Simon Parkin

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It's a strong start for this series of add-on chapters for Dark Souls 2, then. There are no standout battles - save, perhaps, for the grim final encounter - but the cumulative effect of its fights, puzzles and secrets is memorable: Sanctum City and its offshoot areas lodge in the mind like so many of this series' locales. It's exciting to see the team return to the ingenious, interlocking layout of Demon's Souls and the first Dark Souls and there are enough novel ideas to be found in this shantytown of pillars, temples and chipped blocks to reassure you that this is a team that has run out of neither inspiration nor vigour.

Teslagrad

Teslagrad

January 19, 2014
7/10

Nevertheless, despite its unevenness and occasional cruelty, Teslagrad is a bold and captivating proposition. The unusual and elegant aesthetic is persistently attractive, and the lightness of touch with the storytelling brings the world-building to the fore. Its Nordic development team are fledgling (this is only their second game) and there's fidgety keenness to the game's ideas and creative execution. Teslagrad would have benefited from a more experienced publisher to help round off the sharp edges and better balance the challenge. But in the meantime, this is a rough yet worthwhile jewel.

There is, however, occasional frustration derived from Max's mildly imprecise controls. He floats through the air in lazy, Sackboy arcs, and struggles to hoist himself up some of the more convoluted branch shapes that you scrawl with your pen. Sometimes you'll be forced to throw Max to his death in order to restart a puzzle. But there is no denying the sense of accomplishment when you solve a puzzle, arranging the branches, vines and spouts of water in the correct way and then successfully manoeuvring Max across them and safely into the next screen. It's a game that makes you feel smart and, unlike Limbo, never surprises you with unforeseeable traps: there is always an opportunity to stand back, assess and, finally, execute. It's a somewhat short, enjoyable and inoffensive game that delivers on the potential of its mechanical promise, if not its narrative premise.

Nevertheless, as it stands, One Finger Death Punch is an enormously generous and exhilarating combat game - one whose capacity for expression and mastery is far broader than its simplistic appearance suggests.

State of Decay 2
8/10

State of Decay is a scrappy, somewhat coarse game on its surface level. Its systems are poorly explained, its textures lacking in detail, its gunplay entirely functional. But its systems have a clockwork-like beauty, interlocking with rare grace to create a vivid, meaningful world in which player-driven stories arise with delightful frequency. Its dialogue is passable, its pre-scripted missions workmanlike and its interface fussy. But look past the ragged façade and you'll discover one of the finest open world games yet made, an experience that trades cinematic sheen for a different sort of impact, one that leaves you grieving over unscripted deaths and celebrating the little victories. State of Decay is unrefined but never anything less than interesting. And in video games, interesting has never been at such a premium.

Code of Princess EX
6/10

Local and online multiplayer facilitates co-operative as well as competitive play (where you can use any of the 40-odd enemy characters you've encountered in the storyline, in another nod to Guardian Heroes), but even this soon after the UK launch, I was unable to find any other players. A mild disappointment that matches feelings about Code of Princess as a whole. It appears to have most of the constituent parts that made Treasure's 1996 title (now available on Xbox Live Arcade) so joyous, but problems in structure and detail spoil the whole. It's a tribute act: one that initially delights through recognition, but ultimately feels hollow and counterfeit.

Xenoblade Chronicles 2
Unscored

When the Colony is attacked by a swarm of Mechon at the start of the game - killing some of the friendly faces you have just become acquainted with and burning the shops whose shelves you've emptied - Shulk sets out with some of his friends to find a way to bring peace to the world.

Final Fantasy IV

Final Fantasy IV

September 2, 2008
Unscored

As with last year's update of Final Fantasy III, this is a difficult and unforgiving game but, thanks to a deeper battle system and some better balancing, its enlivened by the challenge rather than ruined by it. It's not unusual to venture out from the safety of a town into a dark cavern only to run out of healing potions, your whole party wiped out 20 minutes later, with no option but to reload back at the town again. Released 17 years ago, the Japanese original was deemed so tough that Squaresoft created a bespoke 'Easy Type' version for the American release. No such concessions are made to lily-livered Westerners today and this DS version is the full strength original.