Adventure Games Archives - I Talk Games https://www.italkgames.com/tag/adventure-games/ Bringing you unique and entertaining video game content Wed, 15 Oct 2025 21:26:30 +0000 en-US hourly 1 https://wordpress.org/?v=6.9.1 https://i0.wp.com/www.italkgames.com/wp-content/uploads/2024/06/ITG-Full_Alpha.png?fit=32%2C32&ssl=1 Adventure Games Archives - I Talk Games https://www.italkgames.com/tag/adventure-games/ 32 32 74442704 Hollow Knight: Silksong | Edges Sharp, and Senses Keen https://www.italkgames.com/commentary/hollow-knight-silksong-commentary/hollow-knight-silksong-commentary/ Fri, 10 Oct 2025 21:19:45 +0000 https://www.italkgames.com/?p=453 Hollow Knight: Silksong is an incredibly difficult yet incredibly satisfying game that I'm glad I took a risk on ... The infuriating difficulty makes it ecstatically satisfying when you finally overcome a challenge. And when you think you're starting to figure things out, they throw another twist at you.

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Over the last several weeks, I’ve seen Reddit blowing up about a game called Silksong. Truthfully I assumed that, like a lot of the other games that get tons of attention on Reddit, it would basically be a thinly-veiled way to look at anime boobs. I hadn’t heard of (much less played) the original Hollow Knight, so otherwise, I didn’t give it much thought at all.

A few days ago, though, I noticed a familiar looking title in the “new on GamePass” section of my Xbox. I watched the trailer and it was nothing like what I had in mind. It gave similar vibes to Dead Cells; and I knew that it would have to be pretty in-depth to be so hyped as a 2-D side-scroller.

I decided to give it a shot and see what all the fuss was about.

A Bug’s Life

You play as a bug named Hornet (though, she doesn’t seem to actually be a hornet?), in a world inhabited by other bugs and small creatures. Most of them are enemies, but some are friendly and will trade with you, give you information or advice, or have tasks they want you to complete. Rather than being “quests” or “missions”, though; you “promise” to complete a character’s “wish”. It strikes me as weird, but I guess I don’t know why. Just seems kind of… intense.

In the opening sequence, we find Hornet as a prisoner being transported in a cage that seems to have some sort of enchantment, blocking her abilities. Mysteriously, a spectral bird-type creature touches the cage, removing the enchantment, allowing Hornet to use her Silk to break free from the cage.

Breaking out caused quite the fall, though, and Hornet found herself waking up in an unknown land called Pharloom*. Equipped with your trusty needle along with thread (a Silk meter that’s used for stronger attacks and healing) you’re tasked with ascending to the peak of this world to figure out what Pharloom is, and why you’ve been brought here.

Pharloom is an eerily aesthetic place, set across several different environments — with enemies often taking the characteristics of their surroundings. “A world ruled by silk and song”, you can often find other characters singing; and the songs can be hauntingly beautiful. I’m especially partial to Shakra’s.

There are also many hidden areas to find, and shortcuts between worlds to unlock. Sometimes this requires simply breaking a barrier that otherwise looks benign. But other times you have to gain access to an area with an attack or ability that you unlock while playing. If you’re playing and an area seems inaccessible, or a boss seems too difficult, you may just need to find a new tool or ability to help.

Trials and Tribulations

Right off the bat, I have to say that this game is difficult and unforgiving. Enemies hit pretty hard, and take several hits to defeat. Starting out, you’ve got one button for a melee attack, and you can jump to avoid enemies and their attacks. That’s it. You’re able to acquire additional attacks and abilities as you progress through the game though, which make things slightly easier. But you’re going to be challenged throughout the game.

You don’t start with a ton of health or ways to defend yourself either — there’s no block button, and like I mentioned earlier, you can basically only jump to avoid any attacks. You do get a dash/sprint ability called Swift Step that you can unlock relatively early-on, but that’s about the extent of your defensive capabilities.

Actually, you seemingly can parry by attacking at the exact same time you’re getting hit. But it doesn’t work on every attack (stronger attacks still get through), and it’s difficult to time.

Also, I happened upon the fact that it was even doable in this game. there’s no indicator and nothing ever tells you it’s possible. I just realized it was happening whenever I accidentally attacked at the same time as my enemies. I probably should’ve realized it sooner.

*The convoy was crossing a bridge when Hornet broke free. I wonder if I’ll have to revisit that spot later on.

And that leads me to my next point — there’s almost no information. You’re constantly inferring what things mean and need to have a bit of a sense of direction to understand where you are and where you’re going. There are maps you can buy, eventually, but until you do, you’ll have to rely on instinct (or just wandering around aimlessly until you find what you’re looking for).

Even once you get the maps, you’re still left a bit in the dark. They don’t seem to be 1:1 with the actual world, and without a (purchasable) compass, you can’t even see your location on the map. There are some landmarks visible on the maps, like the giant triangular altars where you unlock abilities, that you can use to try to get your bearings; but you have to (again) infer where you might be for the most part.

On the bright side, the world is fixed. Not procedurally generated. And you can eventually get items that will permanently show landmarks on your maps (they’ll mark all of the benches in that area, for example) and help you keep track of where you are and where you want to go. But I have to admit that I was boiling over with frustration at times looking for a specific area or character, and constantly finding myself in the same not-where-I-wanted-to-be places over and over again.

Bravely Battling Brutal Bosses

Bosses are relentless, and there’s no button-mashing here. It takes dedication, patience, and definitely a little bit of luck in order to take them down. They’ll kill you in one-or two hits, and have no qualms hitting you in the middle of your combos.

