<?xml version="1.0"?>
<rss version="2.0"><channel><title>Articles: Xbox Series X|S</title><link>https://gtaforum.org/articles.html/4_reviews/8_xbox-series-xs/?d=1</link><description>Articles: Xbox Series X|S</description><language>en</language><item><title>Polymega Collection Vol. 6 - Heavy Barrel - A Double-Shot Of Run-And-Gun Brilliance</title><link>https://gtaforum.org/articles.html/4_reviews/8_xbox-series-xs/polymega-collection-vol-6-heavy-barrel-a-double-shot-of-run-and-gun-brilliance-r403/</link><description><![CDATA[
<p><img src="https://gtaforum.org/uploads/monthly_2025_12/large(7).jpg.63a0258eb8b457ba4efa8089a96eb084.jpg" /></p>
<p><a rel="external nofollow" href="https://www.timeextension.com/games/polymega/polymega_collection_vol_6_-_heavy_barrel"><strong>Polymega Collection Vol. 6 - Heavy Barrel</strong></a> features two Data East-made run-and-gun shooters, neither of which really achieved the same level of fame as the likes of <a rel="external nofollow" href="https://www.timeextension.com/games/arcade/commando"><strong>Commando</strong></a>, <a rel="external nofollow" href="https://www.timeextension.com/games/switch-eshop/arcade_archives_ikari_warriors"><strong>Ikari Warriors</strong></a> and <a rel="external nofollow" href="https://www.timeextension.com/games/arcade/mercs"><strong>Mercs</strong></a> back in the day.</p><p>1987's <a rel="external nofollow" href="https://www.timeextension.com/games/arcade/heavy_barrel"><strong>Heavy Barrel</strong></a> was clearly an attempt by Data East to muscle in on the craze for horizontally-scrolling shooters, and for the most part, it's a successful clone of the more notable examples from Capcom and SNK.</p><p>Supporting two players at the same time, Heavy Barrel's levels scroll both horizontally <em>and</em> vertically, while keys you pick up during gameplay can be used to unlock chests and gain access to different weapons (a bit like <a rel="external nofollow" href="https://www.timeextension.com/games/arcade/midnight_resistance"><strong>Midnight Resistance</strong></a>, another Data East title). The most notable firearm is the titular 'Heavy Barrel', which cannot be acquired at once but has to be assembled from six different parts.</p><p>It's the most potent weapon in the game and cuts through enemies like a hot knife through butter – but with a catch. It lasts for half a minute before it vanishes, which avoids you being so overpowered that you can literally sleepwalk through the game.</p><p>Heavy Barrel got an NES port back in the day, but it can't really hold a candle to the arcade original – so it's great to see it get a new lease of life on Polymega. The aforementioned port is included, at least – so you can see just how weak it is when compared to the original. I would imagine there will be plenty of people out there who got their first taste of the game on Nintendo's console, so this could have some nostalgic appeal.</p><p>However, even more appealing is the second game on this collection, 1991's <strong>Desert Assault</strong> (also known as <strong>Thunder Zone</strong>). This title was never ported to any home system back in the '90s, which is a crying shame as it's one of Data East's most accomplished arcade games.</p><p>With its gorgeous visuals, insane set-pieces and support for up to four players, Desert Assault is simply brilliant – and, if you're interested in this kind of thing, there are a bunch of changes between the 'World' and Japanese versions of the game, which means it's worth experiencing both.</p><p>Given that we've seen a lot of previous Polymega Collection releases with multiple games included, it feels a bit cheap for Playmaji to only have included two on this release (well, three if you count the NES port as a stand-alone game). Where's 1988's <a rel="external nofollow" href="https://www.timeextension.com/games/tg16/bloody_wolf"><strong>Bloody Wolf</strong></a>, for example, which is often considered by fans to be part of the same loose series as Heavy Barrel and Desert Assault?</p><p>Still, while it's hard to argue that this sixth Polymega Collection is especially good value for money, at least the two games included are of a high standard.</p>]]></description><guid isPermaLink="false">403</guid><pubDate>Mon, 08 Dec 2025 14:47:38 +0000</pubDate></item><item><title>Rue Valley Review</title><link>https://gtaforum.org/articles.html/4_reviews/8_xbox-series-xs/rue-valley-review-r318/</link><description><![CDATA[
<p><img src="https://gtaforum.org/uploads/monthly_2025_12/ff85d145f02f459633ae4d6ed55c1162155e245b143de47c40b9510ff9a8faa4.avif.8c3efd839aca060c2afef46d013be84f.avif" /></p>
<p>8:00 pm: Eugene Harrow has just finished his first therapy session with Dr. Fink. That’s one out of (likely) many, and so he sets up shop in the motel next door; the only one in the small town of Rue Valley. After checking in, he heads to his room. When the clock reads 8:47 pm, he experiences something that’s out of a doomsday scenario: the skies are set ablaze, and the whole world blacks out.</p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/20251119171843_1-jpg.542890/?hash=5e0bf4effa8a8f8df4def76ce92500b0" alt="attachFull542890" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/542891"><strong><u><img src="https://gbatemp.net/data/attachments/542/542279-168fbbc625710000779867736cc1df85.jpg?hash=lwp3QlYQHC" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542892"><strong><u><img src="https://gbatemp.net/data/attachments/542/542280-058dabd4f6ad9963ed96e197416946f1.jpg?hash=Ps1G68xa2Q" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><p style="text-align:justify;">Just then, Eugene finds himself back in Dr. Fink’s office, with the clock reading 8:00 pm. While this could have been brushed off as a vivid dream, our protagonist quickly finds out that he is in a Groundhog Day-type situation. Every night, at 8:47 pm, the day ends up the same dramatic way, only for it to reset back to 8:00 pm.</p><p style="text-align:justify;">What is the reason for this occurrence, and how can Eugene get out of this loop? That’s for you to find out in Rue Valley.</p><h3 style="text-align:justify;"><strong>An isometric RPG with a comic book flair</strong></h3><p style="text-align:justify;">With its isometric perspective and <a rel="external nofollow" href="https://gbatemp.net/threads/narrative-rpg-rue-valley-gets-praised-by-disco-elysium-creators.668000/"><strong><u>having received praise </u></strong></a>from Disco Elysium leads, Rue Valley has been looped in as Disco-like. It plays like one, with a point-and-click gameplay that has been well optimised for controllers, especially with the ability to highlight interactive elements with the shoulder buttons. Despite these similarities, Rue Valley stands on its own thanks to its original artistic direction and contemporary setting. </p><p style="text-align:justify;">Its 2D parallax art style leans heavily into a comic book aesthetic. From its fonts and panel-style text to its stylised palette and stop motion-like animations, it draws more visual parallels with comic books than cRPGs. This does help it pack its own flair, without necessitating comparisons with other isometric RPGs.</p><p style="text-align:justify;">The presentation is enhanced with professional voice-overs. This is a bonus with a game as text-heavy as this one, helping break the monotony and easing newcomers to the genre. </p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/20251128230955_1-jpg.542900/?hash=5e0bf4effa8a8f8df4def76ce92500b0" alt="attachFull542900" class="ipsRichText__align--block" width="2560" height="1600" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/542909"><strong><u><img src="https://gbatemp.net/data/attachments/542/542297-efa1409a3cc66d0346e30db67ae6e37b.jpg?hash=dXo2oEc8tJ" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542901"><strong><u><img src="https://gbatemp.net/data/attachments/542/542289-ce9410f1133438bb91c4479543291836.jpg?hash=fs8DfN-GkQ" alt="Review image" class="ipsRichText__align--block" width="240" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542899"><strong><u><img src="https://gbatemp.net/data/attachments/542/542287-7811a9b554f581d7da69d9660effeaa6.jpg?hash=qr2csyFFSQ" alt="Review image" class="ipsRichText__align--block" width="240" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542897"><strong><u><img src="https://gbatemp.net/data/attachments/542/542285-d6316eddea37bfb22e3f8cf681b526b9.jpg?hash=vSN3822MhT" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542896"><strong><u><img src="https://gbatemp.net/data/attachments/542/542284-2067ae90ca5c5bacc75a04955bf8cd0c.jpg?hash=jPR0Hjnk_v" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><p style="text-align:justify;">However, there are some inconsistencies with the VO. Even within the same conversation, some lines are recorded, while others aren’t. The game would also have benefited from having voice acting for Eugene’s internal monologue, which is more than frequent in this game.