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UHQBot

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  1. sohheader.jpg

    Publisher: Raiser Games
    Developer: Protocol Games
    Rating: Not rated
    Reviewed on: PC

    Good horror movies get under your skin, creating unsettling feels that linger long after you’ve left the theater or turned off the TV. The element of interactivity that video games offer can elevate those sensations even further. Knowing that the hero’s fate rests solely on your actions is a far cry from helplessly watching them get stalked by a killer and shouting at them to not go in that room. Song of Horror is an ode to classic survival horror that taps into what makes the genre resonate with fans who want to get in on the action. There are a few bum notes here and there, but it’s a tense bit of storytelling worth experiencing.

    The “song” in the title refers to a piece of cursed music that purportedly drives its listeners to madness – and alarming acts of violence. Over the course of five episodes, publisher Daniel Noyer and a rotating cast of characters investigates the disappearance of a globe-trotting author who was researching the mysterious tune. This is definitely an experience in the style of old-school Resident Evil, down to the fixed camera angles and bizarrely conceived puzzles. A few lingering issues are tough to avoid, such as how the shifting perspectives make navigating some of the tighter interiors more difficult, but they generally don’t get in the way. That’s important, considering the stakes.

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    Players travel to a variety of standard-issue horror setpieces, including mansions and abandoned hospitals, but there’s a ghoulish twist: Characters can die, and once they’re out of the game, they’re permanently gone. That simple choice elevates the action, making me paranoid that every door I opened or hallway I crept down might be my last.

    You can choose to play with or without permadeath, but you do yourself a disservice by opting out. Each episode introduces new characters, so if you accidentally cull a few characters from your investigation, you aren’t completely out of luck. Even so, I felt awful whenever an investigator died. In one memorable (and completely avoidable) death, I made my character sneak out of a second-floor window without double-checking whether scaffolding was in place. Another time, I successfully slammed a door shut on a monstrous presence, and then immediately walked out that same door. Deaths don’t just remove characters from the roster; sometimes they come back in unexpected ways, leading to a few of my favorite moments.

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    Each episode moves the investigation to a new location, but a constant malevolent force follows you. People who have been exposed to the song are plagued by shadowy creatures that include an entity known as the Presence, and it’s the main source of the game’s myriad scares. This monstrous entity gives the impression that you’re constantly being stalked. I quickly learned to listen to every door before opening it and braced for the next jump-scare that felt like a dreaded inevitability. The pacing is great, with long stretches of nothing interspersed with moments of instant panic. You’re never really certain what’s around the corner, and Song of Horror capitalizes on that feeling of not knowing what’s next – and even what is and isn’t possible.

    In true survival-horror fashion, your characters aren’t action-movie heroes. When the Presence comes knocking, all you can do it temporarily stave it off. There are a few different ways to do that, such as beating back grasping hands as they try to force a door open, in a frantic minigame that never really lost its effectiveness. Other interactions, such as getting into a hiding place and trying to keep your heartbeat slowed, were similarly effective at pulling me into the horror, though its insistence on going for a second jump scare each time was a bit much. My most tense interaction was one where a blind monster did its best to sniff me out, and I needed to remain undetected by controlling my breathing. It was mostly tense because the instructions were vague, and every error I made drew the creature closer and closer to killing off a character who I’d grown to appreciate.  

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    With a few exceptions, the puzzles are less murky. They involve a lot of item gathering and multistep object manipulation, but solutions made sense overall once I calibrated myself to the peculiar logic. Clues are hidden throughout each level, too, which gave me an extra incentive to open every drawer and read every file. Even if an item or object wasn’t useful, it was interesting to read each characters’ thoughts on it. For instance, alarm installer Alina Ramos might see an array of masks and comment on how they remind her of the village where she’s from, whereas sales manager Etienne Bertrand might simply shudder at their strange designs. They’re not make-or-break moments, but they help humanize and differentiate the cast. 

