Review

Warhammer 40K Darktide Review - Left To Shred

  • First Released Nov 30, 2022
    released
  • PC
Mark Delaney on Google+

Darktide captures the most essential parts of its genre, though it sometimes stumbles when trying to build metagame content on top of that foundation.

When I spoke to several teams making games in the Left 4 Dead lineage, they each had some unique thoughts on why the game, and its resulting genre, works. But they also each echoed one similar thought: Pacing reigns supreme. Horde shooters, like Warhammer 40K Darktide, can live or die on the flow of its co-op missions. Aided by an AI director, missions must be tuned to reliably challenge, but not necessarily overwhelm the player. Impressively, Darktide gets this aspect of its grimdark missions exactly right, though the ways in which the game adds new layers don't work quite as well.

Darktide is not just a Left 4 Dead-like, it's also the spiritual successor to Fatshark's previous series in the genre, Vermintide. Moving the experience out of the base Warhammer world and into the far-flung and grimdark future of Warhammer 40K comes with a major makeover both cosmetically and mechanically. The biggest new addition comes in the form of an arsenal of firearms that have no place in the hard fantasy of traditional Warhammer. But in the 40K era, things like hand cannons, assault rifles, and electricity-infused projectiles not only fit right in, but also dramatically alter the flow of combat by adding more range-based considerations.

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This massive shift is well-implemented, as enemies will match you blow for blow. Fighting from a distance will see them trading shots and taking cover, and if you--or they--are able to close the gap, they'll quickly swap to melee combat. When this happens, Darktide leans into the still-great crowd-control elements first seen in Vermintide, where both nuanced swordfighting and mindless hacking and slashing are usually viable techniques--though on higher difficulties, the former naturally becomes more crucial.

Gunplay is a bit uneven, but I suspect it's sometimes intentional. The recoil on some low-level guns, like one I was given in the tutorial, is wildly powerful, but it feels like a deliberate penalty for having such a lackluster weapon, albeit also a weird first impression. Other guns, like a revolver I equipped as my witch-like Psyker character, was easier to manage but much less powerful, but she also boasts a ranged spell attack that is meant to disable or even decapitate singular enemies at a time, giving her more than one way to cull the herd from range.

The arrival of hordes is expertly paced, which is paramount in this genre.
The arrival of hordes is expertly paced, which is paramount in this genre.

Each class comes with trade-offs like this, demanding that you buff your allies with your own strengths to cover up their weaknesses, the way the great games of this sort should emphasize. Smartly, your armor doesn't replenish unless you're near your allies, which adds a great new wrinkle to the way this sort of game punishes lone wolves.

For the freshest experience for those coming over from Vermintide, the Veteran class is the best, as they're most adept with guns and thus feel the most different from the archers and axe-throwers of Fatshark's predecessor series. No class is without melee abilities, thankfully, as the blend of ranged and melee combat is key to what makes the game's combat loop work so well.

Darktide doesn't shy from tropes of the genre that have worked before, such as mini-boss enemies that often fit familiar archetypes. This includes a beast that pounces on and immobilizes you, or another big brute that charges after you and slams you into the ground. There's even a Tank analogue, which is the toughest of the mini-bosses. Because of the gunslinging, some more novel mini-bosses show up, too, like one that fires explosive rounds at you and your crew of "Rejects."

In each case, be it novel or cliche, they work because their arrivals in the fray are well-timed and adhere to the game's exemplary pacing also demonstrated in the steady stream of common enemies, which pour in by the dozens at a time. I don't think it's a bad thing that players who are well-versed in the genre will recognize some of these enemy archetypes. Mechanically, their ability to pin players or dismantle team cohesion is critical, so it feels like there are only so many directions in which to take mini-bosses when designing a game like this.

Where Darktide adds its own depth is in its metagame of leveling up your created character (or characters). Not only do you give them a lengthy backstory which helps contextualize their history for you, but it also colors how the squadmates talk to each other, eliciting banter among the strange bedfellows as they slash and shoot through each horde. That's a fun detail that may not even be picked up by some players, but no one could overlook the loot system, which adds layers not typically seen in games like this.