Figuring out their attack patterns, doing a lot of jumping and dashing, finding my spots and only attacking within them, and maintaining a balance between using silk for stronger attacks and keeping my health up is how I’ve been getting through so far. And even then, there will be things out of your control that will cause you to die.

For example, be sure not to find yourself all the way to one side when dodging falling bells fighting Bell Beast. If the Beast starts to burst from underground where you’re standing, you aren’t fast enough and can’t jump high enough to get away.

Or Lace, who has an attack where she jumps in the air then dives down, forward, onto you. But every once-in-a-while, when you run under her to avoid that attack; she’ll turn around in the air somehow and still hit you. Those types of frustrating indefensible attacks are fraught throughout this game.

Seriously, Try Not to Die

And, possibly the worst part, is that respawns are only at specific spots — benches — you have to find and rest at. Some of which you have to buy with your hard-earned rosary beads* that could be spent on other important things. Whenever you die, you respawn at the last bench you sat on, and you have to navigate back to where you were if you want the stuff you dropped. And if you die along the way, that stuff is gone.

*Rosary Beads are currency in Pharloom. You can find them in hidden areas, but you’ll mostly receive them after defeating certain enemies.

Because of all of that, though, every accomplishment is incredibly satisfying. Simply being able to buy a map or two feels amazing because you were actually able to go out, gather rosary beads, and make it to Shakra.

Felling fabulously formidable foes feels fantastic after spending 30 minutes (or more) figuring out what they’re doing, how to counter, and when to attack. That one kill is elating against the backdrop of 20 deaths.

Now that I’ve gotten a bit stronger, purchased a few maps, and have found a couple upgrades, I feel a lot more equipped to simply explore, gather resources, and fulfill promises. And simply walking around the world doing those things feels earned. It’s pretty nice and something I can’t say I’ve really experienced in many other games.

Binding Your Abilities

Speaking of being stronger, yes, there are ways to make getting around and being attacked a bit more manageable. As you play, you’ll be able to increase your overall health and silk levels, you’ll unlock new attacks — hell, you’ll unlock entire new playstyles — and you’ll find additional tools and other items to help you along your journey.

The tools come in the form of finite throwable weapons or traps. You can have pins that you throw, that will run out after a while, shards that you leave in the world that will damage enemies that run into them, or even stronger spikes that are destroyed after use. Each one only has so many uses, too, and you refill them using your shards when you rest at benches (a process that happens automatically).

Since in one way or another you can run out of these items, they don’t use any silk, which is nice. You’re able to attack enemies from afar, or slow them down for a bit, while saving your precious thread to get those masks back up.

There are also trinkets you can equip that will help as well. In addition to increasing your life or making silk regenerative, trinkets may also help deal more damage or allow you to attract all of the dropped rosary beads so you don’t lose any or have to pick them up.

Poshanka!a

Hollow Knight: Silksong is an incredibly difficult yet incredibly satisfying game that I’m glad I took a risk on. For someone new to the series, it’s size and depth are incredible. The infuriating difficulty makes it ecstatically satisfying when you finally overcome a challenge. And when you think you’re starting to figure things out, they throw another twist at you.

If you like games that test your patience, definitely give this one a shot.

Thanks for reading! Let me know in the comments what you thought of Silksong, if you’ve played it. And be sure to check back for more!

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Star Wars Outlaws | An Exciting Underworld Adventure — No Force Necessary https://www.italkgames.com/commentary/star-wars-outlaws-commentary/star-wars-outlaws/ Thu, 29 May 2025 10:50:00 +0000 https://www.italkgames.com/?p=320 It’s pretty interesting how your perception of something can color how you experience it — the whole idea behind “under-promise, over-deliver”. When I first heard about this game, in my mind it was the “first ever open-world Star Wars RPG”, which sounded dope. I thought it was going to be an Outlaw game set within […]

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It’s pretty interesting how your perception of something can color how you experience it — the whole idea behind “under-promise, over-deliver”. When I first heard about this game, in my mind it was the “first ever open-world Star Wars RPG”, which sounded dope. I thought it was going to be an Outlaw game set within the backdrop of Star Wars, and you were going to kind of forge your own path.

Truthfully, I’m not sure where I got that idea. It’s less an RPG and more of a Star Wars story about an outlaw that you get to play as. It’s relatively linear.

Given the misconception, there were a few moments, especially early on, that seemed strange. Like being forced to shoot my way out of a situation when I initially tried to do more of a stealth/stun playstyle. But otherwise, once I realized what I was actually getting myself in to, I really started enjoying this game.

Kay & Nix Beginnings

You play as Kay Vess a young woman who makes her living stealing and scheming with her adorable pet alien Nix (who’s like the Abu to her Aladdin). From what I can tell (and in doing a bit of research for this post) the Death Star has recently been destroyed, so The Empire is on it’s heels and criminals are working with relative impunity.

Kay, though, ultimately just wants to make a large enough score to get off of her home planet so she can “retire” from her life of crime and disappear (don’t we all). Her ambition has taken her into more and more dangerous areas, though, and it’s starting to affect the only family she has left. Now, she actually has to get away for good.

She’s given the big score that she thinks she’s after, but it turns out not to be what she expects. And after a couple instances of manipulation and double-crossing, she ends up trapped in a vault.

With the help of Nix, she’s able to escape the vault and hide, which buys her time to figure out how to get out of this situation. She eventually sneaks into a hangar with an old ship in it, and (somehow) she’s able to hotwire & steal it; leaving the house she’s in and the planet she’s on.

