Review: The Book of Boba Fett Episodes 1-2

Four line of dialogue and just over six minutes of screen time in the original Star Wars trilogy, and for Forty Years, the character of Boba Fett has captured the imaginations of Star Wars fans across the decades. I certainly grew up fascinated by this mysterious Bounty Hunter and loved seeing his origin story fleshed out in the prequel trilogy not to mention jumping and shouting at my TV when the character was brought back from the dead seemingly in the Mandalorian show, absolutely blew my Star Wars Fanboy heart. So, when it was announced that following the finale to the Mandalorian, that he was getting his very own Disney Plus TV series, well I was happy as a Jawa finding a Droid without an owner.

I chose to wait for the second episode to air as well before putting my thoughts down as the first episode was shorter than I had expected but filled with so much awesome that I wanted to ground that excitement to see if the story telling of the first episode would carry into the second but obviously, we must start with how is began and I really liked the opening to this series:

Episode One – Boba Fett holds Court

Since his appearance in the Mandalorian, the first question I hoped this series would answer would be to explain for the first time since Return of the Jedi in 1983 that was left unanswered, how did Boba escape from the belly of the Sarlacc! To explain this mystery, the show has chosen to go with a very interesting way of telling the story, one which for anyone who has watched Arrow will recognize right away and it just works so brilliantly for The Book of Boba Fett.

What we have is two stories being told in one series, first we have the “modern day” story of how Boba Fett with Fennec Shand, played brilliantly by the also returning Ming-Na Wen, seizing control of Jabb the Hut’s empire but then we also have the flashback story of how Boba escaped the Sarlacc stomach and what happened to him before the events of The Mandalorian. This first episode opens with Boba inside a Bacta Tank, used for healing injuries such as the one we see Luke put inside during The Empire Strikes Back. Whilst inside the tank, Boba dreams of how he escaped the Sarlacc pit by using the breathing oxygen of a Storm Trooper, also a victim of the Sarlacc Pit, to refill his own oxygen before punching a whole in the guts of the Sarlacc and using his flame thrower to burn his way out to then push his way up through the sand to surface on the desert of Tatooine. We then see him fall unconscious from the effort before Jawa’s happen upon his body, thinking him dead they strip him of his armour leaving the body which is then found by a tribe of Sand People who take him prisoner.

Now all of that happens in just the opening eight minutes of the episode, successfully answering how did Boba survive and escape and not only is it a fantastic opening to his own series but immediately explains to the audience who would have been asking. I must give credit to Temuera Morrison who has completely brought the character of Boba to life after originally playing Jango Fett in the Prequel trilogy, just the very fact they chose and were able to bring him back as this character so many years later is just sublime as is his performance and it was a clever decision to also have Boba remove his helmet for a lot of the dialogue scenes as a juxtaposition to how in The Mandalorian which works best when the helmet is kept on for the character.

The clever way in which we get to see the events that lead to Boba appearing in the Mandalorian first before switching back to the present time in the story with Boba trying to assert his dominance to rule his new crime organization which also shows us the Code that Boba sticks to. He wants to rule his empire with respect and not fear, he chooses to walk the streets rather than being carried like a King unliked the previous heads of the organization. For someone as feared as Boba Fett, it is very interesting to see this idealistic approach which shows perhaps a more mature version of the character, perhaps shaped by the experiences we are also getting to see in the flashback scenes. This is helped so much by the character of Fennec, who serves as not only Boba’s number 2 but also his counsel and protector, who will follow Boba’s instructions but not afraid to raise concerns about possible threats to his new rule and it is very clear, that Boba’s position as leader is not absolute at this point. An attempt on Boba’s life during his walking around the people gives the chance to remind the audience just how lethal Fennec is as well but also a tease that Boba is still not back to full health as the battle leaves him requiring his Bacta Healing Tank whilst protected by his two Gamorrean guards.

This opening episode though short, gave a brilliant look at the criminal underworld of Tatooine in a time where new adventures and stories can be told in the Star Wars Universe. I am intrigued to see how Boba and Fennec try to establish their rule but a little more excited to see the flashback scenes, with the episode leaving us seeing how Boba saved the child of the Sand People leaders who hold him captive, earning their respect by the end of 38-minute episode. We had great action, some comedy, and a lot of world building with fantastic cast performance. Visually stunning and showing once again that Disney + Star Wars TV shows are the best Star Wars experience fans can have right now, it is fair to say it is both fun and frustrating to experience classic episodic weekly television and I am hoping for a lot of the seeds that were sown in Chapter One of this series to continue into Chapter 2.

Chapter 2 – Boba Fett faces new Challenges on Tatooine

It really feels like I have been waiting since last year (apologies for New Year’s joke) since watching the first episode, such is the joy of traditional episodic TV. I was very pleased to see that Chapter 2 has a long run time that the first with a good extra ten minutes to tell its story and I was hoping to see more flashback story and present-day story telling as we see the rise of Boba Fett continue.

We return to the present day with Boba trying to get information from the captured Assassin who tried to kill him, though he refuses to talk but Fennec uses Jabba’s old Rancor trick to rather quickly change the assassin’s mind who happily confesses that it was the Mayor, whose representative had refused to bring tribute to Boba unlike others, had hired the Assassins to take out Boba. I loved this scene a lot with its cheeky nod to something fans will instantly recognize as well as a lovely reminder that once again, it is the former throne of Jabba the Hut that Boba has now claimed as his own.

This episode also cements the fact that Boba’s rule is not set in stone yet and not only is the Mayor not accepting or respecting his claim to the throne and title as Daimyo, but now we see some very powerful players also arriving to claim the territory in The Twins, part of the Hutt family and cousins of Jabba, who believe that they have a right to claim the territory of Jabba. This whole scene, played out on the streets of Mos Espa is a chance for Boba to stand firm to state his right to rule with the Hutts retreating to no doubt try another day but not before introducing us to a new character in what I could only describe as the Brock Lesnar of Wookies, who Boba identifies as a Gladiator from the Death Pits of Duur. This opening twenty minutes is all about power posturing and letting the audience meet the different players in the game in a mini ‘Game of Thrones’ style political drama with different powers all claiming the right to take over Jabba’s old empire.

The one element to this series that I am really enjoying is the focus on the flashback story, told when Boba goes back into his Bacta healing tank and has “dreams”. We see Boba now being trained in how to use the Tusken battle staff, something we saw him use when we first see him in The Mandalorian. A good portion of this second episode is dedicated to this flashback stories and I am so pleased because for me, this is the more interesting story than the present day story arc because not only do we get to see how Boba came to be where he was when we see him in The Mandalorian which then leads to him claiming the title and power of Daimyo but we also get to see and learn as much about the Tusken Raiders as we do about Boba.

There is an almost Māori element to the Tusken tribe that has captured Boba, the respect that he shows them and they in turn are showing him respect since his helped rescue the leader’s youngling. Seeing Boba learning their fighting technique, something only valued Warriors in their tribe would be taught. This is a great look at Boba as a character once again, the training sequences show his patience and willingness to endure to improve and become a better fighter but his respect for these Tuskens when all we think of Boba is a relentless and merciless Bounty Hunter is a tremendous contrast to see.

