Review: Strange Horticulture

Something Strange is Afoot in Undermere

There’s been a murder. Something as malicious as it is ancient has awoken in the town of Undermere. With it, a shroud of dread and fear has slowly cast itself over the people of the town and it’s neighbouring villages, and castles. However, not everyone is shaking in their boots. To some, this presents an opportunity. 

Eventually the investigators and sisterhood of witches need help. Skilled, knowledgeable, and resourceful, you are just the person for the job. Your area of expertise? Plants.

A Plant For Any Occasion

Strange Horticulture is a puzzle/mystery game from Bad Viking Games. In it you are the horticulturalist, previous heir, and current owner of the titular shop in Undermere. The townspeople have always come to Strange Horticulture for all their needs and ailments, from the mundane to the occult. Upset tummy? Come to SH for some Gandyroot. Need help with your satanic ritual? Solomon’s Sceptre should do the trick. Almost any and every problem can be solved here. 

Thus, a big chunk of your day to day life is serving the needs of your customers. Even when you begin working alongside those investigating the deaths. Your help comes in the form of plants. Help a detective see better in the dark, or shield someone’s mind from psychic dangers. Your ever-growing collection becomes the town’s and its people’s most valuable asset.

A Day In The Life of a Horticulturist

Strange Horticulture hits the ground running. It drops you in after a short summary of the location, and the nature of the store you now find yourself the proprietor of. Save for that you’ve got little explanation of what you ought to be doing. You look around to see a neat desk in front of you. On it lies a couple of notes and letters cluing you in to some locations of interest you’ll want to check out. Pulling a handle to your right reveals a drawer holding a number of items you’ll find invaluable. From labels for your plants, to a map of Undermere and its surrounding areas. 

A customer window nearby houses a cat named Hellebore (who you can pet as much as you like) and a bell. Your first customer tells you that she hears faint whispers at night, and needs to make out what she’s hearing. Consult your strange book of plants and find the one that will improve hearing (St. John’s Poppy in this case). Match its description/illustration to the actual plant, and send your customer on their merry way. 

Already the darker nature of Undermere, the presence of the occult, and plants that grant some outlandish abilities become apparent. It’s a great way to set the tone of the game and give you your first taste of the gameplay loop. It’s a simple formula that’s done exceptionally well. Honestly, until you’ve identified and cataloged your final plant it remains a satisfying and engaging experience. I’ve personally never been so pleasantly surprised at enjoying something so seemingly mundane. However, by the end of your tenure as horticulturist, mundane is the last thing you’d describe the job as. 

Speaking of which, I was surprised at how much I loved organizing the plants. I’d group them by visual characteristics, as if every group called the same biome their home. The practice was strangely satisfying, and helped me settle into my role as head honcho of SH. My one gripe though, was the lack of space. Sure, you could fit every plant on your shelves. However, things got cluttered a little too fast, blurring the lines between groups. This could make finding the plant I was looking for take just a little longer each time. 

Gotta Find ’em All

Even though the loop of helping customers by identifying the appropriate plant can be satisfying in its own right. Strange Horticulture does make efforts to break up this loop, while still feeding into it. Which leads us to collecting plants. The primary way this is done is by exploring the lands that surround Undermere. 

Each day David, the best mailman in town, comes around to deliver letters that serve the plot and lead you to the location of plants and other points of interest. Similarly, every night’s dreams (presumably) presents a slice of an allegory relating to the main plot, as well as a card that gives you a clue to find another plant. Neither Card, nor letter makes it overtly clear where the plants are. You often need to work it out through clues, following directions using the map, or make use of a decoder to help you uncover rare and unique flora. 

Puzzles ‘n Lore

The puzzles struck the perfect balance of being vague enough for you to give it some thought, while being easy enough you wouldn’t need to spend hours meditating on the answer. Some may take a little longer than others, but figuring out the clues was a great time. You consult notes, your book of plants, and the map, sometimes using a magnifying glass. You could really imagine yourself hunched over a desk uncovering mysteries by candlelight, while occasionally petting your cat.

Every letter, tool, and customer adds to the lore of the world. It helps you uncover the mysteries of Undermere and the evil that threatens it, and there’s a great amount to discover. The fact that it all comes in bits and pieces with each interaction, dream, or delivery from David makes it so that lore is never overwhelming, or a slog to get through. It’s easily digestible and adds some variety and intrigue to the formula of: receive a customer, help a customer. Important customers also have bios for some extra lore and background of both themselves and the town. It’s also a friendly reminder of who’s who as the story develops and more people come for your help.

The Sights & Sounds of Undermere

One one hand, Strange Horticulture is nothing special, visually speaking. People, illustrations and items are forgettable in that regard. On the other hand, However, a good amount of effort and care has gone into the design of all 77 plants. There’s a great amount of visual variety and an apparent distinctness between them all. Thankfully this is where it shines, considering the importance of the greenery. 

Something that may work on people’s nerves is the repetition of music. You’ll be hearing the same song for the entire duration. You’ll have a couple of sound effects to mix things up. But the same somber piano arrangement will be firing on all cylinders relentlessly. However, you’ll be happy to hear that it’s a pretty good piece of music. It fits the tone of the game perfectly and while it was a constant, I never really got tired of it. The sparse notes save it from being overbearing and, that’s really it’s saving grace.

By the end of it all. I was pleasantly surprised by Strange Horticulture. It sports an extremely satisfying loop of collecting, cataloging, and solving puzzles. I really think anyone would love this title. 

Review: Serious Sam 4

Is it true that you can have too much of a good thing? Normally, I’d say no, but when the good thing becomes stale, repetitive, and mundane, then it’s time for a change. Serious Sam 4 is guilty of this offence as it returns with its whacky ways and OTT story. 

Developed by Croteam and published by Devolver Digital, this is a first-person shooter adventure game. This adrenaline-fueled, alien smashing title is laced with clichés and fast-paced action. It attempts to follow on from the mayhem of the rest of the series, but sadly, it falls short. Consequently, only hardcore fans will appreciate what unfolds. Unfortunately, however, the rest of us will grimace as we play. Think of drunk relatives at a wedding. At first, their antics are amusing, maybe even endearing. However, this is quickly replaced by embarrassment and a desire for it to stop ASAP. Disappointingly, this is Serious Sam 4 in a nutshell! It’s the gaming equivalent of your aunty twice removed shaking her thing to the Macarena, while blissfully unaware of the show she is putting on.

Serious Sam 4 has an identity crisis!

The action revolves around Sam, the commander of a crack unit of mercenaries for the AAA (Alien Artifact Acquisition) team. This gruff, old-school hero loves nothing more than to shoot first and ask questions later. His mission is to find the Holy Grail, which is allegedly an alien artefact. With this item, he can restore order, expel the alien invasion, and bring normality to Earth. He joins forces with an array of colourful characters and subsequently, a crazy time is had by one and all. Amusingly, or at least, to begin with, every person is a badass no matter their background. They all know how to wield weapons, and they all love to kill aliens. Sadly, though, this repetitive two-dimensional blend of personalities quickly becomes tedious.

Furthermore, Serious Sam 4 has an identity crisis. It has no idea of the sort of game it wishes to be. On one hand, it pushes the idea of adventure and exploration, but this is held back by its Borderlands shoot and loot mechanics. And then, its action focuses on a Gears of War-influenced arena shooter approach. In theory, a blend of these wonderful franchises should be a winner. Annoyingly, though, this is so far from being a winner as it hasn’t even left the stalls, yet!

It’s time to mow them down.

Where’s the story?

With so many strong personalities and a much-loved franchise behind it, I expected the story to be excellent. However, the plot plays second fiddle to the madness that unfolds. The aforementioned arena shooter mechanics dominate proceedings. Instead of the story driving you from one area to the next, you simply roll from one battle to another. The unrelenting waves of aliens could have been phenomenal. Instead, it was messy and quickly became tiresome.

Where it falls short is its lack of imagination. The stage designs are disinteresting, the enemies lacklustre, and the weaponry is dull. Furthermore, a limited character progression tree gives you little control over proceedings. I expected there to be a fanfare of wild guns and crazy moments. Instead, it feels dated, well-trodden, and lacking creativity.

There is an array of guns to choose from, but they are very much run-of-the-mill! Moreover, it didn’t matter which you selected as they were all equally devastating. Whether you picked a pistol, shotgun, laser rifle, cannon, or more, they all did the same job. Strangely, though, the combat was insipid even though they mowed through your foes with ease. Consequently, the weaponry lacked panache, felt flat, and this undermines much of the core concept. When a game focuses on a central hero and his band of warriors, it needs to be full of energy. Sadly, however, Serious Sam 4 plateaus quickly and never recovers.

Burning time.