Completing missions and challenges will earn you currency and materials, and with them, you can buy new weapons, even dramatically altering your character build by switching to new weapon classes--you can only equip two weapons, after all--which works well in tandem with the skills and perks you'll unlock as you improve each character to level 30. I created a very satisfying build that allowed me to ignore ammo reserves entirely, as neither my axe nor my staff, which fired projectiles that relied on my Psyker powers, depended on ammo.

Character builds run satisfyingly deep, and can be further enhanced with strong team composition.
Character builds run satisfyingly deep, and can be further enhanced with strong team composition.

This allowed me to lead from the back, as I'd clear hordes and target mini-bosses before they ever got close. Other times, and with another character, I'd go more in the guns blazing direction, with high-capacity firearms and swift swordfighting that invited a style in which I was more front-and-center with the hordes, cutting through them quickly and gunning them down in deliberate bottlenecks. When paired with creative teammates, the game's tactical elements really shine. This works well even if your group features some class overlap, but works best when one of each character class is represented, as you'll have the full range of strengths available to you, masking weaknesses nearly to the point of non-existence.

But no matter the roster, the game really relies on such cohesive squads, as just jumping into a game with randomized teammates makes anything above normal difficulty a struggle. Damage taken skyrockets, so it becomes a situation where you almost have to operate like a well-oiled machine or else you won't get far. Thus, as is often the case in games like this, it can be satisfying with friends and frustrating with strangers. This issue is exacerbated by the lesser rewards you unlock on lower difficulties. Without a reliable team, you may find it best to play on normal or easy, but the currency and other rewards you'll get for completing missions on those difficulties are not generous enough, and drag the unlock and upgrade system way down. At least when I've had enough money or supplies to improve my character's inventory, the changes have been evident, doling out that reliable sense of progress and improvement that video games are built on.

The free, earned in-game cosmetic pricing is more noticeably out of order. For roughly the cost of two or three weapons that are better than those with which you'll start the game, you can buy, for example, an alternate colorway for your pants. This creates a two-part issue where the prices are too steep and the rewards are not so desirable. There are other cosmetics, too, but so far they're mostly lackluster. The best stuff on offer is in the real-money shop, and in there, prices are roughly what you might be used to--full head-to-toe outfits will cost you $8-12. However, those prices are usually seen in free-to-play games, whereas Darktide is a fully-priced game that currently has too few interesting cosmetics available for free. The game has intentions of a live-service game, and in its defense, many live-service games open with too few enticing cosmetics, but the pricing for what's there compounds the issue.

Speaking of cosmetics, the game's look as a whole is unappealing, though I admit your mileage may vary as this feeling stems from my personal disinterest in its source material. Warhammer 40K is an ugly world, speaking both morally and aesthetically. Fatshark manages to give levels a general sense of scale and atmosphere that I expect is faithful to the IP, but the combination of ubiquitous rusted steel on vaguely church-like venues, albeit a neat, metal music video-style juxtaposition enhanced by great original music, fails to separate any one mission from another. Thus, they all quickly blend together. Missions are selected on an overworld map within a shared social hub a la Destiny, or you can jump into quickplay according to your difficulty settings, and several times when I was thrown into a mission, it took me a surprising amount of time to realize that I'd already played a particular level before. Outside of major set pieces, none of them do well to stand out.

Cosmetic options are lacking at launch, and the best stuff won't come freely.
Cosmetic options are lacking at launch, and the best stuff won't come freely.

This also affects the story, as you'll likely play it out of order given how matchmaking seems indifferent to your story progress--though you can override this by choosing specific missions with possibly longer queue times. As a result, the story feels like little more than background lore, even as the game likes to throw you into cutscenes at times. For players bringing Warhammer fandom into the experience, I bet they'll get more out of it, but for others, it's going to feel out-of-context and skippable.