That side of Boba is not lost however, and when a mysterious Train speeding across the sand suddenly open fire on the tribe killing their creatures and members. After helping them to burn their dead according to their tradition, Boba becomes the Fett we know as he spies a Speeder Bike gang and requests the tribe leader allows him to take one of their Rifles and his practice staff and we see Boba walking across the desert to the bar the gang are in and he makes short work of them, beating them roundly before having a drink at the bar, then stealing their speeder bikes as he has come up with a plan to stop the Train from attacking the tribe once and for all.

Even without his Mandalorian armour, Boba Fett is a vicious and deadly fighter but the softness when he interacts with the Tuskens adds such a new dynamic to a character, we know so very little about, even from his time in The Mandalorian series. There is a lovely fun element as Boba tries to teach the Tusken warriors how to ride the speeder bikes to execute his plan of attacking and hijacking the train in one of the best action sequences I have seen yet in a Disney + Star Wars series. The visual effects are incredible with a blend of CGI and physical stunts making the whole sequence feel more like a old west train heist…just with laser pistols.

Temuera Morrison physical performance is simply outstanding here with it being as impactful as his delivery of dialogue, he just has such a presence on screen that even when the story jumps back to the present day and he is in his full armour, we know the man underneath it, we know that under the stillness and quietness Boba may show those who would threaten him, he is still a deadly warrior capable of clearing an entire room on his own should he choose to. The flashback story is only helping to grow this legend of Boba Fett with so many layers that in just two episodes, has already grown in my eyes and no doubt other fans. There is no real indication of how far in the past the flashback scenes are but by the end of this episode, Boba is rewarded for his help by being dressed in the traditional clothing of the Tusken and taken through the ritual resulting in him being shown how to craft his own weapon, both of which is how we see Boba in the Mandalorian before he reclaims his armour.

So far, The Book of Boba Fett is just outstanding Star Wars storytelling, which is no surprise seeing how once again the team of Jon Favreau and Dave Filoni are once again leading this show. The quality of these Star Wars shows is still putting to shame the last trilogy of films making Disney + the best source of Star Wars content just as it is with MARVEL right now.

The wait for next week’s episode will be worth it, but the first two episodes have certainly set the tone and I for one cannot wait to see where this story goes.

Ubisoft Plus Announced as coming to Xbox with Rainbow Six Extraction Launching Day One to Xbox Game Pass

Ubisoft announced that its Ubisoft+ subscription service will be coming to Xbox in the future. Originally launched for PC, the service allows access to more than 100 Ubisoft titles at a single monthly cost, with games and DLC available on launch day, and monthly rewards including cosmetics, boosters, in-game items, and more. But that’s not all — Ubisoft also announced that Rainbow Six Extraction will be a day one addition for Xbox Game Pass and PC Game Pass members, allowing them to play on Xbox consoles and PC right from the game’s launch on January 20. Rainbow Six Siege, already available as part of Xbox Game Pass, will be available to Xbox Game Pass Ultimate and PC Game Pass members the same day, giving PC players the chance to squad-up for even more Rainbow Six action with their friends.

Chris Early, Ubisoft’s Senior Vice President of Strategic Partnerships and Business Development said: “By making Rainbow Six Extraction available to Xbox Game Pass and PC Game Pass members on the day and date of its launch via Xbox Game Pass, we’re demonstrating that we believe in the value and choice that game subscriptions offer to players. Rainbow Six Extraction for Xbox Game Pass and PC Game Pass members is just the beginning. Ultimately, we will offer the Ubisoft+ subscription service to Xbox owners so that they can enjoy the full extent of our Ubisoft+ game library, including new releases, on their consoles.”

Sarah Bond, Corporate Vice President, Game Creator Experience and Ecosystem at Xbox added: “With Rainbow Six Extraction, Xbox Game Pass and PC Game Pass members are getting another blockbuster added to their library on the same day the title launches, and because Rainbow Six Siege will be on both Xbox Game Pass and PC Game Pass as well, the Rainbow Six community and fans of tactical shooters will have plenty to look forward to playing together, no matter where they play.”

Rainbow Six Extraction launches on January 20 and will be available on Xbox Game Pass and for PC Game Pass members when it releases. Rainbow Six Siege is already available on Xbox Game Pass and will be available to PC Game Pass and Xbox Game Pass Ultimate members on the same day. For more news on Rainbow Six Siege, the launch of Ubisoft+ on Xbox, and Ubisoft’s other games and services, stay tuned to the Ubisoft News hub.

What Exactly Are Virtual Services?

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The phrase “virtual services” gets bandied about a lot these days, but that doesn’t make it any less confusing. We sort of think we know what it means, but we’re not quite sure. It pops up in so many different places, it’s hard to pin it down to a precise definition. 

Virtual services are a relatively recent technology. They’re something that the business community introduced to the world in various forms over the last twenty years. Today you can get virtual assistants, virtual address for mail boxes, and even virtual offices. 

Virtual suggests “not quite real,” though, which is a rub for some people. When they buy a virtual service, they want to know that they’re getting something worth their money in return. 

What Are Virtual Services? 

A virtual service is another name for tech-enabled service that another agency performs instead of you doing it yourself in-house. The technological underpinnings can be simple – as is the case with virtual assistants who just use a phone – or more complicated. Ultimately, virtual services encompass anyone that provides businesses with services through some sort of technical means, but is not a part of that business. 

The concept is actually quite sophisticated. Companies that adopt it get multiple benefits, each of which is specific to the firm itself. 

Why Businesses Use Virtual Services

There are all sorts of reasons why companies might opt for virtual services. They offer a host of benefits that are simply inaccessible in-house. 

Perhaps the most obvious is that they help to improve customer service. In many cases, the primary person or “key man” in the business isn’t available to operate the telephone or respond to email. Instead of just allowing communication to go unanswered, virtual services step in and fill the gap. When a customer or client calls, they pick up the phone and then, essentially, do their masters’ bidding, carrying out conversations according to their instructions. They can do things like schedule appointments, quote prices, and forward complaints. In fact, because real human beings do this job, they’re able to do most receptionist-type tasks. 

Businesses also use virtual services to enhance their services. For instance, some brands can’t afford swanky offices downtown. For that reason, they often use virtual mailboxes. These give them mailing addresses that appear to indicate that they have a prime location when, in fact, they’re in cheap offices out of town. The virtual mail house then sorts their mail and either forwards it in the post or emails it. 

Some brands need virtual services for the flexibility that they offer. Firms that hire an in-house marketing team as full-time employees can’t just stop paying them on the spot with no explanation. Employees’ rights, union action and the law all weigh against them. 

For that reason, they will often just outsource these services, only paying for what they need in chunks. For example, a smoothie brand might ask a marketing company to do their web design and SEO. 

Then there’s the time issue: the sheer amount of work that goes into the most basic (and mundane business tasks). Firms spend much of their week simply carrying out routine operations, without focusing on meeting customers’ needs or innovating at all. 

Virtual services are tools that time-stressed companies can leverage to free themselves from some of the drudgery. For instance, recruitment companies can reduce the pain and hassle associated with finding people to work for them. Influencer outreach firms can cut down on the search costs associated with finding a suitable partner to work with on social media, and so on. 

