Home Authors Posts by Petko

Petko

218 POSTS 0 COMMENTS

Ready or Not – When One Second Separates Order From Carnage

Ready or Not - Ready or Not feature picture picture
Ready or Not - Ready or Not feature picture

Estimated reading time: 16 minutes

The work of security forces ranks among the most important in our society, and there’s no doubt that without their operations, it would descend into absolute chaos. The sight of a soldier, police officer, or even a member of special forces has always stirred in me not only respect but also curiosity. You probably won’t be surprised that I spent a substantial part of my childhood playing soldiers with a friend. Fortunately, I never came even remotely close to the kind of danger this work entails. Thanks to Ready or Not, I got to experience firsthand that wearing such a uniform conceals not only incredibly brave labor but also some pretty nasty stuff.

Weplaygames Youtube Channel: Ready or Not tactical FPS gameplay

Command Weight

You’re wondering what could be harder than doing the job of a special forces member? Well, the job of their commander. That’s exactly the role the creators of this tactical hardcore shooter put you in. In the singleplayer portion, which doesn’t hide any deeper story, you’re put in charge of several officers who will accompany you on various missions. You’ll primarily be eliminating terrorists, attempting to arrest wanted individuals, protecting civilians, or defusing explosives. That doesn’t mean, however, that you’ll only be barking orders, as was the case in the SWAT game series.

Ready or Not - Gas station mission 2 picture
Ready or Not – Gas station mission 2

You’ll also be monitoring the mental state of your unit members. Officers are psychologically affected by injuries sustained in combat, the death of a colleague, or difficult situations where civilian casualties occurred. They can gradually find themselves stressed or depressed, which can also mean their complete departure from the team. It’s up to you whether you decide to be a good commander, care for them and send team members to therapy—which means their temporary removal from the squad—or be ruthless, firing them at the first opportunity and replacing them with new ones.

The stress system thus only functions as long as you want it to. In practice, this means that if instead of sending your officers to therapy you fire them and subsequently hire one after another, you won’t be penalized in any way. Hiring new officers costs nothing, and for many, this can mean an easy way to circumvent the system. If you don’t really immerse yourself in the game, you’ll miss out on a rather essential element revealing the issues of this profession. Although… it depends how you look at it. It’s still a game where massacre follows massacre, but while I wouldn’t want to in any way dishonor the work of these forces, the truth is that their deaths are rather rare. After all, these are trained unit members who are prepared for almost anything.

Ready or Not - Ready for breach picture
Ready or Not – Ready for breach

Missions That Stick

With my own eyes, I was deployed with my team against a gas station robbery, a hospital massacre, a village full of cultists with an atmosphere reminiscent of the horror game Resident Evil Village, a nightclub seemingly inspired by the John Wick films, or the lair of a crazed streamer. The believability of the levels is enhanced by meticulously crafted environments full of thematic elements that, upon closer examination, excellently connect the given cases. These aren’t just mere backdrops, quite the opposite. Each mission has a unique atmosphere that I’ll probably associate with this game forever. Ready or Not simply succeeds in showing an undistorted reality where in one second you can make a mistake that will mean lots of blood and unnecessary loss of life. And when I say unnecessary, I mean truly unnecessary. Among the terrorists and criminals move civilians whose survival is just as crucial as the actual neutralization of the enemy.

Ready or Not - Police station outside picture
Ready or Not – Police station outside

Split-Second Calls

And here comes the risk factor. Correctly assessing a situation where it’s just an unarmed civilian is often complicated by their very behavior. Imagine, for example, a situation where part of your unit gets into a firefight and you, in haste and trying to support them, encounter a person who doesn’t comply with repeated commands to raise their hands and instead pulls out a phone. Even in relative calm, this is a situation that’s difficult to resolve. Let alone in chaos, during which your colleagues are dying nearby.

Even though the game is primarily designed as a cooperative title, the singleplayer portion can bring you at least a partially realistic view of the effort these forces put in, which most of us can’t even initially imagine. On the other hand, the game would be much better suited to dialogue cutscenes and perhaps the opportunity to peek behind the curtain of the daily lives of these forces, who must cope with the loss of their colleagues in addition to their own duties. Unfortunately, that didn’t make it in. Instead, I could only examine the unused detailed station environment and local characters who just stare at you without a single line of dialogue or mind their own business. The storyline, if it can be called that, is spread only across briefings that I could replay via audio track before deployment, yet I still felt that the story didn’t make it into the full version.

Ready or Not - Team ready picture
Ready or Not – Team ready

SWAT’s Heir

That doesn’t mean, however, that you won’t enjoy the singleplayer with AI colleagues playing through the same missions as in co-op. If you were a fan of the SWAT series, I wouldn’t be ashamed to call Ready or Not its spiritual successor, offering you more extensive options. You don’t necessarily have to kill enemies but can first incapacitate them with a flashbang and thus force them to surrender. In these cases, however, speed plays a major role, because if you don’t pacify the gunman in time, even after securing the firearm, they can pull out a backup weapon and make a big mess. But it’s not just the enemy who can do this—there are also non-lethal means like pepper spray or a taser in the arsenal, so completing the sub-task of arrest instead of killing doesn’t have to be necessarily unrealistic.

