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Game Reviews

The Last Of Us Director Ends A Long-Running Fan Debate
Game Reviews

The Last Of Us Director Ends A Long-Running Fan Debate

by admin May 23, 2025


You might not know it based on my scathing recaps of The Last of Us’ second season, but I love this series. I love the moral conundrums it presents, the violent grief it depicts, and the games’ excellent writing that poignantly brings all of those complicated emotions to the surface. What I don’t like is listening to pretty much any of the creative team talk about the series, especially when it comes to weighing in on decade-long discourse around its complex storylines. Even when I agree with series director Neil Druckmann’s interpretation of something, we’d all rather he just let bad readings fester in the corners of the internet than tell us exactly what something means. Nevertheless, he continues to do so in interviews.

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In a discussion with the Sacred Symbols podcast (thanks, IGN), Druckmann talked about the end of The Last of Us Part I, which was adapted for television in the HBO show’s first season. In this climactic moment, Joel—a smuggler turned surrogate father to Ellie, the young girl immune to a fungal infection that has leveled the series’ post-apocalyptic world—massacres members of a revolutionary group called the Fireflies who sought to use Ellie’s immunity to create a vaccine. They could potentially have saved millions of lives and helped society rebuild again after decades of ruin. But after months of traveling across the United States to reach the group’s base in Salt Lake City, Joel wasn’t willing to lose Ellie for something as small as the possibility of a world-saving vaccine. After the player fights their way through the facility and escapes with Ellie, Joel lies to her about what happened, and they live happily ever after(?) in Jackson, Wyoming…until the sequel, at least.

It’s a nuanced situation, and ever since The Last of Us launched in 2013, fans have debated the ethics of pretty much every character in this finale. However, one part of the discussion that has persisted is the question of whether or not the Fireflies would have been able to successfully create a cure or vaccine in the first place. This is the post-apocalypse. They’ve got one surgeon here who claims to be able to do the job, and even if they managed to concoct a vaccine, how would they distribute it? All of that is an interesting logistical discussion, but some fans have taken that talking point a step further and tried to claim the potential success of the plan was ever part of Joel’s motivations. It’s very obvious that the man cares about Ellie’s life above all else, and didn’t stop to weigh up the vagueries of vaccine efficacy in a zombie apocalypse I’ve always read these attempts to explain away Joel’s guilt as cope, and the idea that he had a firm confidence that the Fireflies’ attempts would fail as an effort to wash away the reality of Joel’s actions.

Yet now, Druckmann has confirmed that it was always the intention for the group’s medical team to be able to create the cure, essentially nuking that talking point. Am I upset that we can now put this obviously desperate theory to bed? No. Do I wish Druckmann would stop giving definitive answers to a story that has thrived in ambiguity and interpretation? Absolutely.

“Our intent was yes, they could [make a cure],” Druckmann said. “Now, is our science a little shaky that now people are now questioning it? Sure. Our science is a little shaky and people are now questioning it. I can’t say anything. I can say our intent was that they would have made a cure. That makes the most interesting philosophical question for what Joel does.”

Sure, it’s the most interesting interpretation because it actually interrogates everything you know about Joel based on how he presents. Giving him an out is just refusing to engage with the text. Do you want to debate if the Fireflies were equipped to save the world with a vaccine? That’s an entirely separate discussion from Joel’s motivations. But even so, we don’t need every detail spelt out. Maybe it’s because Druckmann is being constantly interviewed about this series after two games, more remasters than I care to count, and two seasons of television, but the more we talk to this dude (and HBO series showrunner Craig Mazin) and ask him to tell us what it all meant, the less interesting the story can be. I don’t want to know if Druckmann thinks Joel was right. I don’t need the author to tell me what I’m supposed to feel. It’s a major reason why the show bothers me so much, because it loves to tell you what lessons you’re supposed to learn, rather than giving you a second to consider what you feel about it.

I wish we lived in a world where The Last of Us’ marketing got to be as bold as the games. Just let it speak for itself.

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May 23, 2025 0 comments
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Supremacy: Warhammer 40,000 is bringing a Grimdark spin to the War Sim series
Game Reviews

Supremacy: Warhammer 40,000 is bringing a Grimdark spin to the War Sim series

by admin May 23, 2025


Supremacy: Warhammer 40,000 has just been revealed at the Warhammmer Skulls event. Developed by Stillfront, the game is a Warhammer spin on the Supremacy epic strategy game, in-development for PC, iOS, and Android.

