Blaine Smith Reviews Archives - GamersHeroes Short and accurate game guides designed to save you time and effort. Honest Game Reviews, Breaking News, & More Wed, 06 May 2026 20:10:47 +0000 en-US hourly 1 https://wordpress.org/?v=7.0 https://www.gamersheroes.com/wp-content/uploads/2018/04/cropped-Gamers-Heroes-Site-Icon-32x32.jpg Blaine Smith Reviews Archives - GamersHeroes 32 32 Two Point Museum Review https://www.gamersheroes.com/honest-game-reviews/two-point-museum-review/ https://www.gamersheroes.com/honest-game-reviews/two-point-museum-review/#respond Tue, 25 Feb 2025 15:20:48 +0000 https://www.gamersheroes.com/?p=151586 Two Point Studios just doesn't miss - Two Point Museum is another funny, deep, and incredibly creative dive into the simulation genre that's sure to be another hit.

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Two Point Museum builds on the stellar catalog of Two Point Studios’ critically acclaimed simulation games. Both Two Point Campus and Two Point Hospital represent some of the very best the genre has to offer, but how much fun can managing a boring old museum really be?

Two Point Museum Review


That was the question I asked myself as I was booting up the game. A few years removed from my time in Two Point Campus, I’d forgotten the wit, charm, and just delightful experience offered in every Two Point Studios game – and Two Point Museum is no different.

Two Point Museum walks on familiar ground. Those with experience with the previous two games will immediately feel at home navigating the complex user interface and seemingly endless array of menus and sub-menus, but it all flows together well – even with a controller.

While the core mechanics are relatively predictable, everything from managing staff happiness and pay, to ensuring security stops anyone grabbing a five-finger discount, show Two Point Museum’s strength in always keeping things fresh.

Five unique museum designs, and several pop-up challenges, feel far more dynamic than the genre has any right to be – and I love it.

Passwater Cove, the aquarium museum, features a more compact approach to managing your exhibits. Large tanks, with each fish counting as their own attraction. Managing the food, heating, and social requirements of each type of fish.

Wailon Lodge, the spooky museum and easily my favorite, tasks the player with hunting down spirits. Storing them in appropriate polterguest lodgings, matching the decorations and interior to the time period the spirit is from.

Memento Mile, the prehistory museum, allows the player to fill it with awesome fossil and bone exhibits, focusing more on grander, more decorative areas for guests to explore.

Pebberley Heights, investing an alien artifact that sees Experts sent on Expeditions around the galaxy, meeting alien species and inviting them to visit.

Bungle Wasteland, an abandoned scientific facility, tasking players with researching new technologies to solve environmental problems. My museum here is in absolute disarray, so no screenshots.

Each location in Two Point Museum almost feels like a game in its own right, doing a fantastic job of providing a remedy to the otherwise exhausting nature of these games.

Jumping through the same hoops at each location, raising the Museum rating, attracting more guests – much of the fatigue is forgotten, as each location provides enough variety to feel like it’s worth starting fresh.

Frank. The Security guy. Who should definitely be watching those monitors

Switching between each location in Two Point Museum is as simple as opening the map and picking a location. The freedom to choose the challenges and objectives you want to tackle at any given time keeps things interesting and engaging every step of the way.

It does mean the traditional challenges take a bit of a backseat. I never had any difficulty managing finances, staff, or anything, really. Progressing in Two Point Museum feels effortless, flowing from objective to objective with relative ease.

It focuses more on the “action” side of the simulation experience. Unlocking and displaying new exhibits, exploring the world with Expeditions to unlock new technologies, and training staff to streamline and speed up the more time-consuming elements.

It’s a better game for it, but those hoping for a more by-the-numbers approach to the running and managing of the museum may walk away disappointed.

Expeditions play a huge role and is one of the few consistent core mechanics between each museum. You train an expert in a particular field and send them out via helicopter to discover new exhibits and unlock new technologies.

These are exciting throughout the campaign, unlocking new exhibits in a loot-crate style system is a lot of fun, and adding perks to exhibits to improve specific functions adds a lot of customization options, but none of it transitions to Sandbox Mode.