Ready or Not - Hotel hallway picture
Ready or Not – Hotel hallway

You’d be hard-pressed to find a better opportunity to try out the work of special forces. Still, I regret how close VOID Interactive studio came to perfection, yet some refinement is still needed even after the PS5 release that came later. I’m curious myself whether other types of rewards will be added beyond what’s currently available. Those are only cosmetic and exclusively clothing, not weapons, which are open from the start along with all other accessories. Each playthrough earns a grade at the end based on meeting certain criteria, such as whether your colleagues and all civilians survived. If you achieve the required grade, you’ll unlock, for example, a new tattoo or perhaps boots. But it won’t add any bonuses.

Where Co-op Lives

If you’re getting this title primarily for co-op and you actually have people to play with, I dare say you’re not looking at dozens but easily hundreds of hours of fun. I myself already have over 80 hours in the game and enjoyed most of them. Coordination of your team is key, and if you opt for anarchy and a solo approach, you’ll die. All of you, to the last man.

Ready or Not - Heavy armor loadout picture
Ready or Not – Heavy armor loadout

Now it’s time to move on for a moment to the negatives. I can say right away that the enemy AI is sometimes simply unfair and equally demanding regardless of how many players you’re currently playing co-op with. It often happened to me that I carefully checked a room corner by corner and the strike came through a window. I admit, it’s realistic and I could indeed lose my life that way. However, any passage through the same level by the window often meant instant death or serious injury and absolutely perfect enemy accuracy. But it’s not just predetermined locations—for example, peeking through a hole in a fence. I barely glimpsed anything and took a bullet to the head. And that’s something that after 20 minutes of walking through the level really started to bother me, although we’re talking more about the higher difficulty.

Fortunately, similar situations don’t happen that often, and in practice it means that while you won’t avoid the occasional cursing, the playthrough with your friends will still be really fun. Especially if you surround yourself with a team that strives for professionalism. If you really want to enjoy co-op, you should determine right at the start who will be breaching doors with a ram, checking under them with a mirror, covering with a shield… And most importantly—who will take on the role of commander. Uncoordinated movement through the level primarily means failure. Unlike a progression where you report the status room by room. And maybe in retrospect I’d recommend going through at least part of the aforementioned singleplayer, which can adequately prepare you for potential command.

Ready or Not - Server room picture
Ready or Not – Server room

Loadout Depth

The selection of equipment is rich. Besides specialization in carrying a shield, ram, or mirror, you can choose between different types of explosives and stunning devices. The type of armor and bulletproof vest is also important. While in lighter gear I could carry more ammunition, in heavy gear I could withstand more but had to conserve bullets. So everything depends on what playstyle suits you best. Personally, I preferred to choose more durable armor with fewer magazines for a more cautious approach than light armor with more ammunition. And this goes hand in hand with the arsenal of weapons. It’s rich and offers submachine guns, assault rifles, shotguns, and pistols. The feel of shooting is different for each weapon. They differ in recoil, animations, sound, and you simply know which weapon you’re currently using. You don’t need any colored skin or print to recognize the given weapon. A single shot is enough. And if Ready or Not excels at anything, it’s definitely the awareness of what power each of your rounds represents.

Ready or Not - Gas station mission picture
Ready or Not – Gas station mission

Tactical Pace

This is also aided by the slower pace. Ready or Not is first and foremost a tactical shooter that isn’t characterized by sprinting and frenzied shooting across the entire map. The freedom of movement is quite verified for players. Such common leaning left and right from around corners can be done smoothly and in increments here. Just as you can move your body up and down from standing to crouching. Thanks to this, you can examine each room and space to the smallest angle and thus avoid overlooking a possible enemy. Furthermore, immersion is characterized not only by magazine check options but also quick reloading, which although you’ll lose a half-empty magazine, you’ll load a new one into the weapon much faster. Or you can just swap the half-empty one for a full one when you know a bigger firefight awaits and you don’t want to get into a situation where you have to reload during combat chaos. I mustn’t forget the alternative aiming when hip-firing. The implementation of lasers when hip-firing deserves praise. They don’t serve here merely as a cool accessory that only shines where you’re aiming, but I actually achieved more accurate close-range hits with it than when using traditional sights.

