Showing posts with label DLC Reviews. Show all posts
Showing posts with label DLC Reviews. Show all posts

Thursday, 4 June 2026

DLC #218 - Assassin's Creed Odyssey - Legacy of the First Blade : Episode 3

I noted a belief in the review of Episode 2 that I knew where the conclusion to this story was heading. It's exactly what I expected. A story that takes a tragedy-laden turn in the sort of fashion that only Asssassin's Creed knows how.

For this final episode, Alexios island hops one more time to Messenia in order to tie up the loose ends of the Order of the Ancients and come to terms with the future of his bloodline.

I'm ultimately critical of the execution of the overall plot for Legacy of the First Blade. The plot itself is intriguing, but the execution is clunky, and there are too many elements to it that just don't make any sense, most notably the ending to Episode 2, and the overall conclusion to the story in Episode 3. There are too many continuity errors and critical plot points feel forced to steer the story down a certain narrative route that dilute the storytelling and deprive it of any natural flow.

When you combine this with an equally predictable gameplay loop, it almost feels like I've played the same piece of content 3 times over. Another main questline packed with fetch quests and fort infiltration. Another cluster of Order of the Ancients to track down and kill. Even the trophy list is a familiar template at the point. I now have just over 107 hours on my save file for Assassin's Creed Odyssey after the conclusion of these 3 episodes of DLC and it's seldom truly given us anything different to what we saw in the opening few hours of the game - and there's still more content to come.

The trophies add 5 more to the package, with alot of aforementioned familiarity attached to them for the conclusion of this sub-story.

The hidden trophy is related to story-progression, and is awarded upon completion of the final main quest. Episode 3 is much more narrative driven in comparison to previous episodes, and there is alot of storytelling involved. As a consequence, there are only 4 main quests that you'll need to complete to reach the end of the episode and unlock this trophy. It definitely felt like you're more detached from gameplay in comparison to Episode 2, and whilst there are a handful of sub-missions that link to main quests, these are present to hunt down some of the Order of the Ancients targets for another Gold trophy related to finally killing all of the Order of the Ancients across the entire sub-story. There are 7 more added specific to this episode.

The package also adds yet another new ability to the skill tree that you'll need to reserve an ability point for, and the relevant trophy on this occasion is awarded for killing 10 enemies using the Fury of the Bloodline. I had to purchase this skill, but I was holding a spare ability point back specifically to use in light of this trophy. Again, you can always reset your skill tree and reassign ability points for the purpose of this trophy if necessary to do so.

There is also another similar trophy awarded for healing yourself by getting 10 headshot kills with the Golden Harbinger equipped - A legendary staff that will heal you each time you kill an enemy with a bow and arrow. You can only obtain the Golden Harbinger from Gergis of the Order of the Ancients. If you choose to allow him to walk away, the item will be available in a chest later on instead.

There's also a final trophy awarded for acquiring the Sword of Kings. Upon completion of the main questline, you'll obtain an epilogue quest to visit the blacksmith in Phokis. He will be able to craft the sword for you, providing you have enough resources to do so. Adamantin and other normal crafting resources are required to do so, and I was crafted the sword automatically without any necessity to farm additional resources, so the extra-curricular tasks were fairly straight-forward for me. Also, being granted the actual iconic hidden blade, instead of yet another non-descript item of loot, would have topped any ending we ultimately got here. Talk about a missed opportunity. 

Full completion of the Legacy of the first Blade added a total of just over 13 hours onto my save file, taking it to just over 107 hours for total play time. A long time to still be investing into any game at the post-game content stage, especially when you consider there are still 4 content packs to complete - and when it feels like I've been trapped in an endless gameplay loop since minute one. I hope the Fate of Atlantis story is good.

Saturday, 30 May 2026

DLC #217 - Grid Legends - Rise of Ravenwest

There isn't anything much more iconic about Grid than Ravenwest. The original protagonists. Always the team to beat - And with the cinematic production levels of Grid Legends, this DLC gives the people associated with Ravenwest the limelight to portray their obnoxious personas.

The previous 2 pieces of DLC content have focused on gimmicks, touching on Demolition and Endurance racing. Rise of Ravenwest is just a nostalgic nod to the past and focuses on the roots of Grid through a longstanding icon of it's series.

It doesn't do anything spectacular, but it's still my favourite individual piece of DLC so far, mainly for the subtle features that build on the nostalgic vibes. The user interface changes to the bold, vibrant yellow text originally featured in Race Driver : Grid. The lighting and slightly grainy filter give it an old school ambience. The classic Ravenwest liveries return, though it is a shame you can't use them outside the new story branch. The Miami race location returns. All of this with a story told that stretches way back to the beginning of the Grid series. It won't mean anything to some, but I'm a bit of a nostalgia freak so I loved seeing these surprises pop up as I progressed deeper into the content.

Expanding on this, the Miami location adds 2 new track variants and there are 4 new classic vehicles added. These include the BMW 320 Turbo Group 5, 1967 Chevrolet Corvette, 1971 Plymouth GTX and 1967 Ford Mustang Fastback.

Again, there are 10 trophies added to this collection, and these are a bit more straight-forward compared to previous sets.

The new Rise of Ravenwest story branch is the most fleshed out offering yet, containing 11 new events to progress through. This is the most amount of events for any story branch thus far, and as a result of the prolonged length, 6 of the 10 trophies on offer are purely progression-based in relation to completing the story.

With no real dedicated racing theme connected to this expansion, circuit racing is heavily featured within these events, and the requirements are fairly simple for the most part, requiring you to finish anywhere between 4th place and just simply complete the event. You'll need to go on to win a couple of them, but this isn't too demanding, even against tougher AI. All 11 events should take no longer than 2-3 hours, given the fact you shouldn't really have to replay many of them, if any at all.

Trophies tied to sponsorship objectives are chopped for this package. Instead, you'll be required to beat 3 hot laps using specific vehicles on specific tracks. These are with the new vehicles added to the game as mentioned above - A nice touch to give you an excuse to use them, and whilst it's true these are nowhere as grindy as the sponsorship objectives, there is a crucial detail to know.

I was stuck on the first hot lap for hours and thought it was just a matter of practice and developing my strategy. I had the vehicle maxed out with performance upgrades and I felt like I was pulling off the optimal lap each time, yet I was consistently falling a good few seconds short of the required lap time for the trophy.

I did some research and discovered that the default setting for custom events switches off performance upgrades, which negated the upgrades I had installed on the vehicle. Once I'd turned this on, I managed to achieve the hot lap time straight away. Applying the same settings to the other hot lap trophies yielded similar results. It's a good job I checked. I knew something wasn't quite right and it was a crucial piece of information to find out about. I'd lost a few hours unnecessarily but sometimes you find things out the hard way and that's just how it is.

Taking this into account, it's an easy completion. The trophies are heavily weighted to the story and the hot lap trophies are also easy once you know about the trick above. You might need to drive the required mileage to unlock the tier 3 upgrades, which is a little bit grindy, but it's still a better direction than fulfilling sponsorship objectives. 

Monday, 25 May 2026

DLC #216 - Assassin's Creed Odyssey - Legacy of the First Blade : Episode 2

I've quickly realised that the middle portion of episodic DLC is the most difficult to review. At least the beginning and end give you obvious discussion points through both the establishment of a plot and a conclusion respectively.

Episode 2 of the Legacy of the First Blade does throw up a couple of intriguing plot points, but it's still yet to be seen where these go.

The beginning of this DLC sees Makedonia left behind for Achaia for the second leg of this story, and as before, the entirety of the content is focused specifically within this region. That's probably the most notable difference given the fact the game doesn't really expand upon it's gameplay features within this second episode. 

