Console
Friday, 30 April 2021
Invincible Season 1 Finale Review
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The Mosquito Coast Premiere Review
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Hyperkin Retron Sq Review
Hyperkin Retron Sq – Design and Features
The Retron Sq is a small, handheld box that’s just as much a delight to look at as it is to hold. Built from a lightweight, transparent plastic, it instantly evokes 90’s nostalgia, harkening back to an era when almost every Nintendo peripheral had a similar look. Fans of the retrowave aesthetic will further appreciate the Hyper Beach colorway, which features transparent teal plastic and magenta accent buttons on the front. The plug-and-play nature of the Retron Sq is where it really shines. It features a single slot on the top that’s compatible with GameBoy, GameBoy Color, and GameBoy Advance cartridges, and inserting games has a familiar satisfying click. On the front are two large, circular buttons: one for power and one to reset the unit. Below that is a single USB port for the included controller, or for a wireless receiver paired with one of Hyperkin’s bluetooth controllers (sold separately). Unfortunately, it’s only compatible with Hyperkin’s own controllers, which means plugging in a Xbox Core Controller or DualSense or another third-party controller is a no-go. [widget path="global/article/imagegallery" parameters="albumSlug=hyperkin-retron-sq-review&captions=true"] On the rear is a USB-C port for power, a microSD card slot that contains the system’s software and will allow you to update the firmware in the future. Thankfully, it connects to your gaming TV or gaming monitor with HDMI, allowing you to use it with modern displays. Games are displayed in their original 4:3 format, however, there’s also a switch on the back that lets you toggle to a widescreen 16:9 format, if you prefer. To round it out, there are four small rubberized “feet” on the bottom that prevent the unit from sliding or scratching whatever surface it’s placed on. The included controller is made from the same transparent plastic and perfectly compliments the main unit. It’s modeled after an SNES controller, featuring a D-pad, four face buttons, L/R shoulder buttons, as well as start and select buttons in the center. While it’s certainly a familiar and comfortable format, it’s an odd choice given that GameBoy and GameBoy Advance games only ever use two face buttons. While the design is largely the same as an SNES controller in shape and size, it does feature one key difference. On the back of the controller are two small protruding plastic grips that give your fingers something to latch onto, and are much more comfortable than the flat back of a traditional SNES controller. It also has a long 10-foot cable, allowing you to sit back and relax while you play instead of having to sit just feet from your television.Hyperkin Retron Sq – Software
The Retron Sq is different from other micro consoles in that it doesn’t come pre-loaded with a selection of games. Instead, it relies on you having an existing library of games to choose from. While this is no different from modern consoles, or gaming in general, finding specific GameBoy or GameBoy Advance games these days can prove difficult – and costly. So while the console itself is relatively inexpensive to get into, the games themselves may prove to be a more expensive barrier to entry. That being said, there is a bit of software built into the Retron Sq, but only what’s required to run the unit. However, beyond a simple Hyperkin-branded splash screen upon startup, it’s largely something you’ll never interact with. According to Hyperkin, future firmware updates will be delivered through the included microSD card. This will require inserting it into a computer, but shouldn’t prove to be a difficult process otherwise.Hyperkin Retron Sq – Gaming
Playing actual games couldn’t be more straightforward. Simply insert your cartridge, press power, and your game will begin running automatically. Officially, the Retron Sq supports GameBoy and GameBoy Color games out of the box, while GameBoy Advance games are currently still in beta. Out of 20 games tested, 18 games worked without any input delay or audio/visual issues. The two in question were both GameBoy Advance games – Final Fantasy Tactics Advance and WarioWare: Twisted! – and it’s possible they aren’t currently supported in beta. The latter technically ran, but due to its unique gyro sensor built into the cartridge, I was unable to control it. (Yes, I even tried holding the Retron Sq unit and spinning it around, but to no avail.) For what is essentially a modern GameBoy