Review: Blue Reflection: Second Light

It took me longer than I was expecting to figure out whether or not I actually liked Blue Reflection: Second Light. There were moments where I got immersed in the story and the dynamic between it’s cast of characters. But also moments where gameplay felt like a slog. Just busywork to get me to the next plot point. 

I’m Not Upset, Just Dissapointed

This kind of relationship between story and gameplay has always been something that pushes me away from fully enjoying a game. The two need to work together in order to convince me to keep going. The gameplay propels the narrative forward in an enjoyable way, and the narrative justifies the gameplay in a compelling way. However, I felt Second Light only hit home for me in one half of this statement. 

As much as I tried to enjoy the gameplay, I just couldn’t. That isn’t to say that it’s irredeemably bad. Just that it was a little disappointing. Now that I write this out I can’t help but think of the clichéd phrase: “I’m not upset, just disappointed.” 

Honestly though that old and tired phrase is a pretty accurate representation of my feelings toward the gameplay. Specifically the traversal and combat. Two very big components of the time you’ll be spending in this world. 

The Beginning of a Long Summer

However, let’s touch on the story first. Second Light follows the protagonist Ao Hoshizaki and a group of girls living in a school surrounded by blue waters. How they got there and why they’re there, are both unknowns. The entire group except for Ao have all lost their memories. Yet Ao has no idea of what the place is. Only that she was headed for summer school before awakening at this strange imitation of a school. 

Ao was not the first or last to arrive here, but is the most determined to uncover its secrets and help her newfound friends to recover their memories. They come to learn that their best bet are places called heartscapes. Heartscapes are areas linked to one person’s memories. They change in appearance and landscape depending on whose emotions and heart is tied to it. Inside this heartscape are fragments of their memories. And so they venture forth, exploring, foraging and fighting demons in order to piece together the puzzle of what’s going on. 

Get Me Out of Here

On paper this is a fairly interesting premise, and narratively it definitely is. However, it falls short in it’s heartscape gameplay. Combat is fairly simple. It’s a turn-based/real time hybrid that has everyone, whether hero or enemy, acting on a timeline. As time passes you gain access to your abilities, the first tier gives you 1000 points which is enough to complete one basic action. However as fights progress you gain access to higher tiers, allowing you to string moves or use items and healing abilities. This makes combat a bit of a waiting game where you eagerly await the button prompt telling you you’re now allowed to make a move. I was not a fan of this style of combat. I enjoy a good turn-based RPG sure, but this felt like a weird warping of those gameplay mechanics. 

My time in combat also never felt as tactical or strategic as it might in other turn-based titles. It instead became a matter of dealing the most damage while watching out for attacks being resisted or exploiting a weakness. There were status effects and items that gave out buffs, but rarely ever did they feel necessary. I’d mess around with them for the sake of engagement, but they felt like window dressing for the most part. You could, after all, get away with simply attacking and occasionally healing. The only times when you’d actually make use of your full range of abilities, mainly out of necessity, would be on the highest difficulties. 

Getting around the heartscapes can sometimes be a tedious task. You walk, run and sneak around enemies, trying to hit them first for a slight advantage at the beginning of a fight. You slowly balance and cross beams over gaps, hang on tightropes, and climb ladders. Standard fare, but mightily mind-numbing. What really doesn’t help is the fact that they use the same voice line everytime Ao gets to climbing and crossing. Prepare to have the limits of your sanity tested in that department. 

You also collect resources along the way. The things you collect are used as materials for the game’s crafting system. You can use the crafting system to create meals that provide HP recovery or buffs to defense and attack damage among others. You can also use your foraged resources to craft items used in the construction and upgrades of building/amenities.

Enough Fighting, Let’s Talk

As you play through the game, exploring everyone’s heartscape and hanging out at the school. You end up spending quite a lot of time with everyone, forming bonds with your newfound friends. This is the part of the game that I felt was the strongest. The writing shines here, with every person having their time in the spotlight and gaining depth as characters. You start establishing favourites among the group, ones you may identify with. Others you may find annoying but endearing, or a buzzkill who means well for the people they care about. The time I spent with each of Ao’s friends ended up being the one thing I was looking forward to. Especially when out in the heartscapes fighting demons.

The characterizations are strong in Second Light and this really lends itself well to the depth of the main story. It stops proceedings from just being “go fight demons to get on with the story” and rather a genuine wish to help each girl recover who they are. What’s essential to this is the amount of time you spend with each person.

Aside from the main story cutscenes, there are interactions that occur naturally, as you wander the halls of the school. However, there are also optional “dates” that you can go on with the girls. I was at first taken aback at the choice of wordsI wondered if it was a more literal translation from Japanese, or if Second Light was a dating simulator disguised as a JRPG. Thankfully though, these dates aren’t just straight up romantic interactions for the sake of fanservice. They’re rather moments where you get to hang out with your favourites. Although, you will find the odd flirty dialogue option, which ends up being more adorable than romantic.

For the Eyes and Ears

I enjoyed the soundtrack on offer, although at times I’d have liked some variety in the hub area theme. Lucky for me the song is pretty good. It’s this wonderfully light and airy music that just gives me a warm feeling reminiscent of long summer days. If I could think of a single word to describe it, it would be wholesome.

You won’t really find much to be amazed at visually. Character, enemy, and environment design are adequate, but never really go much further than that. The moment to moment visuals aren’t especially pretty either. However, there are little slices of beauty, like when a sunset hits just right. Providing deep shades of orange and yellow to the surroundings. Or this shot of a boss room lit up by floating lanterns of soft pink and orange. I’d have loved some more use of colour to add some life to the world.

Blue Reflection: Second Light is a great story carried by excellent characters, but dragged down by uninspired gameplay. I really wanted to enjoy it more than I did. But I just couldn’t convince myself that I was having a good time outside of cutscenes and dialogue. 

A Closer Look at In The Book Personalised Books

With Christmas not too far away now, we are going to be looking at various things you might want to consider – here we look at some awesome personalised books from In The Book.

This is how In The Book describe themselves:

“At In The Book, we believe in the power of reading. The power that helps educate, instil confidence, and most importantly, create a lasting bond between parent and child.

We came to life in 2018, and our aim was to put magic into the story by writing your child into adventures with their favourite characters from a host of well-known brands. Their name is woven into the story, as well as on the cover and even in the illustrations. This kindles their natural curiosity, helps children to relate to the book, and ultimately grow as a reader and an individual.

At In The Book, we’re a team of illustrators, storytellers, content creators (see here!) and most importantly, readers! We know one story is enough to transform an individual’s outlook on the world, whether it’s a well-loved book from childhood, or a classic work of fiction.”

We decided to take a look at two different books that In The Book offer.

Marvel’s The Infinity Saga Storybook Collection

Our Marvel’s The Infinity Saga storybook collection covers the entirety of the Marvel Cinematic Universe in chronological order over 188 pages! Including the first appearance of the mind stone, The First Avenger, Bruce Banner’s experiment all the way to the Guardian’s of the Galaxy, Ragnarok and Thanos’ arrival, this Marvel storybook collection is the ultimate gift for a Marvel film fanatic or dedicated comic book fiend. They’ll get to see how the Avengers were assembled, and everything that follows their gathering!

