It’s all gone pair-shaped.
And only when you get beyond that do things get really interesting.
What have you got that’s fresh, and can encourage new forms of tactical thinking?
Can you provide enough of a hook that players will want to stick around to master the mechanics?
Is your game simplydifferentenough to stand out?
And Spectre Divide is bringing an idea to the party that’s nothing if not unique.
It’s an intriguing idea on paper, and immediately opens up a realm of new tactical possibilities.
Yet in practice, the implementation of this two-body concept feels rather surface level.
It’s a game that feels almost fun, but not quite.
When it comes to first impressions, Spectre Divide doesn’t get off to the strongest of starts.
The future is truly looking bleak.
Call me old-fashioned, but 43 quid for a gun skin pack just seems a bit much.
(Famously, players will quickly become attached to soulless corporate brands.
I love Pinnacle International!
Who needs characters or personalities?)
(Or spending money to unlock them instantly, of course.)
Somewhat incredibly, it’s alsoveryhard to tell the difference between enemies and teammates.
This often requires some truly high-stakes babysitting.
Spectre Divide accessibility options
Colourblind filters and outline options, camera options to alleviate motion sickness.
Contrast and brightness sliders, subtitles and subtitle size options.
Separate sliders for music, dialogue and in-game effects.
Key remapping, mouse sensitivity options.
Where are all the neon signs and colourful characters?
Maybe a more accurate name for this game would have been Twin Peeks.
In its present form, it feels like it’s just been tacked on to a standard tactical shooter.
A copy of Spectre Divide was independently sourced by Eurogamer.