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Orbitals Is An Antidote For Hazelight’s Miserable Characters

Orbitals Is An Antidote For Hazelight’s Miserable Characters https://ift.tt/PUajbht Something core to Orbitals stuck out to me as I played the Switch 2 exclusive. Compared to the similar co-op games from Hazelight Studios, the major difference in Shapefarm’s two-player 3D platformer was that the two main characters, Maki and Omura, actually seemed to enjoy each other’s company. While that might seem like an inconsequential detail, it was actually a breath of fresh air after sitting through Hazelight's co-op hits A Way Out , It Takes Two , and Split Fiction , which all centered on troubled, angsty, and often-combative protagonists. Hazelight's games blazed a path for Orbitals, refining a template of required two-player cooperative play, forced split-screen, and puzzles and action sequences that emphasize teamwork. While the Hazelight inspiration was clear in Orbitals (the game director is even a Hazelight alumnus ), Shapefarm’s contribution to the genre contains a warmth a...

I Played 30 Hours of Death Stranding 2 And I Can't Wait To Do It All Again

I Played 30 Hours of Death Stranding 2 And I Can't Wait To Do It All Again https://ift.tt/A9NTgsW

My first go-round with Death Stranding was a complicated one.

Longtime fans of Hideo Kojima were salivating at the prospect of the first project coming out of his post-Konami studio. No one knew quite what to expect. Early trailers didn’t help much. Was this just … a delivery game? Were we in store for a Metal Gear Solid 2-like gotcha moment when we played the final product? Not really! It was, in many ways, a “delivery game.” Albeit one wrapped in a narrative and universe that made Metal Gear Solid (samurai President clones and all) seem like a realistic depiction of tactical stealth action by comparison.

I hated it. I don’t know what I expected or wanted out of this new IP, but something about holding the trigger buttons to lean left and right to avoid falling over instantly turned me off. I found the game monotonous, needlessly obtuse, and described it in a way only a veteran games writer could. Namely, I went on podcasts and said it “****ing sucks” and also “sucks s**t.” There’s a reason people pay me to talk about video games.

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