Unfortunately for her, though, the vault she was trapped in, and the ship she stole belong to a very powerful, well-connected, and dangerous person.

She is able to get away for now, though, and crash-lands the ship on a nearby planet. Now she has to find a way to avoid the dangerous people who are after her, clear her name (or at least pay them back), and still hope to get that big score that just might solve all of her problems.

The Underworld & Reputation

After crash-landing, you’re found by a mechanic named Waka (no Flaka) who recognizes the ship as a classic and says he can help you repair it. You need parts and, more importantly, money to buy those parts; so Waka directs you to talk to an underworld boss, Gorak, for work.

Gorak isn’t actually a big fan of Wakas, so when you drop his name Gorak has you thrown out of his base. It’s at this point that you meet Danka, a broker, who tells you how the underworld works. Brokers (like Danka) facilitate the relationship between people like Kay who need work, and the factions providing it. So you’ll have to talk to them to get jobs.

There are 5 factions in all, four of which you can work with. Danka introduces the Pikes, Hutts, and Crimson Dawn. And later, you’re able to work with the Ashiga. The last group is Zerek Besh, but they’re led by the guy you stole the ship from, and they’re hunting you.

The game also shows you that there’s a reputation system where your choices will affect how the different factions feel about you. It’ll increase and decrease throughout the game as you help or harm each faction. If your reputation is low enough, they’ll attack on-site; and if it’s high enough, you’ll be able to walk around their bases largely without being bothered.

There are additional benefits to having high reputations with the factions — like higher-paying jobs, and unlocking merchants with access to rare parts. And, like I mentioned earlier, this is where the consequences of a lot of your choices lie. A lot of the missions involve breaking into another faction’s facility; and with a high enough reputation with the faction you’re breaking in to you can walk through the proverbial front door.

It’s a pretty cool mechanic, and gives you stakes when completing missions. Instead of simply rewarding you with money and reputation, you’re often given a choice whether to help out one clan or another; or sometimes yourself. You can give the information to the people you’re initially stealing for, or you can cross them and tell the people you just stole from who hired you and why. Sometimes, you can even keep something for yourself; gaining something material but losing reputation.

It also gives you reasons to check in with brokers to see what’s available, in case you want to raise your reputation back up with a certain faction after betraying them.

Gameplay Variety

I had a great time exploring the worlds, sneaking through bases and imperial strongholds, and playing all sides so I could (hopefully) come out on top. Gameplay is quite varied, the puzzles are fun, and there were genuine moments of delight — like when Nix and I had a snack for the first time.

There’s also a lot to do outside of the main story line. There are some quick little arcade games you can play; and the one-off contracts that you can do for factions for credits and reputation. There’s treasure hunts which were a lot of fun — you can find datapads or eavesdrop on conversations that give clues to where valuables may be stashed. And you can go out and try to acquire them for yourself. I spent a lot of time just traveling around the worlds and around space trying to find some really cool items.

There’s also the Fathier races which is similar to a horse-race. In nearly every city you go, there are tables broadcasting these races holographically and you can test your luck. Or, if you’ve had your eye out, you might not have to rely on luck.

Left: Kessel Sabacc | Right: Fathier Racing

We also get to play Kessel Sabacc, which is kind of a card game, where you try to get better pairs than your opponents — using tricks and special cards to do so. This was right up my alley (I loved Gwent in The Witcher), and I loved testing my mettle against (and attempting to pull one over on) some of the Core Worlds’ slickest card sharks.

Movement and Exploration (& the speeder)

Traversing the world felt pretty familiar on foot. As a third-person game, running, jumping and climbing were straight-forward and intuitive. In fact, the climbing mechanics were similar to Jedi Survivor. If it ain’t broke, don’t fix it.

The worlds are relatively big, too, and in order to get between towns, there’s a Speeder you can use. Which is essentially a hover-cycle.

The speeder was a bit underwhelming, but still pretty fun. I will say that that I was disappointed in the races when I came across them. I thought they were a great idea, and thought it was a cool addition when someone flagged me down to race. But racing itself felt a little sluggish. There were upgrades to make the speeder faster, but it never blew me away.

˙My dumbass, for several hours playing the game, thought they were referring to some sort of smallish creature that would attack me out in the world whenever I heard someone talking about “the Imps”…

It took me way way longer than I’m willing to admit to realize they were talking about Imperial Forces. I think someone might have even had to say that for it to click 🤦🏾‍♂️

Initially, durability was a bit inconsistent, too — sometimes I felt like I survived bigger drops than one’s that recently killed me. But that can be upgraded, too, and eventually you’ll be able to survive all but the highest drops.

While you’re riding around on your speeder, you often get attacked by bandits and the occasional Imp˙. But the only way to defend yourself is to use Kay’s special slow-down-time shot. I couldn’t just shoot. That was pretty frustrating. That said, simply getting away from enemies wasn’t that difficult either. So I often didn’t even try to fight back, just sped out of there.

I will say it was a lot of fun finding the upgrades — sometimes on other planets — to make my speeder faster and more durable. And the cosmetic options, like adding a dangling trophy to the side, were a nice touch.

Space Travel

In addition to the worlds you get to explore, once it’s repaired, you can also take your (stolen) ship into space. There are space stations based around the planets that you occasionally have to visit, cargo that can be discovered, and more.