The edition is available in two sizes, featuring the individual’s name embossed on the cover and featured along the top of each page of each story. Bursting with hand-drawn illustrations, the deluxe edition offers larger and more detailed content, printed on premium quality gsm paper. Our book even includes exclusive Endgame artwork commissioned by Marvel especially for In The Book, which you can’t find anywhere else! This makes our collection book a special collector’s item for Marvel fans.

To finish off this ultimate collection, why not add a special message to the inside page? The book will arrive in one of the luxury gift boxes available and you can choose to upload a picture which will appear on the opening page of the book, making the gift entirely unique.

Personalise your book with your child’s name, which will be printed on the cover and at the top of each page of the book. Also add a special message to feature on the title page before the story. And, exclusive to In The Book, upload a photo to truly create a gift like no other.

The Marvel’s The Infinity Saga Storybook Collection is available now priced from £29.99.

Personalised Paw Patrol Story Collection for Bedtime

Any child who loves Paw Patrol will be over the moon with their very own personalised Paw Patrol story book collection! Your little one will be taken on exciting journeys with Ryder and the rest of the gang as they try to save the day in Adventure Bay. Your child has their own specially written introduction story that features them as one of the main characters alongside the pups as they begin their latest mission! After reading their own adventure story, they can get stuck into another four stories! With 104 fun filled pages in this collection, they’ll always have something exciting to read. Since it’s especially made for bedtime, you can sit down and read some fun stories with your child as they get tucked up into bed!

Even more, your child will be able to see their Name on the front cover of the book and on the top of every page, as well as read a special Message on the opening page! It’s the perfect personalised gift for any fan of the hit TV show, especially when you can complete your gift with a Photo of your little one to appear at the back of the book!

You can personalise your Paw Patrol book collection with any Name, appearing on the front cover and throughout the pages of the book. You can also add a special Message to the opening page of the book, especially for your little one!

There’s also the option to add a Photo of your child to appear at the back of the book.

Personalised Paw Patrol Story Collection for Bedtime is available now priced from £29.99.

Both of these books are great – the process of personalising them was easy and fun and from ordering them to them being delivered was a very short time too. 

In The Book have a lot of really great and interesting personalised books to choose from – take a look, there is bound to be something there you would love to give someone for Christmas. I really loved the option to add a photo – that makes it even more special.

You can learn more from the In The Book website, and there are some great offers on there at the moment as well.

Review: Undungeon

I love the freedom developers have to design fantasy worlds and bizarre stories. The blend of science fiction and mythology never bores me, and I’ll try anything that looks weird and wonderful. Game Pass allows players to delve into games they may otherwise have overlooked. One such title that may sadly fall into this trap is Undungeon. The confusing description of collapsing worlds and a Multiverse that needs to be reset doesn’t instantly grab you. However, this is one slow-burner that make take you by surprise.

Developed by Laughing Machine and published by TinyBuild, this is an old-school-inspired action RPG. Set across multiple bizarre landscapes, you control a claw-wielding herald called Void. His job is to save what is left of the Multiverse by completing quests, exploring vast words, and gathering organs. 

Undungeon is confusing as hell. 

When a game opens with an in-depth description to set the scene and a basic but thorough tutorial, you’d think you’d know what was going on. Sadly, Undungeon is confusing as hell, and I’m still not entirely sure what is happening. 

Yes, it’s clear that the game takes place after the point of no return! You must complete your quest to reset the Multiverse from collapsing in on itself. But, after that, I’m simply going along for the ride to see what unfolds.

You’ll encounter multiple guides, including a floating eyeball that offers you advice, and a hub keeper who happily reminds you of how difficult you were to create. After all, Void isn’t a normal creation! No, he’s a blend of essence, organs, and ribs all cooked together in some ungodly pot.

Death is but one hit away!

Missions and hack n slash combat. 

The odd plots and strange flowing story may be confusing, but the core mechanics are intelligent and fun to experiment with. The gameplay brilliantly blends its two genres with ease. The free-flowing real-time combat works well with the action elements. Whereas the character levelling and statistics and attribute improvements lean towards the RPG layers. 

Encountering scampering scorpion-like creatures who spit acid projectiles was hellish. However, the hack n slash style combat creates a hectic but unrefined experience. It seemed at odds with the rest of the stylised gameplay, even though it did well to break up the mission-based exploration. Sadly, these standard RPG staples will leave you uninspired. You’ll save lost people, transport goods, and explore unknown areas. Veterans of the genre will be stepping into very familiar territory. This isn’t a bad thing. I just hoped for more. 

Upgrades and equipment. 

When death wipes your progress back to the last checkpoint, you are going to want the strongest character possible. This is where XP, levelling, and bigger and better equipment comes in. 

Being an ungodly creature that is created from organs and essence has its advantages. Namely, the ability to swap out your inwards for new, improved parts. You can change your heart, skin, brains, legs, and intestines for improved versions with attribute boosts. Moreover, a rune-based system allows you to fine-tune Void to your gameplay style.

I loved the customisable approach, and this extends to the equipment that Void can use. With grenades, throwing knives, and potions at your disposal, the claws aren’t the only method of attack. Furthermore, they can be traded en route and repaired in the central hub. Sadly, nothing lasts forever and your gear takes a beating throughout. You must maintain everything you own or you’ll weaken your approach. It is an inconvenient layer of micromanagement, but one that matches the RPG mechanics. 

Slash your way to victory.

Undungeon looks and sounds fantastic. 

Though it has a strange story, weird organ-based mechanics and standard RPG quests, Undungeon undeniably looks amazing. Its striking pixel art demonic imagery and Sci-fi edge work fantastically well. Its wonderful top-down perspective gives you a fantastic viewpoint, and the game feels alive and full of energy. Yet, this strange world isn’t perfect. Its hectic battles and odd movement are overwhelming and jarring to look at.

With spells exploding, projectiles flying and creatures leaping, there is a lot to take in. As for the jarring moments, Void lacks fluidity when he turns. This is distracting when much of the action requires quick and accurate movement. Sadly, this is one retro element that was badly implemented.

The dark and creepy Sci-fi theme is captured in the low-fi audio. This wonderful soundtrack adds energy, emotion and atmosphere to this eerie odd title. Furthermore, the excellent sound effects of crashing magic and slicing claws brilliantly complement the hard-hitting action.

Influence those around you.

An exhausted godly hero. 

Heroes with weaknesses are nothing new, but to run out of stamina almost immediately is ridiculous. Void can slash his claws for three consecutive attacks before he’s gasping for breath! This annoying and poorly executed concept is thoroughly frustrating and is a turnoff. If you combine this with the poor turning circle and distracting combat visuals, Undungeon is quite a handful to play. I did, however, appreciate the use of submenus and the stylised pause in the action as you equipped new weaponry or different potions/accessories. It was a great way to break up the hectic gameplay while making it manageable to handle.

With death wiping your progress, you are kept on edge throughout. The strange storyline and weird mechanics are oddly moreish, and encountering the bizarre NPCs only muddies the water further. It’s a game that’ll keep you playing out of intrigue as you’ll want to know what is going on. Its tough gameplay is reflected in the challenging achievement list and completionists will lose hours to it. 

Undungeon is fantastic even with its shortcomings. 

Imperfect games are unfortunately a given these days. However, this doesn’t define whether a title is playable or a success. Undungeon is fantastic despite its shortcomings and I was fascinated by much of its central concept. Its strange style won’t appeal to all, but I loved it and recommend you to buy it here! Game Pass subscribers have nothing to lose as you can play it free of charge. Complete your quest, upgrade Void, and reset the Multiverse. 

