Game Review: Intruders: Hide And Seek

I do like a good sneaky, sneaky-stealth game. Developer Tessera Studios and publisher  Daedalic Entertainment have a new-ish sneaky, sneaky-stealth game out at the moment, Intruders: Hide And Seek. But, is it any good?

Intruders: Hide and Seek is a first-person stealth game, an intense thriller combining intense psychological terror with the point of view of a defenseless boy.


Well, to answer my query of whether Intruders: Hide And Seek is any good? Honestly, is all rather ‘meh’. A quick rundown of the plot. You play as 13-year-old Ben, who moves into a new home with his family. Mom, Dad and younger sister, Irene. One dark and stormy night, three people break into your home, tie up Mom and Dad and put them in the cellar. You and Irene discover a safe room and hole up… for a while. Irene is ill and needs medication, so you (as Ben) have to go and get that medication from somewhere in the house. Do your best to sneak, hide and evade the intruders as you reveal more about Irene’s illness, her medication and exactly what your Dad has been up to and why these three people have invaded your home.


The story is probably the best thing about this game and even then, it’s not that great. Very predictable and it leads to an ending that you’ll see coming about 10 minutes in. Speaking of time, this is a very, very, very short game. I didn’t time myself, as I really wasn’t expecting this to be over as soon as it was. But I’ll guesstimate that I finished this in a little over 2 hours. I first thought that I have just played through a long introduction when the end credits rolled. Just to double-check, I looked up a walkthrough on YouTube and found someone finish the game in 1 hour and 16 minutes. Bearing in mind that walkthrough was by someone who’d already completed the game and knew what they were doing. So yeah, for someone playing for the first time, I reckon about 2 hours.


Now, there is nothing wrong with a short game, but that shortness needs to be put into perspective. A short game crammed with great gameplay and repeatability is fantastic. A short game that has none of that though? A very different story. Intruders: Hide And Seek is just lacking in every aspect. The graphics look about 15 years out of date, even for a small indie title. The voice acting is atrocious. But the real letdown is the gameplay, it’s just woefully dull.

There’s a basic tutorial to get you used to the controls and the basic gameplay is very reminiscent of Alien: Isolation. You know, you’re pretty much alone with a menace stalking you. You can hide in cabinets and under beds to avoid being seen and so on. As I say, very Alien: Isolation. But, unlike Alien: Isolation, there’s no sense of suspense or dread because the gameplay is not there. Just going back to that tutorial for a second, there is a part where you have to hide and you’re introduced to a mini-game where you have to control your heart rate as one of the intruders looks for you. Do you know how many times I had to do that in the game (outside of the tutorial)? Never, not once.


I never had to do it because I never had to hide (with the exception of one or two scripted parts). I never had to hide as the AI threat is pretty much non-existent. Even though there are three intruders looking for you, they are incredibly stupid and you can get away from them just by running away a bit. Run down a hallway and around a corner and they just stop looking for you. The only time I had to hide in this game was when the story forced me to. Even then, I had to question the stupidity of the intruders.

For instance, there is one point in the game where you use your Dad’s laptop to try and contact the police. The intruders have put some software (or something) on the Internet to track when and where you do use that laptop, So, (slight spoilers) when you do try to contact the police, a message pops up from the intruders letting you that they know where you are and are coming for you… and they do. You’re in your Dad’s study with no way out other than the door you came in, and the intruders are on the other side of that door coming into the study. You have only a few seconds to hide. So you do, in one of the cabinets. The intruders come in, and a quick reminder, they know you are in the study and were there just 5 seconds ago with no other way out. So, the intruders come into the study, spend a grand total of 0.3 seconds looking for you, conclude that you’ve escaped (even though there is no way out), never bother to check any hiding places, deliver some exposition and then leave the room.


The core gameplay is just you running from one room of the house to another and basically doing fetch quests. Before you can use your (aforementioned) Dad’s laptop, you need the password. The password is in the library. Run to the library, get the password and run back to the laptop. Everything that you do in this game is just ‘run here grab this and run back’. As the intruders are piss-easy to avoid and outsmart, the sneaky, sneaky-stealth gameplay is pretty much pointless.

Intruders: Hide And Seek is too simple, too forgiving and offers up no challenge. There’s no suspense or tension. Hiding (in a game with hide and seek in the title) is irrelevant. The AI is shockingly bad. Then, you’ll see the end credits in around 2 hours. There is a collectable jigsaw thing to find if you really want to, so add another 20-30 minutes to the game’s length.


