Lost in Ideas: The Mystery Blogger Award

Here we are with another tag post! I am working on a few different articles at the moment but felt as though I needed a break of sorts from that rhythm, so this is a welcome opportunity for that. I was first tagged for this by Nora over at IT’S YOUR FAULT I’M NOT POPULAR!, so am going to respond to that; to Aizen_Kuro over at It’severythinganime, I also appreciate you mentioning me, but as this is already quite an extensive tag I thought I wouldn’t stack them up. Thank you to the two of you, and for those reading, go and view their blogs!

Right, then, here we go, time to find out more about, well, me? Here are the rules, as copied from the post I was tagged in:

The Rules

  1. Display the award logo on your blog.
  2. Thank the blogger who nominated you and provide a link to their blog.
  3. Mention Okoto Enigma, the creator of the award.
  4. Tell your readers 3 things about yourself.
  5. Answer 5 questions from the nominee.
  6. Nominate 10 – 20 bloggers.
  7. Notify your nominees by leaving a comment on their blog.
  8. Ask your nominees 5 questions of your choice, including 1 weird or funny question.
  9. Share the link to your best post.

3 Things About Myself

Profession: People who read this site may not know that I am a graphic designer, so this seems a suitable place to mention it! I have a Degree in Design for Publishing and 2 years of experience in industry. My focus is on printed products such as magazines and books, which matches my personal trait of collecting physical media. The tangibility of beautiful printed products holds so much value to me, and being involved in creating in them supplies this to me as well.

Gaming: It may be clear I am a fan of gaming – considering this site! – but here is some trivia for you: all the way back in 2010, I took part in Britain’s Best Nintendo Gamer, where after qualifying locally, I got to the finals with 15 others. These were held in London, and Nintendo treated us very well on our trip there. The game for the finals was Goldeneye on the Wii, which hadn’t been released yet! I narrowly missed out on the final 4, placing 2nd in my match, but still, I won a year of free Nintendo first-party games, as well as a Super Mario Bros. DSi XL for winning at a Guitar Hero side tournament they had there! I also got to know some new fellow gamers, which was great.

Activity: I have done quite a bit of field archery in my time, and know my way around a bow! In games and other mediums, I am drawn to archery and those who wield a bow, so it seems right that I have done it myself. My focus was on recurve – I prefer this to certain modern bows with many extra devices such as weights. I am considering Green Arrow for future cosplay!

I’m not quite at this level…

My Answers

Following are my answers to the five questions asked; I have copied the questions from the post in which I was tagged:

I mentioned something I started doing thanks to anime. What about you? Have you ever took up on or tried something that you saw in anime?

I mean, I guess the clearest example would be when I got into Trading Card Games around the time that Yu-Gi-Oh! was ascending into stratospheric popularity. The anime and the card game were much more intrinsically tied together than, say, Pokémon, where the anime and the TCG were – to me – more separate from the success of the games. I played the Yu-Gi-Oh! TCG from early on, eventually starting to go to a local club where I met new people who would become friends. I actually found quite a bit of success, winning promotional cards, sleeves, and more. I really enjoyed that, but did drop off around the time that XYZ was introduced – in my opinion, they started to over-complicate the game. I still collect the cards, but I don’t currently regularly go to a club as I used to.

Any general bad habits/a type of prejudice that you have when you’re first starting an anime series? Example: I am very picky about genre, thus I don’t start a series from *insert the genre you don’t like* unless I read very good things about it.

Hmm… Perhaps art style. I often find myself watching anime with detailed and soft aesthetics, such as Your Lie in April, with stunning use of colour that is not in-your-face. Other anime that have that perhaps more intense, flatter style can initially sway me away. I should be more open to watching them and seeing how they are in movement though, as perhaps I would enjoy them differently to how I reckon beforehand. A few examples are My Hero Academia, Kill la Kill, and Naruto – they’re not as high in my list of to-watch as, say, a show such as Violet Evergarden is, and the art style is part of that.

Any title that you think should exist in another form? Ex. a manga that needs an anime adaptation, an anime that needs a game adaptation etc.

Great question. I reckon a Kakegurui game could be awesome! They way that world is constructed, with the tiers of status, could make for a satisfying progression system as you try to survive your academic life, playing the different games that appear in the manga and learning more on each character. It could be a mix of visual novel and puzzle game, with these various matches to make your way through and a story that is constantly evolving as you do so. It’d also be a reason to get awesome new artwork of the characters!

What’s one character you think is greatly misunderstood by fandom or a series that is paid dust but it should change?

This isn’t so much for anime or directed at the fandom or series itself, but I found the way certain people reacted to Shadow of the Tomb Raider in 2018 disconcerting. For the final game in the origin trilogy, Eidos Montreal and Square Enix made the choice to explore how the quest for answers Lara Croft is on is in some ways hurting her and the people around her, resulting in multiple points where she shows her vulnerabilities and flaws. I saw some people react to this in a disappointing way, as though she had to be constantly endearing and happy. In my opinion, the game handles itself very well and treats this aspect of itself with class. They did not have to delve into the character in this way, yet they did, and that should be applauded.

Lara Croft faces many challenges in Shadow of the Tomb Raider

Something personal: what is one thing that you didn’t think would enjoy/it wasn’t your thing but out of utter boredom you took it up and enjoyed in the end? I’m sure quarantine life had us do otherwise unreasonable things.

To apply context again, this isn’t an idea I was against, but one I just hadn’t put enough into pursuing, and that is Discord. For years I have heard of people using it for chat and easier discussion with friends, especially for gaming, but for some reason I had just not gotten into it. However, during this year and the obstacles of contacting others it has brought, my friends and I tried it out. It has replaced much of my other social media since for keeping in touch with said friends, and allowed us all to converse in a more cohesive and satisfying way. The multiple chat channels, with an efficient combination of text, audio, and video, has been a personal revelation and helped to be a daily source of communication in a year where doing it face-to-face has been tough.

Bonus question: Terry Eagleton once said “Evil becomes sexy, when virtue becomes boring,” in a discussion on our fascination with evil characters. What are your thoughts on this? This isn’t easy to just answer under an award post and I intend it to be more of a conversation starter, or a new blog post idea that you may want to play around with.

This is a question I may indeed go into elsewhere in a separate article. It extends on from my point on Lara Croft; characters facing personal setbacks, and then learning and improving in those areas, can be very rewarding to view, endearing them to us for their determination to be better. For antagonists, they are there to be people with opposing ideals that we may not agree on, and so that conflict is built-in; therefore, they inhernetly have that space in which to change in a positive way, and when they do that they can be fascinating for the audience. I mean, take my favourite TV show, Buffy the Vampire Slayer; Angel and Spike are amazing examples of character development and redemption arcs.


Right, now time to nominate people! Seems plenty have been tagged already elsewhere, so I am not going to tag 10-20 here, so as not to repeat tags already done. Instead I am going to tag 5 people; if you are mentioned, don’t consider it an obligation, but a suggestion! My 5 questions for you all are then below.

Shoot the Rookie
Frostilyte
Wretched and Divine
Nepiki Gaming
Gray’s Otome Visual Novel Corner


Questions

  1. Is there a particular genre of game, anime, or otherwise that you previously did not have much experience with, but over recent times have found yourself discovering an enjoyment of?
  2. Have you ever considered getting into cosplay? If so, which character(s) do you reckon you would embody?
  3. Which is your favourite gaming-time snack and drink combo?
  4. Is there a particular game series you have never played that you plan to soon get into?
  5. If you could go on holiday with any fictional character, who would it be and where? You can choose the tone of holiday!

Best Post

Finally, for my best post, I am going to include a link to one I did on Celeste back in 2018, named: Celeste Tackles Anxiety in a Way Only Games Can. That is a game that is very special to me in how it handles certain mental health issues in a way that is interwoven into the gameplay itself, and has really helped me personally in tackling certain internal thoughts. Firstly, I recommend that you play the game, but then afterwards I would point you to read this, as it is an article that means a lot to me. It is awesome that Lena Raine – who did the music for Celeste – mentioned it on social media too, a wonderful moment for me!


Well, there you go, I hope you feel as if you know me a bit better! This was a fun one, and perhaps a great way to change up the format of writing. As aforementioned, I am working on several exciting articles that are on the way soon. I hope you have a brilliant day!

Let’s Chat: How Microsoft Acquiring Bethesda Might Affect the Next Generation

As is becoming regular occurrence this year, a huge bit of gaming news was announced out of the blue on 21st September, in the form of Microsoft planning to acquire ZeniMax Media Inc. for the price of $7.5 billion (wowzas); for those unaware, ZeniMax owns the renowned games publisher Bethesda Softworks, who are behind such iconic game series as The Elder Scrolls and Fallout. Whilst we are currently unaware of the full extent of how this might play out – it is feasible that now future Bethesda games could be Microsoft-exclusive – it is clearly a statement of intent, especially with pre-orders for Series X/S going up just one day after this news, on the 22nd September. Could this sway people away from PlayStation 5?

Now, regular Let’s Chat co-writer Ashley Harrison is busy and going to be away for the short-term, so we have multiple new voices this time around to discuss this news: friends and fellow gamers Jordan Senior, Jed Harling, and Toby Court. Read on…


William Robinson: There’s been sudden gaming news during 2020, but still, I wasn’t expecting this from Microsoft and Bethesda! Before we get more into the details of this revelation, it might be a suitable idea for each of you to concisely introduce yourselves. Let us know where you currently do most of your gaming, and your favourite game series!

