• I loved Uncharted 4 (my review) and Naughty Dog were quick to follow up with Uncharted: The Lost Legacy.

    Game Informer’s Andrew Reiner:

    The Lost Legacy was originally intended to be a bonus episode for Uncharted 4, but ends up being a legitimate sequel that is every bit as fully featured as any of Drake’s adventures – it’s just a little shorter. I would never say any of the Uncharted games are too long – they always leave me wanting more – but this new entry demonstrates brevity works just as well, as the journey feels more urgent and streamlined.

  • Yours truly back in June writing during Microsoft’s E3 presentation for the Xbox One X:

    …it feels like Microsoft is less interested in challenging Sony with this high-end console than harvesting their hardcore Xbox fans for yet another console purchase.

    I don’t doubt that this console will live up to its technical promises, but it won’t offer much to anyone who already has an Xbox One, it’ll still play the same games. Unlike an iPhone upgrade, the smaller physical form-factor won’t make the Xbox One X any more pocketable. A more powerful desktop computer can also run many of the same exclusive games in Windows 10.

    Eurogamer’s headline from Martin Robinson yesterday: Microsoft’s final sales pitch for Xbox One X falls flat:

    Microsoft stepped up its commitment to PlayerUnknown’s Battlegrounds, backing a proven winner and this year’s true phenomenon in what amounts to quite a coup for the Xbox brand, but the messaging was all over the place. This, it seems, is an exclusive in that very loose definition of the word, with all sorts of obfuscation being peddled out when it comes to future versions on other platforms. Maybe if Phil Spencer hadn’t skipped this week’s show he might have advised that, mindful of a Gamescom from the not-too-distant past and the muddied reveal of another Xbox ‘exclusive’, you can’t pull the wool over people’s eyes for too long.

    There were better signs elsewhere, and the list of 100-plus games that will be receiving updates to make the most of the Xbox One X hardware makes for impressive reading – the promise of an improved and definitive console version of The Witcher 3 is almost enough alone to justify the upgrade, and elsewhere there’s an appealing list of games that will benefit from a facelift. But at this point in the console lifecycle, Microsoft needs more than prettier versions of multiplatform games if it’s to make serious inroads into Sony’s considerable lead this generation.

    At this point I’m pretty sure that in general people aren’t interested in more expensive mid-generation console upgrades to support 4K televisions unless they have a tremendous amount of disposable income.

    The argument that people would buy a desktop computer as powerful also doesn’t seem to hold water. Are people really buying them in droves? Where are the boastful hardware companies filling press release pipelines with numbers? I haven’t seen them, but maybe I’m looking in the wrong places.

    I get the sense that people are pretty displeased with the PlayStation 4 Pro, as well, but at least Sony has truly exclusive games like Uncharted and that won’t also be available on Windows 10.

    What reason is left to buy the upgraded consoles? Here I am back in June again:

    That could change later on. In the future this could be the baseline version of the Xbox One and some games could require the Xbox One X to run at all. The same is true of the Playstation 4 Pro, and I wouldn’t recommend buying either of the original Xbox One or the original Playstation 4 at this point.

    So, the fear of being left behind when games might require the upgraded consoles, that’s basically all I’ve got for reasons to buy the Xbox One X or PlayStation 4 Pro today. Maybe Microsoft and Sony don’t want to tank sales of the the Xbox One S and PlayStation 4 Amateur. Is something going to change between now and November 7th?

  • Tetsuya Mizuguchi’s Rez Infinite came out on Steam for Windows recently. It’s the classic music shooter from the PlayStation 2 and Dreamcast updated with a new area.

    Rez Infinite supports, but doesn’t require, a VR HMD and is already on the PlayStation 4.

    The Windows version on Steam is $25 while the PS4 Rez Infinite is $30.

  • The first time I saw SuperHot, it was a simpler game for the 7-Day FPS game jam. Although it was simple, it demonstrated a singular, sound, question: What if there were a first-person-shooter that was more of a puzzle than a game about reflexes? Time in the game only moves when your character moves.

