Evil West
via
What a throwback to the seventh generation. To back up, you play as Jesse Rentier, a vampire hunter working for his father's hunting organization. His father is also the secretary of war. After killing a prominent vampire, the vampire's daughter rows revenge and unleashes a plot to take over the country. Needless to say, Jesse must stop her.
Jesse has a gauntlet infused with electricity that can be upgraded for some pretty cool moves. Add in effective melee, a flamethrower, shotgun, grenade, bow, chain gun and pistol, and Jesse is a force to be reckoned with. Each weapon can be upgraded multiple times, and some, like the pistol and bow, can gain electrical abilities too. The highlight of the game is definitely the combat. It starts basic, almost too basic, but by halfway through the game, it becomes so fun to chain melee with guns and the electricity. New moves and perks are constantly being added to Jesse's repertoire, and combat becomes a ballet of bullets and blood. Most of the enemy design is really good, with some standard designs too. Bosses are varied, though it uses the fallback of taking minor bosses and turning them into regular enemies after their first defeat. Some of the arenas you fight in are a little small for all the enemies and flash that happens, but with enough dodging and effectively utilizing each weapons' cooldowns, it's entirely manageable. You may have picked up on the term "arenas" that I used. While this is a heavily story-driven game, this is also where the throwback to the seventh gen is most apparent.
Linear is the most apt word to use to describe "Evil West." Jesse is on a set path, with maybe a small deviation for an item here and there, and he can never go back. These paths are narrow and devoid of enemies, and each path leads directly to a wide open, usually circular section where enemies are strictly fought. Often times the enemies are visible either in the arena, or around the arena because the devs didn't hide them properly (more of this later). Invisible walls are everywhere. Those said enemies, even in gun range, have force fields around them and don't even react to your attack unless you're in the arena. It takes a lot of mystery out of the game, despite the excellent art direction and atmosphere. Beyond a few, extremely easy puzzles, this makes the game predicable, and it doesn't matter how much fun the combat is if the game continually shows its hand. Jesse can only traverse the environment by way of set objects as well. Waist high barrier? Only the shimmering chain can be hurdled to move on. Same with vertical chains, wood barriers and everything else. If there isn't a shimmering silver object, Jesse can't interact or move on from it.
The presentation as a whole is really good. I mentioned the art direction and atmosphere already, but the graphics are very good as is the performance (probably better on PS5 and Series X). The writing is solid and the voice actors do a good job. If the game world design didn't give it away, it's clear this is a lower budget game, because key scenes are either voiced over or described on a loading screen. Seams in the game world let white light in. Textures might not load in the far distance. Towards the end, I had an entire cutscene out of sync with the audio. Nothing game breaking by any means. Though, after beating the game, there's New Game Plus and that's it.
'Evil West' is a focused throwback to a couple of generations ago, and while it's nothing surprising, it is a hell of a good time. I highly recommend this for any action game fan.
Dreams - Art's Dream
via
As a palette cleanser, I decided to boot up 'Dreams' for the first time. It almost goes without saying that the variety of stuff on offer inside the game is mind blowing. What people can achieve with the same, relatively simple tools and have it be so much different to the point that it doesn't look like two games were made with 'Dreams' is astounding. I didn't make anything myself, and haven't messed with the VR projects yet, but the afternoon I did spend tooling around in what has been created was impressive.
'Art's Dream' is kind of like the official campaign of 'Dreams.' Art was shown at the first reveal, and this game acts as both a single-player story and tutorial of sorts. It's also the only Media Molecule produced 'Dreams' project that has trophies in the base game. Art left his band some time ago amidst struggling with his potential failure. His dream visualizes what he had and has been going through. It's very well made, extremely well acted, and fun. I'd say it's worth getting 'Dreams' just for this. It's not very long, I beat it in one sitting, maybe two hours, but excellent!
Dreams - Ancient Dangers: A Bat's Tale
via
'Ancient Dangers' is technically a DLC campaign by Media Molecule, and is the only other project with trophies. It plays like an even more kid's version of 'Torchlight,' and is also short, maybe a couple of hours, but is also worth it. 'Ancient Dangers' is free, and was already within the game when I booted it up.
Often times 'Dreams' is on sale for $10, and it's more than worthy of the purchase price. Yes, creatives will get way more out of 'Dreams' than just players, but there's a ton of great stuff to play. I really wish Sony hadn't cancelled the PS5 port and release this on PC, because 'Dreams' might live on for a decade or more if so. But instead, Media Molecule migrated it to different servers and stopped active support last year. Everything is still available to play with and share, but whatever isn't downloaded once the servers shut down (whenever that might be), will just be gone.