Jed Harling: Thanks for asking for my input Will. I’ve basically been on the PlayStation train since I was a youngun, but I’ve dabbled on the Wii and the Switch, and recently made the big jump to getting a PC. Though, I would still describe myself as a console gamer through and through! I really couldn’t say what my absolute favourite game series was; that’s such a tough question! But let’s just say that if you wanted to avoid a deep-dive into Metal Gear Solid lore, you shouldn’t invite me to your party.

The Metal Gear Solid series certainly has style

Toby Court: Hey! I am primarily an Xbox gamer but am finding myself playing more and more on the Switch. I think we can all agree (pre-COVID-19) that adult life can make it difficult to park yourself before a console for any lengthy amount of time! My favourite game series has to be The Legend of Zelda. Few games have impacted me as those have; I still vividly remember the first time that I plucked the Master Sword from its plinth in Ocarina of Time. Nothing gets the blood pumping like picking up a magic blue sword that turns you into an adult! That, and the fear that my parents could return home from the pub quiz at any moment and send me to bed.

There are many iconic gaming moments in the Zelda series

Jordan Senior: Gaming has been a huge part of my childhood, and has taken me through to the present. Growing up, my earliest experiences have been playing my Dad’s original PlayStation, and spending countless hours of classics like Tekken and Crash Bandicoot, so Sony’s been in my blood since I was a kid. Between my Dad, brother, and I, we’ve owned every PlayStation console – although I did rebel and get an Xbox 360. So, PlayStation has been the only console I’ve considered for the most part; however, last year I bought a Switch as there’s too many games I want to play, Breath of the Wild being one on it that I love. For me it’s all about the games, so hardware doesn’t bother me as much as other gamers. Sony and Nintendo always knock it out of the park in terms of first party games. Instead of series, my favourite game of all time is a toss up between The Elder Scrolls IV: Oblivion or Hitman: Blood Money!

Adventures and action await in The Elder Scrolls, a series highly regarded by many

WR: Awesome, great to get that intro from all of you, thanks for that! Now the formalities are done, it’s time to get into the Bethesda news proper. Firstly, were you at all predicting this happen? Microsoft has been purchasing many studios over recent years, but Bethesda is quite the acquisition.

JH: There’s no doubt that Xbox’s acquisition of Zenimax and Bethesda is a seismic move, but I can’t say that it was wholly surprising? If we park the discussion about teraflops and tech-specs regarding next generation hardware, I think there is a huge elephant in the room for Xbox. What games has it got? Purchasing studios is a response to that.

There’s no doubt that Xbox’s acquisition of ZeniMax and Bethesda is a seismic move

Jed Harling

JS: With Microsoft buying Bethesda, this is a great move for them and will give them a slight edge on Sony. It’s hard to predict what exactly they will do from here on out, but I have a few theories: firstly, that The Elder Scrolls, Fallout, and Starfield will not be exclusive to Xbox and PC, but they will perform better on Xbox consoles than PlayStation consoles. Even if PS5 sales of the games are high, Microsoft will benefit greatly as they now own Bethesda. This can also put Bethesda Game Studios themselves in a better direction; they have been on a slippery slope, especially with Fallout 76 not doing as well as expected. Secondly and alternatively, I can see new Bethesda-published games being exclusive, as it will make Microsoft a formidable foe in years to come. So, games like Dishonored, Wolfenstein and Doom will become exclusive.

TC: I think, oddly enough, this news comes as both surprising and unsurprising. Had this not happened during the current height of the console war (and a day before Xbox pre-orders are made available), I don’t think this would have been as groundbreaking. I say it’s no surprise because I feel that Bethesda has always favoured Xbox over PlayStation. My one and only argument for that is how the DLC for The Elder Scrolls V: Skyrim was released earlier on Xbox than it was PlayStation. Though, when you think about it, that doesn’t make much of an impact. Maybe I’m biased! Regardless, I go back to my initial point; as exciting as it is because of the console war hype, I don’t think we’re going to see the ramifications anytime soon. PlayStation will draw first blood and win on initial sales; they have such a brilliant library of exclusives. That being said, there is a new The Elder Scrolls on the horizon, and everyone is asking the same question: will it be an Xbox exclusive? Answer: probably not. That would be a serious hemorrhage of money, but it does leave that tiny nibbling thought in the back of your mind of what DOES this mean? I think the likelihood is that Xbox will get certain priorities and benefits. Anything from earlier releases maybe even to minor exclusive games (Fallout: New Vegas remaster anyone?). Yet, hey, nothing stays exclusive forever (we’re looking at you Cuphead) – none of it is off the table.

WR: As we have been referencing, announcing this after a very strong PlayStation 5 showing recently, and a day before Series X/S pre-orders, has to be a statement of intent right? For me, it doesn’t actually sway me that much, because I am – relative to you three – not that much of a Bethesda fan; my plan remains to get a PlayStation 5 first, as that is where most of my friends play, and it has exclusives such as Horizon Forbidden West that are system sellers in my eyes. However, with all of the pro-consumer moves and the exclusives on the way for Series X/S, I am confident that I am going to invest into that ecosystem again – I mean, Everwild, The Gunk, Fable… The future is exciting! My question is, then, whether this Bethesda news is going to alter your purchasing plans?

Games such as GhostWire: Tokyo will still be released on PlayStation

JS: As mentioned before, it’s all about the games. As I’m becoming time poor and not having lots of disposable income, I feel like I need to be more selective over my choices. While this news will change a lot of things, I’m still sticking to the PS5! Spider-Man, Horizon, Ratchet & Clank, as well as God of War are games I would love to play, so there is more incentive there. Getting both consoles would be quite difficult for me, but I could work around this by getting the cheaper Xbox Series S. I might strategise and get the PS5 as my main console for exclusives and third-party games, and then the cheaper Xbox purely for the first-party games. The hardware is great on both sides, so either is a worthy purchase; it is mainly considering what is a priority. Whilst exclusives are a driving force, there are also other factors such as technical performance and quality of life aspects to consider. If, for example, The Elder Scrolls VI is a better experience on the Xbox, then it is clearly going to be better to get it on that platform and vice versa.

TC: I am nothing if not a Bethesda fan. I’ve poured hours of my life away to The Elder Scrolls and Fallout, and I plan to again in the future. In the unlikely event that Bethesda comes out and says that all future games would be Xbox exclusives, I would go Xbox without hesitating. I don’t plan on getting either console on day one, I need time to make my decision, and will probably get one a year or so down the line. Aside from seeing how each console performs and continues to perform after its release, it will give me opportunity to see how this new partnership will pay off.

JH: Likewise with Toby, my time in Oblivion and Fallout 3 have no doubt crafted me into the washed-up freak I am today. I wouldn’t trade it for the world. I’m sure Xbox PR has been loving the industry-shake-up juice this announcement provides; I think this merger doesn’t technically finalise until the end of next year, though such a big move will have been planned and talked about behind closed doors for a while. Perhaps even why Xbox might have been pulling their punches a little recently, knowing their “one more thing” this year was actually one of the largest acquisitions gaming has ever seen? If things are kept multi-platform, and Microsoft try and hit me with the marketing line that “Bethesda games play best on Xbox”, the simple truth is that they won’t. The Elder Scrolls & Fallout are PC games through and through – they simply can’t try that route. So, we’re in danger of them starting to get into the realms of imposed differences instead. If an Xbox is able to get a better technical performance out of the games than a PS5, by all means, go for it and market that. I don’t think that’s enough to make me change systems. If all future Bethesda titles do turn console exclusive on Xbox, in a sense I’m entirely immune to that being damaging to me through having access to a PC. However, that would be such a heart-breaking blow to all PlayStation owners everywhere. It would also be monumentally contradictory to all the Xbox press releases and philosophies stating that bridging players wherever and however they play is now a high priority. Side note: notice how that ideology has only really come to the forefront since they were trailing behind this generation – I don’t think that’s a coincidence.

WR: I do reckon that Microsoft will try and keep that pro-consumer feeling going; it would indeed go against recent messaging to suddenly take Bethesda games away from PlayStation owners. I see more of a Minecraft situation here, where they make lots of money from it across platforms, but it doesn’t necessarily become a lead exclusive in the way Halo is. This news takes on different meaning depending on whether you play on PC or not, as for those such as Jed who have that option, they know that version is there. But for those who are focused on console, there is more uncertainty of whether future Bethesda releases are going to be on the machine they own or not. There are potential downsides, but I imagine Microsoft is going to play this very carefully. Let us go glass-half-full for a bit; in your ideal situation, where does this go? For example, could Microsoft actually help Bethesda with some of the issues they have had in recent years with glitches and problematic releases? Are we suddenly going to see other first-party Microsoft studios working on Bethesda intellectual properties – such as, y’know, having Obsidian Entertainment return to Fallout?

It is possible the Obsidian/Fallout partnership could happen again

TC: If all this meant was Obsidian returning to Fallout, it would be a worthy partnership in my eyes! Last year The Outer Worlds showed us just exactly what Fallout 4 was missing, and reminded us what it was about New Vegas (which Obsidian developed) that we fell in love with. If we could marry those two together again in the future I would die a happy man. Microsoft bought Obsidian back in 2018 and with the likes of New Vegas being a Bethesda IP, a sequel wasn’t possible. With Microsoft now owning both parties, they’d be fools not to develop a sequel to one of the highest rated games not just in the Fallout franchise but in the genre. Overall, I’m optimistic. I think this will help Bethesda make cleaner, tighter games. But hey, let’s face it, barring the game-breaking/crashing kind, silly glitches are what gives these games character.

