Review: The Equalizer

The Equalizer is a 2014 action film starring Denzel Washington. It’s an adaptation/remake of the 80s TV show of the same name.

When the film opens we meet Robert McCall (Denzel Washington), a gentle man working at Home Mart, a Home Depot lookalike. He has a very firm routine: go to work, where he imparts wisdom and helps his overweight co-worker get in shape for the exam to become a guard and keep his younger coworkers guessing on what he did before working there; go home, cleanup and read; and then go to a late night diner to have tea and keep on reading. There he talks to a Russian girl named Teri/Elina (Chloe Moretz) almost every night.

Things are bad in Alina’s life, forced to work as a prostitute for the Russian mafia. When her pimp leaves her in the hospital beaten to the very inch of her life, McCall goes straight to the Russians to try to buy her freedom. When they refuse, he kills them all, and from then on starts imparting street justice every time he feels it’s needed, including corrupt cops extorting money out of his co-worker’s mother’s restaurant. But things get bad when the Russian Crime Lord the pimp reported to sends his best fixer, Teddy (Marton Csokas) to Boston to find the people responsible for the killing.

Every night the same routine, just as Robert likes it!
Every night the same routine, just as Robert likes it!

This is a modern 80s action film and extremely fun. It has all the fun tropes you expect, from slo-mo in the rain to Denzel walking calmly away from an explosion (and not looking back because Cool Guys Don’t Look at Explosions). It’s brutally violent but never crosses into gory, with plenty of blood and bone cracks but never any guts spilling, though some of the latter kills get dangerously close. McCall might be retired from whatever it is he did before Home Mart but that doesn’t mean he’s lost any of his ass-kicking abilities. Teddy himself is an outstanding villain, even more brutal that Denzel and just as smart.

But to be honest, what makes this a fantastic film aren’t the straightforward plot with a literal social justice warrior or the over the top action, but the strong performances you usually don’t expect to see in this genre. When we came out of the cinema, my brother in law commented that it reminded him a bit of Man on Fire, another outstanding Denzel action film.

The first fight!
The first fight!

His performance of Robert McCall is strong and grounded, a man with a slight case of OCD, keeping a tight schedule for all his actions, going so far as using a stopwatch to measure everything he does. He’s a widower and after his wife’s death, he picked up her hobby, constantly reading books with the goal of reaching one-hundred. He’s caring to a fault, often offering advice and trying to get people to be healthier. In fact, it’s this part of him that sets things in motion and even the scenes where he’s fighting with himself, deciding on whether to cross the line and go back to whatever it is he did before (which is never explicitly stated), are very strong and help to further ground the character, to make him more human.

As I mentioned, Marton Csokas’ Teddy is just a brutal as Denzel’s character when it comes to administering punishment, but where Robert is a caring man that just wants to help and see people do the right thing, he’s a fixer, his only purpose to keep things working smoothly for Pushkin, his boss in Russia.

Teddy is one scary guy!
Teddy is one scary guy!

Even if she’s only in the movie for a short while, Cloetz’s performance is one of the strongest and she gets you to care about her character, which is central because that’s what sparks it all and it’s the plot thread everything hangs on. You instantly guess she’s a haunted girl and she’s in trouble, so when something happens to her, you, as the audience, are right behind Denzel hoping he kicks some ass.

The combat scenes are very well made and they’re extremely fast, a flurry of punches, kicks and assault with various improvised weapons and even if the violence gets a bit over the top, it remains believable. Best of all, beyond the combat prowess, they acknowledge that Denzel’s not as young as he used to be, and it’s reflected in the fact McCall rarely runs. There are no acrobatic shootouts or the long sprints we’ve come to expect from action films, but burst of controlled violence, which in itself is what Denzel’s character is, a very controlled man capable of outstanding levels of violence.

Welcome to Home Mart, how should it kick your ass today?
Welcome to Home Mart, how should it kick your ass today?

The only downside for me is that Denzel’s character is such an unstoppable fighting machine that there’s no tension as it becomes extremely clear very early on that no one is a match for him, not even the main villains. Bad guys drop like flies and Denzel comes out barely hurt. A few more scrapes, bruises and maybe even a concussion would’ve gone a long way to keep the tension going. There is such a thing as being too much of a badass, and this film crosses that line.

The Equalizer does its best to keep things realistic though it does go very over the top midway through, but when it happens you don’t even question it, because it’s successfully pulled you in for the ride and that is a very big accomplishment. The writing and dialogues are solid, avoiding lengthy conversations and keeping things nice and short, and in this case less is more and it worked perfectly. While there are some issues, and you will call shenanigans on some developments, the plot works pretty well and the issues you’ll most likely forget as just another action film trope.

The music is your typical arrangement of mysterious music for the stealthy parts and beats for action, though you won’t really remember any of it. What you will remember however are all the beatdown sound effects and they’re just a pleasure to hear, as you’ll be whooping with every crack and smack. My favourite part of the music though is its relative absence when it comes to the last battle, as the movie focuses more on sound effects than melodies, which makes the theme song much stronger and effective when it kicks in during the climax.

By the end, the film sets up for the inevitable sequel, as McCall can’t walk away from his new calling, posting ads as a freelance ‘helper’.

The tension between the two of them is fantastic!
The tension between the two of them is fantastic!

The best part of the movie for me though, is they didn’t force the name The Equalizer into the script. There isn’t an awkward dialogue where they say that name and for that I’m grateful (I remember groaning at the forced line in Guardians of the Galaxy when they had to bring the name into the film).

The Mental Attic Score: Worth Watching. If you liked Man on Fire, you’ll love this film as well, and if you didn’t like that one, then we need to find you help.

Review: Goodbye Deponia

Goodbye Deponia is the last instalment in Daedalic Entertainment’s Deponia Trilogy, finishing the story of Rufus, Goal and the doom of the junk world Deponia.

The Good

  • Charming visuals
  • Creative ingenuity puzzles

The Bad

  • Moon-Logic-centric
  • Unlikeable cast
  • Convoluted plot

Goodbye Deponia picks up right after the events of its predecessor, with Rufus, Doc, Goal and Bozo on their roller car. Things seem to be going smoothly until Rufus messes things up and causes the roller to be destroyed, forcing the team into hiding while trying to stop the destruction of Deponia.

From the start, this game showed me its greatest flaw: characterization. In the past two games Rufus has always been selfish and self-absorbed and both a genius and a klutz, and it was disappointing to see that two outings hadn’t been enough to make him mature or change a little bit. Rufus is extremely unlikeable as a protagonist and makes it difficult for the audience to give a damn about his antics. Most of the secondary characters remain the same as they’ve always been, and while there are a handful of characters that do change, the game makes a point out of destroying their lives so they revert to type. By the end, I just wanted all of Deponia, including these flat characters, to die a horribly slow death. I was offended that they decided to dismiss Rufus’ asinine behaviour with this cop-out excuse: he’s a clone and programmed not to care about anyone’s life. It’s lazy writing.

