Yearly Archives: 2020

You Wont Believe Which Avenger Just Got Beat Up by Moon Knight

With new comic books finally trickling back into stores following the recent Diamond Comic Distributors shutdown, Marvel has finally kicked off the eagerly anticipated "Age of Khonshu" storyline in the pages of The Avengers. It was certainly worth the wait, especially with The Avengers #33 revamping Moon Knight to become a serious threat to Earth's Mightiest Heroes. Why is Moon Knight suddenly waging war on his former team? Read on to find out, but beware of spoilers for The Avengers #33 ahead! [poilib element="accentDivider"] [widget path="global/article/imagegallery" parameters="albumSlug=see-moon-knight-battle-iron-fist-in-avengers-age-of-khonshu&captions=true"] Marvel has a tendency to drastically revamp Moon Knight and his place in the Marvel Universe every few years, and this new storyline is no exception. This already psychologically troubled hero has seemingly gone full-villain in 2020. This issue features Moon Knight hunting down and battling several Avengers, with each encounter ending with Moon Knight stealing his opponent's power and storing it within a different ankh pendant he wears around his neck. It isn't long before Moon Knight manages to harness the power of the Iron Fist and Doctor Strange's Eye of Agamotto. He even steals Ghost Rider's demonic car. In perhaps the most impressive and unlikely upset of the issue, Moon Knight manages to beat the Mighty Thor himself. He reveals to Thor that the enchanted metal that makes up Mjolnir was actually forged from an ancient moon, giving the mortal Marc Spector control over one of the most powerful weapons in the Marvel Universe. Thor is less than thrilled at this latest development. [caption id="attachment_2358127" align="aligncenter" width="920"]Art by Javier Garron. (Image Credit: Marvel Comics) Art by Javier Garron. (Image Credit: Marvel Comics)[/caption] Why has Moon Knight suddenly become so powerful and so villainous? While the character is often compared to Batman, he does have a certain degree of superhuman power that waxes and wanes with both the moon itself and with Spector's connection to the Egyptian mood god Khonshu. Because Spector has seemingly repaired his dysfunctional relationship with Khonshu, and because the Marvel Universe is experiencing its "biggest supermoon in a million years," both Khonshu and his herald are stronger than they've ever been. So what is Khonshu's endgame here? This issue reveals the moon god has tasked Spector with absorbing the powers of every hero connected to the "Avengers of 1,000,000 BC" introduced at the beginning of writer Jason Aaron's Avengers saga. Moon Knight now has Odin's hammer, Iron Fist's mystical chi, Agamatto's magic and Ghost Rider's vehicle. Unfortunately, he still lacks the Starbrand, the Phoenix Force and the might of Black Panther (the one hero who manages to successfully resist Moon Knight in this issue). Even so, Khonshu and his herald seem ready to take on their true enemy. Khonshu apparently wants to wage war on the Devil. [caption id="attachment_2358128" align="aligncenter" width="912"]Art by Javier Garron. (Image Credit: Marvel Comics) Art by Javier Garron. (Image Credit: Marvel Comics)[/caption] Presumably, the devil Moon Knight refers to here is Mephisto. Mephisto appeared in a recent issue of the series, where we learned the demon lord may actually be Iron Man's true father. Mephisto's plans appear to be threatening the gods themselves, hence why Khonshu is taking the advantage of the supermoon and launching a preemptive strike against this threat. Let us know what you think of this huge Moon Knight revamp in the comments below. And for more on this kooky Marvel hero, check out our Moon Knight Explained feature and find out what we know so far about the upcoming Disney+ series. [ignvideo url="https://www.ign.com/videos/2020/05/28/logan-director-shares-test-footage-confirms-hugh-jackman-never-wore-wolverine-mask-ign-news"] [poilib element="accentDivider"] Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Resolutiion Review – Asked, Not Answered

Resolutiion constantly implies there’s more going on than you realize. Its strong anti-imperialist messaging pushes you to question the nature of your mission. Its mechanics, including the fact that most enemies fall incapacitated before you kill them, suggests that maybe you should show mercy when given the choice. The concept of scholars studying the world in VR, seeking to understand things without seeing what's in front of them, challenges you to question when knowledge is useful. Walls and signs adorned with intricate symbols and filled with cryptic, interactive elements forces you to consider the possibility that you’ll need to be extremely clever and dig really deep to find the truth.

