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Tuesday, 9 September 2025
Platinum #142 - Death Stranding
Saturday, 19 July 2025
DLC #205 - Dirt 5 - Wild Spirits
The Wild Spirits pack is the final contribution to this, adding the last 25 events to grace the eventually enormous Career Mode. If you include the 125 Career events from the main game, the overall grand total reaches 227. That's a lot of Dirt.
The pack also adds 2 new cars, including the Bronco Wildtrak 2021 and the Prodrive Hunter. There are also 2 new track variations exclusively added for Stampede events - Ait Ojana and Tinghir bolstering the line-up of track variants for Morocco.
However, you won't encounter any new race types outside of those already added from prior DLC packs, and there is also an absence of any new race locations. It's exactly what you may have come expect by this point - A little variation between each content pack, but fundamentally just more Dirt.
The 5 additional trophies also follow the exact same logic as before - A consistency which has been maintained throughout.
The "That's the Spirit!" trophy, awarded for Earning all 75 stamps available in the Wild Spirits Career, is the primary goal yet again, and winning all 25 events is the only way to net every stamp for this trophy.
I've generally found the progression through these new batch of events for each content pack to be trouble free, with the odd difficulty spike here and there, and it could just be fatigue at this point, but I found this to be the most challenging pack to tackle when it came to those expected difficulty spikes. I spent 2 hours alone attempting to beat the only Sprint event in the Career path on Hard difficulty, with another Stampede event later on taking me almost an hour extra.
Considering I've completed these prior packs within 3-4 hours previously, this was a little surprising, but an obvious observation to note nonetheless.
The other trophies in the pack are still progression-based, and will be awarded for beating specific events you'll encounter on your way up towards earning all 75 stamps, and the final trophy is the customary milage accumulation trophy - The Prodrive Hunter the chosen vehicle on this occasion.
Oddly, this trophy didn't unlock once I'd surpassed 30 miles, and I actually had to breach the 40 mile mark before I saw it unlock. In similar fashion, I also didn't unlock the trophy for earning all 75 stamps instantly, and had to replay one of the very first Career events in order to trigger it. Nothing hugely detrimental to progress, but an odd situation to suddenly be experiencing glitched trophies after no such issues prior.
I have openly preached for the "more of the same" approach being a perfectly viable tactic for certain games before. However, Dirt 5 was a game that needed to bring something different to the table with it's DLC content after an underwhelming main game. A few new event types, vehicles and track variations just wasn't going to be enough to make up for an abject entry into the series.
It was nice to jump back in briefly, but I also partly feel like I'm just saying that to be nice. The clear lack of intent to produce something different predictably wore thin quickly, and it feels like an opportunity missed for a game that desperately needed a chance to right a few wrongs. You don't just accidentally churn out 4 straight DLC packs consisting of the exact same content over and over.
Even the trophy tiles between each pack were exempt of any reasonable level of effort, which says it all.
Thursday, 10 July 2025
DLC #204 - Dirt 5 - Uproar
However, as much as I love a throwback, it only ultimately served as a reminder to question why we never got a sequel to Dirt Showdown after all these years. Especially for a series that has been very much hit and miss ever since.
A familiar drill, but the injection of freshness from the Super Size pack is short lived here. The new events from that pack, which we discovered there for the first time, are (almost) all present here too, so it's no surprise you'll find some continuity, despite playing outside of sequential order.
However, Gatecrasher and Smash Attack are only represented once within the new batch of events, and Time Trial isn't even represented at all, so even though it seems the new event types were actually introduced as part of this pack, they're nowhere near fully capitalised on and criminally underused, especially compared to Super Size, where they're much better represented.
The pack also still lacks any new event locations or track variations. It suffers the same issue as the Energy pack. Just way too much copy and paste and ends up feeling like a lazy, artificially padded extension of the Career mode.
Uproar does add 4 new vehicles though - All of which are ripped straight from Dirt Showdown's catalogue.
There are also 5 new trophies added too, following on from the exact same theme as before. There are a batch of 25 new events to play through, and the "Dusk til Dawn" trophy, awarded for Earning all 75 Medals available in Uproar, will come through winning each of these 25 events. There's a seemingly random gimmick where all events take place within a night-time setting, for whatever reason, which is possibly where the name for that trophy is inspired from.
The remainder of the trophies are all earned through natural progression of the 25 events, outside of the usual ancillary trophy awarded for farming 30 miles out of a particular vehicle - The Duke Coupe Off Road Mod on this occasion. I'd already clocked 27 miles on this particular vehicle through the main game Career mode anyway, making this one much easier than expected.
Difficulty is still fairly consistent when measured up against prior experience. A handful of the events may take a few tries, and some are much easier than that. It shouldn't take more than 3-4 hours to beat them all though.