There’s a cool animation after you board your ship and opt to launch, showing the takeoff and ascent into space. It’s not really interactive — you’re not leaving and landing on planets yourself. But it’s much better than simply having a loading screen.

Landing the ship is similar. You aim the ship toward the planet you want to land on, initiate the landing sequence, and select the landing pad/location you want to land on/at. From there, you watch the ship zoom toward the planet and the landing pad. Unfortunately, you don’t get any visuals of the scale of the planet as you approach.

The game kind of cheats it’s way through that part by having you descend through clouds. But you do get to see yourself come in over the city and ultimately make the landing. Again, it could be better, but it’s not as bad as having a loading screen each time you take off and land.

Since stealing the ship, you’ve essentially adopted it as your own. And so, you’re able to upgrade it throughout the game. Cosmetically, you largely can only change the color, but there are a few different weapon types and shield options that you can upgrade to.

Yes, enemies patrol space, too, so you’ll have to be prepared to fight. Dogfighting was pretty challenging, and it was quite satisfying taking out enemy ships. Especially the Imperial ships that were launching the TIE Fighters I was battling.

It was also really cool watching the scale change as you flew closer to those ships while fighting them and space stations as you approached them. And I had some genuine anxiety flying through the Kijimi Nebula knowing there were giant asteroids just out of sight.

You could also try to avoid fights, and there were upgrades that let you be a bit more stealthy in your ship; but I found it easier to just upgrade my weapons and take out any would-be interrupters.

It’s not as in-depth as, say, Starfield. And I was a bit disappointed that the ship reorients itself after a bit (there’s no “up” in space…). But it was a fun and satisfying experience that kept me looking forward to the next space missions.

Combat

Working with various criminal organizations (not to mention being hunted by one for stealing their leaders ship) naturally, Kay is going to come across some enemies. On top of that, our fearless femme frequently finds herself in places where she isn’t supposed to be. So she has to defend herself.

Your primary weapon is your blaster, which is the typical Han Solo style shooter that should be familiar to anyone with any knowledge of Star Wars. And throughout the game you’ll be able to modify it to perform differently or have new functionality altogether.

For example, you can upgrade the gun to burst fire instead of single-shot. And there’s also an alternative firing mode you have to unlock — the ion cannon — that works better against droids; and can power nodes to solve puzzles and open doors.

There are various weapons around the world, too, that Kay can pick up and use. There’s fully automatic blaster rifles, sniper rifles, and even the cool rotary cannons with the shields on the front. You can’t keep these weapons — you’ll drop them when they run out of ammo, or you need to climb or something. But they’re cool additions, and add a new element to combat. Also, you can have Nix grab a gun and bring it to you, so you don’t have to expose yourself to get one.

Kay also has an “Adrenaline Rush” ability I alluded to earlier. Time slows down, you select the enemies you want to take out; then she’ll do so one-by-one. This is also an entertaining addition, and kind of made me feel like a badass gun-slinging outlaw.

Stealth

While there are certainly instance where you’re forced to shoot, there’s also a pretty heavy emphasis on stealth in Star Wars Outlaws. You’re often tasked with sneaking through an area, usually failing the mission if you get caught.

The game provides pretty plentiful opportunities to conceal yourself, with things like vents that you can walk through undetected. But it’s not like they lead directly to your destination. You still need to figure out how to find what you’re looking for, and get around guards and through doors.

Guard presence is quite heavy, and maybe I’m just not good at sneaking around, but I had a hard time separating groups of guards so I could take them down quietly. I often found myself standing around trying to figure out movement patterns and find windows of opportunity to get to the next safe spot.

Your only take-down options while trying to remain stealth are a melee takedown if you’re hidden and a stun-gun option on your blaster. The stun option has an incredibly long cooldown, though. I never actually timed it, but it felt like a full minute˚. You can also use Nix to distract guards so you can run up and take them down, or run past them. But he couldn’t actually do any takedowns himself.

Oftentimes guards were in groups of three, or they were far enough away from each other that I couldn’t get to both, but they could see each other. So, I genuinely struggled trying to get through at times. On quite a few occasions, I thought I was in the clear but ended up getting caught by a guard I missed. And, especially in the beginning, I was trying to “role play” as a stealth thief and not simply blast my way through levels. So it became tedious sometimes trying to get past the guards.

This isn’t an indictment on Outlaws either. Truthfully, it’s probably my (lack of) skill and patience with stealth games that led to any struggles that I had. I actually like that the enemies have a more-realistic plan, and aren’t just mindlessly standing behind a desk you easily crawl by.

˚I actually did go back and time it… it’s a 2 min. & 40 sec. cooldown!?!

Puzzles and Hacking

Gaining access into new areas isn’t always as simple as interacting with a door. There were a few different puzzle mechanics that kept the game feeling fresh. Sometimes you had to figure out how to make yourself a makeshift bridge to cross a gap. Sometimes you had to use Nix to press a button, or open a panel so you can kill the power source. And the ion blaster I talked about earlier.

There are also minigames that I had a lot of fun playing and solving — and I don’t mean the arcade game. Theres a Data Spike, which is essentially this game’s lock pick; and with it there are audio cues you have to listen for to unlock the lock.

It’s a bit strange, to be sure, but definitely unique. Personally, I really enjoy music and rhythm, so I actually liked using the Data Spike.

My favorite, though, was the wordle-style puzzles that you occasionally come across. There’s a bank of a bunch of symbols, and you have to get them in the right order.

After selecting your initial symbols, you’re shown whether you have any correct and if so, if they’re in the right spot. From there, you deduce the correct order and symbols. Wordle is actually derived from a board game called Mastermind that I loved to play as a kid; and I loved Outlaws’ take on it.