There is more of an active emphasis on naval combat off the shores of Achaia for portions of the questing, and you'll be able to try out the Chimera's Breath for the first time - A newly added flamethrower attachment for the Adrestia. However, the package is very much more focused on the ongoing development of the story and progressing closer towards it's conclusion than bolstering the gameplay additions.

It's still too early to give any sincere thoughts on the story, but the conclusion of the episode does dangle a carrot of intrigue about how this ultimately ends, albeit with a hint of predictability in the air. I'll be able to confirm if this hunch I have turns out to be true or not. It does also reveal a pretty bizarre plot point which didn't make an awful lot of sense to me. Have a look at the artwork for the hidden trophy in this set if you want a clue about what this relates to.

In terms of trophies, there are a further 5 on offer which add more of the same as previously seen.

The hidden trophy is awarded at the conclusion of the episode, which definitely feels a bit more fleshed out compared to the first installment. The main story continues with 9 new quests, compared to the lighter offering of just 5 previously. Getting through these and unlocking this trophy is where most of your time is spent within this package, and the questing is still way too overly familiar, sticking to a rigid formula of fetch-questing and fort infiltration. At what point does it become acceptable to question the lack of variety and creativity in these quests?

There is another trophy added for hunting down a new group of Ancients of the Order too, though only 5 have been added for this episode, which is 2 lighter than the previous one. Same principles apply - Find the clue that reveals the identity and whereabouts of the target, and execute them all until you have the trophy.

The remaining trophies relate to smaller miscellaneous tasks. The new Chimera's Breath weapon needs to be used to set 10 ships on fire, and you'll also need to kill 10 enemies with the Rapid Fire ability. Depending on your skill tree distribution, you may or may not already have this ability. On this occasion, I'd already previously acquired it, but you can reset your ability points should you need to unlock it for the purpose of this trophy.

The final trophy is awarded for parrying 10 attacks with the Judgment of the Lion, which is a bonus weapon you'll earn during the main questline.

The overall content is slightly longer, adding 8 hours onto my save file to breach the 100 hour mark with this game. This is mainly down to a chunkier main story offering, with the number of quests almost doubled compared to Episode 1. The side activities are a bit leaner, and the miscellenous trophies can be earned in no time at all. Let's see how this one wraps up.

Sunday, 17 May 2026

DLC #215 - Assassin's Creed Odyssey - Legacy of the First Blade : Episode 1

Episodic DLC is always difficult to review within it's own merits. You're effectively halting progress part-way through to give a full assessment of a piece of content that only makes up part of the full experience.

This isn't the first time an Assassin's Creed game has adopted episodic content. Assassin's Creed 3 was followed up with the 3-part Tyranny of King Washington story, and there is still a second batch of episodic content to review for Odyssey in the form of The Fate of Atlantis.

The Legacy of the First Blade calls Alexios to Makedonia to save a burning village. During this encounter, he is attacked by Darius - wielder of the "First Blade" - an iconic nod to the Hidden Blade which became a staple weapon of the early Assassin's Creed titles.

Darius reveals that a Persian group called the Order of the Ancients has invaded Makedonia to hunt him down, under the belief that he is a "Tainted One" - Figures who carry a powerful bloodline and are seen as a threat to their cult. Incidentally, Alexios also falls into this same category and turns out to be a prime target for the Order too, meaning they must work together to eliminate the threat and protect themselves.

The content is exclusively limited to the confines of the Makedonia region of the world map, and doesn't add many notable gameplay features or alterations. There is a brand new main story questline added to kick off the episodic story, and the side content is supplemented by a small handful of quests and a new assassination kill list to work your way through.

The Death Veil ability is added to the skill tree, which makes bodies disintegrate when you silently assassinate them, and you can earn some new weapons/loot - including the Pride of the Lion sword acquired early on. However, this is disappointingly light, especially when you quickly discover that the content is limited to a pre-existing portion of the map and alot of the activities the trophies require of you have just been replicated from the main game.

Speaking of which, there are 5 trophies added for this first episode of content, and they make for a fairly straight-forward completion.

There are only 5 main story quests to reach the conclusion of the first part of this story, which unlocks the hidden trophy amongst this collection. There's not much variance within the individual quests - They mostly follow the same sort of pattern from the main game. Fetch this, infiltrate that, kill these soldiers. They should only take a couple of hours to beat, too.

There is also another trophy linked to killing the first group of enemies within The Order of the Ancients. The DLC opens up a new kill list off the back of the Cultists menu, which provides you with 7 new targets to assassinate. You will encounter some of these enemies naturally through the main questline, and in exactly the same fashion as the Cultists side-quest from the main game, you'll need to uncover the identities and locations via clues to find the rest.

This is where most of the remaining time with this package is spent, with the other trophies in the list being easily attainable for smaller side feats. You'll need to purchase the aforementioned newly added Death Veil ability - and kill 10 enemies with it equipped. You'll also need all 3 upgrades to the Rush Assassination ability too, which will allow you to chain together 4 attacks for another trophy, so there may be a necessity to grind a couple of levels if you don't have it. You can also spend a few thousand Drachmae to reset your ability points, which may be a much more viable alternative.

There are an assortment of other side quests available to tackle as part of this DLC, but these are not necessary to trophy attainment, so can be skipped over.

It's a fairly short completion, clocking in at around 4-5 hours total. My save file has reached 98 hours and 23 minutes, so it sits perfectly within this expected timeframe for completion. It is important to note that it does make up a 3-part story, so you may naturally expect it to be a bit more bite-sized overall, but after a 94 hour Platinum experience, that's not necessarily a criticism as far I'm concerned.

Tuesday, 12 May 2026

DLC #214 - Dirt Rally 2.0 - Season Three

We're on the final stretch of seasonal content for Dirt Rally 2.0 and the grand finale is on the horizon.

Until then, Season Three comes with a couple of newly added Rally locations in Greece and Finland, as well as the brand new Yas Marinas Rallycross location in Dubai.

As with previous seasons, there are also a collection of new vehicles to drive. The Subaru Impreza, Ford Focus RS Rally 2001, Peugeot 306 Maxi, Peugeot 206 Rally and the Seat Ibiza and Volkswagen Golf Kit Cars are all added to the ever-growing collection of vehicles.

Season Three also adds another 4 trophies to the overall list, and contains a strong focus that leans towards the new locations over usage of any of the new vehicles. 

Purchasing any of the 2 new Kitcars will award a trophy, and then you'll need to perform 100 jumps in Finland to unlock the first Gold trophy offered out within this slew of Dirt Rally 2.0 DLC content. It's easily achieved by just loading up a Custom Event with multiple stages and just driving through each of them. Any time your car remotely leaves the floor, it will count as a jump, so it effectively becomes a naturally acquired trophy through accumulation.

There's also another trophy awarded for rolling your car in Finland and continuing the race. I earned this without even trying and Finland's snowy routes with it's raised snow barriers are extra hazardous, so certainly help with this.

The final trophy is awarded for Winning an Event in Greece by over a minute with Hardcore damage enabled. I found the key to making this easy was to choose one of the Rally cars for which I had full engine upgrades available for, as per the main trophy list. Even on harder difficulty levels, the extra performance power of these cars can make light work of competitors - You just need to make sure you pack the event with enough stages to build up a deficit to second place of longer than a minute. It may be worth adding 4/5 stages to make extra sure and prevent any sort of rework.

These content packs have been very straight-forward thus far, but I've already begun working on the final two, both of which are immediately more challenging for different reasons, so it's safe to say the preliminary heats are now over.

Thursday, 7 May 2026

DLC #213 - Dirt Rally 2.0 - Season Two

The Post-Platinum clean up has taken longer than expected for Dirt Rally 2.0, and based on what's to come, we've still barely scratched the surface.