Ready or Not - Securing a civilian picture
Ready or Not – Securing a civilian

Your Rules, Your Mistakes

And it’s precisely in the absolute freedom and options of what and how you do things that the real fun lies. You find out that an armed enemy is standing right behind the door? You can get them by shooting through the door. Want to attack from the side? Or send each team through a different entrance? It’s entirely up to you. Even if it’s a stupid idea, you can go and kick down every door you encounter. Or first pry them open or shoot out the hinges with a shotgun. But without prior checking whether someone is standing behind the door or whether there’s a trap set right behind it, you can lose everything. You hold your life, including your unit’s, only in your own hands. So it happened to me a few times that I didn’t have time to think about potential danger and while clearing a hallway of residential units, I didn’t think to check the upper staircase, which resulted in one member after another starting to die, and if I hadn’t run upstairs, I would have been left completely alone. And in the case of scarier missions like Relapse, that wasn’t exactly what I was looking for.

Ready or Not - Using mirrorgun under the door picture
Ready or Not – Using mirrorgun under the door

In case you maintain a cautious yet smooth pace of movement for your or other units, it will have an almost cinematic impression. I often even caught myself deliberately stopping in passage and examining individual environmental details. This is sometimes processed excellently to an absurd degree. You can see all sorts of inscriptions, flyers, objects hiding references to various game series or jokes. Although the game looks really great for the most part, some compromises that are occasionally an unwelcome thorn in the side are disappointing. Light bulbs cannot be shot out. Maybe that’s to some extent good, because the lighting across the entire game is more than solid. When I was admiring from a window overlooking the sea, I saw how it was divided by boundaries of repeating textures. Not a nice sight. On the other hand, it’s hard to estimate what’s behind this shortcoming. After all, it’s a background element and no title gets by without limitations.

Technical Rough Edges

It’s also too noticeable when members of my crew look identical to each other. The game offers customization of your character’s appearance, so there should be something to choose from. I wouldn’t be surprised, however, if the developers didn’t have time.

Ready or Not - Taking cover behind a shield picture
Ready or Not – Taking cover behind a shield

This suspicion is also manifested in insufficient optimization and overall technical state. Constantly disappearing random loadouts, enemies loading in at higher distances from which they can immediately shoot at you and often even hit, or unnecessarily long loading screens. I believe this will still be fixed; it’s clear that certain sacrifices had to be made for some aspects of the game before release. And speaking of those sacrifices, their screaming is unforgettable. Surprisingly, it’s not the civilians but mainly the shot enemies. These are often accompanied by screams that would wake the dead. Nice long screams…

Sound Design That Matters

Even though there’s no storyline and cutscenes in the game, the character dialogues and for example the audio recording of the briefing really do listen well and partially awaken a desire for the presence of a real story. Besides music, ambient sound also adds to the atmosphere, when for example after hitting a car its alarm goes off, in tunnels there’s an absolute echo, and each step of your colleague or enemy is distinctly audible. The musical backdrop is chosen differently for each level, but primarily it’s electronic music called breakbeat, which characterizes the given location more. What amused me most was the use of Bach, during which I as commander fell in battle while a string orchestra played. Simply classic. The weapons are also excellent sonically, which I’ve already raved about.

Ready or Not - Post-game rating picture
Ready or Not – Post-game rating

Despite obvious shortcomings such as balancing and bugginess of the AI or unfinished mechanics, this is a title that brings a unique experience. At the moment, it’s even the best tactical co-op game where you and your friends will have fun for more than a few dozen hours. You’ll simply melt over the sounds of gunfire or fallen enemies and won’t even have to use several hundred rounds to do so. The variety of levels is helped by the use of different color palettes and detailed environments, thanks to which you’ll feel as if you’re really deployed in a different place each time. All this is wrapped in an immersive execution in which each piece of equipment isn’t just a nice accessory but an actually functioning piece of gear that corresponds to reality

Final Words

Ready or Not offers the opportunity to taste the work of special forces, thanks to which some may create a much better picture of just how complex and underappreciated labor it truly is. Risking one’s own life to save civilians shows not only immense courage but also a dark side where the slightest mistake can turn into absolute catastrophe. Although it’s not the only title that has managed to at least partially approach the extreme conditions of this profession, I’m convinced that Ready or Not has succeeded in getting by far the closest so far. Poor coordination and leadership can put you in situations where you won’t be sure whether you’ve gotten lost. And once you lose control of your surroundings, you’ll barely have time to pull the trigger.

About the Game

  • Title: Ready or Not
  • Type of Game: Tactical First-Person Shooter
  • Developer: VOID Interactive
  • Publisher: VOID Interactive
  • Release Date: December 13, 2023 (PC Full Release); July 15, 2025 (Console Release)
  • Platforms: PC (Windows), PlayStation 5, Xbox Series X|S
  • Reviewed on: PlayStation 5 and 5 Pro

Where to purchase Ready or Not

Official Digital Stores

G2A: Ready or Not PC Steam Key or Ready or Not Xbox Key

LEGO Horizon Adventures – Robodinosaur Sci-fi for Even the Youngest Players

LEGO Horizon Adventures Feature Picture
LEGO Horizon Adventures Feature Picture

Estimated reading time: 8 minutes

A Familiar Formula with a Robotic Twist

LEGO games are a special phenomenon. At its core, it’s brilliant if simple entertainment and a guaranteed recipe for success – simply take a popular brand, convert it into bricks, simplify the story as much as possible and fill in any plot shortcuts with a generous dose of timeless humour and pop culture allusions. The result is usually an entertaining affair that both small LEGO fans and fans of the original LEGO set can easily enjoy. And this is no different with LEGO Horizon Adventures.