Review: Severed Steel

Severed Steel is a first-person parkour-them-up where you play as Steel, a one-armed badass with gymnastic and time travel abilities to rival Max Whitlock during his ill-fated appearance on Doctor Who. In a world unbothered by trifles such as gravity and plot, Steel needs your help to smash her way through a fully destructible map using a gorgeously fluid combat and parkour system. All of this is made that little bit easier for the player’s stupid and slow brain by the ability to slow down time, giving you the time you need to perfectly chain together your jumps and dodge the bullets the bad men are firing at you.

First things first, let’s deal with the elephant in the room: Mirror’s Edge. Mirror’s Edge is the pinnacle of the art form when it comes to games with parkour mechanics and nothing has vaguely come close to matching the feeling and look of the game in the *checks notes* 12 years(!) since its release. So is Severed Steel just a clone of a very successful classic game? Should you care about it or would you have a better time by just playing Mirror’s Edge? 

The components that make Severed Steel distinct from Mirror’s Edge are threefold. 1) Severed Steel has a combat focus where Mirror’s Edge is all about avoiding combat and the purity of the parkour (apart from that one level everyone hated). A different direction in the gameplay priorities makes Severed Steel feel like its own thing. 2) Mirror’s Edge has a very white, futuristic and clean aesthetic which Severed Steel swaps out for the neon palette of a cyberpunk art style. This, again makes the game feel distinct from its spiritual predecessor and matches absolutely brilliantly with the slightly chaotic gameplay style that Severed Steel suggests. 3) Severed Steel has a ‘slow down time’ button meaning you can deal with the chaos and combat in a way that feels controlled and elegant, avoiding the pitfall there could’ve been by adding additional mechanics and making the game unplayably convoluted.

Now we’ve dealt with the elephant, let’s move on to the meat of the review.

The parkour. Is it good? Yes. With the perfect complement of moves, Severed Steel serves up your parkour fantasies, like a butler with a speciality in abstract concepts. You’ve got the basic moves you’d expect from your Call of Duty: Black Ops – you can jump, double jump, slide and wall run with elegance and ease completely at odds with the amount of screaming your average gamer would be doing on attempting those moves in real life. But Severed Steel ups the ante with a few additional moves that tie the whole system together in a bow. The first is a button that I think all games should have from now on to make sure you can live out all of your Matrix fantasies – dive. When you’re running along you can do a head-first leap that you’re heavily encouraged to use to make like electromagnetic radiation and transmit yourself through glass. You can tie this in with a double jump to get the extra forward momentum to make up the final few meters you need in the leap over the bottomless pits that are so prevalent in video games. The other button that Severed Steel adds to the standard set of gaming moves is kicking. You can kick off a wall after a double jump, giving you a little more height to scale those super tall obstacles in your path. You can also use the kick in combat situations to knock off your opponent’s block.

But kicking in an enemy soldier’s face, like it’s the Ikea box I just flattened for optimal disposal, is not the only tool on offer to ruin the bad guys’ whole day. In a crazy deviation from video game cliche, in Severed Steel, you have access to these things called guns. You can pick up enemies’ guns and use them against them, shooting from the walls mid-wall-run or kicking off enemy number one to get the flip you need to shoot enemy number two. And, as the game is as invested in you looking cool as Elon Musk is invested in not solving world hunger, you can obviously throw the gun once you’re finished with it, making sure the weapon has its final use once it’s out of gun food. The guns and kicks can be used on more than just guards – you can shoot windows to make a dive through them easier or just straight up shoot the walls and doors to make a path thanks to the destructible terrain.

An awful lot is going on in Severed Steel and, as much as Steel is a superhuman ninja who can think at the speed of light, you, as a player, are not. Juggling complex platforming and not getting shot by an overwhelming cohort of enemies is not an easy thing to do for us mere mortals so Severed Steel gives you a couple of gifts to maintain the flow and feel of the game in its panic-inducing, control-forgetting, damage-taking moments. Firstly, you don’t take any damage while doing acrobatic feats. Sliding, diving and wall running all make you invulnerable, meaning that, if you’re good enough at the parkour, you don’t need to worry about any enemies that aren’t directly in your path. But what if you’re not good enough at the parkour? The solution, as with most things in life, is to simply slow down time. With a click of a button, you’re in slow motion so you can perfectly time your attacks and moves to make you as smooth and talented as I believe you are. You can even dodge bullets. When you start the game, this mode is pretty much compulsory if you want to make sense of all the things going on that you’d have no chance of registering in real time. This lets you achieve your set objectives without worrying too much about being murdered, much like the improvements my office recently made to the alligator ceiling.

All in all, Severed Steel is a glorious ball of barely understandable chaos. A lot is going on which gives you a lot to master but Severed Steel has put a lot in place to make sure it’s manageable and even an idiot can make themselves look vaguely competent. If you want to feel like a slow-motion, parkour and face kicking badass then there aren’t a lot of better places to look than Severed Steel.

Review: Drizzlepath: Deja Vu

Video games span multiple genres and comprise a magnitude of themes and styles. They offer something for everyone, and what might be right for you won’t be attractive to someone else. Whatever your go-to genre is, there is always room for a relaxed and chilled out game. Drizzlepath: Deja Vu walks you through some stunning locations while giving you the time to think.

Developed by Tonguc Bodur and published by Eastasiasoft Limited, this is a walking simulator title. It’s the second Bodur game that I’ve covered recently and one I was thoroughly looking forward to. Drizzlepath: Deja Vu is a re-envisioning of his first endeavour and a welcome sight on console.

Why are they sculptures here?

Drizzlepath: Deja Vu is what you make of it.

As with most walking simulator titles, you only get out what you put in. Drizzlepath: Deja Vu allows you to lose yourself in its surreal world full of overbearing images. The game can be as short and simple, or as long and complex as you wish. You’ll span an array of landscapes, witness some weird sites, and listen to some intoxicating narration. Subsequently, hours of your life will be lost to this developer’s emotion-laced creation.

You control a man who takes a journey to discover the meaning of his existence. His story starts in a pool at the base of a mountain. You swim with fishes, observe a floating octopus, and pass a ghostly image. You may think this odd, but this is merely the tip of a surreal and bizarre iceberg. Unlike Lucid Cycle Bodur’s recently released walking simulator, Drizzlepath: Deja Vu isn’t as dreamy. However, the experience takes in unusual imagery and has many overbearing moments.

The water can be a dangerous place!

A journey through the ages.

Though there is a loose plot to follow, Drizzlepath: Deja Vu leaves much open to interpretation. This was a wonderful decision, as it allowed you to move through each defining moment. I adored how the nuggets of narration punctuated the surreal landscape. With no guidance on what path to take, it was easy to become disorientated. However, you were never too far from the correct route and progress flowed nicely.

The serenity and slow pace will be off-putting for many gamers. Subsequently, its relaxed approach and the interpretive plot will make some players feel uneasy. I, though, loved the exploration and how every element blended to create a vivid environment that was alive. Moreover, the world fills you with an array of emotions thanks to each chapter’s unique design. Whether you are lost in the snow, swimming underwater, strolling by the coast, or creeping through a blood-red land, it’s fascinating to experience.

Drizzlepath: Deja Vu needs a polish. 

