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Hellraiser: Revival Plays Like A Very Horny Resident Evil

Hellraiser: Revival Plays Like A Very Horny Resident Evil https://ift.tt/xU8MnZy I've been eager to finally play H ellraiser: Revival because I was still unsure what it's trying to be. But having finally played a sample of it during Summer Game Fest, I've figured it out: Hellraiser: Revival is a lot like a Resident Evil game, only it's exceptionally horny. All the familiar elements are there. You have your doors "locked on the other side." You have some crafting scraps with which you can make things to aid your survival. You have distinctive keys you use to open elaborate doors, and puzzles that require roundabout, lateral thinking. Played in first-person, you'll have guns you use to defeat enemies, while you carefully manage your ammo and health. Even the UI indicators that tell you when you can interact with objects look a lot like those in Resident Evil games. If you're well-versed in survival-horror and Resident Evil, in particular, it wo...

Alan Wake 2 Is What You Get When Remedy Believes In Itself

Alan Wake 2 Is What You Get When Remedy Believes In Itself https://ift.tt/nimZw7Y

When we last spoke to Sam Lake about the long and winding road to getting Alan Wake 2 made, he said, "What we have now as Alan Wake 2--I'm so happy it's this version. I'm so happy we did not get the opportunity to go with the earlier ones because I'm still very excited about this creation and what we are doing with it." While I never doubted the authenticity of the sentiment, it wasn't until I played it myself that I really understood what Lake meant.

I played close to two hours of Alan Wake 2, and, in numerous respects, it was impressive. Lake's quote specifically referenced the shift to survival horror and, based on limited slices of the game, it's already clear that was the right call. There are core mechanics carried over from the first Alan Wake that just make so much more sense in this Resident Evil 4-inspired survival-horror mold. The gameplay systems now feel like a vital part of a cohesive whole, as opposed to a fun gimmick with limited mileage layered on top of a thriller-themed action game.

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As a longtime fan of the studio, however, the most exciting thing for me wasn't how good it felt to burn away the shrouds of darkness enveloping enemies before firing gunshots. Nor was it investigating an environment and piecing clues together to open up a lock. Or even soaking up the unsettling atmosphere of the Dark Place, a surreal alternate dimension that now serves as Wake's prison. What really stuck with me was the pervasive sense of confidence in the execution of ideas, stylistic choices, and decidedly Remedy flourishes. Making Alan Wake 2 a survival-horror game may have been the big breakthrough for Remedy, but it feels like its greatest triumphs could only have come after the games the studio created since Alan's first visit to Bright Falls.

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