Reimagining Horizon Zero Dawn for a Younger Audience

This is a remake of the 2017 action-adventure Horizon Zero Dawn from Guerrilla Games, in which we take the role of a young adventurous woman named Aloy to the distant future. Here, however, humanity is not enjoying futuristic conveniences and scientific inventions, for due to the global apocalypse, humans are technologically at the level of prehistoric times and, ironically, fully autonomous robotic animals roam the landscape freely. The basic premise of Horizon, in short, is still utterly fascinating. The story of the aforementioned Horizon Zero Dawn is told very loosely here, and it interprets many of the key scenes in exactly the same way as the other LEGO games, rather in its own way. So, if you’re a fan of the prequel and are looking forward to reliving your favourite emotional moments, prepare to either get them enhanced with a good dose of humour or, for dramaturgical purposes, fundamentally reworked.

Lighthearted Storytelling with LEGO Charm

As with most LEGO games, though, I didn’t mind too much. The story flows nicely, there’s no shortage of humorous moments and it’s simply a nice entertainment where you can relax and unwind. However, for hardcore fans who treat Horizon Zero Dawn as an untouchable idol, I’d recommend treating LEGO Horizon Adventures as a completely separate work. The gameplay is inherently simple. You’re given a mission to embark on from the Mother’s Heart village, and then alternate between exploration and combat passages in visually beautifully designed levels. Taking a page from the Horizon series, there’s the typical rock or wall climbing in general, platform jumping and simple environmental puzzles.

Linear Levels with Limited Exploration

It should also be noted, however, that unlike the open world of Horizon Zero Dawn, in LEGO Horizon Adventures you’ll encounter exclusively linear levels, where the maximum level of exploration means turning off the main path a few metres and opening a chest full of LEGO bricks. So the developers could have played around a little more with the structure of each level, although visually they captured the atmosphere of Horizon Zero Dawn almost perfectly.

During your quests, you collect money, experience and special gold and red bricks. You can then use these items to unlock skills for playable characters, stacks of skins and optional costumes, or you can expand Mother’s Heart with new buildings and enhance the local area with new decorative items. In Mother’s Heart you’ll also find a board with optional side quests and challenges that you can complete, perhaps in parallel during story missions. This is a nice additional activity in itself, it’s just a shame that you can’t actively track your progress in each challenge. So if you’re wondering how far along you are in a challenge, you have to go back to the message board after returning from the wilderness and find out for yourself which is a bit annoying. Sure, it’s nothing major, but I’m still a bit baffled that the developers didn’t think of it.

Diverse Combat Mechanics and Character Abilities

The combat system, however, is much more well thought out. You can play as a total of four different characters – Aloy, Varl, Erend and Teersa, each with a different fighting style. Aloy relies on her trusty bow, Varl uses a throwing spear, Erend uses heavy hammers, and Teersa likes to throw explosive objects and other inventions.

You can switch between these characters quite easily, and it’s up to you to decide which way of fighting suits you best. Personally, I spent the most time with my beloved Aloy, but Varl and his throwing spear weren’t bad either. Your enemies consist of a variety of robotic prehistoric type animals and several types of human opponents. Like in Horizon Zero Dawn, the mechanical monsters have weak spots scattered around their bodies, which you can hit to take a decent amount of health. However, while exploring locations or even during the actual fights, you can pick up other special items such as hot dog carts, fire boots, throwing sharks, and other inventions that can make quite a mess on the battlefield.

Elemental Interactions and Boss Battles

The fights are not particularly difficult in terms of gameplay mechanics, but they are fun and well crafted. Shooting a bow or hitting robotic dinosaurs with a hammer is nicely complemented by playing with the elements, for example, shooting through fire to ignite your arrows for extra damage, while the same can be done with a small pool of electricity, which you can use to make lightning arrows. And if you shoot these arrows into a body of water, for example, you can make an effective electric trap out of it.

These tricks then come in handy during more challenging boss fights, when you’ll have to knock down their bulky health bars with all the means at your disposal. Make no mistake though, this is by no means LEGO Dark Souls. However, if the difficulty is beyond you or your children, or too trivial for your abilities, it can be adjusted at any time in the settings to suit your needs.

Isometric Perspective Enhancing Co-op Play

From the previous text, it may seem like LEGO Horizon Adventures is just another typical LEGO game, but the opposite is true. In fact, compared to its predecessors, Horizon has made a significant change – namely, it has gone from a full 3D camera to a camera fixed in one position. This means you’re looking at the game from an isometric perspective, and it has to be said, it works well. This change is definitely most noticeable in co-op play, where you can now see both characters beautifully at once. So you no longer have to worry about a confusing camera in tight spaces, or limited visibility on a split screen like in previous LEGO titles.