Saturday, 5 July 2025
DLC #203 - Dirt 5 - Super Size
Monday, 30 June 2025
DLC #202 - Alan Wake : Remastered - The Writer
Saturday, 14 June 2025
DLC #201 - Alan Wake : Remastered - The Signal
I've determined by this point that Alan Wake is very good at explaining alot of things without actually revealing any answers.
The opening to The Signal sets up the premise that Alan is stuck in his own mind after sacrificing himself to save his drowning partner, and the next step is to now work out how he frees himself from his own nightmare.
Not only do you start in front of the Bright Falls Diner, but you start by re-enacting the exact same opening scene to the main game - Sticking on the jukebox at the request of the Anderson brothers and being lured into the back toilet by a mysterious force leading you astray.
This time, the mysterious force introduces itself as Thomas Zane with the promise of helping Alan free himself if he does as he says and follows the signal via the GPS on a mobile phone. That's about as clear as anything gets as you spend roughly the next hour trawling through rehashed environments and battling through the same enemies you've just spent 8-10 hours fighting off.
I'm very much pro story-driven DLC, but it HAS to add something to the story, and I really don't feel the Signal does that. Even the gameplay doesn't really bring anything new to the table. No new enemies, weapons, equipment or gameplay. I've said before that more of the same is absolutely fine sometimes, but both the lack of progression to the story and gameplay features combined left this a bit flat for me - Not to mention you can comfortably beat the episode within the hour, so it is an incredibly short offering.
In terms of trophies, there are 8 added here, and it's perhaps most important to state that you don't need to beat the Signal on Nightmare difficulty, like you had to in the main game.
With that noted, an initial playthrough on normal difficulty with the intention of grabbing as many trophies as possible, paying specific attention to the "Run-On Sentence" trophy, awarded for making it through The Signal in one glorious go. This just translates to beating the episode without dying or restarting from a checkpoint.
This isn't too difficult, very much helped by the fact that you can play through the episode on whichever difficulty setting you wish. However, after a cheap death where I just got crushed underneath a possessed object that pinned me to the floor, I had to abandon this trophy on my first run, but still came out the other side having collected 5 of the 8 trophies on offer. These are mostly progression-based and the game is still incredibly linear to the point where you can easily pick up many of these trophies as you go along.
Ironically enough, despite claiming a lack of challenge, I would go on to fail a no-death run a further 2 times, but not by being overwhelmed by enemies. Just for silly things that were completely avoidable. There was a necessity to grab 16 collectibles for 2 separate trophies - 10 alarm clocks and 6 cardboard cut-outs - and I needed the extra run to go back through and scoop up a few of these I had missed.
Everything unlocked within 3-4 hours, and the only reason it was even as long as that was because of a couple of cheap deaths setting me back the additional time. If you're slightly more competent than me, this could be done within a sub-2 hour timescale.
Monday, 9 June 2025
Platinum #141 - Alan Wake : Remastered
"Psychological Action Thriller" is what Alan Wake bills itself as. I didn't have any other clues at to what this may entail before I began the game, but I'm glad my curiosity got the better of me. It didn't exactly blow me away, but it's an honest, solid game.
Admittedly, the story is hard to understand, but it doesn't outstay it's welcome and with a couple of episodic pieces of DLC waiting in the wings, there's always the faint hope things become a bit clearer.
Alan Wake himself is an apparently famous crime fiction author, and when his wife mysteriously disappears during a cabin getaway in the small town of Bright Falls, his sole motivation is to understand how she went missing and find her.
The clues to her whereabouts are contained within the manuscripts of a book littered across the ground throughout the game that Alan has apparently been working on, and the theory is that the developing situation around his wife is being manifested from his own creative writing. Without giving too much away (not that I can be confident in saying that), this theory is directly hypothesised by Alan Wake himself during the game, though posed more as a question, as if he himself is ambiguous about what's actually going on. So who knows.
The game draws on heavy influences from horror writer Stephen King, and it makes no efforts to disguise these. In fact, they're really blatant at times. The man himself is name-dropped on numerous occasions, and there are plenty of references to his novels baked into the gameplay features, including inanimate objects being possessed by mysterious forces and shadowy figures out to kill you.
I'm not overly keen on the cast of characters. Alan Wake himself is a fairly dull and bland main character, which is ironic given the fact he's a creative writer by trade. The cast around him isn't much better though, and I thought the lack of memorable characters was a big downside to the game. It's a nice touch that the narration of the story comes from the main character himself, and the running commentary does a nice job of providing an authentic feel to the script, even if it is prone to sounding a bit too cheesy at times.
Despite this being a Remastered version of the game, the graphics are a bit hit and miss. I felt like the character models still looked dated, and the voice acting/lip syncing during cutscenes is poor. This is a Remaster of a game that was originally released in 2010, so maybe I should be a bit more forgiving, but I've definitely played sharper remasters recently in the graphical department and Alan Wake doesn't feel up to par in comparison.