Season Two continues with one of the less challenging content packs, adding a single new Rally location in Wales, as well as two new Rallycross locations in Latvia and Germany.

It also brings a slew of new vehicle options, including the Peugeot 205 T16, Ford RS200 Evolution, Lancia Delta S4, MG Metro 6R4, Porsche 911 SC RS and the Lancia 037 Evo 2.

It certainly leans more towards a Rallycross focus, and this is also evident within the 4 new trophies also added to the package.

Completing any event at Wales will net you a trophy, as well as winning 3 Rallycross events in the Ford RS200 Evolution. Both of these can be as simple as creating these events in the Custom Race mode with the shortest parameters possible if efficiency is of the essence.

The final 2 trophies are very similar, requiring you to win at Latvia in the Reinis Nitiss Ford Fiesta Rallycross (MK7) as well as win at Germany in the Kevin Eriksson Ford Fiesta Rallycross (MK8).

I attempted to further create a custom race to fulfil these, but it didn't quite work for some reason. I even made sure the livery was correct for each vehicle and attempted them both again to no avail.

I ultimately just started a new FIA World Rallycross Championship, selecting the appropriate driver and skipping all races until I got to the relevant location before ensuring victory. It's a slightly longer-winded method, and both Latvia and Germany are right at the back end of the Championship schedule, but it still shouldn't take too long to skip the events until you reach the end. You will need to do this twice to cover both drivers and their location though.

In a similar vein to Season One, nothing at all terribly demanding, but we are definitely on the build up to bigger things to come.

Wednesday, 15 April 2026

DLC #212 - Grid Legends - Enduring Spirit

Endurance Racing. It's the sub-genre marmite of the racing world. I've never been a fan personally. Grid itself did enough to put me off the idea of such highly-focused concentration levels of racing with the "Around the Globe" trophy nonsense.

Despite the label, it's a lot lighter touch than you'd rightfully think though - to the point where you can potentially argue that it's masquerading.

The Enduring Spirit is meant to be all about the Endurance discipline, and whilst the undertones are there, the theme is left mostly wanting, and you end up with a fairly generic piece of DLC as a consequence.

Aside from the newly added Endurance discipline, the package finally adds a brand new location with track variants - The Fuji Speedway - as well as 4 new vehicles in the Bentley Speed 8, BMW V12 LMR, Bentley Continental and the Mazda Autozam AZ-1. It's about time we saw an actual new location with a load of track variants.

It's important to note that Endurance racing has featured in previous Grid titles, but it's approached much differently this time round.

Previously, physical tyre wear would determine the distance you were capable of covering in Endurance races, and the race would end at full degradation of your tyres to the point where they'd disintegrate and make your car incapable of travelling any further. It was a slightly odd mechanic, but it's how the game distinguished Endurance racing from your regular circuit race.

Enduring Spirit strips that back entirely and the field of cars is split into multiple classes where you simply cover as much distance as possible within a set time limit. You're only up against your specific car class so it effectively feels like there are multiple races ongoing simultaneously. The times for Endurance racing can range from as little as 5 minutes up to an hour and the race ends once the car in first place overall crosses the finish line once the allotted time limit has passed.

As before, there are 10 new trophies added to the total list, with a varied spread of tasks required to unlock them all.

Starting with the new Endurance story mode branch, which adds 8 new events to the ongoing story mode, where you can unlock 3 progression-based trophies for passing the requirements of all 8 events. Remember to select one of the 3 new sponsor objectives to instantly begin progressing the 3 trophies on offer for completing the sponsor events for Accuse, Avanzar and Bellezza respectively. If you choose Accuse before you start the story, you'll almost have the requirements completed to unlock this sponsor event by the time you reach the end. Handy tip.

The story events are still fairly straight forward, courtesy of their low-bar requirements to pass each event and progress onto the next, and when I said above the package feels like it's masquerading on the Endurance gimmick, the story mode is a great example of that.

Only 3 of the 8 events are actually Endurance races. The rest are just standard circuit races with vehicles already available within the base game lineup. It's a little bit strange to have a themed piece of DLC where you end up thrashing stadium trucks and electric cars around a circuit instead. Even stranger when you remember that Classic Car-Nage was all-in on it's story mode and dedicated every event to it's theme. I can only think that they didn't want to be too heavy on the Endurance theme knowing how time-consuming this could be, and were effectively too scared to fully commit to it.

Speaking of absent, the corny cinematics are also dropped. You see an opening trailer introducing Endurance to the room, absolutely nothing in between the first to last event, and then a very brief closing outro to wrap it all up. It's almost like they started the idea with intent and just gave up halfway through and duct-taped the rest of the package together.

Either way, the story events should take no longer than a couple of hours to beat. Despite the lack of Endurance events, the 3 they do offer are all 10 minutes a piece, and the rest will occupy the remaining time to completion. The only event you're required to win to pass is the final one.

The trophy clean up post-story does at least still lean into the Endurance theme. You'll need to complete two 15 minute Endurance races for another trophy, and you'll also need to win an Endurance race on Mount Panorama in the Bentley Continental GT3. The 3 trophies linked to the aforementioned sponsor objectives all contain requirements linked to Endurance, though these are much more reigned in for grindy-ness than they have when previously featured, so they're not too demanding. There are also opportunities to combine the requirements for multiple trophies and progress towards earning them in tandem.

The post-story is where you'll spend most of the time with this package in the end. Clocking in at around 6-8 hours, it's a fairly simple route to completion, though the naturally more long-winded nature of Endurance races does somewhat extend this time estimation.

Friday, 10 April 2026

DLC #211 - Dirt Rally 2.0 - Season One

Cruising straight from the Platinum trophy and into the first dose of seasonal DLC drip-fed throughout the game's life cycle.

Dirt Rally 2.0 was supported by a host of post-game content gradually fed into the game on a bi-weekly basis for a set period of time, with each overall batch of content referred to as a "Season" - So here we are with Season One.

Season One adds Monte Carlo, Germany and Sweden Rally locations into the game, as well as the Citroen C4, Skoda Fabia, BMW M1 Pro Car, Ford Focus RS and Subaru Impreza vehicle options.

Alot of the content released across the seasonal packs has been carried over from the original Dirt Rally lineup, which is a little bit cheeky given the fact this is arguably heavily recycled content just locked behind a paywall. The successor of a game that you already purchased is effectively charging you to have it present as playable content in the sequel.

Either way, it does also add 4 trophies to the overall list, and this is one of the easier packs to complete.

Earning a podium finish in the Citroen C4, completing a stage at Monte Carlo and completing any event in the BMW M1 Pro Car all grant individual trophies and can be comfortably earned within 30 minutes of active play. You won't even need to purchase the vehicles with credits, as they'll be readily available to race upon purchasing the Season One content.

The "Rock 'n' Roll" trophy, awarded for Driving 66 km at Monte Carlo in the DS 21 is a little bit more time consuming. I set up 10 stages of a custom Championship to reach the total mileage accumulation required to unlock this trophy and managed to earn it at the end of the 9th stage. This took around an hour or so of casual driving.

You only need to use 3 different vehicles across just the Monte Carlo stage, and you can comfortably unlock all 4 trophies in well under 2 hours. There is even potential to mix and match some of these trophies to make it an even quicker completion should you so desire.

Sunday, 5 April 2026

DLC #210 - Resident Evil 2 - The Ghost Survivors

I had a suspicion that the 4th Survivor sampler was a sign of things to come. More so in hope, rather than expectation, but I was clinging onto the faint possibility that we were going to get a dosage of mini short stories based on the fates of ancillary characters around the Resident Evil 2 plot.