Lastly, virtual tech is often a money-saver. It’s far cheaper to buy services a la carte and then get them delivered over the cloud or via the telephone than to employ directly. 

Perhaps the best example of this is in the area of IT support. If you want to employ a team of IT professionals to take care of your network, it’ll set you back hundreds of thousands of dollars per year. However, just getting an agency to do it might cost you $10,000 per year, and sometimes less. 

Conclusion

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Virtual services are an innovative new technology because they involve new methods of organization for producing goods and services. As such, they are becoming more important. Businesses are starting to see how they can help them in their daily operations. 
Of course, they’re not a panacea. You can’t outsource every task your firm performs. But you can certainly reduce a lot of the effort associated with running a business and being successful.

Review: Breakneck City

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

If 90s gaming taught me anything, it’s that no problem should stand in your way! This was the decade for some of the greatest beat-em-up titles. Therefore, when I’m offered a game that takes inspiration from this era, I jump at the chance. Breakneck City captures the difficulty, vivid art style, and wonderful synth music of the 90s, and I know that older gamers will love it.

Developed by Renegade Sector Games and Eastasiasoft Limited and published by the latter, this is a low-poly beat-em-up title. You must venture through an array of environments, hunting down goons and tackling bosses. It focuses on some well-trodden mechanics and though it isn’t revolutionary; it is fun to play.

Breakneck City treads no new ground.

You may be disappointed that the gameplay lacks originality, but I wasn’t. I loved the nod to a much-loved genre, and the familiar characters you must face. I also enjoyed the ability to play both solo and couch co-op and this expands its appeal further still. The action spans six grimy levels as you face off against many enemies. You will explore city streets, a nightclub, skyscrapers, and more. Each location comprises hordes of goons and a boss who must be stopped, no matter the cost!

You control either Sidney Flintlock or Justine Jacobs who are slightly peeved about their favourite video store. A vicious gang attempts to burn it down in an act of revenge as its owner refuses to sell up. The crime-fighting duo takes matters into their own hands while taking to the street to crack some heads and restore some order.

Let your fists do the talking.

Use the surrounding environment.

Unlike many of its peers, Breakneck City demands that you use the surrounding environment to your advantage. It was fantastic to throw your foes off a balcony or to kick them down a flight of steps. Further, still, you can swing off poles, break hot pipes and scold them with steam, or ram them over rails. These options added depth to the gameplay as well as a distinct 90s action feel. I adored thinking of new ways to mix up the fighting, and this was helped by the introduction of weapons.

Both heroes can shoulder barge, dodge, kick, and punch their way out of trouble. Yet, there is only so far that this will get you. Consequently, when goons run at you with pipes, knives, bats, and more, you must work out how to disarm them. Fortunately, a couple of swift blows to the face allow you to steal their weapon, and suddenly you become even more badass. Sadly, though, this isn’t the end of the story, as each weapon breaks sooner rather than later. This was annoying as they always broke too soon and this left you wanting more.

Bring it on!

Sadly, it’s not perfect.

I enjoyed most things about Breakneck City, however; I was disappointed by some elements within the gameplay. First, was the lack of tools at your disposal! There are stools, chairs, boxes, and more lying around, yet you can’t pick them up. In a situation where you are fighting for your life, I’d grab anything close to hand. However, the two heroes ignore the skull-breaking items and continue to use their fists. Second, the health boost items are sporadically placed, and this causes you no end of issues. You can go for ages with no items available, and then, like a bus, three turn up at once. It was ridiculous and badly thought out.

My final issue falls at the feet of the bosses. I have no concerns that the army of goons can be easily swept aside. Yet, I expect the bosses to put up a bit of a fight. Annoyingly, this rarely happened, and you’d mow through each of them with no challenge. The developers should have made this much harder as it would have added to the longevity and the enjoyment.

Breakneck City epitomises 90s gaming.

Many gamers overlooked the Sega Saturn in favour of the PlayStation One. I understand why, but this fantastic console produced some iconic games with distinctive aesthetics. Luckily, Breakneck City’s low-poly imagery and pixelated finish are both reminiscent of this wonderful machine. You will explore 3D environments that are unique, vivid, and full of surprises. Sadly, though, there are a few issues and glitches, however, these add to the 90s vibe. Luckily, I didn’t experience anything that was game-breaking and I enjoyed everything on offer.

This is a game about high-energy and ass-kicking ways. Therefore, you want a soundtrack that suits the action. Fortunately, the loud and upbeat synth music does just that. Its booming soundtrack demands you keep going while the sound effects make you wince. I loved the classic audio that matches the theme and genre.

Disco time.

It’s all about the timing!

Though much of the action demands manic button-bashing, there is some finesse required. As hordes of enemies surround you, and tougher goons appear, you must get your timing spot on. Luckily, the responsive controls help, and this element adds some difficulty to an otherwise easy game. Furthermore, it was enjoyable pushing your foes around while experimenting with the scenery. I think the developers did a wonderful job of making this easy to learn and this allows you to jump straight into the action.

Sadly, Breakneck City lacks replay value. Once you complete the six levels, there is little reason to return. Luckily, though, each stage is relatively long and there is the chance to play couch co-op, so this adds to the longevity. If you are a completionist, you’ll love the short and easy achievement list. Subsequently, I finished this in under an hour and completed every level in around two to three hours.

Breakneck City is a nostalgia-fuelled title.

Relying on bygone eras isn’t always the best inspiration, yet Breakneck City is a wonderful example that must be played. If you love 90s gaming and beat-em-ups, you’ll adore what’s on offer. Yes, it isn’t that challenging, but it’s fun, full of energy, and looks great. I thoroughly enjoyed kicking ass and I recommend you to buy it here! Will you be victorious, or will the evil gang get their way? Fight through every level and only stop when you have your revenge.

Horizon Call of the Mountain Game Announced for PSVR2

We are just over one month away from the release of Horizon Forbidden West, the much anticipated sequel to Horizon Zero Dawn. Overnight Guerrilla Games has announced a brand new spin off game for the officially announced Next Gen PSVR2 called ‘Horizon Call of the Mountain’ by releasing a new Teaser Trailer:

Horizon Call of the Mountain, created for PlayStation’s Next-Gen VR hardware, is an upcoming brand-new adventure in the world of Horizon. Embrace a new level of immersion in an unique experience, designed to push hardware technology, innovation, and gameplay.

This new story set in the world of Horizon, will be told through the eyes of an entirely new character. You will also meet Aloy, other familiar faces, and new characters along the way. My eyes are certainly looking forward to learning more about this game alongside the also announced PSVR2 for PS5.

PlayStation News: PSVR2 Officially Announced for PS5

Since the PS5 launched in November 2020, fans of PlayStation VR (PSVR) have been expecting and waiting for the news of the next generation version of PSVR for PS5, many reports suggested that it was being worked on but it was left for the original PSVR to try and work with the PS5 which left many disappointed.

