Reviews
[Review] ‘Destroy All Humans!’ is a Riotous Blast From the Past
Whenever it’s announced that a movie will be undergoing the remake treatment, you can depend upon a few certainties. At the very least there will be a different cast, improved technology, and an overhauled aesthetic (even if that just means converting it from monochrome to full-colour). Meanwhile, those with grander ambitions might try to beef up the characters, alter the tone, or potentially come up with a separate plot altogether.
Yet in the realm of videogames, the definition of what exactly constitutes a ‘’remake’’ is far more slippery and elusive. After all, the term could be used to describe anything from a glorified remaster with modern assets, (Shadow of the Colossus) to a faithful touch-up that augments things here and there (Crash Bandicoot N. Sane Trilogy), to an unrecognizable transformation that uses its forbear as a springboard for creating a whole new experience (Resident Evil 2).
If you’re wondering which of these camps Destroy All Humans! falls into, then I would say that it most closely resembles the N.Sane Trilogy – insofar as it gives its predecessor a fresh coat of paint, whilst bolting on small refinements and the odd bonus mission. At its core however it is still fundamentally the same title that you remember from 15 years ago, retaining the classic gameplay loop and old level design. Hell, even the dialogue recordings have been left intact, albeit with a bit of spit and polish to make them sound more contemporary.

Maps no longer have predetermined day and night settings. So, you can go for a moonlight stroll at the beach or visit the Carnival whilst basking in the sun.
For their part, the developers have categorized this not as a like-for-like adaptation, but rather as a ‘’remake of the memories’’ people have for the 2005 outing. In other words, it’s not the same warts and all approach that epitomized last year’s clunky-feeling MediEvil update. Instead, Black Forest Games have lovingly recreated Destroy All Humans as we imagine it to be through our collective nostalgia goggles, tweaking obsolete aspects where necessary and reverently preserving everything else.
This was definitely the smartest way to handle it because, when you look at the original from a completely detached perspective, you realize that it hasn’t aged all that well. It’s very much a product of its time when it comes to the repetitive structure, the lowest common denominator humor (they sure do squeeze a lot of mileage out of those anal probe jokes), the disjointed narrative, and the fact that the open world is largely devoid of any meaningful activities.
Nevertheless, in spite of all these dated elements, the PS2 gem has an enduring appeal that has continued to resonate with players for over a decade and a half. I myself purchased it on several consoles back in the day, not because I think it’s a legitimate masterpiece or anything, but because it offers a delicious power fantasy that cannot be indulged elsewhere.
Indeed, the concept of getting to roleplay as the antagonist from a retro sci-fi flick hasn’t lost any of its novelty in the intervening years. Terrorizing ‘50s suburbia with a disintegration ray that leaves behind nothing but charred, skeletal remains – ala Mars Attacks – flinging livestock around with your UFO’s abduction beam, and hypnotizing political figures into humiliating themselves on stage: the guilty pleasures of Destroy All Humans still hold up.
I mean, who can resist the thrill of getting to run amok in what is essentially your own Mystery Science Theatre 3000 homage? Going on a spur-of-the-moment rampage has rarely been more enjoyable than it was here and, to its credit, the 2020 version elevates the fun factor to greater heights.

The gallery menu lets you compare and contrast screenshots from the two games and the differences are striking.
On that subject, the first thing you will notice upon booting up the remake is the considerable visual makeover. As with Crash Bandicoot or Shadow of the Colossus, the assets have been entirely rebuilt from scratch and the end result is a game that can comfortably stand alongside modern releases. Sure, the graphics are hardly photorealistic, but that’s clearly not what they were going for. Destroy All Humans is meant to be cartoony and heavily stylized, recalling the look of atomic age propaganda.
That being said, they haven’t cut any corners with the details, as the game boasts gorgeous lighting, densely populated locales, fine textures, and individual flourishes that give each mini-sandbox its own unique flavor. For instance, Turnipseed Farm has pollen grains that clog up the air, Union Town is enveloped in a moody fog and the skyboxes of Area 42 are obscured by a trippy desert mirage effect. These lovingly crafted environments are an absolute delight to inhabit because they’ve got such rich personalities and are filled with charming nods to the past, as well as cool little Easter eggs for B-Movie aficionados to discover.
Likewise, the character models have received a significant facelift, one that’s in keeping with the exaggerated pop-art design. There’s an increased variety with the NPCs too – ranging from middle-aged snorkelers, to high school jocks and doomsday prophets – all of whom have idiosyncratic animations that make them feel more distinctive and alive than ever before. They’re no longer just anonymous pawns that can be interchangeably dispatched, which in turn makes it even more impactful when you electrocute a farmer to death with your Zap-O-Matic, or telekinetically launch a clueless beachgoer into the sea.