Darktide feels like both the natural progression of Vermintide's best parts as well as an exemplar of some growing pains in the live-service world. Things like combat, pacing, and team builds are expertly considered and crafted, but metagame elements such as chasing loot and cosmetics have some issues that are admittedly common when a team tries to create a new game with a long tail. It's both a promising Left 4 Dead-like and a flawed live service, but its issues are fixable, and the growth of Vermintide suggests that Darktide will also enjoy a long shelf life as one of the better games of its kind.

Mark Delaney on Google+
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The Good

  • Excellent depth found in its character build options
  • Expertly paced co-op action
  • Combat smartly builds on what the team has done before

The Bad

  • Both cosmetics and loot don't do much to justify the game's metagame grind
  • Missions often struggle to stand apart visually

About the Author

Mark hacked, slashed, and shot through Tertium for 22 hours on three different difficulties. A review code was provided by the publisher.
32 Comments  RefreshSorted By 
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Sixmoons

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I think this is a pretty good review and I agree with all the points made. The game itself is excellent, core mechanics and gunplay are really good and satisfying. The level design and environments are amazing, really nailed the grim 40K atmosphere. The co-op action and teamplay is also solid.

That said, the launch has been a bit rough. There is the usual cohort of bitter, entitled gamers laying on the hate because the game isn't exactly what they were expecting. Pretty much the core problem is there are a lot of people who were expecting an exact replica of Vermitide II but with a 40K skin - including 5+ years of post launch content. I agree there are too few maps in rotation (presumably more are coming), and crashes (if you're still getting them) are a fair complaint. Everything else is nitpicking (eg: a couple of the crafting features aren't yet implemented) or outright delusion (there's a real money cosmetics store - shock horror!). It's also amusing to see most of the negative reviews were reviewed at a few hours yet they continued to play for 100+ more hours.

Overall it's an awesome game and I'm looking forward to some more maps.

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Pyrosa

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So, March? March sounds perfect.

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USDevilDog

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Edited By USDevilDog

I am reading on Steam that Darktide does not have AI bot teammates like in Vermintide 2 to fill out your missing party; instead, other players auto join into your party. If that's the case, it's a pass for me since my friends and I do not sync up as often to game anymore. We probably sync up 3-4 times a year to game. Most of the time it's just my wife and me gaming together. And, for a game like this, we like to go on our own pace and make mistakes like triggering multiple specials, e.g. 2 rat ogres with a gas rat lol

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Ultramarinus

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@USDevilDog: That's untrue. Game uses bots until they're eventually replaced by players.

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USDevilDog

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@Ultramarinus: I see. Thank you for the correction. Can you create a private game where it's always bots where nobody can join?

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Ultramarinus

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@USDevilDog: I think you can create a private game with your own friend group but I haven't tried it out myself.

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Sixmoons

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@Ultramarinus: You can now create private matches with friends (with bots will fill the empty spots) as of latest update.

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USDevilDog

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@Sixmoons: Thank you for that update Sixmoons.

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USDevilDog

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@Ultramarinus: Oh right on. Thank you. Appreciate the response.

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deactivated-64efdf49333c4

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Shame it has to be online only, though.

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Litchie

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Edited By Litchie

I highly recommend this game.

@hongry said:

I know they want to get this review out but playing 3 of 5 difficulties isn't even enough to make anything close to a full review of the Vermintide. Some games you would only need to play on normal to get a sense of the game, but not this one.

Yeah, GameSpot rarely plays the whole game before reviewing it, if ever. On difficulty 1-2 the game is a cakewalk no matter your level. When you're around level 10, difficulty 3 becomes pretty easy and then stays easy. Feels like the game kinda starts on difficulty 4, but GameSpot wouldn't know.

@hongry said:

Then again, I might be asking for too much.

No, I don't think so. When you have a huge gaming website like GameSpot, playing the games until you have a full understanding of it should be the bare minimum for their reviewers. But it's not, and haven't been for many years. You really shouldn't go to this website for reviews, you should go to someone who cares more about games than putting out a review as fast as possible for clicks.

That said, I think I agree with the score of 7/10 so far.

I dislike rotating maps, and have no idea why they went that route. Less options does not = more fun.

