking somewhat this year it was great to see Titanfall 2 step up into its place, providing the fast paced run and gun action that I enjoy. Considering how flat the original Titanfall fell after its first few weeks it was great to see the community stay stable for months after launch in the sequel. It’s not everyone’s cup of tea, the low time to kill meaning that the skill gap isn’t as big as it is in other shooters, but for spammy rushers like myself it’s just the right blend of balls to the wall action and mech based combat.

Lastly Inside, the spiritual successor to Limbo, comes in at third. For Playdead it was a pivotal moment, one that would either cement them as the king of the genre they helped create or see them cede it to others. Suffice to say Inside managed to improve on the Limbo formula in almost all regards, modernising the idea in just the right ways. It’s short play time, speculative story and carefully crafted visuals all combine together into a seamless experience that few other developers would be able to replicate. If you played Limbo or any of its numerous clones then it’s well worth spending the afternoon playing through Inside.

We’re already in the thick of 2017’s releases and I’m already impressed at the calibre of AAA titles that have come out this year. I’m going to have to make a concerted effort to keep up the 1 game per week cadence, something which I’m already unfortunately behind on. However it’s looking like another solid year for us gamers, one that I’m very much looking forward to.

Onwards and upwards, dear readers!

Maxwell Robin Klemke: 1934 – 2017

Last night my father passed away at 82 years old, his loving wife of over 30 years by his side.

My father is a large part of the person that I am today. I can vividly remember, at the tender age of 4 or 5, when he sat me down in front of a computer that he was assembling. Parts were strewn across the dining room table, much to the chagrin of my mother. He placed a cable in my hand and showed me where to connect it, my tiny hands managing to force it in backwards. He then showed me the correct way to do it before I got distracted and ran off to the next thing that caught my attention. The seed was planted however and thus began my life long obsession with technology.

As a father he was always one to lead by example, not by words. My never-quite-finished childhood home out in Wamboin being a great testament to this, the vast majority of it being built or modified by his hands. Once we were old enough to swing a hammer accurately though it was his vision that was realised through our work. The decks, pergolas and numerous sheds that dot our property all built by the family together under his careful eye. It was him who gave me a love of building things, both physical and programmatic.

Like many of his generation he came from not much at all. “Too young for WW2 and too old for Vietnam” (as he would say) he avoided serving in any wars and pursued a career in Radio Engineering, earning his degree from the University of Melbourne. Before he met my mother he did installations of audio systems at numerous places, including the courts at Canberra and ANU’s Llewellyn Hall. Soon after marrying my mother however they started a small business called Electronic Components, essentially a competitor to Dick Smith Electronics. They were so involved in the local business community that even 20 years later, when I went to work at DSE, customers would recognise me as Max’s son. Unfortunately the business eventually shut down but Dad would continue to use it on the side as Pamax Industries.

It was after then he began his career as a teacher at TAFE. He began by teaching networking and general computer topics but eventually branched out into renewable energy. Again he was a pillar of his community, training so many of Canberra’s IT staff that even for a decade after he finished up teaching I would still run into people who had been trained by him. My name then brought with it a lot of prestige, something I worked incredibly hard to maintain. Now I feel I am my own man, but there’s no mistaking the shoulders upon which I have stood.

After retiring at the ripe old age of 75 he barely slowed down, turning his focus to projects around the house and (much to my mother’s dismay) eBay. Our house is littered with his projects ranging from numerous bonsais, dozens of LED lights, weather stations and numerous types of electronic gizmos and gadgets. He once again took up his hobby of photography and his canvas prints now adorn the walls of my childhood home. Together with my mother they traveled abroad, my mother finally getting her passport to visit a place outside of Australia. They toyed with the idea of becoming grey nomads but figured they’d much prefer to stay in nice hotels. This isn’t surprising considering they probably had enough of caravans, having lived in one for years while they were building our home.

He is survived by his wife, 3 sons and 1 daughter.

Godspeed you great pillock.

For Honor: War is the Natural State of Things.