</p><p style="text-align:justify;">There is also a lack of character animation during conversations. This is especially noticeable during long stretches of conversations, which this game isn't lacking. These rough edges don’t necessarily ruin the experience, but they do make extended dialogues feel longer.</p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/20251031234950_1-jpg.542908/?hash=5e0bf4effa8a8f8df4def76ce92500b0" alt="attachFull542908" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p style="text-align:justify;">That said, the strength lies in the story and character development. There is more than meets the eye in the seemingly quaint town of Rue Valley. Beyond Eugene’s need for therapy, the town’s inhabitants are dealing with their own stuff, and you get to dig deeper as you interact with them throughout the game. You learn how each character is interconnected, and get to experience relatable family squabbles to heartwarming moments. </p><p style="text-align:justify;">There is an overarching theme of mental health that underpins the main plot and the story of each character. The ‘small town secret’ premise and the element of having small decisions accumulate into meaningful results are apt to explore such themes.</p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/20251128231016_1-jpg.542906/?hash=5e0bf4effa8a8f8df4def76ce92500b0" alt="attachFull542906" class="ipsRichText__align--block" width="2560" height="1600" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/542905"><strong><u><img src="https://gbatemp.net/data/attachments/542/542293-cf5e1ab81a719fdb16022ee8c483073f.jpg?hash=CEAi-FeHC2" alt="Review image" class="ipsRichText__align--block" width="240" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542898"><strong><u><img src="https://gbatemp.net/data/attachments/542/542286-8611c70345ca33c38084de2f2683c5a9.jpg?hash=SNp4tiSV5o" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542907"><strong><u><img src="https://gbatemp.net/data/attachments/542/542295-8b2e3aa5bd997de6a4d75cf1457b4351.jpg?hash=yP-zv7M61t" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542904"><strong><u><img src="https://gbatemp.net/data/attachments/542/542292-419f05b94e3da46764d3b7a48194fe2c.jpg?hash=UxUyD4RGW8" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><h3 style="text-align:justify;"><strong>A loop with purpose</strong></h3><p style="text-align:justify;">The premise of a looping cycle might not sound appealing at first, with the inevitable repetition that it implies. Rue Valley earns its keep by employing this loop to its strength, using it as a clever pacing device that builds urgency and adds meaning to your investigative leads of choice. </p><p style="text-align:justify;">As the town’s inhabitants are engaged in the same activities across every loop, events are time-based. Some NPCs will be in different locations based on the time of day, and may act differently at different times. As there is only so much Eugene can do within the 8:00-8:47 pm window of a single loop, this forces you to pursue different leads and experiment with your investigative approach once the day resets. </p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/20251120221842_1-jpg.542910/?hash=5e0bf4effa8a8f8df4def76ce92500b0" alt="attachFull542910" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p style="text-align:justify;">While each day will feel familiar, they will feel fresh as more options open up from talking to other people to accessing new areas. The timed mechanic also helps draw you back into the game. As the clock reaches 8:47 pm, you might not finish all of your leads, so you'll be motivated to pursue them in the next loop.</p><p style="text-align:justify;">Nevertheless, some aspects of the loop do get excessively repetitive, like waking up in Dr Fink’s office and even leads that require backtracking across multiple loops. You do unlock some shortcuts to areas you need to visit, which does help, but there are recurring elements that you have to contend with. </p><h3 style="text-align:justify;"><strong>Mind power</strong></h3><p style="text-align:justify;">As Eugene investigates the mysterious loop in a bid to get out of it, his main tool is his mind. Having mental health struggles recently, he might not be at his sharpest, but slowly progressing across loops does help build his confidence and his mental acuity. This is where Rue Valley’s investigative mechanic comes in. </p><p style="text-align:justify;">This game doesn’t rely on combat but, rather, on Eugene’s investigative skills. His approach is determined by his personality traits (which you build when starting the game) and his mood. The mood or status effect varies through the game based on your in-game actions and decisions, and different moods can alter Eugene’s base personality, leading to new investigative routes.</p><p style="text-align:justify;">This is the game's version of 'skill checks', leading to different conversation outcomes and paths to investigate. If you are too cynical, for example, you might be blocked from a truthful response in a conversation. However, there is an element of smoke and mirrors with this mechanic, as, unlike other isometric RPGs, you are not able to pursue any options you fancy from the get-go. The game purposefully restricts your options, especially at the start, which can feel deceiving.</p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/20251119172259_1-jpg.542912/?hash=5e0bf4effa8a8f8df4def76ce92500b0" alt="attachFull542912" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/542911"><strong><u><img src="https://gbatemp.net/data/attachments/542/542299-23ea3c7d464fb3792d0783c7cceb167c.jpg?hash=pCbttcekaP" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542913"><strong><u><img src="https://gbatemp.net/data/attachments/542/542301-61fd4f5e6e742d1a32d11f6b17c19736.jpg?hash=96z4cCR5PI" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542914"><strong><u><img src="https://gbatemp.net/data/attachments/542/542302-0fc5f03ede6e9111cfc067850ccdedb6.jpg?hash=6AZcKiRh-f" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><p style="text-align:justify;">Another mechanic that ties into Eugene’s investigation is the Mind Map. This helps you recall events of the day and facts that you learn about people in town. The Mind Map turns these fragments of information into ideas, and with enough inspiration and willpower points, you can turn that idea into an intention.</p><p style="text-align:justify;">By following through on intentions (or investigative leads), you will have access to new dialogue options that will lead you through the journey of completing that intention. However, not all that you intend can be successfully achieved, adding a layer of challenge to your quest.</p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/20251101000128_1-jpg.542915/?hash=5e0bf4effa8a8f8df4def76ce92500b0" alt="attachFull542915" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/542916"><strong><u><img src="https://gbatemp.net/data/attachments/542/542304-906ddddbb8c58e8424408f0b38789c5f.jpg?hash=o5gg21IjaL" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542917"><strong><u><img src="https://gbatemp.net/data/attachments/542/542305-05b6993962fcb967bba49c3efe99ed05.jpg?hash=Qr1EfUE0Ug" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542918"><strong><u><img src="https://gbatemp.net/data/attachments/542/542306-280994b437ab7576b1f73eb3d4f12840.jpg?hash=Ps1G68xa2Q" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><h3 style="text-align:justify;"><strong>Rue Valley: a time-loop story with intention</strong></h3><p style="text-align:justify;">Despite the repetition by design, Rue Vallley, for the most part, mitigates tedium with variety. The new investigative paths that open up by following new intentions reward persistence. </p><p style="text-align:justify;">However, it falls short compared to the iconic cRPGs it draws influence from. This is due to the game often railroading you on specific tracks, without offering the freedom to explore other routes that have become quasi-expected of games of this genre. There is also a lack of variety in side quests, and in-game choices aren’t as nuanced. </p><p style="text-align:justify;">Rue Valley might be best not compared to the likes of Disco Elysium, and it does stand on its own. Its exploration of mental health thematically and mechanically is intriguing and refreshing, but does not ultimately reach the heights that its predecessors set. Nevertheless, it is a notable accomplishment as Emotion Spark Studio’s debut game, and I hope they improve on their formula in their next game.</p><h3 style="text-align:justify;"><strong>Rue Valley Release Trailer</strong></h3><div class="ipsEmbeddedVideo" contenteditable="false" data-og-user_text="https://www.youtube.com/watch?v=j7ahyZ-RcuM" style="--i-media-width: 100%;"><iframe width="200" height="113" src="https://www.youtube-nocookie.com/embed/j7ahyZ-RcuM?feature=oembed" frameborder="0" allow="encrypted-media; picture-in-picture; fullscreen" title="Rue Valley Release Trailer" loading="lazy"></iframe></div>]]></description><guid isPermaLink="false">318</guid><pubDate>Wed, 03 Dec 2025 18:37:31 +0000</pubDate></item><item><title>Dispatch Review</title><link>https://gtaforum.org/articles.html/4_reviews/8_xbox-series-xs/dispatch-review-r231/</link><description><![CDATA[
