Metro 2033 Redux Review – “A bold, post apocalyptic journey into the unknown.”

Review by Darren Thackeray, 20th September 2014

As you leave the warmth of the camp behind and the remnants of filckering light get swallowed by the meandering tunnel, your footsteps echo ever louder and you grip your torch ever tighter. Your breathing is deep and slow, until a shadowy scuttle in the distance snatches it from you, and you reach quietly to check what little equipment you have left. The surface looms above but provides little respite; the city is alien. A radioactive urban wasteland, its unfathomable sun battling through the fog and snow to light your way.  You know you won’t last more than 30 seconds without your gas mask, cracked and worn as it is. You take out your charger, pump your torch back to life, and you breathe in deep as you prepare to exit the tunnels…

Metro 2033, if you ever had the pleasure of playing the original back in 2010, was a game changer for the FPS genre. It didn’t hold your hand, it assumed much of the player, and it was notoriously difficult. This remaster from Deep Silver breathes new life into the game, but they’ve done more than simply touch up the graphics. Many of the reviews I read prior to purchasing my copy of Metro 2033 Redux were heavily focused on the graphical improvements – and that’s okay, because they’re utterly stunning, and a huge selling point of Redux – but I like to think the success of a game pivots on more than pixels and rendering, I’m old fashioned like that.

metro 2033 last light review

The camps and markets in Metro 2033 are alive and bursting with ambience, something you’ll come to appreciate (and sorely miss) as your journey advances…

Metro 2033 is a melancholic game throbbing with atmosphere and terror. But it isn’t the same kind of terror you’d expect from other games in the survival horror genre such as Silent Hill or Dead Space, the environment is too real, and the impending sense of doom is palpable. It’s well balanced though. Surprisingly, when I reached the end of Metro 2033, I realised I hadn’t encountered many jump-out-of-your-skin moments; the real terror lies in how the story eerily unfolds, and the sheer scarcity of resources as you move from level to level. A lot of thought has gone into the level design of Metro 2033 and it really does pay off.  Some levels will carry with them a sense of urgency, and will have you constantly checking how much breathable air you have left for your gas mask, or backed into a corner with a double-barrel shotgun emptying cartridges into enemies in a desperate bid for survival.  Others though, and they are far more frequent, will guide you through wonderful set pieces with excellently written characters and might require a far more stealthy approach. Truly, if you come at Metro with a stealth mentality you’ll really get the most it has to offer. The way the levels are laid out makes you want to search every nook and cranny for extra filters, ammo and medkits in preparation for what might come next.

When I first started playing Metro 2033 I did a lot of forum-hopping to see what people were saying about it, and to try and learn a thing or two myself. Metro 2033, if it’s your first time playing, has a steep learning curve. Many posts I read in the forums were confused about gas mask filters in particular, and some were finding that they’d run out of air while on the surface and have to reload to an earlier save or level to resupply. That’s just the way it goes in Metro 2033. I had a similar struggle early in the game during my first real length of time on the surface, and realised I had been far to liberal with my filter usage. I opted to start the entire game again with the ‘knowledge’ I’d acquired and I must say, it was incredibly rewarding. I found extra filters and was a lot more careful in my preparation, and never had another issue. I was playing in Survival Mode of course.

metro 2033

When on the surface, remember to wipe your mask regularly…

There are two modes to Metro 2033 and four difficulty levels. Spartan Mode litters the levels with extra ammo and filters, so you never have to worry and can virtually run and gun your way through the game Call of Duty style. Survival Mode is how the game is meant to be played, and will see you adopting a far more careful approach, knocking out unsuspecting guards and creeping past sleeping beasts. You can approach situations in a number of different ways, and even in areas where you might think that gunning your way through a guard outpost is your only way through, you’ll learn guard patterns and hide in the shadows, picking them off one by one with a silenced revolver or throwing knife. Redux has even thrown in Last Light’s take-down ability which almost gives the game a completely new lease of life, and it’ll tempt you to look at each situation from a stealth perspective. Doing so will also make your life easier, picking up more ammo from downed guards and avoiding the sounding of alarms and yet more enemies as your press on.