The game was revealed with a fancy cinematic trailer, in which we can see the four factions players will be able to control hashing it out on the battlefield. Space Marines, Astra Millitarium, Chaos Space Marines and Orks will be playable in planet-wide grand battle strategy. There’s no release date for the game yet, so you’ll have to hunker down and wait for that tasty bit of info. However, you can pre-register now on iOS and Android.


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The game will allow you to take part in either 30 or 64-player matches, as you handle economy, the production of military units, territorial management, and diplomacy with other players on the map. Like the Supremary game Stillfront made before, these games can take a substantial amount of real-world time, which hopefully means you’ll get a long-term fix of planet-wide far future warfare.

In a press release for Supremacy: Warhammer 40,000, senior product manager Hinrich Voelksen stated the following, “The team here working on Supremacy: Warhammer 40,000 are thrilled to have unveiled our upcoming title today! We’re passionate and determined to create a free-to-play grand strategy experience authentic to the rich lore of Warhammer 40,000. A game with the depth and complexity that fans of the strategy genre seek, optimised for mobile and also available to download for PC. We can’t wait to reveal more with players soon.”

Are you excited for Supremacy: Warhammer 40,000? Let us know below!



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May 23, 2025 0 comments
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Here're this week's free Epic Store games
Game Reviews

Here’re this week’s free Epic Store games

by admin May 23, 2025



It’s a kung fu kind of week on the Epic Games Store, thanks its latest headline freebie: developer Sloclap’s acclaimed Sifu, which arrives alongside several other free titles for mobile and PC.


In total, Epic is giving away three free games across PC, Android, and iOS this week, and they’ll be sticking around for the next seven days. The full list looks like this:

  • Sifu (PC)
  • Deliver At All Costs (PC)
  • Gigapocalypse (PC/mobile)

Sifu’s launch trailer from back in the day.Watch on YouTube


Sifu’s the biggie, of course, even if it’s not the first time it’s been free on the Epic Games Store. For those unfamiliar, it takes players on a cinematic rampage of revenge through the streets of China. It’s a game of pulverising, cathartic martial arts action, with the twist being its protagonist gets steadily older each time they’re resurrected by their magical pendant upon death, despite the world around them staying the same.


“An elegant martial arts meditation on temporality and self-possession”, is what Eurogamer contributor Edwin Evans-Thirwell said in his Sifu review back in 2022, and given all the improvements it’s seen since then, it’s well worth the (free) entry fee.


Epic’s other two PC freebies this week come in the form of the newly released Deliver At All Costs – a game of bizarre delivery challenges across highly destructible environments, set somewhere in the 1950s – and Gigapocalypse. This latter title sees players customising their own giant monsters, Kaijū style, and then setting out on a mission of mass destruction developer Goody Gaweworks describes as “loud, punk, metal, anarchy and a lovely homage to the game and movie classics.”


Gigapocalypse is also currently free for iOS and Android via Epic’s mobile store, but you’ll need to be in the EU to access it on Apple devices.


All the above are available to download and keep via the Epic Games Store right now and will remain so until next Thursday, 29th May. After that, a fresh batch of (still mysterious) freebies will take their place.



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May 23, 2025 0 comments
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Blue Prince's Game Breaking PS5 Save Bug Finally Gets Fixed
Game Reviews

Blue Prince’s Game Breaking PS5 Save Bug Finally Gets Fixed

by admin May 23, 2025


Blue Prince is the second highest-reviewed game of 2025 and now players on PlayStation 5 can finally plumb the depths of its deepest secrets without worrying about a gnarly game-breaking bug corrupting their save files. After weeks of tragically ensnaring some of the puzzle adventure’s biggest fans, a new patch fixes the issue alongside implementing a nerf for an infinite item exploit.

Civilization VII’s Latest Update Finally Feels Like The Game Fans Were Promised

“This issue was caused by a duplication of save data causing new save information to time out and not be saved,” the game’s developer, Tonda Ros, posted on Steam. “This problem has now been addressed and players should have no issues progressing and saving the game past the point where the bug was initially encountered.”

