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 SpyX Micro Gear Set.
The Micro Spy Gear set is perfect for mobile Spy Surveillance!
What’s in the box?
Features a utility belt with 4 micro tools, including a Micro spy light (with an ear clip for hands-free), an Invisible ink pen (decoder light reveals secret messages), a Micro Motion Alarm (beam detects movement or vibration) and a Micro listener (features ear piece).
A Closer Look
Final Thoughts
If your child fancies themselves being the next James Bond (and why not now that Daniel Craig has hung up his Walther PPK) then the SpyX Micro Gear Set could be that first step in the right direction.
In the box you get everything you need to start you off – a micro listener, a micro spy light, a motion alarm and an invisible ink pen.
The pen is great, it can write in invisible ink and the other side of the pen has a light that can read whatever has been written. Unscrew the pen and theres a hidden compartment holding some paper.
The spy light shines a strong red light that can be clipped onto your child’s ear.
The motion alarm can be set – and when it goes off its loud, so no one will be able to sneak up on you.
The micro listener works really well too and all can be attached to the belt using the supplied clips meaning all your gadgets can be carried and easily removed and used when needed. All the gadgets are very lightweight so are easily carried around.
The motion alarm requires 2 AAA batteries that are not supplied so make sure you have some ready to use. The light and pen already have batteries including but you will probably need to replace them quickly, depending on how much they get used. Certainly my trusty assistant wanted to play for hours with all the kit during the review.
If you are looking for something fun for Christmas, then you really should take a look at the SpyX Micro Gear Set as its a lot of fun. SpyX also have other sets that you can buy, so take a look to see what else might be of interest.
Aimed at children aged 6 and above, the SpyX Micro Gear Set is available now priced around £20.
There are classic rivalries the world over and the nature of hunter and prey is a brutal reality for many creatures. However, have you ever considered this concept for inanimate objects? Amuse me for one moment, if you will! Chefs spend their days hacking and slicing food while wielding brutal tools. What would happen if the food suddenly sprung to life? Would it assume the role of prey, knowing its life was over before it began? Or would it fight back and take control? Cheftastic: Buffet Blast explores the latter option with brutal consequences.
Developed and published by Not A Goose, this is an exciting top-down arcade shooter. Created by a small team of four people, I initially got hands-on with this at EGX 2021. It was one of the standout games for me and I loved its concept art style and simple yet moreish approach.
Meet the enemy!
Cheftastic: Buffet Blast keeps things simple yet challenging.
I love it when I can pick up a gamepad and jump into the action and that is exactly what happens in Cheftastic: Buffet Blast. With a little practice and a glance at the controls, I was ready to take on each wave of zombified vegetables that decided to attack me.
The game comprises three unique biomes, seventy different stages, three enemy types, and a range of weapons and traps. The strange story that forms the backbone of the action is odd and has little consequence to the ebb and flow of the action. The Isle of Verdura has been overrun by swarms of mutant vegetables that are hell-bent on killing every chef they meet. You must destroy every enemy you meet while collecting power-ups, lives, and activating traps.
Swarms of enemies, powerful weapons, and a leaderboard.
The never-ending swarms of enemies attack you in unrelenting bursts called waves. As each attack subsides, you must collect cooking utensils and deserts (how very apt) that are strewn across the map. These items adds to your score that is reflected upon the leaderboard. Other than this, there is no incentive to waste your time by collecting it. This was a shame, as I’d like to see the scoring system relate to in-game performance. Maybe a better score could improve your arsenal of weapons or it could be spent on extra lives. This would have added a tactical element that is currently lacking from this fun title.
You start each playthrough with a handy, yet uninspiring rifle. With a little luck, you’ll collect timed power-ups that provide you with new weapons, shields, traps, and extra lives. You’ll collect flamethrowers, rapid-fire, shotguns, bouncing bullets, and more as you attempt to stop each wave. Pepper pots circle your player and form a moving barrier that helps to keep you protected. Traps spawn from the floor, and you must drag your foes to these deadly blades while dodging their projectiles.
The power-ups that’ll help you out.