Metro 2033 Redux won’t hold your hand and it will completely subvert your expectation, as it did mine. You’ll find yourself caught up in an apocalyptic and uncertain battle for mankind, against forces which are mysterious and unknown. The metro will echo with the long forgotten laughter of once happy children, the creaking of ghostly trains will interrupt the eerie silence, and you’ll come to love the dark, damp confines of the tunnels as you push ever onward, hoping to uncover what little truth you can. I’ll leave you with a quote from Dmitry Glukhovsky’s eponymous novel on which the game is based, when Artyom, our central character, sees the sky for the first time as a daring child…

“Could anyone who had never seen stars possibly image what infinity is, when, most likely, the very concept of infinity first appeared among humans inspired by the nocturnal vault of the heavens? Million of shining lights, silver nails driven into a dome of dark blue velvet…”

Metro 2033 Redux Rating: 4.5/5. “A bold, post apocalyptic journey into the unknown which deserves your time and demands your attention.”

Below is a trailer for Metro 2033. Excuse me while I now go and play Metro Last Light.

 

Child of Light Review: “A valiant fusion of genres and an experimental triumph, but is something missing…?”

Reviewed by Darren Thackeray, 12th May.

Child of Light is a monumentally difficult game to rate. On the one hand, it’s a poetic masterpiece wrapping its arms around your inner child, bravely blurring the lines between some of the most coveted and sacred of gaming genres. On the other, it’s a firework whose ephemeral spark fades far too soon, feeling almost like an over produced beta, an indie experiment, an exercise in toe-dipping which doesn’t quite fulfil.

child of light art

The first time I played Child of Light, I was mesmerised. It’s a graceful, magnificent looking game, perhaps one of the most aesthetically pleasing titles to hit consoles for as long as I can remember. I’m also thrilled to see a company like Ubisoft spending time and money on developing a 2D side-scroller, a genre which I keep paying homage to (most recently in my review of Dust: An Elysian Tale last week). Child of Light tells the story of Aurora, the brave and curious daughter of a late 19th century Austrian duke. We find out in the prologue that Aurora never really knew her mother, and that her royal father had sought the comfort of another woman in his loneliness – a stepmother One evening Aurora becomes ill and appears to pass away in her sleep, only to find herself waking up in the stunning Ghibli-esque world of Lemuria where her journey to thwart the Dark Queen Umbra’s plot to usurp the kingdom begins. You can probably tell where this is going. Certainly, there’s an echo of Pan’s Labyrinth here. A young girl finding fantastical and imaginative ways to deal with the inescapable trauma in her life; in this case, the void left by a loving mother and the child’s unwillingness to see that role filled by anyone else. The story, while not too original, is wonderfully executed, and the art direction compliments it perfectly.

But what of the gameplay? Well, that’s where things get genuinely interesting. When you begin playing Child of Light you’re not really sure what you’re getting into. On first glance, it appears to be a typical side-scroller with some clever innovations to depth of field and layering, but when the first enemy encounter sequence begins your first thought will be ‘Final Fantasy, is that you old friend?’ and you’ll rejoice at the epic journey that is no doubt unfolding ahead of you. You’ll contemplate the potential depth of what lies ahead, you’ll eagerly pick up magic potions and buffer items, smile as you discover the characters’ skill trees, the battle encounters will get increasingly more complex and difficult, “Yes!” you’ll cry, “This is incredible!”. Only, that’s kind of where the magic stops. I’ll explain why.

Child of Light battleI was genuinely impressed with the battle system in Child of Light. It’s intuitive and has many layers beneath the surface. Anyone familiar with the ATB system so lovingly employed by Final Fantasy titles over the years will feel right at home, and timing your spells just right and learning when to heal or defend keeps things fresh and exciting. The thing is, this battle system kind of leaves you wanting more of an RPG experience, and it makes the rest of the game feel all too linear and contained. Final Fantasy VII veterans – do you remember when you first played the game and were nearing the end of Disc 1 when you realised you were actually going to leave Midgar? Do you remember that feeling of elation and anticipation when you caught your first glimpse of the fabled World Map? Or when you realised just how far you were going to build and nurture your characters? That breakthrough moment never quite comes in Child of Light, and that’s its biggest, perhaps its only, flaw. I enjoyed the ride, but was ultimately left feeling unfulfilled and wondering what the game might be a pre-cursor to.

But that feeling also gave rise to hope. What Ubisoft Montreal have done here is test the water with something truly bold and original. It’s not long, it doesn’t commit to much and doesn’t promise the world, but for less than £15 it’s a worthwhile investment and a brief glimpse of what magic is surely still to come.