Using food and condiments to clone. I'm not kidding, it's this weird
Using food and condiments to clone. I’m not kidding, it’s this weird

The plot is a convoluted mess. Every title in the series has gotten close to having Rufus and Goal reach Elysium, only to have something happen at the last minute, which derails the plans, and Goodbye Deponia does it again, giving me the impression that the plot was artificially inflated just to extend game-time. It’s even more apparent when the logic and argument behind the roundabout are so weak. Another proof of extended plot is the fact that at one point you control three Rufus clones, each with their own missions and puzzles that make the game feel bloated.

The writing and humour themselves are much hit and miss. There are very funny references and Rufus’ “We are Asses” speech near the end is fantastic, but in most cases the jokes are downright offensive, coming off racist and sexist at best. It’s made even more disgusting by what I previously mentioned: you are forced to wreck other people’s lives to make progress. There’s a sequence involving a Monkey and a Grinder that is very offensive. I am not politically correct, but there’s offensive-funny and Deponia misses the mark on that and goes straight for simply offensive.

The Bozo family house has a built in laugh track and some atrocious writing!
The Bozo family house has a built in laugh track and some atrocious writing!

The gameplay is standard point & click adventuring, with puzzles coming in two varieties: inventory based and ingenuity puzzles. Inventory based puzzles are very annoying and often require obscure and frankly obtuse leaps of logic to which “Moon Logic” doesn’t even apply anymore; Mars logic is more apt. You have to combine almost random items with each other in order to progress. The randomness is the most apparent with the spiced-up pie you serve Bozo, an old vending machine with toothpaste, dust, pepper and other nonsense put on top. It doesn’t make much sense, but you get through it just by trial and error.

Ingenuity Puzzles are the real gem in this game as they take a step back from the convoluted logic-leaps and just have you use your wits. From a Disco-themed puzzle in which you need to keep cameras from seeing Goal to a tapeworm removal surgery puzzle. They’re a much-needed break from the moon logic madness that plagues the game and I’m sad there weren’t more of these puzzles.

This puzzle was very fun and creative!
This puzzle was very fun and creative!

Sound-wise, it has good voice acting and the hobo-singer between acts remains the best of the series. Background music however, tends to get a bit repetitive, especially in areas with plenty of backtracking. My biggest gripe however, comes with Cowboy Dodo, and annoying new character, which has a couple of appalling musical parts.

Deponia has always been charming in its derelict kind of way and with its cartoonish visuals and the third installment brings more of that bizarre and goofy goodness. Environments look shabby and downright uncomfortable but they work for Deponians. Items are easily identifiable and character animation is very good. I do have mixed feelings with the animated cutscenes though. Some of them look very good but others, especially those with plenty of ‘action’ look like cheap flash animations.

Some cutscenes look really well!
Some cutscenes look really well!

In the end, Goodbye Deponia closes the trilogy with a bittersweet leaning towards sad conclusion that would’ve worked even better if they’d taken the proper care to polish their plot and characters. As it stands however, I can’t say I’ll miss it and after playing Memoria, Goodbye Deponia seems to be a step back for Daedalic.

The Mental Attic Score: Wait for a Sale. If you can, get the game in a bundle with the other two, so you can play them straight, if you dare.

 

Review: The Wolf Among Us

The Wolf Among Us is an episodic visual novel game developed by Telltale Games based on the Fables comic series from Vertigo (DC comics). It stars Sherriff Bigby Wolf as he investigates a series of murders happening in the Fabletown community in New York City.

The Good

  • Beautiful art-style
  • Strong voice acting
  • Interesting plot and choices
  • Good introduction to the Fables universe

The Bad

  • Quick-Time-Event action sequences are dull
  • Fables readers won’t find much excitement

The Wolf Among Us uses the same gameplay you’ve come to expect from Telltale’s latest games, a mix of multiple choice conversations with time limits, split paths and quick-time-event based action and fight sequences. It’s solid gameplay if a bit shallow, but let’s look at each of them.

If you’ve played Telltale’s The Walking Dead, you know what it’s all about: Unlike adventure games where you go from place to place solving puzzles in order to move the plot along, in this game you’ll mostly talk to other characters, your choices in these conversations deciding how these characters feel about you. These choices affect future encounters and some of the different outcomes for the season. Some of the conversations and choices are time-based, so you don’t have the luxury of weighing down your options before committing to one, instead having to decide quickly or just follow your gut. It’s workable gameplay but it does feel like if you’re not fast enough the choice is taken from you, which works really well in The Walking Dead but not so much here where the situations are rarely life or death.

Bigby and Colin, best pals!
Bigby and Colin, best pals!

When you do move around on your own, it’s a typical 3D point & click affair. You move throughout the area and there are hotspots you can click and interact with, but unlike regular point & click adventures where you need to find the hotspots, here they’re pointed out for you so you can move along. There aren’t any puzzles, though, just simple interactions to get more information. Again, it works but it lacks depth.

The other side of the gameplay comes with the action and fight sequences and these are purely Quick-Time-Even driven, as they’re essentially interactive movies. You might get a few choices on how things play out, but you don’t control combat, it’s just a cinematic. The game might prompt you to quickly press W or A or mash Q for an effect, but it’s nothing exciting. In fact, in one of the later episodes Bigby chases suspects through rooftops and avoiding cars and the only thing you do is press the W key when prompted. The scene itself looks really good and it would’ve been exciting if you could do more than just watch and tap.

As you progress more of the Book of Fables unlocks, giving you Bios on different characters and your choices
As you progress more of the Book of Fables unlocks, giving you Bios on different characters and your choices

But, you don’t really play Telltale Games for the depth of gameplay—which is a sad thing to say to be honest. You play them for the characters and story and the different twists and turns that come during a given season. This time around, Telltale drew from the Vertigo Fables comic series. Your protagonist is none other than Sheriff Bigby Wolf—as in the Big Bad Wolf. You see, everyone living in Fabletown is part of a fairytale or folklore. Fables came to our world to escape from an enemy who would’ve destroyed them all and they’ve now settled in their own little community in New York City. Fables are mostly immortal and can heal from almost any wound, though with sufficient damage they die like anything else. But with them being so old, they’re not exactly the same people you read about, not all of them, and not anymore at least. Take Bigby for example, he’s the evil wolf from Red Riding Hood and Three Little Pigs, but he’s in charge of keeping the town safe and one of his best friends is one of the three pigs. Snow White divorced Prince Charming because he was a cheating bastard (consider that in Fables, Prince Charming is the same guy involved with Snow, Cinderella and Sleeping Beauty). Things change, even for Fables. Non-human Fables live in the city only if they have glamour spells to hide their appearance, otherwise they’re sent out of town to The Farm, but glamours are expensive so there’s a black-market, which is one of the central topics explored in this season.