And that’s about the only real fault I could find through my time in Two Point Museum. Career Mode unlocks being specific to Career Mode makes the Sandbox option a tough sell.

Oh, and the staff; it’s always the staff.

While not a serious problem, it’s one annoying enough to mention. Staff would often do, well, nothing? Everything? I don’t know.

I’d hire and train a specific Assistant to work on the front desk, speeding up their ticketing process to get more visitors into the museum. I’d assign the appropriate work placement and area. Five minutes later, they’d be off selling items in the gift shop.

Another time, my crowning jewel of a gift shop completely fell apart. I’d researched a unique technology that let me place devices around the museum that spews out chemicals (totally organic and harmless, or so I am told), scents that “motivate” guests to buy more gifts.

I’d have a queue of 15 marks visitors, all happy to bow to my capitalist machine, only for my assistant to sit at the desk and do nothing. It’s a minor problem, one I expect to be addressed relatively quickly, but annoying nonetheless.

It did take a bit of time to retrain my brain from the typically efficient and organized elements of management simulation. Maximizing every inch of space, building everything in squares – Two Point Museum rewards a more organic approach to design and structure.

Wider, more open areas boasting several exhibits, all benefiting from carefully placed decorations, fact boards, and donation bins. It adds to the already rewarding experience of discovering and adding each exhibit, adding another layer that benefits from prior planning and careful construction.

Two Point Studios just doesn’t miss – Two Point Museum is another funny, deep, and incredibly creative dive into the simulation genre that’s sure to be another hit.

Two Point Museum Review

Reviewed On: Xbox Series X (A digital code was provided)
Release Date: February 28, 2025
MSRP: $69.99
Platforms: PlayStation 5, Xbox Series X|S, PC
Developer: Two Point Studios
Publisher: SEGA
Alternative Reviews: Loot Level Chill, XboxEra
Aggregate Scores: Metacritic, CriticDB, OpenCritic

Review Policy | Scoring Policy

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Batman: Arkham Shadow Review https://www.gamersheroes.com/honest-game-reviews/batman-arkham-shadow-review/ https://www.gamersheroes.com/honest-game-reviews/batman-arkham-shadow-review/#respond Tue, 14 Jan 2025 19:08:23 +0000 https://www.gamersheroes.com/?p=149981 Incredible combat, a fantastic cast of characters, and the opportunity to feel downright unstoppable make Batman: Arkham Shadow a system seller.

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Very few things excite me more in the gaming space than the opportunity to explore a beloved universe in new and exciting ways.

While Batman VR offered an intriguing slice, Batman: Arkham Shadow promises a feature-length narrative experience with 10-15 hours of Batman talking, investigating, and smashing his way through Gotham’s many problems.

Batman: Arkham Shadow Review


Batman: Arkham Shadow takes place after the events of Batman: Arkham Origins and just before Batman: Arkham Origins Blackgate, but those without any experience in the previous Arkham games can enjoy a completely standalone adventure without fear of feeling lost and confused halfway through the story.

Hell, even if you don’t like Batman, this should still sit toward the top of your must-play VR titles.

It’s that good.

The introductory hours of Batman: Arkham Shadow take place on the shadowy rooftops and darkened alleys of Gotham, before leading Batman’s investigation into the Rat King to the depths of Blackgate Penitentiary.

Much of the game is split between stalking the night as Batman, and mingling with prisoners and staff of Blackgate while disguised as Matches Malone.

It’s a distinct difference in play style with much of Malone’s segments being purely conversational, exploring Blackgate as he runs errands and leads Batman’s investigation further – but it never gets dull.

I enjoyed these segments just as much as beating Rats to a pulp as Batman. It’s during moments as Malone that the player gets introduced to various characters from throughout the Batman universe, offering greater insights into the narrative foundations of the Arkham games.

I knew Camouflaj would have no difficulty tackling the atmosphere of the Batman universe, but the legacy of Arkham’s combat transcends a single genre or franchise. It’s one of the most immersive and hard-hitting combat systems in all of gaming.