With Microsoft there, they will be a fresh pair of eyes, and also new ideas can be implemented

Jordan Senior

JS: Going forward, I would like to see Microsoft help Bethesda fix their ongoing issues and make sure that their games are of a really high quality. Prior to this deal, Bethesda were their own company and relied too much on the name of their IPs. In 2020, that is not enough, and they have to make sure that their games are fluid, seamless, and most importantly playable at launch or soon after. With Microsoft there, they will be a fresh pair of eyes, and also new ideas can be implemented as they’re not relying on the same talent as before – a shake up will be a good thing. Not saying that they should ditch their core gameplay values, but instead evolve and adapt the brand and games for this new generation. What excites me about, say, Starfield, is that it is a new IP and doesn’t have the same expectation and recognition as Fallout and The Elder Scrolls. They have a chance to be really experimental and implement mechanics that will feel distinct yet familiar. I want to feel like I’m playing a Bethesda game with Starfield, but don’t want it to just be Fallout in space. They can do something very special with this, and hopefully this will inject new life into Bethesda and make them a more trustworthy company again.

JH: If you’re thinking that the acquisition will mean the end of Bethesda glitches, I think you’re in for a bad time. It really depends on how much control (or meddling) Xbox is going to have. The fear is that they own it, so they can do what they want; they have all the control. Hypothetically, if Microsoft decides they want Bethesda to work on Kinect 2, then they will work on Kinect 2. Don’t assume that just because they’re big companies with similar values that everything with be fine. Look at Bungie/Activision: after their split, Bungie came out of the basement and spoke about how Activision was bullying them into business models they didn’t approve of, but were powerless to do anything. That’s all worst case scenario though, and I don’t see that happening. I’m getting hopeful! If we can get Obsidian to work on Fallout again, I think that’s really exciting. Not sure how Todd will feel about letting someone else show him up on stage with a better game (again), but I don’t see Bethesda coming out with anything more Fallout related for a very long time, bar those updates for Fallout 76. So, maybe they can bounce development off someone else in the interim. Going by Obsidian’s Twitter (see this post), I think there’s hope for this going forward. But again, this is going to be a long way down the line, with Avowed taking their attention. I’ve got to be honest, I struggled to get into The Outer Worlds on first try, but I’m excited to give it another go.

TC: I will say in rebuttal that the Kinect is dead, Xbox Series X/S offers no support for the camera or the games that required one, so fear of a Bethesda Kinect 2 Electric Boogaloo is RIDICULOUS Jed, what were you thinking?!

JH: Hypothetically, if Microsoft decides… That’s all worst case scenario though. I don’t see that happening.

WR: Yeah, with Avowed their focus, if we do see Obsidian on Fallout it may not be for years, but the possibility is there to keep us excited! Though, don’t give them ideas with Kinect and such, see what happened with Rare when they became owned by Microsoft… On the other hand, Rare is recovering now with their gameplay-focused creations of Sea of Thieves and the upcoming Everwild, showing that perhaps Microsoft has learned a lesson there. This also adds even more value to Game Pass going forward, as if the Day One availability on Game Pass for first-party games continues, this means games such as Starfield are going to be there immediately to play through that service. If Game Pass is the area Microsoft is pushing, the whole console-exclusivity idea may not be their priority. Even considering that I lean towards physical copies of games, it is evident how amazing Game Pass is.

Whether on PC (as above) or console, Game Pass is supplying a service with multiple options

JH: There’s no doubt about Game Pass’ value for money. It’s a great offering, and I’m able to play some past Xbox offerings right now on the computer.

TC: I think both Xbox Game Pass and the new features of PlayStation Plus have a lot to offer both consoles. I was having this conversation with Jed the other day; I’m slightly underwhelmed with Game Pass, but that would only be because I’m used to and aware of the games in the Xbox library – even when the games on there are impressive. When I look at the PlayStation Plus library, it looks amazing because I’ve never had access to these games, having never owned a PlayStation past the PS2. So there will no doubt be people like me on both sides that will be impressed by the other consoles’ games, and that’s nothing but a good thing.

JS: In the future, I can see streaming services such as Game Pass and PlayStation Plus Collection (a library of PS4 games available to play for Plus subscribers) be at the forefront in years to come. As concepts, I really like them, but I haven’t yet utilised the services to their full potential. What makes it enticing is the fact that you can play a bunch of games for a certain amount a month rather than individually buying games – prices will have to accommodate this though. Everything is becoming more streamlined and adopting a one size fits method, which I think is great. It won’t be a complete overhaul instantly, but I can see it becoming more commonplace than not. In all honesty, I’ve never explored Game Pass, but if I get an Xbox, I might dabble. I’m quite slow to new tech surprisingly (I still use wired headphones) but if the streaming approach is explored more, then the convenience plus quality will equal a rich and easy gaming experience!

WR: I’m right there with you Jordan on the wired headphones, aha! Your comments on how it isn’t an instant change, but is certainly going in that service direction, are apt; you can see how the industry is gradually going that way, similar to how streaming services are emerging as progressively prominent for TV and films. You could say that Microsoft are a key part of pushing that and making the rest of the industry go with them; without Game Pass, would a PlayStation Plus Collection have happened? I am not so sure, it seems a response to Game Pass – which is great for gamers as there are options on either side. Healthy competing! As mentioned previously, if Microsoft keeps adding well-known names to connect to Game Pass – be it Halo or now Bethesda – then that push is going to get stronger and stronger. We have covered quite a lot here, so I may close us out now. Has been fun getting new voices in here! Any closing comments from each of you before we go?

I think overall the prospect of Bethesda and Microsoft’s partnership should be exciting no matter which console you play on.

Toby Court

JS: To close off, I think it’s a great time to be a gamer in 2020, despite challenging times. New gamers will not have an alienating time getting into the medium, as it seems more accessible now then ever before. I can’t wait for the next generation of console gaming and to see its development in the future!

TC: It’s true everything seems to be going to a premium streaming service nowadays, all you see online and on TV are adverts for some new collective service. And in respect to gaming, a solely digital console being pushed more as a viable option could see the death of physical games at some point in the near future. Thank you for having me Will! Been interesting hearing everyone’s points, and I think overall the prospect of Bethesda and Microsoft’s partnership should be exciting no matter which console you play on.

The Series X/S offering is getting increasingly cohesive

JH: Yeah, just as a closing comment, it is strange to see that Will seems to be swayed so much by the prospect of Game Pass, given your dedication to physical media. I’m looking forward to being able to play more and more games that have not been accessible to me in the future, but I am aware that all of these digital libraries are, at best, temporary. I guess we just can not afford to be complacent.

WR: It is an internal debate for me; I have such a connection to collecting physical games, but I can see how much value Microsoft are putting into Game Pass – including now acquiring Bethesda – and trying to recognise it, even if I am not sure whether or not to dive in. What it may do is, similar to how you say, get me to try games that otherwise I may not have because they are there and so efficiently accessible, in which case the Series S could be a fun machine for experimenting with that library. The physical side is my priority, so my head and heart are clashing slightly here. So, I am gonna go and see if I can make a decision, aha! Thanks for joining me everyone; until next time!


These guest editions of Let’s Chat may become more frequent, especially in the immediate future with Ashley busy. He will be back, though! You can click here for previous entries in the Let’s Chat series.

Resident Evil 3 Review

Developed and Published by: Capcom
Platforms: PlayStation 4 (Reviewed), Xbox One, PC
Release Date: Out Now


Jill Valentine (Nicole Tompkins) is improvising. After the monstrous Nemesis (David Cockman) spontaneously smashes into her Raccoon City apartment amid the beginnings of the T-Virus outbreak, she has seconds, if that, to make choices that keep her alive. Instinctive dodges, reflexive decisions to block the path behind her, and a fiery determination to avoid the clutches of the closing tentacles leads her outside, where she discovers the extent to which the situation has escalated. Infected residents are all over the streets, amid survivors running desperately for safety. Fellow Special Tactics And Rescue Service member Brad Vickers (Darren O’hare) appears and informs her about the creature she just narrowly avoided; it is set upon hunting down those in the S.T.A.R.S. group with relentless tenacity. In the following sequence, Jill makes her way through more infected, meeting Nemesis again in a brutal face-off with another narrow escape before the first moment where you can catch your breath.


Know Your Enemy

This is the brilliant, heart-racing opening to Resident Evil 3, the remake of Resident Evil 3: Nemesis that was initially released in 1999 on the first PlayStation. It’s been revamped with the same RE Engine introduced for the recent remake of Resident Evil 2, switching the fixed perspectives up for a contemporary third-person over-the-shoulder viewpoint of 3D environments. Just before the sequence described above (and after a delightfully stylised opening roll), you spend a few first-person moments as Jill in her Raccoon City apartment that immediately makes clear not only the production value, but the intricacy of the visual upgrade. The character-informing posters, the detailed notes of her investigation into Umbrella Corporation, the food left on the table; it’s all-encompassing. From there, you go to the bathroom window, switch to third-person, and away you go, soon into that first meeting with Nemesis.

If I was making a list of the top ten video game openings, Resident Evil 3 would be in there (that’s actually a fun idea, may do that!). It grips you with immediate effect and does not let go, even after the credits roll! On my journey through the Resident Evil series this year, this has undoubtedly been the high point, combining the tense survival horror and incredible, dramatic action of the series into one cinematic package. Pacing is exceptional, never lingering too long in a tone or setting; the balance makes the game very malleable to differing play styles and speeds. My first run took around 4-5 hours, similar when on thorough collectible searches, but you can also feasibly finish the game in under two hours if you know how to operate. Put it this way: I have played through this game 5 times so far, and am enthusiastic to go again!