Serious Sam 4 is full of graphical issues. 

Graphics don’t make a game, yet they need to be polished and not riddled with bugs. Serious Sam 4 is seriously lacking in finesse and looks dated. The character models belong to the early 2000s and the environment is very basic. Furthermore, there are texture issues, rendering problems, and there were moments where the protagonists lacked faces. As an Xbox Series X title, I expected it to be refined and polished. However, it is rough as hell.

Sadly, the problems continue in the irritating audio. The acting is wooden, droll, and annoying. Unfortunately, the developers loved the use of one-liners, and this becomes tiresome. Luckily, there were the occasional witty statements, but these were often lost in a sea of regurgitated tripe. Fortunately, not all is lost as the music is loud, energetic, and matches the theme. This was a small positive in a long list of negatives and it helped to mask many of the shortcomings. Regrettably, the lacklustre weaponry is compounded by the flat and heartless sound effects. I expected the guns to boom and crack throughout, but the noises were flaccid at best.

Damn you are ugly.

Why is it so sensitive?

Though much of the gameplay was below standard, the UI is exceptionally good. Flitting between guns and selecting items was a simple task. Furthermore, the combat is helped by the slick movement controls. Unfortunately, though, it is also unbelievably sensitive, and this makes it fiddly to master. With some minor adjustments, it’s serviceable, but it’s not as user friendly as its peers.

If you fall for its charms, there is considerable replay value and longevity to be had. Each area has secret locations and items to find. Alongside this, each stage is scored and you can return to try and beat it. Moreover, there is also a limited perk tree and different tactical approaches to try out. However, if, like me, you struggle with it, you’ll want to uninstall it ASAP. Sadly, no amount of achievements, collectables, or additional game modes could entice me to keep playing.

Serious Sam 4 falls way short. 

Sequels don’t always hit the mark, but Serious Sam 4 falls way short. It is lacking in nearly every department and is the worst title in the franchise. Hardcore fans may disagree with me, but I can’t see many gamers enjoying this. Every element needs an overhaul, and there are simply too many shortcomings to rescue this poor title. I cannot recommend it, but you can see more information here! Can you save the Earth from an alien invasion? Team up with some sassy and wacky characters in this lacklustre sequel. 

Review: The Dead Tree of Ranchiuna

My video review with footage captured using my Series X, enjoy!

Friendship is a fickle thing! Therefore, the smallest incident can break the strongest of bonds, and this can have devastating consequences. As we grow, our lives drift apart, but true friends can survive anything, or at least we’d like to think. When betrayal undermines everything you believe in, your world can appear dark and hollow. Sadly, this melancholy idea is the theme behind The Dead Tree of Ranchiuna.

Developed by Tonguc Bodur and Eastasiasoft Limited and published by the latter, this is an emotive walking simulator title. Set in a bleak wilderness filled with fantasy imagery, animals, and beautiful scenery, this will capture your imagination. It has a dark and haunting story that is told through a mixture of eerie moments and lingering narration. Like Bodur’s other recently released games; Lucid Cycle and Drizzlepath Deja Vu, this one is relaxing and dreamy with a creepy twist.

Such beauty.

The Dead Tree of Ranchiuna is an emotional rollercoaster.

Tonguc Bodur is an expert in walking simulators. Furthermore, his games take you on some surreal adventures, unlike any other. However, The Dead Tree of Ranchiuna is more interactive than previous titles. It has a distinct detective theme and by piecing together the clues; you unravel the many mysteries you encounter. The further you progress, the darker the plot becomes, and you soon realise that you are on a non-stop emotional rollercoaster! You’ll witness love, friendship, betrayal, and more as the deep-seated plot unravels.

You take on a soul-searching journey as a university graduate who returns to a village where he grew up. Upon his arrival, this once thriving place is deserted! There is no one around and instead, you are accompanied by visions of the past. You witness the story of another man who returns to his beloved and his childhood friends. As you explore the surrounding environment, you discover the dark truth that taints this beautiful location.

It’s time to ride an elephant.

Simple puzzles and a linear plot.

Whenever I take on a walking simulator title, I don’t expect to be tested. However, this one asks you to undertake some minor puzzling elements. These simple tests require a small amount of skill and some logical thinking. I enjoyed how Bodur incorporated these elements into the gameplay. However, it was disappointing, as they didn’t go far enough. I would have liked the problems to dominate proceedings, as this would have enhanced the detective element of the gameplay.

Though the lack of puzzles was disappointing, The Dead Tree of Ranchiuna’s story unfolds at a perfect pace. Thanks to its linear plot and seamless world, you get to experience the twisted narrative in a timely manner. You’ll witness cruel conversations, moments of betrayal, and the horrendous conclusion as your journey goes full circle. Some players may be frustrated at the lack of an open-world experience. I, however, adored how each area funnelled you to each piece of cinematic.

The Dead Tree of Ranchiuna is stunning.

Thanks to the beautiful surroundings, it was easy to forget the sinister nature of the story. But the picturesque world was juxtaposed by the cruel and heinous crimes of the protagonists. The varied landscapes and combination of weather fronts create both a warm and daunting atmosphere to explore. Like Bodur’s other works, this one takes you on a surreal adventure full of overbearing and everyday imagery. The world you look at is stunning from afar but is rough in places. Though this doesn’t impact the end product, a bit more polish would have gone a long way.

The audio wonderfully supports and compliments the unnerving action. Furthermore, its varied soundtrack is full of heartwarming tunes and creepy noises. Alongside the powerful music, you’ll experience moments of silence or the crisp sound of your footsteps. It was easy to stop and admire the vast rolling hillsides or the powerful waterfalls. Disappointingly, though, the acting wasn’t as strong as every other element. With a combination of wooden and hammy lines, some serious moments quickly became laughable. Fortunately, this didn’t undermine the seriousness of each scene and it shouldn’t detract from the overall experience.

Beauty can be found at every corner.

Why walk when you can auto-run?

I love a game that simplifies its controls, and this one has done just that. Moreover, if you want to be lazy, you don’t even need to walk. Hell, why walk when you can auto-run? This idea was fantastic in theory, but in reality, it wasn’t that useful. You’d end up running into walls, rocks, and it was more cumbersome than helpful. However, other than this minor issue, it was a joy to play. I found the controls to be responsive and consequently, I rarely struggled to complete any task.

Unlike its peers, this one has a layer of replay value. Once the story is completed, you unlock an ability to expand previously visited areas. This skill enables you to explore the world in greater detail and it was fascinating to touch on otherwise unseen locations. I loved how this was implemented, as it added to the short two-hour gameplay.

The Dead Tree of Ranchiuna: Wonderfully twisted!

The Dead Tree of Ranchiuna won’t be for everyone. Its slow gameplay will frustrate some, while others will miss the point altogether. However, if you appreciate a surreal and unusual story that unfolds gradually, then you’ll love it. Its cryptic narrative and hidden meanings keep you guessing from the start, and I adored this approach. For me, this is Bodur’s greatest title and I hope he continues in this vein. I loved it and I recommend you to buy it here! Follow the path, observe the madness, and strip back the layers of this dark mystery.

Review: Webbed

No matter if you are a man or beast, love will drive you to do some weird and wacky things. You will go to the ends of the Earth to protect your loved ones, and you will stop at nothing if they are taken away from you. Webbed tells this very story in a cute, albeit pixelated way. It utilises some wonderful puzzles and platforming mechanics as you go on a crazy adventure and meet some interesting creatures.

Developed and published by Sbug Games, this is a single-player puzzle adventure title. Set in a fantasy version of Queensland, you must control a spider who is hellbent on saving her boyfriend from a cruel Bowerbird. You are taken on an eye-opening journey through treetops, ant nests, and more. You must help the inhabitants of each area and, in turn, they will allow you to get one step closer to your boyfriend.

Ahhhh, sweet pollen.

Webbed was a pleasant surprise.

Whenever I hear the phrase, physics-based mechanics, I shudder. Games like Humans Fall FlatJust Die Already, or Goat Simulator are amusing but frustrating as hell. On the other hand, Webbed was a pleasant surprise as the physics-based elements are limited to the web-slinging moments. The rest of the gameplay blends puzzling elements with platforming shenanigans. Consequently, it was a joyful experience to swing from surface to surface while solving the many problems you faced.

The story is a little absurd, but it doesn’t dominate proceedings. Luckily, the majority of the action focuses on the many side quests that propel you to the end goal. I loved how the story evolved depending on which creature you had to help, and there was an array of interesting bugs and insects to assist. Moreover, their characterful ways influenced the tasks you had to undertake, and this means you have an eclectic blend of missions to complete.

Why use a web when you can float?

Web-slinging and collectables to find.