Other traditional games have tried and failed to capture that same essence, but adding the challenges of implementing that on the VR platform? That’s no easy feat.

Batman: Arkham Shadow delivers a combat system that feels exactly like you’re playing another Rocksteady title. It’s a perfect combination of challenge and ability.

It begins simply enough: You combine punches to hit your enemies and wait for on-screen prompts to time your counter.

Almost encounter by encounter, the difficulty scales ever so slightly, introducing new enemy types that require different combinations of skills and abilities to take down. The combat system blossoms into some of the most impressive action sequences I’ve seen on the VR platform, and it does so at an almost artistic pace.

Brushing away my VR rust, the early battles were a cumbersome mess. Struggling to string together my punches, missing chances to counter, I was the worst Batman in history. In the final hours, I was taking down 15-20 enemies with an unbroken combo utilizing smoke bombs, batarangs, cape swipes, explosive gels, stealth kills, and even summoning my own bats; it was glorious.

You can – and will – become nearly untouchable. Leaping over riot shields, dodging knife swipes, grappling guns from distant foes. With enough time and dedication to the combat, Batman: Arkham Shadow delivers the most accurate and exhilarating Batman experience ever made.

For those new to VR, or perhaps brushing off the cobwebs, several modes sit alongside the story which provides additional opportunities to test and improve in combat through various challenges and objectives.

This rock-steady transition to VR doesn’t just deliver in the combat sense; it perfectly embodies the roots of the Arkham games across the entire experience. Grappling from vantage point to vantage point as you analyze enemy patrol paths, picking that perfect time to strike. Exploring the dark alleys of Gotham and the oppressive hallways of Blackgate, it offers a deep and more personal perspective of DC’s dark and gritty nature unlike any other.

I don’t want to spoil even a minor detail of the story or the characters you will encounter, but I will say the attention to detail and fan service is heartwarming. I’m far from a hardcore comic fan, but I lost count of the tiny details and mentions of various characters and events from throughout the Batman and Arkham universe.

It’s a dark and twisting narrative that explores the origins and motives of some of Gotham’s most famous and infamous characters, with stellar voice acting and facial animations throughout. I’ve walked away with a new love and interest for many of these characters, ones I hope I get to explore further.

While Batman: Arkham Shadow delivers on some of the more challenging aspects of bringing Batman to life in VR form, it surprisingly struggles in more simple areas. The same applies to one would expect to flourish in a VR setting.

Batman’s Detective Mode is reduced to a mostly narrative tool, exploring tiny crime scenes as he reconstructs events through the use of various forensic and investigative techniques. It delivers in a sense that it feels accurate to the character, but it doesn’t deliver much in terms of gameplay variety.

Clues typically need to be found in a specific order, removing any real chance for the player to feel like the detective. Instead, I just found myself running around small rooms looking at various objects until one lit up.

It’s not necessarily a bad part of the game, and I get it. Balancing challenge with accessibility in VR is difficult. When you get stuck, it’s not as simple as bringing up your phone for a quick Google search. It works, and it removes the often frustrating elements of these “find the object” style missions in games, but it does feel like a missed opportunity.

Years ago, it was difficult to justify the heavy price tag of entry into the VR space.

Today, Camouflaj’s own catalog stands as a system seller itself.

Iron Man VR offers a traditional, Marvel-esque superhero experience saving the world, while the dark and gritty Batman: Arkham Shadow delivers that more mature and realistic DC experience that fans have come to love.

Batman: Arkham Shadow pays homage to the Arkham games as if solely developed by Rocksteady itself. Incredible combat, a fantastic cast of characters, and the opportunity to feel downright unstoppable make Batman: Arkham Shadow a game worthy of a Meta Quest 3 pick-up.

