Cyberpunk 2077 Full, Spoiler Free, Thoughts.

Cyberpunk has a lot to offer in it’s deep, emotional and treacherous journey around Night City. You might find yourself waiting a little bit before hopping on the next bus there.

First off I feel it’s obligatory to state that I played on PS5 and I played majority of my playthrough after 1.05 was released (about a week after release). I gave it a little while because I was drawn in by the not very good looking state at release. I know that CD Projekt will come through with this game.

The types of bugs I ran into. Thy were just funny most of the time. Crashes were regular though.

Anyway, I don’t want to speak about that because Cyberpunk has a lot more worth talking about.

First of all I want to talk about its, and by extension CD’s biggest strength, the story. Before this game was released there was a lot of expectation that this would be a generational shooter or a sandbox similar to GTA.

If you followed the devs you’d know their strength is in the story and the details. In Cyberpunk you play as a character called V. V is your creation (and we’ll come to that later) but none the less a scripted character especially for Cyberpunk.

As V you can choose one of three backgrounds. These honestly matter very little bar a few scenes at the start and some dialogue options as you move through the game. What is important is where V goes. After some time as a hired merc you take on a contract to steal from one of the most powerful organisations in Night City, the setting for Cyberpunk.

As this job starts to go off the rails, the asset you have stolen needs a home, It’s a biochip and in Cyberpunk’s futuristic setting you are cybernetically enhanced and biochips can be inserted into you for data or abilities.

This particular chip begins to overwrite your own brains neural network. You’re then in a race to survive the takeover by removing the chips data, which isn’t as simple as ‘have you tried turning it off and on again?’.

I bought into this story and I felt like I was influenced by the characters and my own actions when I made decisions. It certainly wasn’t mindless point and click to advance. I genuinely cared for some characters (looking at your Judy) and cared less for others.

Judy is one of the highlights of this game.

Not many games are able to draw you in this well throughout it’s main campaign. As V I was seeing my actions ripple across the city, whether it was in a news report or a radio in the background. There was a commentary on what I was doing which felt like the story was bigger than me.

To help me through the story I chose the combat that I personally always choose, where possible. Cyberpunk offers a lot of ways to play. None of them are particularly innovative but they do work well.

In my case I went for a stealth build. Building up crit chance on my handgun and utilising snipers with the odd katana kill thrown in. I loved it. When I finally started to bring my build together it felt like I was playing my way which is probably the best thing I can say.

Other options offered were to use ‘quickhacking’ in a variety of ways from deafening, stunning, distracting and even outright killing enemies from a distance. I could go full on brawns over brain with a punch ’em build or just regular ol’ soldier. The choice was mine.

To help me with my build was a variety of weapons, clothing and mods. I would say the pool to choose from wasn’t massive but it didn’t need to be I guess. There were a few ‘unique’ types but they were mainly just reskins. It’s an area I do believe this game can grow in.

My build and highlighting the silly looks available if you choose stats over style.

I mentioned the customisation earlier and CD have almost got this well done. At the start the character customisation is good. But you can never change it afterward. Like in Night City they don’t apparently have any hairdressers???

They do have clothing stores but there’s a catch that each item of clothing has an armour attachment to it so then you end up seeking the best stats over customisation. For a game like Cyberpunk that allows you to live a life through V I think it is important to offer a flexible choice of customisation during your play time. A quick solution for me would to drop the armour values from clothing and add them to the mods. Rarity would then come from the number of mod slots that you should be able to upgrade. This way the item is cosmetic and you can choose to improve it or not.

Mods are never really explained but most items can house them They’re small passive bonuses that you just need to find and then see if it works. Again some info for items would help to let me understand when and where I can use it.

Night City is dense and alive in some areas and others it’s a ghost town. Exploring it is a real good time but there’s always something out to get you or for you to get.

Ultimately though, given the first person perspective you play in, is it really that important? That’s what I think they asked themselves. If there were some really cool, truly unique, items I would spend extra hours looking for them, but in the end I kinda didn’t feel the need to.

What there is an abundance of is lore and backstory. Everywhere you go there’s little chips of data you can collect and read. They contain everything you need to know about this world. It’s where the strength of the world building is hidden.

Most of the good ones will come from missions with side characters. Some of these mission are as good, if not better in some cases than the main campaign. It makes exploring the world that much better. The main stories with Panam, Judy, Claire, Rogue or Johnny are all crafted with care, rather than a quick fetch quest or something.