When a game wants you to immerse yourself in the action, you want the world to be beautiful. Sadly, Drizzlepath: Deja Vu misses the mark as it needs a polish. From afar, the imagery is fantastic, and the giant Greek statues, landmarks, and trees look amazing. However, step closer and it appears dated and rough. This isn’t a deal-breaker, but it ruins the immersive nature of the title. Furthermore, the movement of the animals and NPCs is a little wooden, and I’d have liked this to be much smoother. Fortunately, though, you traverse the land with ease and the first-person perspective was a great choice.

The blend of soft music, dramatic tunes, and realistic sound effects complete this walking simulation. If you then account for the beautifully acted narration, you’ll experience a free-flowing and touching story. You’ll be transported to each area thanks to the crunching snow beneath your feet, the sound of rushing water, or the wind howling. It was brilliant and made this a relaxing but must-play title.

I’m not sure I want to go on this journey anymore.

Walk or jog, your choice!

There is little to worry about within this minimalist walking simulator. You don’t have to solve problems, there are no items to use or chasms to leap. No, your hardest decision is whether to walk or run. Yes, the scenery can block your path and this was a little annoying, but it was a minor thing. Thanks to the responsive controls, you can stroll or jog to your heart’s content.

Drizzlepath: Deja Vu is let down by its replay value. The story is short, with only eleven chapters to experience. Once it’s finished, there is little reason to return. Sadly, the achievement list won’t draw you back, either. The small list is progress related and you’ll complete it in no time. Unfortunately, it lacks both replay value and longevity. However, it’s still great value for money and worthy of your time.

Drizzlepath: Deja Vu is short and sweet. 

Tonguc Bodur creates some amazing games, and Drizzlepath: Deja Vu is up there with his best. I loved how the elements combined and the freedom you have to interpret the plot. The story is wonderfully emotive and players will lose themselves in its unusual world. It won’t be for everyone, but I enjoyed the slow pace, great scenery, and beautiful audio. It’s worth your money and time and I recommend you to buy it here! Take a journey across many landscapes while pondering your existence. Enjoy the weird imagery and reflective nature of this touching plot.

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

Review: Captain Toonhead vs the Punks from Outer Space

What on earth (or space) is Captain Toonhead?

Most of you are probably thinking the same thing as me before I played this game for the first time, what on earth (technically not on earth) is Captain Toonhead? I’m very glad you’ve asked!

Have you ever wanted to play a VR game where you can fire piggy piñatas at cyber chickens or shoot down aerial kittens before they drop bombs on you? Well you’ve come to the right place! You can do all of that and so much more during your time playing Captain Toonhead.

At its core Captain Toonhead is a tower defence game… on steroids. It takes everything you can think of from a typical tower defense game and cranks all the dials to the max, especially when it comes to crazy!

Captain Toonhead has some of the craziest level and character designs which I absolutely love. It makes the game feel so refreshing and sometimes its downright funny. I mean where else would find a tank shark or a cyber chicken.

Unlike the typical tower defence games that we’ve gotten used to over the years, Captain Toonhead does a fantastic job of making the gameplay new and refreshing while catering perfectly for VR players. Not only do players get a recognisable top down view of the battlefield but also a first person on the ground view that really makes you feel part of the action. Each view has their benefits, top down can be used for placing and upgrading turrets and the on the ground view can be used to feel like part of the action as you blast chickens with your dual laser pistols.

After all of this the aim of the game is to defeat waves of enemies, all with different abilities and stop them from reaching your escape ship and getting to your adorable little cube friends called Enercubes. Upon defeating enemies, they will drop scrap which you can collect by throwing your mjolnjrs at them, you can then use them to build or upgrade your turrets.

At the end of each round you are given a score and told how many of your enercubes you were able to save. Yes saving these guys is very important as it’s their job to upgrade your turrets and weapons which is essential as you progress through the game.

Great variety… for the most part

During the few hours of the game that I was able to play I was met with so much variety in terms of character design and turret design. There are some crazy enemy types that clearly took a lot of imagination such as the aerial kitten, the cyber chickens and the sharks running on tank tracks just to name a few.

In terms of turrets there are a wide variety with some familiar types that appear in a lot of tower defence games. There is a standard rocket turret which deals a decent amount of damage and doesn’t cost a lot of scrap to build, there’s a bomb turret which acts almost like a trebuchet, unsurprisingly it’s slower but deals a tonne of damage. Other turrets Include a slow down turret which freezes enemies in place. All of these turrets can be upgraded and levelled up, increasing their stats. Using this variety of turrets players must use their tactical skills in order to defeat increasingly difficult waves of enemies.

In a rinsed out genre such as tower defence, variety like this is so important as it gives the player something refreshing to sink their teeth into and brings new life into the genre as a whole.

One place where I wish there was more variety is with the player held weapons. Unfortunately the only weapon that the player is able to use is a dual laser pistol set up and although they can be upgraded it would be nice to have different weapon types.

A nod to the great voice acting

Captain Toonhead also has some great story, characters and voice acting. The voice acting itself is very enthusiastic and at times actually very funny. It really helps to engage the player with the story and also shows that the development team have put that bit of extra effort in to make their game special.

Captain Toonhead as a character is very relatable also. He’s just found all of his crew dead, they’ve cooked the burrito in the microwave which they were told explicitly not to do and now Toonhead has been made captain and its up to him to carry out the mission by himself. Captain Toonhead takes this unexpected promotion with ease and really comes into his own. He’s a very loveable and relatable character and with the fantastic voice acting he is definitely memorable.

So what’s wrong with it?

So I’ve talked a lot about what’s good with Captain Toonhead but what’s bad about it? And is it missing anything?

So there are a few issues I encountered during my time playing Captain Toonhead but generally they were very minor. Firstly I noticed a few visual glitches especially with the players hands when throwing the Mjolnirs, they tend to bend very awkwardly and to be honest, quite painfully.

Another visual issue that I noticed was with the pointer lasers that come out of your mjolnirs to show where your pointing. These pointers were a very bright yellow and were filled with a pattern that was very hard to look at and it even started to give me a headache if I would stare at it too long.

One thing that I wish was included is collision with your hands. Unfortunately when your holding your mjolnirs or weapons, your hands will just glide through objects and although it is a very small issue, I just think it would be a cool feature to be able to interact with objects, especially on your ship.

Verdict

Captain Toonhead takes the typical tower defence formula and completely cranks it to the max. It has a fantastic art style, voice performances, enemy designs and gameplay features which make the game refreshing in an otherwise dull genre. There are a few visual issues and things I wish were included and that could have given the game the 10 out of 10 it rightfully deserves.

Preview: Tape Recovery Simulator 96K

Gamers of a certain age will have no clue about tape cassettes, or even better floppy discs. These dated storage devices were the only way to share information and to play games. They were a great invention but were prone to damage and corruption. Tapes, in particular, were constantly failing, and this forced people to take matters into their own hands. Tape Recovery Simulator 96K is a simple but strangely addictive title that’ll transport you to this ancient art of data recovery.

Developed and published by CaffeineWithdrawalGames, this is a logic-based game full of 80s clichés and humorous one-liners. It’s a blast from the past and will fill older gamers with nostalgia.

Tape Recovery Simulator 96K is about solutions, not problems.

