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What we’ve been playing – co-op adventures and unfolding ideas

31st May

Hello and welcome back to our regular feature where we write a little bit about some of the games we’ve been playing. This week Bertie has mixed feelings about Split Fiction, Ed discovers he really likes Elden Ring Nightreign but wants more from it after the campaign, and Donlan appreciates a game unfolding before him.

What have you been playing?

Catch up with the older editions of this column in our What We’ve Been Playing archive.

Split Fiction, PS5

Split Fiction. I’d quite like to read a dual-perspective fantasy and sci-fi story, actually. Wait, did I just describe Star Wars?Watch on YouTube

I’ve been eager to try this for a while. I was fond of It Takes Two and the reception around Split Fiction has been enormously enthusiastic. Also, I love that there’s a studio like Hazelight dedicating itself to making co-op games – not just games that can be played in co-op but games that require it. It’s weird that it should be an unusual thing these days, but it is and I’m totally here for it.

I like it – I like the game. In parts, I love it, and I think I’d expected this reaction more.

The parts I love: its fluidity. This is a colder, technical thing to praise, but it makes the game so invitingly touchable and toylike because of the way it responds and moves. Big tick. Two: the set-up for the game works superbly in that having two writers’ stolen stories to choose from, Hazelight gives itself a potentially bottomless source of ideas to hop between without lingering in one for too long. It’s perfectly fine for one world to contain only one idea, which many of them do. And who doesn’t want to play on a level where you surf around on a sand shark?

But what I struggle with also relates to this. There’s a thinness, sometimes, to the game; a feeling that ideas are cycled through so quickly they’re not given enough time – or developer investment – to breathe or be developed as fully as they could. You kind of skim through them and it can lead to repetitiveness as the game bumps back into ideas it’s already used, or a sense of pointlessness as it scrambles to come up with ideas it hasn’t used before.

Look, overall, brilliant: it’s a joyous collection of co-op ideas delivered with tip-top technical nous, and not a small amount of charm and style. But I’m waiting for it – and really willing it – to take off.

-Bertie

Elden Ring Nightreign, PS5

All aboard the Souls train!Watch on YouTube

I’ve been having a very Soulsy time of it recently. Last week I wrote about how Sekiro was causing me existential fury, and I’m pleased to say I broke through that to finally beat the game and see the credits, and that I don’t have to play it any more.

In its place, I’ve been playing another tricky game: FromSoftware’s new Elden Ring spin-off Nightreign. Go it alone and it’s one of the studio’s most challenging games; but with others it’s an exhilarating experience, as I wrote in our review. And despite finishing the game for the review, I still want to carry on playing it.

I still haven’t mastered each of the eight Nightfarers and I’m keen to play it more with friends now it’s officially been released. But I do feel the game has finite appeal. Once the Nightfarers are beaten and all the character stories have been completed, Nightreign – as much as I loved it – doesn’t have the replayability other multiplayer games do.

Yet what FromSoftware has created is so heavily structured, it could easily add more building blocks to extend the game. There’s DLC on the way at least but there’s potential for a full live-service game of seasonal events on its map, with additional bosses and characters and costumes. It doesn’t have to be a free-to-play, microtransaction mess, but just give it some regular support. Nightreign is something I’d happily play for months if it was regularly refreshed.

Of course, this would likely be at the expense of whatever big new single-player game Miyazaki is working towards, and there’s still The Duskbloods coming to Switch 2 next year to satisfy any lingering multiplayer desires. At the least, I love that FromSoftware has the capability and flexibility to experiment with this sort of spin-off. It might not be to everyone’s taste, but it’s left me wanting more.

Ed

Öoo, PC

Öoo. What does that mean in ghost speak I wonder?Watch on YouTube

Here’s the latest game by the creator of ElecHead, that brilliant and ingenious blend of puzzling and platforming. ElecHead was all about electricity. This time it’s all about bombs. At least in the current Steam demo it is. You’re a caterpillar who can create bombs, and those bombs?

Early on they can send you shooting upwards to catch high ledges. But maybe they can shunt you across gaps too? Uh-oh, what do you do when the walls and ceilings have spikes, and what do you do when there’s a big frog blocking your path?

The pleasure of a game like this is partly the sense of watching an idea unfold itself, as the designer slowly discovers all the possible consequences and wrinkles and inversions. It helps that the game looks so beautiful and dinky and strange, with those progress-blocking frogs, yes, but also walls that seem to have the folds of brain tissue.

I am playing the demo very happily and I suspect I’ll replay it many times before the final game is out. It’s lovely to be at the start of something like this, where the ideas are new, but the contours of thought behind it all seem to be warmly familiar.

-Donlan

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