Looks like PlayStation is looking to introduce user reviews after adding a star function to the PlayStation Store. Currently, it’s only available for a handful of games.
A user on the PlayStation subreddit noticed they were sent an email and prompted to write a review. These reviews are not public yet. The Gamer was able to confirm the matter. PSX Extreme hasn’t received any sort of email, indicating that not only is it only a handful of games, but likely limited to select users, as well.
Odds are Sony is testing the water to see how many gamers will fill out a written review before integrating it fully into the experience.
What do you think? Are you more likely to get a game if user reviews on PlayStation are positive? Let us know below!
As Seneca, the Stoic philosopher, once said, “It is the power of the mind to be unconquerable.” Synapse takes this quote to a whole new literal level, as it lets you play around with multiple psychokinetic powers to slay cognitive constructions within a man’s mind. Developer nDreams has crafted a fun FPS that takes advantage of the PSVR2’s new technology, honing in on its mind-bending setting by delivering fluid shooting mechanics as well as more unique supernatural abilities. And while it can be a little shallow and repetitive, you’ll still have a good time rampaging through this roguelite FPS.
Colonel Conrad Is No Colonel Kurtz
You play as an operative tasked with infiltrating the mind of Conrad, a scarred ex-colonel bent on destroying the world. The opening sequence is the most narrative-heavy part as you arrive on a beach and explore an ominous facility where the baddie dwells. Throughout these early parts, a woman on the radio will communicate with you, giving information about your mission and instructions. When you get plugged into the same machine hooked up to Conrad, you are tasked with reaching the deepest recesses of his mind to uncover those world-ending plans.
The plot is serviceable but supplementary to the game’s core — the roguelite loop. That opening beach sequence was intriguing, and more narrative-driven sections could have been engaging. However, what you get are somewhat interesting glimpses into Conrad’s past through audio logs that play at the end of each level. It’s not exactly Heart of Darkness, but it is a welcome addition to the gameplay. And you get to hear some of the most recognizable voice actors in gaming — David Hayter, who you may know as Snake from Metal Gear Solid, plays Conrad, who basically does his husky Snake voice. Meanwhile, Jennifer Hale, possibly the most prolific video game actress, plays the “handler.” They give decent performances, although not good enough for the story to truly captivate you since there is little to begin with.
Whatever Doesn’t Kill You Makes You Stronger
After being strapped into the machine, you enter Conrad’s mind, a strange black-and-white land inhabited by distorted fragments of his psyche. Of course, what this really means is a bunch of gun-wielding weirdos waiting to be dominated by you…but not at first. Each level requires you to clear it of all enemies before being able to proceed. You use one hand to shoot and the other for psychokinetic powers. When you defeat enemies, you collect “Defiance,” which can be spent on your roguelite run for health, ammo, and more (although these things are replenished at the start of each level). The most important thing to collect is “Revelations,” which are in-game achievements that reward you with experience points to upgrade your stats and abilities after you finish a run. It’s a familiar but gratifying roguelite structure that ensures you’ll be stronger every couple of times you die.
So, the progression is good, but how about the gameplay itself? While there are only a few weapon types, like your standard pistol, shotgun, and SMG, the guns still feel punchy and satisfying. What’s more of a standout are the powers at your disposal. You use your less dominant hand to grab things with your mind, and this game uses eye tracking so you can select what you want to hold. This feature truly feels next-gen and makes me wish for every game to use this type of lock-on system. You can pick up these things called “Mental blocks” scattered throughout zones. They can be used as cover or as something to drop on enemies. Soon enough, you will be like Magneto, tossing grenades, barrels, and people around. What’s more, you can crush things in your hand if you press harder down on the trigger, which feels incredible. Your less dominant hand will also be used to grab surfaces to climb or for cover. I’m not exaggerating when I say this is one of the best cover systems in recent memory. You can hold onto anything and use it as protection wherever you are hanging off a ledge or just peeking over a barricade on the ground. It’s a playground of chaos.
Eyes Without A Face
As you progress through the levels, you will reach deeper into Conrad’s mind, which reveals new enemy types and environments. The game has three sections: the Preconscious, Conscious, and Subconscious. Something cool will be at the end of an area, like a sub-boss at the end of Preconscious, who is quite the intimidating behemoth. I wish the game had more stuff like this boss room because there is little variety in enemy types.
You’ve got the standard enemies that throw grenades and try to flank you. There are also “Furies,” kamikaze enemies that rush towards you and explode. What’s annoying about Furies is that you kill them, and their bodies ragdoll at your feet, so they will probably cause you damage if they get too close to you. There are also a couple of other enemy types, but I do not want to spoil them as I would like the game’s few first surprises to make an impact since there is little surprise afterward. Your enjoyment of the game will rely on how much you enjoy fighting the same handful of enemy types. Thankfully, the fluid gunplay and superpowers make up for the somewhat repetitive behavior of the enemies.