But overnight Sony PlayStation finally announced the next generation version of the PSVR experience alongside the first game planned for it, Horizon Call of the Mountain, a spin off from Horizon Forbidden West. PSVR2 will look to utilise the power of the PlayStation 5 console and the new VR kit has some impressive new specs:

  • Visual Fidelity: For a high-fidelity visual experience, PS VR2 offers 4K HDR, 110-degree field of view, and foveated rendering. With an OLED display, players can expect a display resolution of 2000×2040 per eye and smooth frame rates of 90/120Hz.
  • Headset-based Controller Tracking: With inside-out tracking, PS VR2 tracks you and your controller through integrated cameras embedded in the VR headset. Your movements and the direction you look at are reflected in-game without the need for an external camera.
  • New Sensory Features: PS VR2 Sense Technology combines eye tracking, headset feedback, 3D Audio, and the innovative PS VR2 Sense controller to create an incredibly deep feeling of immersion. Headset feedback is a new sensory feature that amplifies the sensations of in-game actions from the player. It’s created by a single built-in motor with vibrations that add an intelligent tactile element, bringing players closer to the gameplay experience. For example, gamers can feel a character’s elevated pulse during tense moments, the rush of objects passing close to the character’s head, or the thrust of a vehicle as the character speeds forward. Additionally, PS5’s Tempest 3D AudioTech makes sounds in the player’s surroundings come alive, adding to this new level of immersion.
  • Eye Tracking: With eye tracking, PS VR2 detects the motion of your eyes, so a simple look in a specific direction can create an additional input for the game character. This allows players to interact more intuitively in new and lifelike ways, allowing for a heightened emotional response and enhanced expression that provide a new level of realism in gaming. 

Currently this is all that has been revealed, we do not know what this kit looks like just yet nor do we have pricing or a release date for this or Horizon Call of the Mountain, but PlayStation appear set to ramp up the run to the release of this so I would expect more information to follow soon.

Whilst PSVR had little interest for me with the PS4 generation, I have to admit now that we are into the new generation of consoles and being so impressed with the PS5, the next gen of PSVR has more of my attention but absolutely will depend on the games and experiences available for it.

For more on the announcement of the PSVR2, check out the Official PlayStation Blog

Review: Clockwork Aquario

When Clockwork Aquario was canceled in 1994 in the midst of the Street Fighter 2 craze, its designer Ryuichi Nishigawa – Wonder Boy creator and co-founder of game developer Westone – would be forgiven for thinking that it would be the last we’d ever hear of the company’s final foray into the arcade market.

It is said that life comes in cycles and although it took 27 years, a recent clamoring for retro titles brought about the re-release of two of Nishigawa’s more famous titles (including Monster World IV), and ultimately led to indie publisher ININ reaching out to him to see if they could revive the long lost project in Aquario. Incredibly, the near-finished assets still existed – even after Westone’s liquidation in 2014 – and ININ went through the painstaking process of manually reproducing any missing files, and releasing it to current platforms. 

This is akin to discovering a treasure trove of gold on a long-lost pirate ship and is nothing short of a gaming miracle, but as a game that usurped Duke Nukem Forever for the longest recorded development period (Clockwork Aquario’s 27 years to Duke Nukem’s 15) you might assume that it’s too good to be true, that this must just be a clever marketing ploy from a small opportune publisher, after all – how could a great game ever fail to see the light of day?

Luckily, the fact that it was made for the arcades meant that the 2D action-platformer was already based on the timeless pick-up-and-play formula, that’s to be enjoyed in short bursts and repeat playthroughs. It’s the original candy in the candy store. 

It’s also designed like one with a brilliant vibrant colour design and sprite animation that jumps off the screen at you as you run across its levels, making you none-the-wiser that this title’s development started in the same year of the original Playstation’s release. A 16-bit poppy soundtrack that swings between Sonic the Hedgehog and Michael Jackson-inspired tracks combines well with the aesthetic, which imparts bop-inducing grooves and motivates you to continue which the sometimes-punishing difficulty can otherwise make difficult.

Each level also includes a mini-boss that either drops enemies on your head or raises them from the floor. I call them ‘mini-bosses’ but they are actually far more difficult than their larger counterparts as you can’t spam a button to defeat them.

Enemies come in a variety of different shapes and sizes and provide a fun combo gameplay mechanic by allowing you to daze, pick up, and then throw the enemy. It is with these combos that jewels spawn to fill up a ‘one-up’ meter which, when full, provides an extra life to your character. It initially seems trivial, as you read that the easiest mode gives you 9 credits (which essentially allows for 36 hits before you need to start anew), but as it’s so easy to fall into a poor run of form even on the easiest difficulty, these extra lives are essential to your progress.

This difficulty is partly due to the zoomed-in camera that has enemies appear from the screen’s periphery at quite a speed, but also because the game has a tight collision detection that makes indecision your biggest enemy in the little space you have to maneuver.

Picking up enemies ala Super Mario Bros 2, you can create combos that can help you keep your health, and lives, up

That is, of course, until you’ve played the levels enough to know where to avoid receiving damage during the largest waves of attacks, as the game itself is only 5 levels long (with a main boss at the end of each) which unfortunately bears the game’s biggest fault – its brevity – and unless you wish to repeat the exact same levels but with fewer lives on a harder difficulty, there is little motivation to bring you back and try again.

Disappointingly, while the combo system and platforming action can be strung together for satisfying periods during the scrolling 2D map sections when it comes to level end bosses that have a fixed area, the formula fails to provide any kind of challenge, with each boss giving you a different assortment of objects to throw, but then also leaves itself open to spamming the attack button to whittle their health down in a matter of seconds.

Getting hit by an enemy takes half of one of your lives but brilliantly, changes your character’s design and running animation. The above robot’s animation is done so well, you kind of want to get hit just to watch his broken parts jostle around as he runs….

Aside from said bosses, the majority of the other issues with the game stem from what is absent from the port with a lack of any extra features that might legitimately enhance the title. There is a multiplayer mode that allows co-op (which was also possible in the original), and there are 3 difficulty modes but there is nothing that might extend a complete speed run longer than 15 minutes at the very most. 

Further replayability is also lost with the lack of online scoreboards, but while it might be asking too much to be expecting a game to have features that were never intended, it would have been nice to at least have some structure in the main menu which lists all the features like an open directory without any rhyme or reason.

This gaming miracle is more than just a historical footnote to marvel at from afar with a neat combo system and gorgeous 2D aesthetic that makes it a must-play for platforming enthusiasts. There are also some nice touches such as a remixed soundtrack and some notes from the developer which are all gravy and should most definitely garner the publisher some well deserved praise, but even so, it’s still a shame more effort wasn’t made to add more playable content, even if a lower price point attempts to soften the blow.  

Film Review: The Matrix Resurrections

This has probably been one of the hardest films I have chosen to review and it after seeing it on its release I needed to time to process the experience because it left me feeling in a way, I honestly had not expected nor imagined I would feel. I had many questions heading into this film and somewhere answered and some were not. The problem for me is that some of those answers left me asking one question after I had seen The Matrix: Resurrections.