The oeuvre of Ed Wood gets a number of affectionate shoutouts.
It’s not just the visuals though. Minor adjustments have been made to nearly every facet of the gameplay, and whilst some of these changes are almost imperceptible, they leave a bigger mark than you might initially realize. In terms of controlling the little grey man himself, Cryptosporidium-137, you can now multitask by deploying his psychic talents and extraterrestrial weaponry at the same time. Plus, he can ‘’transmogrify’’ nearby objects (like boxes or parasols) into ammunition, theoretically ensuring that you have a bottomless supply and that your kill sprees never fizzle out.
There’s also a useful lock-on function that makes it easier to run-and-gun, although this can be a tad unreliable and finicky, often misinterpreting what you’re trying to aim at. The inaccuracy is particularly vexing during the abduction side quests, wherein you are tasked with levitating specific items and steering them towards a roaming target. These tests are exacting and even the tiniest screwup or momentary delay can ruin what was otherwise a flawless attempt. It’s somewhat annoying then when you’ve got the cursor unambiguously trained on a dock worker and yet Crypto inexplicably picks up the van ten feet behind him instead.
Another thing that I’m honestly in two minds about is how they’ve weakened the Holobob, which was previously one of my favorite parts of the toolkit. Using advanced optics, this device allowed you to project an illusionary cloak around your avatar that disguised him as a regular human being. All you had to do was pick out a random pedestrian on the street, execute a simple button press, and then you were instantly incognito. Admittedly it was a bit overpowered, as you were free to cycle through identities on a dime and simultaneously had access to all of your other psychic abilities, but it was a ton of fun nonetheless.

With the introduction of the ‘’follow’’ command, you can recruit a legion of brainwashed allies.
I used to love posing as an unassuming cheerleader whilst secretly hurling tanks around with my mind, much to the bemusement of ignorant earthlings. Yet I can’t do that in the remake. Here, if you so much as enter the wrong area or try to lift a football into the air, then your cover will be blown straight away. Moreover, it now takes longer to adopt a substitute mask, which in turn prevents you from quickly switching when you’ve been compromised. Overall, it just feels like some of the unmitigated joy has been sucked out of the feature.
On the other hand, I do realize that it is clearly more balanced mechanic this way, as you’re forced to be crafty in espionage missions, due to the higher risk of being caught. From that perspective, I have grown to appreciate how the nerf adds a further layer of tension to the stealth. As I said, I’m kind of torn on the Holobob and I wish that there was an option to gradually restore it to its former glory, via the upgrade lab.
Speaking of which, your skill tree has impressively ballooned to over double its original size. There are a dizzying amount of options for you to spend your hard-earned DNA (currency that you accumulate by either completing side activities, or by harvesting human brain stems), with some of these perks having massive ramifications on how you interact with the world.
Noteworthy additions include the ‘’Extraction Chain’’ ability and the extensive jetpack modifications. The former is extremely helpful when you’re trying to scrounge together enough grey matter for another lab purchase, as it basically allows you to string a conga line of head explosions. In a nutshell, once you’ve invested in this devious trick, you can impel a human’s skull to burst open, whereupon the gory effect will be transferred to anyone else in the immediate vicinity. Think of it like you’re recreating the outrageous climax from Kingsman: The Secret Service, littering the neighborhood with multicolored craniums. Not to mention it’s just endlessly amusing trying to keep that gruesome streak going for as long as possible.

To accommodate the range of new interactions, certain buttons have to double, triple, and even quadruple in their purpose. Suffice it to say, the confusing overlap can lead to frustration.
As for the mobility improvements, Crypto’s jetpack is no longer restricted to purely vertical flight and is now capable of a nimble dash that helps you avoid incoming projectiles. What’s more, if you reach the end of this juicy upgrade branch, you eventually will be able to use the rear thrust mechanism to propel yourself around at breakneck speed, as if you’re skating on a pair hover boots.
It’s an immensely satisfying traversal method in its own right and it really benefits how the time trials play out. Those races used to be uneventful chores (wherein you would idly jump from one waypoint to the next, without facing many obstacles), but your new maneuvers help to inject an extra degree of nuance and finesse into the proceedings. You’ll be deftly slaloming between trees, drifting across rooftops, and catapulting yourself up ramps in a fluid sequence that is highly rewarding. In fact, I was surprised by how addicted I became to memorizing the course layouts and perfecting ever turn, just so I could shave a couple of seconds off my personal record.
Of course, the ground level combat only accounts for half the experience. Indeed, hopping into the driver’s seat of your spacecraft and obliterating townships from above is a totally different ballgame, with its own complex systems and mechanics. Luckily, the intoxicating thrill of setting cornfields ablaze, knocking over Ferris wheels, and deatomising skyscrapers hasn’t been remotely diminished by the passage of time, feeling just as good as it ever did.