Around £18 is how much this will set you back and that is way, way too high a price tag for the game you get. As I write this, Intruders: Hide And Seek is on sale (until the 23rd of March) on Steam for £1.74 and  that is a much fairer price. Now, I do have to say how this was originally released for VR on both PC and PlayStation. I’ve been playing the more recent Xbox release. I think that maybe playing in VR could raise this up in the gameplay stakes a very small amount. But for these latest Xbox and Switch non-VR releases, I really don’t see the point.

Intruders: Hide And Seek isn’t a particularly terrible game, it’s just a very, very mundane game with very little to do. It plays more like an unfinished beta over a full release. Coming with that hefty £18 price tag, I say avoid this and grab it in a sale down the road for around £5 or less.

Game Review: Paper Cut Mansion

It’s Halloween once more and time for a spooky game review. Developer Space Lizard Studio and publisher Thunderful Games have a rather apt new game out just in time for the long dark nights and to help get you in the mood. But, is Paper Cut Mansion a worthy Halloween game with scares or is it just scarily bad?

Paper Cut Mansion is a roguelite horror set in a papercraft world. Play as Toby, a police detective arriving at a mysterious old mansion. Explore the mansion floor by floor as you seek to unravel the story behind this bizarre place, with each run giving you the opportunity to collect another piece of evidence to be added onto your Evidence Board. The Mansion also hosts a mysterious cast of characters who may help or hinder your progress on each run…

Now, I do have a weakness for a good roguelite, it is one of my favourite sub-genres of gaming, so this gets a big tick in the plus column before I even start. Paper Cut Mansion also gets bonus points for its art style. As the title may have clued you in (and the trailer definitely so), what you get here is a paper-cut-out aesthetic. Think, a children’s pop-up storybook and that is pretty much it. It looks great too with a mix of 2D paper cut-outs and 3D paper models.


With this being a roguelite, expect to die, a lot. As is the norm for this sub-genre, dying just helps you learn more of what to do and further you to the end of the game. How Paper Cut Mansion plays is an action-puzzle-detective ’em up. You have a mansion with multiple floors to explore, objects to search, clues to find and a variety of NPCs to meet. What gives this game a USP is the addition of three different dimensions to explore. Each floor of the mansion will have a gateway to those dimensions. When you go into a gate, the map layout remains the same, but the graphics change, as does the gameplay mechanics of each dimension.

You have the NeoCortex and this is the ‘standard’ dimension that you will start your journey in. Here, your focus will be on clue-finding and puzzle-solving. Then, there is the Reptilian Complex which is much more fiery-hellish in its presentation. Overrun with monsters, this one is much more action based and will have you using weapons to fight off a multitude of evil apparitions and demons. Finally, there is the Limbic System, which is the opposite of the previous dimension. Icy cold and you will freeze to death if you can’t find a place to warm up, giving you a more survival style of gameplay. Really, what you get with Paper Cut Mansion is three distinctly different gameplay styles and mechanics that merge together to make one overall title.


Now, I have to admit that this game put me in a bad mood right from the moment it started proper (after the walking introduction) because the first thing I had to do was solve a sliding puzzle… and I really don’t like sliding puzzles. I just felt that this was going to be an uninspiring and very cookie-cutter title with bog-standard puzzles. Gladly, I was very quickly proven wrong as the game really opened up to something far more worthy and enjoyable soon after. The puzzles here are wonderfully varied. Some are very familiar and some feel truly unique. The NeoCortex dimension is (as previously mentioned) the ‘standard’ one that you will start on as the game begins. Here, you have to search your surroundings and examine furniture for clues. You can rotate and explore the items, open drawers and such, to try and find whatever it is that you need to solve a puzzle. Even then, the clues themself can also be explored as many of them will have something hidden on them that will open up a solution that you may have missed. You really do need to keep your wits about you in this dimension and use detective skills.


The Reptilian Complex dimension is a lot more action-based. Loads of enemies and you armed with (eventually) a variety of weapons to take them all out. This one plays much more like a shooter/brawler-dungeon crawler with a multitude of collectable upgrades and customisable equipment. The focus here is finding a loadout that suits you and fine-tuning your skills as you kill scary beasts and apparitions. The third dimension, Limbic System, is where you need to try to stay alive and not freeze to death. It is cold and unless you can find somewhere to keep warm, you’ll soon see your demise as you try to explore the mansion and find your way to the next floor.