Blue Prince is about exploring a mansion where, at the start of each new day, you choose which room comes next from a growing deck of cards as you seek to discover a missing 46th room. Solving puzzles and uncovering clues in this roguelite structure eventually gives way to some big mysteries and lots of backstory, with some players spending over a hundred hours navigating the deepest layers of its esoteric labyrinth.

But on PS5, some of those players were hitting a save bug long before their time in the mansion felt complete. The Blue Prince subreddit is littered with horror stories of people who fell down the rabbit hole only to see all of their progress erased. Most players were hit somewhere between day 90 and 150.

“I play this wonder of a game on PS5, and after 117 days, I had the horror of discovering my save is locked on day 117, I keep playing for hours and saving but when I leave the game, I am back to that day 117,” one wrote. “I have finally reached the true ps5 endgame,” wrote another. “Save file bug.”

The good news is that those save files should now work, assuming players didn’t restart or delete them. “We have worked tirelessly with Sony to avoid any save files being lost once the game patches,” Ros wrote. “However, content that was not saved during the Rollback Issue has unfortunately been lost. Players should be able to return to Mount Holly at the point where they encountered the bug.”

It’s still a major bummer for everyone who was affected, especially since Blue Prince is not the best game for returning to weeks later after you’ve entered a completely different headspace. Today’s patch makes a fair number of other changes as well, most of which are redacted for spoiler reasons.

Two things players have also noticed, however, are fixes to the Guest Bedroom exploit which players could use to load up on items, and to the Nurse Station buff players were manipulating to gain extra steps. It turns out even Blue Prince isn’t immune to busted builds getting nerfed.

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May 23, 2025 0 comments
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Space Marine 2 is getting cosmetics for sad space vampires and cool bikers, as well as an endless PvE Siege mode
Game Reviews

Space Marine 2 is getting cosmetics for sad space vampires and cool bikers, as well as an endless PvE Siege mode

by admin May 23, 2025


Warhammer 40,000: Space Marine 2 got a chunky announcement during today’s Warhammer Skulls event. Siege Mode, an endless PvE mission type, will be added to the game across all platforms for free on June 26. The pefect option for those wanting to take on the horde.

In addition, Focus Entertainment revealed that two new cosmetic DLCs will be coming to Space Marine 2 for both the Blood Angels and White Scars Astartes chapters. Blood Angels are sad vampires who miss their dad, and occasionally put on slick golden armour when not being chewed on by Tyranids. White Scars are lovable speed freaks who also has their fair share of father issues, as he drove his motorbike into the Webway for milk 10,000 years ago and never came back. Both cool!


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Siege Mode is a standard 3v3 game mode like other operations you can play right now in game, though thats where the simularities end. In it, you’ll be able to fend off increasingly difficult waves of Tyranids and Chaos until you and your squad inevitably die. Think Gears of Wars’ Horde Mode for a close comparison, which it’s safe to say is a darn fun way to engage with 3rd person action shooters.

Space Marine 2 has grown into quite the treasure, huh? It was already dope when it launched last year, and since then has only been getting better thanks to various free updates and fanservicy cosmetic packs. It even has achievement-like Ordeals that lets you unlock special skins and loads of free customization options, so all in all a great game to pick up.

Let us know if you’re excited for Siege Mode below!



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May 23, 2025 0 comments
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Schedule 1 V0.3.6 patch notes
Game Reviews

Schedule 1 V0.3.6 patch notes

by admin May 23, 2025


Screenshot by Destructoid

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Published: May 22, 2025 01:35 pm

A new update is available for Schedule 1 players, and it includes plenty of interesting additions along with a host of bug fixes.

The update is currently available on the public beta version of the game. You can switch to the beta to test out all the changes, or wait for the full version to follow very soon.

Major Schedule 1 V0.3.6 features

Here are the major highlights of the new patch in Schedule 1.

  • Lockers have been added to the game, and they will act as replacements for employee beds. If you have employees assigned to a bed, you can’t reassign them. However, new employees can be hired and assigned to lockers. This will save space for you, and the lockers can also be used to store more items.
  • Item slot filters have also been added to allow you to manage your employees better. You can set whitelists and blacklists with items that will instruct your employees which ones they can use.
  • Employees can now switch between different properties.