That truth is extremely hard to come by, though. Even after combing the world and finding out how many of the pieces fit, I walked away feeling that Resolutiion’s big philosophical questions stirred my mind. However, its obtuse attempts to manifest them as a deep, mysterious puzzle beneath the game’s surface-level objectives created a gap between the loose, but entertaining Metroid-style action game I played and the intellectually stimulating action-puzzle I could tell was there but had trouble parsing.

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Resolutiion is a stylish game. Its smooth-moving but highly pixelated art style evokes games like Superbrothers: Sword and Sworcery, Below, and Hyper Light Drifter at a glance, but it has its own thrown-together mix of cultural influences that create a unique setting. The backdrop of its world, a post-apocalyptic ruin rebuilding in the shadow of a cyberpunk dystopia, permeates every screen. The landscape blends large swaths of concrete and sand with bright, unnatural skies. Its characters range from Buddhist monk laborers to talking deer and bunnies espousing subversive anti-imperialist rhetoric.

Continue Reading at GameSpot

Resolutiion Review – Asked, Not Answered

Resolutiion constantly implies there’s more going on than you realize. Its strong anti-imperialist messaging pushes you to question the nature of your mission. Its mechanics, including the fact that most enemies fall incapacitated before you kill them, suggests that maybe you should show mercy when given the choice. The concept of scholars studying the world in VR, seeking to understand things without seeing what's in front of them, challenges you to question when knowledge is useful. Walls and signs adorned with intricate symbols and filled with cryptic, interactive elements forces you to consider the possibility that you’ll need to be extremely clever and dig really deep to find the truth.

That truth is extremely hard to come by, though. Even after combing the world and finding out how many of the pieces fit, I walked away feeling that Resolutiion’s big philosophical questions stirred my mind. However, its obtuse attempts to manifest them as a deep, mysterious puzzle beneath the game’s surface-level objectives created a gap between the loose, but entertaining Metroid-style action game I played and the intellectually stimulating action-puzzle I could tell was there but had trouble parsing.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Resolutiion is a stylish game. Its smooth-moving but highly pixelated art style evokes games like Superbrothers: Sword and Sworcery, Below, and Hyper Light Drifter at a glance, but it has its own thrown-together mix of cultural influences that create a unique setting. The backdrop of its world, a post-apocalyptic ruin rebuilding in the shadow of a cyberpunk dystopia, permeates every screen. The landscape blends large swaths of concrete and sand with bright, unnatural skies. Its characters range from Buddhist monk laborers to talking deer and bunnies espousing subversive anti-imperialist rhetoric.

