Wednesday, November 14, 2018

The latest Reviews from GameSpot - Reviews On 11/15/2018

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The latest Reviews from GameSpot

In the 11/15/2018 edition:

Overkill's The Walking Dead Review - DOA

By Alessandro Barbosa on Nov 14, 2018 06:30 am

Despite appearances and obvious inspirations, Overkill's The Walking Dead often doesn't feel like a shooter at all. It takes the rules established by Robert Kirkman's comic series and its subsequent TV adaptation to heart in the wrong ways, imposing unbalanced rules on its missions that heavily restrict how you're able to play. Combined with a dizzying assortment of survival mechanics buried in unintuitive menus, meaningless customization options, and non-existent incentives to improve your gear, The Walking Dead feels unrefined and unfocused.

This iteration of The Walking Dead features a new cast of characters and little to no ties to the rest of the series' mythos. It's set in the heart of Washington D.C. as you establish a camp and attempt to survive as one of four playable characters. These characters are borderline lifeless, with no real stories of their own aside from previously released promotional material. Nothing about their personalities materializes through the game's story, and neither do stories between survivors within your own camp. The Walking Dead forces you to engage with your camp and its inhabitants between missions but gives you absolutely nothing to do or say to them, which makes it a struggle to care about their fates at all.

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The overarching story is equally thin on details, with only slideshow animations and voiceovers providing context for each of your missions. The voice acting is monotone and dreary, the writing vague and uninteresting, merely existing only to give veiled purpose to the missions they precede without weaving a captivating story through them. Overkill plans to add more story content in the form of seasons, but its heartless premiere doesn't instill much confidence for where this story might go in the future.

In action, The Walking Dead presents itself as a first-person shooter, with the familiar trappings of cooperative play that games like Left 4 Dead and Payday successfully capture. But even though you might be equipped with two firearms and a melee weapon, The Walking Dead only encourages the use of the latter. Each main mission bears a meter that fills up whenever you make noise. Firing a weapon, triggering one of the many near-impossible-to-see traps, and even unavoidable enemy actions all contribute to this, and eventually summons waves of undead enemies towards you without reprieve.

The strength and scale of these waves is determined by one of three tiers that the meter bears, with each tier pushing you further towards insurmountable odds of failure. In fact, simply hitting the first tier makes most missions too difficult to continue, as the constantly spawning enemies can clutter the narrow linear walkways of most mission areas to the point of comedy. It's not uncommon to see doorways entirely blocked by hundreds of enemies, forcing you and your team to mindlessly chip away at the crowd only to have the same issue arise at the next chokepoint. It's wildly unbalanced and overly punishing, making most missions tediously long and frustrating.

Missions are diluted into more stealthy affairs as a result, which can be mildly entertaining when you're working closely with teammates. As part of a well-organized team you can keep noise to a minimum and circumvent enemies entirely, but it usually only takes one player not sticking to the script to ruin a run. Making matters worse, there's no support for voice chat in-game nor any other ways to communicate aside from text chat.

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If The Walking Dead didn't make it feel mandatory to play with other people, this might not be as big of a problem as it seems. Missions are unnecessarily difficult to begin with but borderline impossible to play alone. The number of enemies doesn't scale and mission objectives don't change based on party size, making even early easy missions a chore to slog through without friends in tow. This is exacerbated by unreliable matchmaking; it's tough to find matches with other players currently, which can bring your progress through the game's story to a complete halt until you manage to find others to play with.

Even when you've overcome the technical hurdles of matchmaking and unnecessary difficulty spikes, The Walking Dead is just not engaging to play. Its missions all follow identical designs, populated by scores of undead enemies and sparse camps of armed human foes. You'll have to fight or avoid a group based on your strategy, then hunt for objects around the area to solve simple puzzles to progress. These puzzles never change beyond hunting down specific items and bringing them back to a location and are used as a poor method of pacing that just adds tedium to every mission. There are also no objective markers or other indications that would make these items easier to find, adding to the unnecessary frustration as you attempt to hunt down a single electrical fuse while enemies continually spawn around you.