<p><img src="https://gtaforum.org/uploads/monthly_2025_11/Dispatch-Ann_12-12-24.jpg.77d0026c70de63a3766f8bac8806547f.jpg" /></p>
<p>Once Mecha Man, the superhero behind an armoured suit, Robert Robertson finds himself working for the Superhero Dispatch Network (SDN). This follows a mission where the suit was wrecked. Now working as a dispatcher, he is in charge of managing and strategising a roster of heroes to handle emergencies across Los Angeles. </p><p style="text-align:justify;">However, he is not overseeing a regular group of heroes. The Z-team, as they are known, is made up of former villains. On top of attempting to create a synergistic team with this bunch of misfits, Robert will have to juggle between office politics, personal relationships and rebuilding his suit. The outcome will rely on your decisions.</p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/20251123153859_1-jpg.541989/?hash=067721cb326523a725c5eac99f79ebb2" alt="attachFull541989" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/541991"><strong><u><img src="https://gbatemp.net/data/attachments/541/541379-0bc0e9a817a46d809e204106e2a30f79.jpg?hash=sG4e-23LS8" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/541992"><strong><u><img src="https://gbatemp.net/data/attachments/541/541380-cabc9e37086e1583d5ef7890bccee367.jpg?hash=rvbotl4tVH" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/541988"><strong><u><img src="https://gbatemp.net/data/attachments/541/541376-87024d370cb5f4a81c3794420dbea130.jpg?hash=Xy54O9KHKf" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/541990"><strong><u><img src="https://gbatemp.net/data/attachments/541/541378-ecbd1c1d60d0cbc7f6c579b985f0c96b.jpg?hash=KdPdGT_Rir" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><h3 style="text-align:justify;"><strong>From flailing superhero to superhero manager</strong></h3><p style="text-align:justify;">Dispatch flips the superhero script. Instead of donning a cape, you sit behind a desk and manage chaos behind the scenes. It’s a simple yet original concept that helps us, mere humans, relate better to the plot.</p><p style="text-align:justify;">Across its eight episodes, it keeps the right balance of comedy, drama, character development and superhero action. The need to see through the misfit team of supervillains-turned-superheroes and get up to speed with the evolving in-game relationships kept me hooked to the game. I was totally invested in the plot as it evolved, not unlike a soap opera.</p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/20251125225905_1-jpg.541998/?hash=067721cb326523a725c5eac99f79ebb2" alt="attachFull541998" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/541997"><strong><u><img src="https://gbatemp.net/data/attachments/541/541385-91d4ddc5567b9a65ae41d1a9759784ac.jpg?hash=eXq5O6Lntm" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/541996"><strong><u><img src="https://gbatemp.net/data/attachments/541/541384-c260db8c5176b2aae6e40c14fa6d6c48.jpg?hash=EGlj68M2GO" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><p style="text-align:justify;">Once I completed an episode, I couldn’t wait to jump onto the next. Each is well paced, at around 1 hour per episode, which feels like the right length, although I felt it breezed past me. My interest in this game was surprising, as I am not particularly drawn to the superhero genre, and I'm also not a fan of episodic structure. It attests to the excellent execution of the narrative, despite basing itself on a familiar genre.</p><p style="text-align:justify;">While it does have some narrative hiccups and overused tropes, especially in the final stretch, the writing sticks the landing. It is much better executed than other recent episodic titles like <a rel="external nofollow" href="https://gbatemp.net/review/lost-records-bloom-rage-tape-1.2598/"><strong><u>Lost Records: Bloom and Rage</u></strong></a>.</p><p style="text-align:justify;">The star-studded cast also helps bring the characters to life. From Breaking Bad’s Aaron Paul to Westworld’s Jeffrey Wright and Critical Role members (as well as a few YouTubers), the Z-team is excellently portrayed.</p><p style="text-align:justify;">Its cartoon-style aesthetics are a right fit for its setting. The animation is also on point, with action scenes packing a punch and characters’ feelings acutely conveyed in their body language. Despite the kid-friendly look, it is not exactly PG-certified as the game doesn’t hesitate to indulge in gore and adult themes. Think of it more akin to Invincible rather than Teen Titans. </p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/20251125174441_1-jpg.542001/?hash=067721cb326523a725c5eac99f79ebb2" alt="attachFull542001" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/542000"><strong><u><img src="https://gbatemp.net/data/attachments/541/541388-04d79dabd2e4be3bcf3ebc07eac0f94b.jpg?hash=QAIdppfnZB" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542002"><strong><u><img src="https://gbatemp.net/data/attachments/541/541390-2575073468c63453616c6e604cad445e.jpg?hash=mH6BnVHk6x" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><h3 style="text-align:justify;"><strong>The Telltale DNA</strong></h3><p style="text-align:justify;">While Dispatch is AdHoc Studio’s debut game, the development team includes writers and directors of Tales from the Borderlands and The Wolf Among Us; and it shows. The Telltale Games DNA is apparent in this title. From the episodic structure to the branching narrative design, Dispatch feels like a Telltale game in the best ways.</p><p style="text-align:justify;">While Telltale games are traditionally more involved, allowing you to control the main character, Dispatch feels more like a visual novel. You don’t actively control Robert, but are watching the events unfold. But it wouldn’t be totally fair to call it a visual novel as Dispatch is more involved than one. </p><p style="text-align:justify;">You are frequently presented with timed choices, which often lead to branching narrative paths and, ultimately, the ending that you experience. Decisions can vary in their weight, from choosing how to pose as Mecha Man to making moves towards a romantic partner. These add a layer of urgency in the heat of the action. </p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/20251124144658_1-jpg.542005/?hash=067721cb326523a725c5eac99f79ebb2" alt="attachFull542005" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/542011"><strong><u><img src="https://gbatemp.net/data/attachments/541/541399-daa4e7560280371e45f50f3438db1a39.jpg?hash=chgAPbAgQr" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542010"><strong><u><img src="https://gbatemp.net/data/attachments/541/541398-793d4c1fb76613949e9c22fc2357dec2.jpg?hash=AU18jvEARA" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><p style="text-align:justify;">However, the timed mechanic can feel overwhelming. As the countdown begins in the middle of a conversation, you might be tempted to jump on an option before getting the full context at the sight of the depleting timer.</p><p style="text-align:justify;">The game also includes optional QTEs during cutscenes. These can be toggled off, as it is the narrative choices that matter.