Each level has opportunities to restore your health and give you a leg up on your run. At the end of a zone, you can select something called a “Mindhack.” Similarly to Until You Fall, these are run-specific gameplay modifiers. For instance, there is one that activates slow motion, which is mind-blowing when combined with the headset feedback you get as a bullet slowly whizzes past your head. As previously mentioned, you can also buy other upgrades, but with the Defiance you collect from killing enemies. Upgrading is done by visiting shrines found randomly in the zone. A weapon shrine gives you a choice to upgrade your guns for free, and there is also a shrine that gives you health and ammo replenishments (for a price). You can find these shrines on your radar when you get “Clairvoyance,” an upgrade I’d recommend. Moreover, the radar is quite intuitive as it is a diegetic little hologram on your non-dominant hand, and it can also be used to spot enemies. These features spice up the runs just enough to make replays more enjoyable.
Monochrome Monotony
The graphics and setting are polarizing, at least to me, although you may have a different reaction. I love black-and-white visuals, but the environments can be dull. It seems strange that most of Conrad’s mind-space manifests itself as the island — the same place as the opening sequence where he uses the machine. The game implies surrealism and dream psychology influence, yet the visuals differ from what you would expect. The game would be better off if it were in color, like the opening sequence. However, the splashes of color that appear when you select objects or enter a portal make for good game design because they stand out from everything else. Synapse can look stunning at times with the ray-tracing and generally sharp image (despite reprojection). I also like the enemy designs, but I wish they would have dived deeper into Conrad’s traumatizing past and reflected that more in the environments and some more horrific-looking enemies. Exploring a rogue PTSD soldier’s mind sounds incredibly fascinating. It’s a shame that this concept is background furnishing to the gameplay.
Gotta Get Yourself Connected
Synapse is a fun FPS roguelite with great gunplay and satisfying progression with each run. While it may lean too heavily on its replay value and squanders its fascinating premise with little storytelling. It’s one of the most worthwhile PSVR2 shooters yet.
As one of the oldest gaming publications in the world, we’ve been responsible for playing a ton of absolutely horrible games. Stuff like World Championship Paintball, which holds the record for our worst reviewed game of all time, really makes playing video games for a living feel like a real job.
Thankfully not every game is bad, and while it may have taken us nearly twenty years, we’ve finally accumulated a total of ten perfectly scored games. That’s right, PSX Extreme has given out fewer 10’s than IGN. Not sure how to feel about that…
Below is every 10/10 game we’ve reviewed within the last 20 years, ranked in no particular order.
Red Dead Redemption 2 (PS4)
Reviewer: Ryan Hartmann
Date Reviewed: October 26th, 2018 Full Review
Excerpt: “A game of unparalleled scope and ambition, with breathtaking visuals, a broad-ranging but intimate story, and an incredible sense of identity and purpose, Red Dead Redemption 2 will go down as one of the greatest games of the generation, and perhaps video game history.”
God of War (2018) (PS4)
Reviewer: Ryan Hartmann
Date Reviewed: April 23rd, 2018 Full Review
Excerpt: “This brutally violent mythological adventure was the last place I ever thought I’d find deep, meaningful ruminations on what it is to be a father, and the sacrifices involved. God of War is brilliant in ways I never thought games could be. That it’s also perhaps the most highly polished game I’ve ever played, with unsurpassed presentation and mechanics, is actually secondary to the fact that it generated in me the kind of childlike awe I haven’t experienced in decades. I have been writing about video games for almost 20 years now, and in all that time I have never given any game a perfect score. Until now.”
Uncharted 4: A Thief’s End (PS4)
Reviewer: Ben Dutka
Date Reviewed: May 28th, 2016 Full Review
Excerpt: “I suppose some people are still hung up on the concept of a “perfect score.” Of course, it doesn’t mean “perfect” because no game is flawless. In this case, I suppose I could cite the ungodly precision of enemies with grenade launchers, or the fact that the camera can go just a tad loopy in certain parts. But I say a perfect score goes to the game that is, upon release, better than all the competition. If nothing on store shelves can compete, if you rack your brains and can’t think of a better game to come along in the past year or so, it deserves the maximum score. I also believe in the subjective aspect, in that if the game didn’t make an impact on a personal level, the critic shouldn’t hand out the 10. I’ve almost never done it because clearly, my requirements are steep. But here, I can’t imagine giving out anything less…Side note: Though, with 36 perfect scores counted so far according to Metacritic (more than 1/3 of all 102 counted reviews), I’m hardly the only one to come to this conclusion.”
JOURNEY (PS4)
Reviewer: Ben Dutka
Date Reviewed: July 24th, 2015 Full Review
Excerpt: “Anyway, Journey on PlayStation 4 is undoubtedly the definitive edition of an instant classic. It’s not drastically different and there really isn’t any new content, but the upgrades included in this package are noticeable and appreciated, and vault the production into the stratosphere.”
Final Fantasy XII (PS2)
Reviewer: Cavin Smith
Date Reviewed: November 27th, 2006 Full Review
Excerpt: “Deviations from past Final Fantasies may turn off some players, but this game is so classy, it’s like mouthwash for the nasty taste FFX/X-2 left in gamers’ mouths. It redeems a hallowed series which had begun to spiral into teeny-bopper, pop-idol-infested hell.”