You can romance these characters and they message you throughout your time with little bits they’ve been getting on with. I would say, as much as there is a 20-30 hour main plot, if they made you do these missions it would only add to the experience, there’s no draw back to them.

A few other bits that can be improved is the driving, boss fights and the NCPD Scanner missions. Clearing the map would become VERY repetitive as almost every icon is the exact same thing. Some are worthwhile as they give skill points or legendary items but it’s the same activity and there are hundreds. Also while clearing the map you realise that sometimes Night City is quite hollow but this is probably a technical choice.

Night City. Always a view to capture in photo mode.

The boss fights generally come out of nowhere and the bosses are then way above your level, meaning your damage output is heavily reduced. Also the ones I came across were really melee focused and that wasn’t my strongest area. They had really quick gap closers so running and gunning wasn’t the easiest option.

Lastly my biggest quality of life option that is missing, is the area levelling. You can explore all of Night City once you’ve completed the opening sequence. But you can’t do everything and there are ‘levels’ attached. They’re not marked by levels but like a danger rating… It’s level gating hidden behind a weird system that makes it sound like a challenge. It’s not a challenge as you’ll just get one shot, or the item you pick up is like 20 levels higher or something. Just add in the levels and that way I know what I should and shouldn’t attempt or what’s in store.

It’s a loot based RPG whichever way you look at it, and when I’m looking for loot or jobs to do I don’t want to pick up level 1 or level 25 armour because they both say ‘moderate’ on the difficulty.

Overall Cyberpunk is a great game. Right now if I were to rate it (which I tend to stay away from, but this is to illustrate my point) I would say it’s around a 7 with the potential to be a 10.

CD will get this game to where it needs to be. Sure it’s been about as bad as a launch could be but not all of that is about the gameplay (it’s a biproduct such as lawsuits and refunds) but all games deserve a chance to make it good. I’ll play this game again once we’ve had a whole host of patches and DLC content. Until then, the game runs steady and should be given a chance. It’s not GTA, Uncharted or Sims it’s Cyberpunk and it’s a hell of a ride.

Immortals Fenyx Rising Review

A release that was largely dwarfed by those around it might actually be the brightest light from Ubisoft. A surprisingly exceptional game that shouldn’t be overlooked.

I always talk about what it is an arrow straight to my ‘want pile’; Greek mythology, open world, collectables etc. Any combination and normally I’m sold. So when ‘Gods and Monsters’ was debuted at E3 last year it was like a lighthouse pointing only at me.

Unfortunately for them the energy drink Monster decided they didn’t like it and sued them, in a real dick move. So they changed the name to Immortals: Fenyx Rising. It was a bit more on the nose as to the idea behind the game, but it hurt it’s entire release campaign.

Title aside though, what was delivered was an incredibly well built game with a refreshing injection of puzzles, clean combat, vibrant open world and a story to buy in to. The sum of all these parts makes Fenyx Ubisoft’s best game for a while.

The plot

So Fenyx Rising is the story of a character called Fenyx that needs to restore the essence of 4 major gods to save the Golden Isles from evil titan, Typhon.

As a plot it is very basic. It’s all about a ‘mortal’ learning how to become a hero by overcoming tasks they normally wouldn’t. However what makes this particular version of the story is the way it plays out in the game.

You can customise Fenyx (left) in many ways, so it’s weird to see the promo shots with red hair!

As you’re playing the game, it’s actually a retelling of Fenyx’s adventure by Prometheus to Zeus. The entire time you’re running around the Golden Isles these two will be narrating your events. The exchange between the two is full of humour.

Fenyx Rising doesn’t take itself too seriously for the most part. The humour included isn’t clever or slapstick it’s mostly kinda cheesy, dad joke like quips from either Zeus or Prometheus, like those muppet dudes. It will either irritate you or actually add to the enjoyment of the game. For me it massively added to it, it made me feel like the idea was to have fun.

As fun as the game was, it also had it’s moments of reflection and seriousness as Zeus had a lot to reflect on, as well as the gods. Fenyx’s morals are in the right place and make the story feel fleshed out and full. I could buy into the whole thing and in the end it paid off, I loved it.

The World

The game is set on an Island called the Golden Isles, essentially a little haven for some of the gods, that they let some mortals wonder around on. Fenyx is an open world game, and by open it really doesn’t shut you out at any point (bar a few mission related buildings or arenas).

I was free to explore to my hearts content without the fear of being level gated or story gated. You have 4 main areas, each dedicated to a god, Aphrodite, Athena, Hephestos and Ares. Then there’s like a Mount Olympus and Underworld areas.