All three of the dimensions play very differently from each other and yet, they are all still very much part of the same game. You will always have one main mission, and that is to find and open a talking door that will take you to the next floor of the mansion. However, the talking door will give you a mission to complete specific to one of the three dimensions. So, you’ll need to play in all three on each floor of the mansion to really get an understanding of what is going on and how to progress further into Paper Cut Mansion. At set points in the game’s story, you can make decisions that will affect just how things pan out, this leads to a whopping 27 different endings to discover. Thankfully, Paper Cut Mansion offers up gameplay that you will want to come back to and the replay value is high here and outside of the main mission, there’s plenty more to see and do. NPCs will give you side quests to complete based on one of the three dimensions, weapons and upgrades to find and more.


The roguelite gameplay works very well here and you will always learn something new with each successive run. Perma-death and procedurally generated levels will keep you on your toes, as well as help to keep the game fresh and interesting each time you do die and restart. Then there is the atmosphere and overall style. The paper cut-out aesthetic may give you impressions of a child’s pop-up book, but don’t let that fool you. Paper Cut Mansion has a genuine feeling of dread and horror. Look, the game opens with a short intro where you have to do nothing more than walk along a path to the mansion itself. This short segment not only sets up the tone perfectly, it even made me jump at one point, and all I was doing was walking right. Then, when you do get into the mansion itself, the feeling of dread intensifies and you just have no idea what to expect. There are surprises everywhere, even doing something as simple as searching a bed can give you a scare.


Priced at around £17 and available to buy now on PC and all the consoles, Paper Cut Mansion is a charming title that really has a lot more going on than it first seems. There is a real depth of gameplay here, the melding of three different game styles and mechanics via the different dimensions adds plenty of variety. That’s before you get into all the different weapons and upgrades. The art style is wonderful and lends its way to some really great and unexpected scary moments. A roguelite that’ll keep you coming back for more, a great title to play this Halloween and a fantastic example of why indie games can be creative and unique.

(Mini) Game Review: Chenso Club

Chesno Club sounds cute and fluffy, a place that you would happily send your kids to after school. It’s not, it’s really not at all. Chesno Club comes from developer Pixadome and publisher Curve Games, a game that looks and sounds cute and fluffy, but a title that is crammed with violence, blood and more violence.

“Aliens are attacking! Who will save us? Chenso Club will! Using chainsaws, hammers, and the aliens’ own life force against them – these fearless warriors will pulverise enemies on their way to victory. Go solo! Go co-op! Go hack those aliens in this action-packed, side-scrolling platform brawler!”

Right from the off, Chenso Club gave me major Master System vibes. The way it plays, the simple platforming mechanics used and even the graphics. Just look at the following screenshot and tell me it doesn’t scream Master System (in a higher resolution) at you.


The bright and cheery colour palette, the design of the platforms and enemies. I can’t be the only person that thinks that this looks very 8-bit Sega. Pop Alex Kidd in there and nobody would notice. Anyway, Chenso Club is (if you hadn’t guessed) an action/platformer, with a bit of a Rogue-lite twist. With five different playable characters, though only one is unlocked at the start. Each of the characters are unique with their own skill sets and distinct weapon.

Along your journey, you will kill a great number of enemies, nab power-ups and upgrades to help you take out the various bosses. This is very much a traditional action/platformer with simple and very playable mechanics. Light and heavy attacks with a jump and dodge control scheme, standard stuff. In terms of the basics, one look at Chenso Club can tell you everything that you need to know about it. But, throw in some Rogue-lite elements and you have a very playable and challenging title.


Periodically generated levels will keep you on your toes and mean that you’ll never know what is coming next, no matter how many times you play. Plus the longer you play, the harder the game becomes. Fortunately, you can buy upgrades from the shop that will pop up as you make your way through the game. Unfortunately, you have to pay for those upgrades with your blood. Yup, your very health meter is the in-game currency here and you will have to decide if having that extra damage power-up is worth you literally paying with your life. This adds an interesting strategy mechanic to the game as you have to weigh up the pros and cons of each purchase you make… or don’t make.