Batman: Arkham Shadow Review

Reviewed On: Meta Quest 3 (A Quest 3 and a copy of the game were provided by Camouflaj)
Release Date: October 21, 2024
Platforms: Quest 3, Quest 3s
Developer: Camouflaj
Publisher: Oculus Studios
Aggregate Scores: Metacritic, OpenCritic

Review Policy | Scoring Policy | Meet the Reviewer

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Suicide Squad: Kill the Justice League Review: Running on GaaS? https://www.gamersheroes.com/honest-game-reviews/suicide-squad-kill-the-justice-league-review-running-on-gaas/ https://www.gamersheroes.com/honest-game-reviews/suicide-squad-kill-the-justice-league-review-running-on-gaas/#respond Sun, 04 Feb 2024 20:32:50 +0000 https://www.gamersheroes.com/?p=138330 Suicide Squad: Kill The Justice League is a great game for a certain type of player, having all the hallmarks of a fantastic single-player cinematic experience.

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Even before launch, Rocksteady Games faced an uphill battle with their latest release. Mainstream gaming media holds little love for the games-as-a-service model, and more recent forays into the DC Universe haven’t exactly ended well. Suicide Squad: Kill The Justice League is a stark contrast from Rocksteady’s trademark gritty Arkham games, a legacy that almost feels condemning at this point.

So, does Suicide Squad: Kill The Justice League stand out in a crowd of games struggling to survive, or is this, as some feared, the downfall of Rocksteady?

Suicide Squad: Kill the Justice League Review

Kill The Justice League’s story follows the traditional superhero trope: There’s an impending world-ending event of biblical proportions that only Earth’s greatest heroes could hope to overcome. Well, that was if the entire Justice League hadn’t been turned into Brainiac’s mind slaves.

Instead of the usual spandex-wearing goody-two-shoes, players take the mantle of the Suicide Squad, a ragtag group of Arkham convicts set loose on Metropolis. This was pulled off by Amanda Waller, who, quite honestly, may just be the greatest villain in the entire DC Multiverse. She’s more terrifying than any of the Suicide Squad; I’d rather go toe-to-toe with Brainiac.

The story follows Harley Quinn, Deadshot, King Shark, and Captain Boomerang, the latter of which has quickly become one of my all-time favorite characters. They all set out to take down the Justice League and destroy the evil Brainiac before he enslaves what’s left of the human population.

It’s a rewarding narrative, one that toes a careful line between routing for the antihero and just flat-out destroying our childhood dreams before our very eyes. Its most impressive feat is the ability to create a bond between the player and members of the Suicide Squad that’s strong enough to endure some of the heinous events of the latter stages of the story, events that could sour the experience for some.

Unlike the humor, which is smashed out of the park in the first 30 minutes. The writing is fantastic, effortlessly blending a rather doomsday-like scenario with quick one-liners and banter between allies, all timed and delivered to near perfection. Some of the game’s funniest moments don’t even require words; the facial animations are some of the very best this industry has to offer. An entire joke can be delivered with the raising of an eyebrow or the rolling of the eyes. Supported by fantastic performances throughout, it left me feeling both fulfilled and empty. As a live-service title, the story was so much better than I was expecting. Despite this, it left me lovesick, wondering how much more we could have had in a more traditional single-player setting.

Running in at about 10-12 hours, the story felt short. It does flow through the games-as-a-service end-game style grind in fantastic fashion, arguably the most thematic we’ve seen in the genre to-date, but if that GaaS style end-game grind isn’t your thing, the experience may not feel deserving of the price tag.

Suicide Squad Kill The Justice League Review

Each of the four main characters – Deadshot, King Shark, Captain Boomerang, and Harley Quinn – each boast their own arsenal of weapons, abilities, and traversal powers. I typically struggle with games that require diverting of attention between too many skill trees and loadouts. While Suicide Squad’s user-interface makes it a seamless and effortless process, I still found myself drawn to Deadshot – a character I played throughout much of the game.

Once the story is over, when the GaaS grind begins, these games live and die by the quality of the combat. Thankfully, Kill the Justice League’s combat system is one of the most exciting I’ve played in a long time. Hulking brutes, long distance snipers, armored melee units, fortified tanks…the game throws a bevy of different enemies at you, each requiring different tactics and solutions. The satisfaction of stringing together the perfect counters, launching to the next group of enemies with combined traversal abilities, and hitting special attack to clear an entire platform never grows old or feels stale.