    Some of the best puzzles in the game incorporate the Presence in some form or another. In one episode, I spent a few hours tracking down ingredients to concoct a luminol solution. What followed was a tense chase sequence, where I sprayed the solution in a darkened maze to see the telltale glow that indicated the presence of blood. All the while, I was being hunted. It was a heart-pounding experience that made me feel a great sense of relief when I eventually found what I was looking for. Not just relief that it was over so I could just keep going ahead, but that I managed to survive in the first place.

    Song of Horror’s production values initially turned me off, with poorly animated characters and awful voice acting. Despite those flaws, I had a hard time putting the game down once I was drawn into its world. The quirks even grew on me, the same way I embrace schlocky low-budget horror movies. What I most appreciate about Song of Horrors is that it doesn’t just mimic what came before. It’s clearly a tune inspired by other survival-horror classics, but it has its own unique tempo and melody. And it’s a darkly catchy one, to boot. 

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    Score: 8

    Summary: There are a few bum notes here and there, but it’s a tense bit of storytelling worth experiencing.

    Concept: Unravel the mystery of a cursed song in an homage to classic survival horror, with permadeath raising the stakes

    Graphics: Environments look fantastic, featuring a wide array of crumbling, creepy backdrops. Characters are scary looking, whether they’re monsters or the playable heroes

    Sound: Moans of unseen monsters and other environmental sounds ratchet up the tension. Voice acting is hokey and weird

    Playability: The fixed-camera presentation can make navigation tricky at times, and the minigames during a few monster encounters aren’t intuitive

    Entertainment: Don’t let the lackluster production values scare you off. Song of Horror has some genuinely shocking moments

    Replay: Moderately high

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  2. Trust your instincts and grab the Tribal Instinct Gibraltar skin, free with your Twitch Prime membership.

     
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    Not everyone can pull off purple. But if there’s one giant who can rock it, it’s Gibraltar.  Show off your killer fashion instincts with this bold addition to Big G’s wardrobe. Those other Legends can go camo if they want, but when you tower above the opposition, you don’t need to blend in. Gibraltar may be a selfless protector to those in need, but you can still indulge in an upgrade to his regular threads. He’d never ask, but you know he wants it.

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    Bruddah, you've never looked bettah. 

    Tribal Instinct Gibraltar is available June 16 – July 20. Check out the Apex Legends Twitch Prime page to grab it for yourself, and we’ll see you in the Arena!

    View the full article

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    Publisher: Sony Interactive Entertainment
    Developer: Naughty Dog
    Release: February 21, 2020
    Reviewed on: PlayStation 4

    There are many things about human nature we struggle against. We see what we want to see. We acquire our beliefs and perspectives from the people and the world around us. And sometimes, in order to see, we must be shown.

    The Last of Us Part II illuminates many complicated and difficult facets of humanity – a journey that tackles empathy, anger, and how we are defined by those around us. These philosophical considerations can be uncomfortable to wrestle with, but Naughty Dog conveys them with careful nuance and unflinching emotion, creating a narrative masterpiece with a unique power few games have ever achieved.

    The story opens with a conversation about how the first game ended – about what Joel did at the Firefly hospital, and the lie he told Ellie about it. That exchange lays the foundation for the current state of their complicated relationship, which players come to understand even more deeply as the story continues. Holed up in an encampment in Jackson, Wyoming, Ellie and Joel are trying to come to terms with the consequences of their previous actions, and the world continues to suffer from the chaos of the infection that has transformed mankind and ravaged civilization.

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    The Last of Us Part II is defined by its story at every turn, and Naughty Dog masterfully weaves its themes in at every level. It depicts the raw violence that Ellie uses to navigate this harsh world, and that violence feeds into pivotal plot points during her quest for revenge. Yes, you kill many humans and Infected along the way, but the accumulated effect of Ellie’s fury weighs on you over time. Even as you clear an area of hostile guards, you question your own role in the brutality. The people you assassinate have names, and you can overhear them talking about their loved ones as you sneak up on them. Though it’s difficult to say that this is “fun,” the way The Last of Us Part II forges this level of investment and immersion is one of its greatest strengths.