Major Schedule 1 V0.3.6 improvements

A few key improvements have also been added to the game to QoL features.

  • Storage unit capacity increased to three.
  • Consolidated all NPC and property save files.
  • The trash can pickup area has now been changed to squares instead of circles.
  • You’ll be able to view the pickup area of a Trash Can while placing it.

Major Schedule 1 V0.3.6 bug fixes

A few more bugs and glitches have also been quashed in the update.

  • Fixed occasional failures during NPC long-distance pathing.
  • Fixed occasional employee pathing failures.
  • Fixed employees sometimes attempt to pick up items without having the inventory capacity for them.
  • Fixed botanist-related performance bug.
  • Fixed police showing question marks above their heads while they’re unconscious.
  • Fixed viewmodel drifting.

To read the full patch notes, click on this link. The update will be available soon on the full version of Schedule 1, but we don’t have an exact date or time.

Destructoid is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



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May 23, 2025 0 comments
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Monster Train 2 Review - Engine Ingenuity
Game Reviews

Monster Train 2 Review – Engine Ingenuity

by admin May 22, 2025


“No two runs are the same” is an oft-spoken line in reference to roguelikes, and it has perhaps never been more true than with Monster Train 2. With five new Clans, new card types, and a side mode of dimensional challenges, every run is distinct, but combat never becomes less satisfying. Despite some cutscenes that leave much to be desired, Shiny Shoe has crafted one of my favorite roguelikes of the year so far, improving on the previous title in every way.

In Monster Train 2, you lead various armies of Hell in a war against the Titans, an old, powerful faction that threatens the existence of your world. To stand up against such an imposing threat, you have control of multiple Clans, unique societies of magical creatures that each have their own playstyles. The angelic Banished Clan focuses on the Valor buff, granting additional armor and damage, while the draconic Pyreborn Clan hoards gold and inflicts pyregel, a debuff that causes enemies to take more damage. Each Clan also has two champions, powerful units you build your runs around, to choose from. When a run starts, you pick a primary Clan and a secondary Clan, and with five to unlock (plus a load of secret ones), the sheer number of combinations is staggering.

Combat takes place aboard the titular locomotive, which has four tiers of train cars – three for your units to battle, and a fourth to hold the Pyre, the train’s lifeblood. If it takes too much damage, it explodes and your run ends, so it’s in your best interest to eliminate enemies as soon as possible. The end result is part deckbuilder, part roguelike, and part tower defense, as you draw cards to place units on each floor and defend the train from waves of attackers. 

Most cards cast spells, dealing damage, healing, inflicting status conditions, and more, but Monster Train 2 introduces two new types of cards: equipment and room cards. Equipment is played on a friendly unit to give them better stats and abilities, while rooms add a modifier to an entire car, like boosting spell potency or granting money when units die. The game also adds unlockable Pyres, which have active or passive abilities to make your runs even more interesting. Each feature brings something new and exciting to the table, entering the gameplay so seamlessly that I often forgot they were absent from the last game.

Each run uses one of two clans, each with two champions and associated starting cards, meaning that if you exclude the game’s secret clans (which increase the total exponentially), there are 80 ways to start a run. While I haven’t played each permutation, every combo I’ve started with so far has been surprisingly exciting, as each cleverly designed Clan synergizes with another in a unique way. It isn’t randomness for the sake of big numbers – each run I’ve played has felt as fun as the one before it, and it’s an impressive feat.

Monster Train 2 also includes a collection of 21 Dimensional Challenges, restricting you to a preset combination of Clans and adding fun mutators to alter the game. For example, “Weapons Make the Warrior” reduces all cards’ upgrade slots to 1, but makes equipment cards twice as powerful and cost less to play. “Twofer” doubles all money earned, status effects inflicted, and makes it so each time you add a card to your deck, you get a copy of it. In contrast to the standard, ultimately customizable base game, it’s a collection of carefully curated rulesets and modifiers. I appreciate that these challenges adjust your strategies and the game’s difficulty beyond simply making it harder. Many roguelikes include unlockable settings or difficulty modes limiting your abilities, but sometimes I want to be challenged in different ways, and Monster Train 2 understands that.

