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If you have nostalgic love for old Amiga and MS-DOS sidescrollers, Olija is a game that practically demands your attention. Its striking minimalist art style is complimented by a fluidity of movement and realistic animations that will immediately bring to mind games like Flashback, Another World, or the original Prince of Persia. But even if you lack that frame of reference, Olija stands on its own as a 2D action game with exceptional combat, a chilling atmosphere, and a small handful of great boss fights that go a long way toward elevating its otherwise disappointingly short adventure above your average retro-themed platformer.
Developed by Kyoto-based Skeleton Crew Studio, Olija is a game with a story that’s simple but well told: our hero, a penniless lord named Faraday who finds himself marooned in a mysterious land, needs to rescue his shipwrecked crew and find a way back home. The only problems in his way are creepy black goopy creatures, hostile natives, and monstrous beings that have been awakened thanks to Faraday taking possession of a magical harpoon.
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That harpoon is what drives the design of Olija, and it's a large part of why combat and movement are so much fun. Much like Noctis from Final Fantasy 15, Faraday can throw the weapon and teleport to whatever it punctures. In combat, the use of this is obvious: it allows Faraday to instantly close the distance between himself and a foe, and that means there’s a quick and snappy pace for every encounter – but it’s also a super fun tool to use when it comes to exploring the world.
While Olija’s levels are segmented much like a Metroidvania, with the camera only showing what’s in the room you’re currently in, you can still chuck your harpoon into an open room off screen; if it hits something that you can teleport to, you can instantly warp over to that unseen spot. There are many secrets hidden this way throughout Olija’s world, and being rewarded for your curiosity when you throw your harpoon into a suspicious-looking gap in a wall always feels great.
The harpoon isn’t the only thing that makes Olija’s gameplay stand out. Its combat, while simple, feels extremely good at a fundamental level thanks to how impactful your blows are and the variety of attacks you have at your disposal. Basic attacks can be modified by the direction you’re holding – for example, if you want to do a quick combo without a lot of range, you can just mash the attack button without holding a direction, but if you need a little more reach, you could hold forward as you strike. If you want to do a big AOE smash attack that knocks enemies away you could hold down, or you could just jump in the air and use your aerial attack to bounce on enemies, Shovel Knight-style. If you manage to land four hits without taking any damage, you’re rewarded with a super attack that also changes depending on the direction you’re holding, what secondary weapon you’re using, and whether you’re in the air or on the ground. There’s a lot going on!
In addition to that, there are also a variety of different hats to purchase that offer helpful boons which can alter the way you approach combat. My favorite increases your movement and attack speed if you land hits while avoiding damage, letting you punish bosses greatly when you expose their weakpoint. Others are more situational, but still helpful nonetheless, such as a hat that makes you completely immune to poison damage.
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So there’s a lot of decisions to make about how you’ll fight, which is great. The only issue is that the enemies in Olija rarely push you to the point where you really need to make these kinds of decisions. The AI just doesn’t have any answer for the mobility that your harpoon provides, nor do the limited variety of enemy types ever present any sort of threat that really forces you to react to what they’re doing. This means that Olija is pretty easy, and with no difficulty options to beef it up, there’s not much incentive to really explore the depth of the combat once you have a handle on the basics.
Boss battles, fortunately, fare much better than standard enemy encounters, both in terms of their challenge and their variety. There are some that are the typical big boss battles where you have to dodge high-damage attacks to strike at flashing weakpoints, but my favorite involves a fight against three hunters who each have their own unique approach to harassing you. One constantly runs away and heals the other two, another tries to keep to the midrange to fill the screen with bullets, and the third sticks to you like glue with aggressive dash attacks and quick melee combos. It’s a really fun fight, and I wish the rest of the levels sprinkled tough enemies like these in regular fights as opposed to just keeping them all locked away in a single boss battle, never to be seen again.
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Finally, Olija is also incredibly short. The campaign took me a little under four hours to complete the first time through, and while there are collectibles to seek out, most areas that contain them lock upon completion so you often can’t return to scour for any secrets you missed the first time through. It really is four hours well spent, but it certainly left me wanting either more to see or a good reason to replay what I’d already seen.