The majority of the action demands that you traverse large gaps while avoiding lava, spikes, and holes in the floor. As a tiny spider, this should be a challenging task. However, your handy web-slinging ability makes it easy and fun. You can aimlessly swing from surface to surface or you can carefully construct a silky bridge.

Crawling above chasms while capturing fruit flies doesn’t sound enjoyable, but damn, I loved it! This was then enhanced as you start to rescue stricken creatures or move key objects from point A to B. In theory, the gameplay is extremely repetitive, and this should have become stale and boring. However, in reality, it never became tiresome! Whether you were weaving a gigantic and elaborate web, or simply soaring through the sky, it was enthralling. Furthermore, if you mix in the testing and interesting quests, you have a moreish and enjoyable title to tackle.

The world of Webbed is fascinating to explore.

As you are introduced to the pixelated characters and vivid world, you may think, here we go again! Many games are using a basic pixel style and each title can easily be forgotten. However, Webbed is different! Its character designs are fun and bright, but also familiar and safe. They won’t wow you, but they work well with the theme. Where this excels graphically is its brilliant blend of environments. The developers have captured Queensland’s diverse ecosystem and beauty, with their vast array of landscapes. As one area blends into another, you will experience each animal’s habitats and the dangers they face.

I loved many elements of Webbed, but the pièce de résistance has to be the audio. The hearty blend of upbeat songs and wonderful sound effects adds both energy and realism to this game. I adored the buzz of the flies, the squelch of bugs, and the twang of each web you cross. I never tired of the well-detailed sound effects, and the developers have created an authentic experience throughout.

Get dancing.

Tricky to master.

Though an easy-to-understand tutorial has been implemented, I still struggled with the web making mechanics. With a considerable amount of trial and error, I discovered what was needed. This difficulty I faced made it particularly tricky to master, and this was frustrating. Fortunately, once I overcame this hurdle, the rest of the game was easy to play. However, the aforementioned realism was slightly tainted because of the ability to shoot laser beams. It was really strange but a necessary mechanic that supported much of the action. Maybe I’m missing something, but I’m sure spiders aren’t armed with lasers, are they?

In typical platforming fashion, Webbed has plenty of replay value. Hidden around the large world are collectables in the form of pollen, flies, bugs, and other creatures. If you wish to finish the game and become the hero you are destined to be, you must find them all. Furthermore, the gentle learning curve will get you hooked on the action.

Webbed is a gem.

I didn’t have high expectations at the start, but Webbed is a gem of a game. Thanks to its wonderful combination of physics-based mechanics and interesting characters, you’ll never get bored. Furthermore, the eclectic blend of environments will instantly capture your attention. I loved every moment and I recommend you to buy it here! Will you save your boyfriend from the Bowerbird, or is he destined to be eaten? 

Review: Pokemon Legends Arceus

One of the more joyous experiences since owning a Nintendo Switch for the first time has been the opportunity to reconnect with the Pokemon Series, something I have not had since Pokemon Yellow far too many years ago. With Pokemon Sword I experienced my first Pokemon game since then and fell in love with the animation and scale of a not quite, but almost open world and I loved going back to old school Pokemon with Pokemon Shining Pearl at the end of 2021. As someone returning to the series after so long, these titles felt fresh but familiar and I loved playing them and learning all over again the magic of this series. For long term fans however, the Pokemon series has been relying too much on those elements and were yearning for something new to change the series up and despite the marketing campaign for this new title was subdued to say the very least, it was finally time for the first brand new and original game in the series, and my word has Pokemon Legends Arceus become my favourite game yet for Pokemon!

I made the choice to avoid all the marketing and trailers for this ahead of its release, which is quite ironic as Pokemon Legends Arceus has had one of the most subdued marketing campaigns for a big release I have seen for any title on any platform. All my Pre-Order was based on was my experiences with Pokemon Sword and Shining Pearl and an eagerness to experience what I hoped would be a new take on the tried and tested formula Game Freak has cemented with Pokemon games in recent decades.

To put it quite simply, this is for me at the very least, the best evolution of a game series in recent years which mirrors similar attempts to take a long running series, which for me the best example is the Assassin’s Creed series when it makes the jump to its own open world style jump from where it left in AC Syndicate to AC Origins. Arceus immediately takes what a Pokemon gamer player would naturally expects and gives them more than they would have hoped for. This ranges from the more familiar aspects of simply going into tall grass to trigger an encounter with a Pokemon and then battling it to try and capture it to the mundane aspects of making sure you have enough Pokeballs to complete the task of catching more Pokemon. Arceus fantastically takes all those elements and adds layers to the gaming experience, so may take time to adjust to whilst others will make you the player wonder how it has taking decades to get to this point of delivering what fans have called for but especially giving fans what they did not know they could have in a Pokemon game.

The setting of Arceus plays a massive part in how these new takes have been able to be introduced, set in the far past where humans and Pokemon lived a part with both very wary of the other, even fearful of the capabilities of Pokemon and what they can do to Pokemon mistrusting the humans. A time where there are no Pokemon Centers, no Pokemon Gyms or Leagues and more importantly a world where a Pokedex does not even exist. Which is where you, the player, come in as you are mysteriously tasked by a mysterious voice and presence to find all Pokemon to meet it, taking from a world you do not remember and placed in this new world via a rift in time and space. You land in clothing that appears to be modern and in turn futuristic to those who find you, knowing nothing about why you are there or where you were before and only that you have an affinity to approach Pokemon and capture them like no one else in this world has been able to do.

There is something special in being in the world of the Hisui region before it will be known as the Shinnoh region in later games. The aesthetic of a feudal Japan gives it all a simpler time feeling, so unlike visiting any town you would naturally visit on your way to take on a Gym Leader. It is a time before human and Pokemon learned to work together to improve their world, we see farmers caring for their fields at the beginning and limited in how much they can do but this will change as you progress through the story by capturing and giving them Pokemon to help create and look after more field giving better crops and harvests. The game so easily and effortlessly creates how things used to be and you instantly feel a part of that. Shops sell limited items until you complete “request” missions to improve their offerings and people are going about their daily lives without technology. In fact, I feel Jubilife Village is the perfect starting point and hub for all your adventures in the game, and you will be coming back and setting off from here a lot, perhaps too much in the later stages of the main story for my own personal liking but it does not take very long for it to feel like home.

There is some fan service away from the obvious Pokemon themselves and I love that at this point in the Pokemon timeline, we see the origins of the Diamond and Pearl as well as the Galaxy team. Here Diamon and Pearl are two rival clans who differ in their belief structure about what the rift in the sky contains and what it means for the origin of Hisui Region which will give anyone who has played previous games that knowing little smile whenever they interact on screen. The big surprise for me was how the Galaxy Team is the foundation for what we know would become the normalcy of Pokemon life. Made up of different Corps which handle specific tasks for the people, the player is placed in the Survey Corps, tasked with exploring the world and its regions, searching for Pokemon to complete the first ever Pokedex.

Now any player experienced in Pokemon will know that Pokedex is full of all the information on all types of Pokemon and all we must do usually is capture and evolve Pokemon to complete the Pokedex, but here in this time, you are tasked with not only cataloguing all the various types of Pokemon there are in the world, but also in researching each one to have a full Pokedex of information. This research involves studying each type, observing them in battle and the moves and power they have and giving that data to Professor Laventon who then adds it to the Pokedex. This is primarily what you will do in the game overall, with the main campaign being a good chunk of that before the post-game side of things which all Pokemon games have.

This is really broken down into you going out on Expedition runs to the various regions of Hisui, with a new one becoming available once you reach a certain point in the story and reach a ranking level with Galaxy Team. This is where the gameplay completely changes from anything previously, as being on an expedition means you must be very resourceful, so the crafting system allows you to craft your own Pokeballs, potions and health items to continue your expedition. Tod o this you will gather materials to craft the items and the materials are very easy to find but with more advanced items again being made available once you get far enough into the story and your rank increases. The rank increases are measured in Stars, which really replace the Gym Badges you would normally have to gather and each time you complete an expedition or need to return to Jubilife Village, you will hand in your progress data which can earn you money to spend but also your Ranking XP, with every completed Research task and Pokemon sighting and capture, counting towards your expedition score which is then turned into rank stars, awarded to you by Captain Cyllene, who never seems to smile!