After every cutscene and story segment, I was eager to get back to the skies of Metropolis and just kill stuff for the fun of it. Both fitting of the genre and the theme, I suppose. However, that enthusiasm did dwindle somewhat when it came to the boss battles. While none of them were bad – you battle against the majority of the Justice League at one point or another – none of them really stood out either. Not really a crime, but when you are battling against characters as iconic as those seen in the Justice League, I expected combat on far grander scales.

Suicide Squad Kill The Justice League Review

As with all the GaaS launches of recent years, much of the pre-launch discussion was sharing the woes and concerns of the genre. I get it, they are not for everyone. Grind and repetition are often seen as negative elements of the gaming experience, but there’s still a large audience that thrives on the challenge and lives to log in each and every day. Is this that game? I’m not sure, but it has a hell of a lot more chance than I thought it would have.

The live-service elements, while limited in variety, do boast an impressive array of character customization and loadout options. Every aspect of the characters can be enhanced and improved. Personal stats, weapon rarity, weapon traits and perks, special abilities, there’s a huge list of min-maxing opportunities that offers the perfect playground for fans dedicated enough to withstand the limited mission choices of the post-game scenario.

Suicide Squad Kill The Justice League Review

Suicide Squad: Kill The Justice League is a great game for a certain type of player, having all the hallmarks of a fantastic single-player cinematic experience. It features a great story, excellent voice acting, beautiful environments, and captivating characters, but it all feels cut short to service this live-service model. I had a lot of fun playing through, and I’ll likely dive more into the end-game grind. Still, I still can’t help but ask: What if?

This review of Suicide Squad: Kill the Justice League was done on the PlayStation 5. A digital code was provided by the publisher.

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Judgment Review https://www.gamersheroes.com/honest-game-reviews/judgment-review/ https://www.gamersheroes.com/honest-game-reviews/judgment-review/#respond Thu, 20 Jun 2019 13:24:19 +0000 https://www.gamersheroes.com/?p=84760 Fronting as the Yagami Detective Agency, Tak and Kaito battle through a story of love, deceit, and betrayal in SEGA's Judgment. Is this Yakuza spin-off worthy of the games' spiritual predecessor, or was Kiryu the driving force behind the franchises' success?

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Fronting as the Yagami Detective Agency, Tak and Kaito battle through a story of love, deceit, and betrayal in SEGA’s Judgment. Is this Yakuza spin-off worthy of the games’ spiritual predecessor, or was Kiryu the driving force behind the franchises’ success?

Judgment Review

In a world where even the kids know kung-fu, everyone can crack their neck, matching tracksuits are cool, and floral shirts are worn by hard men, our protagonist, Takayuki Yagami, and his hard-headed sidekick Kaito stand alone in a struggle to find Kamurochos most notorious and feared serial killer, the Mole.

Fans of the Yakuza franchise will relish in the opportunity of returning to Kamurocho, the iconic town that has featured throughout the series of games. Judgment’s Kamurocho delivers a more vibrant, more immersive, and more realistic city than previous games, but still with plenty of nostalgic opportunities with the visiting of past haunts and a few Easter eggs relating to past characters and events.

Judgment enters as a spin-off of the Yakuza franchise, leaning on the series’ thrilling combat, intriguing story, and huge cast of supporting characters to introduce an exciting new narrative in the form of investigative techniques and detective gameplay. While Takayuki Yagami does have ties to Yakuza and the seedy underbelly that comes with it, he’s a law-abiding detective – for the most part, and much of the game plays into that new direction.

Judgment Review

During missions, you’ll be interrogating suspects, searching crime scenes for clues, and deciphering evidence to find the correct conclusion. Much of it is great fun and really rewarding – but not all of it. The majority of the investigative scenes are too simplistic, requiring you to move a magnifying glass around the screen to find a single point of interaction – not all too different from hidden object games. There’s also the missions that have you tailing a suspect – arguably one of the strangest design choices in the franchises’ history.