Yeah, stay away from Nemesis

The majority of Resident Evil 3 is spent playing as Jill Valentine; the game is set post the Mansion Incident she was caught up in from the original Resident Evil, which is part of why she is now investigating Umbrella. In the Resident Evil series, Jill Valentine is my favourite character, and she is awesome in the protagonist role here, self-confident and evidently skilled but also clearly fighting internal issues. This very human strength and solidarity drew so much empathy from me – I would say that further insight into those images troubling her could have added even more of an emotional edge to Resident Evil 3. We follow her attempts to save and escape from Raccoon City whilst being hounded by Nemesis; the events happen concurrently to those of the Resident Evil 2 remake, with clever crossovers here and there, but 3 is structured quite differently. Whilst 2 had two campaigns, one each for Claire Redfield and Leon Kennedy, 3 is focused on Jill, though there are admittedly sporadic sequences playing as Carlos Oliveira (Jeff Schine) that hint at inspiration from the previous remake.

Hold on, I hear you say, who is Carlos Oliveira? Jill meets him after one of the encounters with Nemesis, and discovers Carlos is part of U.B.C.S. (Umbrella Biohazard Countermeasure Service), trying to get survivors onto a train and out of the city. Despite friction due to their Umbrella origin, Jill agrees to help them out, as there are innocent lives at stake. Other members of U.B.C.S. we meet around his point are the directing voice of Mikhail Victor (William Hope), the efficient and supportive Tyrell Patrick (Sterling Suliman), and the suspicious Nicholai Ginovaef (Neil Newbon). These scenes of the characters conversing are another example of the remarkable visuals of Resident Evil 3; the character models are detailed and expressive, moving with wonderful fluidity, and the voice acting is on-point as well, suitably serious, charismatic, and just that slight bit melodramatic!

From left: Jill, Mikhail, Carlos, early on in the game

Inevitably, going back to the surface of Raccoon City escalates into many tense instances – I mean, this is Resident Evil, after all! A variety of threats arise to hamper progress as Jill tries to get the train back up and running, from the expected – y’know, zombies – to the not-so-much of a particularly gruesome nest of spider creatures. Though the game is much more linear than the Resident Evil 2 remake, there is satisfying depth to each locale; alternate routes are there to discover, and as you acquire equipment such as the Lock Pick, you can access hidden items previously out of reach. The RE Engine makes inventory management streamlined, snappy, and smooth, letting you put your focus on surviving and getting to know area layouts. This is especially important in 3 as Nemesis can suddenly land in front of you and throw your carefully-considered plan out of the window!

Nemesis completely changes the situation. In addition to the imposing build, hard-hitting close combat attacks, and tentacles to grab Jill, it also has frightening speed when running, meaning for much of the game – and especially on harder difficulties – dodging is your main form of defence. A tap of the mapped trigger causes Jill to take a cautionary step or roll which, if you time it just right, causes a slowdown effect with more opportunity for retaliation. It’s so gratifying, requiring exquisite timing to successfully perform. Otherwise, intense damage can lead to Nemesis temporarily pausing the chase, but do note the word temporary – when in pursuit, Nemesis is tough to shake off. Furthermore, the presence of Nemesis adds complications to other infected – there is not the same leeway to line up a headshot when you can hear thundering footsteps close behind. The instinct of fight or flight vividly kicks in as your priority becomes the next point of relative safety. Not that save rooms necessarily stop Nemesis…

Well, this seems safe

I’ve really got to emphasise the feat of achieving this gameplay feeling. It isn’t common; there are plenty of hard games, plenty of scary games, but to strike the balance of the thrill of the chase, the suspense of the intermissions, and the energy of knowing you have a way to retaliate – it’s incredible, leaving you scrambling to react from moment to moment, without any sense of unfairness. After the Resident Evil 2 remake, the return to Raccoon City could have been samey, but that is not the case; as the game continues you move to intriguing and occasionally vibrant new settings, whether that be a waterside confrontation, a creepy hospital, or a clinical but blood-tainted facility. This contributes to maintaining the air of surprise – the opposition also responds to the change of location.


On the Same Side?

With so many threats all around, making use of the firepower available to Jill is crucial; as well as her iconic Samurai Edge, Jill gets access to a shotgun, grenade launcher, and more. When playing as Carlos, this differs. He has more of a military vibe, with the rifle and how he lunges forward instead of dodging. It is refreshing in that it encourages a slightly different approach, less reflexive and more about raw damage. There are other subtle differences – for example, Carlos does not have the option of using a Lock Pick, so in one location later on, only when you go through as Jill are certain locks made available to open. It’s a fun form of Metroidvania puzzle design mixed in as Jill and Carlos make their way through the story and continue to have their paths meet.

Carlos quickly shows his endearing side

In just a few scenes, a respect is built that Jill and Carlos have for each other based on their individual qualities, not the affiliations they have, which I really appreciated. They help each other out in the game, but it’s a friendly and proactive sense of camaraderie that drives it more than an antiquated romance story. Tyrell Patrick is a great foil to the two as well, bouncing off each well and stopping it being just the Jill and Carlos show. There are enough moments of downtime interspersed in Resident Evil 3 to allow the characters to have those important quieter moments – and for you to catch your breath! – but also not so many that Nemesis, and other threats, lose impetus. Agh, just writing this makes me excited to jump back in yet again! OK, William, finish the review first…

At first impression, Resident Evil 3 being around 2-5 hours could be an issue, but I really disagree. In my eyes, a game is not valued on the factual hours of the length of the narrative; it is the potential in that for enjoyment, for affecting moments, and for longevity and replayability, and in that regard Resident Evil 3 is exceptional. No one scenario is lingered on to the point of getting too comfortable, and even the types of infected you meet aren’t repeated much, and when they are, they’re in a new scenario where a new approach may be needed on the player side. It keeps you on your toes, as you’re never quite sure on that awaiting you around the next corner, Nemesis or otherwise.

There’s opportunity to find your own distinct approach

I’d say that in the Resident Evil series, the entry that Resident Evil 3 is closest to is – despite the shared engine – not the Resident Evil 2 remake, but actually Resident Evil 4. The more linear path and fusion of horror with action are similarities, though Resident Evil 3 also has the intense Nemesis chases. To go back to the game length again; I found myself really connecting to Resident Evil 3. The idea of a story that knows where it is headed with a laser-focus on the narrative and gameplay is one I am very much here for. It may not be to the taste of everyone, but for me it clicked into place as the pinnacle of interactive storytelling within the Resident Evil series.


All Over Again

The question is, then, quite why have I played through Resident Evil 3 so many times? For starters, it is because I garner such joy from the experience. As well as this, there are plenty of rewards to further push you in this direction. First I did my initial playthrough, then on the second occasion I paid especially close attention to trying to find as many collectibles as I could. Next, I started the harder difficulties, and woah-oah. Wow. The easy option would have been just to up the damage you take and lower your health; but no, depending on which difficulty you play on, Resident Evil 3 becomes a very different type of game.

Cinematics are so well-produced!

Enemy placements change. Different enemies spawn in different areas. Items are moved around. Traits of enemies themselves markedly deviate. It’s as though the puzzle has been shaken up, and all your knowledge is put to the test as the early encounters immediately become incredibly challenging. Infected react much more violently and appear in places you might not have even considered before, cutting you off in Nemesis meetings and literally falling from the air over your head. Again, though, it never feels unfair, it’s just as though you’re being asked to demonstrate your proficiency at the game.

The final fight in particular turns into an utter test of gaming skill as you dance around the attacks flying in, using every trick you have learned from playing Resident Evil 3 to that point. Seriously, that sequence on the hardest difficulty is so tough, so brutal, but oh-so-satisfying. Helping out is the Shop which – wait, hold on! – is to my delight completely transaction-free! You earn points from completing challenges in the Records menu, such as defeating a set amount of enemies, finding collectibles, and completing the game in certain ways. Several of these, such as completing the game using one or less of the healing items, are also requirements for the Trophy list.

Yes, Nemesis does at one point wield a flamethrower. Yep.

With these points, you can purchase item that have in-game effects. Increasing stats, having access to a new weapon, crafting more ammo at once; the shop is very helpful to ever-so-slightly soften the harder difficulties. The means of getting those points to spend also bring with them extra unlockables, in the form of Concept Art and Models that are fascinating to view. There is a coherent sense of longevity in Resident Evil 3.


From All Sides

Now, I am going to put aside space to mention more on the audio. As aforementioned, the voice acting is superb at capturing the essence of the characters and the tone of the game, with Nicole Tompkins as Jill Valentine the standout, but no weak points in the cast either. David Cockman is the supplier of the intimidating roars and growls of Nemesis; the sound design for the roster of enemies is, as is often the case for Resident Evil, effectively ambient, often signalling their arrival before you see them!

Jill Valentine is awesome.

The audio design is so key to the suspenseful exhilaration sustained in Resident Evil 3. With the way that this game carries itself and constantly pushes you, the sounds resonate through you and contribute to that energetic flow that fluctuates depending on the situation. The reloading of a gun, the groans of zombies, the sounds of Jill short on breath when injured – it all goes together, signposting you through sound of where your attention should be going next. It is masterful, and matched with the beautifully extravagant camerawork and polished visuals, makes for a breathtaking presentation.