The environments are captured well though, and do a good job at providing the tension of a psychological horror. Dense fog, unnerving darkness and an eerie chorus of music every time enemies are nearby. All contribute to nailing the atmosphere. I wish there was a bit more variety though. You seem to spend 80% of the game trekking through a forest and the enemy variation is very limited.
In terms of trophies, this is a standard sized list with 51 trophies available, including the Platinum trophy, spread across an entirely Single Player driven experience.
Firstly, a casual playthrough of the game's story for two primary reasons. As always, to enjoy the story at a leisurely pace, but also conscious to the fact that we'd need to unlock Nightmare difficulty, which is achieved through beating the game just once on either Easy or Normal difficulty first.
The game is broken down into 6 Episodes, and contains 16 trophies related to either natural story progression or beating the game on a specific difficulty level, which is roughly a third of the entire list. Apart from this being about a mysterious missing persons case, I found the story difficult to understand. Maybe it's purposely convoluted. There are constant interactions with Doctor Emil Hartman, who believes Alan is potentially psychologically unstable, and the random Manuscript pages lying around at times seem to foretell the future. A completely different angle to the one presented above which theorises that Alan is responsible for manifesting the dark energy through his own writing. Either way, if there is a story to grasp, I didn't really grasp it.
The gameplay itself is very simplistic. It's quickly determined that the biggest weakness to the darkness is light. You get access to a torch in order to shine beams of light directly at an enemy and weaken them. Once they're vulnerable enough, you'll have the choice from around 5/6 weapons to finish them off. There is a clear running theme of combatting the darkness through the salvation of light, and the variance on this theme is strong. You can use different sources of light against enemies. Headlight beams on vehicles, spotlights and there are even multiple variations of the handheld torch you carry around with you. It's a new concept to me and I liked the depth it adds to the gameplay.
Outside of the direct combat, you can only perform 3 other actions. Dodge, Jump and Run - and don't underestimate any of these, especially when it comes to your Nightmare playthrough. The latter in particular will prove to come in very useful.
Alan Wake doesn't have an expansive skill tree, there isn't a levelling system and you can't upgrade any weapons or equipment. It's about as minimalist of a combat experience money can buy. Is the game worse off for it? Not really. I think the game does a good job of balancing the atmospheric pacing. There are some hairy moments and combat-centric set pieces, but they're few and far between as the game has you trawling through eerie environments and the balls to the wall action moments mostly remains on the shelf. The depth of the combat is ultimately proportionate to what the game throws at you, so you never feel like you're held back by the lack of character development options.
The challenge on Normal difficulty really isn't that great and there are alot of miscellaneous and chapter-specific trophies to collect as you go through the game too. Aside the odd bit of side-tracking, Alan Wake is also a very linear game with clearly defined paths from point A to B. You're even led by distanced light and encouraged by the game to follow the light source if you ever feel like you're lost or not moving in the right direction.
After a casual playthrough of the game, I'd unlocked 37 trophies from the list, and this was without any real specific focus on anything other than just beating the game. This would unlock Nightmare difficulty, where the challenge of the list would peak.
The "Alan, Wake Up" trophy, awarded for Completing the game on Nightmare difficulty, comes with it's challenges, and these are notable in comparison to lower difficulty levels of the game.
The most notable difference is the fact that you die much easier. Most enemies only need to hit you a couple of times to kill you, and I actually found that the best strategy for tackling Nightmare difficulty in most instances was to run away. This is what I meant by earlier when I referenced the importance of not underestimating your options outside of combat. This isn't completely fool proof though and there are 2 small nuances to be aware of when choosing this strategy.
Firstly, there's this mechanic in place which only allows Alan Wake to run for a limited amount of time before running out of breath and slowing down, so it can be difficult to get away sometimes. I'm not necessarily against this feature, but enemies don't seem to suffer from the same sort of fatigue, so they can catch and kill you way too easily at times and it feels like a cheap handicap that purely exists to force you into combat. It should be considered a viable strategy to look to escape in games like Alan Wake that bill themselves as psychological thrillers. Secondly, you can sometimes be hit with projectile weapons whilst attempting to escape from a fight. Enemies have annoyingly pinpoint accuracy, and there are plenty of times you'll be felled whilst fleeing courtesy of a flying knife to the back from 50 yards away.
However, the overly generous checkpoint system will come to your rescue, and whilst you may end up accumulating your fair share of deaths throughout a Nightmare playthrough, you'll never have to make up too much lost ground. Checkpoints are thrown at you with a level of frequency that makes you feel like the game feels sorry for you. It's hard to be angry at the cheap tactics the game deploys to earn a death out of you when the most it'll ever seem to set you back is 30 seconds. It's a big redeeming feature.