The story is a prequel, set before even the first issue of the comic series. It opens with Bigby getting a call for domestic disturbance at Mr. Toad’s building. The altercation is between the Woodsman, a long acquaintance of Bigby’s, and a prostitute named Faith. Things can quickly get out of hand and I for one kicked Woody’s ass. Then it gets weird when Faith’s head turns up at the Woodlands, the big apartment building where the Fabletown government officials and some of the richer Fables live, such as Bluebeard, Beauty and Beast and Snow.

Some Fables, like Mr. Toad, have a hard time getting their hands on Glamours
Some Fables, like Mr. Toad, have a hard time getting their hands on Glamours

Tracking the killers take Bigby throughout Fabletown, tracking leads on his own or with Snow. Their chemistry is really good and their scenes together are fantastic, though having read the series I’m a bit biased because I know how things turn up, so a part of me wanted to direct events to match what I knew. The different characters you find fall into two categories: those created for the game and those adapted from the comic book and all of them are excellent. The original ones fit right in with the others, and I wouldn’t even blink if I saw them suddenly appearing on the pages of the series. The adapted ones are just brilliant. Bluebeard is his insufferable self, entitled and violent; and Beauty and Beast cling to their love and marriage while desperately trying to keep their noble lifestyle (though Beast makes a comment about that later in the game that made me want to reach in and smack him).

The season consists of five episodes, each slowly drawing you to the conclusion in a plot similar to a Noir story, filled with false leads and where everyone is guilty of something. In the end you realize it’s all meant to distract you, to keep you hooked until the main villains appear and the puzzle is ready for you to fit it all together (and, if I can be cynical for a moment, you have bought all five episodes), but even so, you will enjoy every moment of it. As a Noir fan, I saw a few things coming and I knew the main villains and the damning evidence wouldn’t appear until the last possible moment, but there was enough for me to keep coming back.

Every episode includes a choice on locations to visit. Sometimes you can visit them all, sometimes you can't
Every episode includes a choice on locations to visit. Sometimes you can visit them all, sometimes you can’t

The problem here lies with Fables fans and readers. Since this is a prequel and not a “what-if” scenario, we know how things turn out so a lot of the tension and adrenaline and excitement from the game just falls flat for us. We know who’s still around and who’s kicked the bucket, so when it comes to main characters and the developments, the game will struggle to excite us. In my case it was the plot itself, the mystery and the investigation that hooked me, but not the fate of Fabletown, because I know how things play out. It’s the weakness of dealing with established characters. If this had been about another set of characters, all of them completely independent from the comic book stories, then it would’ve been better for Fables fans.

Adding to the Noir mood and atmosphere is the outstanding music. The opening title music is especially good and coupled with the opening sequence itself it gives you a definite Detective Story vibe that I honestly found irresistible. Voice acting is superb from Bigby and Snow to every other little character. They, quite surprisingly, sounded exactly as I expected them to when I read the comics.

The comic-book cel-shaded look works perfectly with The Wolf Among Us, both because it’s a comic book adaptation and because plenty of the characters are inhuman, for the lack of a better term. The cartoonish look helps portray them, as a photorealistic approach would have made them less than appealing.

All you do in action sequences is press/mash/click when prompted
All you do in action sequences is press/mash/click when prompted

While the game is mostly smooth, there are a few glitches I encountered, the main one being the game bugging out and showing me multiple “This Choice is Blank” dialogues before jumping to different locations and finally returning me to the opening sequence of the episode. Thankfully a simple reload fixed the issue, but it was jarring to say the least.

There was one visual thing that struck me as a bit lazy in the last episode. After pursuing suspects to a brothel, Bigby is in his werewolf form (Fables fans, if you’re reading this, he does take on his Wolf form near the end. I whooped loudly when it happened) and of course his clothes are tattered. Thankfully for him, there’s a clothesline nearby with shirt and pants, which he puts on and when we next see him he’s wearing his full attire, shoes and tie included. It’s a minor thing but I felt it was a bit lazy and incoherent.

Tweedles and Bloody Mary...you'll hate them...
Tweedles and Bloody Mary…you’ll hate them…

Despite the shallow gameplay, The Wolf Among Us delivers what Telltale has proven they know how to give, an outstanding story and wonderful characters. And with multiple choices, there are plenty of reasons to go back and give it another go, if you don’t find the QTE that tedious.

The Mental Attic Score: Worth Buying. You’ll enjoy every minute of your visit to fabletown.

Review: Remember Me

Remember Me is a third person action adventure game developed by Dontnod Entertainment and published by Capcom. It stars Nilin, an amnesiac Memory Hunter in Neo Paris, a society addicted to memory modification.

The Good

  • Interesting gameplay concepts
  • Nilin

The Bad

  • Shallow platforming
  • Repetitive combat
  • Remix PC controls
  • QTE Bosses

When Remember Me (RM for short, and for the rest of this review) opens up, you’ll be as confused as the recently memory-wiped protagonist Nilin. From what the orderlies say to their evil looking boss on the intercom, you’re resisting the memory purge. On the way to the place where they’ll finish the process, you get a call by someone called Edge, who helps you escape, telling you on the way that you’re an Errorist, the Neo Paris rebellion against the Megacorporation Memorize that rules the city. Your escape takes you to Slum 404 (I giggled a bit when I put Errorist and 404 in the same sentence while playing) where the game actually begins, the earlier segment just being the typical forced-walking cinematic intro scene for which I have little patience.

Here is where RM introduces you to its main strength and weakness: combat. Unlike other games where the combos are pre-set or depend on the button combination, in RM it’s handled through the Combo Lab, where you combine individual attacks, called Pressens, into combos. At first you only have the 3-hit combo template, but at certain points in the game, your get longer combo templates. An individual Pressens can only be part of one combo at a time and there are different types. Power Pressens are just that, damage dealers; Regen heal you for a bit of your health; Cooldown Pressens reduce the cooldown time of your S-Pressens (super-powered moves, such as Fury, which enables free-flow combat); and finally Chain Pressens, which replicates the effect of a previously used Pressen and improves its effectiveness. The further into the combo you place a Pressen, the more effect it’ll have.

The combo lab is a very intriguing concept, just clumsily implemented!
The combo lab is a very intriguing concept, just clumsily implemented!