Player, though, it’s concerning that games don’t start instantaneously like they do on their handheld counterparts. Instead, you’re greeted with a Hyperkin-branded splash screen upon each boot that lasts for about 15-25 seconds before the game actually loads. Even worse, if you’re inserting a cartridge for the first time, there’s an additional loading screen with a progress bar that lasts for another 10-15 seconds. Add in the splash screens from the actual game itself and sometimes it’s upwards of a minute before you’re actually playing something. While this isn’t terrible by any means, it is worth noting if you’re planning to quickly hop between games. [widget path="global/page/imagecomparison" parameters="comparisons=%7B%22comparisons%22%3A%5B%7B%22caption%22%3A%22%22%2C%22images%22%3A%5B%7B%22id%22%3A%22608b8928e4b023a668224cf5%22%2C%22label%22%3A%22%22%7D%2C%7B%22id%22%3A%22608b8928e4b023a668224cf4%22%2C%22label%22%3A%22%22%7D%5D%7D%5D%7D"] Games are displayed in 720p and default to their original 4:3 standard format. Even playing on a 4K TV, pixels were sharp and colors were vivid, and it’s surprising how many games still hold up today. Audio was crisp, and hearing so many chiptune soundtracks from my childhood was a delight. That said, the audio from some games can be a bit jarring when heard on large surround sound systems. As for the controller itself, the D-pad is responsive and feels good to press, although when compared to a SNES controller it doesn’t feel quite as tight. That said, each directional input ends with a satisfying click, giving you an audible cue that you’ve reached the bottom. The four face buttons feel good, too, each responding to inputs instantly and springing back up quickly after being pressed. The A/B buttons feature a convex design, while X/Y are concave – once again taking cues from the SNES’s controller layout. Even though the GameBoy and GameBoy Advance didn’t have X/Y buttons, they can be used interchangeably with A/B, depending on your preference. The L/R shoulder buttons feel a bit lower profile than usual, but still have a satisfying click when pressed. The diagonal pill-shaped start and select buttons on the face are made from a soft plastic and feel solid overall. [widget path="global/article/imagegallery" parameters="albumSlug=best-gaming-headsets&captions=true"]from IGN Reviews https://ift.tt/3nCaKFh
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Thursday, 29 April 2021
Yasuke Season 1 Review
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Without Remorse Review
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The Falcon and The Winter Soldier: Full Series Review
- The Falcon and The Winter Soldier Season 1, Episode 1 Review
- The Falcon and The Winter Soldier Season 1, Episode 2 Review
- The Falcon and The Winter Soldier Season 1, Episode 3 Review
- The Falcon and The Winter Soldier Season 1, Episode 4 Review
- The Falcon and The Winter Soldier Season 1, Episode 5 Review
- The Falcon and The Winter Soldier Season 1, Episode 6 Review
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Razer Blade 15 Advanced Edition Review
Razer Blade 15 Advanced Edition - Design and Features
What’s in a name? In this case, quite a lot. As a high-end laptop from Razer, you can count on focused gaming performance. The “Blade” speaks to its thin and light design – well, reasonably light, anyway. This unit features a 15-inch Full HD Display configured to run at an esports-grade 360 Hz. Under the hood, it’s running on a 10th generation Intel Core CPU, an Nvidia RTX 3080 GPU, and 32GB of system memory. The total specs as configured are:- Price: $2999.99
- Processor: Intel Core i7-10875H (8-core/16-thread, Max Boost 5.1 GHz)
- Display: 15.6-inch Full HD (1920x1080) IPS 360Hz
- Graphics: RTX 3080 (Mobile Version)
- Memory: 32GB DDR4, 2933 MHz, 64GB Maximum
- Storage: 1TB NVMe (Expandable with Additional Slot)
- Networking: Wi-Fi 6E AX210, 2X2, IEEE 802.11a/b/g/n/ac/ax, Bluetooth: Bluetooth 5.2
- Battery: 80WHr, Up to 7 Hours, 230W Adapter
- I/O Ports: 1x Thunderbolt 3 (USB-C), Supports 20V USB-C chargers with PD 3.0, 3x USB 3.2 Gen 2 (USB-A), USB-C 3.2 Gen 2, Supports 20V USB-C chargers with PD 3.0, SD Card Reader, UHS-III, HDMI 2.1 output (Up to 8K 60Hz or 4K 120Hz)
- Dimensions: 0.67 x 9.25 x 13.98 inches
- Weight: 4.4 lbs
Razer Blade 15 Advanced Edition - Software