Continue Reading at GameSpot

Marvel’s Iron Man VR Has Gone Gold

Marvel's Iron Man VR has gone gold, developer Camouflaj announced today. And after a couple of delays this year, plus the recent release of a Marvel's Iron Man VR demo, the PSVR exclusive is set to be released on July 3. Speaking to IGN ahead of the gold status announcement, Iron Man VR Game Director Ryan Payton discussed how the studio adjusted to working from home amidst the COVID-19 pandemic, particularly as the studio is located in Seattle, one of the earliest sites in the United States majorly affected during the spread of COVID-19. "We took [the pandemic] very seriously and we worked really quickly to make sure that our team was safe," Payton said. "Thankfully our team has been healthy and safe throughout this whole pandemic. And the other thing we're thankful for is that we were in close contact with both Sony and Marvel. We told them that we're going make sure that the team safety is paramount and the highest priority, and we don't know what's going to happen to the game's production. They said that's fine. Let's take care of the team, we'll make things work," he continued. Payton noted that, given the timeline of the game's development, as the team acclimated to working from home, it actually lined up with the team's core focus — rather than needing to ideate on VR gameplay ideas, the Camouflaj team could be heads down, hard at work on fine tuning, bug fixing, and polishing the final game. "Strangely enough, in the final months of development, especially now that we've gone gold, it's mainly been focused on bug fixes and final polish and is interestingly compatible with remote work," he explained, while also noting the team has been able to use this time to actually respond and improve the game based on player feedback from the demo. "The one thing that we were looking forward to seeing is how really enthusiastic and hardcore PlayStation VR community was going to respond to the game," he explained. "So seeing the reaction to the game was really encouraging. They also had a lot of specific feedback to the degree that they wanted to tweak the comfort settings. We do have a pretty robust array of settings already in our game, but we're actually adding a number of additional options based on what that really passionate PlayStation VR community is asking for." [ignvideo url="https://www.ign.com/videos/2020/05/22/iron-man-vr-demo-the-first-19-minutes"]

Exploring Iron Man's World in VR

Payton also explained how the team has been able to refine, polish, and integrate a series of "superhero actions" throughout the game that help exemplify the dream of being Iron Man...in VR, at least. "When you're interacting with the jet [in the demo], you can do these things we call superhero actions, where you can extinguish the fire, you can repair the wing, you can release the landing gear. And that was a feature that came in relatively late into the development of the game," Payton explained. "We just started sprinkling the whole game with a lot of those unique, one-off experiences that really leverage the strengths of VR." The demo, which you can check out gameplay of above, allows players to jump into two early missions in Iron Man VR, which we demoed and enjoyed last year, as well as additional combat challenge missions. Combat challenges will appear in the main game, and as Payton explained, they've allowed the team to take advantage of the large — including larger than you've yet seen — environments in the campaign. [widget path="global/article/imagegallery" parameters="legacyId=20095320&captions=true"]

Iron Man VR New Gameplay Details

"These are optional missions that we do sprinkle throughout the game. that give the game more breadth. They take advantage of these large environments that we've been building beyond what you've seen. Malibu and the private jet missions are probably the two smallest environments that we have in the game," Payton explained. These missions aren't just there to challenge players either — you'll be able to earn research points from them, which can then in turn be used to upgrade the Impulse Armor Tony Stark has in the game. Players can unlock and advance new abilities, hone in on specific parts of the suit, and more. This upgrading is all done in Tony's garage, an environment that Payton explained helps players live out both the Tony Stark and Iron Man experiences. "One of the first things on our list [for playing as Tony] was allowing players to spend a lot of time in Tony's garage and in between missions, not only see your suit first person, but also to get to inspect the Impulse Armor to see all the incredible work that the team has put into it," he said. "Through those research points, players are able to hone in on certain aspects of the suit, upgrade certain elements to go faster, to upgrade the HUD, and unlock all these auxiliary weapons, which is one of the features that I snuck into the demo." [ignvideo url="https://www.ign.com/videos/2019/07/19/marvels-iron-man-vr-behind-the-scenes-learning-to-fly-video"] Payton described how one of the upgrades players can acquire, missiles launched from the suit's arms, in another attempt to make the best use out of this being a VR game. "Initially we had a button change for when you're shooting with your pulsars, and then you would change to missiles, and a number of people on the team said, 'That's stupid Ryan, why would you do that? Why use a button when you're in VR and you're Iron Man,'" he joked. "Iron Man would just move his arms down. So that's how the players access these auxiliary weapons...by just moving the Move controllers down horizontally," he explained. [ignvideo url="https://www.ign.com/videos/2019/04/02/iron-man-vr-hands-on-impressions"] As for that balance between a Tony and Iron Man story, having a villain that can speak to both aspects of the character was key for this original tale, and Payton explained why Ghost was such a good fit for his and the team's story goals. "When we sat down with Marvel and started thinking about the game's story, they really encouraged us to create an original story that really paired nicely with the game that we wanted to create and for VR in particular. One of the story challenges we knew we needed to overcome is that we knew we wanted to tell a where a classic Iron Man story... That's why we got to this idea of finding these deadly machines that Tony had created back when he was an arms dealer," he said. "So you then start asking yourselves these questions, 'Who would get access to these old machines that he used to create before he was a superhero, who would hack those devices? And who would then want to attack Tony using them?' And the moment I posed that question to Marvel, it almost sounds like I'm making this up, [Marvel Games'] Bill Rosemann and a bunch of other people at Marvel looked at each other and at the same time they said, 'Ghost.'" While we'll have to wait longer to see more of how Ghost and Tony face off in Marvel's Iron Man VR you can check out the PSVR bundle announced for the game ahead of its July 3 launch. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond! and PlayStation lead. Talk to him on Twitter @jmdornbush.