The only downside, however, is that because of this, the two characters now have to stick relatively close together during co-op. As soon as the guest player starts to move away, the other player is automatically transported to them. In normal level traversal this doesn’t bother so much, but during duels or boss fights it can sometimes be really annoying. Despite this criticism, however, from my point of view this change of view is a great decision on the part of the developers and is undoubtedly to the benefit of the cause.

Nostalgic Visuals and Engaging Audio

The graphics in LEGO Horizon Adventures are excellent, whether it’s the lighting, shadows, character animations or overall aesthetic. In fact, the game world this time around is completely composed of LEGO bricks (including the water surface, the ground, etc.) and it looks absolutely familiar, to the point where I couldn’t help but get nostalgic while playing, thinking back to my childhood when I used to build my own worlds at home and try to make the most of all the bricks. The audio-visual treatment is nicely complemented by solid sounds and dubbing of individual characters, which you’ll enjoy especially during the hilarious cutscenes.

About LEGO Horizon Adventures

Title: LEGO Horizon Adventures
Type of Game: Action-Adventure
Developer: Guerrilla Games, Studio Gobo
Publisher: Sony Interactive Entertainment
Release Date: November 14, 2024
Platforms: PlayStation 5, Nintendo Switch, Windows

Where to Purchase:

Split Fiction – Hazelight’s New Co-op Adventure Is as Wild as It’s Clever

Split Fiction Coop Game EA Hazelight Studios 04
Split Fiction Coop Game EA Hazelight Studios 04

Estimated reading time: 8 minutes

From It Takes Two to Something New

Already 4 years ago the award-winning hit It Takes Two appeared here. This time around, the creators at Hazelight Studios have moved away from the more serious themes of their previous games, A Way Out and Brothers: A Tale of Two Sons, and taken a more light-hearted direction. The game from the relatively small studio won one award after another and eventually took home the top prize of Game of the Year at The Game Awards. Since then, it has sold over 23 million copies, and the developers have regularly reported since then that they have once again surpassed the previous milestone. No wonder—truly narrative and playable co-op games are rare, so each one feels like a godsend. So when studio boss Josef Fares appeared at The Game Awards last year, I knew we couldn’t miss this one.

A Story Written by Strangers

Split Fiction comes with a slightly different concept. While previous titles have focused on pre-existing relationships—whether between two escaped prisoners or a married couple on the verge of divorce—this time around, players find themselves in the shoes of two girls, Zoe and Mio, who don’t know each other but are coincidentally drawn into an adventure together. What’s more, the two women don’t exactly get along, either as people or as authors. So they will have to overcome their differences and work together to get out of the simulation.

Virtual Reality Gone Off the Rails

The story begins at a casting call for writers, where Zoe and Mio get the chance to see their stories come to life thanks to Rader Publishing’s advanced virtual reality technology. But when Mio uncovers the company’s shady practices and unexpectedly finds herself inside Zoe’s simulation, their journey together begins across a world made up of their own stories. The extrovert Zoe writes relatively quiet, but bland fantasy; the introvert Mio, on the other hand, prefers suspenseful, though also bland, science fiction. Players thus get into a crazy mix of cyberpunk chases, fairy tale adventures, and bizarre minigames. Unsurprisingly, Split Fiction is brimming with tons of original ideas. Almost every level shows that Hazelight Studios has several incredibly creative people working on the game, which constantly surprises with new mechanics and challenges.

Creative Gameplay That Keeps on Giving

Unfortunately, the same cannot be said for the narrative itself. Even with It Takes Two, there was plenty to fault with the story and dialogue, but the main duo had great chemistry, and the central theme was interesting to say the least. Split Fiction lacks both. Zoe and Mio are likable, but their development is incredibly predictable, and the dialogue is full of clichés. The often infantile, annoying humour doesn’t help either. I don’t want to play the tough guy who doesn’t laugh at childish jokes; on the contrary, I’m a big fan of animation, but it simply doesn’t work here. I don’t even know who the humor is aimed at. It contains typically Fares-esque bad language, while the story itself feels like it’s aimed more at children.

Where the Narrative Fails the Journey

What Split Fiction loses in story, it thankfully makes up for fully in the gameplay itself. Studio Hazelight has a wealth of experience in creating unique co-op experiences, and it shows here. It’s not just that it’s fun to do all the crazy stuff with two people, but the way the game handles it. In many cases, each player has a different role and must align themselves with the other, which isn’t always an easy task. In each level, you need to join forces and find a common solution. A big part of the game is exploring new possibilities, so I certainly won’t give them away here. However, Split Fiction is a game full of variety, so you don’t have to worry about mechanics being repetitive. Something new awaits you in each level—sometimes you’ll engage the more action-oriented part of your brain, while other times you’ll have to think carefully about the puzzles. Whether you prefer dragons or giant robots trying to destroy you, the game offers something for everyone. Without giving away the details, you can look forward to a truly original experience, both visually and in terms of gameplay.