When it comes to software, the Razer Blade 15 Advanced Edition is delightfully sparse. My unit shipped with a basic Windows installation in addition to Razer’s Synapse management software. This was my first experience with a Blade laptop but I was familiar with Synapse from many peripherals over the years, so getting up and running with it was fast and easy. Upon opening it for the first time, you load into the Dashboard which shows a picture of the laptop. Clicking it takes you to the Customize screen with an overview of the keyboard. This is a rather counter-intuitive design since this screen doesn’t actually allow you to change the settings of the laptop. Instead, clicking a key opens up the programming options, exactly like a standalone Razer keyboard. You can record macros, create shortcuts to launch programs, map media controls, and more. Thanks to Razer Hypershift, you can even create entire secondary layouts for storing macros or alternate key sets. The lighting tab controls your system lighting. The available options allow you to control system-wide rules – such as how long it needs to be idle before disabling lighting to preserve battery or brightness – to individual lighting presets. The illuminated logo can be made to breathe or stay lit at a custom brightness, while the keyboard is much more programmable with animated presets like fire, rainbow waves, spinning color wheels, or entirely custom layouts created in the Chroma Studio. These lighting effects can also be synced with other Razer peripherals to quickly color-match your whole setup. When it comes to actual system settings, these are tucked away on the performance tab. Razer has done an arguably too good job simplifying the settings here. Performance modes are limited to Balanced and Custom when plugged in and just Balanced when running on battery. Setting custom specifications doesn’t give the same degree of control found on flagship MSI or Asus gaming laptops and instead gives you a basic performance slider. Custom fan curves or overclocking are out of the question with this version of Synapse. This tab also allows you to choose the current GPU mode. Like some other RTX 3080-equipped notebooks, the Blade 15 supports Nvidia Optimus and can intelligently swap between the integrated GPU on the processor or the dedicated RTX 3080 to save battery. Enabling Optimus defaults the system to 60 Hz outside of games, however, which is very noticeable even in basic mouse movement. That said, it’s very effective in extending battery life through most of the day.
Benchmarks |
Razer Blade 15 Advanced Edition |
Origin EVO15-S |
MSI GS66 Stealth |
Asus ROG Zephyrus G15 |
Price as tested |
$2,999 |
$2,997 |
TBA |
$1,799 |
CPU |
Intel Core i7-10875H |
Intel Core i7-10870H |
Intel Core i7-10870H |
AMD Ryzen 9 5900HS |
GPU |
Nvidia RTX 3080 |
Nvidia RTX 3080 |
Nvidia RTX 3080 |
Nvidia RTX 3070 |
3DMark Time Spy |
9973 |
10163 |
9623 |
9417 |
3DMark Fire Strike |
21765 |
19318 |
19725 |
20947 |
3DMark Night Raid |
48029 |
44155 |
40996 |
35633 |
Total War: Three Kingdoms |
82 |
80 |
83 |
71 |
Borderlands 3 |
88 |
89 |
89 |
110 |
Metro Exodus |
63 |
63 |
64 |
57 |
Hitman 3 |
134.5 |
129.4 |
NA |
113.9 |
Unigine Heaven 4.0 |
123 |
135 |
124 |
123 |
PCMark 10 |
6697 |
6029 |
5892 |
7016 |
PCMark 10 Battery Test |
5:52 |
1:56 |
5:44 |
5:01 |
Razer Blade 15 Advanced Edition - Performance
As a flagship gaming laptop, what really matters most is how it performs in games. I conducted my testing using IGN’s standard array of games and benchmarks. Since thermal solutions can make such a big difference in overall performance, I’ve shared the results alongside other competing laptops with similar specs. All of my tests were conducted at Ultra settings. Note: We added Hitman 3 to our test rotation after the MSI GS66 had already been returned, so that entry is marked with an NA. The Razer Blade 15 performed very well across these tests. In synthetics, it led the pack in all but 3DMark Time Spy. Performance in Unigine Heaven did fall slightly behind the Origin EVO15-S but it made up for that with real world performance gains in Hitman 3. In other game tests, the Blade 15 performed right on par with other mobile RTX 3080s we’ve tested. Since the NVMe SSD in this drive was undisclosed, I also tested its speed using CrystalDiskMark. If offered impressive, if not cutting edge, results. At 2.9 GB/s for both read and write speeds, the Razer Blade 15 will be able to optimize load times and offer good performance in creative apps like Premiere Pro. Still, given the price, I would have liked to have seen Razer include a drive that runs a bit faster. The same is true of the memory, which is clocked to only 2933 MHz versus the 3200 MHz offered by some of the competition. These might seem like small things, but remember, the Blade 15 Advanced Edition is actually more expensive than many models currently available today. For gaming outside of these tests, the Blade 15 was