One of the earliest views of the game.

Sure some areas included harder enemies, but I could, with some tenacity or patience, overcome them. Generally the game levels up with you that allows you this freedom to explore.

This was an excellent decision from the development team as they created a world that not only looked the part, but was filled with so much wonder that I could spend ages running around the map curious what was around the next corner.

It was never long before it was a new fight, puzzle or collectable within my reach. The world feels alive and dense with things to do. I had a mount and the ability to glide, should I need to cover longer distances but I didn’t want to.

The puzzles they included were excellent, I read before going into the game that they were simple, but they’re certainly not. They’re full of imagination and at points challenge. Whether that was arrow skill, combat skill, using my imagination or platforming. All the puzzles felt ‘doable’ so I was never turned away for not having a ticket at the entrance.

Although this is promo, it’s literally how you can fight…

Combat in this game is nothing new, it doesn’t innovate in any way. However it takes a simple formula and does it well. You have a light attack, heavy attack, dodge and parry. There’s a few god skills thrown in for utility or damage and it all combines to feel smooth, responsive and gratifying. I had enough tools for each fight, to fight in a way that suited me but also not to be overpowered one shotting everything.


Fenyx represents what you can achieve when you take a few simple or overused formulas and do them really well. Ubisoft are kind of becoming a conveyor belt for generic open world ‘points of interest’ game. It’s led to things like the third AC game in the recent formula feel generic. The guys in Quebec however have injected life into it. They seemingly learnt from what AC Odyssey did well and what other games did well and brought it all together for a game that should not be overlooked.

It launched with more or less no bugs or issues, plays and looks good for both generations of console and is still at the older ‘normal’ price tag. It provides a 25-30 average playthrough with the likelihood of 60+ for platinum or completionists.

As I write this we’ve just had the release of Cyberpunk, which has received a lot of stick for it’s buggy release as well as a few more comments for the company behind it. Valhalla is being praised for looking the part, but as more people get their hands on it, it’s hard to ignore the bloated scale of it.

Amongst all of this Fenyx isn’t suffering from any of that. For me it’s a top 5, maybe 3 or even first on my list for this year, I really do believe that. It’s a shame that at the time of release everyone’s attention is elsewhere because they’re missing out.

Demon’s Souls Shows it’s True Colours When You Finish the Game.

I’ve spent the best part of the last 2 weeks playing Demon’s Souls and I’ve achieved my first Platinum PS5 Trophy as a result. What I realised when going after this landmark achievement was that Demon’s Souls will punish you, just when you think you’ve got your hold on this game.

Demon’s Souls Platinum joins a very specific, but small list of games I have collected all the achievements for. Having bounced from PS2 to Xbox back to PS5 my trophy cabinet is slightly spread around. Demon’s Souls joins the titles Destiny 2 & Harry Potter Lego Years 1-4 so you can totally see my ‘type’.

Most of the time I avoid playing several takes of a game or a FPS on hardest difficulty as I know my skill level. Demon’s Souls and action RPG’s that are similar are my wheelhouse and I had a lot of fun running Demon’s Souls nearly 4 times to get Platinum.

For anyone unfamiliar, Demon’s Souls is the first in the ‘Soulsborne’ series of games. It set a precedence for being a brutal but a blast to play through with its methodical combat and difficult boss encounters. Originally made in 2009 Bluepoint remade it with stunning graphics for PS5. Combine this with it’s extremely fast load times it’s a direct improvement in every area from it’s 2009 birth.

Demon’s Souls Place in the Soulsborne World

The Souls games don’t have a difficulty marker, the learning curve is just set to punishing with no way to change it. Even in my experience I attempted Dark Souls 2 a couple of times before I understood the game, Bloodborne took me 3 attempts to eventually complete. Dark Souls 3 is my favourite but I was ready for it’s challenge.

Demon’s Souls I felt however, on my first playthrough, was a lot easier in comparison. Especially to my time in Bloodborne. I would reach a boss and would never die more than once before it evaporated into souls that I claimed and moved on.

My journey to the boss was plagued more with deaths as I would navigate the corridor like levels and facing of against the, in some ways, more difficult enemy types. Overall though, I felt I had managed the game pretty well.

I took the time to grind so I could be a katana wielding hunter type character. It was fun to curate the build and felt good once the last Pure Bladestone dropped as I knew Ed the Blacksmith would do me a solid and add the last upgrade. Mind you this was a RNG grind that needs a tweak.