</p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/20251124143913_1-jpg.542004/?hash=067721cb326523a725c5eac99f79ebb2" alt="attachFull542004" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/542006"><strong><u><img src="https://gbatemp.net/data/attachments/541/541394-a8d6f8a2503370e2fa98aa1ffa764c47.jpg?hash=vclBky16f8" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542003"><strong><u><img src="https://gbatemp.net/data/attachments/541/541391-ee8fd623157bf1606269f8396511ea7c.jpg?hash=D7oGl_4rBg" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><h3 style="text-align:justify;"><strong>In the shoes of a superhero dispatcher</strong></h3><p style="text-align:justify;">In addition to narrative choices, another core mechanic is that of dispatching superheroes. While on a shift at SDN, you are given control of the dispatcher console. You have to decide which Z-team member to send on which mission, immersing you in the role of a superhero dispatcher.</p><p style="text-align:justify;">This is the most hands-on that the game gets. While the premise sounds simple enough, dispatching involves considerable strategising and hero management. You will have to assign heroes to missions that best suit their abilities. If not, they won't perform well, impacting their scores and upgrades. If they succeed, they earn skill points that you can use to upgrade their skills.</p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/20251123112922_1-jpg.542008/?hash=067721cb326523a725c5eac99f79ebb2" alt="attachFull542008" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/542007"><strong><u><img src="https://gbatemp.net/data/attachments/541/541395-2e7074646d281256fef1a05d79a05300.jpg?hash=drngm2VvkZ" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542009"><strong><u><img src="https://gbatemp.net/data/attachments/541/541397-36aa5f9b460ae71a5938409e6c7b97af.jpg?hash=Ora45it9bI" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><p style="text-align:justify;">In some missions, more than one hero can be assigned. This can lead to complementary skills, increasing your chances of success. But to successfully implement such strategies, you will have to know your team members and pay close attention to the requirements of the mission. </p><p style="text-align:justify;">Similarly, in-between missions, some unexpected events can happen; you need to choose between some options, and knowing your hero’s strengths and weaknesses will help in making the right decision. For example, if Flambae has been trapped en route for a mission, it's better to use an offensive or explosive option rather than one that requires intellect</p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/20251123154818_1-jpg.542016/?hash=067721cb326523a725c5eac99f79ebb2" alt="attachFull542016" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/542018"><strong><u><img src="https://gbatemp.net/data/attachments/541/541406-3c0a16336f2960481702dea8e0c7b5bb.jpg?hash=fbQmpJqnE_" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542014"><strong><u><img src="https://gbatemp.net/data/attachments/541/541402-19da83aab210cf9cbd400434731dc929.jpg?hash=obZQxyLca8" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><p style="text-align:justify;">Somehow, this gameplay aspect reminded me of the likes of football managers. Luckily, Dispatch does a great job at smoothly onboarding you as the newest dispatcher, so the learning curve doesn’t feel particularly steep.</p><p style="text-align:justify;">Heroes also engage in conversation during missions, breaking the monotony and making the universe feel lively. There are also occasional hacking puzzles sprinkled in some missions, which help in diversifying the gameplay.</p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/20251123112638_1-jpg.542015/?hash=067721cb326523a725c5eac99f79ebb2" alt="attachFull542015" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/542017"><strong><u><img src="https://gbatemp.net/data/attachments/541/541405-1969b294182ae2469bc4fd4825eaccc5.jpg?hash=wCOXX0fPPP" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/542013"><strong><u><img src="https://gbatemp.net/data/attachments/541/541401-cdc26497a99e14f5e1ea777e82af5299.jpg?hash=ZtDE2wuKe7" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><h3 style="text-align:justify;"><strong>Dispatch: behind-the-scenes heroism</strong></h3><p style="text-align:justify;">Dispatch is a witty and enjoyable superhero story with a layer of strategising mechanics that rethinks heroism from behind the scenes. Its absorbing workplace dramedy, combined with light management sim and impactful narrative choices, creates a unique hybrid that sticks the (superhero) landing. Even if the superhero genre doesn’t pique your interest, it’s well worth trying out Dispatch now that all of its episodes are available. </p><h3 style="text-align:justify;"><strong>Dispatch | Official Launch Trailer</strong></h3><div class="ipsEmbeddedVideo" contenteditable="false" data-og-user_text="https://www.youtube.com/watch?v=fTVgX7b1N8E" style="--i-media-width: 100%;"><iframe width="200" height="113" src="https://www.youtube-nocookie.com/embed/fTVgX7b1N8E?feature=oembed" frameborder="0" allow="encrypted-media; picture-in-picture; fullscreen" title="Dispatch | Official Launch Trailer" loading="lazy"></iframe></div>]]></description><guid isPermaLink="false">231</guid><pubDate>Sat, 29 Nov 2025 01:25:28 +0000</pubDate></item><item><title>The Outer Worlds 2 Review</title><link>https://gtaforum.org/articles.html/4_reviews/8_xbox-series-xs/the-outer-worlds-2-review-r54/</link><description><![CDATA[
<p><img src="https://gtaforum.org/uploads/monthly_2025_11/outerworlds2-keyart-2000w.webp.23ee1174f7ef6d5516857dd9568691e7.webp" /></p>
<p>Your latest mission as an Earth Directorate agent is to investigate the source of certain perilous rifts. However, the sabotage of this investigation leaves you drifting unconscious through space for a decade. </p><p style="text-align:justify;">The galaxy you wake up in is both familiar and different: factions have splintered, emerged or even merged, while the forces of capitalism are as rampant as ever. For you, the objective is clear: track down the one who wronged you and decide on their fate.</p><h3 style="text-align:left;"><strong>A return to Obsidian's corporate satire</strong></h3><p style="text-align:justify;">Despite being a sequel, The Outer Worlds 2 shares little in terms of story with the first game. It’s set in a new colony with a new cast. You don’t need to have played the first one to get into this one. But if you’ve played the first installment, you will have a pretty good idea of what’s on offer: a space opera that leans on corporate satire (the irony is not lost here with Obsidian being under the umbrella of a giant corp itself).</p><p style="text-align:justify;">Unlike the first game in this series, The Outer Worlds 2’s plot is less on the nose with its “capitalism=bad” message. The narrative is more nuanced while carrying similar overarching themes. Being an Obsidian game, you can expect the same wittiness in exploring relatable issues that come to be expected from its titles. </p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/story1-jpg.540004/?hash=2d11db3ec0c3e8300d53fd01a614567b" alt="attachFull540004" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/540006"><strong><u><img src="https://gbatemp.net/data/attachments/539/539394-6f38b2d53f9d3c48c339083a8f1d4709.jpg?hash=vtN5UQHuv3" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/540005"><strong><u><img src="https://gbatemp.net/data/attachments/539/539393-9f47d9407095ea19ca028b9973aa7eda.jpg?hash=B9mkx5Vc3j" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/539989"><strong><u><img src="https://gbatemp.net/data/attachments/539/539377-74c8c0f105c26aa2cf5516b389b8c4d8.jpg?hash=ckp9hrxUhP" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/539997"><strong><u><img src="https://gbatemp.net/data/attachments/539/539385-b175f6cbb5701c5da1d132dc0553bc54.jpg?hash=28rW57cZs_" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><p style="text-align:justify;">Characters also have depth to their personalities. As you interact with the main cast, you get to learn about their backstories and motivations, helping better relate to them. While it is not as well-implemented in every NPC - the main antagonist, for one, doesn’t immediately come off as particularly interesting - it helps in fleshing out its universe. The conversations you engage in with your expanding crew or NPCs who will inevitably throw side quests at you are memorable as you actively engage in tasks (and, sometimes, combat) that aid them (or not).</p><p style="text-align:justify;">The Outer Worlds 2’s environments are varied and detailed. Whether you are exploring your spaceship the Incognito or venturing on a new planet, the world building remains strong. For the inquisitive gamer, notes and conversation logs reveal details about the world and its inhabitants. Doing so might also provide hints or leads that can be used in conversations and side quests. Venturing off the beaten track often offers some of the game’s best moments: inventive, surprising and often hilarious encounters and discoveries. This encourages and rewards exploration, and the game doesn’t offer a dull moment in indulging in such practices.