There’s an in-game social media platform called ‘Chirp’ (no idea what it is lampooning) and you can meet NPCs as you play, who will happily follow you on Chirp. Then, between levels, you can log onto Chirp and use those NPCs as helpers who will give you various gifts. There’s even a bonus stage where you have to fight and pose for photos to increase your Chirp follow count. The more followers you have, the better the help you can receive. Oh yeah, those bonus stages are another thing that made me think of Master System games.


I have just read back on this (mini) review and I have managed to make Chenso Club sound awfully cookie-cutter. In many ways, I guess that it is. However, the devs have done a fine job of taking the basic action/platforming genre and making it their own. £12 is what this is going to cost you on the consoles but £16 on Steam? You know what? either way, it’s worth it. I genuinely really bloody enjoyed this one. It is basic and harks back to the ‘good old days’ of gaming. Yet, it also feels very modern and the Rogue-lite elements give it a wonderful edge over other similar games. With five different characters, a couch co-op option and some great boss fights, Chenso Club is an old-school romp that I have to give a big recommendation to.

(Mini) Game Review: Time On Frog Island

What is Frog Island and why am I spending time on it? I had no idea, that was why I requested a review code. The title alone got me interested. Time on Frog Island, from developer Half Past Yellow and publisher Merge Games is, well… it’s kind of… I don’t know. Here, take a look at the trailer while I try to work out how best to review this game.

“Cast away on an island paradise complete with a cast of friendly frogs. Enjoy sandbox island life and explore at your own pace, solving sticky situations for your new friends and trading your way to fixing your ship!”

So then, you play as a sailor who ends up shipwrecked on Frog Island. With your ship too damaged to sail, interact with the residents of Frog Island (would you believe that they are frogs?) to get the parts needed to repair your ship. Simple enough.


Taking place in a medium-ish open-world Time on Frog Island is an adventure game that really is just one huge fetch quest. You pick up an item and swap it for another item from one of the resident frogs, with the aim being that you trade with the island’s many frogs until you have all the parts needed to repair your ship. There is no text, no dialogue between characters. ‘Conversations’ are carried out via pictures in speech bubbles, picture bubbles, I guess?

You can only hold one item at a time and this means a lot of backtracking to get the requested items to the right frogs. There is no map, which is an annoyance as you have to try to remember where each frog of the island is and it is very easy to get lost. There is no reminder or in-game list to tell you what item you are looking for either, so you’d better have a fantastic memory to recall what item it is that you are looking for too. You’ll lose track of what you are meant to be doing while getting lost.


Some of the trading does involve puzzles and you do get clues… in the form of those picture bubbles. Some of these puzzles have multiple parts to them. As there is no way to keep track of what you are doing or the steps you need to follow for the puzzle, you’ll have to track down the frog who gave you the clues and go through the whole thing again. Time on Frog Island is, for want of a better word, frustrating. I don’t want a game to handhold or signpost everything, but just a little to-do list and a map really could’ve helped this game no end.

£20 is what Time on Frog Island is going to cost you on PlayStation, Xbox, Switch and Steam (currently with 20% off on Switch and steam). You’ll get around a 5 hour playtime for that £20 too, but is it worth it? For me, no. This is just one huge fetch quest of a game and nobody (sane) likes fetch quests. There are things that I did enjoy about Time on Frog Island. I think the setting is wonderful, the game has a graphical charm and everything is wrapped up in a very likeable personality. There are a few things that you can do outside of the main quest of fixing your boat and there is no time limit, so you can take as long as you like. The island is a nice place to explore (would’ve been better with a map though) and the characters that you meet all have their own distinct personalities, all with no dialogue too.


There is a lot to enjoy here. It is just that core gameplay of fetching items and swapping for more items, it just begins to grate after a short while. If you enjoy fetch quests in games, then Time on Frog Island is going to please you and then some, because that is what it is, one huge fetch quest of a game. I just found it too frustrating due to a lack of map and to-do list. An okay game in my eyes, but on that could’ve been so much better.

Game Review: Way Of The Hunter

Is there really anything better than shooting deer and bears in the face? Well yeah, quite a lot of things. But shooting deer and bears in the face in a digital environment can sometimes be good fun and enjoyable. The latest shooting deer and bears in the face game, Way of the Hunter, from developer Nine Rocks Games and publisher THQ Nordic is out now and I’m going to take a look at it.