Some people may argue that to be partly true. The Ghost Survivors relate to a series of lore-based scenarios that briefly tell the individual tales of peril of a group of people in desperate situations they need to escape from within Raccoon City.

However, what follows is a quartet of repetitive gauntlet-esque levels which recycle many elements of the main game into a collection of speedrun exercises designed to see how quickly you can reach the end location and navigate the various obstacles in your path along the way. 

The concept is simply to get from point A to point B with a very limited inventory whilst evading hordes of zombies on your way to the escape point. It's exactly the same as the 4th Survivor scenario from the main game, replicated with a cast of new characters and a few gameplay tweaks to the existing formula. 

You have a couple of options to assist your route along the way. Certain enemies will carry backpacks which drop loot to stock up your inventory and you'll also pass by item dispensers. These give you 3 options for improving your inventory, but the catch is that you can only choose 1 of these items to carry forward with you. Do you take the new weapon or the ammunition for the one you already have? It adds a layer of strategic thinking to the game.

Truthfully, I wasn't big on this piece of DLC. The escape routes see you track back through the exact same areas in the main game, and whilst you could argue this makes sense for the reasons of continuity, it still feels a bit stale. It's important to remember that this is a game that required 5/6 playthroughs for the Platinum trophy. The last thing I wanted to see again was recycled scenery. Weapons and items are exactly the same, as are the majority of the enemies you'll encounter. There are a couple of new enemies with new traits, but this just seems like a token gesture to the necessity of making the content seem fresh. I would have preferred some proper fleshed out story-driven content personally.

The package adds just 2 trophies. Across the 4 scenarios, there are 10 new Mr. Raccoon figurines to find and shoot, which grants one of these trophies. The other focuses on beating all of the content, and whilst a simple concept at heart, it's anything but if your intention is to earn both trophies;

Hell of a Sheriff - Complete the "No Way Out" scenario. (No training mode).

The "Hell of a Sheriff" trophy, awarded for Completing the "No Way Out" scenario, requires you to beat every Ghost Survivor scenario within this package.

Initially, there are 3 scenarios available to play out. "No Time to Mourn" focuses on Robert Kendo. You encounter Robert part-way through the main story. He's the owner of the gun shop whose daughter has been bitten and turned. "Runaway" tells the brief story of Katherine Warren, another captured victim of Police Chief Irons desperate to escape his makeshift lab-den. Finally, "Forgotten Soldier" focuses on a soldier in a race against time after a botched virus retrieval mission with the underground lab due to self-destruct.

Each scenario has difficulty ratings attached to them, but I didn't personally find this to be any sort of clear guidance on actual difficulty. I tackled them all in the order above, and the learning curve for each one requires a fresh reset every time. A different route with different hazards and different inventory options. You can't really apply the same template for success to each run, and this adaptability is important to passing them all.

These scenarios aren't intended to be beaten first time. The experimental trial and error nature is exactly what this game mode is all about. It's memorisation of the route ahead of you and learning, mostly the hard way, about what you'll need to do differently next time in order to successfully tackle certain areas and get by without dying - Chaining this all together for the perfect run. You may get lucky on the odd occasion, but getting from point A to B all the way in one go will require mastery of the level and understanding the optimal route.

This includes knowing which items to pick from the dispenser options, which areas you can viably run past enemies to preserve resources/ammo and the danger areas where you're most likely to die and may need to save certain parts of your inventory for.

Your completion time is recorded for each of these scenarios, though this isn't important for the requirements of the trophy, though speedrunners will love the fact there is a global leaderboard tied to this game mode. For me, I was happy to just beat them and move one. Once I'd played through the scenarios a handful of times, and learnt the optimal routes, I was able to comfortably get through them. I liked the idea of learning through failure, and that sort of thing will always count as progress to me.

The only main frustration is that the consistency of enemy behaviour is a big issue every now and again. Sometimes you'll run through a densely populated area of the map and get grabbed multiple times, which will pretty much end your run. Another time, you'll get past exactly how you should have done. This became increasingly annoying when I had to replay the scenarios for the purpose of cleaning up the missing Mr. Raccoons I didn't find first time round.

However, this doesn't unlock the trophy in question. Upon completing all 3 scenarios with any time posted, you'll unlock the final scenario. "No Way Out" sees you stuck in the gas station as Daniel Cortini - The Sherriff from the very beginning of the game.

This follows a much different format to the first 3 scenarios. You're stuck in a very confined space and have to kill 100 zombies to beat the scenario. They can enter the gas station from 3 different doors and come at you in waves that you'll need to manage with a set inventory of items. Backpack zombies still exist to drop additional weaponry/items and you just have to outlast the 100 zombies to clear the scenario.

Again, strategy plays a big part in this. The zombies come at you from the easiest to toughest forms, so difficulty scales according to your kill total. It's important to preserve the better weaponry for as long as possible because the limited amount of manoeuvrable space is the real enemy here. Learning which zombies are due to spawn in and when to use certain weapons is crucial to success. You don't want to waste the Spark Gun ammo on easier to kill enemies and the Anti-Tank Launcher should only be used when in a last ditch attempt to save your life.

In my initial runs, I could reach the 40-50 mark for kills and gradually improved on this with more practice. I noticed the one door remains shut for a fair amount of time and played a reasonable portion of the level with my back to it, using the sales counter as a barrier between me and the zombies to pick them off knowing I wouldn't have to watch out for what was behind me until much later on.

The poison zombies are a big threat here because the confined surroundings don't give you much space to avoid their poisonous explosions when you kill them. You do get 3 blue herbs though, which will certainly come in use, but aside the tendency to have to deal with overwhelming numbers at times, this is the biggest threat to a run. As mentioned, the Anti-Tank gun you find towards the end is clutch in these circumstances.

That is the last step towards the trophy though, and I reckon I put around 10-12 hours into this across all 4 scenarios. The mode did start to wear thin on me pretty quickly, and I was only really driven forward by the fact I could see progress within the failure that I knew was edging me closer to the goal. Very similar in the same way I experienced in my recent run of Super Meat Boy, just nowhere near as fun. I liked the silly headwear accessories you can unlock and wear though.

Saturday, 14 March 2026

DLC #209 - Grid Legends - Classic Car-Nage

Demolition derby has always been one of the lesser touched upon aspects of racing in Grid. I never even knew it existed in Grid 2 or Grid Autosport until I looked it up. Perhaps this was finally the time for Classic Car-Nage to do justice to the art of destructive racing? Not according to the trophies.

More on that shortly. As well as 5 new vehicles to thrash around 4 new track variants, the package also adds a brand new collection of events to the Grid story, which encompasses the new cars and tracks well, but unfortunately leaves everything feeling a little bit on the lean side for overall content.

Unfortunately, the disappointments don't stop at the lack of new content. There is an absence of any sort destruction derby arena - the best form of destruction racing - and we don't even get a new career mode branch. Even the 4 new track variants are limited to 2 existing locations in Havana and Yokohama.

The story is also pointless and just made up of a string of corny cutscenes featuring Valentin Manzi just talking at you - Harping on about how great destruction derby is in as many different ways to fill the gaps between chapters as possible. It's really forced and feels like they didn't have any genuine ideas for a developed story angle.

The AI is really wonky when it comes to course correction during demolition events too. Cars will pile up after collisions and just sit there stationery in the middle of cross junctions causing huge obstructions, or they just stick to walls, waiting to be moved by another car.

Damage models are also really underwhelming and don't give off a true sense of destruction that should be the absolute minimum in this type of racing. I'm aware of the restrictions that exist on damage models for manufacturer vehicles in games, but if it wasn't for a clearly labelled health bar slapped on the side of the screen, you wouldn't even be able to tell your car had been in such events most of the time. I didn't actively dislike it, but it certainly leaves much to be desired, which is a shame, because demolition derby is really fun when it's executed well.

