Showing posts with label action adventure. Show all posts
Showing posts with label action adventure. Show all posts

14 Nov 2025

REVIEW: Echoes of the End: Enhanced Edition (2025 Video Game) - On Xbox

Echoes of the End: Enhanced Edition

Review by Jon Donnis

Echoes of the End had a rough start last August, but the overhaul that arrived with the Enhanced Edition feels like the work of a studio that actually listens. Myrkur Games took every gripe to heart and rebuilt the game from the inside out. That effort shows the moment you step back into Ryn's shoes. Combat feels sharper, animations flow with far more confidence, and the new difficulty options finally let players decide how tough they want the journey to be. It all sits within a world shaped by Iceland's raw beauty, where glaciers and volcanic light give every chapter a sense of scale and danger.


The story carries a steady pull. You guide Ryn, a powerful vestige whose ancient magic is tied to a homeland on the brink of collapse, as she sets out to rescue her brother and face the conflict closing in around her. Abram serves as a grounded presence throughout. He fights with you, supports you in battles, and brings a bruised history that adds weight to their partnership. Their bond forms the heart of the narrative. It grows in small moments during quiet travel as much as in the chaos of combat, and the improved pacing makes their journey flow more naturally than it did at launch.

The biggest change lies in the moment to moment fighting. Sword strikes hit harder, parries land with a clear rhythm, and Ryn's magic feels genuinely dangerous. You can throw enemies into hazards, drain their strength to survive a tight scrap, or chain abilities across four upgrade paths that let you shape your approach. Abram's abilities complement yours by knocking enemies off balance or creating the perfect opening for a finishing blow. It all feels precise and satisfying.


Exploration sticks to a linear structure, which may disappoint those expecting an open world. The crafted path still looks stunning though. Each environment stands apart with its own visual identity and puzzle mechanics, from energy powered ruins to warped volcanic chambers. The platforming sections give a welcome burst of movement and variety. You leap across broken ground, twist through odd gravity shifts, and use Ryn's growing magical tricks to reach new spaces. Hidden chests add a bit of incentive to poke around side paths, even if you never wander too far from the main route.

Character work remains the area that holds the game back. Ryn's personality can feel harsh in ways that make her harder to connect with, and the script never quite digs deep enough into what drives her. The supporting cast also could have used more time to breathe. It is telling that the landscapes feel richer than some of the people you meet along the way. The story still entertains, but you get the sense that a little more patience with character development would have lifted the whole thing.


Get past that and you find a confident action adventure that looks gorgeous and plays even better. The upgrade system is generous, the outfits and relics add genuine variety to your builds, and the New Game Plus option gives the combat depth more room to shine once you have mastered the basics. The Journey difficulty is a smart touch for newcomers, offering a smoother introduction without stripping away tension.

Echoes of the End is still a linear experience with no side quests, so what you see is what you get. The difference now is that what you get is genuinely good. The Enhanced Edition turns an underwhelming release into a polished and engaging adventure, carried by its striking world, improved flow, and tight combat.

I had a great time with it from start to finish, and I would happily recommend it. A solid 8.5 out of 10.


13 Jun 2025

REVIEW: Assassin's Creed Shadows (2025 Video Game) on Xbox

Review by Jon Donnis

Assassin's Creed Shadows feels like a game torn in two. It's got the scale and ambition of something that should be one of the franchise's greats, but the execution drags it down. It's set during the tail end of the Sengoku period, right in the middle of feudal Japan's bloodiest conflicts. That part works. The cities are alive with detail. Kyoto, Osaka, Kobe, and the shadowy corners of Iga all feel authentic. Temples, castles, marketplaces, dungeons, and ports give the map a sense of depth, and the layout feels rooted in real history.