Wading through the aftermath of this destruction on foot is always a cathartic treat.
As with the Crypto gameplay, the act of piloting your saucer has evolved in a number of subtle ways. For instance, you can now manually calibrate the ship’s altitude, drain energy from human vehicles to repair damage, shoot directly beneath your vessel (Independence Day style), and knockback missiles with an inbuilt ‘’Repulsatron’’ gadget. I can’t imagine how I used to cope without these quality of life enhancements but they’re really valuable, especially the one that lets you summon your UFO from any landing pad, as opposed to just the one where you parked it.
Complementing the various convenience tweaks, Black Forest has generously affixed brand-new content to the package as well. There are unlockable skins, mind-control powers ripped from the sequels, and optional secondary objectives that incentivize you to replay levels – usually by performing context specific kills or reaching a given checkpoint undetected.

Crypto’s wardrobe boasts a selection of funny outfits, including a reference to another THQ property.
Most excitingly, however, they’ve managed to salvage an enigmatic mission that was cut from the 2005 release (known as The Wrong Stuff) that has you infiltrating an army base in order to sabotage an experimental fighter jet. It only takes about 15 minutes to wrap up – so don’t go in expecting a huge chunk of never-before-seen material – yet it features some of the best design in the whole game. Whereas other missions have a tendency to be relatively linear, The Wrong Stuff takes a more hands-off approach that encourages you to be creative in how you carry out tasks, akin to a rudimentary Hitman assignment. Granted, it’s not jaw-droppingly open-ended, particularly by modern standards, but it still makes for a nice change of pace and hints at untapped potential that future installments could maybe explore.
In short, Black Forest has done a terrific job with this remake, delivering a $30 product that ought to be attractive for both loyal fans and series newbies alike. There are inevitable hiccups along the way – like how messy and unpredictable the controls can be – but generally, it represents a strong progression for the franchise. And although it may not be identical to the Destroy All Humans that fondly resides within our memories, it is crucially superior to it.

Destroy All Humans! review code for PS4 provided by the publisher.
Destroy All Humans! will be available on Xbox One, PC, and PS4 from 28th July.
Movies
‘Pinocchio Unstrung’ Review: Practical Effects Bring This Twisted Fairy Tale to Life
Carlo Collodi’s The Adventures of Pinocchio was written nearly 150 years ago, and yet it’s still considered to be the ultimate parable about the fundamental human experience of learning right from wrong and the importance of empathy.
Its message is still evergreen, and the reason that two separate big-budget Pinocchio films by auteur directors were released in 2022. And yet, it’s a story that also has creepy enough bones to fuel a really potent horror film when properly executed (please watch Pinocchio’s Revenge if you’ve never seen that piece of dark, gonzo filmmaking before).
The Twisted Childhood Universe – or TCU, if we must call it this – has largely been more hits than misses. That being said, Pinocchio Unstrung isn’t just a surprisingly entertaining horror film, but it’s a genuine love letter to practical effects and old-fashioned animatronics instead of being some cheap CG slog. Rhys Frake-Wakefield has crafted a disturbing reimagining of Pinocchio that doesn’t get its strings tied up in knots.
In Pinocchio Unstrung, James (Cameron Bell) loses his mother and best friend, so he’s sent to live with his grandfather Geppetto (Richard Brake, 3 From Hell), who seems detached and isn’t necessarily the best role model for this grieving boy. There’s actually a fairly interesting idea here by having both Pinocchio (Jude Evan Lloyd) and a real boy living with Geppetto, while Pinocchio forms a frightening attachment towards James.