Marvel’s Iron Man VR Has Gone Gold

Marvel's Iron Man VR has gone gold, developer Camouflaj announced today. And after a couple of delays this year, plus the recent release of a Marvel's Iron Man VR demo, the PSVR exclusive is set to be released on July 3. Speaking to IGN ahead of the gold status announcement, Iron Man VR Game Director Ryan Payton discussed how the studio adjusted to working from home amidst the COVID-19 pandemic, particularly as the studio is located in Seattle, one of the earliest sites in the United States majorly affected during the spread of COVID-19. "We took [the pandemic] very seriously and we worked really quickly to make sure that our team was safe," Payton said. "Thankfully our team has been healthy and safe throughout this whole pandemic. And the other thing we're thankful for is that we were in close contact with both Sony and Marvel. We told them that we're going make sure that the team safety is paramount and the highest priority, and we don't know what's going to happen to the game's production. They said that's fine. Let's take care of the team, we'll make things work," he continued. Payton noted that, given the timeline of the game's development, as the team acclimated to working from home, it actually lined up with the team's core focus — rather than needing to ideate on VR gameplay ideas, the Camouflaj team could be heads down, hard at work on fine tuning, bug fixing, and polishing the final game. "Strangely enough, in the final months of development, especially now that we've gone gold, it's mainly been focused on bug fixes and final polish and is interestingly compatible with remote work," he explained, while also noting the team has been able to use this time to actually respond and improve the game based on player feedback from the demo. "The one thing that we were looking forward to seeing is how really enthusiastic and hardcore PlayStation VR community was going to respond to the game," he explained. "So seeing the reaction to the game was really encouraging. They also had a lot of specific feedback to the degree that they wanted to tweak the comfort settings. We do have a pretty robust array of settings already in our game, but we're actually adding a number of additional options based on what that really passionate PlayStation VR community is asking for." [ignvideo url="https://www.ign.com/videos/2020/05/22/iron-man-vr-demo-the-first-19-minutes"]

Exploring Iron Man's World in VR

Payton also explained how the team has been able to refine, polish, and integrate a series of "superhero actions" throughout the game that help exemplify the dream of being Iron Man...in VR, at least. "When you're interacting with the jet [in the demo], you can do these things we call superhero actions, where you can extinguish the fire, you can repair the wing, you can release the landing gear. And that was a feature that came in relatively late into the development of the game," Payton explained. "We just started sprinkling the whole game with a lot of those unique, one-off experiences that really leverage the strengths of VR." The demo, which you can check out gameplay of above, allows players to jump into two early missions in Iron Man VR, which we demoed and enjoyed last year, as well as additional combat challenge missions. Combat challenges will appear in the main game, and as Payton explained, they've allowed the team to take advantage of the large — including larger than you've yet seen — environments in the campaign. [widget path="global/article/imagegallery" parameters="legacyId=20095320&captions=true"]

