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Dee Assassina, Author at GeeksHaveGame - Page 5 of 9

THE LAST OF US, PART II [Review]: There’s Two Sides to Every Story.

Dee Assassina
@assassinasan

When I finished The Last of Us in 2013, I had to take a moment to process the story and especially the ending. Not only did that game become my favorite game of all time but it fostered conversations on morality for months to follow.

Actually, conversations about that ending are still happening. The ending of TLoU is one of the best in video games, period: it left an opening where the story could continue or end forever– so good that I never wanted The Last of Us, Part II. Then, when a reveal trailer closed out PSX 2016, I cried as we saw Ellie covered in blood and playing her guitar, then later a glimpse of Joel. I couldn’t believe that Naughty Dog was going to continue this story…

TLoU set an extremely high bar for video games in general for 2013, so the sequel had a lot to live up to. I had confidence that if any studio can meet or exceed a high bar, it’s Naughty Dog — demonstrated with the Uncharted series. Now that I finished The Last of Us 2, I can say that it didn’t meet or exceed the bar. It took the bar, bent it in, threw it across the room, and crafted an entirely new bar.

TLoU2 is going to change how story telling is executed in gaming. It’s as if Naughty Dog looked at gaming as an entertainment source and handpicked what gaming can do that no other form of media can without minimizing some level of immersion. Being able to control a character creates a level of embodiment for the player that movies, television, animation, comics, and books can’t do quite as well. In video games, it’s harder to passively engage in a story like you could in television and you can’t inject your own imagination into it the story like you can in books. In video games, you become that character for as long as you’re playing. In TLoU2 we have to sit with empathizing with characters that make morally grey decisions and execute actions that we wholeheartedly disagree with. We’re forced to listen to characters that we might hate. Without giving away specifics, the way Naughty Dog told this story is brilliant.

It’s so brilliant that it’s going to be divisive. The game made me feel uncomfortable, anxious, suspicious and all things I kind of don’t want to feel during a real-life pandemic. I sat through scenes that made me feel dread, despair, and yes, hate. People are going to hate The Last of Us, Part II because it’s not easy sit with morally grey themes and have empathy for characters who make us angry or sad. TLoU2 explores the darkest themes of humanity and forces us to understand them. I may not agree with the hate this game is getting, but I understand it. I just ask that you take the time to understand why I love it.

Regardless of your discomfort with the games decisions, there’s no denying that the way Naughty Dog connects you to characters and their development is top tier. Overall, I was more interested and connected to characters in the original game than I was to the new characters introduced in TLoU2. There were characters in the original game who I met for a few minutes that I felt more connected to than most of the new characters I spent hours with in this game. I didn’t feel as much pain as when we lost characters in The Last of Us. To be more specific, I cried over four characters in the original game and maybe one or two new characters in the sequel. Despite the characters not being as interesting to me, every character is still layered with depth and serves a purpose in the story. Every character has their own individual stories that doesn’t start or stop with Ellie or Joel.

Every cinematic cutscene flowed seamlessly into gameplay and vice versa. The pinnacle of this is when you’re traversing and fighting through an area against various infected while dodging the most formidable sniper you’ve faced. Then when you finally push up on the sniper the camera flawlessly flows into a jaw-dropping cutscene. This creates a heart-pumping adrenaline rush with every second of the game; at any moment, even during a combat sequence, a story altering moment can play out. I was never ready for the pivotal moments because they happened quickly, swiftly, and unexpectedly.

The seamless transitions between cutscenes and gameplay were complimented by graphical fidelity and high quality level design. TLoU2 starts with a snow-filled environment, so I tested the attention to detail very early on. I made footprints in the snow, progressed, waited, and went back to see if my prints were still there. They were. My breath was later taken away by gorgeous lush forests with grass blades moving to the direction my crouched body was moving toward. Then waterfalls crashed over a flooded city as my hair and raincoat were soaked even when I finally reached dry ground. Mud stuck to my clothing and blood spewed all over the ground and on my skin. When I drew blood, my face was filled with rage and sometimes it softened up as if I was finally snapping out of it.