My history with fighting games runs long and deep. Street Fighter 2: Turbo was my introduction to the scene with my brother and my local friends often battling it out for hours on end. The obsession continued through multiple console generations and titles like Tekken and Soul Calibur. It’s always been a genre that has only ever done well with local multiplayer, the few forays I’ve had into online fighting games stymied by lag (a sin in a frame perfect world). So when I saw For Honor, a fighting game/hack and slash hybrid, I was instantly intrigued. However the execution has unfortunately brought back some bad memories whilst cementing a few not-so-great ones.

For ages the world of man has been at war, spurred on by the upheaval of the world that came without warning. But the world has always searched for peace and for a time it has come. However there are those who seek to return the world to war; to find the strongest to rule over the weak. You are but a pawn in this war, ordered to do the bidding of Apollyon: the one who seeks nothing more than eternal conflict. Are you a sheep who awaits their slaughter? Or will you rise as a wolf among those sheep and feast upon those who fall to your blade.

For Honor is a spectacular looking game, one that’s sure to make good use of all the horsepower available to it. This comes to us care of the AnvilNext 2.0 engine which has powered the last 2 Assassin’s Creeds, Steep and Rainbow Six Siege. All the modern trimmings like physically based rendering, proper global illumination and realistic cloth and weather systems are all present and very noticeable. It’s one of the few games which, at least on my system, looks far better in the cut scenes that aren’t pre-rendered. If you’re playing on PC it’s probably worth tweaking a few settings as the selected defaults are a little weird, like turning v-sync on by default (a sin for us G-Sync/FreeSync users). It also manages to maintain fairly consistent performance even when there’s a lot going on, something which is unfortunately rare these days.

The combination of a fighting game with a hack and slash is For Honor’s selling point; an attempt to recreate the kind of epic knightly battles we’re all used to seeing in movies. How it works in practice is thus: you’re on a battlefield with other players (and AI, if you’re playing a mode with them) and when you and another player lock eyes with each other you go into fighting mode. After that point it’s quite like a traditional fighting game with all the combos, blocks and parries that fighting game veterans will be familiar with. Of course if you’re playing with more than one other player there’s every chance you’ll be ganged up on (or be doing that yourself to others) which changes the fighting dynamics considerably. Outside of that part of the game you’ll likely be running around slaughtering the AI whilst capping points. There’s 12 classes to choose from and as you play through the game you’ll unlock new abilities and loot to customise both your looks and stats. It’s a lot to take in at first look but the mandatory tutorials ensure that you’ll have a firm grounding before you’re thrown into the mix with other players.

The online combat however unfortunately suffers from what all online fighting games have: lag. For Honor is probably the only game that I know of that utilises a peer to peer netcode that also includes each player running their own simulation. What this means is that, instead of one player keeping the game state consistent (which can give rise to the “host advantage” issue) each and every player is calculating the game state. When you’re playing this means that your ping is different to each and every player on the battle field, leading to rather inconsistent results. Moves that would appear to work perfectly on one player will seemingly fail to work on others, some players will glitch around whilst others don’t and, worst of all, one person desynching can end up completely trashing the entire game state and killing the game (I had this happen no less than 3 times).

Part of this is due to the matchmaking which seemingly struggles to find a game even at the busiest periods of the day. Even during “very high activity” periods, as identified by the game itself, it would still have to look at all regions and all player skill levels to find me a game. Undoubtedly this has led to me being matched with people who have pings in the hundreds of milliseconds to me which means we’re dozens of frames apart from each other. It might not sound like much but it can be the difference between being able to parry attacks and getting hit every single time. This lacklustre matchmaking meant that no two games played out the same way, each of them having some kind of annoying lag or netcode related glitch that impacted on game play.