Child of Light Rating: 3.5 out of 5. “A beautiful, ambitious game which never quite finds its wings…”

You can purchase Child of Light on Xbox Live, PSN or Steam now. Find the trailer below.

Follow me on Twitter for my latest ramblings on gaming and other things.
(more…)

Splinter Cell Blacklist tips and advice (Xbox 360, PS3, PC)

 

Let’s be honest, us Splinter Cell veterans had a little bit of a fallout with Splinter Cell Conviction didn’t we? Sure, it looked the part and it played like silk, but no goggles? No kit? What’s all of this monochrome nonsense? I have to kill these people?! Thankfully, Splinter Cell Blacklist sees Sam Fisher returning to his roots with his snake camera between his legs, and I couldn’t be more relieved. He does still have a new trick or two up his sleeve, but the contemporary cover system and faster movement sit comfortably with the old nimble, pipe climbing shenanigans we all know and love. In my opinion, Splinter Cell Blacklist is the best thing since Chaos Theory, but before this piece treads dangerously near review territory, I’ll rein myself in. Blacklist is a difficult game to get to know. It does a half-hearted job of introducing you to the mechanics of the game and how to fully utilise Paladin, but once you’ve got it you’ll love it. Here are some things I wish I’d known when I started the game, and some top tips for you on your journey with Sam.

splinter cell blacklist tips

Fisher & Grimm planning their next move. Ask her about plane upgrades ASAP!

Buy essential plane upgrades from Grimm asap

Splinter Cell Blacklist is made a hell of a lot easier with some simple upgrades to Paladin.  Upgrading the cockpit will give you a map on your HUD during missions and eventually tell you which way enemies are facing – this is invaluable if you’re going for a Ghost run. The command and control upgrades will give away the locations of hackable laptops, dead drops (data sticks) and HVT’s (High Value Targets) on each mission – if you’re a completionist like me then make these upgrades a priority, the dead drops in particular are very easily missed.  Here’s the order in which you should purchase your upgrades:

- Cockpit lvl 1  – $1,000

- Cockpit lvl 2  – $130,000

- Comm & Control lvl 1 – $90,000

- Comm & Control lvl 2 – $150,000

You probably won’t be able to afford these until a mission or two in, but you can just replay the first mission and get $$$ if you need to.  Splinter Cell Blacklist is very liberal with its reward system.

Buy the crossbow as soon as you can

Even if you’re going for a Ghost playthrough this thing is insanely useful. For some reason I was half way through the game before I realised the the crossbow was, in fact, a non-lethal weapon. Perhaps because it’s listed with the stun gun I just assumed that this was a lethal alternative but it’s not. Moreover, you’ll get 12 sleeping darts, 12 shocker rounds and 12 EMP chaffs with each mission – and you can switch between ammo types during each run, even on Perfectionist. It’s gotten me out of more scrapes than the trusty Tri-Rotor for sure.

splinter cell blacklist tips

Learn the three tactical styles, Panther, Ghost and Assault

Learn the tactical styles and the differences between Assault, Panther and Ghost

This is easily one of the trickiest things to get your head around with Blacklist. Having been with Sam Fisher right from the start, I had no interest in Assault or Panther styles – I wanted to Ghost it all the way.  If you complete 7 missions in a given style you’ll also unlock an achievement/trophy for its ‘mastery’. Initially I got a little confused as to why I’d end a mission with a few panther or assault points even though I’d tried to sneak by and not kill anyone – and if you’re playing on Perfectionist difficulty as I was, the thresholds for ‘mastering’ the various styles are much, much higher, meaning you can’t afford to waste points in another style. So, what are the differences? Here goes:

Assault is probably the easiest style to master but in my opinion it’s also the most boring. There are points in Blacklist when you’ll be forced to play missions in an assault style and they can actually be rather fun, but for the most part I tried to avoid it (getting my 7 Ghost missions in the end).  You get points for a ‘combat kill’ if you kill an enemy that has seen you or knows you’re there. Just go nuts with explosives and machine guns and you’ll master this in no time – although if your armour isn’t up to scratch you might see Fisher rag-dolling to the floor Tomb Raider style rather a lot.

Panther is a hybrid style between Ghost and Assault. You’re allowed to kill on panther and enemies are allowed to get suspicious – but you have to escape to the next checkpoint of a mission without being seen by anyone. If you sneak up to a guard and stab him or shoot him in the head with a silenced weapon for example, you’ll get a ‘panther kill’ and be awarded points. Similarly, if you perform a panther kill and other guards get alerted and start looking for you but you manage to escape without being seen, you’ll get awarded panther points for every guard you evaded. Mark & Execute is your friend here.