Special attention was given to facial animations, as character’s facial expressions displayed a range of emotions, where words didn’t even need to be spoken. There is so much attention to detail that no location felt the same and every facial expression spoke volumes. Even locations I visited multiple times like the Aquarium felt different every time because of the outstanding lighting effects and musical score transforming to the overall mood of the scene.

When I was traversing these environments, there were multiple paths I could take to get to the same place such as a thin crease in the wall to squeeze through, or an opening underneath a truck that I needed to crawl under, or an underwater path giving me the opportunity to get to the other side and behind an enemy. The levels ranged from small and almost claustrophobic areas where you had to run, gun, vault, and squeeze through tight areas to fight ravenous infected, or large open areas that you needed to crouch through tall grass to avoid getting detected. The level designs not only compliment combat but also exploration.

Exploring areas in TLoU2 doesn’t just treat you with breathtaking scenery but you also find cool Easter eggs from The Last of Us or other Naughty Dog titles. Then there are notes detailing information about people who used to live or who settled into the location you’re exploring and their experiences with the outbreak, other factions, or the military. This level of environmental story telling is still done extremely well but I did feel it was stronger in TLoU (e.g. boatman Ish). However, the notes did help us learn more about the new factions introduced in this game: The Wolves and The Scars/Seraphites. I just missed being hooked into the journey of a character that I only met through a note.

When you’re not taking in gorgeous environments or reading detailed notes, exploration is rewarded by scrounging up crafting supplies, upgrade manuals, and finding cool collectibles (coins and hero/villain cards). Considering the areas were a lot more open than the original game, I sometimes felt bogged down by the gameplay loop of searching and looting, and, at times, it made the game’s pacing feel slow. I’m sure this is a self-imposed issue because I want to platinum this game. Even though it became redundant and drawn out, exploring is rewarding because there’s always something to pick up.

This brings me to the puzzles. Gone were the days where Joel needs to find a plank to bring Ellie across water because now she can swim! The Last of Us 2 even pokes fun at this. Moreover, this game no longer relies too heavily on finding a ladder or plank to get above this high area or across this gap. I mean, it still happens but it’s not as pervasive. Instead, Naughty Dog implemented some cool survival horror (e.g. Resident Evil) influenced puzzles where you’re required to observe your environment to find a code on a letter or scribbled on a wall. I love puzzles like that.

The combat is very similar to the original game in that you’re given various firearms (shotgun, pistol, bow, melee weapon, revolver, rifle) and materials for crafting items (health kit, Molotov, explosive trap, and melee mods). Then there’s upgrades to your weapons such as improved stability, fire rate, magazine, scope, etc. You can also find training manuals to improve combat including a weapon holster to make it easier to move between long and short guns, improved stealth, weapon output, or increased health. TLoU2 adds upgrades to craft a silencer for your pistol, fire rounds to your shotgun, or explosives to your arrows. A crafting and upgrade system that was once intuitive is now very much polished. Even seeing the different upgrade parts added to a weapon in the workbench looks and sounds damn cool (click, cock, and clank).

The gunplay feels far less janky than it did in TLoU, but it’s not silky smooth. It’s slow to create dread and anxiety when fighting infected, as a survival horror game should be. We don’t want it feeling like Gears of War, because that would make it an action game. What this game does adopt is some good ole’ Metal Gear Solid mechanics such as crawling to floor and taking enemies out with your silenced pistol. You can also run and dash to the floor in a pinch or dodge away from enemy swings. I am so happy that stealth takedowns are controlled with triangle to grab and square to kill, instead of tapping triangle to grab and holding triangle down to kill as it was in the original game. This made the choice to hold up an enemy hostage or take them down much easier to manage.