My main issue with the game lies in its story, which is, thankfully, infrequent and easily ignored. Upon completing runs, you’re greeted by cutscenes of conversations between the Clans’ various Champions as they try to figure out what to do next in their battle against the Titans. It feels half-baked, with reused battle models standing against plain backgrounds and turning left or right to indicate which character they’re speaking to. The dialogue is mostly exposition disguised as conversation, and most characters are reduced to their Clans’ most basic traits – dragons are greedy and like gold, while the Lazarus League obsesses over science and experiments. Monster Train 2’s gameplay is inspired and expertly crafted, but its cutscenes are cliché and forgettable.

Still, I didn’t come to Monster Train 2 for an engaging story. I came for tense, strategic combat, hours of upgrading and optimizing spells and units, and that uniquely roguelike power fantasy of starting with scraps and blazing your way to the top. The realm of indie roguelikes is competitive and crowded, but despite years of tough competition, Monster Train 2 has strongly reasserted its series as one of the leaders of the pack. In other words, many games are good; few are as good as Hell.



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May 22, 2025 0 comments
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Warhammer 40K: Dawn of War, Space Marine 1 spruce-ups coming this year
Game Reviews

Warhammer 40K: Dawn of War, Space Marine 1 spruce-ups coming this year

by admin May 22, 2025



Relic Entertainment is giving its much-loved real-time strategy game Warhammer 40K: Dawn of War a bit of modern day makeover for a Definitive Edition that’s scheduled to arrive on GOG and Steam later this year. Additionally, a Space Marine 1 re-release is on the way.


Starting with Dawn of War, it originally launched in 2004, casting players (in the single-player campaign, at least) as the Space Marines’ Blood Ravens 3rd Company, charged with defending the planet Tartarus from Ork invaders. But away from the campaign, players also got to test their skills controlling the Orks, Eldar, and Chaos. “It’s a perfect gaming world,” Keiron Gillen wrote in Eurogamer’s 8/10 review back in the day, “being exploited perfectly, for the first time.”


Skip ahead 20 or so years, and it’s time to do it all again, thanks to the newly unveiled Dawn of War – Definitive Edition. This bundles together the base game alongside its three expansions – Winter Assault, Dark Crusade, and Soulstorm – all of which equates to “four Classic Dawn of War Campaigns, nine Armies, and over 200 maps”, according to Relic.

Warhammer 40K: Dawn of War – Definitive Edition trailer.Watch on YouTube


And because it’s now 2025 and computers have come on a bit since Eric Prydz’s Call On Me was at number one, there’s also 4K support, upscaled textures (4x the originals), an enhanced battlefield camera, “optimised” HUD and screen layouts for widescreen viewing, plus improvements to world lighting, units reflections, and shadows. Additionally, the Definitive Edition remains compatible with “over 20-years of lovingly crafted community mods”.


Dawn of War’s Definitive Edition – which doesn’t have a release date yet – isn’t the only Warhammer glow-up announced as part of today’s Warhammer Skulls showcase. The original Space Marine is also set to return as an enhanced Master Crafted Edition, being handled by developer SneakyBox. This “thoughtful restoration” of the 2011 PlayStation 3 and Xbox 360 shooter features 4K resolution support, modernised controls, an interface overhaul, improved character models, remastered audio, all previously released DLC, and more. It costs £34.99 and launches for PC, Xbox Series X/S, and Game Pass on 10th June.

Warhammer 40K: Space Marine – Master Crafted Edition trailer.Watch on YouTube


“This is more than just Master Crafted Edition,” publisher Sega writes in its announcement, “it’s a respectful dialogue between past and present, preserving what made the original special while making it shine for a new generation of players.”



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May 22, 2025 0 comments
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kotaku
Game Reviews

Every Mission: Impossible Video Game, Ever

by admin May 22, 2025


Slipping subtly past Micro Games of America’s 1996 dedicated handheld game based on the series, we next find the spies appearing in video games in 1998, with the Tom Cruise era of Mission: Impossible now underway. And it’s on N64 (and a year later, PlayStation). Sometimes known as Mission: Impossible – Expect the Impossible, this console game was intended to be a tie-in with the first of the Cruise-led movies. Except, keen chronologers will note, 1998 was two years after 1996.