Regarding trophies, there are 10 added here as part of this package, and the journey naturally starts with the new story branch.

There are 8 new events included, with 3 of the trophies awarded for completing all 8 chapters. The only requirement to progression is that you have to achieve the primary objective for each race, and this doesn't require you to win the event in the majority of instances. The most challenging objectives revolve around having to deal a certain amount of damage per event, which occurs in 3 of the 8 chapters.

For some reason, it's really difficult to deal damage, which is a huge irony in something focused around destruction. The points threshold for each of the events that require a certain number of damage to progress is quite high, and even when you absolutely plough into other cars, you don't seem to deal much in terms of damage. These events are the ones that caused me the most issues and halted progress. I ended up deliberately ramming into dormant cars on the track to improve my damage output as the tactic to achieve the points threshold in these events - By far the easiest way to accumulate damage.

The rest of the trophies beyond this are very straight forward, but you'll need to rack up some hard mileage to tick off all of them.

This includes the "Will you sponsor me?" trophy, awarded for Completing any Classic Car-Nage sponsor event. If the Platinum trophy has taught you anything, it's to make sure you pick this before you do anything else. You get 3 new sponsors to choose from, and the Achevee sponsor objective is probably the most favourable of the 3 options, though important to note it comes with a requirement to clock 99 miles in Classic Car-Nage cars.

Add a further 2 trophies awarded for reaching Tier 3 upgrades for both the Dumont Ute Pick-Up and the Beltra Hot Rod, which is another 70 miles on top for both combined. Then, for the icing on top, you'll need to accumulate 99 miles in the Beltra Frostbite ice cream van for another trophy in the list.

In theory, you could bundle the 99 miles for the Beltra Frostbite and the Achevee sponsor objective into one, and this wouldn't be a terrible idea, but even if you chose this approach, you would need to accumulate at least 169 miles to earn the remaining trophies. That'll cost you around 3-4 hours of aimlessly lapping the track of your choosing. Fun.

It would have been more befitting of the content to perhaps add some damage accumulation trophies instead of just requiring the player to drive a random number of miles. It's a little bit of an ironic twist of fate that a story that messages to the fanbase "Oh how we've all missed demolition racing" - and then goes on to implement a trophy list that ensures the majority of the time you spend on this package ends up being based around aimlessly driving around to grind miles just to earn over half the trophies in the list.

It's a complete swing and miss. The mileage trophies should never have been the focus of a package intent of reviving the art of demolition racing. It ends up doing a disservice to the genre and comes across lazy and devoid of ideas. The rest of the DLC has some seriously heavy lifting to do.

Wednesday, 18 February 2026

DLC #208 - Borderlands : The Pre-Sequel - Claptastic Voyage

After the eventual slog of the Borderlands : The Pre-Sequel Platinum trophy, I was actually looking forward to a story-based DLC expansion. Something to cleanse the palate at the very least.

The irony of this is, Claptastic Voyage should have been exactly that, and yet, down to some more classic Borderlands-esque shenanigans, I ended up spending way more time indulging in this package than I should have done.

Claptastic Voyage is still good, I just wish they'd learned their lesson from the main list and did a better job with the execution of it's trophies. There's absolutely no reason for a missable, non-story related trophy to be hidden that could have serious consequences on the amount of rework you have to go through should you miss it, but more on that soon.

Following on from the ending to the main game, Jack learns of a powerful, top secret code hidden away in Claptrap's memory by Tassister in order to keep it safe. It's called the "H-Source", and Jack digitalises the Vault Hunters to send them straight into Claptrap's brain to retrieve it.

You'll explore an entire new dimension, full of new environments, enemies, weapons and a brand new series of quests. The theme is a great concept for a piece of DLC - tapping into the subconscious of one of the weirdest Borderlands characters - Where his thoughts and memories are conveyed everywhere you look within different forms. The new selection of enemies includes bugs, glitches, trojans and viruses, as well as an excellent main protagonist in 5H4D0W-TP.

Glitched weapons are also a new addition to weapon rarity. Their properties will change every time you reload them, adding a hint of unpredictability to combat. This could involve extra damage dealt, a different firing mode or random elemental effects. The random volatility is a quirky idea, but this can backfire in combat, and bread and butter weapons are usually still the most effective way forward. The novelty does at least give gunplay a nice injection of variety though.

In terms of trophies, there are 10 to earn across the package, and there's not much information to take in at first glance. That's because 9 out of the 10 of these trophies are hidden, which ends up massively going against me here.

Only 5 of them are actually relevant to the new main questline arc, and the rest of these trophies are simply awarded for smaller tasks (or, actually much greater tasks, as it turns out...) which you'll uncover as you dive deeper into the DLC.

The main questline is broken down into 19 new individual quests across 5 chapters as you recover the H Source and stop 5H4D0W-TP in his quest to steal it for himself. It's exactly what you expect of any story-driven Borderlands content as you progress the questline through a series of linear missions, uncovering the new areas of the world along the way. Some of these areas will take you back to previous Borderlands lore, and as a sucker for nostalgia, it's a nice touch to see some of the old Borderlands worlds make an appearance at certain junctures here. As normal, there's also a ton of side content available to explore throughout simultaneously - Some of which is reflected in the other half of these trophies.

This includes 2 trophies dedicated to a post-questline arena mode called the Mutator. This is a repeatable arena that you'll only unlock after beating the final main quest. It's very similar to the Holodome but the twist here is that you can choose a range of modifiers to handicap yourself and reap better rewards as a result of beating 3 waves of enemies with said handicaps applied. There are 9 modifiers in total, and these include gradual loss of health, half gravity and slower reload speed. The premise is interesting, but after having exhausted the Holodome for previous levelling ventures, it felt just like another horde mode that blended into the post-game chaos.

It did help me continue the final push of my main character towards level 50 for the "Space Lord" trophy in the main list, due to the strength of the enemies being presented, and this is where I grinded out the final 4 levels for my character.

This wasn't where the real challenges lay here though, and we were in for one heck of a final stand with Borderlands : The Pre-Sequel;

Shadow of Your Former Self - Defeat 5H4D0W-TP.
Wheely Fast - Outran the Wheel in the Temple of Boom.

Just flipping back to the main questline - The "Shadow of Your Former Self" trophy, awarded for defeating 5H4D0W-TP, signals the ending of the story. It's actually a fairly smooth ride right up until you reach the end, then the difficulty spikes so badly, if you illustrated it on a graph, it would have an overhang. This is a common trap that Borderlands games have systemically been guilty of. 

5H4D0W-TP has multiple forms and his final form is outrageous. He eventually transforms into a massive space station called EoS, dealing huge amounts of damage, spawning tough counterparts that fight alongside him, but most annoyingly, is an absolute health sponge. A successful fight takes upwards of 45 minutes to 1 hour, and I countlessly had my ass handed to me multiple times prior to this.

The general consensus from some research is also that of struggle, and it actually feels like they accidentally added a raid boss into the main questline. I was sufficiently levelled with my main character, had a powerful arsenal and even had the right types of elemental effect applied to weapons that perfectly counter robotic enemies (corrosion). The main problem is, he hits so hard, you can easily be dead in a couple of shots, and when you fight bosses that turn out to be themed on endurance, this is a combination for disaster.

The arena has some good pinch points where you can stay protected from attacks, and the glitched weapons are actually their most useful here. I found that reloading until I managed to see the glitch effect that deals huge damage per shot, and then aiming for critical hit spots, was ultimately the best method to chip away at the shield and health bar of EoS, but popping out of hiding spots and taking shots at the right moment was vital to not end up being melted instantly by a laser beam, so patience is still the most important trait for victory.