</p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/envi3-jpg.539995/?hash=2d11db3ec0c3e8300d53fd01a614567b" alt="attachFull539995" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/539994"><strong><u><img src="https://gbatemp.net/data/attachments/539/539382-7cbdeef2c51144a8b56830fc9ba109ea.jpg?hash=Q9vn7jPDUq" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/539993"><strong><u><img src="https://gbatemp.net/data/attachments/539/539381-3e63a6e2b4ccd4c1051a0135f7b0079b.jpg?hash=yHpIZwYPK8" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a><a rel="external nofollow" href="https://gbatemp.net/attachments/539996"><strong><u><img src="https://gbatemp.net/data/attachments/539/539384-43ef022d36a8ea3b4e134f97f40328d4.jpg?hash=g2nsz8CUxk" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><h3 style="text-align:left;"><strong>Assemble your crew, embrace your flaws and embark on adventures!</strong></h3><p>As an immersive simulation, The Outer Worlds 2 offers an extensive level of player agency. From the moment you boot the game, you can customise your character’s appearance and attributes. Your in-game choices further influence your progress. Should you side with this authoritarian faction to get easier access to where you need to be? Or should you aid the one under attack, despite their questionable practices? Whatever your choice, the intrigue of alternative scenarios persists, encouraging replays.</p><p style="text-align:justify;"><img src="https://gbatemp.net/attachments/convo2-jpg.539990/?hash=2d11db3ec0c3e8300d53fd01a614567b" alt="attachFull539990" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/539991"><strong><u><img src="https://gbatemp.net/data/attachments/539/539379-53929cfd64e6cebd6165af7b8032c491.jpg?hash=M4Ct6hoNEM" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/539992"><strong><u><img src="https://gbatemp.net/data/attachments/539/539380-7b502f0e3c89551644d338d5af3ac05a.jpg?hash=zDQmHw6Rlv" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><p>More often than not, there are multiple ways to tackle quests. The game offers a freedom of play style, allowing you to mix and match stealth, frontal assault or other approaches based on the situation you find yourself in. Other pathways can also open up based on information you find by exploring. Conversations will indicate that you might be missing some key information, encouraging you to comb your area for additional clues. Such levels of experimentation contributes to player agency while making your playthrough unique.</p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/mech5-jpg.540002/" alt="attachFull540002" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/540003"><strong><u><img src="https://gbatemp.net/data/attachments/539/539391-d1ffe1d27859e6bd29d39fd48ca2c340.jpg?hash=re9k6NSJip" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/539999"><strong><u><img src="https://gbatemp.net/data/attachments/539/539387-c8d1d0bcbda885cfa57d3db3b863b0f7.jpg?hash=xRLhvmUsrm" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><p>As an RPG, The Outer Worlds 2 comes with the expected gamut of character customisation from upskilling to equipment management. One of the freshest additions is the way choices can mould your character beyond a morality system. Right from the character creation stage, you have to pick positive and negative traits. This balances out your character’s attributes, offering a fair challenge in the game.</p><p>Furthermore, when leveling up, you will often be offered flaws. These are additional traits that you can choose to accept or reject, and are based on your character’s actions leading up to that point. For example, if you’ve been on a buying spree at vendors, you might get the ‘Consumerism’ flaw. It reduces vendor prices but also the value of items you sell. It’s a smart design that integrates with the game’s themes around consequence and corporate hubris.</p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/mech3-jpg.540000/" alt="attachFull540000" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/539998"><strong><u><img src="https://gbatemp.net/data/attachments/539/539386-794df27dbbcb7d9f1d46033d8dbe23ed.jpg?hash=clo6H-8an_" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/540001"><strong><u><img src="https://gbatemp.net/data/attachments/539/539389-0996ce891c2dfc49ef42184d938ceee1.jpg?hash=1v-Vp_NLSt" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><h3 style="text-align:justify;"><strong>Obsidian’s latest magnum opus</strong></h3><p>It’s been a busy year for Obsidian, with the launch of Avowed, Grounded 2 (Early Access) and, now, The Outer Worlds 2. Each of these titles are recommended in their own right, and The Outer Worlds 2 is the company’s latest hit, until the next one, if this year’s trend is any indication. </p><p>This sequel rarely feels boring with the levels of player-driven choices, rich world-building and freedom of playstyles. That said, there are some areas where it falters, even if slightly so. Some narrative beats occasionally slow down and take a detour that feel like layers of fluff added to stretch a map. The restrictions of certain actions or conversation options that require specific skills that you didn't opt for can get on your nerves. It’s as if the game is gently waving you away from accessing all of what it has to offer. But this is a purposeful design that nudges towards replayability where different builds unlock different doors, further hammering in the aspect of player-driven choices.</p><p>My main gripe has to do with the narrative exposition. The game all too often takes a hand-holding approach to sinking you in its lore, from your preset objectives to the faction-led universe. This limits self-discovery of the intricacies of the world, as if the developers don’t trust the player in doing so. There is plenty of exploration and lore to flesh out by checking logs and talking to NPCs, but the main gist feels like it’s presented to you so that you can’t miss it. It’s not a bad approach for a narrative-driven game, but can feel odd for those who have experienced other titles in the genre.</p><p>Nevertheless, The Outer Worlds 2 remains an engaging and entertaining game. If you are into sci-fi RPGs, you’ll want to try this one out. If you’ve played the first title, this one will feel like an improvement. The writing remains a high point with its wittiness and satire that defines this universe. Obsidian might have found its own Fallout franchise and I hope to see more installments in the future.</p>]]></description><guid isPermaLink="false">54</guid><pubDate>Wed, 19 Nov 2025 14:00:12 +0000</pubDate></item><item><title>1000xRESIST Review</title><link>https://gtaforum.org/articles.html/4_reviews/8_xbox-series-xs/1000xresist-review-r35/</link><description><![CDATA[
<p><img src="https://gtaforum.org/uploads/monthly_2025_11/1000xresist-review-thumb-1717170865476.jpg.6e2917cefac52292fd888ad87591c4a9.jpg" /></p>
<p>Following the arrival of aliens known as Occupants, the world has succumbed to a mysterious disease that they brought with them. Protagonist Watcher’s story starts a thousand years after the first contact, in an underground facility known as the Orchard. It is populated by clones of the immortal Iris, known as the ALLMOTHER among Watcher and her clone sisters. </p><p style="text-align:justify;">Each sister has a unique role, with Watcher having the privilege of reliving Iris’ memories through the Communion process with the assistance of Secretary, a floating AI companion. Through the Communion, Watcher can preserve Iris’ legacy. What begins as dutiful observation quickly becomes something far more disquieting, as she uncovers secrets that challenge everything the Sisters have been raised to believe.</p><h3 style="text-align:justify;"><strong>Your task: watch her</strong></h3><p style="text-align:justify;">1000xRESIST’s opening hours are intentionally disorienting. As Watcher, you understand almost nothing about your world except your function: explore the ALLMOTHER’s memories. The Orchard feels eerily isolating, with vast areas that are sparsely populated. It’s a striking setup that inevitably entices the player to want to learn more about this peculiar universe.