They are far too common, happening throughout the main story and huge variety of side content. It’s a simple premise; you follow a suspect until they reveal the information you require. While believable and realistic in regards to the detective narrative, they become incredibly frustrating, drawn out, and in a word, boring – a word I rarely use to describe the work of developers Ryu Ga Gotoku Studio. Some of these missions can last nearly 10 minutes. 10 minutes of walking behind a suspect that often walks in circles, seemingly lacking any purpose other than to waste the players’ time. You cannot avoid them, you cannot skip them, but if you can endure them, there’s plenty of exciting opportunities in between.

Judgment Review

When you’re not tailing suspects or searching for clues, you’re whooping ass. Judgment places its combat at the very forefront of the experience with nearly every mission or event resulting in the distribution of justice – with fists and feet the chosen vessels of delivery. Judgment’s combat is much faster, more responsive, and offers more fluidity and the traditionally clunky combat of past games. While still retaining a similar feel, Takayuki Yagami’s combat style is much quicker, with more complex combos and more varieties of attacks. It’s still very much a Yakuza game at heart, but with all the right improvements in all the right places.

The story itself lasts approximately 20 hours, and it’s worth every minute. What begins as a dark but seemingly simple investigation into a series of murders quickly descends into a far more sinister and intricate plot that involves politics, real estate, the Yakuza, the medical industry, and a cure for Alzheimer’s, with plot twists and turns at every available opportunity. In true Yakuza fashion, the story is supported by a wealth of side content that can easily wrack up the hours to the 30-40 region.

Judgment Review

Kamurocho’s iconic sub-stories return in the form of Side Cases, familiar detective-like work that includes everything from investigating potential infidelity to the capturing of a group of infamous perverts renowned for exposing themselves to anyone in their path. The Side Cases offer a lot of depth to the game world, providing insight into the lives of Kamurocho’s citizens, which often results in yet further opportunities to understand the lives of those involved. A new system has also been introduced that gives Tak the opportunity to make friends with many of Kamurocho’s residents, a feature that is both rewarding and engaging throughout.

While making friends and exploring Side Cases is a thrilling part of Judgment’s adventure, it appears to come at the expense of the series’ fabled mini-games. Those familiar with the Yakuza games have come to expect a level of quality and creativity unprecedented in much of the industry today. Clan Creator, Majima Construction, the Cabaret Clubs, and Yakuza’s past mini-games have been one of the franchises most impressive elements, but Judgment is lacking in comparison.

Judgment Review

The traditional arcade games are there, alongside darts, offering brief moments of respite from the often exhausting detective work but as the game progresses, the more integrated mini-games become unlocked. The primary opportunity of investing time into a mini-game comes in the form of Dice & Cube, a virtual-reality mini-game where you throw a dice, move spaces, and complete basic tasks. It’s incredibly rewarding in value, offering the best method of earning money and rare items, but the entire experience itself is bland and repetitive. Judgment’s mini-games and activities are far from bad but they fail to meet the high expectations put in place by previous games in the Yakuza franchise.

If there’s one aspect of the Yakuza franchise that is still very much alive and kicking in Judgment, it’s the masterfully crafted combination of relatable characters and a thoroughly intriguing story alongside some of the wackiest and entirely insane moments you’ll experience in a video game. In one breath I’m examining the latest victim in a series of murders, attempting to understand why the killer gouges out the eyes, and the next I’m shooting a Spider-man-like pervert with a camera off the side of a building using a drone, dressing up as a vampire to distract paparazzi, and being approached by a huge, muscly naked man with the phrase “Have you come to bask in the shadow of my scrotum totem?”.

Judgment Review

Humor in games with a mostly serious tone seldom sell me on the combination. One is typically contradictory of the other, and usually results in the serious aspects of the game losing tone and impact through comedic flavor. However, much like they did with the Yakuza franchise, the development team at Ryu Ga Gotoku Studio once again proves that they have the art to near perfection in a game that shocked me as much as it did make me laugh.

Judgment is a must-play for fans of the Yakuza franchise and a fantastic entry level title for those a little put off by the time required to catch up with the Yakuza series. It offers a fun and challenging dive into a wonderfully crafted game world, whose only disappointment is the result of the quality of past works.

This Judgment Review was done on the PlayStation 4 Pro. A digital copy was provided.

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