Geppetto built Pinocchio for James so he can have a friend, rather than it being a creation to heal his own sadness and loneliness. This heads into even more tragic territory for this vulnerable boy that feels like something that’s more akin to The Boy, Child’s Play, or even the later Puppet Master sequels, rather than Pinocchio. This Pinocchio wants more than to just be a real boy. He wants to be James’ “best mate” and a real friend, which is achieved by killing the various people who have wronged him in life and gotten in James’ way.
Going against Geppetto’s wishes, James brings Pinocchio to school and chaotic carnage ensues as the student body – particularly James’ bullies – become casualties in this macabre learning experience. The messaging is very heavy-handed, which is not unexpected for a film of this nature, especially one that’s pulling from such a moralistic fairy tale in the first place that’s designed to teach lessons.
To the film’s credit, there are some genuinely creepy and unnerving scenes during the film’s first act when Pinocchio bonds with James and demonstrates a fascination with his anatomy and how they’re different. Pinocchio also acquires a checklist of body parts, skin, teeth, hair, eyes, and items to become a real boy. This, while formulaic, is the right style of creepy for this film. It provides a clear focus and trajectory for what’s to come, but also facilitates a lot of gruesome gore.

There are actually some decent gore effects that are well-executed, even if some of them have weak and unearned setups. Obviously, a film like this is trying to be tongue-in-cheek and doesn’t strive to be taken as high art, but it could work a little harder to build to its gory setpieces instead of just throwing them out there and making it seem like it doesn’t care about anything else. A second pass could have helped refine a lot of these elements and turned this into something truly great, rather than operating like a clunky series of poorly written scenes that are designed to string together exaggerated deaths.
These vicious kills are very Terrifier–coded and, on their own, aren’t bad and should please the gorehounds in the audience. There’s an inspired “nose kill” that Pinocchio Unstrung holds off on, but is worth the wait. Pinocchio Unstrung is arguably the goriest of the TCU films, which is a step in the right direction, even if other elements are lacking. In the end, there’s effort here, and director Frake-Waterfield is genuinely trying, even if some of his instincts are misguided or need to be sharpened. For instance, there’s a running throughline where Pinocchio wishes that he had had a penis.
Robert Englund delivers a committed and satisfying performance as Cricket, Pinocchio’s de facto conscience. However, Frake-Wakefield also includes a ridiculous “Wood Mother” concept, which is another wooden abomination who is there to get in Pinocchio’s head. The Wood Mother is presumably meant to be a Blue Fairy analogue, but she just feels extraneous and an excuse to show off more animatronics. Somehow all this leads into a story about rebirth and immortality as the film broadens its scope, which doesn’t always work in its favor. There are plenty of ideas here that are interesting, but ultimately half-baked.

When it comes to Pinocchio himself, the titular puppet’s design initially feels a little lacking, albeit still creepy. Fortunately, it actively improves throughout the film as Pinocchio builds upon his anatomy and “becomes” more human. It also doesn’t hurt that Jude Evan Lloyd is actually a competent actor and a worthy foil for Pinocchio.
Most importantly, it looks like a real movie and features some compelling lighting, which is more than what some of the earlier Twisted Childhood Universe films can claim.
To this point, Pinocchio Unstrung proudly boasts that the film is all done with practical effects and puppetry, which makes such a difference. There’d be no point in even making this movie if it didn’t commit to this practical authenticity. It’s not just a better movie because of this, but it reflects a respect and passion for the craft that’s lacking in other TCU entries. It’d be very easy to cut corners here, and so it’s appreciated that it puts in the effort and goes the extra mile. There’s also a really effective shadow puppetry introduction that’s reminiscent of 2021’s Candyman and a great way to kick off the movie.

Pinocchio Unstrung gradually finds its rhythm and confidence as it goes on, just like a young boy who is figuring out his way in the world. It develops a genuine personality by its end, and there are some weird, unique scenes that really unexpectedly go off the rails and transcend anything from the other TCU films. The place that the film ends is legitimately shocking and feels completely different than the type of movie that’s initially teased. This sort of radical pivot is worth it and turns Pinocchio Unstrung into something weird and wonderful, even if a lot of it still doesn’t work. It deserves credit for taking such big swings, even when they’re unsuccessful.
Those who were left empty from Winnie the Pooh: Blood and Honey and its various offshoots may be pleasantly surprised by this. It actually manages to say something about identity, morality, autonomy, and rising above the expectations that are placed on us, which seems like an insane thing to say for a film like this. It’s a morbid, mindless way to spend 80 minutes.
By the end of this experience, Pinocchio Unstrung transforms from a wooden concept into a real horror film.
Pinocchio Unstrung releases in theaters on July 24, 2026.


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