From there I had fun as my damage was increased nearly 50%. I saw to it that I would go onto complete the game with little difficulty. Due to this I wanted to play more and go after the trophies.

New Game +

I found a guide that would let me be somewhat efficient but also try a new character, with a magic build, something I had never done in the Souls world before. My first go through was laughable. I knew these streets and magic was over powered.

Then I went into New Game+ the ‘endgme’ for Souls game. This game doesn’t allow you to clean up the world you left behind and instantly puts you in NG+ unlike the later additions. I however didn’t mind, it’s just the game again and not much harder right?

This game is visually stunning.

I was wrong. So wrong. I strutted around Boletaria Gates like I was fucking Jesus reborn. No one could touch me and I would just walk through collecting rings and spells that I needed.

Once I got to the second boss, good old Tower Knight, I had my shit kicked in. Then I tried to fight back before realising I had clearly bought a feather duster to clean the armour because my sword did nothing.

Once on the back foot I realised how hard everything was hitting me. I wasn’t used to being faced with this much resistance. All of a sudden each tiny little encounter was a threat to my life and I had to make sure I was on my guard.

The bosses had way more health and defences, the enemies hit much harder and my progression level to level was minimal. I was kind of excited originally at the thought but then I got a bit frustrated, as you do.

The Penetrator – Says it all really.

My biggest issue with New Game + and Demon’s Souls is that it exposes the narrow, corridor, maze like level design. When each enemy poses a genuine threat and you have to think about your position and opportunity, having no room to move becomes the biggest enemy.

This game is gorgeous and very accessible on first playthrough. The levels do feel linear but it gives a greater sense of direction and any deviation is rewarded. However when you have room for error it works well. When the difficulty increases it becomes a hinderance.

New Game+ is perhaps Demon’s Souls at it’s best and worst at the same time. The game has very, very few faults. When reaching a boss it’s a relief that pressing L1 once won’t kill it. It should be a challenge and you should have to earn it.

I strutted around like I was jesus reborn, no one could touch me… then i had my shit kicked in.

However if being pushed of a cliff because you can’t roll or having your stamina fully depleted after a block and 2/3 of your health along with it by an enemy that fills the screen doesn’t grind your gears you have more patience than me.

The bosses seemed to feel like more of a challenge, despite being set up with a clear weakness (unless you’re Old King Allant) you could expose. The game takes for granted that at this stage you have certain items and if you don’t, well, good luck or bring a friend.

This combination of difficulty increase is drastic and it will knock you back if you’re not ready but, for me, it needed some of it so that it didn’t feel like stroll or easy.

Considering all this I overcame the challenges, dabbled in some online play and got the last ding I needed before my next gaming adventure. It felt good to platinum a game like this as it really is a reflection of my love for these types of games.

If you haven’t, check out Demon’s Souls or any of the Souls game (3 is my favourite) as they absolutely some of the best games out there.

Godfall: Full Thoughts

Godfall does the wrong things right and the key parts wrong to bring a forgettable experience to PS5, but there’s hope if they make a second title.

Godfall’s opening cinematic is a stylish dive into the relationship between someone and their brother in a war torn world. The combat that is shown of looks brilliant giving you a sense of what is yet to come.

You wouldn’t believe that this is only one of two cinematics in the game. Looters aren’t known for their game changing stories but this one forget to put a story into the game at all.

The God in Godfall.

I don’t want to focus on what frustrates me most in this game yet, so let’s talk about what it did best.

Godfall truly makes you believe you’re playing a ‘next generation’ game through it’s excellent graphics, 60 FPS performance mode and haptic feedback. It’s an incredibly nice to look at game. When you visit the different areas of the game you can see the work that was put in to making this game look truly amazing.

The character models, the weapons, armour and everything else have a lot of thought and design into them. As you move traverse through the open like worlds the 60 fps performance ensures that there is no glitchy areas or enough blur to make a Song 3.

Can’t complaint at views like this.

Along side the graphics looking and performing well I came across relatively few bugs. the final product that was released seemed to be well polished so at least you couldn’t say anything against that ruining your experience.

Another strength of Godfall is the player combat. There is a lot of variation in the way you can play this ‘slasher’. The work that went into making sure each weapon class played in a style different to the next paid off. The combinations you can weave as you carve through enemies feel good.

If you choose to use a hammer that wouldn’t be misplaced in a Final Fantasy game it feels heavy and each hit knocks you away. If you go for the speedy dual blade you get a sense of mindless swinging as though you’re going to kill them with 1000 cuts.