Co-op Chaos with a Purpose

In addition to the main story, you have the option to bounce around to side narratives that are scattered throughout the levels. Finding them is fairly straightforward, and they’re usually located near the main route or pointed out by one of the characters. And if you still miss them, you can return to them at any time via the chapter selection. It would be a shame to miss them, as each one brings original mechanics and is almost always a pleasant diversion. Most of them are several-minute sequences—for example, one level pits Zoe and Mia against each other in a snowboard race, and the game offers a solid trick and scoring system similar to the legendary SSX series. Some parts are more logical, others more story-driven, but all have a point and added value. Personally, I think they also contain one of the funniest moments of the entire game. When you check it out, you’ll definitely remember my review.

Side Stories That Shine Bright

The experience will also be heavily influenced by who you go to Split Fiction with. With It Takes Two, it was often the case that couples would get the game but eventually find that one of them wasn’t a very experienced player, leading them to give up playing. I fear something similar may be happening here. While the levels are fun and well-designed, the more action-packed passages can frustrate even more experienced players. Fortunately, the game offers options to adjust the difficulty directly in the settings and even allows you to skip problematic passages should they prove too difficult. Overall, though, the passage is smooth and doesn’t present an extremely difficult challenge for the average player. Some parts can be confusing, but never frustrating.

Difficulty Spikes and Friendly Tweaks

Technically, the game can hardly be faulted. I reviewed it on a base model PlayStation 5, and while I was initially surprised by the lack of an option to set a performance mode, I was pleasantly surprised in the end. The game runs very smoothly and without any issues. Furthermore, as with the previous game, the icing on the cake is that the owner can invite a friend to play Split Fiction for free thanks to the Friend’s Pass. So you only need to own one copy. Crossplay is also now available, so players on PlayStation, Xbox, and PC can play together.

Final Thoughts on Hazelight’s Latest Co-op Hit

Split Fiction is further proof that Hazelight Studios can create original co-op games that surprise with great mechanics and unexpected moments. The gameplay is dynamic, constantly bringing new challenges, and the variety of individual worlds is truly impressive. Although the gameplay mechanics work great, the story and humour sometimes fall short and are not always ideal. But if you’re looking for a creative co-op experience, you definitely can’t go wrong with this game.

About Split Fiction Cooperative Game

Title: Split Fiction
Type of Game: Cooperative Action-Adventure, Narrative Puzzle Platformer
Developer: Hazelight Studios
Publisher: Electronic Arts
Release Date: March 6, 2025
Platforms: PC, PlayStation 5, Xbox Series X/S

Where to Purchase

Lost Records: Bloom & Rage – A Nostalgic Story Through ’90s Girlhood

Lost Records: Bloom & Rage - Lost Records: Bloom & Rage Tape 1 Feature Picture
Lost Records: Bloom & Rage - Lost Records: Bloom & Rage Tape 1 Feature Picture

Estimated reading time: 9 minutes

The Spiritual Successor of Life is Strange

More than any other follow up from Don’t Nod or another studio, Lost Records: Bloom and Rage feels like a spiritual successor to Life is Strange. It’s a supernatural, coming-of-age rebellion told through a camera. It’s about girls and the narrative choices that shape their relationships. It’s about how those relationships in turn shape each other’s lives.

The Nowhere Place of Velvet Cove

Lost Records’ Velvet Cove isn’t quite the now-iconic locale of Arcadia Bay. Set in a small town in the Upper Peninsula of Michigan it is essentially nowhere. And that is what that part of the world feels like, sure, but Velvet Cove needs to exist in this anywhere-and-nowhere state to emphasize the game’s relationship to time. At the end of the game’s first part (Part 2 releases April 15), there’s no time travel in Lost Records. There’s no telepathy either; just some magic, as of now still largely undefined. Rather, the past is a constructed narration from the women in the present day of 2022, remembering their 16th summer in ’95. The one before they graduated. Before main protagonist Swann moved away. Before they promised to never speak of it. Before…

WePlayGames Youtube channel Lost Records: Bloom & Rage – Mating Squirrels

Artifacts of Girlhood

At home I pick up the objects and rotate them, but there’s something different about these. Trolls, PEZ, VHS Rentals in chunky plastic boxes, Pogs, serial paperbacks, diaries, marbles, pads, pin screens, bubbly plastic pencil cases, Newton’s Pendulums, a CD binder, sci-fi show magazines, a sticker covered alarm clock, and a Tamagotchi I can feed, play, and clean with each button. Also: That story you wrote, ripped out of a journal hidden with the romance novel you kept under the bed. These aren’t clues. There are no puzzles to solve. Each is a rendered artifact of girlhood.