There were also “tricks” you could use in order to make this puzzle easier, by, say, eliminating tiles in the bank or giving you more chances. I was initially confused, because I upgraded my energy levels a couple of times before I could use any of the “tricks”, though. For a long time, I wondered why I was told about them so early when they took so long to actually use.

I realize now that the ability to see which tiles are “connected” and when a group of them is eliminated is the initial trick. You don’t have to do anything, it’s always active. I didn’t realize they counted that as the first trick at first, though.

This was typically how you hacked in to various computers and terminals — and I had fun with that as well. Often you had to hack in to these to acquire the information you needed; but they also would sometimes control the cameras and automated weapons in the area. You can turn the tides swiftly in your favor by finding the right terminal.

Items and Cosmetics

Sliro’s old forgotten about jacket (which is somehow a perfectly fitting cropped jacket on Kay? Maybe an “ex” left it behind…?) isn’t the only thing that Kay is stuck wearing. There are different cosmetic pieces that can be bought from vendors or found in the world.

They’re not always just visual upgrades, either. Some items come with bonuses, such as increased focus generation or additional health vial slots. And there are also sets that you can try to complete for even more powerful upgrades.

You also have a few lucky charms that Kay likes to keep around that grant bonuses as well. You can have two minor and a major one equipped at any given time, and can swap them out at will. They my decrease your detection level from droids, increase the amount of adrenaline that you gain, or allow you to automatically recover a health vial or grenade when used. There are a decent amount out there, so keep your eyes peeled. They can be very helpful.

Nix also has accessories he can wear too — though the majority of them are cosmetic only. A couple will change the way Nix can help you out. But by and large, the things Nix can wear were only visual and, frankly, difficult to acquire. I ended up only focusing on the one’s that provided benefits and didn’t bother with any other accessory options*.

Upgrades & Skills

*It’s something I’ll definitely do when I decide to explore this universe some more. There’s also some treasure I never ended up finding.

Star Wars Outlaws handles the skills that you can acquire in a different way than a lot of games. There’s no skill tree, and you don’t really gain experience points and level up in order to acquire an upgrade. As you meet influential and well-versed people in the world and accomplish tasks for them, they then become available to acquire skills from. You can upgrade your skills in the pause menu, though, you don’t have to physically travel between the experts.

Unlocking skills is as simple as spending a resources you were probably gathering anyway; that can only be spent on said upgrades. Occasionally you have to find a more-rare item in order to unlock the skill, but when that’s the case unlocking that technique is the only thing that item can be used for. There’s no sacrificing an item to select one skill over an other.

There were a few skills that you could only upgrade after completing tasks, too — such as having a certain amount of stealth takedowns or solving puzzles within the allotted tries. I loved this aspect of the game, it gives you reasons to vary your playstyle and made additional challenges more meaningful than simply giving an achievement.

Overall…

Despite my initial misunderstandings with what this game was, I had a ton of fun with Star Wars Outlaws. The gameplay is fun and varied, the puzzles were unique and challenging, space travel and combat is enjoyable, and all-in-all, I had a great time exploring Kay and Nix’s story.

I completed the main storyline, but there’s still a lot of treasure out there I can find. And I’m excited to do so.

Thanks for reading! Let me know in the comments what you thought of Star Wars Outlaws, if you’ve played it. And be sure to check back for more!

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Robin Hood: Sherwood Builders | A Frustrating Experience That I Can’t Put Down https://www.italkgames.com/commentary/robin-hood-sherwood-builders-commentary/robin-hood-sherwood-builders/ Thu, 17 Apr 2025 14:40:00 +0000 https://www.italkgames.com/?p=176 SPOILER DISCLAIMER: Gameplay and story spoilers ahead. If you want to discover things on your own and be surprised, read with caution A while back I was scrolling through GamePass, as I often do, and I came across this game Robin Hood: Sherwood Builders. At the time, I was playing a lot of PalWorld, and […]

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SPOILER DISCLAIMER: Gameplay and story spoilers ahead. If you want to discover things on your own and be surprised, read with caution

A while back I was scrolling through GamePass, as I often do, and I came across this game Robin Hood: Sherwood Builders. At the time, I was playing a lot of PalWorld, and when I read the description, it sounded like it had some similar vibes — like a building and resource gathering-type game, but as Robin Hood. Stealing from the rich and giving to the poor, rather than hunting and catching Pals. It sounded dope.

I don’t know why, because now that I think about it I don’t really have any strong memories of watching Robin Hood content when I was a kit. Maybe that cartoon with the fox as Robin, but even with that I can’t say I remember many details. I never saw Men in Tights (forgive me, I’ll put it on the list).

Still, for some reason I thought it sounded dope to play as Robert of Loxleyª, so I installed the game. I didn’t play it right away — it sat for several months — but recently I had a few hours to kill and wanted to try something new. So I fired this up.

Why are We Gathering Resources & Building?

The building aspect of the game comes in the fact that, as Robin Hood, you’re creating your own society where people can be safe that doesn’t have the tyrannical rules of The Sheriff. Your society needs a few things in order to continue to grow and keep your citizens taken care of. Namely: food, shelter, work, and entertainment.

In order to provide these things, you have to build the buildings — the houses where people will live and the places they’ll work. And those buildings require various materials, which is where the logging, mining, and resource gathering comes in.

Your townsfolk need to eat too, so you have to hunt and gather meat in order to keep them fed.