My favourite change is in the battling, capturing, and managing of your Pokemon, which for me is the most refreshing of all. You now have free aim when it comes to throwing Pokeballs to capture Pokemon in the wild and you approach this in a very natural way as gone is the classic way of just walking into tall grass to trigger an encounter. Learning how to silently approach a Pokemon, crouching and moving slowly or using berries as a distraction before you attempt your throw. There is still the random luck in whether you will capture the Pokemon or not keeping it very much old school but the ability to use stealth and distractions, even sneaking up to aim your Pokeball at your target Pokemon without being seen will all increase the chances of capture. Unlike other games, you will not carry your additional Pokemon with you and they are not stored digitally either at a PC in boxes but instead back at Jubilife Village in pastures, which you can see your additional Pokemon roaming there when you return to the village. You can use the pastures or the representative at any base camp to change the Pokemon in your “Satchel” so you can still carry up to six Pokemon and change your team as you see fit. What did come as a very welcome surprise, is that no longer will Pokemon be forced to forget a move in order to learn a new one when the four move slots fill up, instead they retain all the moves the learn as they level up and evolve and now you can simply pick a move set, replacing but not losing moves so you can really personalize each Pokemon, undoing what I always found annoying using the TM System to get a new move but having to sacrifice an old one which was incredibly frustrating, so this is a fantastic new system I hope remains going forward.

One interesting element to being in the world is that now you yourself can be hurt as you explore the world, and you will need to explore a lot to find all the different Pokemon. Wild Pokemon can also attack you if they feel threatened and should you pass out from taking too much “Call of Duty screen going red” and you could lose your satchel and some of the items you were carrying. Now via the online element to the game, which features no battling with other players but does allow you to trade Pokemon, other players can “find” your lost satchel and return it to you and you can also find the lost satchels of others, which will earn you Merit Points that can be used to purchase some rare items some Pokemon need to trigger an evolution, a nice touch seeing how you will be out there exploring anyway.

Battling in the wild still uses the turn-based system but now has an added twist in the “Agile and Strong” options once a Pokemon has mastered a move. Essentially this allows you to select a move and with Agile it will do less damage if offensive move and mean you may get an extra turn during the battle. Strong will use more PP, do more damage etc. but can mean it will take longer to recover for a turn giving your opponent an extra action. This adds a new strategy element to the battles, especially when taking on the mini boss or Noble Pokemon you will need to defeat to push through the campaign, but the game also has a very intriguing new type of Pokemon for you to battle, the Alphas. An Alpha Pokemon is a much larger version of a standard Pokemon type and usually 20 or more levels above what your team might be at the time and potentially having a move that type of Pokemon would not normally have. Defeating them will give you a nice XP boost for your team of Pokemon but you can also capture them as well and if you have the necessary Star Rank to command that level of Pokemon, can be used in your team. These battles can be intense in the wild but very rewarding if you can build and add to your team with a good Alpha.

Visually I really love how this game looks, so much that I really do not get the complaints about it online from some folks. Yes, there can be moments where the framerate drops, both in handheld and docked modes and the draw distance is more noticeable later in the game but it has that anime feel I just like so much, very much like Dragon Ball Z: Kakarot won me over. I love the musical score including the new battle theme and it has such lovely new animations for trading as well as Pokemon Evolutions that just make you stop. The character models and Pokemon, especially the Alpha sized ones just look great as do all the regions that you can visit which makes exploring them just a joy.

Which is how I feel playing Pokemon Legends Arceus, it is just joyful to play a brand new Pokemon game that feels like it brings the series to 2022, updated and refreshed and delivering a fantastic Pokemon experience which feels new but also familiar. It took me 32hrs to complete the main story and I have no problem diving back in to try and complete the Pokedex and solve all the secrets and mysteries still there to be found. I hope the future of this game will have expansions because I do not see myself tiring of this game for a very long time to come.

Pokemon Legends Arceus delivers the kind of Pokemon game experience so many have been hoping and asking for such a long time and the potential to do more is huge. The satisfaction of the main story to the new style of battling and focus on exploring this world rather than just being in it gives it an amazing tone that is not about just “I wanna be the very best” and instead has a far richer “I want to learn everything to share that knowledge with everyone” goal that I thrive on. What an incredible way to kick off 2022 as a Nintendo Switch owner

Now I must head back into the game, I have a Magikarp I need to evolve!

Review: Mushroom Wars 2

0

Mushroom Wars 2 is a game with plenty of planned-out moves, fast-paced action, and competitive gameplay! I have never played Mushroom Wars before, but after the first time trying this game out, I may just need to buy the first copy as well! It would be great to compare and see what I’ve missed from the first game, cause when I enjoy a game so much, I have to have each edition!

It’s got everything I could ask for in a game, the need for total focus, planning of attacks, and doing what I need to, keeping my many little mushroom men alive. However, losing a few won’t hurt, they are always reborn, even if some have to take a fatal defeat. So as sad as it might be, there is no time to just pause and shed a tear or feel upset over the loss. Instead, my tip is to just keep moving along, as there is so much going on, there will be more mushroom men growing like weeds. So as in a real war, it’s okay some will perish, but more warriors will be reborn and the battle; war can continue!

Oh and what else makes this game feel enjoyable is the music, which is a perfect fit for this game. It sounds like a small army of warriors and brings you a legendary kingdom feeling. It’s one thing you’ll remember, where the tune of the game belongs too. However, while having it playing loud, by the way, it might just be my television, it came in a bit distorted. After a bit of adjusting the volume, the sound played smoothly, as it should. Plus, the rest of the music during each level is also perfect with the gameplay. It’s something that just doesn’t hinder one’s mind or focus while playing this entertaining game.

Also, add in the design of the game it is very friendly, especially for one’s eyes. Including the sound effects. The entire game is one that I’d say is lovable for everyone to play. Plus, taking into consideration the ease of control is one thing that really is delightful about this game! It’s not difficult, but it could be easy to forget when starting out. The game sets you up to learn each key, but even as it claims to be easy, I felt it to still be a bit complex with the different buttons and selecting which place to send the troops next or selecting the right location easily. I also just feel the mapping is a little hard to recall, but after a few times, it gets easier.

After going through the easy mode, you can unlock the harder levels, which require more focus and quick decision-making, on your part as the player. It’s basically all up to you, and I see it as if I’m the invisible instructor; a leader that is guiding the men towards each location that needs to be built up, to be stronger or to battle to overtake another’s building, till each of them is our men to rule over. It’s just exhilarating and yet challenging. Even playing against the computer can be a bit hard. Especially, on easy if you’re starting out and learning how to rotate and direct the army towards the right building.

Oh but the best thing to know about the game is that it’s all about numbers. The more you have in one place and head them towards the enemy, the more you can conquer another’s turf or vice versa. All in all, it’s an excellent game. Takes tons of time, which will pass so fast while playing. You’d be amazed that this game will have you so focused for hours and time will begin to soar by so fast. Honestly, I’ve been finding myself totally emerging into the action going on during the game because I just can’t stop planning and attacking.

Nevertheless, the game is what I would consider compelling, demanding of one’s time, and fully satisfying! It’s a sensation that I’m excited to play anytime, but I wouldn’t plan to play it if I have not much time because it will take a while to defeat a game, except if it’s the tutorial levels then that is a piece of cake. The real game levels are a bit more time-consuming and challenging.

Especially, if you add online or local play with friends or family. It will have you nonstop making decisions, sometimes without even a chance to play beforehand. Just do what you can to survive and see who comes out on top! Consequently, I want to say that it’s one of the best strategy games I could have played, with great graphics, music and so much action that I tune out everything else and just want to focus on the game because winning is my goal!

Preview: The Anacrusis

It would be pleasant if just for once a developer painted a happy and safe picture of our future. Yes, it may be a bit boring, but surely our future selves deserve better! No one wants to be massacred, maimed, and extorted by every alien life-form, do they? The Anacrusis, however, has other ideas as it is another title that shows mankind to be doomed from the off.

Developed and published by Stray Bombay, this is a first-person cooperative shooter. It is a game that is in Early Access and therefore, is still a work in progress. If you subscribe to Game Pass, it is available to download for free.

The Anacrusis: An interesting concept.

As you load into The Anacrusis, you absorb the funky and almost Austin Powers-esque vibes. The combination of cool yet witty approaches made me hopeful that this would be different from the array of other titles in the genre. Sadly, I was wrong. Its core concept and loose story are both interesting and exciting. However, its execution leaves a lot to be desired!

The story revolves around a team of four unlikely heroes. This group must explore a vast abandoned spaceship while completing quests and slaying aliens. You must work together to better the tiny creatures, or to slaughter the monstrous beasts. Each foe you face requires a different strategy, and this adds a layer of tactical thinking.

If you have a good team, this is where the game excels. Mowing down waves of enemies as a unit was thoroughly enjoyable. However, any chink in the chain and the action goes from fun to tedious in seconds.

What happened to your brains?

A vast arsenal of weapons.

Though the execution of the gameplay felt bland and uninspiring, the developers have treated us to plenty of toys to play with. There is a huge arsenal of weapons to unlock, as well as an array of grenades, perks, and other game-changing items. This, alongside the randomly spawning aliens, ensured that no battle was the same.