At a time when '80s nostalgia is dominating pop culture and kids on bikes playing D&D get on freaky adventures on a daily basis, it feels refreshing to see a filmmaker take those same '80s movie tropes and plots and apply them to '90s Saturday morning cartoons and Japanese tokusatsu shows like Ultraman and Kamen Rider. The result is PG: Psycho Goreman, an ass-kicking, bone-crushing, face-melting love letter to practical creature effects that feels right at home with a triple feature alongside Teenage Mutant Ninja Turtles and an episode of Mighty Morphin Power Rangers, made for those of us who grew up on those franchises and then developed a taste for bloody monster movies and dark humor.
Canadian filmmaker Steven Kostanski follows his 2017 John Carpenter-inspired, Lovecraftian extravaganza The Void with PG: Psycho Goreman, a timeless tale of two kids who befriend an intergalactic warlord bent on destroying everything in his path. Like any self-respecting '80s/'90s family movie, it follows two young siblings: Luke (Owen Myre) and Mimi (Nita-Josee Hanna) do everything together, not just to get away from their constantly fighting parents, but because Mimi rules over her brother with an iron fist, including inventing an overly complicated dodgeball-like game that seems to be mostly about Mimi hitting Luke with a basketball. Combining two very different but surprisingly compatible genres, the opening scenes begin at the intersection of the classic monster film wherein dumb humans find and activate an ancient evil artifact, and timeless, Amblin-inspired stories of children discovering a magical or alien creature that becomes their best friend as they go on a wonderful adventure. [ignvideo url="https://www.ign.com/videos/pg-psycho-goreman-official-trailer"]Except this is not awestruck Elliott learning about friendship and life from E.T., but Mimi, the egomaniac bully, accidentally finding the mystical gem that gives her complete control over a bloodthirsty intergalactic conqueror known as The Archduke of Nightmares (Matthew Ninaber). Rather than having her act like regular kids and run away, or even try to turn the alien into a gentle monster, Kostanski makes both the kid and her alien friend absolute monsters with complete disregard for decency or mercy and gives them both an arc of learning to — maybe — care about others.
[poilib element="quoteBox" parameters="excerpt=Surprisingly%20enough%2C%20it%20works%2C%20and%20it's%20in%20large%20part%20thanks%20to%20Mimi."]Surprisingly enough, it works, and it's in large part thanks to Mimi. She may be even more of a monster than the Archduke of Nightmares, who Mimi takes great pleasure in renaming "Psycho Goreman" (or PG for short – a brilliant joke in itself, because this movie is anything but PG). Hanna plays Mimi with equal parts infuriating brattiness and enough badassery to gain a little admiration by the end. She threatens, insults, belittles, and punishes everyone around her, no matter their size; like PG, she loves nothing more than being in power and having people fear her. But you can't help but root for Mimi a little bit because Hanna is clearly having an absolute ball, and it spreads to the rest of the cast and the film itself — especially when Mimi starts headlining a musical montage while singing her own song, "I'm the Heckin' Best."[poilib element="poll" parameters="id=ab025fd5-a804-4228-a9a1-631cc62133fc"]
Kostanski's other secret weapon is his unabashed love of practical creature effects. Where The Void was an homage to the kind of tentacled horror from the '80s, Psycho Goreman is the closest we'll get to an R-rated Power Rangers movie with Lord Zedd as the protagonist. The practical, rubber monsters – believe me, there are many more creatures where PG came from – are the right mix of complex creature design and low-budget production charm, from the robotic religious zealot Pandora (Kristen MacCulloch) to a kid-sized brain with eyes and tendrils to what can only be described as a walking bucket filled with guts and skulls. The creatures feel like something straight out of Aqua Teen Hunger Force or early Peter Jackson movies, and it makes me want a whole cinematic universe exploring their past exploits conquering the galaxy – especially since the story behind them here is admittedly more than a bit thin.
[poilib element="quoteBox" parameters="excerpt=Kostanski's%20other%20secret%20weapon%20is%20his%20unabashed%20love%20of%20practical%20creature%20effects."]Despite its clear inspiration in children’s shows, PG: Psycho Goreman is definitely not for kids. While it finds the time to pull at the heartstrings and teach some valuable lessons about family and love, this is a hard-R film full of mutants, dismembered muggers, gross creatures, and absolute tons of gore. It had me busting a gut laughing as the fate of the world is decided by a game of dodgeball, and then took that busted gut and tore it to pieces and bathing in blood. It may be a sign of current times or just a sign of how much fun this movie is, but PG: Psycho Goreman has already shown that 2021 may just turn out to be a phenomenal year for movies. [widget path="global/article/imagegallery" parameters="albumSlug=movies-that-are-definitely-not-for-kids-but-that-theyll-definitely-want-to-see&captions=true"]There are always two sides to every story, but rarely does the audience get to experience them both at the same time. Such is the novel gameplay hook central to The Medium, an enthralling psychological horror adventure that splits your focus between a gloomy real-world setting and a haunting parallel spirit world, with actions performed in one having a measurable impact on the other. It’s a stylish and clever technique that’s used to consistently engaging effect, allowing for some stimulating puzzle design and exhilarating moments of reality-hopping cat and mouse with a truly memorable monster.