The additional enemies eventually start spawning in and create problems of their own, but it's also important to remember that they also exist as second wind opportunities, and these saved me on more than one occasion.

I hate artificial difficulty and boss fights that make you feel like you don't have any real influence on the outcome. That's never fun and Borderlands loves to crowbar in these bullet sponge bosses so it's not exactly shocking, but the fact it's included within a main questline, rather than treated as the side content for the sadistics amongst us who thrive off these things, is another oversight from a game full of them. Overall, it was just another exhausting experience with this game - but it wasn't the only one. There was time for a final "hurrah".

The "Wheely Fast" trophy, awarded for Outrunning the Wheel in the Temple of Boom doesn't fit the usual bill of a trophy of note. It's requirements are very simple and it doesn't involve any skill - However, it was the foundation for a costly error that broke my will with this game.

Towards the end of the DLC content, you'll reach the Subconscious area, and pick up a side mission called "Temple of Boom". You're asked to uncover the temple and find whatever secret hides within. During the mission finale, you're chased out the temple by a giant wheel which you have to outrun to unlock this trophy. I did not manage to do this the first time and the opportunity had slipped away without me even knowing the impact it was going to have.

Once I'd beaten the main questline, I'd noticed I still had a some secret trophies to uncover, and then it dawned on me that the only way I was going to be able to go back and grab this trophy was to play through the entire DLC with another character. This is where I turned back to my Claptrap playthrough I'd recently reached level 25 previously.

I jumped into the DLC for a second time and instantly ran into challenges. My Claptrap character was seriously under-levelled. Enemies start at level 31 upwards in this DLC and I was already struggling to make it through the earliest portions of levels. I had to jump back into the Holodome and farm experience until I was level 28 purely so I could just have a chance at surviving long enough to bypass combat areas within this DLC.

Some parts are just too difficult to bypass and I was dying far too fast. I could at least kill some of these enemies, but my weapons were ineffective and fights took way longer than necessary and I'd continue to die a lot but had no choice but to keep battling through. I couldn't even equip any of the guns I'd found within the DLC world yet, due to their minimum level requirements being beyond 30. It felt like the game was just taunting me at this point.

The biggest blocker comes right before you reach the Subconscious area of the DLC. A level 34 boss called the Denial Subroutine needs to be defeated in order to progress the story and he was essentially just way too powerful for me. I had to spend almost an entire day grinding an additional 5 levels to defeat him. This took me beyond level 30 and also allowed me to equip some stronger weapons I'd found that I couldn't previously equip.

To say I was burnt out from this entire game by this point would be a gross understatement. I reckon I'd easily spent another 20-25 hours slogging fruitlessly through this DLC again - and all I was doing was trying to earn a trophy that I should have already earned and thus could have easily avoided this entire exercise.

There are two costly mistakes the developers made here. Firstly, they made this trophy hidden on the list. It's non-story related and has no reason to be hidden from view. Naturally, I expected this to be a potential spoiler and refrained from any prior research, which is ironic given the fact that this is a mistake I've already made once with this game. Secondly, the fact it's also missable is criminal, and if you don't achieve it first time round, you'll need to go through around 75% of the entire content again just to reach the point at which you can earn this trophy. Why not provide an option to replay the mission? Borderlands has allowed you to farm missions previously. Better yet, why not just exclude it from the list entirely? I don't care to what extent it may be my fault. That's terrible game design.

I've done my best to enjoy this entry into the Borderlands series, even though it's given me very easy reasons to dislike it time and time again. The good stuff is still great, but the bad stuff leaves a sour taste. It's been about as bittersweet of an experience as anything I've ever played through.

Thursday, 8 January 2026

DLC #207 - Borderlands : The Pre-Sequel - The Holodome Onslaught

Oh, Borderlands. Why do you insist on being such a complicated beast? It's not that I mind doing things back to front, I just don't know why we insist on ending up in this position again - Yet here we are, slogging through DLC as a backdoor tactical approach to obtaining another Borderlands Platinum trophy.

The Holodome Onslaught will instantly feel familiar to anyone who has played Borderlands before. It's very similar to the Mad Moxxi's Underdome Riot DLC from Borderlands 1 - A horde mode where you fend off waves of enemies through a set number of rounds until everything is dead.

It's slightly on the lighter side in terms of depth of content compared to last time, but that isn't necessarily a bad thing. Underdome Riot was guilty of serious content padding with up to 20 waves of enemies in a single round that made it feel like it just went on forever. I don't like the way they've essentially just copy and pasted a previously used concept, but at least they've been sensible with it's scale on this occasion. We don't need generic horde mode offerings that outstay their welcome.

I'm not saying this is good by any stretch. It's actually very unspectacular and ordinary. However, it does serve purposes to other ends, and my biggest positives of this experience are linked to how the Holodome arena can be used to ease the requirements of other trophies within the main list.

Firstly, it's a good source of experience points for both the enemies you'll kill within the arena and turning in missions for beating the Holodome. One of the trophies within the main list requires you to reach level 50 with any character, and this content is my first stop in exhausting all viable options that'll allow me to reach that milestone without having to indulge in too much repetition.

Secondly, the Holodome is also a good source of Moonstones, which enemies drop fairly frequently here, and you'll need a ton of these in relation to the achievement of some other trophies within the main list, so it turns out to be a great farming location too.

The package also comes complete with 3 additional trophies of it's own, and these follow a very simple route to completion;

The initial phase of the Holodome will see you go through 5 successive rounds, and beating all of these will net you the first trophy within the list. Each round contains between 4 to 6 waves of enemies, scaling in volume, but nothing too outrageous in terms of overall difficulty. If you're like me, and you've beaten the game, and you're using the Holodome to squeeze out some extra levelling, you should have powerful enough weapons to deal with the majority of the enemies fairly adequately.

However, once the initial 5 rounds have been beaten, you'll unlock a final Badass round. Of the 2 outstanding trophies, you'll unlock one of these for beating the Badass round, but for the final Gold trophy, you'll need to go a step further;

I Welcome Your Attack, Fool - Completed the Badass Round without going into Fight For Your Life.

Tackling this trophy as a solo player turned out to be a bit of a rough experience. The Badass Round of the Holodome contains 7 waves, and throws some tough enemies into the mix that are capable of taking you down in a couple of hits if you're not careful.

"Fight for your life" mode is activated when you lose all your health and go down. In solo play, you'll be able to revive yourself by killing an enemy to earn a "second wind" and continue fighting, but this will also void the trophy so you need to be able to progress through all 7 waves without being downed. 

The key is to take your time and be patient. Some of the weaker enemies can be held off at distance with sniper rifles or plasma rifles, but some enemies will need to be fought in close quarters in order to realistically kill them, and this is where the problems arise. Ophas and Virtuous Ophas are dangerous in close quarters because of their powerful melee attacks, but they also spawn Putti - Small creatures which provide health regeneration capabilities to protect the Opha when in danger, so the tactic to pick them off at range with a slower firing weapon wasn't a viable approach because they'd regain their health back too quickly. This forced me into fighting them at close range with an effective Shotgun and Melee combo, but it's a treacherous catch 22 scenario that cost me my life numerous times.

Additionally to this, Guardian Ponders and Guardian Reapers are also incredibly dangerous, and will actively instigate close range fights with their ability to teleport. This often means they'll end up directly at your feet without warning and they both have high damage attacks that can kill you almost instantly. The main thing that makes this frustrating is the lack of ability to get away from a fight courtesy of the space atmosphere that makes your movement floaty and slow, so in most instances where a Ponder or Reaper would suddenly spawn within close proximity, it was rare I'd be able to move quickly enough to escape death. Another annoying way to die that occurred far too often.