Depending on your teammates, the perks you unlock, and the loadout you select, it will alter your tactical approach. Or, this was how the developers hoped it would unfold. In reality, every mission was a messy nightmare that involved four people running around in every direction. This compounded the aforementioned tedium and made every chapter a chore.

Alongside this, the cool-looking weapons feel flat and are lacking in excitement. Other than the larger aliens, everything is killed with ease. This reduces the difficulty and makes it extremely boring, very quickly.

What a mess!

The Anacrusis is colourful but disinteresting.

When a title is in Early Access, I expect it to look good but still need finishing. Disappointingly, The Anacrusis is bland and insipid to observe. Very little of the world or its characters will be of interest to you. Furthermore, visual glitches cause the aliens to hump the floor or wobble like a jelly. Yes, it was amusing, but it was a million miles from what I expected.

Much of the action lacks energy, and this is because of the lifeless and mundane audio. The “witty” one-liners are dated and tiresome and the gunfire is flat. Unfortunately, the tepid sound effects undermined an already struggling title.

Shield grenade.

Sensitivity is key.

I’m not sure what the developers were thinking, but the controls are uber-sensitive. To put it into context, they’re more jittery than me after 3 coffees, and this was absurd! Fortunately, the madness ends there as everything else is well-thought-out. Luckily, a simple UI makes selecting equipment a simple task. This is essential during the occasional hectic moments. Fortunately, you can adjust the controls to your liking, but this is just another example of a poorly executed idea.

Theoretically, The Anacrusis should be jam-packed with replay value and longevity. It utilises weekly challenges, customisation options, an array of missions, and more. Sadly, though, its ill-conceived and sparse environments are an instant turn off! Yes, with friends it can be fun, but this pleasure quickly dissipates.

The Anacrusis is a miserable experience.

The phrase, a damp squib, is probably the fairest conclusion to this mediocre title. Unfortunately, much of my time was spent waiting for the fun to begin. Annoyingly, it never did! The Anacrusis lays out its ideas proudly and boldly, yet they are dated, tired, and badly implemented. The developers may turn it around, but this will require an awful lot of effort. I don’t recommend it, but you can try it here! Aliens are dangerous, but I think you are more likely to die of boredom if you play this.

Summary.

The Anacrusis attempts to incorporate a new theme into this much-loved genre. Unfortunately, however, it fails miserably! Its stage design is lacklustre, enemies underwhelming, and the vast array of weapons lack identity. The core concept needs a shake-up if it’s to reach its potential, so maybe this is one for the future, perhaps. At the moment, though, it’s a gigantic thumbs down!

(Previewed on the Xbox Series X. Also available on PC.)

Review: God of War (PC)

As many things do, games too need to evolve. Eras shift, trends are born and then die, to give way to new ones. Better ones? Someone once said “new is always better”, but, surely, he was wrong. New is not always better, but, if we’re talking about video games, new is, indeed, welcome, even if it doesn’t manage to upstage the old. Kratos, the raging god killer star of the series “God of War”, has had his share of hack and slash, mindless button stomping and titan killing. The old games were fun, brutal technical marvels, but they do belong in another era.

As trends shifted, so did the principles of AAA mainstream gaming. Action-adventure games now tend to tell better stories, more diverse, with deeper meanings and complex characters. They also tend to include RPG mechanics, among other things. Well, Santa Monica’s God of War, the -long awaited before its release and hugely praised after it- reboot/sequel of the famous PlayStation series, ticked all the boxes. It was a great game, and still is. A technical showcase for Sony’s machine, the PS4 at the time, with a well-written story, some expertly crafted cinematographic tricks and meaty, strategic combat, God of War had it all.

Now, against many of our best predictions, Kratos’ latest adventure can be played on PC. It’s been a while since the original PS4 release; it was 2018 and God of War was a trend setter. It was a game of a high caliber, one that would surely have other games treading the same path. Now, some years later, it’s still a magnificent game, standing tall to this day, not being yet surpassed.

Really, it’s a wonder that the PS4 was even able to pull this off, from a technical viewpoint. God of War is an incredibly pretty game, showcasing graphics that were probably ahead of its time, setting the bar for years to come. Even today, on the “next gen” era, it’s hard to find games that look and play this good, excluding Naughty Dog’s works or Red Dead Redemption 2.

So, it’s impressive to see this game looking even better, on the PC. This is a meaningful port, full of updates in graphical quality, in fidelity, boasting a stable performance in higher numbers than Sony’s consoles could reach. Aspect ratios like 21:9 are supported, native 4K resolution is here, you can play on ultrawide monitors, technologies like Nvidia DLSS and Reflex are implemented nicely, the textures look better, the shadows take a substantial update and, in general, God of War looks better than ever. Also, technologies like Reflex are bringing important feats to the gameplay experience, like significantly reducing input lag and making a difference in combat responsiveness.

If you have a capable PC, you will see impressive results. For those needing the comparison, there’s the “original” graphical setting, which is, well, the original. You can play the game with the settings of the original version, and then you can tinker with them to max out what you like. As a result, on a fitting computer, you will see faster loading times, you will not see the checkerboarding and artifacts which were apparent on the original version, and you will enjoy a much clearer version of the game. Also, the level of detail is increased on higher settings, the fog looks better and more realistic, there’s no flickering, the shadows’ resolution is much higher, and the lighting is also improved significantly. The pop-in effects are gone, the details are more complex; every place you explore now “pops” more.

The only downside can be found in the optimization, because the scale is not always tipping in the right direction. While the PC version’s performance is good and stable, hitting higher frame rates like 60 or 120 -with some drops in busy scenes and fights-, you will find that raising the various settings’ quality can be very taxing on your machine, to the point where it might not be worth it, in some cases. Getting a bar to move from the “good” to the “great” doesn’t always produce very obvious improvements, and the hit on performance can make those improvements seem trivial.

The core of the game remains the same, understandably -even if some additions could be welcome. The controls are great, controllers are supported nicely and -if you want- you can play with a mouse and keyboard, even though it’s not the better way to experience God of War. You can play with a DualSense or an Xbox gamepad, but you can only remap the keyboard/mouse controls. In general, there are enough settings, and you can change some effects like reducing the movement of the camera.

This is a great port, but there’s not enough here for someone who has played and finished God of War on a PlayStation console. Or, rather, there’s not enough here for people who finished God of War on PlayStation recently, because, in the event that you played it when it originally released, it’s high time you replayed it. It holds up better than you’d think. If you haven’s played God of War, well, it’s a no-brainer: you should go buy it right now on PC. This is the better version of a fantastic game, filled with impressive, fun and difficult fights, with top-notch exploration, some clever environmental puzzles, incredible level design and a surprisingly deep and affectionate narrative about a father-son relationship -and a bit of monster killing, of course. Also, while in today’s scene, it’s refreshing to go back to a more laid back world design, with enough side content to not be short, but with nothing close to a huge open world full of markers.

In the end, if you didn’t play God of War until now, you definitely should. Don’t worry about its age. This is a marvelous game, standing the test of time easily, even looking and playing better than recent similar games. The better version of a great game can only be one thing: absolutely fantastic.

Review: The Book of Boba Fett – Episode 6

Well, that was quite the fifth Episode last week with a reaction amongst Star Wars fandom across social media so huge and vibrant that it surpassed any reaction to previous big screen film releases. It was huge but as I said in my review, despite how gloriously brilliant the episode was, leaving fans teary and happy and jumping for joy, it also created a massive issue for “The Book of Boba Fett” as a show because it was a brilliant episode of “The Mandalorian” that did not feature Boba at all. With just two episodes remaining, it will be interesting to see if we do return to the impending war with the Pyke Syndicate or indeed continue with what was teased at the end of Chapter 5 and a visit to someone’s dear little friend.

Once again this episode is both fantastically brilliant and full of fan service for any Star Wars fan familiar with Dave Filoni’s work with Clone Wars, and seeing how he himself took the reigns of directing this episode, it will be no surprise to anyone that what was has been delivered once again is just a start to finish exceptional story in the Star Wars Universe but underneath the hat of a Star Wars fanboy who has been utterly spoiled in the last two weeks, it is once again however, a complete distraction away from the character of Boba Fett who is supposed to be the star of this show, but more on that a bit further on.