I quickly warmed to the self-deprecating charm of The Medium’s split-screen scream queen, Marianne. She’s a spirit guide who is lured to an abandoned resort in the Polish hinterland hoping to uncover the origin of her clairvoyant abilities, and her consistently wry observations – delivered by actress Kelly Burke – kept the mood from becoming too dire in what is an otherwise intensely disturbing detective tale. Determining the extent of the evil atrocities that went down within the hotel’s walls and identifying the perpetrators soon becomes the main focus, one that I took great morbid delight in as I pieced together each and every sinister scrap of evidence along its bloodsoaked breadcrumb trail.
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Much of the clue gathering is admittedly fairly straightforward in a mechanical sense, using Marianne’s insight ability on discarded objects found in the world to reveal information about the fate of their owners, for example, or to highlight the ghostly footsteps that point the way forward. But elsewhere there are some satisfyingly hands-on methods you need to employ, and I particularly enjoyed the simple pleasure of arranging trays of photography chemicals and dunking the paper in the right sequence of solutions in order to develop a photo correctly in a dark room. (Remember developing photos? ... No? Okay.)
Of course, almost every room in The Medium is a dark room, and they only get darker. At predetermined points along the main story path the screen will split to reveal the spirit world side by side with the material world, and you’ll suddenly be controlling two versions of Marianne at the same time. It’s an incredibly striking contrast; on one side of the screen the flesh and bone Marianne will be moving along a dimly lit hotel corridor, on the other, her silver-haired spiritual form will be stalking through a hollowed-out hallway to Hell. On both sides of the divide the environments are exceptionally well realised, but it’s the spirit world that is particularly eerie to explore, with unearthly tendrils sprouting from the floors, outstretched hands clawing at you like stalactites from the ceiling, and your general surroundings resembling a nightmarish landscape the likes of which isn’t normally seen anywhere outside of a heavy metal album cover. On that note, in this otherworld you frequently reveal new areas by slashing through sheets of human skin with a blade made of bones, which also sounds like the opening lyric to the most metal song ever made.
[poilib element="quoteBox" parameters="excerpt=You%20frequently%20reveal%20new%20areas%20by%20slashing%20through%20sheets%20of%20human%20skin%20with%20a%20blade%20made%20of%20bones."]Displaying both realities at the same time isn’t just done for stylish effect; there’s a practical purpose, too. During these times Marianne is able to trigger an out-of-body experience, relinquishing control of her earthly self for a short period of time in order to send her spiritual form to areas otherwise unreachable within the mortal realm. In fact, the complimentary use of mortal and spiritual abilities is paramount to solving the bulk of The Medium’s puzzles which, while never stumping me enough to halt the surging story momentum, still required a substantial amount of lateral thought that extended to either side of the split. This can be as simple as sending Marianne’s spirit to deliver a blast of energy to power the fusebox of a broken elevator or, in a more memorable sequence later on, manipulating the hands of a grandfather clock in the real world to scrub forwards and backwards through time in the spirit realm, revealing clues to a hidden door from the phantom presences that appear along the timeline.
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That said, it’s not just the haunted souls of the hotel you’ll have to contend with, but also the ghosts of horror games past. There are plenty of odd-shaped keys to find, valves to turn, and broken lever handles to repair, which on paper may sound like dated throwbacks to the likes of Alone in the Dark. However, it’s the use of Marianne’s reality-phasing abilities to uncover and obtain these items that makes The Medium feel distinct, and that kept me engaged in clearing a path through its increasingly ominous obstacles.
The other force propelling me forward was The Medium’s principal villain, The Maw. While I certainly enjoyed the strong performances from Marianne and the small supporting cast (both human and spiritual) it’s Troy Baker’s uncharacteristic and entirely unsettling turn as The Medium’s chief antagonist that really steals the show.