Similar to MGS the AI are smart in that they can detect you from far away and when they see a dead body, they go on high alert. Enemies don’t have a predictable path they patrol and some enemies operate in stealth. The way each faction fights is very different. The Wolves have high end firearms and dogs to track you. Scars/Seraphites whistle to communicate with one another and use stealth tactics to take you down, usually with a bow and arrow. When you’re not fighting human enemies, you’re fighting various types of infected:

  • The runners have their vision and run toward you fast if detected.
  • The clickers are blind but have super hearing and will detect you if you straggle too long.
  • The shamblers are big but slow and they spew out acid if you’re too close or when you kill them.
  • The bloaters are big tanky infected that throw acid toward you.
  • The stalkers operate in stealth and will hide behind cover and inch in toward you for a bite.

For a survival horror game, the resources are plentiful, which is why I think both this game and the original game are best played on Survivor. I might like the challenge this mode offers in adding to the survival elements of this genre, but the game is still enjoyable regardless of the difficulty. No review should go without noting that this game feels like it’s accessible to everyone. I hope more games can use these accessibility options as a model moving forward.

If you hesitated to play The Last of Us Part, Part II because you were spoiled, I can assure you no spoiler is taking away from how brilliant this story is told. Even watching cutscenes or a playthrough on the internet is too passive of an experience to fully grasp the intention and purpose behind this game. This game is worth immersing yourself in, but prepare to feel uncomfortable. Thank you, Naughty Dog, for creating a story that forces people to hone into their empathy. 4.75-5/5 Bibles.

-Dee Assassina

DESTINY 2 – BEYOND LIGHT [#G3G2020]: Season of Arrivals.

Dee Assassina
@assassinasan

Destiny 2 had their Season 4 reveal today. But, before the reveal even started, a listing was leaked by the PlayStation Store in Australia indicating the expansion would be $21.95. Polygon noted that the Destiny 2 product page showed that players will need 105 GB of hard drive space by September 22, which is likely release date of the next major expansion.

This date was confirmed by the reveal indicating the next Destiny expansion is called Beyond Light and will take place in Jupiter’s icy moon called Europa. A location populated by the Exo race as Eramis build’s an Exo army. This expansion will also bring back the Cosmodrome from the original Destiny

This reveal also brought viewers through a timeline of Destiny from the events of the original game in 2014 through 2022, indicating Destiny 2 is going to be supported until then. The next expansions after Beyond Light in September 2020 will be The Witch Queen in 2021 and The Lightfall in 2022. These new expansions will bring in new and old locations, but some old locations need to be removed. This process is called “The Destiny Vault” and it will rotate out old content and bring in classic raids and strikes like Sepiks Prime.

It was also confirmed that Destiny 2 will be brought to PlayStation 5 and Xbox Series X at no extra cost. To prelude to the new expansion, include a new dungeon called “Prophecy” will be available to play today 5pm PDT for free!

-Dee Assassina

GHOSTS OF TSUSHIMA [Preview]: State of Samurai.

Dee Assassina
@assassinasan

Sony dedicated a State of Play to their upcoming first party title Ghost of Tsushima. If I wasn’t already convinced that Sucker Punch was working on this gorgeous game taking place in Feudal Japan, here comes an amazing showcase of gameplay.

We start overlooking the open-world land as Jin. The cape on his back and the blades of grass beneath his feet are reacting to the wind. Jin see’s a location in the far distance and decides to go there. This open world mechanic is similar The Legend of Zelda: Breath of the Wild when you’re standing on top of the Great Plateau looking toward Ganon’s castle or the next shrine. Then the flap of his cape intensifies as the wind is guiding Jin toward his next objective. A detail reminiscent of Shadow of the Colossus is where the light from the sword shined toward the next location. He hops on a horse and along the way, he’s guided by a bird and a fox toward hidden places in the area. There are no custom markers, the UI is minimal, exploring is very cinematic, and everything is gorgeous.