In the business focused world of the 70s and 80s, upper management wanted solutions and not problems. This present day tongue-in-cheek title captures the essence brilliantly in its email discussions and absurd business model. You work for EES the game’s fictive but modern firm. You take on the role of a data recovery specialist who must work with recovery tech to complete their job. Your tools of the trade comprises a basic computer, a tape player, and a mixing deck.

The core concept in Tape Recovery Simulator 96K is simple. Accept a job, save as much information, capture any images, and return it to the client. You must battle your never-ending workload while working as quickly as possible. You’ll focus on key areas of the recordings, complete your tasks, and move on. There isn’t a lot to it, but it’s brilliantly addictive and uses your senses of sight and hearing to overcome each problem.

Use the mixing desk to solve the problems.

Microelements and a thorough tutorial.

Now, I haven’t looked at a tape cassette in years, nor do I remember much about data recovery, so I was a little overwhelmed, to begin with. With dials, displays, and an array of complex labels, I was out of my depth. Fortunately, however, looks can be deceiving, and that’s certainly the case in Tape Recovery Simulator 96K. Its many minor layers are easy to work through and this creates an interesting albeit repetitive title. You’ll control the main volume, the emul volume, and the sync speed. You must handle the tapes, program the display with basic coding, record imagery, and scan the data.

I admit it sounds overbearing and very scientific, but it really isn’t thanks to the thorough tutorial. With a step-by-step guide that sets the scene and explains the fundamentals, you’ll be productive in no time. A word of warning, though! This game is all about the small details and this is essential to note during the opening stages. If you skip any of the hints, you’ll struggle to progress, so take your time. After all, who doesn’t want to learn about the long lost art of tape cassette data recovery?

So many error messages.

Tape Recovery Simulator 96K is wonderfully retro and authentic.

My memory of cassette gaming is somewhat hazy, but I do recall the vivid and wild loading screens and the repeated errors. Tape Recovery Simulator 96K has captured this fantastically in its minuscule display. I adored the trip down memory lane thanks to the authentic approach. I also loved the volume of information that can be moved and removed to match the user’s needs. This was excellent, as the UI could be as cluttered or clean as you wish.

The sneaky hidden gems of information were also a great element. Using each tool at your disposal was key to identifying problems and to finding the solutions. This was brilliantly simple but was easy to overlook, and this enhanced the game’s difficulty levels.

Younger players won’t know the joys of hearing your game squeaking as it processes the data. Tape Recovery Simulator 96K enhances its authenticity with its horribly shrill sound effects. The screech of each cassette loading and the sounds of the tape player transport you to this basic gaming era. It’s fair to say it lacks finesse, but this reflects the retro nature and I think the developers got the balance just right.

The emails never stop.

Data recovery is simple.

I never thought I’d put the words data recovery and simple in the same sentence, yet here we are. Controlled exclusively by mouse and keyboard, moving dials, imputing code, and handling tapes is a cinch. Subsequently, you can focus on the finer details of the gameplay and not the controls. Furthermore, much of the action relies on small shifts on the mixer board and, fortunately, this was never a problem.

Alongside this, it is undeniably great to return to physical devices. I loved interacting with the cassette player and the simplicity of how it works. The developers captured the magic of this long-forgotten era and I was grateful to experience it again.

When a game is this simple, it can undermine its replay value and longevity. However, as the title is still in its early stages I expect the difficulty and gameplay to evolve. The snippets I have experienced were wonderfully moreish and demanded your attention, and I hope this continues in any additional content. I was fascinated by the combination of visual and audio clues, and this made it a captivating experience. I’m not sure it’ll resonate with everyone, but a niche following will adore its charms.

Tape Recovery Simulator 96K is surprisingly fun.

I’ve played some weird and wonderful games and Tape Recovery Simulator 96K is a strange concept. Yet, I loved its unusual gameplay and retro style. It captures the essence of a simpler time while challenging you to think logically. I enjoyed its nostalgia-laced action and recommend you to wishlist it here! Battle the clichés, recover the data and become the best engineer in the field.

Summary.

Tape Recovery Simulator 96K is a nostalgia-laced logical title. You must use the limited tools at your disposal to find the problems and offer solutions. Filled with humorous one-liners and dated aesthetics, this is one title that older gamers will adore. You must pay attention to the tutorial and the minor details, otherwise, you’ll experience a confusing and frustrating time.

(Reviewed on PC using Steam. Available Q4 2021 or Q1 2022.)

Review: Heart Chain Kitty

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If cats are something you love and possibly find adorable, well this game may or may not be as easily adored for you like many other games. I don’t know why, but the design is a little creepy to me. Something I wouldn’t feel like the first cat-related game I’d like the play. 

Plus, with the title, Heart Chain Kitty it sounds sort of nice, and yet the game’s story and design just feel a bit uneasy to enjoy. Especially since the game provides not much color as one may read in the description. Only if the creators are trying to imply more about how the world possibly blends colors, most uniquely. In my own opinion, it appears like the design of the world is made of a bit geometric-style gelatin; translucent style landmarks in the worlds that aren’t anymore but greens, reds, yellows, and blues all combined. If you ever took gelatin and mixed the colors, it sort of reminds me of that. None is very smooth in design, a bit fuzzy on the screen, and just not pleasing. 

It’s not only the characters and our cat, Kittey we play as the player that looks so strange with these colors. The worldly objects and landmarks are additionally a bit hard to look at. Not that the ability to move the camera each way is a problem, but the visual scenery gets a bit spooky in some ways. For example, there is one in particular, which I don’t want to be odd, but one cat statue is something I found a bit offensive. If you ever heard the thing about Disney movies appearing to have some obscene images left in the movies or somewhere on even the designed covers of the video, well it sort of made me feel just like that. 

Let’s say if you are lucky to spot this statue, I guess that will be a Willy Wonka moment, finding the golden ticket to see that obscene cat statue at the beginning of the game. I think if this part of the statue was done a bit smoother in design at the tip, this wouldn’t be an issue. Also, it could just be me, and possibly everyone I have shown at home that felt the same about it. 

So sadly, I can’t find myself to give this game’s graphics any high rating as it just is unpleasing. Even though it’s different and unique, it’s just a way too unminded portion of the game. I would rather have a normal color-scape and cute characters verse a gummy bear-style character to play as, with a tail and ears in a translucent gelatin worldly background and scenes.

Oh yes, and I must mention it also includes the designs of these villainous bosses! They are just as undesirable for a design, but it suits the game as the entire graphical appearance looks horrendous. At least there is some more of a battle to fight, than jumping on enemies in the game.

There is one other negative aspect of the game, which I found to be hard to relate to or want to care to read. The conversational pieces that took place in the game tend to not be at all humorous as they might or are meant to come off as. This is just my input, but I felt it to be still missing something to make it a bit more charming and amusing. So right from the beginning to the ending, the entire design and conversation between the cats and characters are just a bit dull and uncomfortable. 

However, if we do move on to the game itself, well this is where it has earned a few positive points! There really is one thing that this game may provide and that is a bit more engaging fun for the player. Just like many platformers, it’s a 3D-style game that you move about searching and transporting around the levels collecting objects and others, and finishing to completion. Again that is if you can get over the ubiquitous style levels and worldly designs. 