It sounds like a very good idea, right, to be able to combine and create your own combos? Well, that’s where things go sideways. First of all, all major combat unlockables, such as S-Pressens and the different Pressen types, are plot-tied, meaning you’ll unlock them as you progress through the game instead of having them available from the start, which limits how many options you have in combat. Furthermore, the fact that you can’t use one Pressen in multiple combos means that while you’re still unlocking them, building a longer combo comes at the price of maiming one of your shorter ones, taking some of the flexibility out of combat. Finally, while you unlock individual Pressens in a category with the PMP (Procedural Mastering Points) you gain from combat, the unlocks themselves are linear, so to unlock the last row of Power attacks you must unlock those before it, further limiting your combat choices.

The combat itself feels good at first. Nilin nimbly dodges out of the way and you start building your combos on enemies. But it quickly becomes repetitive, in part because of the points I previously mentioned, but also because more and more the fights become longer, with more enemies and you start to feel as if you’re not doing much to them. Games like Assassin’s Creed or the Arkham Batman help combat not feel stale by increasing your options in combat, with multiple ways to deal with every encounter, but in RM if you’re not as far into the game as you need to unlock all the moves, then you’re stuck in increasingly annoying battles with swarming enemies and limited options.

Boss fights take forever...
Boss fights take forever…

Boss fights are especially dull, because for the most part you can’t really damage bosses. Instead you have to use your cooldown moves to break their defense, get some hits in and then hit them with combos, using your Cooldown Pressens as much as you can so you can use the move again and deal a bit more damage, but the combos you build while doing that don’t deal damage to the boss, which makes the entire experience just a waiting game and a very dull one at that. Worse still is the fact that you can’t defeat the bosses outright with just damage and combos, but you instead have to go through the obligatory Quick-Time-Event to finish them off and if you fail the boss miraculously heals up.

In RM every level is divided into one of these 3: combat, forced-walking segment while the game introduces the new set-piece and platforming.

The platforming is barebones, just a linear path of ledges and poles to climb and jump at to get to the next combat area. There isn’t any freedom of exploration in this, no shortcuts or alternate or more rewarding pathways. It’s shallow platforming, no skill needed or challenge presented, so they could have just made them long interconnecting corridors and gotten the same result.

Looks fun, it's not. There's no nuance to the platforming, just linear pathways.
Looks fun, it’s not. There’s no nuance to the platforming, just linear pathways.

Furthering the exploration problem is that every location is closed-off, so instead of exploring and discovering Neo-Paris, you only go through what are essentially beautiful looking rooms. You can see the detailed background and sky-box, sure, but they’re nothing more than corridors. It’s a wasted opportunity to let players discover and become invested in the setting, something important in with the story they’re trying to tell.

Finally, there’s Memory Remixing. At certain points in the game you can tap into a character’s memories and alter them to suit your needs. For example, the first time you do it, you change a bounty hunter’s memories so she becomes your ally. The moral implications alone would have been a fantastic storytelling opportunity, but the gameplay is extremely fun as each memory is an intriguing and very rewarding puzzle. It’s the best part of the game but you don’t do it often enough and it’s a damn shame. The game would’ve been much better if you it had been part of the core gameplay. The mouse controls for it however are terrible. Instead of using the mouse-wheel to forward or rewind, you have to move the mouse in clockwise/counter-clockwise circles for it. It’s counter-intuitive and frankly uncomfortable.

The best thing about the game and you don't use it often enough
The best thing about the game and you don’t use it often enough

The plot itself is extremely simple and somewhat predictable, though it did remind me a lot of Deus Ex, which might be a big spoiler if you’ve played that series. It’s a straightforward “take down the evil corporation” plot, with very few twists, but sufficiently well told. The game also desperately tries to convey the social message of how both rich and poor are addicted to the memory-altering Sensen technology, and because of it under Memorize’s control, but it’s not veiled in any way and you get the gist of it early on. Even so, the game annoyingly hammers the point at every junction. It gets tiresome very quickly.

Nilin’s characterization is one of the game’s strongest points. She’s not just a super-powered main character, but a human being. At the start of each chapter, she questions her own actions, she wonders why she’s doing what she’s doing, she’s concerned about the future, and you (brilliantly) get to know her as she gets to know herself all over again. The rest of the cast, however, is a mixed bag of stereotypical characters and two-dimensional cardboard cut-outs.

Assassins in Neo Paris are like NASCAR drivers, with their sponsors on their gear!
Assassins in Neo Paris are like NASCAR drivers, with their sponsors on their gear!

The game itself looks wonderfully, and Neo-Paris is especially beautiful and highly detailed, from the 404 Slums where more than a quarter of the game takes place to the upper districts of the city, where the rich and powerful live. The beauty of the environments and the characters, just makes you resent the limited exploration even more. The city tempts you with its sights, but they’re just inaccessible.

Voice acting is another strong point, and I was pleasantly surprised not to hear any fake French accents in any member of the cast. The soundtrack, however, is largely forgettable, just a simple drone of generic action music that gets drowned out as you play.

I would have loved to know more about Neo Paris
I would have loved to know more about Neo Paris

Remember Me is one of those games you see gameplay footage of, are really impressed by them and when you get your hands on them you realize it’s the game equivalent of a movie that put all its good scenes in the trailer. The rest is just uninteresting, and it’s sad considering how many good ideas there are in this game.

The Mental Attic Score: Not worth the money. You could get it really cheap just to try out the Memory Remix, but then you would grieve over the wasted potential, and unlike people in Neo Paris, you can’t forget this.

Review: Broken Sword 5

Broken Sword 5 is the latest title in Revolution Software’s award winning Broken Sword series. It once again puts Nico Collard and George Stobbart on a world-trotting adventure, this time uncovering ancient Gnostic secrets that could destroy the world as we know it.

The Good

  • Strong voice acting
  • Strong puzzle design
  • Beautiful visuals

The Bad

  • Nico segments are uninspired
  • Poorly paced plot.

Just as all other titles in the series, Broken Sword 5 wastes no time getting you into the plot. You start off in an Art Gallery. George’s company is handling the insurance and Nico is around for an article. Things get complicated when the gallery is robbed and the prize of the collection, a strange painting called “La Malediccío,” is taken, a painting a priest in the gallery condemns as being heretical.

From there the characters spend the next half of the game tracking down the painting and its owner, while giving lengthy exposition on the painting’s history and possible meanings. The plot’s pace is uneven, from a sluggish first segment almost entirely dedicated to extensive exposition to a second and faster paced second act that pushes you towards the end. The plot itself is interesting in its mix of Gnostic beliefs with the hint of the supernatural the Broken Sword series is famous for, but the storytelling itself could’ve used some polish, especially during the first act. It’s one of those stories where you realize early on that the smartest solution would be to destroy the McGuffin so no one can abuse its powers, but no, you need to keep looking for it for “reasons.”