Ghost is really god damn tough. But I also found it the most rewarding. Ghost only allows for KO’s (sleep gas, sticky shockers, sleep holds) and no kills. But you’ll actually get MORE points for just sneaking by and leaving all enemies unaware of your presence – literally, like a Ghost. You’ll want to hide bodies that you do KO and you’ll only want to KO them when it’s absolutely necessary.  On perfectionist, you’ll sometimes find that you simply can’t earn enough Ghost points by KO’ing enemies and you’ll miss out on getting the ‘mastered’ award by a few points.  For example, you might get 225 ghost points for KO’ing an enemy but if you get through the level section without even alerting them or touching them, you’ll get 275 per enemy (these aren’t the exact figures but you get the gist…).  If you alert people and don’t wait for things to properly die down (i.e. guards think they hear you and start looking around with their flashlights etc.) and run out of there you’ll come out with Panther points as this counts as an ‘evasion’. Be careful with this if you’re going for masteries on higher difficulties – after a few missions and one or two missteps you should have things pretty much figured out.

Don’t worry about Perfectionist all at once

You can replay missions in Blacklist via Paladin’s SMI any time you like and spruce up your stats. If you come out of a mission with a result that you don’t like or weren’t expecting, move on and enjoy the game regardless. You can come back at the end and bump a mission up from Normal to Perfectionist or get the Ghost run you failed to master and still ping the achievements.  Blacklist really panders to completionist gamers and the stats are rich and detailed (talk to Briggs any time to get a review of your overall progress). At no point in the game can you mess up and lose an achievement – you’ll always be able to replay missions and go back to retrieve a laptop you missed or get your Panther play style mastered. Just enjoy it!

I know I’ve been relatively brief here but I really hope there’s enough info to at least help you on your way. Blacklist has a large learning curve but once you’re past it it’s one of the most enjoyable stealth/action games in recent years.  If you have anything to add or any thoughts on the above, please feel free to share in the comments section below or find me on Twitter.

Stay stealthy, fellow gamers.

Telltale Games Reveal Screenshots From ‘Tales from the Borderlands’

Telltale Games have earned their place in the hearts of every adventure gamer. Their beloved reprisal of the Monkey Island franchise and recent successes with The Wolf Among Us and The Walking Dead have offered countless hours of joy and escapism, and have proven beyond doubt that a solid storyline can still be the driving force behind a video game.

A few months ago they announced that a series called Tales From The Borderlands was in development, another episodic series set in the ‘Borderlands’ universe of Pandora created by 2K Games and Gearbox Software.  Some screenshots have finally been revealed and it looks like it’s going to be another solid addition to their growing catalogue of excellent games. Those familiar with the Borderlands games will see some familiar faces and it looks like some of the dry wit and eccentric characters that visitors to Pandora have come to love are along for the ride. Handsome Jack and Marcus Kincaid are around, as are Zero and a good old helping of Psychos.

Tales From The Borderlands takes place a little after the events of Borderlands 2, and it looks like players will be able to switch between two characters throughout the storyline.  There’s Rhys, a “scheming, low-level data-miner within Hyperion who’s plotting his own grand ambitions”, and Fiona, a “clever and classic fast-talking con-artist born and raised on Pandora out to pull off the grift of a lifetime.”

Anyone who has played any of Telltale Games’ previous releases will know what to expect, and it’ll be interesting to see how they play with the characters and inherent comedy present in the world of Pandora. The Walking Dead and The Wolf Among Us have already shown us that they’re not afraid to deal with mature subject matter, something which will be emphasised even further when they release their Game of Thrones series in late 2014.  As ever feel free to Tweet your comments or find us on Facebook, we’d love to share your opinions after release day.

 

Dust: An Elysian Tale Review (Xbox 360)

Okay, so I’m a little late to the table with my review of this charming, nostalgic sidescroller. I say ‘nostalgic’ because it really takes me back to my gaming roots, but for all of its hat tips and winks to the games of my childhood, it certainly doesn’t seem dated. Dust: An Elysian Tale is an impassioned, hand-penned love letter to fans of the Castlevania or Metroid sub-genres, and is a perfect example of where gaming could have gone had 3D visuals not completely taken over. I’ve always been a firm believer that 2D gaming never quite finished its time in the sun, and I’ve rejoiced at games such Shadow Complex and their loyalty to the genre and mastery of it. Thankfully, the Xbox Live Arcade is a veritable treasure trove of such examples, and Dust stands head and shoulders above many AAA titles that I’ve played recently. It’s also worth mentioning that Dust was hand drawn and animated by Dean Dodrill, a lone game developer with a big heart by the looks of things. Sometimes if you want something doing right, you have to do it yourself.