Through the Lens: Swann’s Camcorder

Swann, an outcast who at this point prefers to go unnoticed, takes her camcorder out to the trail and records the animals. The ruins. Comes home and films her cat around the bedroom. The game splices the tape together, lets me edit the footage. I make a film, a moving diary that looks like the grainy spool that spun in Swann’s hands a few seconds at a time. And when I watch it all back through the grain it feels like I held that tape in my own hands, not something rendered on my screen. Then one day she’s noticed, befriended by three girls who also don’t fit in for reasons they never really understood.

WePlayGames Youtube channel Lost Records: Bloom & Rage – Recording Swann’s room

Memory and Time: Past and Present Collide

There are moments where time jumps 27 years between the bar and Velvet Cove within a single scene, others when days play out with commentary echoing from above. Through this ongoing conversation, choices are made. Swann remembers who it was she called on the phone 27 years ago, what they all named that hideout you found and decorated down by the lake. And if these nostalgic memories of such an idealized moment are wrong, well there’s those tapes Swann has, the ones you have been recording this whole time. Right?

Nostalgia With Purpose

Lost Records is nostalgic, but it is also concerned with nostalgia and the fuzzy, lossy memory making of queer childhood—at least at this halfway point in its narrative. The past is certainly romanticized, but it feels eerie. The light is too pretty, the adventures too tropey. They even say as much, referencing Blair Witch as Swann helplessly films while lost in the woods one night. But maybe I just desire a critique of ’90s nostalgia. Lost Records is releasing under similar circumstances to Life is Strange in 2015. I know screenshots of this review might circulate on X like other recent writing on games that simply contain queer people. And I know a lot of those people are nostalgic for the games they played in their romanticized ’90s childhood they feel were taken away from them.

Beyond Male Gaming Nostalgia

In her essay “Let’s Play Life,” Liz Ryerson observes the role of ’90s gaming nostalgia in the contemporary conservative backlash, return rhetoric capitalizing on an idealized past that looks “a lot like those kitschy Thomas Kinkade style tableaus of consumer childhood nostalgia done by artist Rachid Lotf.” These men were surrounded by mirrors their whole lives—childhood stories and a mediasphere growing up around them constantly reflecting back their own stories. They never had to look through a window at a story that might offer something unfamiliar, unknowable to them, and now AI images can endlessly regurgitate rose colored vomit back to them. Those boys probably broke a few of those windows with baseballs, like what happens in the movies back then, when kids could wander the neighborhood and play pick up games.

For the Girls on the Outside

But Lost Records is for the girls who know what finding Bikini Kill or Team Dresch or Siouxsie and the Banshees after all those years feels like. Who made a religion of Rocky Horror and found out there’s other people that don’t fit in like them. It’s also an interactive game with clumsy dialogue mechanics that we’ve seen done better in the decade since. While it’s easy to say Lost Records is a Stand By Me for girls, it is not creating quite the same fantasy. It is not a purely affirming mirror. Romanticized, but not idealized. Swann’s called a lesbo, fatso, freak. She makes all these tapes of her cats and her toys because she’s alone, and when she has friends she makes videos of them because she never found those mirrors to her girlhood at the Movie Palace.

The Limited World of Velvet Cove

But then, Keweenaw County. Velvet Cove. It’s cool that this is a game about 40 year old women talking over drinks as much as it is cool that this is a game about teenagers discovering riot and each other and themselves all at once. But Velvet Cove is a movie rental store with an ice cream stand, a dilapidated playground under a conspicuously large underpass, Nora’s garage, a trail through the woods near the lake, your bedroom, and this bar we’re sitting in today remembering it all. All connected by roads and woods that you never see, just the water tower on the horizon.

Questions Remaining

Perhaps that is also a consequence of memory, though, these isolated moments and spaces, but I don’t totally buy that we’re in some definitive version of the past yet. There are no other kids. Hardly a mention of school. I can’t for the life of me figure out why they would put on a show in a parking lot with no other kids their age around. Where are all the tapes Swann and I have been recording this whole time?

Unfocused but Earnest

Maybe that’s just been lost to memory. Maybe Part 2 will answer questions I don’t have yet. What Lost Records: Bloom and Rage has set up is deeply compelling, though flawed. Original Life is Strange strikes a similar chord: “unfocused but earnest.” With such earnestness comes some amount of vulnerability—seeing beneath the armor of goth makeup, piercings, and loud music. Lost Records knows the armor we wore. Might still wear, too. That girlhood is a thing we all failed in our own way. And that the perfect needle drop can make up for a clumsy confession.

About the Game

Title: Lost Records: Bloom & Rage
Type of Game: Adventure
Developer: Don’t Nod Montréal
Publisher: Don’t Nod
Release Dates: Tape 1: February 18, 2025 Tape 2: April 15, 2025Platforms: PlayStation 5, Windows, Xbox Series X/S

Where to Purchase

*Note: The game is released in two parts, with Tape 1 currently available and Tape 2 scheduled for release on April 15, 2025.*

Kingdom Come: Deliverance II – Take on Haptics for PlayStation

Kingdom Come Deliverance II - Defense against the Prague Army
Kingdom Come Deliverance II - Crosbow Defense against the Prague Army

Estimated reading time: 6 minutes

I already shared a detailed review of Kingdom Come: Deliverance 2, focusing on its storytelling, visuals, and overall medieval atmosphere. This time, I want to dive deeper into one aspect that blew me away by accident would say: the controller haptic feedback on the PlayStation version. I tested practically every basic haptic feature I could find, and I have to say it’s quite impressive.