There are smaller inconveniences at play too. The arena has an open floor that exposes an insta-kill saw blade trap that caught me out a couple of times, and ammunition management will also become crucial, even if you've upgraded your backpack capacity.

The approach of taking my time and ensuring I did everything I could to fight enemies from a reasonable distance eventually paid off, though I'd estimate it took me over 20 attempts to finally unlock this trophy. You get a feel for spawn patterns and understanding the importance of dispatching the more dangerous foes quickly. It does become a tiring exercise, especially those failed attempts that reach the latter waves - That's over 30 minutes of wasted effort each time. The motivation of levelling proves to be a nice ongoing incentive outside of the Gold trophy. I managed to go from level 32 to level 37 whilst chasing down the 3 trophies in this set, though this did slow down significantly towards the end and I'd just about squeezed the maximum value out of this content from a levelling perspective.

A successful round - and achievement of this trophy - will probably take around 45 minutes, but after around 20 runs of varying degrees of progress, that's a substantial accumulation of time for one trophy. Now to work out how I tackle the remaining 13 levels.

Wednesday, 15 October 2025

DLC #206 - The Callisto Protocol - New Game Plus

It doesn't happen very often at all, but it's strange completing DLC for games where I haven't even had the chance to review the Platinum yet. Especially when they're story-driven.

I can't really talk about the game in detail, because there would be no point in reviewing the Platinum, yet in this instance, I've already beaten the Callisto Protocol 3 times and have a very strong sense of familiarity with the game.

So, how did we get here? There's a horribly glitched trophy within the main list, which requires you to upgrade a single gun - Something you should be able to do fairly early within your first playthrough of the game.

However, 3 full playthroughs and 4 fully upgraded guns later and I still don't have that trophy. The issue is well documented and there is a strong possibility at this point that I'll have to upgrade everything in the game in order to unlock it, and that's going to require a few more runs of the game. Access denied, for now.

Naturally, this'll be a little bit out of sync, and there's a possibility a few more DLC packs may be completed before we even get round to talking about the main list.

New Game Plus was added to the game as the first DLC pack, and comes with just a single trophy. All you need to do is beat the game on New Game Plus - Unlocked after beating the game once on any difficulty and the mode works exactly how you expect New Game Plus to work.

You carry over all your weapon upgrades, money and resources, and you can also play on any difficulty level for the purpose of unlocking this trophy. There are greater challenges to be had amongst all the DLC released for the Callisto Protocol, so I kept this simple and played on Minimum Security difficulty, which is the lowest of the 3 difficulty levels.

The game is significantly less challenging between the combination of playing on the lowest difficulty level as well as being able to carry through upgraded weapons, which you can continue to further upgrade as you go through. This'll be useful for some of the other runs later on and I also managed to beat the game in just over 7 hours in New Game Plus, so it's not like the game's demanding too much from you.

I'm not sure exactly when we'll be able to discuss the main game in detail, but it does change the way you have to review DLC which involves playing through different variations of the game, so I'm hoping we can align things as quickly as possible.

Saturday, 19 July 2025

DLC #205 - Dirt 5 - Wild Spirits

A final rev up into the world of Dirt 5. The culmination of 4 DLC packs adding a collective total of 102 new Career events has almost produced a breadth of content akin to playing through the entire game again.

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

A nod to Dirt Showdown - one of my favourite entries into the entire Dirt series.

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

I've been so heavily wrapped up in Forza Horizon 5 recently, I almost completely forgot about the fact I'd began going through the Dirt 5 DLC.

I was fairly critical of the Energy pack for it's lack of new content, and whilst the Super Size pack doesn't exactly drastically alter the course of this, it at least made Dirt 5 feel a little bit fresher.

Since the Energy pack, and bearing in mind this is actually the third piece of DLC in the timeline, the game has finally included some new track variants and event types to tackle them on.

Time Trial, Gatecrasher and Smash Attack are all newly added event types. Time Trial has you racing ghost variants in an attempt to better their lap times. Gatecrasher has you negotiating a course through a set number of gates to the finish line. Smash Attack has you destroying a certain number of objects within an allotted amount of time. Simple but a much needed injection of freshness.

The package also adds 4 new "Super Sized" vehicles to race, as well as a few new tracks. There are 2 different variants in Brazil added and the Nevada arena is a completely new setting altogether.

There are 5 new trophies to tackle, and these follow the exact same path to progression as before.

The extension to the Career mode sees the addition of 27 new events. This is 2 more than any other pack, and contains a decent mix of the new elements mentioned above. The new event types are well represented across the 27 events, as well as a balanced array of the old favourites, and you'll also get your chance to race at the new track variants a few times too.

Progressing towards the "Main Course" trophy, awarded for Earning all 81 stamps available in Super Size career, is the main goal, and as before, stamps are simply awarded for winning races, with each event being designated 3 stamps for crossing the line in first place. You'll need to win the event to unlock all 3 stamps, and the variance in challenge feels exactly the same as it did in the Energy pack - Most events can be won fairly easily, with the odd one that may give a slightly greater degree of challenge.

You'll unlock the other trophies as you progress towards the main event, with the "Travelling in Style" trophy, awarded for Driving 30 miles in the Bentley Continental GT Ice Race Car, as the only outlier. You can actually use this vehicle in a few of the career Time Trial events, so it's easy to just repeatedly lap one of these until the trophy pops.

Full package completion is around 4-5 hours in length. Could be quicker if you're not precious about an artificially heightened challenge like myself, who opted to stick to the hard difficulty setting.

Monday, 30 June 2025

DLC #202 - Alan Wake : Remastered - The Writer

"It was a moment of clarity", says Alan Wake right at the beginning of this final episode.

The game's sudden decision to finally just start delivering some straight-talking, no-nonsense snippets of information to you about what's actually been going on around here this whole time seems like an odd tact for a game that has shrouded itself in utter mystery for an entire main game and DLC pack prior.

If the intention was to keep things ambiguous and purely down to the players interpretation, then it seems like a strange switch up to suddenly start spilling the secrets so abruptly. Even after all this, the episode still concludes Alan Wake on a cliff-hanger.

Anyway, we did ultimately come into the final piece of DLC for Alan Wake looking for definitive answers, and we do get them - sort of - but only by virtue of the game's strange u-turn to drop the mysterious persona it's been playing on for the last 7 episodes and just begin delivering answers. You are trapped within your own mind. You're struggling to free yourself after making the sacrifice to save your wife. Everything you're facing around you has been conjured up by your own mind through Alan's creative writing which has gotten out of control. 

I know I'm on the cusp of breaching my own rules of generally trying to be spoiler free, but that's the first time I've been able to comment on the plot with any sort of reasonable conviction. In the 8th episode of the game. Even then, the game still doesn't even reach a true conclusion, and it's no surprise at all the game has a sequel.

There are 9 additional trophies added for the episode, and the approach is exactly the same as it was for the Signal DLC. There's no pressure to beat the episode on any specific difficulty level, so an initial run through on normal difficulty in an attempt to unlock the "No Punctuation" trophy, awarded for Making it through The Writer in one dazzling dash. As before, this just translates to beating the episode without dying or restarting from a checkpoint.

Compared to the Signal, there is a much lower emphasis on combat in the Writer, and instead, is substituted by periods where the mysterious voices in your head are confirming plot details back to you as you move through empty space. The game suddenly takes an interest in platforming segments too, and Alan Wake is most certainly not built for platforming. If you thought it was clunky before, wait until you try and navigate moving platforms/objects whilst timing jumps. It's definitely easier to make it through this episode without dying than it was previously, and that is due to the more limited combat, but it's a shame because one of the strongest suits of the game has suddenly taken a back seat.