[poilib element="quoteBox" parameters="excerpt=It%E2%80%99s%20Troy%20Baker%E2%80%99s%20uncharacteristic%20and%20entirely%20unsettling%20turn%20as%20The%20Medium%E2%80%99s%20chief%20antagonist%20that%20really%20steals%20the%20show."]The Maw is a malevolent manifestation that haunts Marianne throughout her journey, first within the confines of the spirit world but eventually following her back into reality. Much like Resident Evil 2 and 3’s monstrous pursuers, The Maw can’t be killed, only avoided, which keeps tension levels high as you shift back and forth between realities not knowing how or when he’ll appear; he might burst in as his imposing demonic form in the spirit world, or as a more camouflaged spectral silhouette in the real one. Baker brings real menace to The Maw’s crazed mutterings as he stalks you through each setting, oscillating between guttural growls and tormented whimpering, and it’s his lumbering presence combined with creepy ambient sound design and an anxiety-inducing score that had me forging my way towards The Medium’s gripping conclusion while forever looking over my shoulder.
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I say that metaphorically, since you can’t actually look over your shoulder in The Medium. Well, not on purpose at least. While each of developer Bloober Team’s horror games to date have been in first-person, from Layers of Fear 2 to Observer to Blair Witch, The Medium is a strictly third-person affair, appropriating the multiple fixed camera angles of the early Resident Evil and Silent Hill games that change up from room to room. Apparently this decision was partially born out of necessity, since giving free control over the camera was reportedly causing nausea during the dual-reality sections.
Yet while the many claustrophobic close-ups and cinematic angles certainly contribute to an ongoing sense of trepidation, The Medium doesn’t have the power to manipulate or disorient you as deviously as Bloober’s previous first-person games. It isn’t able to unsettle you by diverting your attention one way in order to rearrange the environment behind you, for example. It’s a hair-raising ride regardless, but the most disoriented I ever felt during the eight hours it took to complete the story was anytime the camera suddenly switched angles and I had to course-correct with an awkward stutter step like someone who’d just narrowly avoided walking into the wrong bathroom by accident.
There’s a fantastic variety of heads to find and choose from, including floating gargoyles, rampaging meat monsters, and adorable ents that are basically a pixelated Groot. Each of the 30+ options that you can potentially equip come with their own speed, attack range, and abilities that give them a distinct playstyle – and since you can carry two at a time, you’re able to instantaneously change between them for maximum effect.
[poilib element="quoteBox" parameters="excerpt=Rapidly%20swapping%20between%20your%20two%20heads%20and%20their%20skills%20is%20essential."]In fact, rapidly swapping between your two equipped heads and using their skills synergistically is essential. For example, you might want to play as one of the many slow but powerful melee classes like the Predator to brute force your way through combat, but you will likely need a fast-moving skull in your second slot to switch to when you get caught in a tight spot and need to make a quick exit. Some skulls aren’t even usable without a second skull to rely upon, like the Bomber skull, whose sole purpose is to self-destruct as quickly and devastatingly as possible, forcing you into your alternate skull form. Some of these options are powerful as soon as you find them, while others are weaker and need to be upgraded during your run until they reach their final, most powerful form, which means that you can either grind your way to greatness slowly as you progress or just get damn lucky and find an amazing skull that has you scrambling to adjust your entire build around it. This is fantastic because it means you’re not always at the mercy of getting that lucky loot drop; you can control your own destiny by building a more common skull up over the course of your run to make it every bit as viable in the endgame. That said, it’s still always a great feeling when something amazing does drop into your lap to instantly make you a badass, especially since you can keep your favorite parts of your previous build around in that second skull slot anyway. [poilib element="poll" parameters="id=7c898e47-85ac-4867-abe4-83eaaf3cdca3"]Critically, every single character is not only genuinely fun to play, but feels totally viable in the endgame. In games like this I usually search for a build that fits my playstyle and then stick with it as much as possible, but in Skul I found myself willing and able to play with just about anybody, no matter how wildly different they were, and have a great time. During one successful run I used a magic-casting sorcerer to rain down hellfire upon my enemies, and the next I upgraded a soldier skull to be the ultimate undead general with the ability to summon a dozen friendly underlings at a time. The diversity of styles is extremely impressive.