Iron Man VR New Gameplay Details

"These are optional missions that we do sprinkle throughout the game. that give the game more breadth. They take advantage of these large environments that we've been building beyond what you've seen. Malibu and the private jet missions are probably the two smallest environments that we have in the game," Payton explained. These missions aren't just there to challenge players either — you'll be able to earn research points from them, which can then in turn be used to upgrade the Impulse Armor Tony Stark has in the game. Players can unlock and advance new abilities, hone in on specific parts of the suit, and more. This upgrading is all done in Tony's garage, an environment that Payton explained helps players live out both the Tony Stark and Iron Man experiences. "One of the first things on our list [for playing as Tony] was allowing players to spend a lot of time in Tony's garage and in between missions, not only see your suit first person, but also to get to inspect the Impulse Armor to see all the incredible work that the team has put into it," he said. "Through those research points, players are able to hone in on certain aspects of the suit, upgrade certain elements to go faster, to upgrade the HUD, and unlock all these auxiliary weapons, which is one of the features that I snuck into the demo." [ignvideo url="https://www.ign.com/videos/2019/07/19/marvels-iron-man-vr-behind-the-scenes-learning-to-fly-video"] Payton described how one of the upgrades players can acquire, missiles launched from the suit's arms, in another attempt to make the best use out of this being a VR game. "Initially we had a button change for when you're shooting with your pulsars, and then you would change to missiles, and a number of people on the team said, 'That's stupid Ryan, why would you do that? Why use a button when you're in VR and you're Iron Man,'" he joked. "Iron Man would just move his arms down. So that's how the players access these auxiliary weapons...by just moving the Move controllers down horizontally," he explained. [ignvideo url="https://www.ign.com/videos/2019/04/02/iron-man-vr-hands-on-impressions"] As for that balance between a Tony and Iron Man story, having a villain that can speak to both aspects of the character was key for this original tale, and Payton explained why Ghost was such a good fit for his and the team's story goals. "When we sat down with Marvel and started thinking about the game's story, they really encouraged us to create an original story that really paired nicely with the game that we wanted to create and for VR in particular. One of the story challenges we knew we needed to overcome is that we knew we wanted to tell a where a classic Iron Man story... That's why we got to this idea of finding these deadly machines that Tony had created back when he was an arms dealer," he said. "So you then start asking yourselves these questions, 'Who would get access to these old machines that he used to create before he was a superhero, who would hack those devices? And who would then want to attack Tony using them?' And the moment I posed that question to Marvel, it almost sounds like I'm making this up, [Marvel Games'] Bill Rosemann and a bunch of other people at Marvel looked at each other and at the same time they said, 'Ghost.'" While we'll have to wait longer to see more of how Ghost and Tony face off in Marvel's Iron Man VR you can check out the PSVR bundle announced for the game ahead of its July 3 launch. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond! and PlayStation lead. Talk to him on Twitter @jmdornbush.