Before I get to my Final Thoughts for Resident Evil 3, a note on Resident Evil Resistance, which is only playable through purchase of Resident Evil 3 but is intentionally split from it as a separate game. It was worked on by a different developer, namely NeoBards Entertainment, and centres on a group of new characters taken by Umbrella who try to escape in 4-against-1 multiplayer gameplay; the RE Engine is again in action, and since launch there has been the addition of Jill Valentine as a playable character. Going by how the two games have been released, I have decided to keep my reviews apart. Yet, as the acquisition of Resident Evil Resistance is so tied to Resident Evil 3, I have put a link to that review below:



Resident Evil Resistance Review

To make it clear, Resident Evil Resistance is not being included in the consideration of my verdict for Resident Evil 3. You can sense that the development teams of the two games were not the same, as Resident Evil 3 is considerably more cohesive and successful than Resistance. There is fun within Resistance though, so if you’re intrigued by that game, my review is there for more detail.


Final Thoughts

Resident Evil 3 is a showcase of how it isn’t the extent of a game, but the content within, that counts. Jill Valentine leads an engaging cast of characters caught up in a compelling scenario; this is a game that is keenly aware of the style of story it is telling, and leans into it with phenomenal effect. It never gets complacent, constantly challenging you with new enemies and situations that are all heightened by the Nemesis factor. In addition, the impressive longevity of difficulty modes and unlockables opens up such enthusiasm for repeat playthroughs. For me, Resident Evil 3 is my Game of the Year so far, a seamless, stunning combination of narrative and gameplay, classic and contemporary, horror and action. Right, time to start that 6th playthrough…

9.5/10

Rating: 9.5 out of 10.

Resident Evil Resistance Review

Developed by: NeoBards Entertainment
Published by: Capcom
Platforms: PlayStation 4 (Reviewed), Xbox One, PC
Release Date: Out Now


Via purchase of the phenomenal Resident Evil 3, you additionally gain access to Resident Evil Resistance, a 4-against-1 multiplayer game. In this, a group of Survivors attempt to escape from an Umbrella Corporation experiment – meanwhile, a villainous Mastermind sets up all manner of monstrosities and traps to run down the clock and stop them. I debated whether or not to integrate my thoughts on Resistance solely within my review for Resident Evil 3, but as Capcom saw fit to split them into two games, it does define them as separate entities that should be discussed likewise with separate verdicts. However, because Resistance is simultaneously intrinsically tied to Resident Evil 3, with the same engine and how you need that game to even play it, I am publishing my two reviews at the same time and linking to this one with a fancy new WordPress block in my review for Resident Evil 3. How exciting! New features! Be impressed?!


Do I Know You?

Whilst developed by a different team – NeoBards Entertainment – to that of Resident Evil 3, Resistance uses the same RE Engine, which originated for the remake of Resident Evil 2 and was then utilised for Resident Evil 3. So, it does have a similar feel, especially when playing as a Survivor; the refined inventory and third-person over-the-shoulder movement are present here and remain a delight to control. Motion is fluid, direction change is responsive, and aiming is precise. Resistance has new ideas too, and introduces characters with their own traits and gameplay quirks to shake the situation up, which I shall get onto more in a moment.

Where Resistance really deviates is in the role of the 5th player, the Mastermind. In this position, you control many aspects of the map, starting with the initial set-up of where enemies and items are placed; from there, using cameras around the map as your viewpoints, you can select which infected and traps to add in, and where they are positioned. If you have ever played the multiplayer of ZombiU – or another dual perspective tower defense game – it is very reminiscent of that.

Mr. X makes a return from Resident Evil 2

There is a story of sorts, though don’t expect much narrative progression past the initial set-up. A group of six characters – Valerie Harmon (Alex Ryan), January Van Sant (Melanie Minichino), Tyrone Henry (John Eric Bentley), Samuel Jordan (Clayton Froning), Martin Sandwich (Nicolas Roye), and Becca Woollett (Tara Sands) – have all in one way or another been taken away from their lives by Umbrella, and are now being subjected to horrors in order to gain data on the infection the villainous Corporation is manufacturing. Jill Valentine (Nicole Tompkins) has also become available as a playable character since launch, a welcome addition bringing gravitas of a well-known Resident Evil series regular to the roster.

Now, the new characters are very much the classic horror movie tropes; Natalie is the more studied and reserved girl, January is the rebellious spirit, Tyrone is the respectable friendly type, Samuel is the sporty guy, Martin is the less confident yet smart one, and Becca is the country girl who knows her around a gun after all those days at the ranch! After initially being worried about how hollow the group might be – and don’t get me wrong, they’re not masterworks of character development – they’re actually a really fun set of personas who each have their own personalities, evident through expressive voice lines as they embody that B-movie charm. Side note: if you are after a subversion on this, go watch Cabin in the Woods!

Don’t mess with a country girl!

The stereotypical nature of this group extends to their unique Personal and Passive Skills; the former is a mapped action you can choose when to use, and the latter is always active in the background. You also have a Fever Skill that is powerful but takes a while to recharge, similar to the Ultimate move in games such as Overwatch. To focus on one character as an example: January has Passive Skills to use Disruptor Rounds that are especially damaging to cameras and to hack the prices of Armory items; a Personal Skill to put specific cameras out of action; and then a Fever Skill to impair all cameras and interfere opposition Skills. Fret not, Mastermind players, you get customisation as well; the five playable characters even have their own specific Bioweapon. This ranges from Resident Evil 3 villain Nicholai Ginovaef (Neil Newbon/Mark Hill) bringing in Nemesis (David Cockman), to nostalgic returns such as Alex Wesker (Mary Elizabeth McGlynn) and the botanical Yateveo she can set upon the Survivors.


One Way Out

Similar variety cannot be praised upon the selection of game modes. After the initial tutorial, you are left with either Practice or jumping into online. As the former doesn’t grant progression, there is little reason to play, outside of getting a hint of the potential a PvE version of Resistance has. Seriously, with these vibrant characters and the way the remakes of Resident Evil 2 and 3 have improved the gameplay mechanics to impressive degrees, a version of, say, the Raid Mode from the Revelations games could have been very successful. Alas, we’re left with only an online PvP. After choosing to play with randoms in Quick Match or with friends in Custom, you select to either be a Survivor, the Mastermind, or alternatively let the game figure that out for you. As far as modes go, that’s it. It is really disappointing that the game feels so empty – even if this was a multiplayer mode within Resident Evil 3, you’d hope for more spins on the base formula, so as a standalone game, it’s even more pressing an issue.

Maps are new designs, not exact replicas from Resident Evil 3

In my time with Resistance, I personally gravitated towards the Survivor portion, and is where I found most of my enjoyment. From this viewpoint, you start out in the safety of the Armory area where you can purchase supplies with Umbrella Points, before entering the first Mastermind-controlled space. To get past this, you must successfully retrieve three puzzle parts placed and defended around the map before gathering at the gateway to the second portion; the more players that are there when progressing, the more time added on to the impending timer. Then there is another Armory for you to kit yourself out, before searching for a Security Guard zombie holding a key to access three terminals that open up the way to the third and final part. After another opportunity to make purchases, you then try to destroy three bio-cores and make your final dash for the finish line.

You may find that an unusually specific description; there is a reason. It’s because that is essentially always the set-up. There is no mix-up of even the puzzle task going at the end and vice-versa – there are subtle differences depending on how the Mastermind operates and organises placements, but mostly the structure stays static. As with the lack of modes, it makes the game feel very restrictive, and frankly, that it needed more development time. It’s almost as though it is a fleshed-out tech demo instead of a full, finished product. After a few games, this can create a stale impression as you resign yourself to how each instance might play out.

A familiar Mastermind character for players of Resident Evil 2 is an optional choice

Even so, there is fun to find here, though it is very case-specific. Each character has a separate Rank that is increased through gameplay, and this has a key effect on how the subsequent game shall play out – especially for the Mastermind. See, the Skills unlocked on the Mastermind side have noticeably more impact on how tough a scenario they can provide. When in a group with 3 other Survivors, those with more experience can help those with less, but as the Mastermind is alone, the options available to them completely tilt how proficient they may be. For example, if there are a team of Survivors against a Mastermind who is playing for the first time, it is very likely that it is going to be hard for the Mastermind to significantly halt progress with the initial spawns and abilities available to them.

It works (or rather doesn’t) the other way too; if the Survivors are all quite new to the game and are set against a Mastermind of – to throw a number out there – Rank 100+, it might be almost impossible for them to make it far. There is the whole “get good” opinion, but it doesn’t cut it – it shouldn’t take multiple 5-15ish minute games to arrive at a point where you have more of a reliable expectation of enjoying the game. It’s especially daunting when in your first games as the Mastermind; in the Ready Up screen, your Rank 1 against higher levels of the Survivors can immediately set out a sense of how easy escape may or may not be.

Healing items apply to fellow Survivors too

This isn’t to say there isn’t a sweet spot though, and when the experience of the 5 players coincides, Resistance can find a momentum where it captures some of the thrilling tension that makes Resident Evil 3 such a masterpiece. Playing as the Survivors, fighting through enemies as the timer ticks down, reviving teammates, avoiding sudden spawns of zombies… it can work to enthralling effect; and there can be an excitement to keeping them pushed back just enough as the Mastermind, too. Resistance has the ingredients required to strike that tension, but it just does not happen at a frequent enough rate to sustain a one-more-go appeal.