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In between standard story missions are simplistic wave-based survival modes where you'll have to fend off humans or the undead back at your home camp. This is the only mission type where you're free to work with the weapons you've unlocked, as noise isn't a factor. Gunplay emphasizes headshots, especially against zombie foes, and it can be exhilarating to pull off a string of them to down a small horde in no time. Outside of that, gunplay is mostly unremarkable, as are the weapons you'll find along the way. You're able to customize them with modifications, increasing range, damage, stability, and an abstract power value. These stats feel superfluous, and The Walking Dead never feeds them into its gameplay in a tangible way. It makes your starting weapons feel as effective as ones you've collected 10 hours in, which just makes the hunt for better loot meaningless.

The same can be said for the four playable characters. Each one has a unique gameplay mechanic, be it the ability to deploy medical kits for healing or flashbangs to blind enemies. Beyond physical items, each character also has their own unique skill tree that feeds into their type of playstyle. Aidan, who I spent most of my time playing, has skills that increase the amount of damage you can output when low on health, for example. But like the modifications to weapons, these skills never surface in a tangible way. No matter how many improvements to my personal stats I had unlocked, or which melee baseball bat I had equipped, zombies always required the same two light attacks or single heavy attack to kill.

From its restrictive mission structures, unbalanced difficulty and frustrating means of progression, The Walking Dead struggles to justify the time it requires from you.

The Walking Dead could easily be described as a management simulation as much as it can a first-person action game. Despite your camp feeling desolate and lifeless, you'll need to provide resources for upkeep costs, which impact your ability to progress. Your map is restricted by certain upgrades you've made to your camp, which can halt your progression and force tedious grinding to just continue with story missions. There's a frankly ridiculous number of upgrade trees to manage, pertaining to weapons training, medical facilities, radio outposts, and more. It's overwhelming trying to micromanage every aspect of your camp and frustrating that progression demands you engage with it regularly just to continue with missions. Coupled with unintuitive menus and a lack of teaching tools to guide you through all these subsystems, The Walking Dead doesn't make its secondary focus on survival management easy to parse or entertaining to engage with.

From its restrictive mission structures, unbalanced difficulty and frustrating means of progression, The Walking Dead struggles to justify the time it requires from you. It's a collection gameplay blueprints stacked upon one another without thoughtful consideration on how they might cohesively work together, wrapped up in a dull presentation and mundane combat that very rarely excites. The Walking Dead is a mess of scattered ideas and a lack of direction, and there's no reason to make sense of it all.


Pokemon Let's Go Pikachu / Eevee Review In Progress

By Jacob Dekker on Nov 14, 2018 05:26 am

Editor's note: As of November 13 at 6 am PT, the Pokemon Go-compatible features in the Let's Go games are not yet available. We will update this review in progress when those features, which include transferring Pokemon from Go to Let's Go, are live and we've had a chance to test them.

Pokemon Let's Go Pikachu and Let's Go Eevee are gorgeous--albeit lean--reimaginings of one of the series' most beloved adventures. While some features fans have come to expect are missing--like abilities, breeding, and held items--Let's Go has an admirable amount of depth for a game aimed at a younger audience that has never played a Pokemon RPG. Both games may not have the same lasting appeal as previous entries, but revisiting Kanto and catching some of the series' most iconic creatures makes the journey worthwhile.

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Pokemon Let's Go Pikachu and Let's Go Eevee take you back to Kanto, the home of Pokemon Red, Blue, and Yellow. Not much has changed structurally, but the previously 8-bit region has been realized in vibrant detail. Revisiting some of the series' most memorable locations like Viridian Forest and Saffron City on a big screen is an absolute joy. Areas that were once composed of lines and simple shapes are now colorful forests and detailed cities. Pokemon both big and small roam the wilds, giving personality to the region--you can watch a tiny Horsea speed through the waves or a massive Onix slink through a dark cave. The catchy original soundtrack has also been remastered, and it sounds better than ever.