Then we see combat titled “Jin, The Samurai”. The first attacks seem to be smooth one hit slices through three enemies. He enters a camp filled with a bunch of enemies, pulls out his bow, aims, and the enemy knocks back for a satisfying kill. He changes his stance after parrying some enemies. The parrying reminded me a bit is Sekiro: Shadows Die Twice and the stance changes seemed influenced from Nioh, two great games with samurai aesthetics and noteworthy combat, although I’m confident this combat will be way more forgiving. Then Jim goes into a “Ghost” combat mode that is a stealth mode with climbing like Assassin’s Creed and death from above assassinations. Ghost of Tsushima combat seems like it will have more depth to it than this stream was able to demonstrate as there were crafting items you can seamlessly picked up while riding your horse, customizable armor, different stances, and different combat modes.

Then we’re introduced to photo mode, which is a personal love of mine. During photo mode you can modify the particles around Jin to leaves or fireflies. You can change the music score to fit the scene and create a screenshot or video. They also introduce a black and white film grain filter in case you want to play the game like you’re favorite Samurai film.

Ghost of Tsushima appears to take open world exploration and combat elements that work really well from existing games. Nothing about this game seems particularly innovative but every detail they showed has intensified my excitement to play on July 17, 2020.

-Dee Assassina

DOOM ETERNAL [Campaign Face-Off / Multiplayer Review]: South of Heaven.

***UPDATE 3/29 – We’ve added a review of Doom Eternal’s Multiplayer Mode***

Dee Assassina
@assassinasan

If you treat Doom Eternal’s Battlemode like a supplemental part of the game, it’s a fun little mode to play when you need a break after one of the long levels in the main campaign. There’s only one multiplayer mode that is 2v1, two monsters versus one slayer. The monsters include the heavies in the main campaign, such as the Revenant, Pain Elemental, Archvile, Mancubus, and Marauder. Whoever wins the most rounds wins the match, and in between each round you can add a perk such as increased health, team healing, buffed minions, or access to the BFG.

The main allure to Doom’s multiplayer mode is playing as the monster. Not only do you use some of the abilities the monsters have in the main campaign such as summoning a spectral dog as the Marauder, you also play as a tactician as you could summon minions (e.g. Hell Knights, Prowlers, Makyr Knight), lay out hazardous elements like acid, or place down a healing space. I haven’t played long and well enough to know which monsters are best paired together, but you can make any monster you choose play offensively or defensively by modifying the loadout.

Playing as the monsters is the real fun in this multiplayer mode, but the problem is, I almost never lost when playing as a monster, which may demonstrate some balancing issues. I also felt some monsters were way more effective at winning than others. You had to be a damn good Doom Slayer to win and even if you were good, playing as the slayer just wasn’t as fun because you have the same abilities and weapons that you did in the main campaign.

“Business is about to pick up.”

You unlock cool little cosmetics items like weapon or slayer skins, backdrops for your loading screen, player icons, and poses for the opening scene before a match. It’s a very basic, but cool little mode that’s a fun little change of pace if you play as the monster. 2.75/5 Bibles.

-Dee Assassina



Dee Assassina
@assassinasan

DEE ASSASSINA: Have you ever completed a task like cooking, cleaning, paperwork, or something that felt so much more pleasurable because the music you were listening to put you in the zone? That’s kind of what Doom Eternal does, except insert the destruction of demons that feels like pure bliss when supplemented with a mix of good ambient and metal music. You’re surrounded by demons in a small space, you feel claustrophobic, shit gets hectic, then you hear the tune, get in the zone, run, and kill. You’re running through tunnels littered with skulls, caves filled of acid, and there’s blood and guts everywhere. This is Doom

“Monsignor” Travis Moody
@travmoody

TRAVIS MOODY: This is Metal. Dee & Company, due to how fucking intense everything is.. not only in iD Software’s sinister follow-up to the great 2016 Doom but with the majority of the country hell’d-up-in-quaran-life, Doom Eternal arrives at a.. strange time. Half of the gamers tied to their rooms for the next few months probably hail from two camps: 1.) Fuck this, fuck everything, I shall unleash my Doom on these harrowed demons!, 2.) Things will be OK, and if not, I can at least make them OK in this #animalcrossinglife. Personally, my mental zone falls between the two. So as downright amazing as the Doom sequel is, I just can’t get myself to slay through hell much more 2-3 hours (i.e. one mission) at a time. I need to relax. Dragon Quest XI has been relaxation.