The UI, which was obviously designed with consoles in mind, also needs some love in order for it to be usable. Menu items appear to defy common conventions for where they should be with numerous things stashed under Social or Multiplayer for inexplicable reasons. Further to this the party system, whilst allowing you to send invites in game, requires you to Shift + F2 to accept an invite through Uplay instead. I wouldn’t even bother mentioning a minor annoyance like that if it wasn’t for the fact that the parties also seem to randomly drop players whenever the game feels like it. Honestly for a game that had a relatively long closed beta, as well as a shorter open beta, I would have expected teething issues like this to be sorted already.

The loot system teeters on the edge of being pay to win with obvious gaps between players who’ve dumped cash on it and those who haven’t. Whilst it’s tempered by the fact that all loot is a trade off some are far, far better trade offs than others. This means that, when you’re not matched against similarly geared players, it’s an order of magnitude harder to win than it is otherwise. If you’re skilled enough sure, you can still beat them, but if they’re even mildly co-ordinated there’s really no point in sticking around. Indeed since there’s no penalty for leaving games you should do exactly that if winning is a distant possibility.

The amount of effort put into the single player is surprising, given that much of the game’s marketing focused on the online multi aspect. Unfortunately it’s not particularly engaging as fighting AIs are either outright cheaters or a push over. The story is also somewhat confused, seemingly searching for a reason to match up all the various factions against each other at least once and to demonstrate all the multiplayer maps. Personally if they had gone multi-only I don’t think I would’ve missed the campaign as it felt like a chore more than anything else. After I got bored of playing on hard I dropped it down to easy hoping that would improve things (being an unstoppable killing machine can be fun, for a while) but even that couldn’t slake my boredom.

Despite all this I do appreciate what Ubisoft Montreal tried to accomplish here. It’s rare these days that a game can be truly unique and For Honor, for all its faults, really is a new kind of game. There are some issues that could be fixed easily enough, like the UI and loot system, but further fundamental improvements likely aren’t possible. Fighting games and online play have always had a troubled past and Ubisoft’s attempt at fixing it simply doesn’t work as intended. I honestly don’t know how you’d go about making this work either but there has to be a solution that doesn’t lead to the consistently inconsistent experience that I had whilst playing For Honor. Hopefully Ubisoft sells enough copies this time that they can revisit the IP, potentially with a new idea for improving the netcode in hand.

Rating: 6.5/10

For Honor is available on PC, Xbox One and PlayStation 4 right now for $59.99. Game was played on the PC with 13 hours of total play time and 78% of the achievements unlocked.

State of the Game: 23/01/2017 to 29/01/2017

Linelight: I Shall Guide You, Little Light.

Atmospheric puzzlers have typically been bound to the mobile market. The bite sized puzzles lend themselves well to the platform, allowing you to work through a few when you have a moment or two spare. This often means they don’t translate well; it’s rare that you’ll want to boot up your PC or console just to play for a couple minutes. Some do better than others though and Linelight, which is only available on PC and PlayStation 4, manages to be better than most. It is, however, still a step below story based puzzler games, but that’s par for the course in this genre.

The game’s core mechanic is simple: you’re a little green light and you have to collect the yellow stars by following a pre-determined path. At first this is pretty easy, simply follow the route and you’re done. As the puzzles roll on though more and more mechanics will get thrown at you, requiring you to figure out how best to use them. Towards the end of each world you’ll then also be greeted by a sister line that will follow you around, presenting another layer of challenge. There’s also a bevy of secret puzzles laid around for you to find, all of them hiding in plain sight.

Linelight takes an extremely minimalistic approach to visuals, favouring soft colours bathed in neon glows from all the little lines. There’s the odd particle effect here or there for when you pick up something or complete a level, but nothing more beyond that. The backing soundtrack though is decidedly pleasant, providing a lovely ambience that casually reacts to whatever is happening on screen. This makes playing Linelight quite a relaxing and zen-like experience which is probably my favourite thing about atmospheric puzzlers. Well that and their shorter lengths, something this reviewer appreciates when he’s short on time!