    The chaotic, post-apocalyptic overlay creates the perfect opportunity for different factions to vie for power. In addition to the zombie-like Infected, you also fight the militarized WLF and the technology-averse Seraphites. You deal with all these groups in intense encounters that blend sneaking and shooting in varied and unpredictable ways. Ellie’s increased agility lets you jump, crawl, and vault through areas and take advantage of verticality, but the biggest improvement to combat is the way the world pushes you to play. Stealth is always rewarded, and you can control the battlefield with clever use of your resources, especially in the larger environments. I knew I made a mistake when I died, and I felt satisfaction when I skillfully handled a situation.

    Even with its many combat scenarios, The Last of Us Part II offers tranquil and lonely moments. Some areas are devoid of encounters completely, but they don’t feel barren. Instead, they focus on world-building, or cause you as a player to reflect on your actions. The people you meet along the way also play an important part in your journey; when traveling alone, you feel their absence.

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    Environments tell their own stories of those who became infected. People waiting for their families to return, soldiers hunting deserters, and patients seeking treatment – you piece together these tragic and fascinating tales by reading notes and interpreting clues in the world. From a more practical standpoint, exploring every area is important for gathering resources used to craft items and upgrade talents like faster crawling and improved awareness. Almost every corner has something to find, and I felt rewarded for digging through drawers and searching every room. Going into an empty store, it was easy to feel for the characters in this world who had their lives upended. And as much as gaming can be an escape, the state of the real world right now provides a lens that is difficult to ignore; I never thought seeing the remains of a bookstore or a restaurant would hit harder due to the COVID-19 pandemic, but they did.

    The production values that Naughty Dog brings to this experience are second to none. The characters don’t only look good – they look real, complete with quirks that make them more believable as humans. The world and its inhabitants are visually stunning, with artwork and animations you will see just once, quips and conversations that make the world feel alive, and a soundtrack and sound effects that brought chills to my spine. Low hums and water dripping on empty bottles add to the tension as you navigate the perils of the world.

    I can rave about the attention to detail, the world, and the combat, but the story is where The Last of Us Part II sets a new bar. It is more about challenging your heart than your reflexes, and I simply cannot recommend it enough. There is much to be said about this game that can’t be said here due to spoilers, but you should play it as soon as you can with as little info as possible. But you don’t need to know specifics to appreciate how the gameplay and environmental cues all play into a single purpose: They make you feel the choices, helplessness, and the violence at the heart of this world and its characters. I can safely say this is the best narrative game I have played. I felt the loss. I felt the confusion. It is a game that turned me inside out with each twist of the screw.

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    Score: 10

    Summary: Naughty Dog's masterpiece is a sequel unlike any other, taking video game storytelling to new heights.

    Concept: The next chapter in the story of Ellie and Joel will change your perceptions of who they are and the world they live in

    Graphics: If this isn’t the best-looking PlayStation 4 game, it is certainly near the top of the list

    Sound: An amazing soundtrack is complemented by audio tracks that bring tension to almost every scene

    Playability: The stealth/horror mechanics feel great from beginning to end, and an array of difficulty and accessibility options make the experience highly customizable

    Entertainment: The Last of Us Part II is a monumental achievement in video game storytelling

    Replay: Moderate

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  4. v_launch_mark_offwhite.jpg

    Publisher: Riot Games
    Developer: Riot Games
    Reviewed on: PC

    Valorant builds on what has made Counter-Strike a destination for decades. It adds hero-shooter nuance to a familiar arsenal of weapons. Valorant is a methodical, strategic affair; a stealthy and careful approach takes priority over going in guns-blazing. It’s a game of cat and mouse in which players are constantly attempting to glean information for an advantage. When the time comes to pull the trigger, speed and twitch reflexes are still paramount, but everything that happens before the confrontation is important. A combination of splashy and significant side abilities make a difference, but the core is all about corners, communication, and careful positioning.