Dust An Elysian Tale

Dust holding the Sword of Arah with Fidget flying close behind

We begin as Dust, a character shrouded in mystery from the outset. He’s lost his memory, has awoken in a glade in the colourful land of Falana, and has only a sentient sword, the Blade of Ahrah, and a faithful guardian Nimbat named Fidget for company.  The plot is relatively well-worn and won’t boggle the mind too much, but its execution is intelligent and thoughtful. There are characters spread all across the land of Falana who are all superbly voice acted, and even the most impatient gamers who would usually button mash to speed through dialogue would be happy to sit back and hear them out.

Dust An Elysian Tale Review

Excellent voice acting and animated dialogue sequences will draw you in to the world of Falana.

These NPC’s are largely centred around villages – safe havens where Dust can shop for healing items and pick up sidequests for more experience. These sidequests are standard fare for the genre – ‘Go to X and retrieve Y for so-and-so’ – but they’re a pleasure to carry out and a great excuse to do some more exploring. Staying true to the Metroidvania feel there are areas which Dust will encounter throughout his journey which he cannot yet reach – he’ll pick up new abilities at points throughout the main quest which will allow him to climb, slide and reach these areas which previously had you scratching your head.

The map system also encourages exploration. There are two maps in Dust - one which focuses on the area your’re in and a world map which tells you how much of each village you’ve explored and whether or not you’ve gotten all the treasure there. This will tickle the completionist in you and have you flitting from village to village with your new abilities to get to those areas you previously couldn’t access. The on-screen HUD map reminds me of the one used by Shadow Complex a lot. It’s a traditional side-scrolling map where ‘blocks’ represent areas or rooms, similar to that of Castlevania, but with a very useful legend system which keeps things seamless. If a block is shaded blue it means there’s a save point in there somewhere, if it’s coloured green then you’ll find a shop, and if there’s a circle it means there’s still treasure there to plunder (which you may have to come back for once you learn to climb or slide).

Dust an elysian tale map

The Metroidvania-esque map will have you leaving the main quest to explore…

For me, the exploration is where most of my enjoyment comes from, but the combat is really something worth shouting about too. It’s rich and colourful, and manages to seem both effortless and complex in equal measure. You’ll learn moves which throw your enemies up into the sky, which knock them across the screen, and Fidget even has some ranged skills which you can really take advantage of when it comes to combos. Each enemy kill offers up exp and loot, and each new level you reach allows you to spend a skill point in either attack, defense, health, or upping Fidget’s attack power.  It’s deliciously simple yet satisfyingly intuitive. Combat is made more interesting by the various things you can equip – rings which increase item drop rates and pendants which up your resistance to poison or sleep – and you’ll eventually stumble upon a blacksmith who can make use of all of those mysterious blueprints you’ve been picking up, although you’ll need to farm the right materials first.

Dust: An Elysian Tale is a game with heart and soul, and it’s hard to believe that it’s the product of just one man’s hard work.  Voice acting and soundtrack aside (which is also superb), Dodrill created everything from scratch, and the love he has for it pours off the screen. It’s not without its weaknesses, but the quick boss fights and arguably weak RPG elements can easily be overlooked in the company of such immaculate design and seamless gameplay. Perhaps more important to me though, is the way Dust stands boldly as symbol of what can be accomplished in gaming with a little inspiration and a lot of hard work. It’s one of those games that has simply cemented my love of gaming – a triumph of imagination.

You can download Dust: An Elysian Tale for free at the moment if you’re an Xbox Live Gold subscriber, but even if you miss the boat it’s certainly worth opening your wallet for.  Feel free to share your experiences below, I’d love to know your thoughts! In the meantime, here’s a trailer to whet you’re appetite…

(more…)

The Wolf Among Us: Episode 2 “Smoke & Mirrors” Review (Xbox 360)

The Wolf Among Us

We’re back in Fabletown for Episode 2: Smoke and Mirrors, and it’s as dark as we remember.

