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Vane Is Aimless - Review (PS4)
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Vane Is Aimless - Review (PS4)

Vane is an immersive, art driven third person puzzle/platformer and is the second game released by Tokyo based indie developer Friend & Foe Games. First debuted at PSX in 2016, and even featured on Sony's main stage at PSX 2017, Vane is the ambitious result of three years of painstaking work by just five artists and programmers. The developers have sought to create the ultimate connection between player and world. Immersion breaking elements such as a heads up display, conspicuous hints or unnatural queues in the right direction have been altogether removed in an attempt to bridge the gap between those controlling the game and their discoveries. Progress and puzzle completion are meant to feel truly rewarding. The team at Friend & Foe have succeeded in their goal, but at a serious detriment to any enjoyment you may have had with Vane.

Dave Lambden ·
GRIS Is Beauty In Ambiguity - Review (PC)
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GRIS Is Beauty In Ambiguity - Review (PC)

In the debate over whether or not video games should be considered art, GRIS is the type of game that should be at the forefront of the argument. Developer Nomada Studio have crafted a title that emulates art in ways that we haven't seen before. It goes much deeper than the beautiful hand-drawn and watercolor graphical style. This is a game where things like the meaning, story details, setting, and more are up for interpretation to the player - much like an obscure painting hanging on a wall. What GRIS demonstrates is that there is beauty in ambiguity, and solace in solitude.

Dave Lambden ·
Head Down Arca's Path VR - Review (PSVR)
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Head Down Arca's Path VR - Review (PSVR)

Arca’s Path VR felt familiar in a comforting way, yet new all at the same time. Remember the game Labyrinth? No, it wasn’t a video game. Labyrinth was a little wooden box filled with a maze controlled by levers on both sides. You would drop a marble or ball bearing into the one end and have to tilt the maze in order to land the ball safely on the other side. The trick was this – the board was full of holes, quite literally. You had to keep the ball from falling into the holes in order to reach the finish line. Arca’s Path feels just like that – only now it’s been updated for the 21st Century.

Phil Neyman ·