A stiff, a priest and an art gallery. Yep, this is Broken Sword
A stiff, a priest and an art gallery. Yep, this is Broken Sword

Characterization is fantastic, from the obvious romantic/sexual tension between long-time companions Nico and George, to the different secondary characters and even the villains, though the main one could’ve used some polish, as he comes off mostly as a raving lunatic with messianic tendencies, and the secondary one, a Russian with shady ties, gets too much screen time to be honest, even if he’s a Putin clone/critique. If that was how they wanted the villains to come off, good job then, but I wasn’t impressed. Classic characters Duane and Pearl Henderson come back for a short while near the end and they’re always a pleasure, as are George’s interactions with goats. But one of my favourite characters one of the villain’s very philosophical henchman. He was surprisingly funny.

I really liked the visual and sound design. The Broken Sword series has its own style of music, the use of certain instruments and tones and melodies that, if you’ve played previous installments, will make you instantly recognize this as part of the series. I was pleased to hear the familiar and brilliant voice acting for Nico and George, something I was worried about considering how long it’s been since Broken Sword 4. The rest of the supporting cast is very good and even their fake accents (for those who have them) are convincing. The visuals pleased me beyond just being pretty, though. I loved to see them go back to the 2D (or 2.5D) environments instead of the full 3D game that was Broken Sword 4, which I always believed was a bad move for the series. Character models are amazingly fluid and their movement feels real. The way they walk, talk and interact is smooth and feels natural, something that I’ve come to realize is extremely difficult to pull off in Point & Click adventures. The environments themselves are gorgeous, pieces of art with puzzles included.

One of the secondary villains (the pointless one), he's clearly a Putin lookalike
One of the secondary villains (the pointless one), he’s clearly a Putin lookalike

Speaking of which, Broken Sword’s true strength is in its puzzle design, which range from your typical and quite straightforward inventory puzzles to others that require deeper thinking and even a bit of creativity without ever falling into Moon Logic. Even the hardest puzzle is just a brain sizzler until you figure out the clue. If you can’t figure something out, it’s because you haven’t checked everything or you’re missing an item or a conversation.

During the first half of the game, the puzzles are mostly straightforward inventory-based, though there are some very good ones, such as building a new business brand for a merchant in exchange for his help, rearranging the letters on his busted down neon sign; finding a way to blow the fuses inside a painter’s studio by manipulating the environment and other NPCs in sort of a Rube-Goldberg machine, or my favourite, dressing up as a recently deceased man to have his drunk-off-her-ass grieving widow dance with you and spill the beans on where he might have kept a few things. George is nothing if not classy.

She's capable of much more than just seducing random strangers!
She’s capable of much more than just seducing random strangers!

Puzzles on the second half of the game are outstanding. There’s one where you need to help cheer up Pearl by giving her the sights, sounds and smells of a Christian Pilgrimage, so you have to use tools and scaffolding to play “Ave Maria,” while finding a way to illuminate the room’s centerpiece and add a bit of fragrance to it and while sights and smells I could figure out immediately, the sound part kicked my butt for a while. It was one of those good puzzles that make me quit and then come back with a fresh perspective. Then again, I’m really tone deaf so that puzzle might have been my kryptonite. Immediately after are a set of decoding puzzles that I found to be extraordinary, as you need to use clues you have and extrapolate them to find the answer. I thoroughly enjoyed that one.

You spend most of the game playing as George, and his segments have some of the best and most complex puzzles, while sadly, Nico’s segments insist on using her as man-bait. We all know Nico is attractive and has a lot of sex appeal, but it’s sad to see Revolution just have her rely on that when we know she’s just as capable as George when it comes to puzzle solving and inventiveness; though it’s fair to say that by Broken Sword 5, George can give MacGyver (dear lord I feel old for making that comparison) a run for his money.

Drunk grieving widow whose feelings you need to abuse? Check
Drunk grieving widow whose feelings you need to abuse? Check

Broken sword 5 is a fantastic conclusion to the series, giving us an outstanding adventure that finishes off George and Nico’s personal arcs. I hope we see more of this series, but if we don’t this was a fantastic goodbye.

The Mental Attic Score: Worth Buying. It has some pacing issues but you’ll enjoy every minute of the game.

Review: Contrast

Contrast is a platforming game developed by Compulsion Games. It stars a mysterious girl named Dawn who can meld into shadows and move through them. She uses these abilities to help little Didi, whose family is a bit of a mess.

The Good

  • Shadowmelding
  • Strong voice acting

The Bad

  • Very short
  • Shallow escort centered gameplay
  • Dawn is a non-character

When I first saw gameplay footage for Contrast I was excited because I could see the potential. As an adventure maniac, I could already envision complex puzzles using shadows and light, and while Contrast does deliver some of that, it doesn’t achieve its full potential.

Shadow puzzles mostly revolve around creating platforms to jump on or opening paths to previously closed-off areas. Near the end of the game you also get two or three instances of getting moving other objects through the environment using lights, such as carrying a box in a beam of light or using a clockwork mechanism’s shadow to lift a sphere to an upper floor. Some of the more ‘complex’ puzzles revolve around moving objects around a light source to change the shape of the shadows, but much like the previous set of puzzles, you only see a handful of them throughout the game.

Didi talking to her mother, just another disembodied shadow.
Didi talking to her mother, just another disembodied shadow.

The problem isn’t the puzzles themselves, but the fact that with such a short game, they feel like prototypes of ideas that never got fully developed. Contrast also makes the mistake of locking some of your abilities until the plot requires you to have them, further limiting the type of puzzles available and the overall difficulty of the platforming. There also aren’t that many shadows to jump in, with only the puzzle related ones and those needed for the mostly optional collectible-hunt.

Contrast isn’t a challenging game in any way, and I’m sad to have seen so many box-moving puzzles, even if it’s very fun to meld into shadows carrying a big box. It also suffers from some uneven controls. It’s said that the definition of insanity is to do the same thing over and over again expecting a different result; well, in Contrast it’s not insane. Very often I found myself performing the same jumps and getting completely different results. The most infuriating and frustrating ones where those cases when using the dash ability kicked me out of a shadow for no reason.

Sometimes shadowy characters not only advance the plot but also serve as platforming segments
Sometimes shadowy characters not only advance the plot but also serve as platforming segments

The plot revolves around helping Didi fix her personal life, with a cabaret singer Mom and deadbeat all-around loser Dad, whom you spend most of the game helping so mobsters don’t kill him and his latest harebrained scheme pays out so Did can have a full family again. It’s not the most complex of plots but it works and it’s emotionally satisfying.