Those familiar with the originals or their remakes, FireRed and LeafGreen, should have no trouble navigating the world. After you're introduced to your partner Pokemon (Pikachu or Eevee depending on the version you choose) you set out on an adventure to collect Gym badges, defeat the Elite Four, and put an end to Team Rocket. While there are a few surprises, the layout of the region and your progression through it is nearly identical to the originals. Fortunately, Let's Go sheds some of Red, Blue, and Yellow's more archaic designs. For example, HMs--"hidden moves" that allowed you to get past certain obstacles--are replaced with "Secret Techniques" that fulfill the same purpose without taking up one of a Pokemon's move slots. As a result, you can focus on team composition and complementary move sets instead of figuring out how to divvy up HMs between your party Pokemon.

Let's Go also does a much better job at guiding you through the world and story. After you made your way through Rock Tunnel in the originals, you had little direction through Lavender, Celadon, Fuschia, and Saffron and could do certain Gym battles and events out of order. It was easy to miss key items and wind up fighting Pokemon much stronger than your own, which led to frustrating backtracking with little idea of what to do next. While you still can complete certain beats out of order, Let's Go ensures you don't miss anything crucial. For example, after you beat Erika in Celadon City, a character gives you a key item that will let you enter Saffron City. Previously, you had to buy a drink from an inconspicuous vending machine on the roof of the department store and give it to a city guard, and if you failed to do so, you wouldn't be able to fight the sixth Gym Leader.

One of Let's Go's most fundamental changes is how you catch Pokemon. Instead of the random encounters and wild Pokemon battles of previous mainline games, Let's Go adopts Pokemon Go's catching mechanics. Pokemon roam the wilds in real time, and you have to walk into one to initiate catching it. Then, rather than battling it to whittle down its health, you just have to throw a Poke Ball at it, and the timing and accuracy of your throw increases your chances of a successful catch.

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The new catching mechanics are a welcome change to the formula that breaks up the pace of traditional trainer and Gym battles. Although catching wild Pokemon doesn't require as much strategy as it did before, the act of catching is far more engaging. You don't need to worry about accidentally defeating and therefore failing to catch a rare or one-time Pokemon, and if there's a Pokemon you don't want to catch, you simply avoid it. The absence of random encounters also makes traversing caves a lot less tedious. Yes, that means you can even avoid Zubats.

Let's Go encourages you to catch Pokemon more so than any other mainline Pokemon game, and it's better for it. Sure, catching every single species has always been the overarching goal, but I've never felt more inclined to complete my Pokedex. Catching Pokemon is the most efficient way to level up; with each successful catch your entire team is awarded a generous dose of experience. This alleviates the need to spend significant amounts of time grinding and makes it easier to experiment with different party compositions.

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Let's Go also introduces Catch Combos, which occur when you catch the same species of Pokemon multiple times in a row. As you build your combo, your chances of running into rare and powerful Pokemon increase. You can even find Pokemon you typically wouldn't find in the wild. Catching repeat Pokemon is both useful and satisfying--it's great knowing that luck is not the only factor involved when trying to catch a rare Pokemon, and it's very hard to stop when you're deep into a combo, knowing something good could spawn.

However, the new catching mechanics don't come without issues. The Joy-Con motion controls are inaccurate at best and unpredictable at worst. Over the course of my journey, I never found a reliable way to throw a Poke Ball to the right or left. In most cases, I would just wait for the wild Pokemon to return to the center of the screen before throwing a Poke Ball, and even then, the ball wouldn't always go where I wanted it to.

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The Poke Ball Plus controller, an optional Poke Ball-shaped accessory, is a bit more precise, but because there are only two physical buttons on the controller, navigating menus and interacting with the world can be a pain. As novel as it is to see Kanto on a big screen, handheld mode is the best way to catch wild Pokemon. You can either use the Switch's gyroscope sensor or the left control stick to line up a throw. It's far more precise than the other methods, but you do have to consider the Pokemon's size and distance.

Despite changes that make the Pokemon experience more accessible than ever, Let's Go is surprisingly deep. It does an excellent job at easing new players into some of the more complex mechanics without being bogged down by tutorials. Each Pokemon still has six base stats and one of 25 natures, and the game seamlessly presents all that information to you. For example, whenever you switch Pokemon during a battle, you are shown its stats. You can get through the entire game without paying attention to a Pokemon's stats, but it's helpful to see that information presented clearly and often. Early on, you even get the ability to "judge" a Pokemon, which lets you see its base stats (also called IVs). While this may not be super useful for beginners, it's presented in a way that's easy to understand and it gives veterans the opportunity to check for Pokemon with good stats early on.