The different conditions the maps can have seems to be just one active condition at a time, why I again don't understand. You again just get way less options that way. Again, less options does not = more fun. And what if you hate a specific condition, like "lights out" that makes the map pitch black. Like half the available missions are gonna have it, so you'll pretty much be forced to play it.

The store with a time limit of 1 hour until it refreshes is really annoying. They should either make it hold more items or make it refresh faster.

Crappy in-game currency cosmetics. There can be pants that are a slightly different shade of black and costs a kidney.

Missing features, including other classes for the characters. Also find it pretty lame that all characters can have most weapons. Was more fun when classes felt more unique in Vermintide.

All in all, solid game, improves upon things that made Vermintide 2 an incredibly fun game, but also removes a lot of what made VT2 really fun in favor of lamer things.

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deactivated-64a3ced8b46b8

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@Litchie: "Yeah, GameSpot rarely plays the whole game before reviewing it, if ever."

That sounds extremely made up.

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Litchie

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@thecupidstunts said:

@Litchie: "Yeah, GameSpot rarely plays the whole game before reviewing it, if ever."

That sounds extremely made up.

Ok.

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deactivated-64a3ced8b46b8

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@Litchie: I see reviews all the time where it says how long it took the reviewer to complete the game, (it mentions this in the section of who reviewed the game).

If you're saying that Gamespot doesn't complete games before reviewing them, ("if ever"), then you're saying they're lying. 🤷‍♀️

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Litchie

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Edited By Litchie
@thecupidstunts said:

@Litchie: I see reviews all the time where it says how long it took the reviewer to complete the game, (it mentions this in the section of who reviewed the game).

If you're saying that Gamespot doesn't complete games before reviewing them, ("if ever"), then you're saying they're lying. 🤷‍♀️

Well, since that's not what I was saying, we're good.

The reviewer writing how long it took for him to "beat" the game says nothing about what things he did and didn't do in the game. It takes like 10 hours to "beat" Mario Odyssey, but you've only seen like half the game when the credits roll.

I've seen many reviews from GameSpot where they don't even touch the late or endgame of games. Like this one.

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deactivated-64a3ced8b46b8

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@Litchie: That's exactly what you're saying. I just told you, they specifically tell you how long the reviewer played the game, (if they didn't complete it), or how long it took them to complete it. Sometimes they'll even mention what difficulty(ies) the reviewer played on.

So knowing this, when you say "GameSpot rarely plays the whole game before reviewing it, if ever", you're absolutely saying they're not telling the truth when they include info on how long it took them to complete games. Or, you simply made an incorrect statement, (which isn't a huge deal). But it's one of those two things.

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Litchie

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Edited By Litchie
@thecupidstunts said:

@Litchie: That's exactly what you're saying. I just told you, they specifically tell you how long the reviewer played the game, (if they didn't complete it), or how long it took them to complete it. Sometimes they'll even mention what difficulty(ies) the reviewer played on.

So knowing this, when you say "GameSpot rarely plays the whole game before reviewing it, if ever", you're absolutely saying they're not telling the truth when they include info on how long it took them to complete games. Or, you simply made an incorrect statement, (which isn't a huge deal). But it's one of those two things.

Um, no. I'm saying they rarely play all the content of what a game offers. Again, to "complete" a game doesn't tell you anything about what they did in the game.

But to be fair, playing a game fully takes a longer time to do than the time they get to put out a review for a game's launch. Which is why you're much better off checking out reviews somewhere else than GameSpot, where the reviewer isn't pressured into doing that, and as such you get a much better picture of the whole game.

Why are you saying that I'm saying they're lying? This guy clearly stated that he didn't touch the difficulties above the 3rd one. So he's not lying. Would he say that he's seen and experienced everything the game offers, then yeah, he'd be lying.

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deactivated-64a3ced8b46b8

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@Litchie: "Um, no. I'm saying they rarely play all the content of what a game offers."

Listen, I understand what words mean, (and your statement left no room for misinterpretation).