You also have a shield for deflecting and slamming into foes. It can be thrown in Captain America style to give you your only ranged option in the game.

It felt curious as to how I could bring these together, I aimed for a dual blade/ bleed build. Kind of a get in, get out build. The early signs were promising as the perks were there and the skill tree offered things to back me up, but I was never really able to make that build a reality.

The Fall in Godfall.

I’d grab some water here, cause it could take a while. I’ll try to keep it short.

Continuing with the strength of Godfall the builds that are offered are hindered heavily by the combat AI that was chosen in this game. Godfall aims to put you somewhere between Devil May Cry and Dark Souls. It offers quick combos and techniques but wants to punish you for getting greedy.

The end result was that the combat is too much brute force and not enough finesse. The enemies, in particular the tougher ones would have no way of staggering them (bar 1 quite rare ‘blue’ attack). They would have quick attacks that would combo together to stagger you or knock you down. A lot of the tougher melee enemies were relentless.

I felt that I was playing the game well (hard mode with only struggles at boss battles) as I would dodge into good positions but then the enemy would let out a delayed shockwave that would knock me down to prevent me taking advantage of my well timed doge.

Godfall aims to be somewhere between Devil May Cry and Dark Souls but offers combat that is too much brute force and not enough finesse.

So I went with the parrying instead. I’ve always been pretty naff at parrying but Godfall is pretty generous with it if you spec right. A perfect parry at best will offer a seconds grace, which if the parry doesn’t stun you, there’s a chance you can attack but most of the time it was unlikely as the enemy would recover in time.

Then you have the majority of the other enemies, ranged types or spellcasters that would do a good job of running away from you. As Godfall doesn’t really offer any good ranged options apart from a slow cooling shield throw this was a nightmare. Some weapons had a gap closer on cooldown to help but for a hack and slash game they made a lot of enemies fight at range.

I liked some of the big boss designs but again, poor choices made them feel gimmick-y. One boss near the end of the game is often surrounded by damaging fire, that adds a 15 second damage of time. Melee range was almost always a trade of. All boss range moves will typically track and track well at that. This boss in particular opened with a move that I must have seen 50 times (I purposely started again after getting hit by it) that would almost guarantee you start the fight with 50% health. I still don’t know how you actually avoid it. I tried running, dodge, block, parry with all different timing but no luck.

So yeah the combat you’re offered as a player feels good, but when you get in the later stages of the game there is a lack of reward for learning and executing the combat well. The game is just out to punish you at every single opportunity. This makes it frustrating and quickly not fun.

Another effort that I don’t think hits the right notes is the loot. I realised after about 1 or so hours I had seen most of the loot bar some legendary items. Apart from 1 or two stats, there aren’t that many assets in the game. Every item can be made legendary (so is there really any legendaries?) The 12 Valorplates (static sets of armour) ensure that the amount of loot offered is actually a small pool.

My very best at Artorios

It also just never felt great as typically for the campaign you’ll be over-leveled until the last mission in the game (or at least I was and I didn’t grind). So the loot you end up finding is based on the level of the mission which is often 3-5 behind and therefore not relevant.

Finally, the campaign/ story is paper thin. You get an opening cinematic and then you have to rescue two other characters. The rest of the story is played out in lines of dialogue between these two in a small room (your base essentially).

The missions based on the story are VERY repetative. There was boss fights or ‘break the seals to proceed’. That’s it, that was the mission variation. So it was just hopping between them. Then endgame comes along and it’s just replaying old missions until you take on the tower of trials that is just a horde like mode to see how far you can get.

Anything else? Oh yeah, there’s no animation cancelling and missions will have you run 1000 meters just to start.

In Summary

Truth is there are some small changes they can make to have the game feel ever so slightly better. Adding a notification to the slots you have new pieces in (and get rid of the armoury), mass salvage, unbinding items from Valourplates, mini-maps and get rid of the hidden stamina mechanic when running ( or spawn me closer than 1000m from my first objective),

But a second game could work extremely well. If they are ale to flesh out the story/ campaign more to keep you invested that would be a good start. Mission variety would naturally come when they do that and potential level variety.

Small tweaks to the combat AI would bring the combat to a level that would rival the greatest out there (God of War. Bloodborne for example). Adding more ranged options or ways to close the gaps is sorely needed.