We are certainly starting to get to the impending War between the Pyke Syndicate and their attempt to have complete dominance of Tatooine for their Spice trafficking and the yet to be cemented rule of Boba Fett as Daimyo. This episode opens with another familiar face from ‘The Mandalorian’ and the brilliant Timothy Olyphant as Cobb Vanth, who we last saw giving up Boba Fett’s armour he had been wearing whilst serving as The Marshall to his township, aided by Din Djarin to take out the Sand Dragon that was threatening his people. Now without the Beskar Amour of a Mandalorian, he is still serving the people as the law which is where we find him in the opening scenes as he comes across a Spice Deal happening between Pyke Syndicate members. Stopping them in their tracks and adding yet another quotable line of dialogue in “Think it through” as Vanth attempts to prevent a gun fight, a Pyke attempts to draw his blaster causing Vanth to quickdraw and kill three of the four, leaving one alive and again telling them to “think it through” before telling them to leave the Spice chest and go, which they do. Highlighting the disdain for the drug known as Spice, and a subtle reminder to the audience of what the Pyke Syndicate want control of Tatooine for, Vanth kicks it over to let the Spice just disperse in the winds of the desert.

I genuinely really enjoy the call backs that all the Star Wars Disney Plus shows make in terms or bringing back characters such as Cobb Vanth so we the audience get to see the locations featured, even if just in a one-off story, and how they have continued long after the main hero of the story has moved on shows the talent and dedication to world building that Dave Filoni and Jon Favreau has just experts in handling. From the opening we then return to following The Mandalorian, which was a surprise to me if honest as I did expect to immediately jump back to Boba Fett after such a big pay off last week but we were treated to even more fandom satisfaction as we finally get to see the “visit to a little friend” as Din flies his new starfighter to a forest planet and after landing is greeted by R2-D2 himself and so began the nostalgia overload that had me pausing the episode to take a few minutes to prepare myself for what was about to happen.

Din is then lead to a clearing where multiple ant-type droids are collecting rocks and building a structure that would soon become the school, the Jedi Academy that Luke will setup which turn will then lead to the events we all saw in the big screen Episode Eight – The Last Jedi. But here we see it still being built, and whilst Din is forced to sit on a bench and wait, the cameras quickly move to what fans have been waiting and hoping to see since the finale to the second season of The Mandalorian, Luke and Grogu together….training.

Right away you can see that the digital face rendering for Luke has been vastly improved since his cameo at the end of the above finale, something that whilst being a huge HOLY S**T moment for fans when Luke came and single handedly put down an entire squad of Dark Trooper droids. It would be fair to say that the special effects and digital artist teams are very close to perfecting this technology, first used in the MCU films of course. We see Luke sitting with Grogu, in meditation as Grogu becomes distracted by a frog, because of course he did but Grogu then uses the Force to bring the frog to him which we the audience know means “lunchtime for Grogu” before Luke stops him, in that way a grown up would when a young kid is being a bit cheeky in doing something wrong. This then leads to a teaching moment as instead of telling Grogu off, Luke instead extends his right hand and with a gesture lifts all the frogs from the nearby pond as a demonstration of how The Force can be used, impressing Grogu.

Star Wars fans of a certain age, like myself, have always wondered what Luke did after Return of the Jedi with very little outside of novels and comics book which stopped being Canon sadly once the last trilogy and Disney buying Star Wars. The Last Jedi told us that Luke created a School, a Jedi Academy where he attempted to train a new generation of Jedi only to see it destroyed by his mistake with Ben Solo who would become Kylo Ren. To see how Luke is training Grogu, his patience, using the same techniques that Master Yoda himself used on Luke and to see Grogu respond with some self-doubt but a willingness to learn, well I must be honest and say I did get a little teary eyed as a fan who never dreamed of seeing this level of storytelling.

Of course, Dave Filoni is not finished, and not only do we see Luke training Grogu but we also see Luke helping Grogu to remember his home, and a sequence shows what Grogu thinks about when he is asked to think of home which for him, is back at the Jedi Temple on Coruscant in the moments after Order 66 has been given and a battalion of Clone Troopers are firing at three Jedi trying to protect Grogu and other younglings no doubt only to fall to the fire and what I would consider to be the moment that Grogu is captured by the Empire. The audience knowing this in some way allows us to understand the bond Grogu has with Din, someone who rescued him and protected him at a time where he was being experimented and cruelly treated at the hands of Moth Gideon and the Empire.

Was Filoni finished delivering his fine dining of fanservice, no and a returning Ashoka wakes a sleeping Din and helps him to understand that whilst she understands his need to make sure Grogu is safe, seeing him again would make it even harder for Grogu’s training. Reluctantly but understanding why, Din gives his gift for Grogu to Ashoka to deliver and leaves, which Grogu of course sensing him forces Luke into a difficult position. For the very same reason that Ashoka said she could not train Grogu due to his bond with Din, Luke sees that Grogu is being pulled in two directions and not fully able to dedicate himself to the training necessary to become a great Jedi. I do have to say, the moment of having Ashoka, who was a Padawan to Anakin and was betrayed when he turned and became Darth Vader, now standing with Anakin’s grown-up son Luke and seeing the familiarities between Luke and the Anakin she knew, just more moments that I as a fan never expected to see and shows the strength of these shows under the stewardship of Filoni and Favreau.

We again follow Din back to Tatooine, landing at Jabba’s former palace to meet up with Boba and Fennec and we see Fennec, not Boba, conducting a briefing about the danger of the Pyke Syndicate, admitting that they still do not have the numbers to control the area should the Pyke’s start the offensive. Din then says he may be able to help and we then once again, follow him as he goes to see Cobb Vanth, hoping that he and the townspeople will step up to fight alongside him to protect their town and way of life from but naturally, Cobb Vanth is weary of getting involved knowing the dangers open fighting would bring to the town and its people. The dialogue between Din and Cobb is amazing, two gun fighters who highly respect one another with Cobb teasing Din into asking for a favour knowing full well its why he came was just a lovely touch to this friendship. Din then leaves and Cobb asks for a town meeting to see who would be interested in helping but then a shadowy figure on the horizon is seen walking towards town and Cobb Vanth is immediately concerned, so concerned that he asks the people to step inside their homes out the way and instructs his new gun ho Deputy to leave this to him.

At this point I have already been spoiled with all the nostalgia and Star Wars fanboy dreams coming true that my nerd emptions were close to running on empty and then Filoni does it once again as this shadowy figure, slim and wearing a cowboy style hat, slowly comes into view and I am literally out of my seat shouting at the TV because once again, a character from the Clone Wars and Star Wars Rebels that I never ever expected to come to live action, just like with Ashoka and Bo-Katan, as Cad Bane himself, a bounty hunter of such infamy that many would put him above Boba Fett in fact, speaks to Cobb, telling him that he and the town would be paid to not get involved with Boba Fett, that he is working for the Pyke Syndicate and that Tatooine is theirs. The deputy then steps up leading to Cobb giving the most impactful “WTF are you doing” Side glances ever on screen forcing a shoot out that leaves Cobb shot in the shoulder and down and the deputy dead as Cad bane simply turns and leaves with the dialogue of “you should never have given up your armour” still ringing in the audience ears. The Pyke Syndicate are making their move as following this, we see two of them go to The Sanctuary cantina, with Madam Garsa Fwip suspicious, the two walk out but leaving the container they had brought with them and as Garsa realizes two late what this means, a bomb explodes.

All of this happens in just 42 minutes of television, 42 minutes of television that saw the character the show is named after, Boba Fett, feature in one scene where he says nothing other than looking around the room and giving a nod of acknowledgement to Din Djarin. That is all we have had this week after he did not feature at all last week, in the penultimate episode of this series, the main character says nothing, does nothing and all the best moments features The Mandalorian and characters from his own series. At this point I no longer am seeing this as Boba Fett’s show, just a Star Wars series telling a story that is almost a crossover event much like fans would have in the Arrowverse where the characters of multiple shows all come together in one special story. Boba Fett is now a side character in his own story and whilst the finale next week may indeed have Boba speaking and doing something, two episodes of his series have focused on bigger characters with bigger story reasons than simply come back to this “skirmish” Boba is about to have. I loved the first two episodes, was disappointed by the third episode, lost completely by the fourth, overjoyed by the return of The Mandalorian in episodes five and six and left wondering if it matters what Boba Fett does unless this battle puts The Mandalorian and the characters he has brought to this story in danger, which I am not actually feeling they are such is the weak way we come to the finale.

This point is cemented even more by another big teasing cliffhanger as the episode ends with Luke sitting down with Grogu and gives him a choice. That choice is to either accept the gift Din brought him, a chainmail of Beskar he had forged for him in episode five or accept Yoda’s Lightsaber and in doing so accepting that the training to become a Jedi could mean never seeing Din Djarin again. A decision that we will have to wait to see what Grogu made. I am more excited to see this outcome thanks to this and last week’s episodes that at this moment, the final confrontation with the Pyke Syndicate is furthest from my mind and with only a single episode to wrap things up, I am again left wondering if Boba Fett is going to do something or just stay at the palace and feed his Baby Rancor.