excellent. Even though I’m not an esports player, the fluidity of motion with the 360 Hz screen was fantastic. There is subtly more clarity in quick turns and the system does feel more responsive, though I wish it came with Nvidia G-Sync as a cherry on top. I also loved how color rich the screen was, which made both gaming and watching shows on Netflix more enjoyable. It was also nice to be able to use and enjoy the built-in speakers. They do sound thin but are perfectly sufficient for gaming and loud enough to hear clearly even when sat back with a controller. For normal use, it was also exceptionally good. The keyboard was great for getting work done and the touchpad made carrying a separate mouse optional for me. The webcam also worked well and colleagues on the other end reported that I both looked and sounded good. I do wish it was slightly lighter, however, as I could definitely notice it in my bag after a while.Razer Blade 15 Advanced Edition - Battery Life
The Razer Blade 15 Advanced Edition features a large 80 WHr battery. This falls somewhat behind the likes of the ROG Zephyrus or MSI GS66 Stealth that offer 90 and 99 WHr batteries respectively. Still, it optimizes battery usage well. With Optimus enabled and the screen and backlighting at 50% brightness each, it lasted 5 hours and 52 minutes in the PCMark 10 Modern Office Battery Test. This falls short of the average workday; however, by turning lighting off completely and further dimming the screen could likely be extended to the full seven hours of rated uptime. An interesting feature of this laptop is the braided cable on the charging brick. The brick is large and rated for 230 watts, so is already challenging to carry along with the laptop itself if you need more battery life (and you just might). The braided cable looks very nice on the surface and will certainly help protect the charging cable over time, but is very stiff and difficult to manage. It’s also flat-out bigger, taking up more space in your bag. In the end, I would prefer something slimmer and easier to work with. [widget path="global/article/imagegallery" parameters="albumSlug=best-gaming-laptops&captions=true"]Purchasing Guide
The Razer Blade 15 Advanced Edition is available from the Razer Store for $2999. Razer also offers alternate configurations ranging from $1699 to $3299. The line-up can also be purchased from Amazon.from IGN Reviews https://ift.tt/3eBmDHo
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Returnal Review
Fast and frantic action, a dazzling display of thousands of bullets in a multitude of shapes and sizes, and glorious, glorious particle effects. These hallmarks are what Housemarque games are all about, and Returnal certainly checks all of those boxes. But it’s also their most ambitious effort yet: a PS5-exclusive third-person shooter with an incredible sense of exploration and discovery, rich atmosphere on par with Dead Space or Metroid Prime, and shootouts that remain fresh and rewarding throughout the multiple playthroughs needed to beat its roguelike campaign and unlock the secrets that remain beyond the credits. A good run takes a bit too long for something you have to complete in one sitting, but the reward for making that commitment is more than worthwhile.
Returnal tells the story of Selene Vassos after she crash-lands on an alien planet called Atropos. As she emerges from her ship and tries to locate the origin of a mysterious signal, things start to get very weird and time-loopy very quickly. Of course, this all serves to contextualize the fact that this is a roguelike and built on the idea of repeated runs through the same environments, but it’s also a clever storytelling device. Selene is able to find logs left by her former selves, which slowly starts to peel back the layers of Returnal’s central questions. Housemarque even goes a step further by incorporating a number of surreal and chilling PT-esque first-person segments where Selene must explore her memories and nightmares.
[ignvideo url="https://www.ign.com/videos/2021/04/22/returnal-the-first-17-minutes-of-ps5-gameplay-4k-60fps"]
It makes Selene an interesting protagonist who’s in this weird repeating-but-different scenario along with us, and it’s all way deeper than I would ever expect a roguelike’s story to be. Housemarque deserves praise for finding a unique and compelling way to incorporate an interesting story in a genre that makes storytelling rather difficult. It’s not quite as elegant of a solution as Hades’ home base full of characters that always have something new to say to you based on your successes, failures, and overall progress, but it’s an admirable effort nonetheless.