Having more loot or scrapping the static Valourplates to give even more cosmetic freedom. I chose a plate that looked like Artorias that offered a weak-point buff because it looks like Artorias but weak-points was a good feature and allowed me to maximise one of hits.

Overall I want to feel like I’m still optimistic for Counterplays’s efforts and that they have some good things to build on and I’ll keep an eye out for the future of the game. For now this one will be forgotten it ever released with the best console I’ve played on.

Witcher 3: Blood and Wine & the lost value of video games.

After 4 years since it’s release I have finally completed The Witcher 3’s Blood and Wine DLC. It was a fitting end to the current generation as a hat tip to possibly the best value I’ve received from a triple A game for a long time.

As I prepare to grab my Tim Hortons breakfast and queue to pick up my Playstation 5 with the 2 games I’ve chosen to play at release on Thursday (Demon Souls and Godfall), I think about how much it has set me back, and will continue to do so.

Both of those titles are a hefty £69.99 from Game, a theme that distributors seem to be anticipating to continue through this generation of gaming. I then think of the next to come along the conveyor belt of releases, Immortals: Fenyx Rising and more importantly Cyberpunk. Another three figures needed to gain access to their potentially game of the year status.

When playing Blood and Wine, a DLC that on release would have cost £16.99 standalone or cheaper as part of a ‘pass’, I think a how much of a full game this is on it’s own. This DLC is probably bigger than a Resident Evil game or the new Miles Morales game.

This makes me think about the value of video games and the inflation we are seeing. It certainly isn’t correlated. What makes The Witcher 3 such good value and why aren’t we seeing it more often?

The Witcher 3 & good value

On release The Witcher 3 was so incredibly well received. When loading it up on my birthday 5 years ago I remember seeing it had 21 or so free dlc content items. These items are small things like outfits, haircuts but also some pretty decent missions and an armour set.

CD Projekt Red didn’t feel the need to charge it’s customers for these items but also didn’t feel they were needed as part of the base experience, something that is so rarely seen these days.

For most publishers these items, insignificant as some of them are, would cost you a ‘deluxe‘ or ‘collectors‘ edition to gain access. Something that doesn’t feel like a micro transaction but is. In the same way your pre-order is a micro-transaction (to help investors see their return quicker).

In addition to this, the Witcher 3, as a base game is HUGE. Like one of the largest but also dense and rich worlds with plenty to do. You might say that games such as Skyrim or GTA have big maps, but what do the maps actually hold, looking at you GTA?

They built a game that not only had a great campaign, that admittedly is long but great for it, has side missions equally as good and plenty more for achievement go getters. Then they released a DLC that is more akin to an old school expansion for £8. Yes 8 fucking quid, that included a 8-10 hour campaign, new systems and characters.

In perspective that’s a few FUT packs, a new Fortnite skin or some COD crates. I’m not saying how to spend your money but it’s funny what developers can do for the same cost. To just look like this dude it’s nearly £20.

Then they released Blood and Wine, definitely an expansion this time, that features a casual 20 hour at least campaign, new map, gear, missions and more. At £16.99 it’s the same price as a few more of the above.

Again perspective is great, Destiny recently released its much anticipated Beyond Light expansion and as some that has put in 1250 or so hours into Destiny 2 alone (probably 2000 with Destiny 1 included), I was confused with how little they added.

To look like a burger in fortnite costs the same as experiencing blood and wine

How did it come to this?

The expansion is around £35, again as a standalone and features 1 brand new location and 1 from the old game. Some new armour and weapons and 1 strike but a new subclass (or way to play the game of you’re unfamiliar). There’s a campaign of around 6 hours if you’re casual with it. All in all it’s a days worth of ‘new’ content (until the raid releases) before you’re playing the base game again.

So why the difference?

How has it become normal that a DLC is nothing more than a reskin of existing content or a minimal addition to the game?

Gone are the days that you would add another 25% of the game for a cost equal to that. It’s frustrating to see DLC passes cost £30 with little added. At this rate COD and FIFA are yearly dlc’s that equal a full price game.

Not all companies are as guilty as EA or Activision but there is certainly a trend to sell cosmetics as DLC content rather than make additional content. I know I would rather wait a year for a good DLC (or 4 years in my case) than 6 months to play the base game that looks different or 1 or 2 worth additions.

Blood and Wine btw, excellent. Great story, looks beautiful and the new bits to do and collect are time worthy (if that hasn’t come across already).

Lets hope with the inflation and hardware available that the passion returns and DLC’s become more meaningful to the games they are attached to and we throw away the high expectations and low delivery.