Heart Chain Kitty may actually have some way of reminding you of a few classic, retro similar style platformer games, with an adventure to entertain the player. From the many bosses and quests, it can keep you occupied, throwing in some challenging levels to accomplish it can be quite fun. Yet, there always is for me, that one big feature problem, the graphics that make it feel still a bit awkward like something won’t do what it should when being shot from a hoop to another location or if something is missing to get to one place to the next in the game. I don’t know why the game makes me feel this way, but it oddly does supply the connection and I have yet to feel stuck.

I sometimes feel like the only good thing is that you have a world to adventure through, like any typical platformer. Plus, the quests to entertain you and keep you motivated to play. Oh yes, and maybe the simple controlling button that was for the Xbox One is something to be pleased about. Other than that, the entire design really wrecks the game for me. I would rather have it in a standard design, not evening needing to be 3D. A standard appearance like 2D or a simple pixelated design would be perfect! Oh and maybe then this color-scape style world may be more appropriate and somewhat pleasant.

Nevertheless, the main purpose and goal of the game aren’t too difficult. Solving quests that are being asked, collecting items, and of course completing the main adventure of finding his family. It can be a game that may please those who can accept the quests, but it isn’t something that I can find myself playing so very often.

A Closer Look at the LEGO Marvel The Avengers Advent Calendar 2021

With Christmas not too far away now, we are going to be looking at various things you might want to consider – here we look at the LEGO Marvel The Avengers Advent Calendar 2021.

Behind each of the calendar’s 24 doors are daily gifts for kids to reveal throughout December’s buildup to Christmas. There are 7 minifigures – Iron Man, Spider-Man, Black Widow, Thor, Captain Marvel, Thanos and Nick Fury – plus exciting items and amazing accessories from the Marvel Universe that kids will love: a Quinjet, Helicarrier, Spider-Man drone, Avengers Tower and more. As the big day approaches, kids can mix up the gifts to create endless, exciting, super-hero adventures.

Includes 7 minifigures – Iron Man, Spider-Man, Black Widow, Thor, Captain Marvel, Thanos and Nick Fury – plus exciting items and amazing accessories from the Marvel Universe that kids will love.

Behind door 24 is an awesome surprise (clue: it’s one of the most powerful objects in the universe!).

I, and my trusty young helper love the calendar – each day is an adventure.

The LEGO Marvel The Avengers Advent Calendar 2021 is available now priced around £24.99 and is aimed at children 7 years old and up.

You can learn more from the LEGO website.

Disclaimer: The LEGO Marvel The Avengers Advent Calendar 2021 was sent to us for the purposes of an honest review. All opinions are the opinions of our reviewer.

Review: G-Darius HD

With recent rereleases offering nearly the entire series on PlayStation consoles, it’s quite clear that the Darius franchise is as eager as ever to show that it belongs as a mainstay in the industry, providing the same fast-paced horizontal shmup experience to newer audiences.

On the menu today is G-Darius HD, which is a remaster of the original 1997 arcade release, G-Darius, which was first ported to PS1 and then included in compilation releases for both the PS2 and PS4. Sprucing up the original with smoother 3D models and resolution grants it a new ‘mode’, alongside the original, but the content otherwise remains the same.

Despite the fact that it’s 20+ years old, G-Darius still holds up great. It has everything you’d want from a shmup – it’s tough, it looks and sounds great and it utilizes a fun weapon gameplay mechanic. It therefore completely justifies its reputation as being one of the best the series has to offer, together with Darius Gaiden, and if you haven’t had the chance to play either of those, and are a fan of shmup games – you should, but probably not with this release.  

Just look at that beast – glorious!!

Making G-Darius stand out from the large list of entries in the series is that it was the first to bring 3D graphics to the party, juxtaposing 3D models to the 2D scrolling action to give it a 2.5D look and making the enemies, and especially the bosses, even more distinctive. The best of these new additions is the ability to fire a gun that can capture an enemy and have it fight alongside you. You can then either choose to sacrifice your new buddy as a bomb or to convert it into a super beam gun, which will very satisfyingly wipe out all in its path or have Dragon Ball Z-like energy wave battles with some tremendously large bosses at the end of each section.

The ease in which these features can be used, in comparison to the relatively convoluted Dariusburst: Another Chronicle EX weapons and stretched screen, make this Darius the most enjoyable to play of the most recent two releases and easiest to master. 

It doesn’t take long to realize that these titles revolve around the boss battles at the end of each stage, and they deserve a lap of honour here. They are very well-designed in both their visuals and attacks and their difficulty is such that you have to focus on defeating specific enemies that drop weapon and shield upgrades throughout the level before you reach them in order to stand a chance. Intertwining lasers, pistols, missiles – and my personal favourite – a pinball game of hell are all implements of pain that try and blast you out of the sky.

At first you’ll be very confused as you think he might try to pincer you, before pinballing you to death

They’ll succeed an awful lot of the time as well, even on normal difficulty, but with another inclusion that allows you to have unlimited lives – and save at any point with the ‘R2’ button – it’s possible to make it from start to finish without much frustration while giving you the chance to practice if you so desire. 

With 15 stages in a branch structure and the prior-mentioned difficulty, there is plenty of replay value for those who are crazy enough to want to master it, but you might be disappointed if you are expecting a similar level of content seen in recent series releases. Dariusburst Another Chronicle EX was ironically criticized (*cough* including by me here) for its frugal list of features despite having 9 different playable ships, 4 modes and plenty of missions, but this title is essentially one mode with different visuals.

While there aren’t any big issues with the port, unfortunately both the HD and the original – though it seems more prominent in the HD version – experience slowdown when the screen gets busy with bullets or when the background shifts significantly. I have no doubt that porting a video game is no easy task, but considering the hardware they are running on, I can’t help but question the quality of the port.   
Also, the differences in visuals between the HD and original version, while obvious, are not so pronounced that it justifies a new mode – personally, I actually prefer the original’s over the HD version as the 3D features seem to contrast a bit too much for my liking, even though the HD models are far cleaner and crisper. 

Kamehameha!!

Judged on its own merits, G-Darius HD is one of the franchise’s best, made better, but it falls short of being perfect only for its slight technical hitches and a lack of features. It’s also not the greatest bang for your buck, unless G-Darius is the only version you wish to play, as there are 3 other packages with better value currently/soon-to-be available on the PS4- Darius Cozmic Collection Console (which includes console releases of Darius 2, SAGAIA, Darius Twin, Darius Force, Super Nova, Darius Alpha and Darius Plus), Darius Cozmic Collection Arcade (which includes arcade versions of Darius, Darius 2, SAGAIA and Darius Gaiden) and if you can wait until the end of the year, Darius Cozmic Revelation, which includes both G-Darius HD and Dariusburst Another Chronicle EX+.  

Review: 6Souls

Searching for priceless treasures can be life-changing and enthralling. Moreover, finding something that has been lost for decades is well worth the time and effort. However, you need to be careful where you start your hunt. Searching through dilapidated, spooky venues will only end in tears. 6Souls revolves around these ideas as you follow the adventure of one man and his trusty pet pooch.

Developed by BUG-Studio and published by Ratalaika Games, this is an action-adventure platform title. Its retro-inspired aesthetic and simple but captivating story will keep you interested in each of the ten chapters. Utilising two difficulty settings, and character-specific mechanics, the story is underpinned with some basic puzzle elements. Moreover, it’s an old-school game that will remind you of Sega Mega Drive or SNES gaming. This will therefore tug at older players’ heartstrings.

Avoid the spikes.

6Souls is straightforward but revolves around a whacky plot. 