Jamison Weir

JAMISON WEIR: Oh, I hear you. Bethesda should have called this game Doom Adrenaline. Even during the sections where you actually get to slow down for a second and search for secrets you’re still jacked from the last encounter. So True, Dee– Mick Gordon and his “metal gospel” put on a show that’s an instant early front-runner for Soundtrack of the Year. The deep, rumbling 9 string guitar is practically a weapon of its own, punctuated by throat singing and screams of anguish, pain and horror.

Come on! Half-Dead ain’t half-bad.

DEE: Yesss. This isn’t just any action-packed game filled with mindless fun, Doom Eternal has the best first-person gameplay I’ve ever experienced, thanks to iD Software’s fast shooting mechanics, mixed with an extremely vast arsenal of weapons with powerful upgrades. Each demon-filled area feels like a new puzzle because as you progress, they throw more demons you’ve previously slain and new demons that have unique weaknesses.

MOODYThose bastards. But, really, at least Hugo Martin and his crew gave us enough of an arsenal to.. barely survive. There’s no doubt that part of the whole rush of Doom Eternal is running around like a mad man, doing your best to simultaneously avoid the most lethal demons while conjuring up exactly which gun to choose at what moment. Speed, rattling gun-spray, loud rocket blasts and a terrorizing score is prevalent, sure; but the the focus on mechanics complete the madness to a tee. In this sequel, superior agility and calculated movement takes precedence over explosive power.

DEE: It’s muscle memory AF. I had to be cautious when to use frag grenades just in case I needed to feed it to a Cacodemon, or make sure I left my shotgun sticky bomb mod to break off an Arachnotron turret, a Mancubus arm cannon, or a Revenant’s launcher. I would always make sure to keep some Zombies, Imps, or Soldiers alive so they could be glory killed for health, burned for armor, or chainsawed for ammo. I tried to use my plasma rifle sparingly for shielded enemies or my ice bomb to mow down the heavier enemies, and the possibilities goes on. I never stopped moving and my neurons never stopped firing.

Ya forcin’ us to play Animal Crossing, ain’t cha?

JAMISON: Combat is about two things: enemy priority and resource management. I love what they’ve done with Doom but there are lots of people who think it’s going too far off the “how it should be path”. Every enemy has a weak spot or weak to a certain weapon (I find auto shotgun melts pretty much everything). My brain can’t process how Whiplash moves so he ended up being my least favorite enemy. Either him or the fuckin’ tentacles that get you every time.

DEE: Ha! Then there is the slight platform controversy, where  actual puzzles are used to traverse the demon-filled Earth. Don’t know about you two, but I found them to be a nice break from the chaos.

Still having nightmares.

MOODY: Oh, the platforming in no way pissed me off as much as it did in Control during those brutal assaults. Fuck. I still haven’t gone back. But, ayo.. what’s with all the codex? Doom 2020 is the most intense ride we’ll have on Xbox One, PlayStation 4 and PC all year and iD want us to.. read a bunch of stuff. I began the game digging into all of the literature and learning the ins-and-outs of hell, and.. yeah.. that didn’t last long. Short video-like clips for every enemy, weapon, landscape and item acquired would’ve immersed me more into the story.