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Unfortunately, those invested in the competitive side won't have as much to sink their teeth into. The absence of abilities, held items, and breeding limits the potential for highly competitive play. You can farm for Pokemon with higher stats through the aforementioned catch combos, but even if you do manage to catch a Pokemon with the stats you want, you won't have much to do with it.

If you do decide to build a competitive team, the online features are limited. You can trade and battle, and that's about it. There are no ranked battles, the Global Trade System is nonexistent, and there is no Wonder Trading. The barebones trading features may be disappointing at first, but given the smaller roster of Pokemon, I never felt that I needed the GTS or Wonder Trade to complete the Pokedex. However, the inability to matchmake and battle with other trainers online is a bit of a letdown.

Despite changes that make the Pokemon experience more accessible than ever, Let's Go is surprisingly deep.

Without the competitive mechanics fans are accustomed to and the limited Pokedex, it can be difficult to come back to Let's Go after the credits roll. While there certainly are reasons to revisit Kanto once you have finished the game, like completing the Pokedex and grinding for Pokemon with perfect stats, the pull isn't quite as strong. There aren't many surprises and what's there isn't all that enticing. The last thing I need to try is the Pokemon Go connectivity, which isn't available as of this writing.

Despite these concessions, Pokemon Let's Go Pikachu and Let's Go Eevee are delightful reimaginings of the series' origins and a deep RPG in their own right. It makes a lot of smart improvements on the original Red, Blue and Yellow while holding on to what made them so special in the first place. Fans of the series might be let down by the lack of features they've come to expect, but Let's Go Pikachu and Let's Go Eevee take the Pokemon formula in some exciting new directions.


Hitman 2 Review - Okay You Can Stop Hitting Me Now

By Edmond Tran on Nov 14, 2018 05:07 am

Hitman 2 is now available on PC, PS4, and Xbox One, with the Gold edition's early access period having ended. The first Elusive Target, part of the game's free post-launch support, comes later this month and features actor Sean Bean as an MI5 agent gone rogue named Mark Faba. Read on for our full review, originally published on November 8.

Hitman is a game about killing people. Well, killing specific people and trying not to kill other people unless you really have to. But it's also a game about exploring large, real-world-inspired spaces, learning about how they operate, finding multiple solutions to problems, and using that knowledge to improvise and manipulate the environment to hit the people you're hunting. The episodic nature of the Hitman refresh in 2016 saw IO Interactive release one level every month--a contentious move at the time, but one that helped accentuate the potential in each mission. Hitman 2 ditches the episodic model and adds a few new minor mechanics, but the loop of continuously replaying a single location, slowly uncovering the wealth of possibilities, and being able to effectively draw upon that knowledge in new challenges is where Hitman is strongest.

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Hitman 2 takes you to six new locales, and each poses unique situations to overcome as you attempt to assassinate your targets. Mumbai is a standout with its densely populated streets and labyrinths of tenement buildings--a great environment that makes the most of a new Assassin's Creed-style crowd blending mechanic, allowing you to disappear into big groups of people. A mission in Miami, Florida takes place at an active raceway, a loud and vibrant stage that feels like a theme park with its swaths of attendees, distinct zones, and a concealed backstage underbelly.

These levels are overwhelming in the best way possible, and it's exciting to begin peeling away the layers of these large, intricate areas--exploring the spaces, discovering routes, finding tools and disguises, and figuring out the best places to utilize them. If you're familiar with Hitman, you know that each stage and its AI inhabitants run on routines like clockwork, making Hitman a game that rewards social stealth and patience. Eavesdropping, tailing, and passive observation are good first steps to success. Even the Whittleton Creek stage, a small, sparsely populated suburban block in Vermont, feels like a mindmap of interconnected causality when you begin to dig deeper. Having the curiosity to uncover how things operate within levels, stumbling upon minor plotlines and amusing flavor dialog along the way, is interesting in its own right.

Hitman does make an upfront effort to help focus your scope and give you some momentum toward your objectives, though thankfully your initiative is still necessary to solve some predicaments. Stumbling across a Mission Story (previously known as Opportunities) might lead you to a machine you can sabotage, for example, but you need to find the tool to do so and work out the best method of either distracting or dispatching the people around it.