Escaping in Style

That inconsistency opens up opportunity for the surrounding framework of Resistance to be rewarding enough to encourage bearing with it – but again, it is lacking here and only exacerbates the issue. Every time you Rank up you get additional Result Points added on to those you earn in-game; I found myself getting roughly 1000-10000 on each go. Compare that to the expensive pricing of the Shop, where Equipment Chests start at 3000, but Cosmetic Chests are 50000! Let’s be serious, the Cosmetic Chests and the awesome outfits that you can get from them are the main appeal. Not only that, but you only get one item from a Cosmetic Chest, which could be an outfit, sure, but also could be a much less impressive weapon skin or dialogue line. When it can take around an hour to organically earn a Chest, the satisfaction isn’t where it could be.

You’ll find yourself in tight spots

Therefore, I found that the imbalance that is so prevalent in gameplay was reflected in the Shop! It’s actually counter-productive, as being more generous with in-game rewards would provide driving motivation to keep playing through the matches that aren’t clicking as much. Instead, Resistance just makes the idea of earning enough to purchase a Cosmetic Chest seem overly time-consuming. Further to this, it causes cynical thoughts too, when the option to purchase RP Boosters – which increase how many Reward Points you get – with real money is there. For me personally, I am not going to go that route, so the end result is that I am turned off from playing Resistance at all. There are Daily and Weekly Missions that earn you Reward Points and Cosmetic Chests, but they’re not enough to fix the problem. It’s such a contrast to the store in Resident Evil 3, where you earn currency solely through gameplay to unlock items that are specifically listed, not hidden in Chests.


Final Thoughts

By being so intentionally separate from Resident Evil 3, Resistance invites more expectation upon itself. As an idea, the central dual perspective is one with potential, a potential that every now and then is sparked into fulfillment; all too often, though, a lack of balance in multiple areas prevents this from happening. The presentation is there – the RE Engine is again impressive, and the new characters surprised me with how endearing they were, but the core of the game just is not there to back it all up. Taken as a bonus multiplayer mode to Resident Evil 3, it’s a fun experiment that can pass the time, but as a game itself, it needed more work. Can I go back to Resident Evil 3 now?

6/10

Rating: 6 out of 10.

10 Hours With… Animal Crossing: New Horizons

Y’know, on occasions, games just don’t click with you. Earlier this year, the latest entry in the Animal Crossing franchise, subtitled New Horizons, was launched to enthusiastic praise and stratospheric sales, providing enjoyment to many that was especially poignant during the beginning phases of the COVID-19 lockdown. Whilst I wouldn’t say Animal Crossing is my favourite franchise, I’ve put many hours in across DS, Wii, and 3DS, but for some reason I just did not forge a connection with the Nintendo Switch-exclusive New Horizons. However, I did put around 10 hours in, enough to give an opinion on my experience, but not necessarily to justify a score. In this case, the 10 Hours With… article series that has been dormant on this site since early 2018 (!) is an apt way to put down my thoughts.


Home Away From Home

Initially, for context that applies later on, a run-through of my history with the series. My first game was Wild World (the original on GameCube is admittedly a gap in my knowledge) on the DS, which broke Animal Crossing through into the mainstream. The mixture of life simulation combined with the distinctly charming world of animal residents (you’re the only human… what sort of dystopia is this?) was so inviting, subsequently keeping you playing whether it be to upgrade your house or to complete your collections of bugs, fish, fossils, and more. The young, unaware me then traded Wild World in… Why, me? WHY? Ahem… My next game was Let’s Go To The City on Wii, again one I played regularly; I often visited my town daily and the new features such as being able to visit a City centre introduced new shops and characters, which is actually an area in which I found New Horizons to be lacking.

The DS and Wii entries are probably the ones I have put the most time into, each having their own strengths, be it the portability on the DS or the improved visuals on Wii. Following on from these, the 3DS entry New Leaf arrived. In certain areas, it was a step up from the games prior, bringing back convenience of portability and combining that with a visual jump from the DS as well as more in-depth customisation. Though, even then, the very similar core gameplay began to cause me fatigue for the series; I stopped playing much sooner than on DS and Wii. Until New Horizons this year, New Leaf served as the most recent main series entry, whilst Wii U got a bizarre stop-gap board-game in amiibo Festival, and then there were additional spin-offs: the decoration-focused Happy Home Designer on 3DS, and the mobile game Pocket Camp as Nintendo started bringing their IP to new platforms. So, the anticipation for a new main series entry on Switch, where the portability and home console advantages were set to meet, was high.

Everything is fine…

Leading on from this, now we get to New Horizons (only took me several paragraphs). There criticisms I have of the game, but in many ways it does deliver on expectations; visually it is remarkably crisp and vibrant, the soundtrack is soothing, and it has multiple quality-of-life improvements to streamline the gameplay. This time, instead of setting up an inland town, Tom Nook brings you to an island, where you and a handful of other residents – but, y’know, mainly you – set about kitting out the place from the humble beginnings of your tent. Don’t let anyone tell you otherwise, though; whilst Tom Nook may have a disarmingly pleasant demeanour this time around, he’s still very much after your Bells.

As I say, there have been many refinements to the core mechanics of Animal Crossing in New Horizons. These range from smaller changes, such as more storage space and an equipment selection wheel, to more prominent alterations such as finally being able to cross natural waterways, either with a pole vault or by making a bridge. There have also been extensive revamps on how much you can shape your island – you can unlock the ability to sculpt it square by square how you see fit, adjusting water, hillsides… essentially any part! This side of New Horizons has a vibe of the freedom and utter control in the Creative Mode of Minecraft, especially now you can place furniture outside your home! If you also consider the custom outfit and floor designs, New Horizons has more creative leeway than any previous Animal Crossing before it.

You know what, though, and this may sound strange, but that may be part of why I struggled to get into New Horizons. There are so many positive tweaks, solving issues that irked in previous games, but all this, and the new wrapping of the island getaway, disguise that there isn’t actually much deviation in the central goal. Once again, you are working to pay off the amounts Tom Nook asks of you for each house expansion, which means gathering and selling fruit, seashells, and other items. You can spend time away from that decorating or collecting, again, similar to before. The presentation is refreshing, but the gameplay itself is not quite so, with many of the same characters and targets involved. The Switch has hosted many a series revolution, from The Legend of Zelda: Breath of the Wild to Fire Emblem: Three Houses, but in this case I found that Animal Crossing: New Horizons was disappointing in that regard. I’m very appreciative that it goes for evolution not revolution, but for me personally, I was really hoping for more of a shake-up beyond the literal Bells and whistles.


Do It Yourself (Because Tom Nook Ain’t Gonna)

Let me express that I don’t take pleasure from the disappointment; I was cautiously optimistic about New Horizons, but my concerns of it being a newly packaged edition of a similar experience were founded. In my 10-ish hours of playing, the game ran me through tutorials that were all-too-familiar; on the other hand, there is one new feature that is a marked departure for the gameplay side of Animal Crossing, in the form of the crafting system, which again brought Minecraft to mind. You can now gather materials by, for example, chopping down trees and picking up stones, and then take them to a workbench – either near Tom Nook, or one you have built yourself – to craft equipment and furniture. It’s a noticeable focus early on, and I am glad that it is there to slightly mix up the gameplay.

You can now disrupt nature in all kinds of new ways!

Therefore, if there are particular items you are after, you can attempt to collect the various materials needed; there is initial novelty in this, with endearing animations of Tom Nook and co. applauding you for, well, doing their work for them, I guess? Yet, I quite quickly got tired of it, and found myself drawn to speeding up the process by buying the equipment outright from shops when I could. It gets to the point where Tom Nook asks you to collect the materials required to set up three houses with the correct furniture for new island-goers, and the idea of gradually going through the lists and getting each item wasn’t one that particularly sparked excitement in me. Not to mention that Tom Nook is committing fraud, as this happens because he *mistakenly* sells these houses to people as if they are already built, then asks you to build them for him! The audacity.

I imagine that if there was end reward for this type of task that wasn’t so similar to past games, I would not mind as much. But bringing in new villagers isn’t – in the scope of the series – an innovation, so making the way to do it more complex just felt a roundabout way of doing the same activities. This is an issue elsewhere; as much as Blathers is awesome, a celebration of him arriving and setting up a museum isn’t that thrilling when there have been museums in these games before. I enjoy meeting characters again, but there is such a reliance on them, with not that many new faces so far. Where this is done better is the villagers that can move onto your island, as the way different islands get different residents encourages that feeling of your game being unique. Furthermore, the dialogue is frequently hilarious – the localisation is impressive in the inherent wit and sense of personality.

Villagers are wonderfully quirky

At this point, the awareness that I may have sounded quite grumpy at times in this post is hitting me, but I shall put emphasis on how I suspect the problems I have with New Horizons are due to my own taste in games and experience with the series – not necessarily the fault of the game itself. Firstly, the way New Horizons leans towards the more open, limitless creative potential of your island isn’t a direction that directly appeals to me; I prefer to play within set rules. For comparison, I am more drawn to the design vision of New Super Mario Bros. U than I am the creative blank canvas of Super Mario Maker. Secondly, the sheer amount of Animal Crossing I have played over the years has led to the appeal of the repeated set-up wearing off, and said set-up is mostly unchanged in New Horizons.

If you are a fan of detailed customisation and/or are new to the series, it’s a game that could offer you hours upon hours of fun. Which, clearly, it has this year, going by how well it has done critically and commercially. Multiplayer should be mentioned too. I tried out the functionality of visiting a friend to walk around their island – which was much more organised than mine – and it worked well. There are wisely barriers in place to decide who can do what when they arrive on your island, and the connectivity was proficient, so I have no complaints. Just wandering around a new island has a certain positive energy to it!