DEE: Well, at least if players explore enough they’ll be rewarded with upgrades for their arsenal and Praetor suit, and — better — find cute little toys like we did in Doom 2016, but instead of different color Doom Slayers, there are different toy demons. The toys, along with some music records are all available for your viewing and listening pleasure at The Fortress of Doom hub area. In this area you can use Sentinel Batteries to unlock rooms with upgrades, or with different Doom Slayer skins. I’m still eye-balling that all black skin that’s just outside of the main fortress area. There isn’t a single activity in Doom: Eternal that I don’t feel rewarded for completing. 4.5/5 Bibles.

MOODY: Yeah, other than all that nitpicky reading stuff, the game appears damn near perfect. Through seven/thirteen stages of hell, Eternal feels perfect mechanically, looks deliciously perfect on a 4K set-up, and booms off the surround oh-so-bloody F’N perfect. So other than dropping at a strange quarantime when all I wanna do is relax, mellow out, escape from harsh realities and not get COVID-19-esque symptoms from playing such a hellacious title — yet not head to the extremes of crossing Tom Nook — my favorite title from E3 2019 is an easy frontrunner for the 2020 GOTY. 4.5/5 Slayer Vinyls.

JAMISON: In the end, I hate to say it, Moody, but you were right: this not a game that can be binged for hours. But despite it being the single most intense game I’ve ever played, I too crave my next hit of Doom Eternal. 4/5 Unfinished Bibles.

-Dee Assassina, Travis Moody, & Jamison Weir

SONIC THE HEDGEHOG [4DX Review Face-Off]: Donut-Lord FTW!

Travis Moody
@travmoody

TRAVIS MOODY: Let’s get this out of the way before anything else: I enjoyed Harley Quinn: Birds of Prey (in ScreenX) more than Sonic the Hedgehog (in 4DX). But it’s widely apparent everyone else doesn’t care, and the lil’ blue devil is beating the holy box office out of the pretty clown lady. In fact, Sonic has already soared past Detective Pikachu as the highest grossing video game movie of all time…

Dee Assassina
@assassinasan

DEE ASSASSINA: Yeah, Sonic The Hedgehog is one of those movies that you take kids to see because it’s made for them, but you know you’ll (maybe even secretly) enjoy it. It’s filled with Easter eggs from the video game, while bringing the furry creature down to Earth with humans. All of these features made this movie a tug at heartstrings for humanity and for nostalgia. Yet, these elements couldn’t overcome what a simple story this movie was trying to tell.

MOODY: Yeah, like how in the hell did the small-town nobody cop (James Marsden a.k.a. Cyclops) go from being accused as a domestic terrorist (that has no problem walking in and out of stores and businesses despite being “all over”) to national Donut-Lord hero in a matter of 30-minutes with no interrogation? I’ll save the rest of the details to prevent spoilers, but BAH GAWD this was a massive plothole. I’m usually not one go on about those, but damn.

Drone Wars: The Sonic Awakens.

DEE: Haha. Not good. So this man — and eventual Donut-Lord! — named Tom is living the mundane life as a sheriff in the Green Hill Mountains, which is a quiet suburban town. But not that kind of quiet, especially when this “alien” named Sonic transports there. This followed escaping forces on his own planet, who were trying to capture him for his super speed powers. When Tom and Sonic meet, their relationship blossoms into a heartfelt friendship.

MOODY: “Awww”, right? And kudos to Paramount for listening to the enraged fans and going back to the drawing board — literally — to clean up our furry friend’s look.

DEE: Oh yea, Sonic looks fine. Thanks for the fixes!

MOODY: Beyond CGI accuracy, Sonic The Hedgehog is a fun time, even when the writing (sans plotholes) can be totally hit and miss. I chuckled for most of it, but some of the one-liners and script just left me feeling.. “eh”. That hardly happened in the Harley Quinn movie, and the action in that flick was much more effective; but, as you mentioned earlier, Sonic definitely appeals far more to children (the B.O.P. flick is a hard “R”), so they definitely have that going for it.