You take control of two characters with completely different play styles. Fujibayashi Naoe is a kunoichi, trained in stealth, movement, and subterfuge. She feels like a return to the classic Assassin's Creed mould. Fast, nimble, and silent. Then there's Yasuke, a character based on a fictionalised version of a real person. Not a samurai, not in history, but reimagined from a fictional book, African Samurai by Thomas Lockley. Japan didn't have an African samurai, and the decision to place him front and centre has caused understandable backlash. In-game, that decision ends up hurting the flow just as much.

You can switch between the two characters during missions, which is meant to offer variety, but the balance is off. Naoe can climb, disappear into shadows, crawl through water, drop from rooftops, and pull off quiet assassinations. She's got access to grappling hooks, bamboo breathing tubes, throwable tools, and everything else you'd expect from a shinobi. Her combat style is fast and reactive, but she's fragile in a fight, so you're pushed to stay out of sight.


Yasuke is the complete opposite. Heavy weapons, brute strength, and no parkour worth mentioning. He can't use Eagle Vision. He lumbers around the map, and his missions often feel more like a chore than a challenge. You end up avoiding him for as long as the game lets you, then switching over just to finish something off. It's hard not to feel like his inclusion was forced. Not because of who he is, but because of how little he actually adds to the gameplay. Plus it takes way too long to switch between the characters, so that adds to the frustration.

There are some good things going on. The new engine handles lighting and weather in a way that really adds atmosphere. Shadows matter now. You can douse lanterns to disappear into the dark. Seasonal changes affect the world too. In winter, lakes freeze over, cutting off hiding spots you could use in summer. Details like that show where the devs were pushing for something smart. The weapons, too, are well researched. From katanas and naginatas to matchlock rifles and bows, everything has its own tree of upgrades. Combat feels better when you stay within your character's lane, even if that lane is narrow.


The missions are non-linear, and you're encouraged to track targets using clues and scouts. That idea works in theory, but it drags in practice. There's too much downtime between good moments. And the world itself, while beautiful, feels strangely empty. In earlier games, you could stumble into interesting side scenes or wildlife encounters. Here, long stretches of forest or countryside just feel dead. You can't even hunt animals. That's not just a step backwards, it's a missed opportunity.

And then there are the bugs. Even after delays and patches, there's a layer of roughness to everything. Characters getting stuck, slopes that are impossible to climb, visuals that glitch out in the trees. Sometimes you can't see your character properly at all. Especially when you're playing as Naoe and trying to climb a hill that should be simple, only to slide back down over and over while the camera fights with the scenery.


The biggest let-down is that none of this had to be a problem. Assassin's Creed has always balanced freedom with structure. It used to give you the tools, then let you improvise. Here, the tools are split between two characters, but neither one feels complete. Naoe is great to control, but too weak to hold her own in prolonged fights. Yasuke is strong, but slow and clunky. It's like they split one good character into two unsatisfying halves. Part of the fun of games like Odyssey or Origins were that you could play either stealthily or straight on attack, you had the choice, which let the player decide purely due to the mood they were in. Here you are forced to play in one of the other, or else you will die quick.

The story does have its moments. Nobunaga's rise, the siege of Iga, and the backdrop of civil war are strong material. And when you're in the right place, at the right time, playing as Naoe, it feels like Assassin's Creed again. But those moments are rare. Too much of the game feels like filler. Big world, small payoff.


I've played almost every game in the series. I went in hoping for a slow-burn experience, waited past release for updates, gave it a fair shot. And yet, I walked away disappointed. Not furious. Just let down. There's potential in here, but it's buried under poor design decisions, unbalanced characters, and a tone that tries to be meaningful without earning it.

Plus I wasn't really interested in the whole "design your hide out" thing, I found that to be a complete chore, although I can understand some people who might want to spend ours making a pretty little area. Personally I just want to get into the missions.

Assassin's Creed Shadows isn't a failure, but it's far from a return to form. If you play almost exclusively as Naoe, you can enjoy parts of it. But as a whole, it feels unfinished and unfocused.

A solid idea, poorly delivered. 6 out of 10.

Out Now on Xbox, PS5 and PC