Christopher Nolan Explains Why He Broke His Long Tradition for Tenet

Director Christopher Nolan has had a tradition of screening the films that inspired his latest movie to his casts before they begin filming, such as showing Heat to the cast of The Dark Knight or screening All Quiet on the Western Front before shooting Dunkirk. But it's a tradition Nolan broke with for his upcoming time-bending espionage thriller Tenet. Nolan explained to Total Film that he didn't want his cast to draw from any specific film for Tenet but rather from their innate understanding of how the espionage/spy thriller genre operates. “Interestingly, this is one of the first films I’ve ever made where we didn’t do any screenings,” Nolan said. “And the reason was, I think we all have the spy genre so in our bones and in our fingertips. I actually wanted to work from a memory and a feeling of that genre, rather than the specifics.” [ignvideo width=610 height=374 url=https://www.ign.com/videos/2020/05/22/tenet-official-trailer-2] Nolan, a huge aficionado of the James Bond film franchise, has repeatedly and specifically cited 007 as an influence on him, particularly for Inception. In the new Total Film interview, he credits the Bond character and franchise with his overall passion for spy movies. However, as /Film points out, Nolan admits that, for Tenet, he hasn't revisited the 007 series. “This is definitely the longest period of time I’ve ever gone in my life without watching a James Bond film.” He added that he didn't feel the need to as, “It’s totally in my bones." “I don’t need to reference the movies and look at them again. (Tenet's) about trying to re-engage with your childhood connection with those movies, with the feeling of what it’s like to go someplace new, someplace fresh," Nolan explained. "It actually has to take them somewhere they haven’t been before, and that’s why no one’s ever been able, really, to do their own version of James Bond or something. It doesn’t work. And that’s not at all what this is. This is much more my attempt to create the sort of excitement in grand-scale entertainment I felt from those movies as a kid, in my own way.” [widget path="global/article/imagegallery" parameters="albumSlug=tenet-images&captions=true"] For more on Tenet, watch the latest trailer, find out why Nolan decided to blow up a real 747 rather than use visual effects, and learn what star John David Washington had to say about the plot. Barring any postponement due to ongoing theater closures, Tenet is slated to hit theaters on July 17.

Christopher Nolan Explains Why He Broke His Long Tradition for Tenet

Director Christopher Nolan has had a tradition of screening the films that inspired his latest movie to his casts before they begin filming, such as showing Heat to the cast of The Dark Knight or screening All Quiet on the Western Front before shooting Dunkirk. But it's a tradition Nolan broke with for his upcoming time-bending espionage thriller Tenet. Nolan explained to Total Film that he didn't want his cast to draw from any specific film for Tenet but rather from their innate understanding of how the espionage/spy thriller genre operates. “Interestingly, this is one of the first films I’ve ever made where we didn’t do any screenings,” Nolan said. “And the reason was, I think we all have the spy genre so in our bones and in our fingertips. I actually wanted to work from a memory and a feeling of that genre, rather than the specifics.” [ignvideo width=610 height=374 url=https://www.ign.com/videos/2020/05/22/tenet-official-trailer-2] Nolan, a huge aficionado of the James Bond film franchise, has repeatedly and specifically cited 007 as an influence on him, particularly for Inception. In the new Total Film interview, he credits the Bond character and franchise with his overall passion for spy movies. However, as /Film points out, Nolan admits that, for Tenet, he hasn't revisited the 007 series. “This is definitely the longest period of time I’ve ever gone in my life without watching a James Bond film.” He added that he didn't feel the need to as, “It’s totally in my bones." “I don’t need to reference the movies and look at them again. (Tenet's) about trying to re-engage with your childhood connection with those movies, with the feeling of what it’s like to go someplace new, someplace fresh," Nolan explained. "It actually has to take them somewhere they haven’t been before, and that’s why no one’s ever been able, really, to do their own version of James Bond or something. It doesn’t work. And that’s not at all what this is. This is much more my attempt to create the sort of excitement in grand-scale entertainment I felt from those movies as a kid, in my own way.” [widget path="global/article/imagegallery" parameters="albumSlug=tenet-images&captions=true"] For more on Tenet, watch the latest trailer, find out why Nolan decided to blow up a real 747 rather than use visual effects, and learn what star John David Washington had to say about the plot. Barring any postponement due to ongoing theater closures, Tenet is slated to hit theaters on July 17.

