Tomb Raider IV – VI Remastered review

There’s something uncanny about dipping “classic” games in a tub of HD paint for the purposes of a remaster. A reboot can completely reinvent an old character, intriguing players in the same way an adaptation of Macbeth might excite a theatre dweeb. But remasters often feel like someone has plainly yet painstakingly rolled over every inch of the original with linoleum. The worst remasters bring to mind the Spanish pensioner who butchered a fresco of Jesus Christ. As acts of restoration go, Aspyr’s work on Tomb Raider (and Soul Reaver) isn’t quite that egregious. Hard work has gone into updating the scenery and textures. Basic vine sprites become handsome twirls of plantlife. Egyptian reliefs are given form. But there’s a limit to this unfurling of digital lino. The results ultimately evoke the look common in mobile games when smartphones were becoming ever more powerful. This is Lara Croft if she were designed by Gameloft in 2011.

Read more

Most Civilization players don’t finish a single game, going by Civ 6 data, and perhaps that’s the best way to play

If your time with foundational PC strategy 4X game series Sid Meier’s Civilization consists of exactly one save file that ended somewhere in the Middle Ages, don’t beat yourself up, for you have plenty of company. When they got hold of detailed audience data for Civilization 6, Firaxis creative director Ed Beach and executive producer Dennis Shirk were dismayed to discover that fewer than 40% of their players ever finish a single game. Hence, to some degree, Sid Meier’s Civilization VII‘s new Age system, which is designed to counter feelings of exhaustion by smashing the chronology up into more digestible chunks, with something of a Civ power level reset between Ages to stop you feeling like you’re either hopelessly behind or so far ahead that ultimate victory is guaranteed.

Read more

Elden Ring Nightreign to get DLC bosses and characters in yet more evidence that it’s a From Extended Universe game

Elden Ring Nightreign will get “additional playable characters and bosses” via DLC, according to an entry on the game’s Steam page. This isn’t massively surprising, given that Nightreign is a multiplayer-focussed spin-off featuring preset Nightfarer heroes rather than custom RPG characters, as in vanilla Elden Ring. It also supports the idea that Nightreign is the foundation for a From Software Connected Universe of sorts, with characters and antagonists from the original Elden Ring, Dark Souls trilogy, Sekiro and Bloodborne reappearing in Nightreign via the Mystic Nexus of Monetisation.

Read more

The Horror At Highrook demo is a dangerously enticing marriage of Darkest Dungeon and Cluedo

It’s easy to lose moments watching the ambience of the gameboard change in the demo for haunted house boardgame RPG The Horror At Highrook. The colours alter from daytime greyness through winey shades of sunset into pale lavender moonlight. There are little details to notice and zoom on: a fleeting embroidery of rain, the seep of flames in the kitchen and guest rooms, a fidgeting of moths in the archives. Ah, nice. The last time I felt so beguiled by a view of a house was while looking out from the hamlet of Darkest Dungeon.

Read more

Performance quirks, both good and bad, make Avowed a real trickster on PC hardware

Avowed has more The Outer Worlds DNA in it than just the Obsidian link, and from a technical perspective, that might be worrisome – the latter RPG’s Spacer’s Choice Edition was one of the most wretchedly broken releases of 2023.

Happily, Avowed does at least launch in much better shape, and with some genuinely fetching fantasy visuals that may even justify flicking on ray tracing. The PC version does, however, still seem to have a few loose wires, which are worth watching out for even if you can tidy some up with the right settings.

Read more

RPS Verdict: Avowed

Gosh, haven’t done one of these in a while, have we? Or possibly one of these. Or these?! The silly amount of tags for this semi-regular format are surely proof of its enduring appeal, so we’re back in Hivemind form to talk about Obsidian’s latest RPG Avowed. We’ve all played it, and we all have mildly different opinions on it – the stuff that thrilling conversations are made of. Onward!

Nic: James did you work out how to freeze things yet?

James: I’ll explain this quickly so Nic can get on to complaining about Avowed having the wrong kinds of boxes. But yes, I did get stuck on an early main quest that required me to use ice magic to create frozen platforms for crossing water, an otherwise neat little systems thingy that had not been communicated or hinted at before that point, but was communicated and hinted at during the following main quest.

Otherwise, I’m having an okayish time? It doesn’t have the Skyrim-tier expansiveness I always hope for with these kinds of games, but its world is a pretty one, and it’s got some quality close-quarters mageing.

Nic: Look. I feel passionately about those crates. There are two types of crates. You can only smash the crates that have the special ‘smash me’ icon on them. I don’t want a crate to “come hither” me. Takes all the fun out of the petty vandalism.

It’s funny though because those two qualities you mention, James – the world and magic – are the same ones I thought were Avowed’s strongest elements. How are you both finding the actual questing?

Read more

Jiggle-powered, apparently decent action game Stellar Blade confirmed for PC release in June

Anime action game Stellar Blade has been confirmed for PC release in June 2025. Developed by South Korean studio Shift Up and published by Sony, it’s about fighting monsters on post-apocalyptic Earth by means of combos, parries and gauge-based super moves. It’s got an open world full of NPC quest-givers and creatures designed by Hee-Cheol Jang, the mad scientist behind the menageries of Okja and The Host. It’s also got a protagonist we can summarise as Bayonetta played straight.

Read more

Avowed review

Avowed is almost good, but there’s something so resigned and workmanlike to its quest design and storytelling that it often feels like dog-eared chorelist of Obsidian must-haves, ticked off so aimlessly that the result is a bit like having an RPG described to you by someone late for a bus.

And that should be that, really. I’d run through all the ways Obsidian’s latest didn’t quite do it for me, most of you would go play it anyway because it’s on Games Pass, and we’d all go back to patiently waiting for the sun to explode.

But, god, what a devastatingly gorgeous open-zoned world this is. What a triumphantly weird, sprawling playground of fantasy naturalia. What a treat it is to just climb all over, its design ethos captured in the first magical ring I found offering a 15% buff to parkour speed.

Ignore two thirds of the weapons and just roll a wizard to witness the stodgy melee combat of other classes give way to crackling, cackling spell-slinging. There is such a gulf of quality here it’s like playing two different games. I spent 27 hours having a meh ol’ time until a reinstallation of Nvidia’s loathsome app deleted 200 some screenshots and I had to restart. Why not play a wizard? I thought. Why not indeed. Suddenly, I’m frying whole families of lizards at once with chain lightning and grinning like Palpatine in a pet shop.

Read more