That question sadly is “Why did I not just see Spider-Man: No Way Home for a second time instead?” and it is one I am still asking now two weeks after seeing The Matrix: Resurrections. I did not enjoy this film and going by social media that is a feeling shared by far more than those who did enjoy the film. When it was announced that the series was being brought back after the original trilogy was resolved which left many fans either satisfied or disappointed. Now 20 years since The Matrix Revolutions closed that trilogy, I was intrigued to see how this universe could be refreshed for a whole new generation because I always felt it could as a fan of the original films, the video games and the animation and books that followed the story of The Matrix.

So, for me the question was never “why we had a new Matrix film on the big screen” but more how it would come back and how the original story could move forward enough to make it work in 2021. Naturally it also had to answer how it has brought back two main characters who died at the end of the last film with both Neo and Trinity shown in the trailers alive and well but back in the Matrix once more. To be fair to the story, their return was not only explained and justified but it made a lot of sense but the cost of it sadly led to why this film just threw me completely out of any immersion and left me not just disappointed but a little angry too.

That anger came in the form of the self-awareness that either made you wink back at the obvious attempt of the writing to acknowledge the criticisms of the original films or if like me, cringe in your seat and eyeroll for a good portion of the film. Being “Meta” is not always a bad thing especially in a film series based on enslaving humanity by making them believe the digital world their minds are in is the real world but here it just went so far past the “on the nose” limit for me personally. I can accept that Neo, now back to being Thomas Anderson has been made to believe that he is a video game designer responsible for creating The Matrix trilogy of games whilst believing he is still recovering from a mental breakdown where he believed The Matrix was real….like I said, you do give them some rope on this one. But where I had to draw the line was the moment, they mentioned Warner Brothers who wanted to make money from having a new Matrix Trilogy of games and Anderson being forced to work on them because “they will make them without you” anyway.

I was immediately thrown out of the story and the all the nods to what folks complained about with the original films just stuck out far too much to be able to get back into the story and highlighted all the elements of this new film that failed to work for me as well. Maybe it was a mistake to rewatch the original films before seeing Resurrections and remembering what I did love about them because I was made to feel stupid for doing so thanks to the film mocking “bullet time” on more than one occasion and the part of the film and story where this could all be allowed, as Anderson’s “Game developer team” discuss the original “games” with most of the winking to the audience taking place here, just carried on far too much.

There was also no wow factor to any of the fight scenes, and having watched this in IMAX 2D, none of it just blew me away as it had done previously and certainly not helped by the change in filming style of quick cuts instead of long set pieces for the action which though the fights are not boring, they just left me rather flat as did the musical score that just lacks what the original films in the series had. The story itself comes down to the love between Neo and Trinity more than anything else, though it has a twist to the end that you can see coming from the halfway point in the film, and for all the story does explain there are still elements clearly left hanging to justify another sequel.

Despite not really enjoying nearly three quarters of the film, it does have some redeeming elements such as the new cast which certainly refreshes the character line up. Neil Patrick Harris is just superb in his role as The Analyst, the therapist working with Thomas Anderson, and he has a great sinister edge to his performance that leaves waiting to see what this character’s next move will be. Jonathon Groff as a returning Smith with a new look which isn’t explains satisfactory was a return, I felt was not necessary, whilst Groff brings a new take on the character, the story featuring Smith once again just fell flat for the most part. Yahya Abdul-Mateen II as “Morpheus” for me is the weakest element just as having a returning Smith, having a “Morpheus” back just for the sake of having a constant reminder of the original character but not being the original character, it just does not work for the story makes it perfectly obvious that Neo only needs Trinity so by the end of the film, new Morpheus is forgettable.

The highlight is most definitely Jessica Henwick, who many may recognize from Colleen Wing from Netflix’s Iron Fist show in the role of Bugs, and her action scenes and introduction to the universe is absolutely the best part of Resurrections and gives me hope that the, should there be one, next Matrix film and story may work far better than this mess of exposition and recreating an origin story for two characters in Neo and Trinity that already served their purpose. This is a story that spends too much time passing commentary on the reception of the first films as well as trying to be so meta and self-aware of how bringing the film series back after so long will have fans reacting to it.

Overall there is enough that should this be the start of a new trilogy of Matrix films that the issues with this reintroduction could be fixed and a focus on new characters to drive the story could produce something good for fans but Resurrections has too many failings to justify a recommendation to go to the cinema and pay ticket prices to see it rather than watching it on home on your streaming service of choice, US had the chance to see this on HBO Max for example. I came away not enjoying it as much as I hoped to, perhaps summed up by what felt like a middle finger salute to the post credit scene of MARVEL MCU films as well with a right at the end of the credits scene that was simply lifted from an unfunny scene earlier in the film with a very unfunny joke that neither teased what could be next or helped send those who waited and hoped for something more home happy.

So, the answer to my question of “Why did I not just see Spider-Man: No Way Home for a second time instead?” is simply….I wish I had.

Review: Kona

2022 is going to see many released titles receiving their “Next Gen” updates! This is a wonderful thing, as anyone who has made the leap will finally reap the rewards. The latest game to receive this treatment is Kona. A previously listed Game Pass title, I had the pleasure of looking at it in 2020. Roll on nearly 2 years and let’s see what’s changed!

Developed by Parabole and published by Ravenscourt, this is a walking simulator with detective and survival elements. It combines ideas from Blacksad and Alan Wake, with elements from Firewatch and The Long Dark. You’ll experience puzzles and problem solving alongside survival mechanics and an immersive open world.

Kona offers an open world with a linear storyline. 

The world of Kona is a cold and mysterious place that is beautifully representative of the Canadian wilderness. It uses everyday survival mechanics of health, temperature, and stress, and this juxtaposes the supernatural moments in the plot. You must explore the surrounding environment while picking up clues to assist your investigation. Furthermore, the action is brilliantly supported by a warm and distinctive narrative that describes each scene as it unfolds.

Kona takes place in the 70s in a snowy town called Nord du Quebec. This quaint place was once a thriving location, but recently things have taken a turn for the worse. You control a private investigator known as Carl Faubert. He arrives in a deserted Nord du Quebec with no idea of what’s happened and an eerie suspicion of sinister activities.

The gameplay revolves around Carl’s investigations and your ability to find clues, solve puzzles, and manage the survival mechanics. It beautifully blends detective and survival skills with a free-flowing point and click adventure. To this end, it will appeal to fans of many genres.

Where is everyone?

Don’t venture too far. 

The beauty of Kona is the freedom to explore as you wish. Yet, the central plot demands certain events happen before you can progress. This was wonderful, as you could venture into the wilderness without losing focus on the story. 

If you wished to take in the Canadian landscape, you can use your flashlight to explore the snowy world. However, you must be aware of your stats and the wolves that vie for your blood. The cold can be tackled with fires or entering buildings. Whereas wolves can be shot or distracted by meat. Furthermore, stress is debilitating and accidents, upsetting moments, or tough situations make things worse. Therefore, calming your nerves is essential, and beer and cigarettes are the cure.

Everything was perfectly balanced, and no element felt overwhelming or out of place. Subsequently, the intricacies between realism and fantasy were enjoyable. Consequently, it lacked the expected cliched moments and the acting never ventured into the realms of absurdity. 