“Way of the Hunter provides a highly immersive, completely integrated experience amongst stunning wildlife with true to live animal group behavior. Witness the changing of complex ecosystems that react and adapt to your input. Learn what it means to be a true hunter and put your skills to the test. Face the challenges of ethical hunting, supported by a compelling story, or simply enjoy hunting the rich environments freely.”

Look, I need to be honest before I start this one. I’m really not the audience for this type of game. I don’t play hunting games and the last time I played anything even remotely similar to this, I think it was Duck Hunt on the NES about 37 years ago. Still, I do like to review something that is outside of my comfort zone, try a genre that I’m not familiar with and broaden my horizons a tad.


Way of the Hunter gets off to a promising start and it surprised me by including an actual story, with you taking over your grandfather’s ranch. Surrounded by a big open-world environment (and wildlife), the ranch can be explored and interacted with. Check out taxidermy displays (which you can add to), there’s a weapons locker and a PC that is used as a shop, to read any emails and more. The game takes you through a basic tutorial covering how to equip guns, attach and use scopes, buy new gear and of course, how to hunt. First, taking you to a firing range so you can get used to squeezing off a few rounds. Then, you are sent out to kill your first live target, a badger.

The game sent me to a hunting stand and told me to shoot a badger, but there weren’t any around. I whipped out my binoculars and scouted the area of where I was sent and nothing. Of course, this is a hunting sim, so I can’t expect the place to be teeming with wildlife targets like I’m playing an action-based FPS title. I have to be patient and wait for my, soon to be dead, badger to appear. So I waited, periodically checking out the area with my binoculars… for about 40 minutes and still nothing. This is still the tutorial remember, you’d think the game would want to get you past the opening ASAP so you could get into the game proper. But no, this wants to drag things out. I get this is a sim, but seriously, 40 minutes of waiting and scouting for a badger?


Anyway, I gave it another 15 minutes and yes, finally, a badger. Only it didn’t scutter across the environment as a badger would do. It kind of stuttered and jerked around like someone playing multiplayer CoD with really, really bad latency issues. How was I supposed to slowly take aim and squeeze the trigger to claim my hunting prize when the little fucker is teleporting around? It did eventually stop and I did get to shoot it and yes, I scored my first dead animal to take my hunting cherry.

Now, to be honest, the terrible frame rates and stuttering are something that I should’ve anticipated. I mean, even during the opening cut scene of your character driving to the ranch, the frame rate dropped several times. If the opening cut scene was too much for this game to handle, there’s no way it could keep up with a small badger moving around. I’m reviewing this on a Series X too, not a console that is two generations old. Plus, I had it set to performance mode in the options.


Oh, before I forget, the jeep. Yes, you have a jeep to drive around in… and it’s a fucking joke. Some of the absolute worst driving controls I have ever experienced. The handling is ludicrous and the jeep turns as if it is glued to the floor, especially at low speeds. Not that you have much choice because it is stupidly slow no matter how much you hold down the accelerator button. Seriously, you can go flat out, fully on the accelerator and the jeep never seems to go over 10 mph.

Before I move on, I do have to bring up the fast travel option. The map is big, really big and fast-travel is a must. You find new fast-travel locations by exploring the map and you can fast-travel at any point when playing. This is my kind of fast-travel mechanic. Not one of those, you can only fast-travel from specific spots things. In the middle of nowhere and want to get back to the ranch? Just fast-travel with no restrictions. Great, I can instantly travel to anywhere on the map at any time, as long as I have found the fast-travel spot. Only, when you do fast-travel, you leave your jeep behind. What (in-game) sense does that make? My character was standing quite literally 2 inches away from his jeep, but chose to walk 5 miles via fast-travel instead of driving? And if there’s no fast-travel location near your jeep or you’ve not found one yet, you’re fucked because you now have to walk all the way back to get the jeep… rendering fast-travel pointless. I wrote ‘fast-travel’ a lot there.


You have this thing called hunter sense which you can switch on at the tap of a button. This highlights any nearby animal tracks, feeding locations, pooping locations and such. Very handy for when out hunting wild animals. However, the second you even move a millimetre, the hunting sense auto de-selects, so you can’t make out the tracks and so on. When on a hunt, you have to keep stopping every few seconds just to check your surroundings and ensure that you are still following the footprints (which are near impossible to see without the hunter sense). It’s just so laborious and time-consuming.