This single-player experience asks you to control Jack and his faithful companion Butch. This heroic adventuring duo must work together to explore a long-abandoned eerie castle. This clichéd setting is allegedly full of treasure, and Jack can’t wait to get his hands on it. What the pair don’t know is that the castle has a bleak history and they are unwittingly going to disturb the ghosts of the past. Subsequently, a simple treasure hunt becomes more complicated as Jack and Butch venture deeper inside. 

The story has some wonderful twists and turns across its ten chapters. This impacts your character choices and how you navigate each stage. You must learn to use Butch’s agility, stealth, and speed to crawl through tunnels and evade detection. Whereas Jack can dash, climb, leap, and attack his foes. Each stage is filled with dangers and these must be overcome to find the treasures, collect keys, and get out alive. Each chapter culminates in a boss battle! You must use every mechanic to avoid being struck and to defeat them once and for all.

A lack of challenge and new powers.

None of the levels is overly challenging, yet they require precision, patience, and some degree of planning. You must be flexible in your approach and accept the limitations of each character. Furthermore, it lacks the complexities of its peers, but this complements the retro style.

The completion of each chapter rewards you with new power. These mystical abilities allow you to jump further or higher and you’ll reach otherwise inaccessible locations. Alongside this, Jack finds a bow on his journey. This enables him to create new platforms and attack his foes from afar. It was an excellent way to traverse great chasms and annihilate your enemies safely.

Don’t mess with the monster book.

The combat is lacklustre and death is a slight annoyance. 

When every chapter ends with a boss fight, you expect there to be a degree of difficulty. Sadly, 6Souls is sorely lacking in this department. Each enemy can easily be slain or avoided completely if you are a pacifist. Unfortunately, there is no reward or benefit from fighting, so running away is your go-to option. Furthermore, this was disappointing, as I wanted the adventure to be thwarted by danger as well as tricky puzzles. However, disappointingly, it wasn’t to be! This lack of complexity continues in the boss fights. Each encounter could be riveting, yet you simply spam the attack button to kill each boss. I desperately wanted the combat to be harder and more rewarding, but this never materialised.

Each chapter is cut up into bite-size stages that must be overcome to progress. This was a fantastic idea, as it made the action manageable and easy to play casually. But the developers missed an opportunity to increase the difficulty as the death mechanic doesn’t test you. Dying will reset your progress during any of the small stages, but I would have liked to see it punish you further. You never truly fear failure, and this undermines the action. The thought of having to redo a chapter would have increased the tension and longevity.

6Souls is gloriously old-school. 

6Souls is brilliantly old-school in design and look. The pixelated sprites, simple stage design, and garish colours gave it a dated aesthetic. I loved how the scenery varied through each chapter and this prevented it from becoming boring. Furthermore, each chapter ends with a story defining cutscene which was excellent to watch. I adored how the plot was pieced together and unveiled. It was fantastically extravagant, absurd and worked perfectly with the genre.

Retro gaming perhaps lacks originality and the well-trodden audio is guilty as charged. The familiar tunes and clichéd approach is suitable and serviceable, but it won’t amaze you. I didn’t dislike it. I just wanted something unique and unusual. This issue sadly flows through the sound effects as well. The dated noises match each action, but it won’t leave you feeling inspired. 

The cutscenes are great.

Clumsy and problematic controls. 

A dated game needs an old-school control setup. 6Souls delivers this but to the detriment of its gameplay. The clumsy setup sadly undermines the combat elements, and this leads to unnecessary frustration. Alongside this, the button mapping never felt intuitive, and I was constantly making errors. This could have been a user issue, but I failed repeatedly because I always pressed the wrong buttons. This was annoying and frustrating and could put some players off.

With collectables galore, ten chapters to explore, and a second difficulty option to unlock, there is plenty to do. Yes, the gameplay isn’t complex, but it’s fun and addictive, nonetheless. It is quintessentially retro, and that makes up for its shortcomings. Completionists will love the simple achievement list, but this reduces its challenge further still.

6Souls is absurd and wonderfully retro. 

6Souls starts as a simple treasure hunt but quickly evolves into an absurd tale. I loved the madness that unfolds and happily became swept up in the story. Its simple mechanics and lack of difficulty may annoy some, but this should be countered by the harder difficulty. I adored its retro ways and recommend you to buy it here! The castle is full of treasure and history and demands a brave adventurer to unearth both. Do you have what it takes, or will you leave empty-handed?

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

Review: The Frosts: First Ones

I’m not sure about you, but where I’m from in Scotland, getting a white Christmas is rather unheard of in recent years. So, to satiate the desire for that winter feeling that a lot of us think about, some turn to movies, songs and books. Well, instead of those, how about a survival game? It may have nothing to do with Christmas, sure, but it’s set in a perfect winter-draped forest and seems good enough to me to settle into. Let’s explore, shall we?

The Frosts: First Ones is a game of solitude, survival and the supernatural. Set in a frozen, seemingly post-apocalyptic world that isn’t too dissimilar to our own, you play as a hunter-gatherer called Berak. Berak lives in a small settlement in the wild along with some other hunters in a seemingly tranquil life until he is approached by Cilla from the settlement who informs him of her husband Hendrik’s disappearance. Berak, determined to find Hendrik and bring him home safely, then sets out on his own journey through the wilderness. 

Set out as a top-down point and click, it is now your task to navigate through the chilling landscape, find tracks that could lead to Hendrik and discover just where he has disappeared to. The further you travel from the safety and familiarity of your settlement, the more out of depth you begin to feel. The effects of the seemingly perpetual winter are more than apparent throughout the untouched landscape—if you were to find yourself in a forest like this in real life, most people would probably not see the other end. 

It is very much a solitary adventure, despite the main objective. You will feel as alone as Berak does when you’re playing, and this is thanks to the incredibly realistic and eerie atmosphere that The Frosts creates. Survival games can often struggle to make a realistic feeling experience, and this can more often than not let the entire game down as a whole. This is not the case with The Frosts. As you traverse dangerous ravines and try to carve your way around frozen trees, gusts of chilling wind and the crunch of untouched snow are all you can hear aside from the background music. These simple effects alone added tenfold to the experience; at one point I felt so immersed that I was convinced my room was much colder than it really was. 

One word to describe The Frosts would have to be compelling. My brother joked as he watched me streaming that it was a “walking simulator with some plot”, and whilst I do agree to some extent it could be described as a walking simulator, it certainly isn’t a straightforward one. The gameplay at first was quite slow-paced and it is very dialogue-heavy—Berak even monologues occasionally—but if you can work your way around this, it is a very intriguing experience. Another issue arises with the dialogue itself; there are some translation issues every now and then which can slow you down a little bit, but it doesn’t make The Frosts unplayable in the slightest. If you can overlook the finer details, you can absolutely enjoy the experience.

Whilst the general design and visuals are unique, the pixelated style does harbour some small problems. Some of the terrains can be confusing to navigate at times, added in with the pixelated style and the fact that Berak can often blend in with the environment, you may often become disorientated as you try to find your way around rocks and foliage.

One aspect I enjoyed was the small mini-game like objectives that you would run into whilst you searched for clues on Hendrik’s whereabouts. The Frosts likes to throw the odd red herring at you—be wary of blood in the snow, as it may not lead you to Hendrik…

…but to the jaws of a grizzly bear instead.