With that being said, I didn't succeed on my initial run, and abandoned it in favour of the "Go Gentle In That Good Light" trophy, awarded for Making it through the approach to the lighthouse without firing a weapon. The few hectic battles you'll encounter are made much easier by environmental help. You can use your torch to burn words and manifest explosions to eliminate enemies, or summon the support of the booming lighthouse beams to protect you. The sense of jeopardy that the game is capable of delivering in combat scenarios is well removed in this episode, and once I knew what to expect, I beat it without dying incredibly quickly.

There are also 10 Night Springs video games to collect. I missed a couple of them on my initial run and made sure I grabbed these afterwards in subsequent play throughs, and this also gave me a good opportunity to grab the remaining miscellaneous trophies to finish off the list at the same time - None of which are any trouble.

The episode is only around an hour in length, and I didn't need to play it for any more than a total of 3 times in full to grab all 9 trophies on offer. 

Alan Wake is a solid game. It's made me curious enough to want to explore the sequel, but the plot is like a complicated relationship. It's full of second guessing and confusion, and it's always been a personal gripe of mine when games just refuse to give you any sort of clarity, especially when additional content should set the expectation of delivering conclusions, not cliff-hangers.

Saturday, 14 June 2025

DLC #201 - Alan Wake : Remastered - The Signal

I will always be of the opinion that, if you insist on leaving games ambiguously open with the view of bringing out post-game DLC, then you have an obligation to give the end user clarity.

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, 5 May 2025

DLC #200 - Prey - Mooncrash

Even as little as a couple of a months ago, I'd never even heard of the term "Roguelike" - Then I began playing Balatro. It also turns out you have a variation of Roguelike, commonly referred to as "Roguelite" which is effectively a variant of Roguelike games with more forgiving elements pertaining to things such as permadeath, progression and upgrades. 

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;

Contract Fulfilled - In Mooncrash, Complete all KASMA Orders.
Galaxy Brain - In Mooncrash, install every neuromod power for every character.

The "Contract Fulfilled" trophy, awarded for completing all KASMA Orders, is the effective "End-game" for Mooncrash. Being a Roguelite, it is still a continuous game that you can infinitely loop, but there are a total of 27 KASMA orders that underpin a very loose story element to the game. These are just a varied list of objectives to tick off from within the simulation, but once you complete all 27 KASMA Orders, you'll see the end cinematic, and everything will reset from scratch. 

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.

Further to this, the completion of the game will also possibly impact the "Cryptomancer" trophy, awarded for finishing the game with a surplus of 50,000 sim points or more. Sim points are earned for actions within the simulation. Killing enemies, picking up fabrication plans and successfully escaping will total up sim points. They're usually required to purchase weaponry, ammunition, tools and neuromods to assist with your run, but if you don't have 50,000 points banked by the time you tick off the final KASMA order, you won't earn this trophy either and will have to start from scratch.

It's a little bit annoying that you have to earn 50,000 sim points that the trophy list will forbid you from spending. That's 12 additional neuromods, and would easily get you a couple of the higher value abilities for any of the 5 characters.

The trophy creates alot of additional peril that's important to be conscious to. The best course of action to prevent any complications is to leave a couple of orders outstanding until you have each of the other trophies in the list, ensuring that the "Cryptomancer" trophy is the final one you unlock by completing the last KASMA order whilst holding 50,000 points. This is a lengthy piece of DLC, and as fun as I found it, I wouldn't want to be in a position of having to start it all from scratch purely because I overlooked a couple of trophy requirements.

The "Galaxy Brain" trophy, awarded for installing every neuromod power for every character, is where the grind of Mooncrash rears it's head. Across each of the 5 playable characters, you'll need to install around 320 total neuromods to unlock every ability for all characters.

There are 3 primary methods for collecting neuromods; Finding them naturally around the Moonbase through exploration, crafting them through fabrication machines within the Moonbase and purchasing them for 4,000 sim points per piece on the loadout screen.

We mostly focused on the latter method - acquiring neuromods from earning enough sim points to purchase them. The best starting point here is to acquire the 3_ASIC MicroMiner+ Chipset, which increases the amount of sim points you earn per reward. Equipping this at each loadout screen will allow you to accumulate sim points at a higher rate than normal whilst you're navigating the simulation. You will need to find the chipset to unlock it permanently first, and it will also cost you 1,000 points in itself each time you want to run with it, but it will in turn allow you to maximise the number of sim points you earn for every action. This will increase the frequency at which you can purchase neuromods. It's a must for this trophy.

That will support with the purchasing method. On top of this, and once you become familiar with the map, there are a handful of certain places that will always spawn a collective volume of neuromods, and it's important to work out where these are, and ensure you're collecting them within each run as frequently as possible. The Crew Annex and Pytheas Labs can be very neuromod-rich, and Moonworks in comparison is fairly bare. I would personally ignore Moonworks as often as it makes sense to, though if you're desperate to upgrade an ability, and only need one or two, you can find the odd one lying around here. Nailing down a set, optimum path will allow you to efficiently gather enough neuromods to use them on your current character, or if not, store them safely somewhere to prevent losing them in the event of sudden or unexpected death.

It's important to safely store neuromods for subsequent characters to make sure you don't accidently escape without using them, which means you lose them (I foolishly did this a couple of a times) - Or if you have a surplus amount of neuromods for a particular character, and their next available skill is not achievable yet. These precautions will maximise the efficiency for an ultimately grindy trophy. One of the worst things you can do is lose your neuromods because you escaped without stashing them, so leave them behind whenever it makes sense to do so.

One of the earlier mistakes I made was being too liberal with my spending of sim points. Initially, I would load up on weapons and ammunition, for fear of not being powerful enough to cope with enemies. In reality, you can get through the earlier stages of corruption fairly easily, and don't actually need to spend many sim points, which turns out is a vital strategy when going for a trophy that requires a large accumulation of points to purchase neuromods.

Towards the latter stages of grinding this trophy out, the only piece of equipment I'd spend my money on was a Disrupter Stun Gun. This would allow me to bypass Typhon gates without having to worry about conflict. I could easily find the weapons I needed to defend myself in the various areas of the map. It's a waste of money to buy them in the majority of instances and I was guilty of overspending on them, which cut into my ability to spend on neuromods instead. Live and learn. The only drawback I experienced here was that it took me ages to obtain a Disrupter Stun Gun fabrication plan, so it wasn't something I could completely avoid early on. Roguelikes, eh.

 You can also increase the amount of sim points you earn each time you escape the simulation with a character, and this will continue to scale right through to the end, should you make it that far. It meant that this strategy effectively came down to running through the simulation on repeat, aiming to extract each character, accumulate sim points to buy neuromods, and ensure you were following the optimal path each time.

This does naturally become a bit tedious, and as much as I liked Mooncrash, my overall playtime when all was said and done was recorded by the game at 72 hours, and it certainly began to feel like I'd spent a long time with the game. There's only so many times you can loop the exact same strategy until a bit of stiffness kicks in, no matter how much you're enjoying the experience, and it does have it's learning curves along the way that will require adjustments.

Could you beat it quicker than I did? Sure. Infact, if you followed a guide that led you straight through the optimal routes for collecting neuromods, you could probably earn every trophy within a fraction of how long it took me, but I just think I got more from the experience from tackling the learning curve head on - As opposed to just following a set path on a rinse and repeat basis. One of the hooks of Mooncrash is the open exploration it promotes and I always seemed to make new discoveries or find hidden secrets, and following a path of least resistance approach would take away those small pleasures.

It does get easier as you progress, both through the ability to develop the strength of your characters and the familiarity of the understanding of game mechanics. There are some very easy pitfalls to completion, which is the most notable point to make of this list. If you can avoid them, and don't mind putting the hours in, this is a fairly steady road to full completion.