The Last Of Us: Remastered (PS4)
Reviewer: Ben Dutka
Date Reviewed: August 1st, 2014 Full Review
Excerpt: “Saying The Last Of Us: Remastered is an absolute triumph seems redundant. I said it when the original released last year, after all. And yeah, it’s basically the same game with a glossier coating and a few additions. But consider: What have we seen in the last 15 months or so that even comes close? Seriously?”
Okami (PS2)
Reviewer: Cavin Smith
Date Reviewed: October 17th, 2006 Full Review
Excerpt: “Simply one of the best games of the generation and I’d even wager to put it up with some of the best of all time.”
Metal Gear Solid 4: Guns Of The Patriots (PS3)
Reviewer: Arnold Katayev
Date Reviewed: June 14th, 2008 Full Review
Excerpt: “There is no doubt about it, but this is easily the best experience you’ll have on the PlayStation 3 to date, simply nothing comes close to MGS4’s presentation, story-telling, gameplay, visuals, and sound. The amount of classic homages paid to the previous games, with one in particular, will leave you breathless and, perhaps, emotional.”
Uncharted 3: Drake’s Deception (PS3)
Reviewer: Arnold Katayev
Date Reviewed: October 24th, 2011 Full Review
Excerpt: “All that can be remains to be said about Uncharted 3: Drake’s Deception is that it both defies and defines everything a videogame is and should be. In that order.”
Gran Turismo 3: A-Spec (PS2)
Reviewer: Arnold Katayev
Date Reviewed: July 10th, 2001 Full Review
Excerpt: “YOU MUST GET GT3! Your life depends on it!”
So, what’s your favorite game of all time, huh? Let us know in the comments!
When people start talking about retro indie games, they usually mean 8 or 16-bit throwbacks designed to emulate the visual style of early 90s titles; it’s a popular choice for developers on a budget because sprite-based games tend to hold up rather well, even when compared to more advanced games on later systems. Where Final Fantasy VII or the original MGS look like haggard, blurry messes these days, classics like Super Mario World or Chrono Trigger still look as sharp as the day they came out. So it was an interesting choice for Garage 227 Studios to pick a different era to call back to with their 2D platformer Shiny, which cops an early PlayStation 2 look and feel while trying to keep the gameplay grounded in the modern era. The result is an interesting, but unfortunately messy mix of ideas and concepts.
ALL HANDS ABANDON SHIP
Shiny starts out with a quick cutscene serving as most of the story you’ll get throughout your run, focusing on a group of robots trying to evacuate from some doomed, alien location far far away. Instead, catastrophe strikes and it is up to our plucky hero, Shiny, to save the day, and all his robot buddies in the process. This is accomplished by romping through levels collecting batteries to power up an escape ship, while occasionally stopping to fix fallen comrades so that they’re not left behind. It’s a simple premise that works well enough, giving you ample motivation without bogging the gameplay down in pointless exposition.
The visual aesthetic of Shiny is quite interesting, like an HD remix of those rough, early PS2 days. In fact if I didn’t know any better, someone probably could have convinced me that this was a remaster of an earlier game. There’s a certain coarse charm to it all; you don’t see many games looking like Shiny these days.
BATTERIES NOT INCLUDED
The gameplay is similarly simplistic and streamlined, amounting to little more than making your way from point A to point B without dying, collecting batteries and avoiding the inexplicably hostile innards of whatever factory these robots inhabited. As you progress you’ll earn various power ups that assist you in moving further along, at the cost of draining your health. They can come in quite handy if you can figure out how to use them. Some powerups will protect you from fire, and some will let you fly. Which ones do what is a mystery because the game never explains anything about how it works, leaving you to work that out for yourself through laborious trial and error. One powerup I encountered never seemed to have any practical use whatsoever, as activating it did nothing but rapidly drain my health with no discernable benefit.
The levels themselves are equally muddled, not always clear on which paths are viable and which ones aren’t, and the variety from level to level varies greatly. You can blitz through some levels in a matter of seconds, while others can take up to 15-20 minutes. There’s no rhyme or reason to any of it, and I spent an inordinate amount of time on one level due to a completely unexplained mechanic that only ever appeared on that one level.
POWER LEVEL CRITICAL
I really wanted to like Shiny, as it’s a game that obviously has its heart in the right place, and some neat ideas. Unfortunately it stumbles too much on the execution, and the game itself is over before you know it, even with all the trial and error drawing things out longer than they otherwise would take.
I hope Garage 227 gets another shot to improve upon the formula, as I’m sure they’ve learned a few lessons the hard way and can only get better from here. If you’re hard up for some old school 2D platforming, and willing to put up with some notable shortcomings, Shiny might do the trick, but this is the kind of game that ends up as a PS Plus freebie sooner or later, and it’s probably best to wait until it does.
Publisher:
SOEDESCO
Developer:
Garage 227
Genre:
Platforming
Release Date:
February 26, 2018
PS4 Pro Support:
No
Final Rating:
6.0
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