The other mini-games like scaling rock faces and tending to an injured animal’s wounds are also fun to find, even if they may take a few tries to master.

With 30 achievements to complete that are both story-based and optional, they are all easily obtainable for completionists. The Frosts has around 2-3 hours of gameplay depending on how thorough your runs are and whether you like to explore every nook and cranny of the forest like I do for the fear of missing any details. 

Overall, The Frosts: First Ones is a compellingly unique survival game that absolutely deserves some more recognition. The details put into the different areas of the wilderness alongside the sound effects and music only add to the immersive atmosphere of the frozen landscape. Whilst some terrain design can be confusing at times and there are some small errors with dialogue translation, it is definitely a hidden treasure amongst indie games. 

As for the fate of Hendrik? Well, you’ll just have to brush up on your forest survival skills and dig out some winter clothes to find out.

Review: Cyjin: The Cyborg Ninja

Cyjin is a fast paced addictive platformer developed by Aiya Games. When I see another platformer come out I usually approach with some skepticism. For one, these normally aren’t my type of game. Plus, there’s a whole host of platformers with clunky controls and tedious gameplay, especially on PC. So I found myself pleasantly surprised playing through the fast paced stages in Cyjin. 

In a game such as this, controls are all important, and thankfully, Cyjin has excellent mouse and keyboard controls. Most of it is controlled with the mouse, aiming, then jumping with a left click. You can blast through projectiles with the shield using right click. It didn’t take too long to get the hang of it, and once I did, it was easy enough to make precise movements. This is doubly important as dashing through enemies is your primary way to attack. It gradually introduces other mechanics as you play through the game. 

It’s a classic example of a game that is easy to pick up and put down. It has fast paced platformer and puzzle based addictive gameplay. Blasting through a level, trying to go as fast as possible is a fantastic experience

There is a storyline, but it’s nothing really worth mentioning, a game like this is all about the gameplay, the story is there to give the stages more thematic flair. The music and level design all come together to form a cohesive product that feels like a complete, albeit short, experience. 

This isn’t a game that will eat up hours of your time. It’s not something to immerse yourself in for days. However, if you’re looking for some fast paced platforming, which is easy to play for a short while then put down again, you can’t go wrong with Cyjin. Thus despite the game being relatively small in scope, what it does do, it manages to do well. There isn’t too much to say about this game, it does exactly what it says on the tin, ultimately if you’re into platformers, it may be worth picking this one up.

Review: Super Animal Royale

Battle royale titles are two a penny these days. Nearly every shooter has cashed in and fans of the genre can’t get enough of it. The fast-paced action blended with tactical elements keeps you thinking while testing your combat ability. I’ve tried many of these games and my latest one is the cute and addictive Super Animal Royale.

Developed by Pixile Studios and published by Modus Games, this is a 2D top-down royale shooter. Set in a fantasy world, you must cross multiple biomes, avoid your enemies, and collect weapons in this 64 player affair. Following in the footsteps of the much-loved PUBG, players will relish the challenge while enjoying the familiarity.

The eagle has not landed.

Super Animal Royale is a family-friendly title. 

Rarely do I put shooting games and family-friendly in the same sentence. However, Super Animal Royale is cute, colourful, and ideal for most age groups. There is a high degree of violence, but the lack of blood and cartoon imagery soften the blow. Furthermore, gamers are encouraged to create loveable “Super” animals to take into battle. You are free to customise your hero as much as you wish, and an array of costumes, bodies, and creatures can be created.

Like its peers, the gameplay revolves around the idea of moving to a central location while avoiding the deadly “outer circle”. Super Animal Royale asks you to scavenge an array of items including shotguns, tranquilliser darts, machine guns, grenades, armour, health, and more. You must use whatever you find to defend yourself and kill any of your foes. However, mindlessly killing everyone isn’t wise! A timer ticks down to show when the deadly stink gas is moving, and the circle is shrinking. Therefore, a lack of planning and an aggressive approach will undermine your path to victory.

Just like any other battle royale. 

Standing out in a jam-packed genre isn’t an easy task, and conceptually, Super Animal Royale blends into the background. This isn’t because the action is poor, or the mechanics are badly executed. No, it’s simply that it handles like every other battle royale title on the market. Subsequently, it will sadly be overlooked by hardcore and serious gamers. This is unfortunate, as I really enjoyed what it offers. Moreover, the lobbies are quick to join and the gameplay options are vast.

The developers have done a great job in creating multiple modes. You can play solo, duos, or in a team of four. There are also special events, unlockable items, and a battle pass to work through. Furthermore, boredom isn’t an issue thanks to the daily and weekly quests you must work towards. So, there is a lot to keep you going, but what will make you play this over its peers? Its simplicity and humorous tweaks, that’s what.

Work together to overcome your foes.

Cute tweaks. 

The normal dropping into a match from a plane is replaced with a flying Eagle. Players still have to parachute in, but as you soar above the ground, you can see the loot below. This was a nice touch that allowed you to think on the fly. Moreover, traversing the map is a cinch when you leap on an emu or jump in a hamster ball. These hilarious modes of transport are deadly and troublesome. You may peck your opponents to death with an Emu or run them over with the ball. However, using them isn’t plain sailing. Clever gamers can smash your ball, leaving you vulnerable to attack, or kill your emu and you quickly after.

These minor twists to the gameplay may seem like a trivial thing, but they weren’t. By steering away from helicopters and cars, the developers kept things simple. With the action unfolding at a similar pace, it allowed players to create a plan of attack. This ensured that the playing field was always level and that every approach was well-balanced.

Super Animal Royale is awash with colour. 

I simply adored the art style and visual approach of the developers. The combination of vivid colours, bizarre environments, and whimsical characters will keep you engaged. Furthermore, the movement is fluid and the player models retain a high level of detail. However, it has a fundamentally simple style, and this was a great choice. The servers are never overloaded by demand and I didn’t experience any issues whatsoever. 

Though the character customisation had no bearing on the gameplay, it was key. As you level up your avatar, you can create Super creatures. These special options show the community your dedication and skills. It’s a small thing, but shooters are all about bragging rights!

When you jump into a familiar genre, it’s hard to ignore the deja vu feelings. Sadly, Super Animal Royale’s audio lacks a unique edge. Subsequently, I was left wanting more. Every element is serviceable, but it won’t wow you. The music is fun and has a high-energy and aggressive finish. Also, the sound effects are loud, in your face, and match the action. However, it’s nothing new and will remind you of other battle royale titles.

Hamster ball time.

Easy to play. 

I was amazed at how easy it was to pick it up and play. The well designed and responsive controls ensure you can jump straight into the action. I loved its user-friendly approach, and this maximised its family-friendly gameplay. Within one match, you’ll be slicing, shooting, rolling, and pecking with ease.

Shooters are renowned for their replay value, and this is multiplied exponentially in battle royale titles. The sense of “just one more go” is immediately felt, and you’ll lose hours in its addictive ways. With multiple quests to complete, a battle pass to finish, and many custom options, there’s plenty to do. Furthermore, its small but challenging achievement list will test you!

Super Animal Royale is an adorable addition to the genre.

Hardcore gamers look away now, as this adorable title is a fantastic addition to the genre. Super Animal Royale is fast, fun, and addictive, and is worthy of your time. It’s free to play and has a great and well-established community. I loved it and recommend you to try it here! Create the Super animal of your dreams and win every match you play.