To reiterate, let me again say how glad I am that people found joy in Animal Crossing: New Horizons this year. During such turbulent times, for a game to be there as a delightful source of entertainment is incredibly valuable. I’m disappointed I personally wasn’t able to click with the game as much as others, but we don’t all have the same opinions on every game, and that is part of why it is so fun to read alternate takes! I am glad I gave New Horizons 10 hours, but in the end it isn’t a game I envisage myself soon going back to.


Did you play Animal Crossing: New Horizons? If so, feel free to put your personal opinion on the game in the comments below! This article series is suited to games where I start them and have thoughts to put down on this site, yet have hours and hours left until I can finish them and be in the position to review them with a score (see: Persona 5). Until next time – have a great day!

Five by Five: Give It A Light Novel Title

Well hi there! So, this is the first tag post I have done here on this site, after being kindly nominated by IT’S YOUR FAULT I’M NOT POPULAR! over on their entry for this; I’m going to be making up names for manga/anime/light novels in the format of the ridiculously long titles many light novels have!

As far as tags go, I quite enjoy this one, so am eager to get into it! From reading the post KS Blogs did, it appears that this was thought up by Shallow Dives in Anime. There you go, there’s a bunch of links for you to click, eh?

They’re not that bad, just have a read, yeah?

Before I attempt to be comedic (prepare yourselves), have a read over the rules and details, which I am going to copy/paste from the post I was tagged in:

The Rules

  1. Choose up to five anime, manga or visual novel series that have a short title
    • Light novels that have shorter titles (Date A Live for example) are also allowed.
  2. Give these series a new title based on those classic overly long Light Novels we love!
  3. If someone has already picked a series you wanted. It’s OK! Let’s see your own take on the title!
  4. Link back to the original post so I can read people’s suggestions, I’d love to read everyone’s ideas.
  5. Include Give it a Light Novel title in your tags so everyone including myself can find them all easily.
  6. Nominate around 1-6 bloggers.

Sorted. That’s the formalities done, so now onto my 5!


Kakegurui

School Gambling is Getting Out of Hand (Not Just Because of Physical Maiming)


Carole & Tuesday

Who Knew A Music Career On Mars Would Be So Tough?


Yuri!!! On Ice

It’s Difficult to Quit Skating When Your Role Model Turns Up Naked


Steins;Gate

How A Microwave Can Lead to Time Travel, Corporate Conspiracy, & Romance


Yu-Gi-Oh! (First Series) –

I Share My Body With A Pharoah; He’s Amazing At Card Games!


– Bonus Round: Yu-Gi-Oh! 5D’s (I Just Have To Add This One… ) –

Card Games On Motorcycles


That was fun! Got me at least attempting to be funny, aha! Right, now I have to nominate others… *Drum Roll*

Extra Life
Pinkie’s Paradise
gamergal.exe

If you’re tagged, consider it a suggestion, not an obligation! Not gonna chase you up on it; this was a fun creative process though, so perhaps consider it.

Now, back to your regular programming; reviews, Let’s Chat, and more on the way soon!

Film in 500: Tenet Review

Certificate: 12A
Writer/Director: Christopher Nolan
Production: Warner Bros., Syncopy
Distributor: Warner Bros.
Platform: Reviewing after watching at the cinema
Release Date: Out Now


“Don’t try to understand it,” says Barbara (Clémence Poésy), “Feel it,” she tells The Protagonist (John David Washington) – yes, that’s his name – early in Tenet, and it’s as though she’s speaking to us too. It’s a description of the time-altering properties core to the film, granting the possibility of moving backwards in time. Not quite time-travel, more reversing your temporal movement. Confused yet?

Tenet is the latest from the acclaimed director Christopher Nolan, known for subverting dimensions; particularly time, for example in Interstellar and Dunkirk. It feels as though Tenet is an evolution of that, running with the central idea to smart, layered, and occasionally over-complicated effect.

Set in nondescript modern times, Tenet opens with the rigorous infiltration of a musical performance, vividly reminding me of the opening to The Dark Knight. It kicks the film off with grounded yet heightened energy; after this excursion, The Protagonist is told of “inverted” objects making their way back from the future, and their potentially world-ending implications. What follows is James Bond-esque, world-trotting to discover and infiltrate new locations and individuals.

In the lead role, John David Washington is superb, portraying efficient proficiency – viscerally put across with an early kitchen fight – and a knowing inexperience of the luxurious, questionable lives he encounters. The Protagonist is earnestly likeable, an important quality given how character insights take a back seat to plot-focused dialogue. Take teammate-becomes-friend Ives (Robert Pattinson); I would’ve welcomed more development of their dynamic.

On the other hand, standout throughout is Kat (Elizabeth Debicki), wife of unsettling main antagonist Andrei Sator (Kenneth Branagh). She’s an in for The Protagonist, however the blackmail-fueled control Sator has over her calls priorities of multiple characters into question. In among talk of apocalypse, this emotional edge adds humanity to Tenet.

Meanwhile, the presence of inverted time signifies escalating stakes. It’s an unorthodox cinematic device – imagine certain aspects in reverse: unknown marks in a room could be from actions yet to happen; or a bullet seemingly levitating into a hand may actually be dropped the other way. Whilst Tenet infrequently overshadows itself with intricacies, it also rewards focusing on details.

Action scenes are staggering, mostly practical effects with post-production inversion. Clashing temporal directions bring new meaning to the physics of corridor fights, car chases; Tenet doesn’t hold back – the set pieces consecutively raise the bar of implementing inversion, put on-screen in polished style.

Brilliantly emphasising the experience is the score, a delicately intense mix of staggered notes playing into the time motif. It’s very reminiscent of the gradual audio build-up of Dunkirk, with added contemporary vibes comparable to Inception, to name one.


Final Thoughts

Tenet is a rough diamond; the central conceit is basis for spectacular flashpoints, yet by over-explaining itself the film loses opportunity to inform character development. The innovative filmmaking is an impressive showcase for how to surprise within a medium and genre. When Tenet focuses on the intricate and strikingly-structured story it has to offer, it’s a thriller quite different to any other.

8.5/10

Rating: 8.5 out of 10.

Gaming Photo Album: Uncharted 3: Drake’s Deception

So, it’s time to finish my three Gaming Photo Album posts for Uncharted: The Nathan Drake Collection, ending – shock – with Uncharted 3: Drake’s Deception, which – perhaps controversially – is my favourite of this trio. In my opinion, within this trilogy, it has the best action set pieces; the one at sea around halfway/two-thirds in is a particular thrill ride! I am aware that Uncharted 2: Among Thieves is the game many favour, though, so I’ll quickly get onto the photos I took whilst playing before too many people tell me I am wrong in the comments, aha!


London


Enclosed


To the Shore


Plane Crash


Desert


Riding to the Finale


Well, there are some snaps from my time with Uncharted 3: Drake’s Deception! Bear in mind that, say, during the ending sequence, I’m more preoccupied with the story than taking photos – this is quite a natural showcase of how I use the Photo Mode here and there. I’ll have to consider which game I put into this feature next; watch this space (and feel free to make suggestions)!

Spellbreak Review

Developed and Published by: Proletariat
Platforms: Switch, PlayStation 4, Xbox One, PC
Release Date: Out Now


Am I accidentally getting into Battle Royale games? If I am, it’s partly due to my friends. After their suggestions, I have recently played Fall Guys: Ultimate Knockout and now Spellbreak, a new take on the genre that brings fresh ideas to the table. Whilst it undeniably relies on certain traits of previous Battle Royale games, there is a physics-based, magical spin that does serve to set it apart. So, how does Spellbreak stack up against PlayerUnknown’s Battlegrounds, Fortnite, Apex Legends, and so on? Well, read on…


I Call It Magic

Upon first entering the game, an aspect that struck me was the art style and accompanying slightly melodramatic, grand notes of the audio. This may be a random connection, but it stirred memories of the rousing Spider-Man 2 theme but with a fantasy, medieval edge. Spellbreak is set in Primdal, a world of mages and mystery, and visually has a vibrant sheen not far removed from Fortnite but with a bit more detail and intrigue to it. The aesthetic is reminiscent of Western animation – proportions are quite realistic, but they maintain clear segments of colour interspersed with signs and symbols to add that extra sense of lore.

To me, the style resides somewhere in that space from Fortnite to Apex Legends. Furthermore, the different types of magic flying around in-game creates a palette of colour spattering the surroundings, complimented by reverberating sounds of impact to keep the tension raised. As clarification before going any further; I played the Switch and PlayStation 4 versions of the game. The PS4 version is unsurprisingly more technically proficient; there are crisper lines and the game runs smoother, compared to the Switch edition which is a bit more blurry and can suffer slowdown when there is a lot happening on screen at once. It isn’t awful though, just a tad behind the PS4. It certainly isn’t enough to, ahem, break the spell.

The mix-ups of elemental attacks create some energetic scenes

Let’s get into that, then. Spellbreak starts, wisely, with a tutorial to get you accustomed to the basics of the controls. You play as a mage, and choose one of six different specialisms: Frostborn (Ice), Stoneshaper (Stone), Toxicologist (Acid), Tempest (Wind), Pyromancer (Fire), and Conduit (Lightning). The option you settle on decides your primary Gauntlet on the right side of your HUD; this, logically, takes up one of your arms, leaving space for a secondary Gauntlet on your other arm if/when you find one within the world map in-game. As you play, you start to get more accustomed to how each one works, and find combos that work for you as a player.