I am buzzing with Star Wars fandom right now but not because of The Book of Boba Fett, but because of the Star Wars world of storytelling that The Mandalorian can generate. Which is not where I thought I would be when Boba’s own series started. I really do not know what this series was meant to do other than a vehicle to remind fans how awesome The Mandalorian and his adventures have been. Boba does not feel like a threat as he was shown to be in The Mandalorian and Cad Bane was more evil and threatening in the few minutes of screen time that he had than Boba has had in all the episodes he featured in. This is a show that has somehow forgotten its own title and leaving the audience just wanting more Mandalorian story than Boba’s own tale.

Shadow Warrior 3 Slices, Dices & Makes Katana Fries on March 1st

0

Finely sculpted, athletic developer Flying Wild Hog and their personal trainer Devolver Digital have announced Shadow Warrior 3, a stunning new entry in the global best-selling franchise, will launch its barrage of over-the-top weapons and offbeat humour on March 1st for PC, PlayStation and Xbox. Pre-orders are now open and include the exclusive Koromodako Katana – a weapon so great they gave it eight legs. Console owners will also receive Flying Wild Hog’s 2013 Shadow Warrior and Shadow Warrior 2.  

n addition, the team is excited to reveal that actors Mike MohAndromeda Dunker, and SungWon Cho have joined the cast as the new voices of Lo Wang, Motoko and Zilla, alongside the returning Alex Dobrenko as Hoji.

Shadow Warrior 3 finds Lo Wang and his former employer turned nemesis turned sidekick Orochi Zilla embarking on an improbable mission to recapture an ancient dragon they unwillingly unleashed from its eternal prison. Armed with a punishing mix of blades and bullets, Lo Wang must traverse uncharted parts of the world to track down the dark beast and push the apocalypse back yet again. All it will take is the mask of a dead god, a dragon’s egg, a touch of magic, and enough firepower to tear down the encroaching Shadowlands.

Be sure to visit shadowwarrior.com and follow @ShadowWarrior on Twitter for updates, bad puns, and excellent waffle recipes.

Review: White Shadows

Lying politicians and an imbalance in living conditions is nothing new. Where greedy creatures can manipulate power, they always will. George Orwell perfectly highlights this plight in Animal Farm. This novel is critically acclaimed and subsequently, it has influenced many forms of entertainment. White Shadows wears its appreciation to Orwell’s work on its sleeve! Therefore, fans of gritty and twisted dystopian dramas need to look no further.

Developed by Monokel and published by Thunderful, this is a monochromatic puzzle adventure title. Set in a twisted and futuristic dystopia, you must work through bizarre chapters of a disheartening plot. Its repeated nods to Orwell’s work are equally uncomfortable, as it is fascinating. Consequently, the quote “All animals are equal, but some are more equal than others” is as poignant as ever.

White Shadows tells a gripping story. 

You control a little Ravengirl who must work her way through an industrial and oppressive world. She knows that she is at the bottom of the animal hierarchy and wishes to escape her dangerous existence. However, the piggy overlords will not allow such an indiscretion to take place! They block her path, use manipulative messages, and attack her with robots. After all, what is the use of power if it doesn’t give you full control?

White Shadows comprises multiple chapters of increasingly disturbing and bizarre ideas. As you wander through the bleak monochromatic world, you are introduced to seedy advertisements and creepy traps. Everything you encounter is designed to break a society that should be equal. However, the pigs view themselves as intelligent and masterful, and this is how it must remain.

Oppressive imagery at every turn.

Simple puzzles intertwined with absurd machinery. 

Much of White Shadows gameplay focuses on a handful of similar puzzles. You must flip switches, push or pull boxes, avoid detection, or jump over obstacles. At the start, you’ll be intrigued by the interesting blend of problems you face. However, as time wears on, you realise the developers have simply rehashed their ideas repeatedly. This would have been disappointing if it wasn’t for the wonderful surrounding world and excellent machinery. The buzz and flicker of sordid advertisements will chill you to the bone. Moreover, the brutality of machinery will make you shudder.

The puzzles blend methodical thinking with fast-paced action. You quickly flit from dumping 80+ chicks into a blender to leaping across ladders and avoiding trains. Furthermore, there are moments where you must sacrifice your feathery friends in order to escape. No matter how much you try to better the system, you can’t, and this was disturbing. 

Political influences. 

Whatever way you look at it, you can’t avoid the obvious parodies to Stalinist Russia. You may worry that this is overbearing, but it complements the style perfectly. If you aren’t keen on the political twist, you can simply enjoy it at a rudimentary level. However, the blend of subtle ideas and OTT imagery creates an interesting, albeit strange world to explore.

Where White Shadows falls short is its failure to evolve. As you reach the latter stages, the action plateaus and you are left wanting. This was particularly disappointing, as the early game is so promising. Fortunately, it doesn’t taint the overall experience, yet, I can’t help but imagine how much darker the plot could have gone.

Enjoy the thrill of this train ride.

White Shadows is stunning. 

Few games make me stop to admire the scenery. However, White Shadows is spectacularly stunning! Its use of a striking monochromatic palette and overbearing imagery is wonderful. Furthermore, the stage design, complex machinery, and crazy advertisements will surprise you. Monokel has created an immersive world that is unnerving and fascinating to explore.

Gamers may become frustrated with the side-scrolling approach, as much of the world is out of reach. You’ll yearn to explore it and play with each whacky item, but sadly, you can’t. Luckily, however, you are never far away from a new puzzle or landmark. Fortunately, this continual flow of new and interesting moments distances you from any lingering disappointment.

The striking world is supported brilliantly by the ear-piercing audio. Industrial sounds screech and whirl around your head the further you explore. These are complemented by robotic noises and the juxtaposition of the cute animal squeaks. It’s an eclectic blend of sounds that adds to the hectic nature of the gameplay. Whether it’s a train whooshing overhead or a machine crunching bones, you’ll never tire of what you hear.

The industrial brutality hidden beneath the surface.

It’s a dream to handle.

The developers have clearly aimed for a seamless and user-friendly experience. With a simple button layout and buttery smooth movement, this is a dream to handle. Furthermore, the responsive controls make leaping platforms or completing puzzles much easier. The straightforward approach allows you to “enjoy” the oppressive atmosphere and bizarre story.

Unusually, for this genre, there is some replay value. Thanks to the loud imagery and strange goings-on, there is always something to see. Moreover, the secretive achievement list keeps you coming back for more while demanding perfection. 

White Shadows is short but brilliant.

With only 2 hours of gameplay, you may worry you’d be left disappointed. However, those couple of hours are brilliant. White Shadows is visually amazing, full of atmosphere, and will genuinely make you shudder. Its only downfall is that it plateaus near the end, but don’t let this put you off. I adored it and I recommend you to buy it here! The surrounding world is dangerous and you must escape before it’s too late. 

Review: Vagante

Gaming is supposed to be a calming and relaxing pastime that helps you to unwind. However, there are a niche bunch of players who break this mould. Instead of enjoying their time with a title, they’d rather be put through their paces and punished repeatedly. This small group is responsible for Dark Souls-like games and the rogue-like genre. Vagante sits heavily in the latter category, but its brutality and gritty ways are reminiscent of Dark Souls.

Developed by Nuke Nine and published by Blitworks, this is an adventure-platform rogue-like title. It’s set in a dark fantasy land where you contend with procedurally generated levels and permadeath. With failure all but guaranteed, this isn’t a title for the faint of heart. You’ll scream, cry, and quit many times in this blend of rewarding and heartbreaking action.

Keep out of his way.

Greed will always better you!

Rumours have circulated around the kingdom about a cave that is hidden at the edge of the woods. Legend has it that it’s filled with treasure but also deadly monsters. The deeper you explore, the greater the rewards, but also the larger the risk. Mankind is greedy and they only see the allure of treasure. Many adventurers try to make it to the end, yet they fail. Can you and your hardy group succeed where others have not?

At the start of each adventure, you must select between an array of classic RPG characters. Each hero has strengths and weaknesses that you must master to be successful. You start each journey with basic equipment and limited skills. As the game unfolds, you’ll find new weapons and equipment that’ll help you to survive. You’ll find melee and ranged tools as well as spells and potions. Furthermore, you’ll level up and your skills will increase according to your class. These RPG elements were a fantastic way to make you approach the game in different ways. Subsequently, you can opt for stealth, brute force, guile, or more.

Each area has oodles of treasure and weapons to find and a shop to spend your gold. Moreover, Demi-bosses hold keys to the best treasure. Overcoming these monsters isn’t easy but to progress, you must have the best equipment. Like its peers, Vagante demands that you weigh up risk and reward. With the possibility of losing it all, it would be foolhardy to rush in. You soon learn that a patient approach is necessary if you wish to stay alive.