</p><p style="text-align:justify;">As you step through Iris’ memories, the mystery deepens. You relieve past events, spanning decades, observing pivotal moments of her life, from her high school years to the arrival of the Occupants to the establishment of the Orchard. </p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/plot1-jpg.539296/?hash=4edaed770b477939f88b66a63aae6a1b" alt="attachFull539296" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/539295"><strong><u><img src="https://gbatemp.net/data/attachments/538/538683-92ea57c5a367b6b35ca778d2cc5b238e.jpg?hash=6ZIvwca9Fn" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/539298"><strong><u><img src="https://gbatemp.net/data/attachments/538/538686-3dc6218ed9db2ebf366459e92ff322e8.jpg?hash=Vzdg6_7-qO" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/539297"><strong><u><img src="https://gbatemp.net/data/attachments/538/538685-65029b8d0e2f9a7b36455db08f2f8f27.jpg?hash=WdFe-ODOW3" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><p style="text-align:justify;">The early memories paint a familiar, contemporary setting. However, it feels alien to Iris and her Communion partners. Ordinary experiences such as eating solid food or witnessing rainfall are alien concepts to these characters. This indicates how things have evolved in Watcher’s current timeline and further contributes to the worldbuilding.</p><p style="text-align:justify;">1000xRESIST’s main draw is its plot. The game uses nonlinear storytelling to great effect. As you jump between Iris’ scattered memories, you initially get pieces of the events. A lot of things remain unanswered, but there is a reason for everything being the way it is in the current and past timeline, and it all comes together as you progress through its 10 chapters. This narrative design is intriguing and well executed, blending well with the game’s universe. </p><h3 style="text-align:justify;"><strong>Navigating through the ALLMOTHER’s memories</strong></h3><p style="text-align:justify;">While your main task as Watcher is to navigate through Iris’ memories, it is not a passive process. You can manipulate time, leap across distances, and interact with memory fragments to unlock new areas. There is also an element of puzzle-solving. Some require switching between moments in time to remove barriers or memorising elements of NPCs’ conversations. These don’t offer much of a challenge, resulting in a game that feels guided.</p><p style="text-align:justify;">In later chapters, your actions have more weight as they determine the ending that you experience. This adds some replay value to the experience, as well as a layer of player agency in a game that is otherwise mostly linear.</p><p style="text-align:center;"><img src="https://gbatemp.net/attachments/1000xresist-2025_10_30-23-41-11-jpg.539300/?hash=4edaed770b477939f88b66a63aae6a1b" alt="attachFull539300" class="ipsRichText__align--block" width="1920" height="1080" loading="lazy"></p><p><a rel="external nofollow" href="https://gbatemp.net/attachments/539299"><strong><u><img src="https://gbatemp.net/data/attachments/538/538687-9b13d11f1281ea9c5a6e89330bb3d3b4.jpg?hash=k4kNRGGWaV" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a> <a rel="external nofollow" href="https://gbatemp.net/attachments/539301"><strong><u><img src="https://gbatemp.net/data/attachments/538/538689-005e19ad0e30b317f1d652b581760659.jpg?hash=8fg8l-npUk" alt="Review image" class="ipsRichText__align--block" width="267" height="150" loading="lazy"></u></strong></a></p><p style="text-align:justify;">The experience isn’t far from that of a walking simulator, but it is more involved than what generally defines the genre. While combat is nonexistent, the game does more than simply ask you to walk from scene to scene. The ability to leap across platforms and shift timelines adds momentum to exploration, reducing the monotony that walking sims can succumb to.</p><p style="text-align:justify;">Still, there are moments when 1000xRESIST slows too much. Several narrative and gameplay sequences feel dragged, and the vastness, yet limited interaction in the Orchard feels especially lonely, even if it is by design. Add to that some backtracking between familiar locations, and the pacing occasionally stumbles.</p><h3 style="text-align:justify;"><strong>A triumph in storytelling</strong></h3><p style="text-align:justify;">1000xRESIST’s issues never fully overshadow its strengths: the non-linear storytelling with shifting perspectives in a futuristic, yet somewhat familiar setting. Its innovative narrative mechanic and persistent mystery kept me coming to the game, even when its pacing faltered. </p><p style="text-align:justify;">If you appreciate games that prioritise narrative ambition and world-driven mystery over traditional gameplay, 1000xRESIST is well worth your time.</p><h3 style="text-align:justify;"><strong>1000xRESIST - Out now on Xbox Game Pass, Xbox Series X|S, and PlayStation 5</strong></h3><div class="ipsEmbeddedVideo" contenteditable="false" data-og-user_text="https://www.youtube.com/watch?v=V0bBkv56PNU" style="--i-media-width: 100%;"><iframe width="200" height="113" src="https://www.youtube-nocookie.com/embed/V0bBkv56PNU?feature=oembed" frameborder="0" allow="encrypted-media; picture-in-picture; fullscreen" title="1000xRESIST - Out now on Xbox Game Pass, Xbox Series X|S, and PlayStation 5" loading="lazy"></iframe></div>]]></description><guid isPermaLink="false">35</guid><pubDate>Tue, 18 Nov 2025 15:16:31 +0000</pubDate></item><item><title>Battlefield 6 Review (Xbox Series X|S)</title><link>https://gtaforum.org/articles.html/4_reviews/8_xbox-series-xs/battlefield-6-review-xbox-series-xs-r30/</link><description><![CDATA[
<p><img src="https://gtaforum.org/uploads/monthly_2025_11/Battlefield-6-1-1170x670.jpg.7756ac7c356d07e0d4eea0f6ce9fd519.jpg" /></p>
<p>EA and the newly-rebranded Battlefield Studios had a lot to prove to me with <a rel="external nofollow" href="https://www.purexbox.com/games/xbox-series-x/battlefield_6"><strong>Battlefield 6</strong></a>. The previous game in the series, <a rel="external nofollow" href="https://www.purexbox.com/games/xbox-series-x/battlefield_2042"><strong>Battlefield 2042</strong></a>, left a lot to be desired - and truth be told, I was losing a bit of faith in the series ever getting back to its glory days. With BF6 now here, backed up by a pretty smooth opening weekend in my experience, the team is starting to win me over - even if this isn't the <em>perfect</em> Battlefield game just yet.</p><p>Jumping straight into the action, mind you, and the game does a <em>very</em> good job at selling you on the experience right out of the gate. Visuals and performance are fantastic on both Xbox Series consoles, gunplay is vastly improved over its predecessor, and there's everything here on day one that you want to see from a Battlefield game. We've got a full single-player campaign, a vast online suite of maps, modes and weapons <em>and</em> the game's Portal toolset right at launch. This is a far cry from 2042, which (yes, you're reading this right) didn't even have an <em>in-game scoreboard</em> during multiplayer matches at launch. Yeah, moving on.</p><p><a rel="external nofollow" href="https://images.purexbox.com/screenshots/159540/large.jpg"><img src="https://images.purexbox.com/screenshots/159540/900x.jpg" alt="Battlefield 6 Review - Screenshot 2 of 6" class="ipsRichText__align--block" width="900" height="506" loading="lazy"></a></p><p>Moving on EA certainly has; the bones of Battlefield 6 are significantly improved, and the game is on a much stronger footing this time around. From the moment you get the controller in your hand you can tell BF Studios has put a lot of care and attention into simply making the game <em>feel</em> <em>great</em> to play, and that hasn't gone unnoticed by yours truly. Weapons seem weighty, your character feels properly grounded in the experience, and everything just kind of plays as you'd expect a Battlefield game on modern hardware to play. I know this all sounds very obvious and straight forward, but this aspect of BF6 was <em>absolutely essential</em> before the game could spread its wings and get any more ambitious.</p><p>One thing I'll touch on fairly quickly here is the game's single-player campaign mode, which admittedly <em>isn't</em> overly ambitious. The story of Battlefield 6 takes you to plenty of far-flung locations in order take down Pax Armata — a military faction whose allegiances don't lie with any one nation — and it's all pretty tried and tested, if I'm being honest. There are stealthy bits, big shooty bits, vehicle missions, a token 'open objective' level etc., with a narrative told from that sort of 'flashback' style of storytelling. You've seen it all before, but none of it is necessarily <em>bad</em>.