Playable either solo with AI teammates or with up to three friends online, players can dive in with eight classes - Gunslinger, Hellraiser, Slasher, Medic, Fixer, Exterminator, Dronemaster, and the new Vanguard class - and progress to unlock new perks.Īs one of those classes, you'll be able to dual-wield weapons as part of the overhauled melee combat system, such as swinging with both a sickle and a cleaver. The lack of enemy variety, the overly simplistic puzzles, and some frustrating stealth sections prevent Aftermath from staking its claim as the apex predator of its genre.These new features can be put into action across three new story locations Rome, Vatican City, and the Kamchatka peninsula in Russia. As a result, Jurassic World Aftermath feels like a walking-sim with some survival horror sections. Sections that no doubt feel thrilling in the confined space of a VR headset feel repetitive and dull on a flat screen. Jurassic World Aftermath's VR heritage looms large in this Switch port. Each area does feel lovingly designed, but with little to uncover or mess around with, I quickly gave up on exploring. Environments are beautifully crafted too, but they feel empty with very little to interact with outside of mission objects. Dinosaurs you encounter look and feel authentic - as much as the Jurassic Park franchise has led us to believe, anyway. Being cel-shaded, Aftermath oozes charm, and you can tell that this is a game crafted with love for the source material. All of this serves to crank up the tension, especially during the opening few hours and the few sections where the Velociraptors aren't the prime predator.Īnother point worthy of note is the game's presentation. The sound design in Aftermath is a real strength, as snarls and grunts haunt the halls, or the clang of metallic air vents constantly reminding you that you aren't alone. RELATED: Jurassic World Evolution 2 Cohabitation Guide Instead, the slow, deliberate movements feel a little too on the nose, and this is only more noticeable in those sections where you are trying to run to the nearest locker to avoid the dinosaur in hot pursuit. Moving and turning as slowly as you do here was probably a conscious decision to avoid motion sickness in VR, but that isn't something that Switch players have to contend with. There is a sprint button, but the chances of outrunning a Velociraptor in Aftermath are slim to none. Much of the game's difficulty stems from how slow and clunky the controls feel, and this too feels like a carryover from Aftermath's VR origins. Of course, I understand that if this didn't happen you would simply spend hours in-game hiding in a locker, but it does serve to further dispel the illusion the game is working so hard to create. For this reason, Aftermath is littered with hiding places, from lockers to jump in or tables to scurry under, and should you manage to safely tuck yourself away before the Raptor catches up to you, they inevitably forget you exist and wander off after a few seconds, which feels like the exact opposite of what a Raptor would do. For example, should a Velociraptor spot you, you have a few seconds to react and find a spot to hide. You either do it the right way, or you fail.Ī few design choices shatter the illusion further. The illusion is never truly allowed to take hold because it's always restrained by what the game allows, so whatever scenario you find yourself in you are never really given the freedom to deal with it in your own way. It is here that Aftermath's biggest shackles present themselves.
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