I understand the comparisons with immersive sims and to a degree they make sense but I think they are also unfair for a game that can’t and doesn’t want to have that kind of depth and freedom. To me, it’s basically the spiritual successor of Riddick and The Darkness that I always hoped Machinegames would create, considering it was founded …
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I understand the comparisons with immersive sims and to a degree they make sense but I think they are also unfair for a game that can’t and doesn’t want to have that kind of depth and freedom. To me, it’s basically the spiritual successor of Riddick and The Darkness that I always hoped Machinegames would create, considering it was founded by some of the original Starbreeze people. It’s got that talent in reshaping the FPS grammar and adapting it to perfectly recreate the IP, but also the same structure based on hubs and side missions. Side missions that are all written and set up in such a lovely way, always intertwined with the main plot and the lore. It made me want to complete them so much more than usual. Also, it’s well written, with brilliant banter, good characters, a strong research in creating the environments. And when you solve a puzzle and open a big cave full of mysteries the vibe is perfect. But what I really adored is how the most important location in every map is kinda like this fortress you can approach however you want. It reminded me a lot of Crysis, of all things. And sure, it’s full of issues, quite buggy, and there’s probably nothing really excellent in it, but everything is at least fine and it doesn’t miss where it can’t afford to miss. I played it for more than 24 hours, between my desktop and some streaming on my laptop, and that’s quite a lot for my standards. Also, my daughter loved watching me play it. But, well, she loves Egypt so… Anyway, cool game.
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