The problem is that because of the plot, the game revolves around following Didi around. It’s one game-long escort mission. I wouldn’t mind the mostly closed-off levels if there was a bit more freedom in exploration, but instead you go from Didi’s current predicament to the next. You’re her personal superhero/handyperson and there’s not much else to do. Even the collectible hunt is shallow, with none of them being more than a few feet away, almost as if they couldn’t conceive of you wanting to explore their world, which, to be perfectly honest, is quite intriguing.

You spend the entire game helping this little girl, but at least she's useful!
You spend the entire game helping this little girl, but at least she’s useful!

The game takes place in a French town with a distinct Noir feel. It floats over nothingness, which you can see when like me, you make a bad jump and fall off, not that it happens that frequently. For much of the plot you don’t know much about this strange place, but near the end and with the help of the collectibles you begin to piece together the truth about this place where all inhabitants except Dawn and Didi are shadows on a wall. Up until the end of the game, you two are the only 3D characters in this shadow realm.

My greatest frustration with the gameplay was how Constrast constantly forced me into a walking speed when around the little girl. Dawn moves sluggishly when not running.

Posters and billboards like these are very Noir-esque!
Posters and billboards like these are very Noir-esque!

Speaking of our heroine, she’s the least developed character in entertainment. Hidden collectibles tell a bit of her story and fill out the gaps in the plot and in-game universe, but no effort is made in even giving Dawn a voice. She’s completely blank, a mindless minion to this very energetic little girl. I understand that part of the point is to make you wonder if she’s an imaginary friend, but even so, her lack of personality makes immersion very difficult, as you essentially control a mannequin.

The environments are beautiful and seem straight out of a 1920’s French movie, combined with locations and elements you’d expect from classic Noir films. The use of shadows for atmosphere and to portray characters and their stories is absolutely brilliant. The music itself helps anchor you in this strange French Noir town and the voice acting is outstanding, giving personalities and life to these disembodied shadows.

One of the VERY few shadow perspective puzzles. I wish there had been more.
One of the VERY few shadow perspective puzzles. I wish there had been more.

In the end, while Contrast does deliver a satisfying if short personal tale, it fails to live up to its gameplay potential, making this feel more like a prototype of the different concepts than a full game; and if so, I can only hope there’s a continuation. The world and in-universe concepts are fascinating, but much like the gameplay and the main character, they’re merely introduced but never fully fleshed out.

The Mental Attic Score: Wait for a Sale. It’s enjoyable but there’s simply not enough.

Review: The Strain

The Strain is a horror TV series produced by Guillermo del Toro, based on his novel series. It follows a team of CDC Specialists (and their supporting cast) combating an epidemic that turns people into vampires. I usually give shows three episodes to reel me in and then I review them, but I haven’t had the chance lately so I’m eight episodes in.

The series opens with a panicked Flight Technician calling another, asking for help with something on the back of the plane. He tells her there’s something moving downstairs in storage, and he’s right and it escapes its confines and assaults everyone on the plane. When it lands in New York, the control tower staff see the ship didn’t land where it should have and it’s completely powered down. Suspecting a biological agent, they call in the CDC, bringing our main characters in.

The start of it all: The Box!
The start of it all: The Box!

From there we follow the CDC investigation, the victims, the survivors, the people behind the events and their (mostly unwilling) agents and people that don’t seem to be related to the plot. Over the next few episodes the series slowly builds the storylines for the different characters while slowly furthering the plot. The pace is a bit slow at first, the show taking its time to set things up, but it’s done in such a way that you remain intrigued and coming back for more.

There are issues of course, the main one being that the authorities in the world of The Strain are extraordinarily useless. I get that it’s TV authorities, but the Police and FBI are clueless about everything in this show and it’s almost as if the government can’t do a single thing about the conspiracy. There’s a hacker hired by that bad guys who singlehandedly disables the entire internet and cellphone infrastructure in New York, and it just goes on, as if there weren’t federal authorities who’d be all over this and sending the city into high alert fearing a terrorist threat. Even more baffling are the medical authorities. The CDC is anal about its job, and to see them just dismiss the threat of mass epidemic is just unbelievable.

This little girl is creepy as hell!
This little girl is creepy as hell!

The Strain is wonderfully creepy. The vampires move as if they’re having seizures. It gives them an unnerving quality. The victims’ gradual transformations get progressively more shocking and the final stage of the contagion, where the person has become a Strigoi as one of the characters calls them, is downright scary. At the start of one episode, we see a matured Vampire put on his ‘human face’ with a makeup kit and we get to see how these Vampires look further down the line and they’re even more disturbing.

The Vampires’ design itself is horrific. Teeth become warped, their eyes get a new set of eyelids (technical term nictitating membrane), and their entire system gets reworked around a foot-long stinger they shoot out of their mouths and latch onto their victims to feed on them and spread the disease.

The Autopsy. That long rubber hose is the stinger!
The Autopsy. That long rubber hose is the stinger!

The show has its abundance of deaths but it never gets gory or disgusting. The ‘worst’ scene in this regard is an autopsy on a newly minted Vampire, and to be honest, it’s mild. Especially so if you’ve ever seen Hannibal. Now that’s a show that sometimes crosses the line. Compared to that, The Strain is beyond tame. But the thing is, the show doesn’t need the gory spectacle to creep you out, the monsters and the different situation do that on their own.

Overall I enjoy the characters, my favourites being three: the New York Pest Control officer Vasiliy Fet, for his dry and total deadpan humour and because of how unique his perception of the situation is. For him it’s not Vampires, but something more akin to rat. It’s an infestation and by the time the ‘main’ party meets in last week’s episode, he’s already had a few Vampire kills on his belt, stating he exterminated them. He’s passionate about his job but is cold and detached in the execution of it. The second is Abraham Setrakian, an Armenian Holocaust survivor and this show’s version of Abraham Van Helsing. He’s portrayed by David Bradley, more famous for playing Finch in the Harry Potter films. Setrakian is a Vampire Hunter and the only character on ‘hero side’ who knows what the hell’s going on and what the endgame is. He’s headstrong and almost fanatical in his dedication and I love every moment when he argues with Ephram about the Vampires. Doctor Ephram is a CDC doctor and he refuses to see these creatures as Vampires and insists that everything must have a logical explanation. For the most part he’s right as these Vampires aren’t supernatural (though they still die exposed to sunlight and the only thing that can really harm them is silver), but his inflexibility in the face of the evidence makes him a somewhat irritating character, though these clashes with Abraham, which almost always end with the old man basically telling him “I told you so,” are extremely fun. The third favourite character of mine in this show is The German, Thomas Eichorst, a very old Vampire. He’s in control of the entire situation for his mysterious Master (whose face hasn’t been seen yet, always wearing his cloak). You can only enjoy this gleefully evil character and his interactions with Setrakian are fantastic. They have a long-time-enemies vibe that just makes their every scene a joy to watch.