DEE: Definitely. Yet while Sonic‘s bland premise does set things up for some sweet moments, I couldn’t fully sit with it because of Sonic’s voice and silly one liners; it made the movie feel too much like a kids cartoon and not enough like a movie for the adults who grew up with the franchise. I get it, it’s a kids movie, but a simple change in the voice acting could’ve gone a long way.

Well, I prefer Nintendo anyway, you scoundrel!!

MOODY: When the jokes hit, the voice didn’t rattle me so much; but when they didn’t, Ben Schwartz‘ voice felt extra cheesy. As for 4DX, I initially didn’t find the format doing enough to justify the cost until the seat movement kicked it into Sonic speed for the two final grandstanding chase/action sequences! While more wind effects would’ve been nice (ironically, Detective Pikachu in 4DX was the king of that), the seat shifts and rattles will definitely send you to a higher path once Sonic battles Dr. Robotnik for a round or two. And Jim Carrey is absolutely splendid in the villain role, to boot. 3.25/5 Bibles (Movie = 3/5; 4DX = 3.5/5)

DEE: Thankfully! Carrey as Robotnik brought the right amount of grit and dark humor needed to keep me at least somewhat connected. Not only did he bring me back to his hay days of Ace Ventura and Liar Liar, but he made a damn good Eggman. 3/5 Bibles.

-Travis Moody & Dee Assassina

CONCRETE GENIE [Review]: Zen Garden.

Dee Assassina
@assassinasan
Express your creativity in a really cool way, by engaging in the core gameplay mechanic of Concrete Genie: painting. In this game, the world is your canvas…

You play as a young boy named Ash who enjoys drawing in his sketchbook and has a strong attachment to his hometown called Denska. This is until a group of local bullies rip the pages out of his sketchbook, leaving all of his art sprinkled around this small town. Then Ash endeavor’s to find each page and use that art to color the currently desolate Denska. As you explore Denska, you’ll find newspapers explaining how the town experienced an economic downfall and was taken over by this dark matter. Only Ash’s paint brush can make the town bright again by making his paintings come to life around the town.

Concrete Genie is truly a treat as it’s both a message about understanding bullying and an artistic accomplishment. You can spend hours painting the walls of Denska to make your unique masterpiece, or not. Ash parkours his way around Denska collecting missing pages from his sketchbook, lighting up the town with paintings, and creating genie’s that help him unlock certain areas. Being able to create each genie to your liking, watching them come to life, and waddle their way by your side around Denska is so magical! Not to mention, the art style of the human characters are very Tim Burton or Rudolph.

Lord giveth…

You can choose to paint every corner of the town or you can simply paint enough to progress through the game. While you’re painting the small barren town, ambient music will play in the background and each type of object you’re painting creates a different sound bite. Together this creates an extremely cathartic experience. I also played several months after the release, so I was blessed with some magical holiday designs, and definitely gave one of my genies and candy cane/peppermint penis because *insert crying laughter emoji*.

Concrete Genie is an action-adventure game but there isn’t much to the game besides painting genie’s and sceneries. You do parkour across rooftops and shimmy across platforms to access certain areas. You also stealth away from the bullies which can easily be circumvented by running away or calling them to the opposite direction you’re headed in.

…Devil taketh away.

Then there’s the genie’s which aren’t just cool creations; they have elemental powers (fire, wind, shock) to solve puzzles and progress. It wasn’t until the end of the game that these elements were used in combat. At this point you’ll be given skates to traverse, chase down adversaries, and paint. You attack with specific elements depending on your foe and you’ll need to dodge incoming attacks. This short combat sequence was simple but effective.

Actually, the entire game is short and can be completed in 6 hours, but it definitely leaves a lasting impression. Concrete Genie exceeded my expectations. I didn’t expect to enjoy it as much as I did. It’s definitely a game tailored for children because it’s easy and creative, but it’s fun enough to be appreciated by anyone. The entire game made me feel zen. I’ll definitely be on the look out for future Pixelopus games. 3.5/5 Bibles.

-Dee Assassina