As your society grows, you can assign villagers to different tasks as well. All of the above mentioned tasks are available for villagers to do for you, so you’ll have to do them yourself less and less as you progress. Although I will say that, so far, it doesn’t seem like every resource can be gathered by your townsfolk. Only certain ones. So some mining/logging etc. is still required.

ªThis is something I still don’t quite understand. Sometimes he introduces himself as “Robert” instead of “Robin”, or he’ll introduce himself as “Robin” and they’ll say “Thanks, Robert”. It’s super confusing.

I looked it up and saw that sometimes his name is “Robert”, but that still doesn’t explain why they give different names when talking to each other. One of the many strange things in this game.

And between starting to write this post and actually posting it, I saw someone refer to it as “Locksley” — which I found out was another Robin Hood movie — rather than “Loxley” which is what the captions say. I’m utterly confused by all of it.

The area that will become the town, from what I can tell, looks pretty sizable. And there even seems to be the bones for other types of buildings that will come, possibly after I reach certain parts in the game. There’s a section near a river that I just know is going to be some sort of sawmill.



Maintaining food and water levels for yourself is important in this game, too. There’s meters you have to keep an eye on and the meat that you gather can be used for Robin as well. There’s a place at your camp where you can cook the meat, and there’s a well where you can fill up water bottles. Yes, you need to have empty water bottles. It’s all plentiful, though, and it takes a while for the levels to deplete. So far I haven’t been affected by them yet.

I even tried deliberately to go hungry and thirsty to see what would happen. I chopped down trees, took on enemies, and ran around with empty food and water levels, but nothing ever actually happened. Eventually I got impatient, and moved on to an actual mission, and replenished my levels, so I’m still unsure (with the way the game saves, I didn’t want to find out what happens in the middle of a mission, and find myself reloading to a point hours in the past).

There’s also a kitchen that can be built that will give better-quality foods with more helpful properties. And of course there’s the furnace where you refine your raw materials, the blacksmith for your weapons, and the tailor for your armor. As well as training grounds to improve your abilities and even taverns for your townsfolk to enjoy.

Creating a better society for people requires, well, infrastructure. And as Robin, you’re building better infrastructure for the people of Sherwood Forest and beyond.

Issues & Frustrations

Movement and Combat

Right off the bat, I want to say this is a strange experience because the mechanics are, frankly, dogshit. Movement is clunky and inconsistent, and the crosshairs might as well not exist. You often jump when trying to dodge, and you’ll never be in the correct spot on the first try when mining or chopping down trees — which is a pretty big part of the game. If you do happen to get it on the first try, you’ll inevitably end up moving anyway because you’ll assume you hadn’t.

I’ve got some qualms about fighting that I think might be fixed by upgrading my skills in the tree, but one thing that I can’t upgrade is how it’s super inconsistent with dodging. Dodge, on Xbox, is “A”, but so is jump. When I’m sword-fighting a group of baddies, sometimes when I try to dodge an attack, I’ll instead jump kind of in the direction I was trying to dodge and I’ll still get hit. It’s incredibly frustrating.

Stealth is also an option in Robin Hood. There’s armor that decreases your visibility and movement sounds, and there’s skills in the skill tree that can be unlocked to do the same. That said, I haven’t fount it very useful — at least not yet.

In the very early-game, before you can unlock upgraded armor sets, you get spotted pretty easily. There’s tall grass to hide in, but as soon as you pop out, you’re often seen. On top of that, the game has done a pretty good job of having guards within eyeshot of other guards, so they’re not often completely isolated. And on top of that, you can only stealth takedown enemies that are the same level or lower than you; which they often are not.

Some areas I’ve noticed have birds you can use to get a slightly better view of the area. They’re glowing and if you look at them you can look through them to see where enemies are. It’s better than nothing, I suppose, but it doesn’t help all that much. The view is kind of blurry and distorted and it’s tough to tell the enemies from the other people just walking around. And Robin has a “Hunter Vision” that allows you to highlight enemies through walls (among other things) which works way better. It’s a cool idea, but is pretty meh in execution.

Once you are able to craft your first new set of armor, you’ve got two options: one geared more toward stealth and one toward health. But by the time I was able to unlock them, the difference in stealth applied by the “stealth” armor wasn’t much more than what I had anyway. And with the other set’s ability to regenerate my health outside of battle, it was a no-brainer.

Also, your primary attack button is the right trigger, but that’s also the button to move the conversation forward, so after every conversation, I end up swinging whatever weapon I’m holding right at the person I’m talking to. It’s a good thing that there’s no friendly-fire.

I tried running with both sets, swapping in the stealth armor when I was trying to be sneaky, but I found it didn’t help. Maybe late-game, when I have the armor sets fully upgraded, they’ll provide a tangible benefit. But as of right now, I just have them sitting in storage.

Also, even if you wanted to play more of a thief role, I don’t really see the point of using stealth to accomplish a task without taking out any enemies. When you look at the map, all of the enemy camps show whether or not the enemies are in the camp. Which leads me to believe that the game wants you to make it so that there are no longer “Enemies Present”. At least, that’s what I’ve been doing. We’ll see if it makes any difference as I progress (maybe I’ll update this post).

Building

The Build Mode’s only real redeeming factor is that buildings are pre-built and just need to be placed. You don’t place individual walls and floors at all like in some other games. But even simply placing them isn’t super straight-forward. When playing with a controller on Xbox, the left stick controls the mouse cursor, the right stick pans around the space, and the triggers zoom in and out. So, in order to move, you have to use a mix of the right stick for direction and triggers for motion. It’s extremely counter-intuitive. And that’s before you decide on which building you want to place.