I love Sean Astin, I really do, but I hate his character, though I can’t knock his performance and I think it’s the point of it all, that you dislike him.

He's awesome!
He’s awesome!

Every character gets his own share of background and personal plots. Ephram has his failed marriage and custody hearing during the first few episodes. Sean Astin’s character, Jim, sets things in motion to save his dying wife. Gus, a petty criminal, gets blackmailed by Eichorst to do the Vampire’s bidding so he can keep his mother in the country and his screw-up brother out of jail. . Mía Maestro’s Nora, Ephram’s colleague, has slept with him in the past, supports him in getting custody and deals with her mother’s Alzheimer. Every character in this show isn’t wholly dedicated “to the cause” but they have people to care about and protect, or family issue to solve or worry about. The scene where Vasiliy (Kevin Durand) is talking to his estranged father and begging for him to leave the city is outstanding.

I like that. I like that the character’s aren’t just there to solve the problems, but have personal lives to go with it. It makes them human, gives them something to strive for, something that keeps them going even though it’s probably going to get them all killed.

Eichorst putting on his face!
Eichorst putting on his face!

Visually speaking, the Strain is very minimalist on CGI, using practical visual effects, make-up and props more than computer-generated stuff. CGI is used almost entirely on the parasitic worms through which the Vampires reproduce, the stinger through which they feed, and briefly during the first couple of episodes for the Master Vampire. The episodes have fantastic atmosphere, especially the first one, in which the clever use of shadows and darkened rooms and the almost sterile airplane made things seem more dangerous and scary. I’m enjoying the visual/cinematography style of The Strain, I think it’s one of its strongest points, not surprising considering how much of an expert Del Toro is on creepy visuals (Pan’s Labyrinth, anyone?).

I can’t say I remember any of the songs used in the series, or the music (in general) for that matter. But what I will always remember and praise The Strain for is its sound effects. The low guttural growl that comes from the Vampires, in particular, adds to their unnerving quality and makes them even creepier. The cries of the parasitic worms is also great, makes them feel like living beings and as such, nastier and more disturbing.

Gabriel Bolivar during his transformation. To be honest, it's an improvement!
Gabriel Bolivar during his transformation. To be honest, it’s an improvement!

Overall, with eight episodes in, the Strain is an outstanding show and as far as I’ve been reading, a very good adaptation of its source material, though once I get my hands on the novel and read it for myself I’ll tell you for certain.

The Mental Attic Score: Worth Watching. Once you start, you won’t be able to stop.

Review: Wolfenstein: The New Order

Wolfenstein: The New Order is the latest entry in the world famous Wolfenstein series. Set in a reimagined 1960s where the Nazis win the war, BJ Blazkowicz is back to kicking Nazi ass.

The Good

  • Challenging gameplay
  • A perfect fusion of Old-School and Modern design
  • Fantastic Characterization

The Bad

  • Massive Download/Installation
  • BJ’s musings can get a bit annoying

The last Wolfenstein game I ever played was Return to Castle Wolfenstein, a game I loved, no matter how unfair it was. I skipped the next release, having seen what it was about and not finding anything there to interest me. Before that I played the original Wolfenstein, the Freeware version. I think I might have replayed that first act more times than I ever play the Doom Freeware, or the full versions for that matter.

I avoided watching or reading anything about this new Wolfenstein. I had no plans of buying it. I felt the FPS genre couldn’t give me anything new anymore. But then the Steam Sale hit and I got it along with a few other shooters, including Crysis 2 & 3, Farcry 3 (and Blood Dragon) and Rage; and to be perfectly and truly honest, Wolfenstein: The New Order is the best of them. Hands down, no two ways about it.

For the record, I played it on "Bring'em On!" I don't need daddy's permission to play!
For the record, I played it on “Bring’em On!” I don’t need daddy’s permission to play!

Much like every other Wolfenstein, this one opens in the series’ own fictionalized account of World War II. This time around the allied forces, among them BJ, mount a final assault on Totenkopf, Deathshead, the highest ranking General of the Third Reich and head of the technology division. His castle is protected by all manner of security and automate technology, and from the introductory stage, you can see and admire the level of detail that went into this game. While the Nazi have improved technology and electric grenades (Tesla Grenades the game calls them), it’s bulky and feels and looks archaic, the same way advanced technology looks in Steampunk settings. Automated defense cannons are extremely large and take up a third of the rooms that contain them. The opening stage also gives us plenty of examples of Totenkopf’s technical prowess, from the supersoldiers and Panzerhunds (giant robotic soldiers) to the giant Mech stomping around the battlefield.

Things don’t go as planned though and BJ ends up in an asylum in Russia in vegetative state. You see years going past him, days going into nights and the only constant being his nurse, Anya. When Nazis come one day to close the asylum and kill all the patients they take Anya with them, but before they can kill him, BJ awakens from his conditions and (with your direct input) butchers every soldier around, rescuing Anya and taking her to her grandparents, where they tell him the war is over. The Nazis won the war and have been the masters of the world for the past 14 years. It is now 1960.

Seems legit, right? Especially when you reload and don't drop either of them!
Seems legit, right? Especially when you reload and don’t drop either of them!

I have to admit that when you first control BJ after he wakes up, I was pleasantly surprised, for a moment, that he wobbled when walking, as anyone in a 14 year old coma/vegetative state would. Muscles atrophied, he shouldn’t have been able to walk, or at least do it properly. But after a few minutes it’s almost as if BJ found the walking manual and you once again control him at his best. I can’t deny that this broke the immersion for me. I couldn’t see past it, it was too much. I went way over my suspension of disbelief, or as I like to call it, my Bullshit Tolerance Threshold.

I could have stopped there, and not kept going, but despite my reservations on his miraculous recovery, the story and BJ himself kept me going. Unlike other protagonists, BJ comments on his situation, the tone similar to a Noir character. He muses on his surroundings, on his mission, enemies and even allies and friends. Blaskowicz feels alive, not just some unknown soldier fighting his enemies. This is also the first time in Wolfenstein history where BJ is identified as Jewish but it’s not made part of the plot, it doesn’t take center stage, instead it’s just one of the many details about this man, just as if he were one of us.

Sneak kills are oddly satisfying! Or maybe I've played too much Assassin's Creed!
Sneak kills are oddly satisfying! Or maybe I’ve played too much Assassin’s Creed!