The mechanics are relatively straightforward with the “tutorial” for each mechanic built into the puzzles themselves. You’ll be introduced to the mechanic using a simple puzzle and after there it quickly ramps up, requiring a healthy dose of non-linear thinking. Quite a few will also require semi-precise timing in order to pull off, lest you find yourself trapped or dead. Also unless you’re probing every nook and cranny of Linelight’s puzzles you’re not likely going to trip over any of the secrets. Indeed I didn’t know there were any secrets until I accidentally managed to go in a direction that appeared to be impossible.

The puzzles don’t lend themselves well to emergent solutions but I did manage to encounter a few issues when I solved something in particular ways. For instance it appears when you get the “tail” addition that part isn’t capable of progressing you to the next section, only your front line is. Of course this only necessitated a restart to checkpoint to solve so it was no big deal. Other than that there really were no technical issues to report.

However, even though Linelight does a lot better than its peers in terms game play, I still couldn’t do more than about 20 minutes per session with it. Like all games based on a core mechanic with slight variations there’s not much to drive you on once you reach a good stopping point. I mean I still came back 3 times over a few days but past that I didn’t really feel compelled to go back. I’m really not sure what games like this can do to keep people like me coming back though.

Linelight is a great distraction that combines minimal visuals with a great backing soundtrack. The simple mechanics make for frustration free play, the puzzles whizzing on by as your little light speeds from one side of the screen to the other. It is a little lacking in the (re)playability department though with most of my sessions not exceeding 20 minutes or so. That being said I think it’s still worth the price of admission, if only for the lovely piano plinking.

Rating: 7.5/10

Linelight is available on PC and PlayStation 4 right now for $9.99. Game was played on the PC with 84 minutes of total play time and 24% of the achievements unlocked.

State of the Game: 16/01/2017 to 22/01/2017

Resident Evil 7: Biohazard: We Can All be Family.

If there’s one genre I’ll go to great lengths to avoid it’s survival horror. This wasn’t always the case though. Back in my youth I spent many a night playing my way through the top titles of the genre like Silent Hill and Resident Evil. However after about Resident Evil 3 I found myself attracted to other genres and left survival horror behind me. Looking back over my reviews the only real game I’ve played in this genre recently would be Dying Light, some 2 years previous. Try as I might to avoid the hype around the latest Resident Evil it seemed like, if I was ever going to dive back into the series, now would be the time. I’m glad I did as whilst I’ve affirmed that survival horror still isn’t my favourite thing in the world it’s hard to deny that Resident Evil 7: Biohazard is a very well crafted game.

In a stark departure from (what I remember of) the Resident Evil series you play as a civilian called Ethan. Your wife, Mia, went missing 3 years ago after taking a job at sea for an undetermined period of time. Out of the blue you received an email from her, saying that she needed help and to come and get her. So you make your way down to a derelict plantation estate in Dulvey, Louisiana to try and find her. What you discover there though is beyond any reasonable explanation and you soon discover the horrors that have kept Mia away from you all that time.

Biohazard is Capcom’s first full game to use the new RE Engine which, if I’m honest, doesn’t seem that impressive on first blush. There are some parts which are definitely impressive, like Mia’s hair and some of the more…lively parts of the environment. However the level of detail is probably a step or two behind what I’ve come to expect in games of this calibre. Since the majority of the game is spent in dark areas this isn’t an issue most of the time. However when you get up and close the lack of detail becomes readily apparent. This is made up for somewhat by the animations which are much better done. Of course you’re not playing a survival horror game for the visuals, you’re playing it to get the pants scared off of you.

 

Biohazard’s game play feels similar to other successful survival horror games like Outlast and Amnesia. The trademark mechanics of the series are still here, like the inventory management, crafting and obscure puzzles. However with everything taking place in the first person you’re now up close and personal with everything that’s going on (and for those brave enough to try this out on PlayStation VR you can fully immerse yourself in it, joy!). This does make some things easier, like combat, but of course there’s trade offs like not being able to see around corners to see some things before they have chance to induce a pants soiling moment. Indeed Biohazard tends much more towards horror than previous instalments have.