When you select a building the left stick, as the mouse cursor, moves the building around. But now, the right stick rotates it — the stick no longer looks around the space. So if you’re not already looking at where you want to put a building before you select it, you can’t move to that spot. You have to back out, move to the space you want (using the weird controls), and try again. If you end up not liking the new placement, you have to deselect the building and do it again.

I’ve largely gotten used to it by now, and (for the most part) think about where I’m going to place a new building before I build it. But since I can’t see the size of the building beforehand, I kind of have to guess. Luckily, buildings aren’t too big and clearing space is easy. You simply have to select a tree to knock it down and make a clearing, and you get the wood from the tree as well.

Village Gathering

When you build your village and have workers mining and logging for you, gathering those resources is also kind of weird and inconsistent. There are some workers that show up in a menu on the left side of the screen in the build mode, and certain resources can be gathered from there.

Some resources, though, can only be gathered once you build a particular building. But once you do that, you have to go to, and select the building in order to gather the resource. And by that, I mean with your cursor within the build menu. Walking up to the buildings actually does nothing.

And the most confusing part? They’re the same types of materials that have to be gathered in different ways. If you want to gather ore — like copper, stone, or iron — you have to check different places. Copper, for example, can be found in the left-hand menu while in build mode; but Stone can only be gathered from the Quarry which you have to go to and select with your mouse cursor.

I understand needing different buildings and different upgrades in order to gather the various resources as I progress through the game, but make it make sense. Why do I need a quarry to get some of the ore, but I didn’t need a quarry to get the others? Why, once I do build the quarry, can’t I just select the Stones from the same menu as selecting the Copper? They’re the same type!

Houses that you build for your citizens can’t be entered either. There’s not even a door, just a wall. I mean, I get that you shouldn’t be able to get into people’s houses, but still…

And even if we can’t go through the door, shouldn’t there be a door?

This is true for Food, too. I can get Deer Meat from the side-menu, but have to select the Butcher for Hare Meat. But in order to further confuse things, Wood can only be gathered from one building.

It feels to me that it would make much more sense to expand the gather menu, or at least be consistent in some way — making all meat come from the butcher and all Stone and Ore come from the Quarry. Hell, have a third building since Stone and Marble would be in a Quarry in reality while Copper and Silver for example would be in a mine. And if it requires a building, I also feel like we should be able to interact with that it when we walk up to it.

Other Strange Quirks

Ladders aren’t real/aren’t usable. They’re in places that makes sense for a ladder to be — In some cases seemingly required — but you can’t use it. If you have to get up on something, the ledge is low enough to climb, or it’s a small hop up. And for the most part, if you can climb on it, it’s got yellow markings. Sometimes you have to make longer jumps which can be frustrating with the previously-mentioned movement issues, but no climbing ladders.

Resource harvesting is just weird; but I guess it’s not horrible. You have to be in a pretty precise position for it to register what you’re trying to chop/mine, which can be very frustrating. It’s mostly fine once you’re lined up correctly, just make sure not to move again. It’s the worst with Copper, Stone, Iron etc. nodes because they break apart and you often have to reposition yourself in order to actually register hits again.

When you are in the right spot and are consistently hitting the thing you’re trying to harvest, you get a bit of a minigame, which is cool. There’s a little popup that happens at the point of impact, and if you press the trigger to hit again right as that popup happens, you’ll swing your tool faster, while using less stamina.

When you go to use any materials you’ve gathered/mined/logged etc. you just have to wait until whatever you’re crafting completes before you can do anything else. You go to the building where you’re able to make whatever it is your’e trying to craft (yes, these ones you actually walk up to and interact with), and once you select what you want to make, you just have to stay in that menu until it’s done.

I haven’t timed it, but some things feel like they take a couple of minutes, time where you can’t do anything else. There’s no way to have my Ingot’s being made while I run over and cook some Hare. I just have to wait.

Here’s the thing…

But the crazy thing is, I can’t stop playing! I don’t know if it’s the vague familiarity or maybe because of some weird parallels to today’s political climate, I’m really enjoying playing this game.

Reputation

Something I’ve thought about in my “dream game” scenario is a situation where your reputation meaningfully improves as you do things in the game, and this game has that. It’s a subtle thing, but I feel like so few games do it well. Fable 2, maybe, being the last one I recall*. I can’t say I’m incredibly far into the game yet, but so far this game has impressed.

*Maybe I missed something, though, and would love recommendations in the comments!

In the beginning, as you see people walking around, when you’re prompted to talk to them, they’re largely dismissive. But as you build up the town and complete quests for the people in the world, you become more well-known. And when you go back and talk to people, they thank you for what you’ve done.

When you start missions, they say “you’re robin hood, I’ve heard what you’ve been doing around here” and I even had an enemy say he heard of me and wondered if it would’ve been different had I shown up earlier.

Other games will give you “reputation points” for completing missions, but rarely do I ever feel like the characters reputation actually improved. Or, it’s forced, like after a particular cutscene that didn’t actually change anything as far as the “public” is aware, but the NPC’s dialogue is different afterward. But so far, I haven’t felt either of those things, and it feels well-executed. It’s pretty obviously percentage-based (occasionally, cutscenes about the main story jut in in the middle of after-mission conversations as soon as the percentage is reached, but before the conversation is over), but I think that’s a very good thing.