Mission Stories are a great first step, but Hitman becomes its best when you start to internalize the stages and uncover the more obscure ways things can unfold in subsequent playthroughs, be it through pursuing alternative Mission Stories, Challenges that ask you to perform specific tasks, or your own improvisation. There are few fail states other than your own death, and there are so many approaches and tools at your disposal that the path to victory can be as creative and elegant or as bumbling and messy as it needs to be. Completing a stage typically takes a long time, and there will be plenty of moments when a guard catches you doing something you shouldn't be doing and calls for backup. Unhinged gunfights still feel as futile as ever, but when things get out of control there's almost always the opportunity to escape to a less hostile part of the level, swap your disguises, and come up with an alternative "make do" approach. In fact, Hitman is sometimes more exciting when your initial plans fail.

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The only problem with being presented with such a staggering array of interactions is that the limitations of the sandbox will eventually reveal themselves if you push the wrong way. For example, while you can stash bodies in dumpsters and closets, I was disappointed to discover I couldn't stash them in one of many vacant portable toilets. While Agent 47 can leap tall fences and shimmy across daringly high ledges, he seemingly can't muster the courage to drop down from certain first-floor balconies. Guard AI behavior is stern but generous--if you're found trespassing in a restricted area they'll give you a chance to find the exit before reacting, but sometimes it's too generous. I was amused to see a target's personal bodyguard decide to go home for the day after his employer "accidentally" fell off a building, even though I was the only other person in the room.

Hitman 2 continues to embrace a trial-and-error playstyle in its campaign. The levels are long, but autosaves are generous and manual saving is encouraged, which gives you the freedom to experiment with different ways of approaching a problem. And the closer you get to bending the systems in just the right way--trying to narrowly squeeze past a guard's sightline from different directions, or using coins and cheeseburgers to divert someone's attention--the more thrilling it feels, no matter how goofy it actually looks. Hitman 2's interstitial cinematics are as grim and dramatic as a British espionage drama, and it's hard not to let yourself buy into the clinical overarching conspiracy. But in the field, the series' tongue-in-cheek absurdity happily remains with ridiculous costumes, unlikely weapons, and Agent 47's self-aware deadpan acting, which perfectly accompanies any bumbling improvisation. Both exist distinctly, don't really compliment or detract one another, but are still enjoyable in their own right.

Hitman 2 also boasts a few significant modes outside of its campaign, including Sniper Assassin, which adapts the design seen in the Hitman: Sniper smartphone game and tasks you with taking out a series of targets from a single vantage point using only a scoped rifle. It's a straightforward but enjoyable, low-stakes mode that allows for a surprising amount of creative freedom, and it can be played in two-player online co-op. But Hitman 2's most enticing bonus, at least if you own the previous Hitman, is the ability to download the original stages into Hitman 2, which gives you feature-complete versions of them with the addition of new mechanics like functional mirrors (which enemies can spot you in) and the briefcase (which lets you conceal and transport tools discreetly), among other things. These legacy stages are wonderful to revisit under a new light.

It should also be mentioned that one of the most compelling elements of the 2016 Hitman was the continuous, free live content updates that occurred after the game's launch. Escalation Missions, where you're given specific conditional challenges of increasing difficulty, and Elusive Targets, limited-time events where you have only one chance to take out unique assassination targets, added tense trials that tested both your knowledge of levels and improvisational skills. IO Interactive has announced that these familiar features will be making a return, along with free content updates to Sniper Assassin and Ghost Mode. We obviously can't judge the quality of this content at launch, but it's surely something to look forward to.

The addition of other minor mechanical changes--like concussive weapons, a picture-in-picture enemy activity alert, and visible security camera sightlines--help to improve Hitman 2 overall as a dense and accessible stealth assassination game. But the new locations are the real stars, impressive and inventive sandboxes ripe for picking apart with exciting experiments. Hitman is about experiencing the anticipation of seeing whether a plan will work when you try it for the first time. It's about feeling the tension of briskly walking away from a bad situation, hoping you can lose the suspicious guards. It's the satisfaction of knowing the machinations of a level so well that when a target moves into a particular place at a particular time, you have the perfect way to intervene. Hitman 2 is a familiar experience, but in the Hitman world, familiarity is an incredible strength.