This was originally supposed to be created by Ocean, a studio famous for its movie-based games. Think RoboCop, Platoon, Total Recall, and Lethal Weapon, all improbably realized as side-scrolling action games. That wasn’t the plan this time, however—ambitions were far higher. Mission: Impossible was an attempt to create something in the style of Rare’s GoldenEye 007, and, well, it wasn’t going great.

After three years in development, and the slow realization that the N64 wasn’t powerful enough for their plans, Ocean was bought by Infogrames in 1997, and a whole new team was assigned to the project. Apparently at that time, the game was running at four frames per second. Things were made harder by Viacom, owners of the film rights, refusing to let the game feature too much gun-based violence, and Tom Cruise refusing to allow his face to be in games The new team wound up crunching for months.

Yet, despite all this, it went on to sell over a million copies, even though its reviews weren’t exactly great. A late ‘90s IGN went as low as a 6.6, which was about as a low a score as the site back then would give.



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May 22, 2025 0 comments
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Deliver At All Costs Review - Drive On By This Courier Action Game
Game Reviews

Deliver At All Costs Review – Drive On By This Courier Action Game

by admin May 22, 2025



There can be a hypnotic nature to repetitive tasks, and plenty of games have leaned into that to give otherwise humdrum jobs a surprising allure. Deliver At All Costs goes in the opposite direction and transforms the unforgiving tedium and thankless nature of a courier job into an explosive, slapstick adventure. This makes for some fun and brief thrills, but too often Deliver At All Costs falls into repetitive monotony with an overly cyclical format, a dragging story, and unexciting in-game upgrades.

Narratively, Deliver At All Costs has a fantastically intriguing opening. You play as Winston, an extremely gifted engineer who’s late on rent, bereft of friends, and prone to outbursts of anger. He sees visions of a strange fox, someone is spying on his apartment, and he’s hiding something about his past. It’s all very mysterious and strange, and the setup immediately draws you into the story in hopes of uncovering who Winston truly is and what’s going on.

The mystique hangs over the first hour of Deliver At All Costs, which sees Winston take a truck-driving job at We Deliver, a courier service. Every delivery forces Winston, and by extension the player, to contend with a new type of challenging cargo, like surprisingly strong balloons making Winston’s truck extremely buoyant and prone to soaring over buildings at the smallest bump, or a statue that attracts a flock of seagulls obsessed with carpet bombing the statue with poop.

Deliver At All Costs is filled with unorthodox deliveries.

In that first hour, I really liked this dichotomy in Deliver At All Costs, as the intriguing mystery of who Winston was contended with the ludicrous absurdity of Winston’s present. The rigid and poorly mapped facial animations of the characters are as ridiculous as the poor writing, but I convinced myself that there was a possibility this was a purposeful choice to add an uncanny element to the people around Winston and further feelings of unease about his surroundings. And the slow drip-feed of details about who Winston is during each delivery felt like it was building up to a greater revelation.

Ultimately, Deliver At All Costs’ story doesn’t really deliver on the mystery it opens with, though. You do learn more about Winston, and the story ultimately takes a truly wild turn, but the reveals aren’t all that satisfying of a reward and don’t feel in-line with what the first chapter was setting up. It becomes clearer after that first hour that the uncanny animations and bizarre pacing of the story aren’t in service of a greater strangeness, but rather a byproduct of its aimless direction.

The gameplay is the far bigger focus for Deliver At All Costs, and much like the story, it wanes with time. Almost everything in Deliver At All Costs is fully destructible and Winston’s truck is practically invincible, allowing you to carve through street lamps, fences, and buildings like they aren’t even there.

The story eventually gets really weird.

Initially, it’s ridiculous fun to plow through half of a town to complete a delivery in record time, blasting your horn and plowing through any hapless citizens who refuse to heed your warning. There’s no consequence to your actions: If you do cause enough destruction to attract the attention of the police, you can immediately negate any heat you’ve raised by hopping into a dumpster–you don’t even have to break the cops’ line of sight (and if you are caught, the penalty is so minor, it might as well be nothing). If Winston dies or loses his delivery, the game quickly respawns you, thanks to generous autosave checkpoints. And no matter how destructive you are, Winston’s truck can’t be stopped or lost either–it flips itself upright on its own, can be fixed with a single button press, and teleports to you when you stop into any of the phone booths on practically every street corner.