[poilib element="quoteBox" parameters="excerpt=Selene%20is%20an%20interesting%20protagonist%20who%E2%80%99s%20in%20this%20weird%20repeating-but-different%20scenario%20along%20with%20us."]While the story focus may be a surprise given Housemarque’s previous games, the tight and responsive gun play is right on brand. Returnal takes the bullet-hell stylings of the likes of Resogun, Nex Machina, and Super Stardust HD, and transplants them into a third-person shooter. The results are spectacular. All the usual staples are here: the directional dash that makes you momentarily invulnerable to damage, the enemies that shoot a barrage of bullets that are just slow enough for you to outrun, the ones that shoot just a straight-up wall of bullets you have to dodge through, the jerks that fire a locked-on laser beam at you if you can’t kill them in time, and then there’s the mega-assholes that do a little bit of everything. There’s an excellent variety of enemies in Returnal, and even when it resorts to using the same character model in a different environment, there’s always something different in their behavior that makes them a completely new challenge.
[poilib element="poll" parameters="id=8f8e0cff-00e0-4741-9635-4a35e57ec6c2"]
Learning those behaviors is important, because Returnal really, really encourages you to avoid getting hit. There’s an adrenaline meter that builds up as you score kills and grants up to five stacking buffs, but they all disappear when you take a single hit. Also, if you pick up health items while you’re at max life it actually adds to your total health capacity. Returnal is a hard game, but it rewards you handsomely for playing well and for making smart choices, which is always a great feeling.
[poilib element="quoteBox" parameters="excerpt=Returnal%20rewards%20you%20handsomely%20for%20playing%20well%20and%20for%20making%20smart%20choices"] And those major risk-reward choices often aren’t so easy, either. Many chests and health pickups are “malignant” and have a chance to saddle you with a debuff that can only be removed by completing specific requirements, such as killing a certain number of enemies. Then there are parasites, which offer both a buff and a debuff that can only be removed with a rare consumable or by finding an equally rare parasite-removal machine.
Sometimes the risk pays off, like when I open a malignant chest and receive a powerful weapon that’s two levels higher than the one I currently have and helps me decimate the next few rooms of a level. But oftentimes it doesn’t, and I just get a weak consumable and an added two seconds of cooldown to my dash. Coming out on the bad end of a risk-vs-reward gamble can be brutal, but it also is one of the things that makes each run of Returnal feel unique and exciting. You just have to make the best of a bad situation, which is one of the key aspects of the roguelike genre that Returnal absolutely nails. This improvisational style of combat that has you constantly changing up your weapons, altering your strategy on the fly based upon the types of upgrades that you come across, and deciding whether to buy or save your currency is crucial to making every run feel like a new and fresh experience.
[widget path="global/article/imagegallery" parameters="albumSlug=returnal-playstation-5-screenshots&captions=true"]
The roguelike format also works because of how interesting each of the 10 weapons are. While most fill the expected roles in a shooter, several others are wildly inventive. There’s a gun that never has to reload but can only be fired once a round bounces back into the gun, and a weapon that fires pylons into the ground and triggers streams of red lightning between them. It’s clever stuff.
[poilib element="quoteBox" parameters="excerpt=There%20are%20many%20more%20possibilities%20for%20each%20weapon%2C%20which%20has%20given%20each%20of%20my%20playthroughs%20thus%20far%20a%20distinct%20flavor."]The best part, though, is that each of the 10 weapons can spawn with one of nine gun-specific traits which can dramatically affect how that weapon is used. A shotgun might have a slugshot trait that makes it super accurate and powerful from a long distance or one that makes it spit out acid clouds for damage over time; a carbine can be given a chaingun-like trait that makes its firing speed ramp up as you continue to hold the fire button down or one that fires slow but powerful high-caliber rounds; and the pistol might spawn with a trait that turns it into a burst fire weapon, or one that gives it a barrage of homing missiles after every shot. There are many more possibilities for each weapon, which has given each of my playthroughs thus far a distinct flavor.
[ignvideo url="https://www.ign.com/videos/2021/02/25/returnal-gameplay-mechanics-trailer"]
Returnal’s persistent progression comes from the fact that these traits are already present on guns that you find when you start, but they must be unlocked by scoring enough kills with that weapon. After you’ve done that once, any weapon you find in a future playthrough with that trait has it automatically unlocked (and upgraded, once you’ve unlocked those). This adds another element to the risk-reward equation: sometimes you’ll have to decide whether you want to keep a weapon with great traits that’s helpful in the moment, versus tossing it in favor of a new weapon with a promising new trait that needs to be unlocked. That can definitely be worth the sacrifice in the long run.