Spyro Reignited Trilogy Review - Fan The Flames

By Justin Clark on Nov 14, 2018 02:06 am

Many would-be mascots have come down the pike over the years, trying to capture just the slightest hint of Mario-level stardom. Spyro the Dragon never quite got there, but he did manage to star in some of the most charming and accessible platformers of the PlayStation era, and the Reignited Trilogy is a grand testament to the little guy's staying power.

The trilogy includes the first three--and best--titles in the series: Spyro the Dragon, Ripto's Rage (also known as Gateway to Glimmer in Europe and Australia), and Year of the Dragon. His adventures are simple but delightfully cartoonish fare. The first game has him traveling through the five dragon realms freeing his bigger, badder brethren from Gnasty Gnorc. The second has Spyro attempting to take a vacation after his previous adventure, but winding up getting dragged into a realm being invaded by effete warlock Ripto. The third has him facing off against the evil Sorceress, who has stolen over 100 dragon eggs with the help of her rabbit apprentice, Bianca.

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Ignore the graphical overhaul, and these are very much the games that released the first time around on PS1. The fact that they stand up so well mechanically against more recent games is the most pleasant surprise of the package. Movement and attacks are one-button affairs, and the simplicity works in the collection's favor. If there's a learning curve to be found, it's in the fact that it's all too easy to use Spyro's charge attack too recklessly, sending him flying off cliffs or missing the enemy he's aiming for by inches.

Thankfully, Spyro's moveset need not do much heavy lifting, especially in the first game. Every area has a number of crystallized dragons to find, and once enough of them have been freed, you take a balloon off to the next dragon realm, and repeat until you reach Gnorc's trashy fortress. There's some minor puzzle solving, and an enormous amount of treasure to be found, and that's about it. If anything, the first game's biggest weakness is that there's so much other stuff to collect, between the hundreds of gems, hidden treasure chests, and dragon eggs stolen by hidden--and super annoying--Egg Thieves, but only freeing the dragons really matters in terms of progress.

The sequels are much better in that regard. Each stage has its own little tale of animated hijinks that plays out, from a tribe of Himalayan telepaths being terrorized by a Yeti, to my personal favorite, helping superspy moppets Hansel and Gretel stealth their way into a heavily guarded fortress of nomadic lizards so they can use their psychic powers and take over. There's a slew of unique challenges within each stage for you to do, usually involving super-powered versions of Spyro's current abilities or sequences where you have to take to the skies and firebomb specific objects for gems. The third game brings new playable characters into the fray, all with their own specific movesets and bonus stages, giving you a very good reason to run around collecting shiny stuff to unlock it all. The linear repetition of the first game never rears its head again for the rest of the collection.

As mentioned, it speaks well of the originals that the Reignited Trilogy doesn't change a thing mechanically and all three games are still a joy to play. The audio has gotten a bit of remixing and reworking but remains fairly true to the original soundtrack, which can be switched to on the fly. But the Reignited Trilogy goes above and beyond here, giving all three games an impressive visual overhaul, essentially making all three games close to a Dreamworks animation. More than just new lush-looking foliage, skin and scale textures, and warm, blissful lighting, hundreds of tiny new details are here, giving each character and enemy more personality. There are a bunch of visual gags and quirks every character will run through if you leave them alone for a moment. The generic gruff dragons from the original are all unique creatures with their own personalities when imparting knowledge to Spyro, same for the dragon babies in Year of the Dragon, who each react like delightful, rambunctious toddlers when they hatch. The Spyro trilogy already felt timeless to play. Now, it's much more dazzling to look at.

The Reignited Trilogy is the best kind of collection that not only brings a beloved series up to current visual standards but also proves just how well-built the original titles were. Granted, the originals were done by a little studio called Insomniac, and it's not exactly surprising something that team did is a fine example of the genre. But the Reignited Trilogy's developer, Toys for Bob, deserves major kudos for bringing Insomniac's vision to life in the way we could've only dreamed in 1998.


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