Sometimes though, the musings and internal monologue come too frequent and can get rather tedious. It frames the narrative from BJ’s point of view but it’s one case of less is more. What I do like is they’re never witty quips or one-liners but reflections made by a man fighting a war for a couple of decades.

Wolfenstein: The New Order is a modern shooter with firm classic roots. Selecting difficulty presents images of BJ dressed as a baby for the easier modes, meant to mock you if you choose them. Leaving the game presents you with a taunt, similar to those found in the original game of the series or the original Doom. Your health is presented as a number, but you can acquire health upgrades and if you take damage, your health replenishes over time, but just to the nearest ten (so if you drop to 43 health, it’ll stop regenerating at 50), if you want to heal more, get some health kits and food. You can overcharge your health by using healing items while at your maximum, but that extra health drains slowly. Weapons can be dual wielded, even assault rifles, as funny as that looks, and as long as you find a second gun of each type you can dual wield any of them. Except of course the LaserKraftWerk.

This game displays its roots proudly!
This game displays its roots proudly!

Early on, you get access to a laser pistol. It doesn’t damage enemies but is used to cut through grating, but later you acquire the aforementioned weapon. At first it only works as a stronger version of the laser pistol or a very slow laser cannon in its secondary firing mode, but then you start getting upgrades for it, from a scope to one that gives it full automatic fire.

Personally though, I never really did play this game guns blazing. As with many other games, I prefer the stealth approach and Wolfenstein handles that very well. You need to be careful how you move, trying to make as little sound as possible. If enemies see you, you need to make sure you silence them as soon as possible, even more so if they are officers. Often you will intercept radio signals, the amount of them telling you how many officers are near you. If an officer discovers you, they will sound the alarm and you’ll be constantly swarmed by reinforcements until you kill the officer and the alarm signal they produce.

I love the details in every locations. They really bring this alternate reality alive!
I love the details in every locations. They really bring this alternate reality alive!

To support the different playstyles, Wolfenstein: The New Order introduces Perks but you don’t acquire them by leveling; instead each perk is a challenge, complete it and you get the perk and an achievement. For example, one such Perk is the ability to regain health every time you perform a silent kill on an enemy, but to unlock it you need to perform five suck kills while being on health overcharge. It sounds easy but it’s actually pretty tricky. The good thing is that once unlocked, if you die and need to redo the section, you don’t lose the Perk. There are different Perk Trees, each with its set of challenges and rewards and over the course of my playthrough I acquired a bit of everything.

It’s a good thing you don’t lose Perks if you die during the section in which you got them as the game’s difficulty is considerably high compared to other shooters. There is no cover mechanic in this one, so you need to be aware of your surrounding and above all play it smart. Jumping into the middle of a group guns blazing will get you killed as much as insisting on stealth when you know it’s not the right way to go about it. Wolfenstein often forces you to adapt and change your strategies and I can only wish more games did that. It’s exciting.

Above all though, killing Nazis is fun, and did I mention there’s a Lunar mission? Yes, you’re killing Nazis in a moon base! Best of all though, and something that made me laugh, was the inclusion of the original Wolfenstein in the game. There’s a bed in the rebel base, and if you point at it, the interaction button appears, stating, Nightmare.” If you press the button, BJ will go lie down and dream of playing the original game. It’s the original Wolfenstein but your guns and BJ’s model stay the same, being a high-res character in a low-res nightmare.

The Perks system is weird, but it works, and that's what's important!
The Perks system is weird, but it works, and that’s what’s important!

I love this game’s characterization. Every single character has the same level of work put into them than the protagonist, even the Nazis you encounter throughout the game. I don’t mean the cannon fodder you gleefully go through but the major ones. Frau Engel and Bubi are one such case. Deathshead on the other hand stays the same for most of the game and he never gets fleshed out, but then again you only see him a couple of times. The rebellion is a mix of wonderful personalities, especially Klaus. There is so much depth to this character and his adopted son Max Hass that you can’t help but feel for them, to care about their well-being.

The plot itself starts rather simple, but over the course of the game there are added complexities in the form of the Dat Yichud, a Jewish secret society responsible for developing the technologies Deathshead acquired and appropriated to help the Nazi win the war and conquer the world. It’s a wonderful concept, a society that seeks to reach God by creating. The simple act of creation itself is enough.

One of the few times you see the bad guy, but it's a memorable one!
One of the few times you see the bad guy, but it’s a memorable one!

The story has a wonderful pace, and while even with the DY is rather simple, it’s only one part of the game, the wonderful characterization adding depth and character and complexity to this story. If the cast weren’t so outstanding, both in vocal performance and writing, then it wouldn’t matter how intricate the story was, because at the end of it, Wolfenstein: The New Order is a story about people.

Accompanying the outstanding vocal design is the terrific music, designed to match not the game and play style, but the Nazis, adding another layer to the storytelling. This is their world, so the music had to reflect that, but at the same time the music is based on 60s era style performances. As the music producer called it, it’s “a tribute to all things guitar.” And no track better represents the overall style of the game than the title song, the one you hear in the menu. It’s a full electric guitar track, but it has odd moments, the music seemingly distorted, playing on your sense of hearing.

I’m not a fan of big visuals. Let me rephrase that, I don’t put emphasis on them, but The New Order looks brilliant. For me it’s not about how realistic the people look, but the details, and the level of detail in the art design is outstanding. Every level is designed in such a way that even the most open of locations feels restricted and oppressive, the same way the characters feel in this world. I also loved how even 20 years in the future, Nazi aesthetics hadn’t changed much and everything had a distinct WWII vibe, from the vehicles to the Nazi soldiers themselves.

There is one big downside to the visuals however, is how large the installation is. It’s painful to see, download and see downloading. This game has the dubious honour of being the largest game I have ever installed on my PC, taking up to 40GB of memory. It’s nearly 5% of your 1 TB HDD, that’s a lot.

I think about 15GB went into that mech!
I think about 15GB went into that mech!

But having said so, I can safely tell you that it is worth it. Wolfenstein: The New Order isn’t just an outstanding entry in this long running series, but one of the best made games ever.

The Mental Attic Score: Worth Overpaying. I say it to keep my scoring standard, to give it the highest score attainable in The Mental Attic. In truth, it’s worth its asking price of $60. It’s worth every penny, more so than any other game released in the past few years.

Preview: Gabriel Knight: Sins of the Fathers 20th Anniversary Edition

Gabriel Knight: Sins of the Fathers is one of my favourite adventure games, and my favourite of the Gabriel Knight series. So when the opportunity came along to test out a beta version of the 20th Anniversary Edition remake, I jumped at the chance. I’ve been trying out the two days included in the preview a couple of times, to playtest the game as much as possible. Continue reading Preview: Gabriel Knight: Sins of the Fathers 20th Anniversary Edition