Are there any clues hidden here?

Kona is much improved on the Series X

One of my original complaints was the buffering issues, as the game would take between 3 and 20 seconds to load the environment. Unsurprisingly, this was unacceptable and made the original unbearable. Fortunately, however, this problem has been rectified, and this makes it much improved and more immersive. Therefore, it was easier for me to overlook its other shortcomings.

Kona is an older game and its graphics are of distinctly “Last Gen” quality. Yes, they have received a modern polish, but they are dated, nonetheless. This was evident in the textures of the landscapes and buildings. Sadly, it was distracting and I would have hoped for a better finish. 

The graphics may not be perfect, but the audio is! The blend of music, silence, sound effects, and narration create an atmospheric title. There are few games that deliver audio to this standard. Subsequently, this makes Kona’s shortcomings that bit more disappointing. If the other layers were as good as the audio, this would have been a phenomenal title. 

Where are you going?

Easy to control. 

It’s easy to grasp the fundamentals thanks to the clean UI and the first-person perspective. Set out brilliantly for use with a controller, so you won’t struggle to master the commands. Therefore, it was easy to explore the world and use every survival tool at your disposal. Thanks to the improved loading times, the game feels smoother and more responsive. 

Though the finale is fantastic, and the build-up to the end game well thought out, there are no alternative endings. Sadly, this hinders both the replay value and its longevity. Moreover, this was impacted further still because of the linear storyline. Unfortunately, there are limited reasons to return, unless you are a completionist. 

Kona: Jack of all trades, master of none! 

Blending genres and elements isn’t a bad thing unless it’s detrimental to your identity. Kona doesn’t know what it wants to be, and this undermines the final product. It has so many great moments and is worthy of your time. However, it could have been much better if it focused on one style. I enjoyed it and I recommend you to buy it here! The “Next Gen” update has improved the visuals, and it will appeal to fans of many genres. 

Review: 7 Years From Now

This wholesome yet heartbreaking tale from PQube follows the story of Haruto Soraki. A high school student who is on a journey to recount the last seven years of memories he lost. With nothing but a gentle reminder and a promise he made, his journey feels hopeless. But upon visiting certain places and encountering familiar faces, it all begins to come flooding back. But it’s not an easy journey, uncovering the past of the town you’re visiting. 

7 Years From Now is available on Nintendo Switch, Steam, Apple and Android

Let’s begin at the beginning 

7 Years From Now was originally released in 2017 for both Apple and Android. But in Summer 2021, it came to Nintendo Switch with it’s pixelated charm. Upon first playing it, it definitely feels like a mobile game – but that isn’t necessarily a bad thing. It’s got a certain charm to it, which I think is reflected through walk cycles (or lack thereof) and general character interactions. I found myself to quickly adapt to how the game functions and the controls were very easy to pick up. 

Essentially this title involves a lot of reading. There isn’t much to do besides follow simple instructions given to you by other characters and engage with what they’re saying. There’s no mighty quests to embark on, no epic battles to engage in. It’s a very simple concept of talking to every single person you meet in order to gain an understanding of who you are. And how you got here. 

You never know who is around the bend

Take it one day at a time

The story is divided into chapters, which are bitesize chunks so it’s fairly easy to pick up and complete a few before putting it back down. The game as a whole has over 40 chapters so you aren’t going to blitz through it either. With such a story heavy idea, it would be a shame to condense it into a few large sections. I really enjoyed the chapter element of the game as I felt like it was way easier to track my progress. It also makes it easier to digest the content you’ve just engaged with. As I have already mentioned, this game is extremely text heavy so prepare yourself for that. The topics covered can also get quite heavy so regular breaks are needed to just relieve the weight. 

You’re given a timeframe right at the beginning of the game of five days. You have five days to explore your area and recount all the memories you possibly can. It feels as though these days fly by when you begin, but I assure you nothing is what it seems. It’s a perfect example of not taking what you have for granted. Which is a particularly important lesson to learn. You seek help from those around you, and rely on honesty and truth to progress. I found 7 Years From Now to rely a lot on important life lessons which embedded themselves neatly into the content of this title. 

Be sure to utilize the knowledge of NPCs

Final thoughts

As a whole, 7 Years From Now is an oddly charming yet extremely melancholic journey. When you think you’ve got somewhere and finally recapped a memory, you take two steps back and are back to square one. It’s an honest account of our protagonist, Haruto, and his thoughts and feelings when trying to understand how he got in this position. It’s frustrating, grating, lacklustre, but it’s also charming and heartwarming. You never know what to expect next, which is what makes it an engaging game.

Review: Aeterna Noctis

It’s nice going into a game without having prior knowledge about it. Usually. However, if the game is Aeterna Noctis, I advise you against it. This is a tremendous game, a huge, sprawling metroidvania that’s hard as nails. Typical games of this subgenre take some 10-15 hours to finish. Not this one, though. In what is quite probably the biggest map ever seen in a metroidvania experience, Aeterna Noctis has you trekking around many different places, fighting a lot of enemies, unveiling secrets and jumping around, for tens of hours. Really, you will need more than 30 hours just to finish this game. If you want to see everything, well, you’re looking at around 70.

It’s impressive, then, how the gameplay doesn’t get boring. There’s a lot going on here, with a complex story about fallen gods and demons, ghostly knights, the king of darkness, gothic castles and with many gameplay ideas and mechanics to enjoy and master. Aeterna Noctis focuses on platforming more than you’d expect it to, making you overcome intricate obstacle courses and solve jumping puzzles. The thing is, the difficulty level is on par with some of the hardest 2D platformers out there.

It’s the kind of difficulty that makes you want to scream in agony after 30 tries, doing the same thing over and over, dying because you can’t do a perfect run. The same thing is true of boss fights, that are evoking Dark Souls vibes. It’s a shame that both the platforming and the fights are frustrating. Don’t get me wrong, the design is fantastic. The enemy patterns, be them bosses or simple mobs, are distinct, clear, fun to learn and to exploit. The enemy types are a lot, more than expected really, the weapons in your arsenal are enough, the skills too, and the overall progression is felt.

The platforming puzzles are great, too: cleverly designed, very hard but clear in direction and just a lot of fun. Sadly, the controls are not up to the task. The jumps are not responsive enough to tackle such a high difficulty, and some of the more complex features are a bit clunky. For example, late in the game, the skills you acquire start to stack, to be used in quick succession. You have to jump, throw an arrow, teleport to it, all in a few seconds. Again, these are excellent mechanics. You have to be in control of the timing, height and duration of jumps and dashes, and most challenges are tough but fair. However, more times than should be allowed, you will turn around without wanting to, you will lose a jump for a millisecond because of the slow response and, in general, you will get annoyed.

The worst of it all? There’s a prominent bug that erases some of your progress. Meaning, you will manage to overcome a hard part of the game, a boss or a particularly difficult ascent on a tower, and then you’ll lose the last checkpoints, and you’ll have to do it again. This happens a lot, mind you, and you can’t manually save, so there’s that. Normally, the checkpoints are frequent and correctly dispensed, but this bug absolutely destroys your soul every time it occurs.