Enemies do also take a few more bullets to go down on Nightmare difficulty too, but another thing the game is also overly generous with is supplying you with ammunition to offset this. I never once really found myself in a perilous position at any point in the game, especially when it comes to the segments where you're forced to fight larger groups of enemies because your path to progression is blocked until you clear out what's in front of you. There are 30 hidden chests that you'll need to collect as part of the collectibles element of this list, but these contain generous stashes of ammo that I would absolutely recommend going out of your way to find and open. Once you get hold of flares and flashbangs, the game may aswell roll out a red carpet straight to the end. They're incredibly powerful and can take out groups of enemies in one go if you ever feel overwhelmed or close to death.
You'll still die a reasonable amount. The game loves a cheap death, and some of the tougher fight segments where you need to rely on some really wonky AI to help you deal with crowds of enemies are frustrating. It's worth at least an extra point on the difficulty scale as a whole experience, but to say there are tougher offerings out there would be an understatement.
The other distraction of Nightmare mode was gathering the array of collectibles on offer, and does Alan Wake love a collectible. There are a whopping 298 collectibles in total, including 100 Coffee thermos flasks, 106 Manuscript pages, 11 Radio shows to listen to, 14 TV shows to watch, 30 Hidden chests, 12 Pyramid cans to shoot and 25 Signs to read. Each of these comes with it's own trophy once they've all been collected too.
For a game the length of Alan Wake, it is completely overloaded with collectibles, and you feel like you need to stop to turn your attention to something every 5 steps. It's intrusive to the flow of gameplay and breaks up the immersion way too much. It's almost as if they had so many ideas, they felt the best way to approach it was to just cram them all in and hope nobody really noticed. I did decide to collect everything I could as soon as I saw it on my Normal difficulty playthrough of the game, and actually managed to find the majority of the collectibles without really looking too hard, which is also a good testament to the linear nature of the game. You may have to go off the beaten path sometimes, but most of it is literally looking back at you.
There is an exception to be aware of for the Manuscript pages. Some of these are only collectible on Nightmare difficulty, but these are clearly marked out on the segment within the pause menu that lists all the manuscripts and those you may be missing. All of the other collectibles can be gathered up on any difficulty you wish, but given the fact you'll need to beat the game on Nightmare difficulty anyway, it's a wise tactic to sweep through whatever you see on your initial run, and use a guide to mop up the remainder on a second run.
Outside of this, there are a small bunch of chapter-specific trophies, which can easily be obtained through the chapter select option on the main menu, should you miss them through any of your playthroughs. The chapters are even further divided into sub-sections, so you don't even need to replay entire episodes of the game to get to the specific part you need to get to in order to unlock any of these trophies. The game is very user-friendly and gives the player loads of leeway into the accessibility of trophies. Even collectibles can be scooped up via the chapter select feature for any strays you may have missed. Some games still require you to collect everything in a single playthrough and will punish you for anything you miss by making you play the entire game again. Big thumbs up for the sort of flexibility on display here, and this level of accessibility is a big influencer on the overall difficulty rating.
Ultimately, Alan Wake is an easy game to pinpoint on the difficulty scale. There's no doubt you'll die often on Nightmare difficulty, but the checkpoint system is so generous, death feels almost inconsequential, and you rarely have to re-tread old ground. It almost negates the sense of challenge entirely because you never have to worry about scrambling around for survival to prevent an imminent loss of progress. Die, reload and get straight back into the fight you just lost. The story is also a modest length, at roughly 10-12 hours, and doesn't insist on being prolonged or stretched out. It sometimes feels like there's pressure for Single Player games, that don't offer any additional games modes, to max out their story offerings to extend beyond 20 hours in order to achieve public satisfaction, but Alan Wake doesn't choose to be a victim of this and that's refreshing.
The game is far too collectible heavy though. There just isn't a necessity for any game to contain as many as almost 300 collectibles and attach individual trophies to all of them. They're not my favourite kind of trophy as it is, and they seem to be as common as they ever have. Despite my disdain for them, there's ways to do them right and the sheer volume of unnecessary collectibles is a thumbs down. The Manuscripts might provide some added value to the lore of the game, but the rest of it just feels like clutter with little added value. They're easily worth an additional point on their own merits.
A short-ish story, necessity for just 2 playthroughs and an accommodating chapter select feature. Nightmare difficulty feels like it deploys some cheap tactics sometimes and the collectibles feel like a chore, but Alan Wake is a great example of less is more, and that includes the requirements of the Platinum trophy.
Notable Trophies -
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Alan, Wake Up - You completed the game on Nightmare difficulty. |
Hardest Trophy -
Monday, 5 May 2025
DLC #200 - Prey - Mooncrash
Mooncrash is exactly that. A Roguelite spin-off to Prey's main game. You begin within a habitation pod that overwatches the Moon, which TranStar has a base on called the Pytheas facility. You've been sent by KASMA - a rival to TranStar - to investigate a sudden stoppage in communications coming from the facility.