It’s initially a joy to be so invincible, but that diminishes with each subsequent hour as the novelty of the setup wears off. There’s no incentive to be destructive other than wanting to. You don’t earn anything for demolishing a building or plowing through a group of citizens. There’s no benefit for completing a delivery as fast as possible, with as many casualties as you can, or with as few restarts as you can muster. The game doesn’t care about any of that. Winston is just an angry guy and Deliver At All Costs allows you to revel in that fantasy by being as destructive as you want with minimal repercussions. The issue, of course, is that the game is so uncaring of your destruction, that it begins to feel superfluous and dull after a while.

This design decision means that the game doesn’t throw any meaningful challenges in your way either, and if you aren’t really penalized for doing anything wrong, there’s no real opposition to anything you’re tasked to do and a shrinking sense of reward with every successful mission. This leads to the structure of the game feeling overly cyclical, with Winston waking up, getting a job to take an object from one spot to another, doing so, and then returning to his residence to go to sleep for the day and progress the story–the mayhem he did or did not cause is meaningless to him and all of the other characters, and this slowly makes it meaningless to the player.

Stealing from a rival company and making a frantic escape across town was my favorite mission in the game.

There are a few times Deliver At All Costs at least breaks free from the sameness of this formula to give Winston a task that’s a bit more unorthodox than delivering a package from point A to B, and this is when the game’s enjoyment really varies. Some of these missions are ridiculous fun–like breaking through buildings to chase down trucks of a rival delivery company, stealing their packages, and racing to deliver them yourself while utilizing your knowledge of the town to strategically leave enough destruction in your wake to hold off your rivals now in hot pursuit–but just as many are irritatingly awful, like ascending an erupting volcano and maneuvering through nearly impossible-to-dodge rockslides. A few of the traditional delivery assignments aren’t all that fun either, like a mission that forces you to ignore enjoying the joyous destruction to slowly drive through the streets and keep a bunch of melons from rolling out of your truck’s flatbed. It’s not a challenge; it’s just dull. Moments like these could have been improved with humor, and the writing does strive to be funny, but the game’s jokes regularly fall flat.

Optional assignments and collectibles fail to break up the tedium of the game’s repetitive cycle. As far as I can tell, there are no secrets to discover in Deliver At All Costs–the map marks where every crafting material-filled chest, “secret” car, or citizen in need is, so it’s always clear where you can go if you want a break from the story.

Crafting materials are used to build upgrades to Winston’s truck, like a horn so loud it can shatter windows or enforced doors you can quickly open to splatter a citizen you missed running over. As noted before, however, destruction is an optional addition, not a necessary component of each mission–causing more of it more easily does not change how the game is played, so all of the upgrades feel unfulfilling and unnecessary. A few of the mandatory truck upgrades (that are naturally unlocked as you continue in the story) make aspects of the delivery process easier, like a crane letting Winston load and unload cargo without having to get out of the truck, but they don’t affect the experience of playing the game beyond removing steps in the overall delivery process.

Where we’re going, we don’t need roads.

The cars hidden around the map are similarly not worth going for. Most of them handle exactly like Winston’s truck, and you can’t use them to conduct deliveries anyway. There’s no garage to bring them to either–their sole purpose is an option to drive through the world and destroy it with a different-looking car.

The citizens who ask Winston for help are an easy skip too, held back by the game’s writing. Their side missions themselves at least offer interesting distractions–driving a possessed car that tries to run itself off the road up to the fires of a volcano to destroy it, finding a mayor lookalike hidden somewhere on the map, and crashing through everything you can to scare the greedy executives you’re ferrying around, among others. But the stories told around them don’t excite or offer anything to chew on narratively. It’s such a shame. Deliver At All Costs celebrates 1950s aesthetics and has such pretty and detailed locations, but I don’t want to spend any extra time in them.

Deliver At All Costs is a solid game for an hour. But then the formulaic nature of delivering goods from point A to point B becomes tiresome. Enacting wanton destruction and experiencing the unique setup of each delivery for the first time creates brief thrills, but breaking stuff just to break it doesn’t remain enjoyable for long and the meandering and unfulfilling story that connects each delivery drags the whole experience down. Parts of Deliver At All Costs work really well, but it too often ruins its own fun.



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May 22, 2025 0 comments
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