Alchemy: Feeling the Medieval Craft

One of the first things I tried was alchemy. As soon as I started crushing herbs in the mortar, I felt a distinct friction right in my DualSense controller. It was surprisingly immersive—like I could sense the medieval craft in my own hands. When stoking the fire with the bellows, there’s another subtle vibration, imitating the rhythmic push of air into the flames. Similarly, raising and lowering the cauldron produces noticeable haptics shifts, making the entire alchemy process feel delightfully hands-on.

Close Combat: Steel on Steel

Close combat is where haptics shine. Every sword strike has a distinct vibration pattern, creating a satisfying jolt each time blades connect. More interestingly, as your stamina decreases, the adaptive triggers demand increasing force. It’s like you feel Jindra’s (the main character’s) fatigue in your own fingers, reinforcing the importance of managing your energy in battle. Heavier weapons such as the mace make the triggers feel stiffer, while blocking with a shield registers as a solid impact you can’t ignore.

Ranged Weapons: Crossbows vs. Bows

I also spent time experimenting with crossbows and bows to see how differently they’d register on the controller. With the crossbow, you feel that moment you draw back the string—your hand shakes more and more as stamina drains, and the weapon’s trembling becomes more pronounced. Even sliding the bolt into place is perceptible, adding a nice little detail. Pressing the trigger to fire is accompanied by a sharp click that feels very believable.

In contrast, the bow’s adaptive trigger feels tense the entire time you draw the string. I have to hold the trigger firmly, and the bow’s trembling intensifies as my stamina dips. Releasing an arrow has a distinctly different sensation than the crossbow’s “click.” Instead, it’s like a pulse swiping from one side of the controller to the other, evoking the feeling of letting the bowstring slip from my fingers.

Horse Riding: Hooves and Impact

Riding my horse around medieval Bohemia has never felt so alive. I can feel every hoofbeat in the controller, and braking the horse delivers a tangible drag. The pulses vary depending on the horse’s gait or if I get knocked off—landing on the ground sends a strong jolt right into my palms. There’s also a faint sensation of having my feet in the stirrups. It’s subtle, but I sense it on each side, almost like I’m gently nudging the horse forward.

Thievery: Quiet Steps and Lockpicks

Stealth is a big part of Kingdom Come: Deliverance 2, and haptics enhance that aspect too. If I open a door carefully, the vibrations are subdued, mirroring the tension of trying not to make a sound. When I’m crouched and moving slowly, I barely feel my footsteps. Conversely, if I sprint around, the vibrations grow stronger with each footfall—making me acutely aware I’m no longer sneaking.

Lockpicking is equally nuanced. The more I stray from the sweet spot, the louder the lock “squeaks” in my hands, with an increased vibrating force. Once I finally crack the lock, there’s a satisfying click felt through the PlayStatiopn DualSense controller. It’s a minor detail, but it dramatically raises the stakes when you’re trying to stay unnoticed.

Blacksmithing: Every Hammer Strike

Last but not least is the blacksmithing minigame. Swinging the hammer feels varied based on how well I strike the workpiece. A correct strike registers as a firm, robust jolt. Hitting the anvil beside the horseshoe, however, results in a weaker vibration that signals my off-target swing. Every blow produces a unique feedback, reflecting how good or bad my hammer work is. Even stirring the forge or adjusting the metal can produce small but distinct pulses.

A New Level of Medieval Feeling

Altogether, these haptic features make every action feel more immediate and authentic—from crushing herbs in alchemy to hammering metal at the forge. I considered them an intriguing footnote in my original review, but once I dug deeper, I realized they deserve this standalone spotlight. It’s astonishing how much dimension these haptics add to the medieval CZ setting of Kingdom Come: Deliverance 2, especially if you’re playing on PlayStation.

I still marvel at how different weapon handling feels thanks to adaptive triggers, or how thoroughly I’m drawn into the act of riding a horse through muddy roads and dense forests. Even sneaking around back alleys or picking locks in dimly lit corridors gains a brand-new layer of tension when your controller echoes every tiny slip.

If you’re a fan of the original Kingdom Come, or you enjoy historically grounded RPGs that push immersion, these refined haptics are a legitimate selling point. They offer a tangible connection between you and Jindra’s world, letting you practically feel the clink of steel and the strain of drawn bowstrings. For me, this adds an unforgettable dimension to an already solid experience. If you haven’t checked it out yet, consider this your invitation to immerse yourself in the next level of medieval warfare, crafting, and sneaking around. You might discover that the line between you and the game world gets pleasantly blurred.