In order to find out what happened, you plug into a simulation and replay the possible consequences via 5 different playable characters. The goal of the game is to escape the simulation with each of the characters consecutively without any of them dying, using the 5 different variations of escape methods within the moonbase. Death doesn't necessarily signify that the game is over, and if you lose a character, you'll just progress onto the next until each character has either died or escaped - A classic Roguelike feature. It's an experience I can't really liken to anything else I've previously played, which makes sense given my novice levels of experience with Roguelike games.
There are 10 new trophies within this package, and the only way to tackle them was to just dive in blind and get to grips with the game.
Only one character is available from the beginning and the others will need to be unlocked through varying means, which will also subsequently unlock you a trophy. Once you have access to each character, you'll notice they have different traits and abilities that are pulled straight from the main game and are exclusive to that particular character. The hacking skill can only be performed by one specific character, so if you want to hack any computer terminals on the moonbase, you'll need to make sure you do it whilst you're using this character. The clever thing is, once you hack a terminal, this will remain hacked for any future characters that go through the simulation within the same run, and this is essential in progression towards certain goals.
For example, one of the escape methods is via opening a Mimic Portal to teleport out of the moonbase, however the Portal will need to be repaired, and the connecting terminal will then need to be hacked, before it can be used by any other subsequent character. This cannot all be done by the same person and this adds a strategic angle to how you tackle the simulation and the order in which you send your 5 characters into it, and these examples exist in a handful of different scenarios where progression is determined by utilising characters skillsets in a specific order.
But how does overall progression actually work? The moonbase has four distinctly split areas - The Crater, which acts as the centrepiece, and the Crew Annex, Pytheas Labs and Moonworks which all branch off from the central crater. These are always in the same locations and contain the exact same internal layouts each time. Nothing in this regard changes from run to run, so learning the map and your muscle memory will play a key part in making sure you fully understand where you'll need to go for efficiency and speed purposes - both of which become crucial later on.
Things that do change from run to run are as follows; Items that become available to loot - and this is fairly dynamic in multiple ways. Sometimes they'll be there, and sometimes they won't. In other instances, the item you find may be an Elite-standard weapon with all attachments, other times it may just be a recycling material for fabrication purposes. I had a strange sense of intrigue over seeing what random loot I would discover from run to run, and a big part of progression within Mooncrash is discovering better loot that you can take forward with you permanently. I waited for what seemed like forever to finally stumble upon a fabrication plan for an Elite Shotgun which would allow me to use it in future runs going forward, but someone else could find one on their very first run. This is the beauty of Roguelikes - The heavy RNG element ensures that you won't play out the same experience as the next player.
Enemy types you run into will also change constantly, as will environmental hazards that can occur within the moonbase that change the dynamic of how you approach your goals.
For example, power outages will prevent you from using powered systems such as doors, grav shafts and terminals. Radioactive barrels will give you radiation poisoning if you get too close. Your character can also incur status effects. Concussion will reduce Psi abilities and prevent you from installing Neuromods. Bleeding will gradually see your health decrease over time. Fractures to bones will prevent you moving at reasonable pace.
The game has so many different layers that add constantly changing dynamics to the way you play, which give it a varied and interesting experience. It feels like it should fall foul of being too repetitive in nature, but the Roguelike elements add freshness to the game that also feels like you're always doing something new.
It's initially a little bit frustrating when you start out and your characters are weak due to either not having found enough Neuromods to improve abilities yet, nor having any of the better weapons, equipment and chipsets available, and you can still fall foul of some really cheap deaths due to the sometimes overdone environmental hazards that eventually swarm the base thanks to the ever increasing corruption levels. The corruption levels make this a timed mode, which is a very important detail to mention.
Starting at level 1, the corruption meter will gradually fill right up to level 5. With each new corruption level comes more powerful enemies that also pop up with greater frequency, and more hazards around the moonbase. Once the meter hits the top of level 5, the simulation will just end, and any remaining survivors who have not escaped will die. This is where the importance of knowing the layout of the moonbase really matters, as you'll need to ensure you're moving with efficiency and speed to ensure all 5 survivors can make it out - Not just on time, but also quick enough before you reach the higher stages of corruption, which can be perilous and challenging.
You will unlock a variety of the trophies from just natural exploration of the mode. Killing the new Moon Shark enemy, unlocking all 5 playable characters and chaining together a successful run where you manage to escape the simulation with all 5 characters award trophies. However, despite it's Roguelike elements, there is still an actual endgame to strive for here within Mooncrash, and there are a couple of trophies you'll end up working towards from the start;
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Contract Fulfilled - In Mooncrash, Complete all KASMA Orders. Galaxy Brain - In Mooncrash, install every neuromod power for every character. |
Most notably, this will include your Neuromod progress for each character, which directly impacts the "Galaxy Brain" trophy. If you earn this trophy without installing every possible Neuromod, you'll reset your entire progress, so it's vital that you make sure you attain these trophies in a specified order that prevents a conflict of interest.
Friday, 4 April 2025
Platinum #140 - Prey
After the debacle of Fallout on the Playstation, Bethesda are lucky they're not on the shitlist.