I mean, I spent 4 hours hunting deer and couldn’t even see one, never mind shoot one. I spent ages tracking, using my hunter sense, having to stop every few seconds. I found a nice hunting stand near where the deer (according to the map) are. I even found a few tracks and an eating spot for the deer, around 100m away. Yup, there are definitely deer nearby. 4 hours and nothing. I crawled around the area where the deer icon was, nothing. I waited in the hunting stand for ages, pulling out my binoculars and checking the area regularly, nothing. 4 hours! I know this is meant to be a sim and all (complete with the ability to highlight deer shit via your hunter sense, just like real life?) but it is still supposed to be a game, right?

Check out the following screenshot that I took. It is me looking through my binoculars, supposedly, at a deer.


Right there in the top right corner (highlighted for you), it tells you what you are looking at and shows an analysis of the animal. It says that it is a deer, age, female and it is calm. But there isn’t anything there. I know what you are thinking, the deer is hidden in the trees in the background. Nope. Look at the aiming reticle, I’m not looking at the trees, I’m looking at that open area right in front of me. There’s no fucking deer there. The game is telling me there is a deer there, but nope. Is this a glitch, is the game broken or are the animals meant to be invisible? Perhaps they have the Predator cloaking technology? Are there any animals even programmed into this game other than that one stuttering badger with a poor internet connection that I killed in the tutorial? 4 hours of me trying to try and find a deer that wasn’t invisible. I have other games that need reviewing, I had to give up.

Quick note: aside from that one screenshot of the invisible deer that I took myself and one at the end showing my one and only badger bullet-cam kill, I have had to source images from elsewhere for this review just to show some of the animals… because they refused to spawn in my game.


Coming with a £35 price tag on PC, PS5 and Xbox Series S|X, that really is quite a chunk of money for such a mess. As I said at the very start of this, I’m not the target audience. I don’t play hunting games, so I can’t tell you if this is better or worse than any others on the market. However, I don’t have to play hunting games to know that this one is massively broken. Way of the Hunter is a mess on a technical and mechanical level. Plenty of frame rate drops, stuttering/low latency animals when they do eventually show, or they turn up invisible. Absolutely horrendous vehicle controls, a fast travel system that leaves you stranded with no jeep because the in-universe logic has the character walking long distances instead of driving.

This really is a shame too as I wanted to enjoy this. I really did like the opening of the game, the story and the exploring of the ranch and its surroundings. It even sounds amazing on paper here are some of the game’s features taken from the marketing blurb:

  • Hunt like a pro with features that highlight animal signs, blood splatter analysis, and shot review with the rewindable bullet camera.
  • Hunt your way through two unique and rich locations by car or by foot. Both the Pacific Northwest and Transylvania cover a terrain of 144 square km/55 square miles each.
  • Complex Trophy system generates unique antlers and horns based on multiple factors like fitness and age.
  • 4-hour day/night cycle with changing wind and weather.
  • Realistic ballistics and bullet physics simulation.
  • An in-game economy that lets you hunt game and sell the meat to purchase new gear, hunting passes, and taxidermy for your trophy stands.


Honestly, just exploring the in-game menu and there is loads of content here. An encyclopaedia crammed with information on everything such as the different guns, bullets, equipable gear, the various animals and their habits. A thorough perk/upgrade system, a taxidermy guide. You can even view a bullet-cam of your kills, or in my case, one jittery badger kill. This thing is amazing and shows the trajectory of the bullet, its impact, the damage it did and more. The bullet-cam itself is fully interactive too, it can be rewound, forwarded, zoom in and out, rotate the camera, etc. Honestly, Way of the Hunter seems to be deeply detailed and really intriguing. But when it comes to the actual hunting in this hunting game, it just does not work.


If you want a game where you can drive around in a fucking terrible-to-control jeep and take in the scenery with frame rate drops aplenty (even in performance mode), then this is the game for you. If you want a hunting game where you hunt animals, I’d suggest you avoid this right now, it is just so poorly optimised and broken on a bare basic level. Maybe it’ll be fixed in the future? But as of right now, give this one a miss,  like trying to shoot an invisible deer. And I didn’t even mention the terrible pop-up, textures not loading in and awful graphical glitches, especially when climbing up and down a ladder.