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.
Reviews
‘Unhinged’ Review: Netflix’s Interactive Horror Thriller Is Short But Serviceable Gaming Fare
Netflix has such a strange history in gaming. I wouldn’t be surprised if most people don’t even know that there are free mobile games you can access through the service. Many of them are adaptations of their TV series, like “Too Hot to Handle” or “Squid Game”, while some are mobile versions of existing games, like Into the Breach or Hades.
In addition to mobile games, they’ve also created interactive movie experiences where you use your remote to select narrative options at branching points. Black Mirror: Bandersnatch was a fairly successful version of this, but my sentimental favorite was the one where WWE’s New Day had to escape a murder house boobytrapped by The Undertaker. Even if some of these made a bit of a splash, it seems it never really hit with mainstream audiences the way their shows do.
One of the studios they purchased while trying to break into the game space was Night School Studio, the creators of the spooky narrative series Oxenfree. This struck me as a particularly smart acquisition, as this type of narrative game seems like something that would feel at home under the Netflix umbrella. While they did release Oxenfree II while owned by the streaming giant, it was released on traditional platforms, which led me to wonder when their first Netflix exclusive would show up.
While they did produce a game called Thronglets, a mobile version of a plot element from an episode of “Black Mirror”, the recently released Unhinged seems to be one of the highest profile Netflix games in a long time.
Unhinged is a first-person, narrative-driven thriller starring Zoë Kravitz, Sadie Sink, and Troy Baker. This 30-minute experience, played on your TV through the standard Netflix app, is controlled by your phone, using some clever tricks to make the whole thing feel more immersive. It’s a neat variation on the “interactive movie” subgenre, with a tiny bit of point-and-click adventure game DNA thrown in for good measure, but it doesn’t exactly offer you as many options as something like Until Dawn.

Kravitz plays Ava, a woman who is hunkering down in her apartment complex during a dangerous hurricane. As she talks with her friend Claire, who lives in a neighboring building, about possibly leaving to find shelter elsewhere, she finds herself in a desperate chase with a crazed killer that stalks her through the halls of the building. It’s a decent setup for a very contained story, but I wish there was a little more meat on the bones. The voice acting is great, but there’s not really a ton of characterization for the two leads, and the killer was a bit “generic psycho” for my taste. There’s some implied backstory with other tenants in the building, but it’s not enough to make me feel like there’s a web of relationships that would give the story more emotional weight.
To play the game, you open up your Netflix app wherever you usually watch, then select the game. This will bring up a QR code, which you’ll scan on your phone, prompting you to download a controller app that will sync up to the game. The majority of the way you’ll interact is by pointing at the screen like a Wiimote, which selects on-screen options for Ava and shines her flashlight around the environment.
While this does give it the feel of an FMV game, Unhinged is rendered in a photorealistic graphics style, and while not quite to the level of something like P.T., it does the trick of drawing you into the action. You’re still put on a pretty strict path while moving around, which is done automatically when you select a direction, but moving your phone gives you the ability to look around your environment, even if only slightly.

The real immersive part of the game is the fact that your phone also acts as Ava’s phone. The plot is frequently moved forward by calls and text messages that you answer as you would on your own cellular device. As sound blasts out of your phone, it does put you in the shoes of the main character, momentarily worrying you that the sound of the call or text is going to alert your on-screen stalker. This part of Unhinged truly takes advantage of the format to draw you deeper into the story, though unfortunately it’s so effective that I wished the game found even more ways to use it.
There are a couple clever moments that make for unique ways of delivering twists or doing extremely light puzzle solving, but most of the time it’s just used to allow your friend to give you instructions on how to move the narrative forward.
All these mechanics come together to give the illusion of tension without actually fully delivering on it. When you get to a situation where you’re under pressure, a timer bar will appear on the top of the screen, indicating how long you have to get to safety. It’s a fine gimmick, but it comes off as a little hard to gauge. Since you don’t have direct control over your character, all your actions are very heavily animated, and sometimes your choice ends up taking longer than you think it will not because of the idea behind the choice, but because of the length of the animation. Fortunately, if you die, you’ll just pick back up at a checkpoint right before the choice, and you’ll even be treated with a voiceover discussion between police officers examining the crime scene, describing how you died.
So in theory, there is tension, counting down as the killer gets closer and closer to reaching you, but what you’re actually doing almost never feels like it’s testing you in any meaningful way. Actual choices come up very infrequently, making most of your interaction with the game world just scanning your pointer across the screen looking for an interaction point to progress, hoping the animation doesn’t take up too much time before the timer runs out. I didn’t hit a ton of friction points with it, and there’s even a Story Mode if you want to take out all possibility of death, but I found myself wishing there were more ways to affect the world around me. The phone calls and texts felt really fun and clever, but the rest of the gameplay just didn’t match that, making me wish there was more emphasis on the unique interaction model rather than the more traditional one.

Even though the mechanics aren’t necessarily pushing the tension as hard as they could be, the actual content of Unhinged’s story contains some pretty brutal situations. The villain isn’t the most unique or fleshed out, but he’s responsible for some gruesome moments that raised the stakes to make the game feel more intense. It makes your fight for survival feel that much more desperate, so even if you’re just highlighting icons on the screen, it feels more visceral thanks to what Ava is witnessing.
While I appreciate the game being lean and mean, I wish it was just a little bit longer. Thirty minutes is a pretty short runtime, and it doesn’t feel like the story for Unhinged has the time to come up with something that really sets it apart from other stories of its kind. The focus on the hurricane at the beginning made me think that was going to be more integral to the plot, but it didn’t really do much aside from explaining why the apartment complex was so empty. Thrillers like this live or die on how memorable their killer is, and there wasn’t anything really clever or unique about him. If this game doubled its runtime to the length of a standard Netflix show, it might have given them more room to build character relationships that made the action more meaningful, or at least given it a bit more personality of its own.
Night School Studio is on to something with the format of Unhinged. The combination of on screen and on phone prompts makes the game feel more immersive, drawing you in even when the narrative itself doesn’t feel fully formed or unique. The short runtime is both a help and a hindrance, keeping the pacing tight at the cost of adding any depth to the proceedings. This feels like a great first draft, and I hope that Night School is given the freedom to continue experimenting with the model, as the level of polish shown here was promising.
Even with its flaws, if you’ve already got a Netflix subscription, there’s no reason not to sit down for half an hour to check out Unhinged. If you can keep your expectations in check, it’s a nasty little thrillride that doesn’t overstay its welcome.
Unhinged is streaming now on Netflix.

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