“Walking simulators” have become a notoriously divisive genre over the years, garnering both love for their way of telling an interactive story, and criticism for the general lack of purpose said interaction tends to involve. Branching off this, I like to consider Debris a “swimming simulator”; sure, you have the added ability to move vertically, but the gameplay still very much consists of, “Keep moving forward while being fed assorted storytelling bits”. This is by no means a bad thing, as ABZÛ – one of my favourite games in recent memory – arguably also falls into this category. Unfortunately, whereas ABZÛ was a consistently wondrous experience that left me practically begging for more, Debris is…well, we’ll get into that.
Louis de Richet and Sarah – his mother – are members of the mysterious Golden Order. What exactly this entails is currently shrouded in mystery, though hints of backdoor art deals, occultism, and sleuthing abound. After Sarah pays a visit to the island of a Lord Mortimer, Louis receives a letter, claiming that his mother has disappeared. Eager to find out what’s going on, Louis makes his way to the island, where he finds that his mother was far from the only person summoned. In the absence of Lord Mortimer (whom everyone claims is “occupied”), Louis must interact with Mortimer’s enigmatic guests, in the hopes of discovering what fate befell his mother, who exactly their host is, and why personalities such as George Washington and Napoleon Bonaparte have been gathered on the curious island.
To say that Black Mirror is the video game equivalent of Tommy Wiseau’s The Room feels like it may be a slightly overexaggerated claim. And yet, I’m hard-pressed to think of another recent title that created such utter hilarity out of situations that were meant to be dramatic and horrifying. Scenes that tried to focus on familial interactions and supernatural occurrences had me snickering at technical missteps. An intense scene of someone getting stabbed in the neck did little more than make me laugh hysterically. Thankfully, this meant that it wasn’t an experience devoid of enjoyment, and yet it’s still far and away from being a good game in any capacity.
While it’s cliché to say that a game is “challenging to review”, I think that it’s fair to apply such a statement to SeaBed, due to one simple fact: it isn’t a game. It’s a visual novel (VN) in the truest sense of the word; there’s text that can be advanced with a click or set to auto-read, and pictures complement said text. Some VNs attempt to shake up the formula by adding dialogue choices or additional gameplay elements, giving the player a break from the ever-advancing walls of text; this isn’t the case with SeaBed.
The final episodes of Telltale games are always interesting, because they’re simultaneously a culmination of everything that’s led to that point, and go against the whole premise of the game. How can choices really matter when it’s all going to be over in an hour or two? Sure, it’s possible to make some decisions in the interim, but they tend to feel more cosmetic than anything. As a result, the big question for episode five of Minecraft: Story Mode Season Two is simple: was it worth it?
To call Telltale’s Guardians of the Galaxy series a rollercoaster ride is an understatement. Unfortunately, rather than playing with emotions and tugging at heartstrings like many of their other titles, Guardians has regularly flipped between being pretty good and painfully average. Of course, that places even more pressure on the final episode to not fall into the traps of mediocrity that have plagued the series. The question is: is that even possible at this point?
The dreaded Sunshine Institute was no match for the Order of the Stone in the last episode, and they managed to escape with a new cohort in tow. As it happens, Xara – the new addition – is one of three legendary admins; the other two are Fred, who’s gone missing, and Romeo, who’s been the one terrorizing the group all along. Xara is willing to lead the group to a portal to the surface, but (as they are wont to do) things quickly become more complicated. When faced with giant Endermen, magma golems, and – horror of horrors – trivia contests, will Jesse and her friends make it out, or will they be trapped Below the Bedrock?
Right now, you are reading this on a screen. Be it on a computer, phone, or tablet, you’re staring into a black mirror while information is fed into your mind. What else have you done today? Have you checked Facebook or Twitter? Updated your Tinder profile? Maybe Snapchatted some friends? Regardless, a piece of you has been made public in some way, whether you intended it to be or not. When all of those pieces are assembled, who do people see? Is it the real you, laying bare the depths of your mind and soul? Unlikely. It’s a shallow facsimile of your flesh and blood self. It’s a calculated, perfect image that you’ve crafted by accentuating your strengths and satirizing your weaknesses. There’s nothing wrong with that; everyone does it. However, doesn’t it make your human form seem… inferior?
Telltale’s Guardians of the Galaxy series has been a veritable rollercoaster ride of quality. Episode one was mediocre, two showed promise, and three rapidly caused patience to wear thin. Given that trend, episode four should be an improvement, right? Well, it is, but that doesn’t mean it can’t be sabotaged along the way.
Things weren’t looking so great for Jesse and company at the end of the last episode. Forced to look on in horror as The Admin enslaved one of their friends, the rest of the crew was cast down into a horrid prison. That’s exactly where episode three of Minecraft: Story Mode picks up, with Jesse crash-landing in a bleak, fiery realm. Stripped of their items, Jesse desperately struggles to track down their friends and escape. The question is: is escape even possible?
The Guardians are back once again with a new chapter of their adventures. After their painfully average first outing, things were starting to look up in episode two. The story began to branch out, the choices were more thought-provoking, and the characters, well, had more character. Sadly, this uphill trend doesn’t seem to have carried over into episode three, which ends up suffering from several of the same issues that plagued the first episode.
Life is a series of choices. What to do, where to go, how to act, and so on. Some choose to live in the moment, focusing on their pursuits with reckless abandon. Others live for those around them, eager to help in whatever way they can. Regardless, everyone is their own person. It’s easy to look back on a series of events and think, “What if?” For instance, what if you had turned down that job offer? Then again, suppose you were dead broke and days away from ending up on the street. Suddenly, that job offer doesn’t seem like a choice. You may know of some potential repercussions; you may not. The decision remains the same, because, regardless of what hindsight may later tell you, it seems like the only option at the time. Such is the case with Last Day of June, a story-driven title that feels like a puzzle game version of Groundhog Day meets The Butterfly Effect.