The first episode of The Wolf Among Us was certainly a very fine string to Telltale Games‘ already impressive bow, and Smoke & Mirrors takes us even deeper into the clandestine, noir depths of Fabletown. You don’t so much play The Wolf Among Us as participate in it, but it’s an experience you won’t soon forget. The characters, despite being plucked straight from the pages of Brothers Grimm, have intriguing depth and personality and their plights will leave you wanting more insight into the rugged fairytale necropolis. I played episode 2 on the Xbox 360 and while there are one or two lingering frame rate issues it did little to diminish the charm and the urge to push the story on.

The Wolf Among Us

How will you choose to interrogate Tweedledee?

If you haven’t read DC Comic’s Fables comic series then you should certainly spend some time with it.  The Wolf Among Us takes these characters and brings them to life in an all new murder-mystery tapestry like something right out of David Lynch. Smoke & Mirrors sees us continue Bigby Wolf’s investigation into the murdering of Faith and Snow (White) with a surprising plot twist right off the bat. The same simple game mechanics are present but the genius of the game lies with its story telling and excellent character dialogue. The Wolf Among Us borrows a lot from the decision driven story telling that made Telltale’s The Walking Dead such a hit with fans, but, for me, it pulls it off even more perfectly.

The game looks exquisite. Out of the box the graphics seem fairly run of the mill but once you start playing you realise how sharp and engaging they are, offering up a delicious colour palette of velvets and neons, the heavy outlines emphasising the dark forces rife in the town.

“You don’t so much play The Wolf Among Us as participate in it, but it’s an experience you won’t soon forget.”

One of the highlights of Smoke and Mirrors, and something which defines the series so far, is how far the player is willing to go to preserve Bigby’s humanity. The quicktime button-mashing fighting sequences are well choreographed, but the real buzz is the ultimate control you have over events – how far will you go to solve the case? How will you interrogate your witness? Of course, the chapter will close in much the same way for all players, but with The Wolf Among Us it’s all about the journey and how the small decisions you make will alter the story and character interactions further down the line.

If you played Episode 1: Faith then Episode 2: Smoke & Mirrors is a no brainer. While it’s short (took me around 2 hours to complete) and relatively uneventful in the grand scheme of things, there are some revelations which leave you with a real sense of ‘what next?!’. Let’s just hope Telltale Games don’t make us wait another 3 months for Episode Three. In the meantime we can all enjoy Episode 2 of The Walking Dead which should have a release date soon. 

Release Date for The Wolf Among Us Episode 2: Smoke & Mirrors revealed

Like me, have you been waiting patiently to see what is to come of Bigby Wolf and the residents of Fabeltown? Well fear not, episode 2 of Telltale Games’ The Wolf Among us has finally been given a release date. Epidode 1, Faith, grabbed gamers and didn’t let go with its perfect of blend of character development, narrative and suspense – somewhat of a staple these days for the developer – and the fans it recruited have been patiently awaiting the next instalment. Well, my friends, we only need wait another few weeks – Episode 2: Smoke and Mirrors will arrive in early February, and I’ll be reviewing it right here at Home Behind the Sun. The news arrived over at Telltale Games’ official forum where their president, Kevin Bruner posted:

“We are working hard with all of our partners (Xbox, PlayStation, Steam, Apple) to coordinate everything, but we’re confident enough to announce that here. The episode is looking really good (as is the rest of the season!). We are very concerned about the long delay for this episode, but this is one of those occasions where several things conspired against us (not to mention the additional delays due to the holidays). I won’t dive into the details, but it’s been an unusual and specific set of circumstances and we do not anticipate it happening again as we go forward with the rest of the season.”

Bigby Wolf and the Woodsman exchange fistycuffs

Whether you’re a fan of the Fables series (on which The Wolf Among Us is based) or not, there’s a lot to be found for the adventure gamer. Faith introduced us to some wonderfully complex characters in a world that felt as if film noir had collided with Brothers Grimm. From the outset you got a real sense of purpose, and the short yet sweet episode was filled with such variety. From bar brawls and rooftop chases, to suspenseful dialogues and a genuine plot twist, The Wolf Among Us felt right at home on my console. To check out my review of The Wolf Among Us episode 1, click here.

Fan of adventure games? Follow Home Behind the Sun on Twitter & Facebook for all the latest adventure game news, including a review of The Wolf Among Us: Smoke and Mirrors.