    The first time I ever played something similar was way back when with Action Quake 2 and using Quake 2-engine console commands in order to slow down time. That gave me something like The Matrix, but it was an incredibly shallow experience, especially when it wasn’t fun to play multiplayer that way.

    The finished SuperHot isn’t incredibly deep, but it is more impressive and has way more ideas than that old childish power fantasy of thinking and moving faster than the enemies around you in an FPS we all cribbed from movies.

    The game presents you with all kinds of style. An old-school ASCII-style terminal provides the menu and feels like something from DOS computers in the the 1980s. Each option makes sense within this universe. You can change settings in settings.exe and the main game is launched from superhot.exe. This menu is where you bounce back from the challenge of the main game and chat with artificial online strangers to find out more about it.

    Each level is a stark contrast of white geometry with harshly polygonal red bad guys that have a kind of shine to them. You will see one additional color, black, to indicate bullets and firearms along with objects like baseball bats that can be picked up and wielded against your foes. This style is unique. The closest comparison would be to Mirror’s Edge, but even that game’s simplistic color-scheme has much more texture to the characters and world.

    It’s an art style that grabs your eyes with simplicity in order for you to focus on the game play of avoiding the oncoming bullets, fists, baseball bats, and other objects the red guys throw your way.

    Each time you shoot or punch out a red guy you’re rewarded with their polygons shattering in a unique display of aggression that is your reward for figuring out the solution to the puzzle of moving past that obstacle for the next. Each time you’re wondering how you can move onto the next red guy and survive until you’re rewarded with the end of the level when a robotic voice chants SUPERHOT… while the full-speed replay displays underneath the text SUPERHOT

    Early on in SuperHot one of the levels wants to teach you how to dodge oncoming fire in a simple corridor. It took me a few tries to understand that yes, indeed, I need to go slow as the game had informed me in giant bold text. Darting right until the red guys fired, then left and waiting for them to fire again, on and on up the corridor until I could try and retrieve the pistol a dead red guy had dropped. Except picking that gun up was another motion that caused time to proceed, allowing the enemy fire to move, and left me dead a few times until I learned to lead the red guys into shooting away from me and gave myself enough time to pick up the gun. Each step after that put less distance between the red guys and my character, but with SuperHot’s gun all distances are shorter and it’s just a matter of giving yourself the time to fire, wait for the next round to chamber, and fire again. All without getting shot. So if the first half of that level taught me how to avoid fire, the second half teaches you to remember where bullets are in the air at any time. That’s the puzzle you have to work out in each level. Moving, from one red guy to the next, reaching out and firing untilSUPERHOTSUPERHOT

    The level-ending chant is deeply satisfying when it happens. Although SuperHot’s campaign doesn’t present any incredible challenges, it does change things up and add new twists that are almost universally fun to learn and best.

    SuperHot succeeds at being unlike any traditional FPS, but it also isn’t an incredibly long experience. I finished the game’s campaign in just a few hours. Once you’ve completed it you unlock other single-player challenges and wave-based survival modes that are fun, but it is questionable if the game is worth those $25 dollars the developer charges by default.

    That isn’t a question I will be able to answer for everyone, but for my life these days it’s nice to be done with something after a few hours without feeling like I’ve just made the first step into adding some 150-hour long journey to the back catalog of games I’ll probably never get around to. So, I don’t feel like SuperHot overstayed its welcome by throwing more ridiculous gameplay ideas at us. Instead, it was just as much SuperHot as I wanted, and I’ll always randomly think to myself SUPERHOTSUPERHOT

    4 out of 5 VHS copies of The Matrix for SuperHot. It is available on Steam for Windows, macOS, and Linux or on the Xbox One.

  • Mike Bithell, of Thomas Was Alone and Volume fame, surprised everyone by announcing a game and releasing it on the same day. Subsurface Circular promises a new text-based adventure investigator to discover the reason why robots are disappearing in this underground subway mystery.

    Subsurface Circular is a short game, but it’s also pretty inexpensive for fans of dialogue trees at $6 on Steam for Windows and macOS.