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    Valorant’s hero roster takes the “agents from many nations” route that was successful in injecting flavor into Overwatch’s cast of characters. It falls flat here, though, with a variety of uninteresting designs and repetitive quips. The cast is forgettable and bland, feeling more like off-brand action figures than cool characters. The last thing I want to hear before a match is Raze, ostensibly getting ready to punch holes in people with a revolver, chirping, "You sure I can't listen to music? You're really bringing me down here man!" or Phoenix zinging a "stay out of fire" because you know, he's the fire character. Personality across the board feels forced and flimsy. Luckily, their hero kits and abilities are far more interesting, and these aspects set Valorant apart from its inspirations. 

    Many of these talents involve either providing or denying information. Cypher’s camera and trip-wires can detect threats long before they come into your sight lines, Sova’s drone can locate enemy movements while you hide safely behind cover, and numerous other skills obscure opponents’ vision to allow you to position safely. Information and communication, not spray-and-pray, is how games are won. Peeking corners carefully and tiptoeing around maps is a pleasant change of pace from many other shooters, but if you’re looking for frenzied assaults and fast respawns, this isn’t the game for you.

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    The star of Valorant is the weapons. Regardless of your timing and usage of skills, eventually things come down to your guns. Each packs a precise and impactful punch, and they feel great to use. You need to stop moving to gain accuracy (which in turn makes you a target), but coming out of a 2v1 or 3v1 with intelligent reloading, cover usage, and judicious ability use gives you an amazing rush. 

    Valorant has two modes, Standard and Spike Rush. Standard games can take quite a while to play and involve an economy element from round to round, where saving your money to buy better guns, armor, and skills can be a strategy. Mastering a weapon is good fun, and finding your favorite positions to play on each map is satisfying. For example, knowing where to take your Marshal sniper rifle for a long-range face-off is important. Spike Rush is essentially a fast take on the default mode, with greatly reduced number of rounds, randomized weapons each round, and everyone on the offensive team has a bomb to plant. Because Spike Rush is basically just a pared-down version of Standard, it feels like Valorant only has one game type at the end of day. The core experience is solid, but it doesn’t have enough variety.

    Valorant doesn’t reinvent aspects of core tactical shooters, but it differentiates itself in meaningful ways by giving players new ways to glean information, protect areas, and obscure enemy perception. While Valorant’s characters may be mundane and its modes limited, I had plenty of fun with its precision shooting, careful planning, and soft footsteps.

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    Score: 8.5

    Summary: Riot's free-to-play shooter turns up the tactics.

    Concept: Participate in team-based tactical shooting, utilizing special skills alongside traditional weaponry

    Graphics: Designed to be compatible with many PC specs, the graphics don’t stand out as anything special

    Sound: Auditory cues play an essential role and are handled well, though character quips are more annoying than entertaining. As is the case for so many team-oriented games that benefit from communication, bring your own friends instead of random people

    Playability: With demanding tactical decisions and fast-paced play, a Counter-Strike background is incredibly useful here

    Entertainment: Valorant takes a traditional template and adds some flash and flair to the competitive formula

    Replay: High

    Click to Purchase

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  5. pd_disintegration_screenshot_desertboss.

    Publisher: Private Division
    Developer: V1 Interactive
    Release: 2020
    Reviewed on: PC
    Also on: PlayStation 4, Xbox One

    Halo was first conceived as a real-time strategy game, but it evolved into a first-person shooter over the course of development. I've often wondered what might have happened if Bungie had stuck to those strategy roots. Developer V1 Interactive – which is helmed by one of Halo's co-creators – has given us a window into a possible alternate reality with Disintegration, a sci-fi shooter that blends first-person combat with real-time strategy. But, if Disintegration is any indication of what might have been, then I’m glad the original Halo switched genres in development. 