"GameSpot rarely plays the whole game before reviewing it, if ever" =/= "They rarely play all the content a game offers". And even "They rarely play all the content a game offers" is completely inaccurate. I just pulled up 3 reviews on recent releases, and all of them specifically mention how long it took the reviewer to complete the game. They were all single player games, (which is definitely different than games like Darktide, or say Back 4 Blood), but you can't expect them to play every game on every difficulty and then say that they rarely play all the content a game offers. You used the example of Mario Galaxy saying you can play it for 10 hours and see the credits roll, but that's only like half the game. That's a bad example, because there really isn't anything after the credits roll that fundamentally changes what you're doing in the game. That one playthrough is absolutely enough to confidently review the title.

I think one thing we can definitely agree on is that with titles that are primarily MP focused, (that don't typically "end" per se), then yes, I'm sure there are plenty of times when they don't see everything the game has to offer. And you're also right, they do actually want to try to get a review out in a timely manner, (meaning they probably rush through as much content as they can in these types of titles). But at the same time, you don't have to play a game like this on ten different difficulties, for hundreds of hours, to at least be able to review it and make qualified statements regarding things like mechanics, graphics, performance, weapons, playable characters, skills, balance, etc. Sure, the game might get better, (or worse), on different difficulties, so that wouldn't be something you would expect the reviewer to speak to if they only played on one difficulty, (or only a few).

And please, stop editing your comments after someone has already responded to you, (or at least put "Edit" on something). Or just quote your original post and add more comments so it's clear that it wasn't what you originally said. Thanks.

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deactivated-64efdf49333c4

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@thecupidstunts: If you suspect someone is going to edit stuff out to cover their butts, use the QUOTE option.

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deactivated-64a3ced8b46b8

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@Barighm: Well, in this particular case they didn't actually edit anything out, they expanded on a previous comment. If I don't know that they're doing that, then I don't always catch additional points people might be trying to make.

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Litchie

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@thecupidstunts: You don't understand what I mean and I don't care to explain anymore. Have a good day though.

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@Litchie: No worries, I wasn't trying to hate on you or anything. I appreciate that we were able to have this discussion without a bunch of unnecessary ugliness or hostility, (nowadays, many seem to think that a disagreement needs to turn into a brawl).

I hope you have a good day too.

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Litchie

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@thecupidstunts: No problems man, I should've been better at expressing myself.

@Barighm: Yeah, sorry about that.

About the edits, I don't really remember what I edited, but I think I mostly added stuff to try to make my point more clear and fixed some typos. Thought I'd be fast enough to not make that problematic. I usually put an "edit" when I do that..

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deactivated-64a3ced8b46b8

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@Litchie: 🙂👍

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@Litchie: Dude, if you didn't mean to imply that the GS staff never even do the bare minimum to beat a game, let alone attempt full completion, then you shouldn't have used the words "rarely" and "if ever". Yes, we get you mean total completion and not simply playing enough to see the end credits, but there's reading comprehension and then there is writing composition. You failed at the latter.

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This reminds me. I got to play Vermintide.

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Edited By Daidochus

Man, I love this game, really addicting. Every session completely feels different.

Also forgot to mention. If you don't play the higher difficulties then you are missing out. Oh boy, the thrill of higher difficulties is sooo good. Enemy placement is really good at higher difficulties. Too bad you didn't try it Mark.

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If it's anything like Vermintide II it will be well supported for years, come back in two years and will probably be the definitive Left4Dead Clone not called Vermintide II.

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Edited By hongry

I know they want to get this review out but playing 3 of 5 difficulties isn't even enough to make anything close to a full review of the Vermintide. Some games you would only need to play on normal to get a sense of the game, but not this one.

Then again, I might be asking for too much. I hope it does come out to playstation at some point even though it'll probably be a buggy port compared to the other versions

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Sixmoons

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@hongry: I think Difficulty level 3 ("Malice") is pretty fair and IMO is a good example of what the game has to offer. Malice is the level the overwheming majority of players play from levels 10 onwards. Malice is reasonably challenging, though perfectly doable with pugs. Yes Heresy & damnation is a different style of gameplay - but those levels are for the more hardcore players and take a fair bit of time and dedication to play properly....probably more than what GS reviewers have.

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Feeling less bothered that it's not on PS5 now. But at least it's still a good game!

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