</p><p><a rel="external nofollow" href="https://images.purexbox.com/screenshots/159542/large.jpg"><img src="https://images.purexbox.com/screenshots/159542/900x.jpg" alt="Battlefield 6 Review - Screenshot 3 of 6" class="ipsRichText__align--block" width="900" height="506" loading="lazy"></a></p><p>In fact, we've seen some suggestions and opinions out there that the BF6 campaign is a <em>bit crap</em>, and to be honest, I kind of want to dispel those fears for a moment. Battlefield 6 delivers exactly what I expect from a modern military shooter campaign, and I think it's a wee bit harsh to go too hard on it. It's certainly a more coherent experience than <a rel="external nofollow" href="https://www.purexbox.com/games/xbox-one/battlefield_4"><strong>Battlefield 4</strong></a>'s single-player was - and of course, 2042 didn't even have a story campaign. Alright, sure, the game teases its much-anticipated battle royale mode at the end of the story and you could argue that building some of these large levels was probably a means to that end more than anything else - but this is a decent little romp at the end of the day; exactly the sort of thing you'd expect from a grounded military campaign mode.</p><p>Right, now that that's done, let's get into the meat and potatoes of Battlefield 6; it's multiplayer suite. As I've mentioned a few times on the site now, I wanted to give myself the weekend to play this on public servers rather than <em>jump the gun</em> on this review - and I'm glad that I did; my experience has been very smooth over the last few days, and Battlefield 6 is really starting to sink its teeth into me. There are still a few elements that need tweaking to make it more <em>Battlefield</em> in my opinion, but the team is very close - and this a great base for the future of the series.</p><p><a rel="external nofollow" href="https://images.purexbox.com/screenshots/159543/large.jpg"><img src="https://images.purexbox.com/screenshots/159543/900x.jpg" alt="Battlefield 6 Review - Screenshot 4 of 6" class="ipsRichText__align--block" width="900" height="506" loading="lazy"></a></p><p>First off, that solid gunplay I previously mentioned of course carries over to multiplayer - this is simply a fun-as-heck shooter to mess around with online. It's got shades of the <a rel="external nofollow" href="https://www.purexbox.com/games/xbox-one/call_of_duty_modern_warfare"><strong>Call of Duty: Modern Warfare</strong></a> reboot about its gunplay and character movement, with some of that old <a rel="external nofollow" href="https://www.purexbox.com/games/xbox-360/battlefield_3"><strong>Battlefield 3</strong></a> era feel behind it, and I'm quite happy with that mix so far. I'd probably like the pace to be slowed down <em>slightly</em> — this is where the modern COD influence comes in — but the whole experience still <em>feels</em> like Battlefield, which is great to see.</p><p>Conquest is here in all of its classic game mode glory, and the modern-favourite Breakthrough mode also makes its grand return. You can tell that Battlefield Studios has worked hard to balance these two modes with BF6; it certainly feels like core of the experience is built around these offerings. I'd argue <em>more</em> the push-and-pull Breakthrough mode in this regard though; the game could do with a few tweaks and additions to make Conquest properly shine, in my opinion.</p><p>A lot of that comes down to the game's selection of maps at launch. Conquest is all about freedom of gameplay; vehicular and infantry warfare going down on large-scale maps as a sort of 'capture the area dance' plays out in front of you. This experience is still <em>mostly</em> intact, but Battlefield 6 has honed in on a more infantry-focused map pool at launch, and some of these tighter maps just don't work as well in Conquest mode. Mirak Valley, New Sobek City and the classic Operation Firestorm levels are examples of arenas that work well with Conquest's sensibilities, but the likes of Empire State, Iberian Offensive and Saints Quarter just feel a little too restrictive. I'm keen to see where things go post-launch with the team's approach to maps, but needless to say, I'd like to see more large-scale offerings.</p><p><a rel="external nofollow" href="https://images.purexbox.com/screenshots/157811/large.jpg"><img src="https://images.purexbox.com/screenshots/157811/900x.jpg" alt="Battlefield 6 Review - Screenshot 5 of 6" class="ipsRichText__align--block" width="900" height="506" loading="lazy"></a></p><p>Those smaller offerings also mess with class balance a bit. In my experience, the tighter maps favour Assault and Support much more than Engineer and Recon, and that's often led me to just default-picking those former two classes for most of my time playing Conquest. I might crack out Recon on Mirak Valley or Engineer on Operation Firestorm every now and then, but the beauty of this classic Battlefield mode is offering the space to play with every class on every map. Again, Breakthrough mode fares a little better in my experience, but I'm hoping Conquest remains a priority post launch and that's reflected in the map design (it's my preferred way to play Battlefield!).</p><p>The other main gripe I have with multiplayer right now relates to progression. Battlefield Studios clearly wants you to earn your way to the top in this game — which is fair, I don't mind a bit of a grind — but a lot of unlocks in BF6 are behind specific challenges; much more than in previous Battlefield titles. I'm not massively keen on messing with my preferred playstyle just to unlock certain things or progress in a certain way, so I'd personally prefer more unlocks to be rank/XP based. I know, that's probably just a personal thing and some folks may prefer the more unique challenges to unlock stuff - I just like those to be saved for more niche unlocks than main items like attachments and such!</p><p><a rel="external nofollow" href="https://images.purexbox.com/screenshots/157808/large.jpg"><img src="https://images.purexbox.com/screenshots/157808/900x.jpg" alt="Battlefield 6 Review - Screenshot 6 of 6" class="ipsRichText__align--block" width="900" height="506" loading="lazy"></a></p><p>Before I wrap up here, there a few other points I want to touch on. One is becoming an easier and easier recommendation with online games as time goes by: <em>turn off crossplay</em>, whatever you do. My first few hours of this game were plagued with cross-map sniping that'd be nigh-on impossible to pull off using a controller - so whether it's cheating or just plain old mouse and keyboard aim, the experience is simply a better one on Xbox with crossplay off. The other thing is that I've not really messed with Portal much yet — custom toolsets like this are kind of a bonus to me rather than a core part of the experience — but it certainly sounds like the mode has potential. I'm happy to let the community have their way with it for now, and I may end up testing out some of its creations down the line if and when they're more integrated into the main experience.</p><h2>Conclusion</h2><p>Battlefield 6 is a <em>fantastic</em> first-person shooter, and the team at Battlefield Studios — now led by FPS veteran Vince Zampella — has done an amazing job at building this new foundation, especially after the dip in form with Battlefield 2042. The gunplay feels ace, the game looks and runs beautifully, and all of the core ingredients that make a proper Battlefield game are here. Some of those ingredients do need some extra seasoning though; the campaign is fun but bland and I want to see more large scale, Conquest-focused maps in future - but all-in-all, this is a great effort. In this day and age, the day one multiplayer experience is simply a base to be built upon, and that base is rock solid. I can't wait to see where Battlefield 6 ends up in a few years' time.</p>]]></description><guid isPermaLink="false">30</guid><pubDate>Mon, 17 Nov 2025 20:05:46 +0000</pubDate></item><item><title>Ninja Gaiden 4 Review (Xbox Series X|S)</title><link>https://gtaforum.org/articles.html/4_reviews/8_xbox-series-xs/ninja-gaiden-4-review-xbox-series-xs-r29/</link><description><![CDATA[
<p><img src="https://gtaforum.org/uploads/monthly_2025_11/ninjga-gaiden-4.webp.8b506ab0dff6a85b30742365aa27b055.webp" /></p>