Visually, Aeterna Noctis is a delight. You will explore flaming caverns, moonlit castles, crystal caves, underground molten steel factories, eerie caves and you’ll meet dwarven blacksmiths and bearded oracles, talking in a made up language. The backgrounds are very interesting, filled with details and life, the character design is fitting and well-made, with only some parts giving off a less atmospheric vibe, like the character portraits in dialogues that are not on par with their models. A problem arises with the foreground clutter: some environments are so detailed that’s it’s hard to distinguish the platforms from the gaps and traps.

The huge world is beautiful, the music is fitting if forgettable. This is a dark metroidvania, inspired mostly by Hollow Knight -and doing it justice. It’s the kind of game that will terrorize you with its extreme difficulty, but will make you stand up and shout when you overcome a hard obstacle. Fittingly, there are some souls-like mechanics: you collect something-that-is-not-souls that’s used for leveling up skills and getting perks, and when you die you need to go find your corpse to regain what you had. It’s basic, it works, but it’s brought down by a boring skill tree that’s only serviceable.

There’s zero hand holding here, too. You will be thrown in the sprawling world and not know what to do and where to go, even though there are some helpful pointers. I am not saying this as criticism; it’s fun to get lost in such games, and this one nails the feeling. There are a lot of secrets, you will find many, many distractions that beg to be explored, you will get immersed and lose yourself in this dark world. It’s a well-designed map, very complex and memorable. The only real problem is found in fast traveling, that’s done on specific points which are too sparse and result in needless backtracking back and forth, getting through dangerous traps and huge enemies to find a dead end and going back, and then finding a key and going back again. It’s frustrating.

All in all, Aeterna Noctis is great. A game that’s sure to impress and delight its audience, the people who are looking for a very hard, huge metroidvania. It needed more polish to truly shine, but even as it stands it’s quite surprising, incredibly big, hauntingly beautiful, atmospheric and fun in a specific, agonizing way. If that’s what you want, you can’t get wrong with Aeterna Noctis. Just arm yourself with patience and you’ll experience an incredible game.

Review: Asterix and Obelix: Slap them all!

Gaming used to be a simple affair. However, these days, you can lose yourself in vast, beautiful worlds while completing an array of challenging missions. So, when a game takes a step back and offers a more basic approach, my ears prick up. Asterix and Obelix: Slap them all! Recaptures the beauty of side-scrolling beat-em-ups while maintaining a humorous and stylised approach.

Developed by Mr. Nuts Studio and published by Microids, this is a stunning beat-em-up title. Utilising the wonderful imagery and one-liners from the cartoon, you’ll quickly fall for its charms. It’s fair to say that this doesn’t break the mould, and there are better beat-em-ups on the market. Yet, this one is a stunning example of the genre, that it is worthy of your time because of its artistry.

Asterix and Obelix: Slap them all! relies on its name.

If any other title offers as little as Asterix and Obelix: Slap them all! does, I would be scathing in my review. However, I fell for its wonderful story, fun action, and excellent levels. The developers failed to explore any new mechanics, instead; they relied heavily on the duo’s much-loved status. You may worry that this may make for a tedious experience, yet its short levels offer enough to keep you interested throughout.

This solo or couch co-op game asks you to explore 6 acts each comprising a number of chapters. You’ll explore England, take on the Normans, head to Spain, Corsica, and so on. The array of locations sounds fantastic, but in reality, they all play similarly, just with a different look. To mix things up, the developers have created mini-games that ask you to grab food for a celebratory feast. This was a welcome distraction from the button bashing, but it doesn’t add any further challenge to the gameplay.

Get out of my forest.

Hordes of enemies.

If you tackle this solo, you can select between either character in an instant. Asterix loves nothing more than to grab his opponents and spin them at great speed. Obelix, on the other hand, uses his vast weight to steamroller his enemies. Each has a unique set of skills and both can easily batter the unrelenting hordes of Romans. Sadly, no matter the difficulty level you select, the game never really challenges you. This will frustrate hardcore players who want to get stuck in. Yet, if you like a more casual experience, you’ll love what’s on offer.

The action takes place across two modes; adventure and Freeplay. Both utilise the same maps and missions, yet the aim of the latter option is to get the highest score. This never appealed to me, as topping the leaderboard was a pointless endeavour. You were never rewarded for your hard work, and no new levels or cosmetics were unlocked. Subsequently, it reeks of padding out an already low content title.

So, Freeplay was out of the question, but the adventure mode was great if you loved the cartoon. Much of the action is taken from existing chapters of the franchise, though there is an exclusive act designed for this game. This was a great choice from the developers and something that will incentivise fans to keep playing.

My cruise isn’t as relaxing as I hoped.

Asterix and Obelix: Slap them all! looks amazing.

I’ve already stated that it’s not the best beat-em-up ever released, but it looks incredible. Its hand-drawn imagery, smooth action, and nod to the original cartoon are great to observe. I drooled over the vivid imagery and the wonderful comic book clichés. It was fantastic to see Paf!, Tchac!, and more appearing in every brawl. If you love cartoons, or you are a bit of a geek, you will adore every fight that unfolds. Furthermore, it has been polished within an inch of its life! With so many characters on screen and such vivid imagery, I expected it to be flawed and problematic. However, I was wrong, as I experienced no frame rate issues or bugs.

The charm offensive wasn’t limited to the graphics. No, the audio got in on the action as well. The excellent music complements each location while adding energy to each chapter. Yet, its brilliance is sadly tainted by the repetitive and slightly annoying sound effects and one-liners. Each action has an associated sound clip that quickly becomes tiresome, especially if you rely on one method of attack. I soon became disinterested, and this was a shame as the cinematic and music were delivered to a high standard.

The Romans get everywhere!

Button-bashing at its best.

Beat em-up titles rely on quick reactions and a combination of mashed buttons. Asterix and Obelix: Slap them all! demands you button-bash your way through every chapter. Each character has its own set of attacks, but the approach and delivery are exactly the same. You will smash your way through each stage utilising special commands that are earned through an array of combos. Subsequently, you must avoid being hit while bashing your foes to power up the strongest attacks. Luckily, the hectic action never overwhelms you thanks to the responsive and well-thought-out controller layout. Furthermore, the fundamentals are easy to understand and every approach can be mastered with ease.

If you aspire to top every leaderboard and never tire of repetitive action, you’ll experience a small amount of replay value. However, if neither of these things appeals to you, then one playthrough will be enough. Luckily, though, there are a lot of levels to tackle, an array of mini-games to overcome, as well as some fantastic cinematic to observe, so it does have some longevity. Moreover, a large and challenging achievement list will add hours to the base game.

Asterix and Obelix: Slap them all! does just enough.

Asterix and Obelix: Slap them all! could have been so much more. Unfortunately, the developers played it safe while relying solely on its good name and die-hard fans. Consequently, it didn’t reach its potential, and this was frustrating. With phenomenal imagery, excellent music, and flawless gameplay, it could have been brilliant. Sadly, though, there are better examples in the genre and they overshadow and outperform this on many levels. I enjoyed it, but I accepted its shortcomings. Therefore, I do recommend it, and it can be purchased here! Can you stop the Romans from invading the world? Team up or play solo as you battle your way across the globe!