[poilib element="quoteBox" parameters="excerpt=Skul%20is%2C%20as%20you%E2%80%99d%20expect%20%E2%80%93%20nay%2C%20demand%20%E2%80%93%20downright%20difficult."]But each playthrough is not just defined by the heads you choose – the variety of random items you collect as you go is much deeper than that. Some are as simple as increasing your magic damage or movement speed, but others might even define your entire build, like the fairy followers that become more powerful the more you manage to collect, to the point where you can summon a demigod ally if you’re able to gather all five in a single playthrough. Even boons like that won’t make it easy, because Skul is, as you’d expect – nay, demand – from a game of this type, downright difficult. As someone who’s seen the endings of games like Dead Cells, Hades, and Darkest Dungeon, it took me over 20 hours of attempts to defeat the final boss and get my first clear (a successful run taking about an hour). There are five distinct areas to fight your way through, each with a unique roster of mobs, environmental hazards, awesome retro soundtracks, and a big boss battle lying in wait to knock your block off at the end. But with a solid build and no small amount of practice, making it to the credits is an attainable and enjoyable reward that salves the burn of dozens of failed runs. [widget path="global/article/imagegallery" parameters="legacyId=800008980&captions=true"]There are enormous differences between each of the five areas, and the first time you make it to a new one some of the enemies and mechanics may seem insurmountable or downright cheap. The castle’s Head Servant comes to mind: she constantly summons an army of lesser servants to hit you with brooms and throw plates at you before running away like a coward. However, as with lots of procedurally generated games, each area follows a fairly predictable formula where you can begin to recognize the patterns and room layouts after a while. The beginning area is filled with woodland creatures, weak knights, and simplistic platforming that makes for a relatively safe space to level up your character and start strategizing a build, while a laboratory-themed area further along is filled with devastating magic-users and absolutely overflowing with deadly traps – oh, and almost every enemy explodes when you kill them.
[poilib element="quoteBox" parameters="excerpt=The%20fairly%20straightforward%20bosses%20are%20one%20of%20the%20weaker%20elements%20of%20Skul."]The fairly straightforward bosses at the end of each area are one of the weaker elements of Skul, since they lack the same level of variety as the levels they oversee. Once you’ve beaten a boss once or twice, you’ve seen all that you’ll ever see from them and they begin to feel like chores necessary to advance to the next area rather than intimidating gatekeepers. There aren’t any of the variations sometimes found in roguelike games, which seems like an odd oversight for one that nails nearly everything else about the genre. Thankfully, regardless of what you’re facing off against, the responsiveness of the controls (on both keyboard and controller) is top-notch, allowing you to make satisfying split-second decisions, leap away from danger, and take the fight to your enemies with utmost precision. The platforming itself never approaches anything difficult, but when you’re surrounded by dozens of violent cultists the buttery-smooth controls certainly come in handy. [ignvideo url="https://www.ign.com/videos/2020/12/21/hades-igns-2020-game-of-the-year"]Adding to the difficulty a bit is that, fresh out of early access, Skul suffers from some slight but regular frame rate stuttering, which sometimes makes the audio pop in and out as well. Even on my high-end PC (which has a 2080ti GPU and Ryzen 9 CPU) this issue was pretty common. It certainly wasn’t bad enough to affect my enjoyment or completely ruin my runs, but I do blame it for a few hits I took when the stuttering was especially poorly timed.
[poilib element="quoteBox" parameters="excerpt=Skul%E2%80%99s%20retro%20world%20of%20skeletons%20and%20knights%20is%20absolutely%20dripping%20with%20charm."]Speaking of poor timing, last year Hades raised the bar for storytelling in rogue-lite action games to godly levels, which makes Skul’s look a bit dimmer by comparison. While it is a heartfelt story, its tale of the age-old conflict between the Demon Kingdom and the evil Nation of Men is not particularly well told. The translation from its original Korean dialogue into English is fairly poor at times, and the brief snippets of conversation that take place after each boss battle come off stiff and a bit awkward – which isn’t helped by the fact that the twists and turns of the story are about as predictable as they come. That said, there are some compelling characters that shine through, like the shape-shifting witch who helps you along your journey and (my personal favorite) a cowardly death knight who loves knitting and interior design. Even where the story stumbles, Skul’s retro world of skeletons and knights is absolutely dripping with charm, from its beautiful, pixelated art style to its role reversal in which the demons are the good guys and humans are monsters to be slain. Slashing, hopping, and exploding my way through each area again and again only managed to endear me more and more to the world and its characters, not counting the few aggravating enemies like those castle servants that made me want to pull out my teeth with carpenters’ tools.