<p>When it was revealed that PlatinumGames was helping with the fourth major entry in the <a rel="external nofollow" href="https://www.purexbox.com/games/xbox-one/ninja_gaiden_master_collection"><strong>Ninja Gaiden</strong></a> series, I had two immediate thoughts. How would the <a rel="external nofollow" href="https://www.purexbox.com/games/xbox-one/bayonetta"><strong>Bayonetta</strong></a> studio handle this kind of responsibility, and could another character really lead the next big entry in the modern series, in place of the 'main face' and video game icon Ryu Hayabusa?</p><p>Fast forward to today and <a rel="external nofollow" href="https://www.purexbox.com/games/xbox-series-x/ninja_gaiden_4"><strong>Ninja Gaiden 4</strong></a> has officially arrived on Xbox. Although the new protagonist Yakumo walks his own path, Platinum (under the guidance of Team Ninja) has kept the series’ identity intact without straying too far from the classic formula of hack-and-slash combat mixed with extreme levels of blood and violence. The new entry starts out in a near-future Tokyo, with the city descending even further into chaos, and it’s up to the young ninja — who is part of the Raven Clan (a rival clan of the Hayabusa Clan) — to sort it out. He’s assigned to assassinate the priestess of the Dark Dragon and well… spoiler alert, he’s quickly persuaded to keep her alive in order to break the seal on the Dark Dragon and lift the ancient curse once and for all. The only problem is, he’s now a marked man, and he’s got Hayabusa and an army of fiends and other enemies standing in his way.</p><p><a rel="external nofollow" href="https://images.purexbox.com/screenshots/156035/large.jpg"><img src="https://images.purexbox.com/screenshots/156035/900x.jpg" alt="Ninja Gaiden 4 Review - Screenshot 2 of 4" class="ipsRichText__align--block" width="900" height="506" loading="lazy"></a></p><p>Fortunately, just like the famous 'Super Ninja', Yakumo’s got all the necessary tools and training to overcome the odds. Similar to the previous entries in the series, you’ll slowly build your arsenal of weapons, starting with twin blades and eventually other unlocks and surprises along the way. Adding to this is a long list of weapon and combat skills you expand over time. If you have history with Ninja Gaiden or Platinum’s previous work, you should be right at home here. The same goes for the combat in terms of how agile the movement feels as you slice up hordes of fiends. Being the ninja-skilled gamer that I am (<em>at least in my own mind</em>), I was performing all sorts of stunning combo attacks in no time while parrying and locking onto enemies. Speaking of this, timing is everything when it comes to countering your enemy. You’ll want to learn how to exploit the animations of enemies, and certain moves even come with invincibility frames when timed perfectly. Team Ninja officially describes the experience as a blend of its own “tempered combat philosophy” with the “stylish and dynamic gameplay” fans of PlatinumGames have come to know and love, and when you see it all in motion, or are unleashing every move you’ve got during a boss fight, it’s sure to get your blood pumping.</p><p>Platinum builds on these combat basics with Yakumo’s new Bloodraven Form – allowing him to pull off powerful and flashy gauge attacks and executions, depending on the buttons you hit and the move set or weapons equipped. If you’re unable to break an enemy’s guard or protections, these deadly moves should do the job. And to top it off, there’s the Berserk State, acting as a lethal and bloody finisher. Once you get the hang of it all, Yakumo controls pretty much as other characters have in past entries, he’s just got some added flair, courtesy of Platinum’s stylish touches.</p><p><a rel="external nofollow" href="https://images.purexbox.com/screenshots/159729/large.jpg"><img src="https://images.purexbox.com/screenshots/159729/900x.jpg" alt="Ninja Gaiden 4 Review - Screenshot 3 of 4" class="ipsRichText__align--block" width="900" height="506" loading="lazy"></a></p><p>In between fighting, gameplay in Ninja Gaiden 4 remains mostly true to the modern series’ roots, originally <a rel="external nofollow" href="https://www.purexbox.com/news/2025/10/ninja-gaiden-and-dead-or-alive-director-tomonobu-itagaki-has-passed-away">started by the late Tomonobu Itagaki</a> and his team in the 2004 Xbox reboot: <a rel="external nofollow" href="https://www.purexbox.com/games/xbox/ninja_gaiden"><strong>Ninja Gaiden</strong></a>. This includes linear ‘Point A to Point B’ style progression, filled with checkpoints throughout, plenty of chests to kick open, and some additional goodies to collect. There’s a lot of platforming action too including some rail grinding, and unlocks such as the “Dragonfly Glider” and “Pond Strider” give you the chance to fly and even surf your way through part of the levels. Existing moves and platforming techniques — including wall running from previous entries — have also been brought across and adapted to the current to the pace of the forth outing, which can provide a break from fights.</p><p>Of course, it’s not always a smooth ride. As any Ninja Gaiden veteran will know, the difficulty of this series is a defining trait and in the fourth outing it extends to four options once the story mode is completed. On the harder settings, fights are fierce, and you can’t afford to drop your guard or make any foolish errors. While newcomers might prefer to begin Yakumo’s journey on 'Hero Mode' (which enables auto-guard and other assists), I’d personally recommend having a crack at a higher difficulty to get a more authentic Ninja Gaiden experience; the learning curve has always been a part of its charm.</p><p><a rel="external nofollow" href="https://images.purexbox.com/screenshots/159734/large.jpg"><img src="https://images.purexbox.com/screenshots/159734/900x.jpg" alt="Ninja Gaiden 4 Review - Screenshot 4 of 4" class="ipsRichText__align--block" width="900" height="506" loading="lazy"></a></p><p>Now, this brings us to <strong>spoiler</strong> territory. If you don’t want to know, scroll to the next paragraph... I've warned you! Right then, as you might have already guessed from the promotional art and trailers, Ryu is, in fact, a playable character in the game. This has also been directly confirmed in the marketing materials, so hopefully you’re not too surprised to see me talking about it here. You’ll be spending many hours with Yakumo before you get to Ryu, but boy is it satisfying when you’re finally reunited with the series’ legendary character. He controls mostly the same as Raven Clan’s ninja, but generally just feels a lot more powerful, as he should. He’s also got his new 'Gleam State' (like Yakumo’s 'Bloodraven Form'), he can use to break an enemy’s guard and unleash powerful moves. As he becomes playable later in the game, there’s a slightly different approach to unlocks, with some of his abilities being obtained via chests. As for his gameplay segments, you'll see him partly retracing certain areas you’ve already played as Yakumo. Fortunately, it doesn’t drag on, and the overlap of the stories only heightens the magnitude of the situation.</p><p>As for the tech on display here, the whole experience is powered by PlatinumGames’ proprietary engine. I wouldn’t say it’s quite as pretty as <a rel="external nofollow" href="https://www.purexbox.com/games/xbox-series-x/ninja_gaiden_2_black"><strong>Ninja Gaiden 2 Black</strong></a> running on Unreal Engine 5, but it does enough to look the part. As for settings, you’ve got a Graphics Mode – prioritising the visuals at 30 FPS, and then there’s a consistent Performance Mode at 60 FPS. You can also <em>specifically</em> select a higher Performance Mode targeting 120 FPS if you have the display to make use of it and access to an Xbox Series X or supported platform. The graphics mode gets by well enough, but doesn't always provide the best picture during more heated moments on-screen. Given the general speed of the gameplay, I found the 120 FPS Mode was worth the visual sacrifice. It also seems a lot more responsive when it comes to movement, and is arguably how a game like this should be played. Apart from the visuals, there’s also a solid soundtrack throughout that adapts to the mood and speed of each moment - it all synchronizes well together!</p><h2>Conclusion</h2><p>Returning to where this review started, I obviously raised some questions about Platinum’s ability to deliver a game faithful to the Ninja Gaiden series, and for the most part, this new entry starring Yakumo is just as badass as any of Ryu’s past adventures. It retains the spirit and traditions of the previous games, expands on combat in new and stylish ways, and if you’re a fan of this type of game – it’s a bloody excellent fight from start to finish. Now, if you don’t mind, I’ve got some more fiends to slay.</p>]]></description><guid isPermaLink="false">29</guid><pubDate>Mon, 17 Nov 2025 20:04:50 +0000</pubDate></item></channel></rss>