Fortunately, I am a big fan of the Dishonoured series, and Arkane Studios were put in charge of the development of Prey, so that's enough justification to claw back a little bit of benefit of the doubt.
Unfortunately, it doesn't quite live up to the standards of Dishonoured (It is at least functional, unlike Fallout). That's not to say Prey is a bad game. The foundations of a good game with some nice ideas do exist here, but it's let down by some poor execution.
You control Morgan Yu, who joins the Research team aboard Talos I at the request of his much more senior brother, Alex - President and CEO of TranStar.
During a series of induction tests, one of the supervising doctors is attacked by a Typhon, and you're knocked out by a non-lethal gas. You reawaken three years later, and the Typhon outbreak has wreaked havoc onboard Talos I. It's claimed that, within this three year period, most of the crew have been killed by the outbreak and there was various research performed in order to find ways to contain the spread of the Typhon influence, to little avail.
It's not really clear as to why you were seemingly unconscious for three whole years, but an aspect of the research was the construction of Neuromods. These assist in the genetic modification that can give humans greater abilities, as well as adopt those of Typhons, as a way of overcoming the Typhon threat. However, a by-product of the use of these is memory loss. Has three years actually elapsed? Or have we just lost our memory about something that actually happened a few days ago?
You meet a couple of characters early that establish the end-goal. An operator called January - Allegedly a past-self of Morgan - guides you to the final ultimatum of how to deal with the outbreak and Alex will also frequently contact you throughout the game to offer further guidance. The plot is a little bit confusing, in all honesty. I ended up going through this game three times in full and still struggled to make sense of certain parts of the story.
Unfortunately, the game has a few other deficiencies too. The Typhon variety is really underwhelming. They're just differently moulded shapes of black matter, and lack a scary persona that makes you feel genuinely intimidated by them. It's bland and boring, and whilst the environments have slightly more character to them, they also ultimately suffer from similar issues, and you start to realise how samey everything looks the deeper you progress into the game and uncover more of Talos I.
In fact, it isn't just the enemies that suffer from this sort of negligence. The character cast is pretty devoid of personality too. Morgan and Alex Yu are both dull and uninteresting main protagonists, and the only other character of any real significance you meet is January - A robot - and he/she still has more personality than any human you ever run into.
The game also suffers from crippling loading screen times. Every time you transcend beyond a door into a new section of the ship, or die and have to reload a save file, you can expect to be waiting. The absence of cutscenes is a typical feature of games like Fallout and Dishonoured, but when you witness how long you end up being stuck on some of these loading screens in Prey, it begins to have a negative impact on the flow of the game.
I did say the foundations of a good game were present though, so there are a few redeeming qualities too. The weapon variety is good, with each weapon serving a different purpose and opening up more ways to tackle combat.
The Gloo Gun can be used to temporarily freeze enemies in place, but also allow you to create bridges up to previously unreachable areas. Typhon Lures attract Typhon towards them, allowing you to deal with groups of enemies more efficiently, but alternatively, can also allow you to distract them long enough to make an escape. Even old classics, like the Shotgun, are punchy and feel like they're carrying a lot of weight behind them.
Progression is also heavily driven by the player. Talos I becomes fully available to explore very quickly, so you're not restricted on your movements. Can't access a room because you don't have the keycard for the door? You'll have the option to hack it. Don't have enough Neuromods installed to reach the required hacking skill level? There's a vent hidden around the corner you can gain access to the room via if you find it. This level of flexibility is the strongest suit of the game, and gives it a genuine sense that the player has full control.
In terms of trophies, this is a large list, containing 49 trophies in total, including the Platinum trophy. The biggest thing that stands out here is the fact that Prey makes no secret that it wants you to play it multiple times, and these hints are all over the trophy list.
You'll need to beat the game in at least 4 different manners, as well as juggle an absolute boat-load of missable trophies. By my counting, there are a whopping 44 trophies in this list that can be considered missable, and unrelated to beating the game in a specific manner. That is by far the most amount of missable trophies I've encountered in a single trophy list.
As a consequence, there are only 2 trophies awarded for reaching specific plot points in the story, so there is going to be a requirement for some meticulous planning within this trophy list. This is purely because there's a lot of synergy within these trophies, and some of them tie directly into one another. This is either because they're directly linked, or could become missable due to certain conflicting actions you take within the story.
Firstly though, a regular playthrough of the game, just to beat it and see where our progress takes us. There are no difficulty related trophies in this list, so you can cruise through on the easiest difficulty without repercussion, which might not be the worst idea if you're possibly overwhelmed by the volume of missable trophies. Anything that reduces the pressure is advisable. I went for a mixture between Normal and Hard difficulty levels across all playthroughs of the game and didn't really run into too many issues until the end, but we'll get to that.