Exploration Exhaustion
However, one of the key aspects of the roguelike genre that Returnal does not nail is that nagging feeling of “just one more run.” That’s because a run through Returnal lasts way too long, plain and simple. To paint a picture, I’ve put in 42 hours into Returnal so far, and in those 42 hours I’ve only died 25 times. That’s not a weird flex, or me saying that this game is easy, because again, it’s absolutely not. It’s to illustrate that if you’re going to get anywhere near the end your run is almost always going to be at least about two hours long, which is exhausting. It also means you have to clear your schedule when you sit down to play, because there’s no saving your progress at any point in the run. Until you’re done with that run you cannot play any other game, you cannot fully turn the PS5 off (only put it in rest mode, which is risky in of itself), or do anything else that closes the application. And obviously, you’d better hope that it doesn’t crash – that happened to me on two separate occasions and halted two runs where I was more than an hour deep.
[ignvideo url="https://www.ign.com/videos/the-biggest-game-releases-april-2021"]
Runs last so long because of the fact that there is very little in the way of permanent progression outside of traits, and because of the way temporary progression on individual runs is handled. For instance, weapons don’t drop based on how deep into a level you are; instead, you build up a Weapon Proficiency meter by killing enemies and finding items that add to the meter. So, for example, if my weapon proficiency meter is at 5, weapons will drop with a power level of 5 or, with luck, slightly higher. Attempting a later level when your weapon proficiency is at too low a level takes an already hard game and makes it absolutely ridiculously difficult. So, if you want to make a real attempt at succeeding in Returnal, you have to grind.
[poilib element="quoteBox" parameters="excerpt=If%20you%20want%20to%20make%20a%20real%20attempt%20at%20succeeding%20in%20Returnal%2C%20you%20have%20to%20grind."]And that really slowed my momentum. Unlike with other roguelikes such as the Spelunky games, Dead Cells, or more recently, Curse of the Dead Gods, I was never eager to jump back into another game after a death. I needed a break.
The good news at least, is that the actual act of exploration in Returnal is done extraordinarily well. Every level is a sight to behold, whether it’s the dark, gloomy, and alien vibe of the Overgrown Ruins; the Doom-esque feel of the Crimson Wastes; or the ancient mechanical atmosphere of the Derelict Citadel. It helps, too, that there’s a great variety in the challenges of the many rooms. Despite the procedural generation that keeps Returnal from becoming too predictable, enemies and environmental elements always feel deliberately placed – especially the grapple points that allow you to put distance between you and especially dangerous foes, deadly pits that punish careless movement, and loads of secrets lying in wait.
Controller Chaos
While Returnal is not a PS5 graphical showcase on the level of say, Demon’s Souls, it still looks really good and runs at a mostly consistent 60fps, though it does dip every now and then ever so slightly in certain spots. Where Returnal does show its “new-gen” chops is in the ways it uses the DualSense controller. Barring Astro’s Playroom, this is the best usage of haptic feedback and adaptive triggers so far on the platform because it actually makes a difference in how you play. Sure, it’s cool to be able to feel rain drops on the controller, but what’s even cooler is having that added element of sensory feedback to let you know when your alt-fire is off cooldown in the form of a very specific feeling rumble in your controller.
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And while it takes a little bit of getting used to, I grew to love being able to aim down sight (ADS) by holding the left trigger halfway, and then pressing it all the way down to quickly go into an alternate fire. The triggers gave me just the right amount of resistance to the point where I never mistakenly pressed the trigger all the way down when I meant to ADS or vice-versa. And hey, if you don’t love it, there’s a classic control scheme that just keeps ADS on L2 and maps alt-fire to the R1 button, or you could just map the controls however you like.
There are also daily challenges which give you an opportunity to compete against other players for a high score under set conditions, which is a neat diversion and feels particularly fitting as a score-chasing arcade-style mode in a Housemarque game.
As I mentioned earlier, I’ve played Returnal for about 42 hours, but I actually rolled credits at around hour 18. Everything since then has been working toward uncovering a secret ending, finding all of the 80 xenocyphers hidden throughout the six levels, and trying to find as many lore-dropping audio logs as I can. Needless to say, there’s a lot of meat on this bone, and completionists will find plenty to keep them busy for quite a while.
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Wednesday, 28 April 2021
Things Heard & Seen Review
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The Mitchells vs. The Machines Review
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