Why is everything so expensive?

Vagante is tough.

The rogue-like genre is extremely divisive. Because of its elements of luck and skill, combined with undoubtedly tough mechanics, it has a tendency to break most players. Vagante is no different, as its random maps and horrendous monsters make each playthrough unique, but eye-wateringly tough. However, Nuke Nine isn’t all bad, as they’ve incorporated a cooperative mode to make it slightly easier.

Tackling this grim monster with friends makes the idea of failure a little more bearable. You must work together to find treasure, slay creatures, and delve further into the abyss. The ability to play with friends adds a layer of tactical nuance that many of its peers sorely miss. As a team, you can combine each hero’s strengths to annihilate your foes and stay alive for longer. 

Vagante is too dark. 

The developers clearly like the idea of a moody and seedy atmosphere, and that’s what Vagante delivers. However, its use of sombre colours and poorly lit rooms makes it tough to navigate. This is compounded further still because of the pixel art style. Consequently, the level of detail is vastly reduced, and this makes it hard to identify traps and obstacles. Sadly, this issue makes a hard game much more difficult as you’ll repeatedly fall into spikes or get shot by arrows. This issue could easily have been resolved with better lighting or brighter colours.

The audio brilliantly complements the oppressive imagery. With its heavy and depressing music and hard-hitting sound effects, you instantly feel part of the action. I enjoyed the combination of songs and loud aggressive sounds, however; they were reminiscent of many retro games and therefore lacked originality.

Feel the power of my lightning spell.

A good UI makes it easy to play.

With a selection of combat approaches, many potions to consume, and lots going on, it could have been confusing. Fortunately, though, a combination of an excellent UI and a straightforward tutorial makes this easy to play. It’s true, however, that the opening moments lack direction. But once you overcome this hurdle, only the brutality will hold you back.

This is a genre renowned for its addictive nature and horrible longevity. Vagante doesn’t let you down on either score! Thanks to its selection of characters, RPG mechanics, and cooperative gameplay, it’ll keep you busy for hours.

Vagante is a fantastic indie title. 

Though I despise losing hours of hard work, there is a part of me that adores the high risk. The genre pushes you from start to end and Vagante will test you because of its solid and tough mechanics. It’s a gem of an indie title that stands out from the crowd. Disappointingly, its graphics weren’t as strong as I’d have liked, but this is a minor complaint. I enjoyed it in a sadomasochistic way, and I recommend you to buy it here! With untold treasures to find, it’s time to get rich or die trying. 

Win RESIDENT EVIL: WELCOME TO RACCOON CITY on Blu-ray

To celebrate the release of Win RESIDENT EVIL: WELCOME TO RACCOON CITY on Blu-ray on Blu-Ray and DVD, we have three Blu-ray copies to give away.

Witness the beginning of evil in RESIDENT EVIL: WELCOME TO RACCOON CITY.  Once the booming home of pharmaceutical giant Umbrella Corporation, Raccoon City is now a dying Midwestern town. The company’s exodus left the city a wasteland…with great evil brewing below the surface. When that evil is unleashed, a group of survivors must work together to uncover the truth behind Umbrella and make it through the night.
 
Written and directed by Johannes Roberts and starring Kaya Scodelario (The Maze Runner franchise), Hannah John-Kamen (Ready Player One, TV’s “The Stranger”), Robbie Amell (“Upload”), Tom Hopper (The Hitman’s Wife’s Bodyguard), Avan Jogia (Zombieland: Double Tap) with Donal Logue (“Gotham”) and Neal McDonough (“Van Helsing”), the film’s executive producers include Martin Moszkowicz, Victor Hadida, Jeremy Bolt and Paul W.S. Anderson.

How to enter to win

We have three Blu-ray copies of RESIDENT EVIL: WELCOME TO RACCOON CITY to give away, enter below: 

Win RESIDENT EVIL: WELCOME TO RACCOON CITY on Blu-ray

The contest closes at midnight on 15th February 2022.

This contest is only open to those in the UK – sorry!

RESIDENT EVIL: WELCOME TO RACCOON CITY, rent the Home Premiere now, available to Download & Keep on January 31st, to Rent on Digital, on 4K Ultra HD, Blu-ray™ and DVD on February 7th from Sony Pictures Home Entertainment.

Review: Super Onion Boy 2

Can you remember a time when you’d be happy with a basic stage design and easy mechanics? Modern games push the envelope so much that it’s occasionally pleasant to return to a simpler way of gaming. Super Onion Boy 2 does just that with its throwaway story, straightforward ideas, and vivid worlds.

Developed by Powerslash Studios and published by Ratalaika Games, this is an adventure-platform title. Set in a whimsical and colourful land, this has retro vibes and moreish action. Its core concept will feel familiar to fans of Mario, yet it sadly lacks the finesse of its gargantuan rival.

Super Onion Boy 2 lacks originality. 

I’m all for developers being inspired by the world’s greatest titles. Heck, if I made a game, I’d sure as hell look at Mario as a great starting point. However, when you stick too closely to its tried and tested methods, you are likely to fall short. Sadly, Super Onion Boy 2 fails to evolve past its rudimentary principles. Therefore, you are left with a dated experience that offers nothing new.

The lack of fresh impetus isn’t necessarily a bad thing. However, I so wanted Powerslash Studios to try something new. Their rigid formula is sure to be a winner with indie loving fans. But, for a more modern audience, its lack of progress and its simplistic design will leave them wanting.

Gather the gold and move on.

An odd tale that we’ve experienced a million times.

You control a young hero who must rescue his friends from an evil boss. This abomination has psychic powers and a desire for mischief. You must traverse an array of stages while overcoming enemies and obstacles in your path. It has basic platforming elements and you must gather coins, power-ups, and extra lives. You’ll leap surfaces, dive down pipes, swim, and smash boxes in this classic 2D title.

The gameplay is heavily reliant on the use of special powers that have been borrowed from other titles. You become a ninja, an ice-wielding wizard, invincible, and you float in a bubble. Each ability allows you to defeat your foes with ease, or to traverse the level trouble-free. Furthermore, chests and collectables aid you on your journey. With limited health, your opponents are a pain in the arse. If you die, and you will, you’ll return to the nearest checkpoint. With flying monsters, creepy crawlies, and other beasts to contend with, you’ll need some luck and skill to defeat the latter stages. 

Life under the sea is wonderfully relaxing.

Super Onion Boy 2 is wonderfully old-school. 

If you love retro aesthetics, then you’ll adore Super Onion Boy 2. Its vivid and garish tones, pixel art, and dated level design will fill you with nostalgia. Furthermore, its blend of environments, hidden pathways, and varied sprites are all interesting to look at. Yes, it’s very familiar in style and approach to Mario, but that’s a good thing. I admired the developer’s enthusiasm towards classic franchises, and the game benefits because of it. 

This continues in the smooth action and interesting stage layout. The clever use of abilities expands each level and you are free to explore as you wish. Stars are hidden throughout each world and you must spring into the clouds or drop down pipes to discover each of them. This was the most interesting and challenging element of the gameplay, as no stone could be left unturned. 

The dated style continues with the chiptune audio and 8-Bit sounds. I simply loved the trip down memory lane, even if it was a tad shrill. The chirpy music is filled with fun and energy and matches the colourful imagery. Furthermore, the rudimentary sounds perfectly match each action. It won’t win any awards for its audio, however, it matches the dated style. Subsequently, retro fans will love what they see and hear. 

Probably best not to mess with this one.

Easy to play. 

Where Super Onion Boy 2 excels is its simple controls. Like its peers, it takes little effort to master the responsive setup. You’ll therefore be jumping, swimming, and fighting in no time at all. I loved how easy it was to leap into the action and this makes it a user-friendly experience.

Sadly, the same can’t be said for the replay value or longevity. Though you must find 5 stars per level, which adds some elements of difficulty, the rest of the action isn’t challenging. Disappointingly, the stages aren’t as big as they could be and this reduces the complexity of the end product. If the developers had made it tougher or added more collectables, you’d keep playing for hours. As it is, it’s a completionist’s dream thanks to the simple and quick achievement list.

Super Onion Boy 2 could have been great. 

As a retro-inspired title, Super Onion Boy 2 ticks all the boxes. It’s bright, fun, and has a loud soundtrack. Furthermore, it’s easy to pick up, has secret locations to find. Yet, it lacks originality and depth. I wish the developers had tried something unique, but this never happened. I enjoyed it, but it could have been so much more. Despite its shortcomings, I recommend you to buy it here! Can you beat each level and save your friends? Leap, fight and swim your way to victory.