Each Gauntlet has two attacks, with varying effects and cooldown rates which at launch are impressively well-balanced, with no one Gauntlet being overpowered. Combined with your Rune, another pick-up item that can give you varying effects such as invisibility, dashes, and the ability to see enemies through walls, it creates a menu of actions at the bottom of your screen that reminded of the real-time combat in JRPGs such as Xenoblade Chronicles (see below). As far as I know, this is a new mash-up within the Battle Royale space, and is perhaps the defining element of Spellbreak.

Using the Ice Gauntlet, which can be held to zoom in for a sniper shot

The tutorial is actually really well put together, explaining all of this plus various other gameplay mechanics. To sum up other elements of the HUD: you find Scrolls in the world that improve one of your three custom Talents that have subtle effects on your character; Potions and Armour to bolster your ability to take hits; Belts to increase your capacity to carry Armour; Boots to up your Run Speed; and Amulets to increase your Mana supply. When you do enter the scary world of the Battle Royale proper with up to 49 others, finding these items and sufficiently preparing yourself for encounters with opposing players is – as with other Battle Royales – crucial. However, I will say that because of the added depth of the range of HUD options here, it does result in a more complex set of mechanics – particularly because of the mix of elemental Gauntlets.


Mix ‘n’ Match

This is because the game, and those Gauntlets, have a very clever, interweaving physics system based on their differing properties – a system that isn’t just about combat, but traversal too. Each of them are singularly fun; to take the Ice Gauntlet as an example, the trails of Ice it creates can be skated on for increased speed and mobility (Frozone in The Incredibles anyone?), and the Wind Gauntlet can spring you into the air for an improvised vantage point. The initial phase of Spellbreak where you are experimenting with these different Gauntlets is brilliant, as you discover how they all work and affect the space around you.

Whilst your character runs and crouches as you may expect, the jump has a hover function that allows you to float, further tying into the Mage idea and supplying a vertical dimension to the gameplay; skating on ice and then transitioning into a speedy hover over a gap is joyous, almost making you forget you need to keep an eye out for other players! There’s a decent skating game hidden in here, you know. Where Spellbreak really excels, though, is in the detail of how the Gauntlets interact with each other, whether it be with other members of your up-to-3-person Squad or the Mages you fight.

So, say your opponent puts up a wall of fire with the Fire Gauntlet, but you have the Ice Gauntlet; a shot from the Ice Gauntlet can cut through the fire with the Ice dousing a safe path. In the other direction, though, the fire melts your ice path quicker, limiting your skating. Moreso, if a player with the Thunder Gauntlet strikes that water, they can create a new barrier of electrified water! Another case: The Toxic Gauntlet can cause a cloud of poisonous gas, but then the Ice Gauntlet can freeze that, and another element – perhaps the Stone Gauntlet – can smash that gas away to clear the space.

Ice and fire meet again

These are just a few of the examples of this wonderful physics system that delivers surprise moments. It reminded me a lot of The Legend of Zelda: Breath of the Wild and the way physics played such a part in that game, especially as the art styles aren’t that far apart – and also the hood and cape you can wear reminded me of the one Link can wear in Breath of the Wild, aha! Developer/Publisher Proletariat could have had the Gauntlets work individually and left it at that, but instead they have gone beyond and thought about the way they act in contact with one another, emphatically adding to the enjoyment of playing.


Safely Inside

On the other hand, not all of Spellbreak is so praiseworthy. The gameplay systems may have a new twist, but the world they are encased in has an admittedly generic Battle Royale infrastructure. It’s all-too-familiar for players who have experienced Fortnite, Apex Legends, et al: you land in a set map (this time without even the illusion of any vehicle dropping you in) with up to 2 others on your team. From there, you collect the aforementioned resources to kit yourself out, whilst being wary of other players around you. Then the “Storm” closes in, shrinking the circle of play smaller and smaller and closing the remaining players up until eventually only one Squad or player is left victorious. Put that way, it sounds very unoriginal, and well, it is, but as I say, those gameplay quirks are where the appeal lies.

Side note: I find it kind of amusing how each game has to find their own terms for their games: so, in this case, you don’t go down, you are “disrupted”, and you you don’t bleed out, you are “exiled”. One day we are going to run out of words! The first and currently only map, the Hollow Lands, is your typical fantasy world, with a dystopian tone again making me compare it to Breath of the Wild. It’s lots of green and brown punctuated by crumbling castles, but there are some welcome contrasts, whether they be an intricate maze or a misty, swampy section. We aren’t savvy to a lot of the lore of Primdal or the Hollow Lands yet, but the destroyed sites you encounter – including one that seems to have been a Colosseum or auditorium – do pique my intrigue. Narrative content is on the way for the future – the “Chapters” menu is currently grayed out – and I may do a further article at a later date to see how these affect the game.

Going back to the set-up of the game, I will note that as the game progresses and the circle – sorry, the “Storm” – gets smaller, the more the distinctive magical actions make their mark, as you’re naturally forced into deploying them once hiding becomes less of an option. Not that I’m hiding… Erm… next point! Early on, when you’re on the Battle Royale collecting merry-go-round, it’s a very similar cycle to other games of this type, but when you encounter others, that’s when the game really comes alive. Desperately maneuvering around as spells fly past your face, with ice, fire, acid, and more suddenly appearing around you, is a frantic and utterly fun form of chaos that legitimately gets the heart pumping, especially when you get down to the final few players. Staying on the move is so important in this game to make yourself harder to hit and to remain aware of those around you.

In-air fights are a regular occurrence

I tried playing Spellbreak with friends and without, and had engaging experiences with each approach. With friends you can discuss strategy on the go, but in a way it is also easier to get distracted and give away your position, aha; I am very appreciative of Proletariat incorporating cross-play, making the process of putting together a group of friends more efficient. When playing by myself in Solo it brought out that lone wolf determination, and then when in Squads with unknown people, there ended up being in-game camaraderie despite no voice chat! The inclusion of the pinging system that was so well done in Apex Legends – so, again, this isn’t a new idea – is helpful for co-operating without dialogue, too, letting you point out where you are headed, items you have found, and opponents you spot.


Running the Gauntlet

Free-to-play games such as Spellbreak can be made or broken by their progression systems and the way that the dreaded real-money payments are integrated. If we start with just the in-game side: each Gauntlet has a separate Class Rank, which as it improves unlocks new ways to optimise it – take the Ice Gauntlet, which is the one I have used the most. As that has gone up in Rank, I have acquired the possibility of it being able to temporarily highlight players I target, making them easier to keep track of. Being able to commit to one Gauntlet and feel as though you are mastering it is very satisfying! Similarly, there are separate “Mastery” stat tracking menus for each class, allowing you to see your record with each playstyle. As well as this, you have an overall Mage Rank that you get progression on whichever Gauntlet you are using, and the increase of this is the main in-game way to earn Gold for the Shop.

Okay, so the monetisation. It’s not great… The frequency at which you earn the Gold isn’t necessarily the problem, but the amount you earn, 50 each time? When items range from around 400-1200 in the shop? By Level 10 I had around 450, which gave me the option to purchase one item, but if I did that then I would be back to around 0 and even further away from those more expensive items. When you”re in the scenario of only being able to afford a “bored” emote, you know the system has gone awry!

It just seems as though for items in the Shop, realistically, they’re set up for you to pay real money for them. Spellbreak is free-to-play, so not as egregious as, say, Fall Guys: Ultimate Knockout, but it still isn’t an ideal situation for the player. To counteract this, the item unlocks in-game are decent, with fun designs for your Badge, Card, and more, solely from your level going up. Therefore, if you ignore the Shop, you’ll still get a decent variety to customise yourself from. I also have hopes that as they add new features, they open up new ways to earn Gold to make the Shop more viable for those not spending real money.

There are multiple ways to stylise your character

In terms of those prospects for the future, there is that aforementioned story-based content on the way which sounds promising, and there have already been updates, such as the addition of a Solo mode that I touched on earlier for those who would prefer to go it alone. It’s awesome to see how aware the game is of the community – take the very active Discord server as an example, where players are constantly teaming up. I’m very confident that this game has legs, and in my mind there are opportunities for ideas such as new elements being introduced to shake up the meta. A dedicated Water Gauntlet, perhaps? For now, though- as with Fall Guys – I can only review the game they have presented to us at launch, so my score is based on that, not what might happen.


Final Thoughts

For a game I tried out with friends as a potential way for us to spend some fun time together, I was pleasantly surprised with Spellbreak. Within the generic trappings of Battle Royale conventions it employs, it manages to create an identity for itself through inviting presentation and, most of all, the smart Gauntlet system and clashing of elements. This is a fantastic base from which Proletariat can work from, and I am especially excited to see how the story side of the game evolves into the future. Spellbreak may not do much to redefine the Battle Royale, but it does have enough new ideas to carve out a place in that genre in which to shine.

7.5/10

Rating: 7.5 out of 10.

Gaming Photo Album: Uncharted 2: Among Thieves

It’s been a while since I posted an entry in this feature series, so it is time to amend that! As the most recent one I did was for Uncharted: Drake’s Fortune, first up I am going to display photos from the sequel, Uncharted 2: Among Thieves! There are plenty of opportunities for stylish photos in this game, as you’ll see below! To be clear, these are taken whilst playing Uncharted: The Nathan Drake Collection on PlayStation 4.


Lost in Snow


Variation of Atmosphere


Action


Explorer


Be Careful Where You Step


There you go, there are some of the images I captured over my time with Uncharted 2: Among Thieves. Next up shall be my photos from Uncharted 3: Drake’s Deception!