The "I and Thou" trophy, awarded for Completing the game in the most empathetic manner possible, requires you to fulfil a certain number of requirements that mean you effectively earn the "good" ending. This is a hidden Gold trophy, so I wasn't even aware of the fact I was about to earn this on my first playthrough.
Apparently, there is a karma-esque points system operating at all times in the background of the game that'll track the decisions you make and actions you take towards others as you progress the story, culminating in a final score that determines whether you meet the threshold for this trophy.
The "Do No Harm" trophy, awarded for Completing the game without killing any Humans, was a trophy I was conscious to whilst going through my first playthrough, and achieving this at the same time is probably what led me to unlocking the previous trophy. It would make sense that I finished the game in the most empathic manner if I'd also beaten the game without killing anybody along the way, and that's a great example of how some of the trophies in the list work in synergy, as mentioned above.
There are also a generous amount of collectible-related trophies in this list too, which was another thing I was conscious to within my first playthrough. You'll need to read 190 employee emails, find 268 crew members of Talos I (both dead and alive), consume 30 different types of food and drink and listen to 88 TranScribe recordings.
This seems daunting, but there is something that may work in your favour. All of these trophies unlocked prematurely for me, which does seem to be a common occurrence, based on reports from others, so you may not even need to reach 100% collection rate for most of these requirements. I didn't need to use guides to find most of these things, and staff terminals will track the status of the employees for you, as well as tell you where exactly within Talos I you can find them, which essentially acts as an in-game checklist.
Finally, for this playthrough, it was important to pledge a commitment to only using human abilities, as a part one requirement for the "Split Affinity" trophy, awarded for Completing the game once only acquiring Typhon Abilities and again acquiring Human Abilities. Naturally, this would require a second playthrough.
I'd already beaten the game acquiring Human abilities, so being able to switch to Typhon abilities was an easy transition, and in all honesty, aside from the access to different powers, there isn't really much difference in the way you play the game between both playthroughs.
The Typhon abilities are a bit more useful in direct combat. Many of the Human abilities revolve around hacking terminals/keypads, improving the effectiveness of healing items/food and strengthening your character to be able to pick up heavier objects. Typhon abilities allow you to lift and throw enemies, spawn Phantoms to assist you in battle and deal shock damage via mind control.
Aside from this, the "I and It" trophy, awarded for killing every human on or around Talos I, was the primary focus within the second playthrough, and this was a little bit of a nuisance for a couple of reasons.
Firstly, it's important to note, the majority of the crew aboard Talos I are already dead. However, this can cause confusion, because you'll need to carefully track everyone and make sure those who should be alive when you encounter them, are actually still alive when you do so. Any human character who dies to anything other than your hands will negate this trophy, and this can very easily happen in a number of scenarios.
Humans can easily succumb to environmental disasters, such as gas canister explosions or fire from a burst pipe. This happened to me a handful of times. I'd sometimes find the human in question already dead and something had occurred off-screen that I didn't even see happen. Sometimes it would happen amidst the chaos of battle and was purely accidental. Either way, the remedy is to reload and hope it didn't happen again.
You'll also encounter plenty of mind-controlled humans, who roam around as living people, but are possessed by a Typhon mind-trap. If they spot you, they'll chase you down, their heads explode and they'll die, and this won't be credited to you either. They are also identified by turrets and other security measures as a Typhon threat, so if they wander into the firing line, they'll be gunned down on the spot. Reload and start the section over in any of these instances too.
Finally, there are a few set pieces at certain points in the game involving humans where you need to make sure they're protected in battle, specifically so they can remain alive for the sole purpose of you making sure that you're the one that kills them. If anyone succumbs in battle? Yep, reload your last save and try again. It's an interesting concept for a trophy, but it bought on much frustration and added an unnecessary element of trial and error that disrupts the flow of the game.
On the theme of how these trophies work in synergy with one another, it is also worth noting that when going for this trophy, it will lock you out of various other trophies that naturally become unachievable as a by-product of the death of every human character in the game. These include side missions tied to making life and death decisions and the achievement of the empathetic ending, so it's really important to track your list meticulously as often as you can. You don't really want to be playing through this game any more than you have to.
After a brief pitstop to grab the "Abandon Ship" trophy, awarded for Fleeing Talos I aboard Alex's escape pod before completing your mission, which can be earned just a couple of hours into the game if you follow the correct steps, we restarted the game one final time;
The "No Needles" trophy, awarded for Completing the game without ever acquiring any Typhon power or Human ability, is the most challenging trophy in the list, as you may expect from a trophy that essentially asks you to beat the whole game without ever having access to any character upgrades.
Without the ability to upgrade your character, this means your closest ally is your arsenal. Firearms are the key to negotiating this task, and it's purely by default, but even this has complications that become very apparent fairly quickly.