Review: Alexio

Hardcore titles have a niche audience that loves sadomasochistic gaming. Many genres have dipped their toes into this shark-filled pool, but platformers consistently produce rage-inducing experiences. Alexio is my latest controller smashing review that had me hating life, biting my lip, and generally regretting becoming a reviewer.

Developed by Duck Team and published by ChiliDog Interactive, this is a brutally difficult retro platforming game. You must venture through a dated and colourful world full of obstacles and enemies. Furthermore, you will collect power-ups, grab coins, visit a shop, and leap over untold amounts of spikes. It treads no new ground, but it retains some charming retro mechanics and aesthetics.

Alexio is cute, but looks can be deceiving.

Top marks to the developers for creating an uber-cute title that lulls you into a false sense of security. Subsequently, you control a fluffy duck called Alex, who makes you feel warm inside. However, SPOILER ALERT… this feeling quickly dissipates, as you soon despise Alex for the fluffy asshat that he truly is!

Alexio has a stupendously stupid story that demands little Alex undertakes a dangerous journey. He has turned six and his dad drops the bombshell that he must find his monobrow if he is to become a ‘true drake’. Undoubtedly, this is the most exciting thing ever to happen to a young duck and Alex jumps at the opportunity. Sadly, this immature fool fails to realise the dangers ahead as he must venture through meadows, lakes, mountains, woods and more en route to an ancient temple.

How did you get up there?

One-hit kills, mostly!

I’m very hesitant when playing anything that has a one-hit kill philosophy. I have neither the patience nor the desire to die repeatedly while edging closer to the finish line. However, many gamers love this challenge, and Alexio will be an attractive prospect. You begin every level with limited lives and some basic powers. Alex can jump, lay down, and fall through platforms. If he touches spikes, gets hit by projectiles or any enemies, he will die instantly. Furthermore, matters are made worse, as checkpoints are sporadically placed on every stage. Death returns you to the last save point, and if you fail, you must start the level again.

The developers have upped the old-school factor by introducing a password system in lieu of a save file. Therefore, you must hunt for the four-letter word on each level in order to continue from that point! This main seem a bit annoying, or downright absurd, but I loved this long-forgotten mechanic. Subsequently, I applaud Duck team’s audacious nature and their nod to retro gaming.

Luckily, though, there is a small light at the end of this extremely long and dark tunnel. Power-ups are found throughout each stage and these offer some protection. You will have the ability to shoot, hover, double jump, and more. Thankfully, these new abilities unlock areas of the map and allow you to take more than one hit. This was a small mercy and helped to make a tough game just a little easier.

Hover with your helicopter hat on.

Alexio is old-school and vibrant.

I love a good pixelated title, and graphics rarely bother me these days. Yet, I still want variety and clarity between enemies and the landscape. Sadly, Duck team didn’t get this quite right, and Alexio suffers because of this mistake. Enemies blur into the background thanks to the limited colour palette. This is made worse still as many of your foes hide underground, or behind blocks and trees. This made a tough game unbearably difficult and will be a game-breaker for many players.

If you can overcome these shortcomings, you’ll love the vibrant worlds and variety of landscapes. Exploring each of the different areas was interesting, even if it was rage-inducing and brutally unfair along the way.

The cute factor is enhanced by the deceptively upbeat audio. The chirpy soundtrack and annoying sound effects never stop, and this makes you angrier still. Your eyes and ears tell you that you should be relaxed and happy, but the gameplay doesn’t play ball. It’s a bizarre mix that matches the era and theme perfectly while making you enraged.

Just a duck in a hard hat.

Loose controls.

Difficult gameplay isn’t a new idea, nor should it put you off entirely. However, there is an expectation that the controls won’t make the action harder still. Sadly, Alexio has got its control system horribly wrong, and this detracts from the other great elements. Moreover, it’s not responsive, and this causes you to die repeatedly. Therefore, when a game is as hard as this one is, I expect it to play like a well-oiled machine. Sadly, though, this is clunky and hard to master.

If you love this genre, then you will aspire to complete every ball-breaking level. Yet, I can see that costing you many controllers and a considerable amount of time. Luckily, there is some replay value and its difficulty adds to the longevity. Consequently, it’s good value for money, if not a little torturous.

Alexio won’t appeal to all.

Duck team has done a wonderful job of creating a challenging and cute to look at title. Yet, the shortcomings with the controls undermine much of its potential. If this element was improved, you’d have a game that is tough but fair! But, in its current format, it’s a step too far and will appeal to a very niche market. I enjoyed it, even though it kicked my behind many times, so, I recommend you to buy it here! Can you find Alex’s monobrow, or will the game defeat you?

Review: World War Z

Zombies have been at the forefront of pop culture in the last few years. Since The Walking Dead and a little game series called Left 4 Dead. But since Left 4 Dead there have been very few squad-based games taking on zombies. Enter World War Z. You lead a squad into escaping from the clutches of zombies.

World War Z was developed by Saber Interactive and published by Mad Dog Games. They released World War Z in 2019 on almost all platforms. I was provided with a free copy of the Nintendo Switch version to review.

Way back when Left 4 Dead 2 came out I sunk hours into it. I loved playing with others while attempting to escape the zombie horde. World War Z tries to recapture that feeling, but unfortunately, it falls flat. Now, it has all the ingredients to make it a great successor to the beloved series. But the main issue is that it has no player base.

But the main issue is that it has no player base.

A game that focuses on multiplayer cooperative gameplay needs to have a large player base to support it. Unfortunately, the multiple times I’ve tried to play online was met with no other players. So I was unable to test the main feature of where it shined. So what does it offer that Left 4 Dead doesn’t?

Weapons and classes can be levelled up. By levelling up weapons they come with new attachments which can change their utility in combat. For example, you start with a silenced pistol which allows you to stealthily take out zombies without alerting the horde. Which can make the early game very easy. But you can upgrade it to a stronger version which can either be silenced or more damaging. It’s a great addition to the format, which gives you the sole reason to replay the levels.

The graphics are pretty average and not very detailed. This extends to the zombies which look very generic and have very few details to make them look like zombies. There are stronger classes of zombies which have unique designs such as the Hazmat zombie which explodes with bile when killed which inhibits your vision. But honestly, the game looks no better than Left 4 Dead 2 but that title had its own visual style.

Zombies which look very generic

The only reason I would keep coming back to play more isn’t the story or lack thereof. But the level up feature. Even then it’s not a very deep feature of the game and does not give you much of a reason to replay it.

I did manage to get a game online and it makes the game so much better. The AI won’t complete missions for you such as collecting supplies. But when you play with others they can wait near the next mission point and progress faster. But if you don’t get into a game with others it can be much better.

It feels like this genre needs a breath of new life to it and unfortunately, World War Z is not the answer to our prayers. Hopefully soon Valve will grace us with Left 4 Dead 3. World War Z is missing the core piece to even be considered worthwhile, a large enough player base to sustain the multiplayer mode. And with a tired plot doesn’t help it either. And it also doesn’t bring anything worthwhile to the genre. Because of this it only gets 5 out of 10.