    Conceptually, I like Disintegration. You spend the entire game aboard a gravcycle, which is basically a floating tank that gives you a birds-eye view of the action, allowing you to issue orders to a small squad of grunts while engaging in combat yourself. That idea is solid, and I appreciate how your combat hovercar adds a vertical element to first-person combat. However, Disintegration's gravcycle also makes you feel removed from the action, because you are literally floating above it. 

    Spending the entire game in the sky has a few unexpected consequences, like hampering your sense of speed. The gravcycle has a decent base speed for a ground vehicle, but since you hover overhead, you feel like you’re puttering across the battlefield in a golf cart. What’s more, since you float a story or two over your enemies’ heads, you often don’t have options for taking cover when things heat up. The action rarely gets that chaotic, and when you’re removed from the center of the battle, it feels like you’re shooting tiny fish in a big barrel. 

     

    Another problem is the lack of evolution in Disintegration’s moment-to-moment action. Your gravcycle's loadout for each mission is predetermined, which limits your options in combat; you’re typically outfitted with one offensive gun and one defensive tool, like something to heal the squad. This fixed loadout means that you spend long stretches going through the same motions, which makes encounters blend together. 

    Issuing orders to your squad offers a fun twist to combat, but doesn't fix Disintegration's larger issues. At any point, you can direct your team across the field, highlight targets for them to focus on, or deploy their special moves, which are set to cooldowns. These abilities range from simple grenades to disruption fields that briefly incapacitate enemies, but they’re almost always useful. I had fun firing abilities off each other for combos, like when I dropped a slow field on a group of enemies before hitting them with a mortar barrage. While Disintegration’s strategic elements are a highlight, they don’t feel important enough to turn the tides. Your squad members do a fine job of taking care of themselves, and they don’t hang around where you direct them for long, so you have little reason to micromanage their movements. 

    Some of the biggest flaws in Disintegration’s action are curtailed in multiplayer, where you encounter foes that maneuver around the environment like you, which provides a more engaging challenge. Disintegration’s multiplayer maps are smaller than the single-player campaign levels, which reduces the illusion of sluggish movement. These maps also offer places to hide and make use of your verticality. I got a thrill out of hiding in some overlooked corner of a map and then descending on a foe from above. Even so, Disintegrations first-person shooting remains barebones given your limited loadout. I also had a harder time corralling my troops in multiplayer; they often seemed eager to run into the fray and instantly die in larger firefights. 

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    At release, multiplayer only features three modes: team deathmatch, king of the hill, and capture the flag. That sparse offering hurts Disintegration’s staying power, and I quickly felt like I had seen everything multiplayer had to offer. At the beginning of a match, you can choose from one of several teams, such as the shotgun-wielding Militia or the clown-themed Sideshows who fire sticky bombs, but these are just variations on the single-player loadouts, so the only real difference is the weapon you're using. Even Disintegration's progression system is lacking. You earn coins as you play, but the only thing to spend them on are new cosmetic options. These aren't even new costumes – they are simple color variants of the existing character models. 

    Disintegration’s core idea of blending a first-person shooter with a strategy game is neat, but it takes so many missteps that the promising concept gets lost. The action is repetitive, and the basic mission design is tired – you can’t even save the game mid-mission, which is particularly baffling. Amid the tedium, I had an occasional moments of fun in Disintegration, but those moments were fleeting.

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    Score: 6

    Summary: Jump aboard a gravcycle and issue commands to a small number of units in this mashup of the FPS and RTS genres.

    Concept: Jump aboard a gravcycle and issue commands to a small number of units in this mashup of the FPS and RTS genres

    Graphics: Some of the environmental textures take a while to load, but the framerate usually stays steady

    Sound: The voice cast does a solid job with a forgettable script, but the musical score is largely mediocre

    Playability: Controlling the gravcycle is easy and intuitive, and the first-person shooter controls are fairly standard

    Entertainment: Issuing orders to your team is fun, but your movements are sluggish and the combat encounters are uninspired 

    Replay: Moderately Low

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