Combat is as you’d expect it to be: frustrating, panic inducing and often at times completely futile. This is, of course, by design as something that had the glass smooth FPS combat mechanics of Call of Duty would not make for great survival horror. Still your FPS skills aren’t completely useless with well placed head shots ensuring that you use less ammo overall, giving you a bit of a buffer to play with. Mastering the block will ensure that you don’t burn through as many healing items but, honestly, you shouldn’t need to use it most of the time if you know how to kite the enemies around properly. One thing (and most survival horror games are guilty of this) that really irritated me is that it’s sometimes impossible to tell when an enemy has actually died save for pumping a few more bullets into them. Again, this is a design decision (done to make ammo even more precious) but it does get annoying when that moulded gets up for the billionth time in a row.

Biohazard isn’t a fan of holding your hand and will only sparingly grant tips upon your death. For the most part this is fine as it encourages you to explore and figure things out for yourself. Sometimes though it’s an exercise in frustration, like when you learn that the first big enemy you face can’t actually be killed (only after wasting several clips on him). After a while though you’ll get familiar enough with the various quirks and things start to get a lot better from then on. There are some parts that are maybe a little too subtle in the way they hint at what you’re supposed to do, leading to a lot of unnecessary back-tracking to try and figure out what you missed. This might just be me though, having not played the Resident Evil series for the better part of 15 years.

The horror aspect is done exceptionally well, making you scared of the smallest bump or scrape that you might here. I can’t tell you how many times I had to step back and forwards over a little patch to make sure it was me making the noise and not something else. The jump scares are used sparingly enough that they really are quite shocking and do their job in putting you on edge for the rest of the game. Moments of panic are used to great effect, ensuring that you’ll blow through a lot more ammo than you’d otherwise would have. Whilst this isn’t the type of game I’d regularly play it’s hard not to admire the way they use the environment to keep you on edge all the time. It does start to run out of puff in the last third of so, which is probably my biggest gripe with Biohazard.

You see in games like this I pride myself on being able to build a massive stockpile in order to take some of the “survival” out of the horror. Now it seems most games have a horrible habit of stripping that horde away from you in aid of an artificial challenge bump. Biohazard does this at a pivotal moment, forcing you to start from the beginning again. The game does provide context for this, and to its credit does give you back everything at the end of that section, but that means that particular part drags on significantly. The last section then just feels unnecessary as you’re packed to the rafters with very little that can challenge you. I’m sure veterans of the series could blast through this in no time flat, and thus the last third be much less of an issue, but 8 hours of being on tenterhooks did tire this old gamer out.

The story is somewhat predictable with the standard “Choose A or B for a different ending” scenario presented to you just before the final third. Ethan seems weirdly at peace with a lot of the crazy stuff that goes on around him (although that changes during cut scenes), something which, if changed, might have added a bit more depth to the experience. There’s also one character which we’re supposed to empathise with but, since your interaction with them is severely limited and they’re given no backstory, it’s pretty hard to care for them. I’ve also checked both endings and, honestly, choosing the non-obvious path seems like a total waste of time. It’s a bit of a shame as previous Resident Evil games had some cool, super secret endings that completely changed how you’d view the entire game. That’s what I remember of playing Nemesis at least, anyway.

Resident Evil 7: Biohazard is a fantastic horror experience. Whilst the visuals might not win any awards they serve their purpose well, creating a foreboding environment that keeps you suspicious of every shadow. The lean towards horror makes for a high adrenaline experience with every creak, scrape and whine cause to get your gun ready. The game does include my usual gripes about games in this genre, namely the artificial challenge increase through taking away your stash and the lack of a decent story. Still I can recognise quality when I see it and, whilst I personally won’t rate this game as high as some of my peers, it does stand above others that I have played in this genre.

Rating: 8.5/10

Resident Evil 7: Biohazard is available on PC, PlayStation 4 and Xbox One for $59.99. Game was played on the PC with a total of 8 hours played and 57% of the achievements unlocked.