As Robin gains more and more reputation, he also becomes more and more wanted by the King. Nearly everywhere there’s wanted posters calling for the capture of Hood, and a really cool detail is that the amount has been steadily increasing as I’ve been playing.

Something that takes me out of it a little is the fact that nobody seems to care about me being wanted, though. I’ll have conversations with people directly next to a Wanted sign with my name on it.

I mean, I understand that I’m helping them out and that they’re against the king, too; but you’d think there’d be a couple of opportunists that would try to turn me in for the reward money (it’s at a point where it’s more than I’ve ever had at any one time), or at the very least in fear of defying the king. But nobody seems to care, and that’s kind of weird.

Reactions, Other Than Dialogue

In some instances, you’re tasked with sneaking around an area that’s occupied by both enemies and regular people. I mentioned earlier that things can be done stealthily, but you can also just kill all the guards in the area and find what you need.

While you’re doing this, though — the “regular” people are simply going about their business around you. It’s strange. I understand not liking the rule that the one is under, but it’s weird that there’s literally no reaction to killing guards right in front of people. That would be a crazy thing to watch! Are the times that bad that they’re this desensitized to death?

Also, I do wish that your reputation instilled fear in lower-level enemies. Given that you’re supposed to be becoming well known, and it’s talked about how you’ve gained reputation frequently, you’d think that some enemies wouldn’t want the smoke.

Even something like having a lower-level enemy run away after you’ve taken out a couple of his comrades would be better than nothing. But so far, there’s none of that. Even if you’re 10+ levels ahead, and have a high percentage of reputation in the area, they still charge on.

Other than those couple of small things, it seems as though each character was deliberately made, and that’s refreshing. Instead of towns populated by randomly generated filler-people. Each person has a name, and with a couple of exceptions, I could talk to everyone. They’re talked about and referenced as though they’re real people, too. And you might see a person you helped pop up back at the homestead.

Overall, while there’s room for improvement, I think the choices that they made with the NPCs and how they react to you were great. I’m looking forward to continuing my adventure and meeting new people, and honestly a lot of the kinks could be ironed out with an update.

…Something Keeps Pulling Me Back

I mentioned earlier that some of the movement complications that I have could potentially be solved with unlocking skills in the skill tree, and I think that’s another thing that’s pulling me back. Eventually, I’ll be the ultimate assassin, invisible in the bushes, attacking from above, not missing any shots, and just feeling like an all-around badass with the people backing me up. Not quite being there yet, though, but seeing the path is keeping me locked in to the grind.

Speaking of, I’m also enjoying saving the townsfolk and fighting against the tyranny plaguing this land. I was awed when I found myself in a new town and found a woman about to be hanged. I had to save her by shooting the rope with my bow, and taking out the people trying to kill her. It was awesome, and I actually felt like I was making a difference in this world.

Funny side story — the first time I completed this mission was early-enough on that I hadn’t quite figured out when and how the game saved. I died shortly after and unfortunately it had saved at a point before I saved this woman. So I had to do it again. The second time, though, I missed and accidentally hit her and failed! I wasn’t sure if the game would allow that because the spot where you have to hit the rope is pretty tight; but it did, and I appreciated the realism. Of course, I reloaded the save, I couldn’t kill that poor woman.

Another pleasant surprise in this game was when I came across my first puzzle. Sprinkled throughout the world are various puzzles that you can solve for some pretty rare rewards. There’s not explanations for the puzzles, you just have to figure them out. Though, there’s often clues nearby to help you solve them.

There’s a few different types of puzzle types, too. From pressing buttons in a certain sequence, to finding which symbols go in the correct places. There’s even a music-based puzzle, which is pretty cool and unique. I never expected these types of puzzles when I first started the game, and it’s another thing that’s keeping this game fun, refreshing and keeping me playing.

Overall, despite the quite frustrating mechanics, I’m genuinely enjoying Robin Hood: Sherwood Builders. I really feel like I’m helping the people, and I can’t wait to see what else is in store. There’s posters about some sort of arena, and I came across a Blood Cairn where apparently I’ll be fighting for money. And who knows what else is out there that I haven’t come across yet!

Have any of you played it? Let me know in the comments what you think about it, and if you’re enjoying it as much as I am. Peace out, I’m about to go play right now.

The post Robin Hood: Sherwood Builders | A Frustrating Experience That I Can’t Put Down appeared first on I Talk Games.

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Sunset Overdrive — Craziness https://www.italkgames.com/compilations-and-highlights/sunset-overdrive-compilations-highlights/craziness/ Thu, 27 Jun 2024 13:29:00 +0000 https://www.italkgames.com/?p=15 Throwback Thursday! Enjoy this old clip of me playing some Sunset Overdrive. I remember that being a wild game This is a remnant from the original Italkgames.com. Back in 2014, I originally started this site. But due to life circumstances, I left it on the back-burner. Unfortunately, it ended up getting bought when I accidentally […]

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Throwback Thursday! Enjoy this old clip of me playing some Sunset Overdrive. I remember that being a wild game

This is a remnant from the original Italkgames.com. Back in 2014, I originally started this site. But due to life circumstances, I left it on the back-burner. Unfortunately, it ended up getting bought when I accidentally let the domain renewal lapse.

Fortunately, I was able to recover the domain. But unfortunately, I wasn’t able to recover much of the content itself. I was able to get some of it, though, and clip is one of those. Hope you enjoy!

We’re back in full force now, too. So look forward to a lot of awesome (and new) gaming content!

The post Sunset Overdrive — Craziness appeared first on I Talk Games.

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