EA Renews Partnership With NFL to Continue Developing Football Sims

EA has announced that it has renewed its partnership with the NFL and the NFL Players Association ensuring several more years of Madden NFL games from EA Sports. According to a press release, the multi-year renewal of the partnership means more football simulation games from EA, as well as “additional, innovative ways to play through new genres, expanded esports programs, arcade-style and enhance mobile experiences, and more, across platforms.” [ignvideo url="https://www.ign.com/videos/2020/05/07/madden-nfl-21-next-gen-announcement-trailer"] This means that, for the next couple of years, EA Sports will be the home of authentic football sims. 2K Games recently signed a deal to bring back NFL 2K, but those are specifically non-simulation games and don’t directly compete with EA Madden. Another focus in the renewed partnership is on international growth. EA will work with the NFL and NFLPA to deliver real-world NFL experiences to share worldwide. EA has found particular success with its online offerings like Ultimate Teams, which allow players to create and collect virtual dream teams. Ultimate Teams are also available for other EA Sports titles like FIFA. EA recently announced Madden NFL 21, the first EA Madden game for next-gen systems. [poilib element="accentDivider"] Matt Kim is a reporter for IGN.

EA Renews Partnership With NFL to Continue Developing Football Sims

EA has announced that it has renewed its partnership with the NFL and the NFL Players Association ensuring several more years of Madden NFL games from EA Sports. According to a press release, the multi-year renewal of the partnership means more football simulation games from EA, as well as “additional, innovative ways to play through new genres, expanded esports programs, arcade-style and enhance mobile experiences, and more, across platforms.” [ignvideo url="https://www.ign.com/videos/2020/05/07/madden-nfl-21-next-gen-announcement-trailer"] This means that, for the next couple of years, EA Sports will be the home of authentic football sims. 2K Games recently signed a deal to bring back NFL 2K, but those are specifically non-simulation games and don’t directly compete with EA Madden. Another focus in the renewed partnership is on international growth. EA will work with the NFL and NFLPA to deliver real-world NFL experiences to share worldwide. EA has found particular success with its online offerings like Ultimate Teams, which allow players to create and collect virtual dream teams. Ultimate Teams are also available for other EA Sports titles like FIFA. EA recently announced Madden NFL 21, the first EA Madden game for next-gen systems. [poilib element="accentDivider"] Matt Kim is a reporter for IGN.

Those Who Remain Review – Getting Hopelessly Lost

Horror is often bulging with contradictions and illogical deaths. Take, for example, the hapless victim who runs into a dead end when hounded by a machete-wielding murderer, or deeper into the unsettling darkness of the woods where unknown terrors lie in wait. On the other hand there's Edward, the everyday man you're embodying in Those Who Remain, the type of horror protagonist who is decidedly more aware of the dire situation he finds himself in. Despite being unwittingly caught up in the spooky affairs within the sleepy town of Dormont, he seems to regard the scenes of terror and panic unfolding around him with the detachment and fatigue of a man who desperately wants everything to blow over. Scenes of sheer exasperation in the game are absurdly common; Edward routinely shouts variations of “Not you again!” as he scrambles from yet another blood-thirsty demon that's frantically clambering towards him.

It's not difficult to empathize with Edward's circumstances--and by that, I mean the exhaustion of going through, over and over again, the onerous cycle of looking for the right object to unlock the next objective with, and painstakingly searching for clues that will move the plot along, while eluding a freakish behemoth that's screeching for your blood. To put it plainly, Those Who Remain is essentially a three-dimensional version of a find-the-hidden-object game, where flinging furniture about and peering into every single desk drawer you spot are par for the course. Edward wanders about a lot just to look for things--into a luxurious mansion, the town's post office, the national library--and even traverses through into a parallel, alternate dimension to hunt down more keys, letters, and in one instance, weed killers.

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Like many horror games, Those Who Remain is also draped in shadows, which piles on the growing tedium and frustration of searching for these items. Even in the midst of looking for these in murky corners, Edward also has to constantly seek refuge in illuminated spots against glowy-eyed specters, which can be seen silently observing him from the pitch darkness of the abandoned town. The notion of giving your enemies such a distinct form seems like a novelty in a genre that usually presents them as some wispy, unknowable force, but the ruse soon wears thin after you realize there's not much more to this idea. In the end, the impenetrable darkness simply functions as an invisible barrier that prevents you from wandering into places you shouldn't be in just yet, while hardly posing any real, active danger.

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