You'll get the ability to upgrade various aspects of firearms, including damage, reload speed, range etc. The first upgrade level for each upgrade aspect is readily available, providing you have a weapon upgrade kit, which are easy enough to find. However, any upgrades beyond this point will require a human ability, such as Gunsmith or Engineer, upgraded to a certain level in order to access further weapon upgrades. Due to the fact these abilities are gained through the use of Neuromods, we don't have that option, which means your weapons will only ever be able to reach a certain level of power throughout the entire run.
This is fine to begin with, but once you start to run into Technopaths, Thermal and Voltaic Phantoms, this does become an issue. The game will introduce these enemies at stages where you will have normally had a chance to match the strength of your guns to them, or even possibly have accessed a couple of Neuromod-based abilities to handle them. As a consequence of not having any of this, I just found myself running for my life a lot more often than actually sticking around to fight. I felt like the requirements of this trophy had put me into a situation where the most viable option was to flee.
I was pumping all my ammunition into bullet sponge enemies because every weapon in my armoury now felt like a peashooter - So I just deployed a strategy to start running between my objectives. Even then, it was still easy to die from a ranged attack or an enemy that would teleport directly into my path, and whilst running was a sound enough strategy overall, I almost felt like I was speed-running the game. There's a fine line between running for your life because you genuinely feel like you're in a tense survival horror scenario, and running for your life out of frustration at the fact you know you're probably about to get cheaply killed and you don't want to stare at another 45 second loading screen. Prey falls into the latter.
By the end, it actually made me start to really dislike the game. The final run had just developed into a frantic mess. Seriously underpowered due to the fact I could neither install Neuromods nor upgrade my weapons to even a modest level. Running through entire areas of the game as a counter-solution to avoiding combat. The story began to actually feel like it was dragging - A final playtime total of just over 22 hours for a run that I felt like I was speed-running for the majority of confirms that.
It's a sour ending, and it felt like a good time to draw this game to a close. Prey isn't a bad game, but it's also not the sort of game that should be welcoming you to beat it 3/4 times to earn the Platinum trophy in the circumstances it does. Attempting to beat it for a final time without using any abilities, and watching myself running through entire areas of the game just because I didn't feel like I had a chance in combat, sucked the remaining enthusiasm I had for it right out of me.
The amount of missable trophies is a little bit too much, too. It didn't really impact my game personally, but I've never gone into any trophy list like this before having to meticulously plan which trophies I need to make sure I get on a certain run of the game, and then also having to cross-check every one of them to make sure they're not going to cancel each other out along the way. Trophy lists don't need to be this high maintenance.
Managing to beat the game without using any abilities is worth a couple of points on it's own, and when you account for at least 3 full playthroughs of the game, with a dedication to collectibles, juggling a missable-heavy list and a lot of side questing in-between, this Platinum easily pushes the 60-70 hour mark. It's not a journey I'd really like to go through again - "TranStar Employee of the Year" has a nice ring to it though.
Notable Trophies -
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I and It -You killed every Human or or around Talos I. No Needles - You completed the game without ever acquiring any Typhon power or Human ability. |
Friday, 21 March 2025
DLC #199 - LittleBigPlanet 3 - The Journey Home
I was willing to go into this final foray with an open mind, despite some reservations about the workmanship of LittleBigPlanet 3 that were well documented in my Platinum Difficulty Review. Underneath this brief, post-game exterior remains an unpolished game plagued by technical issues. Blue screen crashes, corrupted save files and loss of progress. It's clear that there was an abandonment of this game that has hurt the reputation of the series.
The Journey Home begins where the main story ends. After saving Bunkem, Sackboy and friends are teleported back into Craftworld, ready to be welcomed home by a surprise party. However, the teleporter beam malfunctions and the force of the beam whips the unsent invitations to the remaining party guests out into the world, and it's now your job to find and retrieve them.
This will require progression through a series of new levels where the reward of an invitation sits at the end of each one, and once all 6 have been gathered, the party will finally be able to go ahead.
The pack contains 6 new trophies, all of which are obtained via the new selection of Story levels on offer. This is broken down into 3 main Adventure levels and 3 Multiplayer side missions. There are trophies awarded for both completing and Acing each of the 3 Adventure levels, which are both fairly easy tasks and should take no longer than an hour or so. There is a level dedicated to each of the new heroes - OddSock, Toggle and Swoop. Their lack of usage within the main game was something I was slightly critical of within the Platinum Difficulty review, so it's good to see at least a little bit more advocacy for these characters.
Toggle gains access to the Springinator within his level, which also comes attached with it's own trophy after using it 100 times. The Springinator is a new device that allows him to bounce up to harder to reach places. It's nice to see a neat little gameplay addition, but the variety in content with a game like LBP has always stemmed from it's unique level designs, which are all refreshingly charming in their own way in The Journey Home. It's just a shame that there are only 3 main Adventure levels.
However, the package does heavily lean towards a Multiplayer emphasis that may cause a few struggles along the way;
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Two's Company, Four's a Party - Complete any Adventure level with 4 players. |