Aggressive enemies and challenging stage layouts.
Every level is loaded with angry and aggressive foes! You’ll fight carrots, tomatoes, and onions, and each has a unique attack that requires a different approach to take them down. The current roster of enemies is good, but I would like to see more added. A larger pool to fear will force you to consider a new style and will keep the gameplay fresh. I would also like to see bosses implemented. This would create unique events and would further increase the challenge.
Where the developers have excelled is the wonderful stage design. The interesting layouts that vary significantly all offer unique challenges. You must quickly study each stage to ensure you understand the vegetable’s weak points and the areas to avoid. I loved the additional difficulties this added to the action and the vast quantity of maps on offer.
Cheftastic: Buffet Blast is a well-polished indie title.
Considering the size of the team, the end product is extremely well put together. With smooth gameplay, few frame rate issues, and limited problems, this is a well-polished title. Cheftastic: Buffet Blast’s simple style complements the bullet hell, top-down arcade approach. Its fixed-screen perspective is key to ensuring the action doesn’t overwhelm, and this was another great choice by Not a Goose.
A hectic all-out blazing game deserves high energy audio filled with booming sound effects, and this is exactly what you get. Its overpowering audio works beautifully with the theme and genre and I loved its lack of complexity.
Even the cold won’t stop those pesky vegetables!
Responsive controls and partial gamepad support.
There is nothing worse than a fast-paced shooting game that has sluggish controls! Fortunately, this is responsive and well balanced. The sensitivity is well-considered and its button layout is simple to understand and easy to master. Thanks to its partial gamepad support, it’s more inclusive, and this enables more players to pick it up with ease.
In its current build, I was only able to play one mode. Yet, this was enough to get me hooked and to keep me returning for more. I’m hopeful that it will have multiple gameplay options in the future and a full achievement list to add further challenges. A hardcore mode is essential for this to reach its full potential, alongside this I expect to be able to set a plethora of in-game rules. Options to limit lives or weapon choices would be nice, but an increase in difficulty and maybe additional objectives would extend the longevity.
If the developers introduce their planned points system, the game will have much more depth. On full release your score will be used to upgrade equipment and to unlock further levels. This will be a fantastic mechanic that will improve replay value vastly.
Cheftastic: Buffet Blast is simple yet effective.
I was drawn to Cheftastic: Buffet Blast because of its developer’s energy and its simple core concept. I loved how effective its basic premise was and I could easily play it for hours. Yes, I would love to see it evolve to fulfil its potential, but not if it ruins its wonderful gameplay. I loved it and recommend you to wishlist it here! Zombie vegetables must learn their place in life! Grab a weapon, visit the island, and mow those zombies down.
Summary.
Cheftastic: Buffet Blast is an exceptionally fun game in its current build. Its gameplay is interesting, the enemies are challenging, and it has limited issues. However, a few minor tweaks and additional content will enhance it further and will make it stand out against its peers. It’s a jam-packed genre but I’m confident its fun concept will make it a game you’ll want to play.
From the originator of XCOM, Julian Gollop, comes a title to challenge the genre-defining game he was responsible for, a strategy turn-based behemoth appropriately named Phoenix Point: Behemoth Edition. Containing all the DLC and updates from its 2019 PC release, PP (as we shall call it) was unleashed on consoles in October 2021.
Humanity is on the brink of collapse from an alien threat known as the Pandorum and it’s your job as leader of the recently revived peace-keeping force the Phoenix Project to pull the world back from the precipice, form alliances with warring factions, and take the fight to the threat that has laid waste to the world with its virus and mutated army.
How you go about this though is entirely up to you, with tremendous freedom to tackle this threat however you wish.
The remnants of the old world are divided into 3 very different factions – New Jericho, who advocate human supremacy and who wish to return to how it was before the invasion; Synderion – who advocate a lack of a ruling structure and wish for co-existence, and the Disciples of Anu, who worship an alien god and wish for humanity to progress through mutation. These 3 have their own cities known as ‘havens’, their own technology and armies. Rising like a phoenix from the ashes, you need to pick up the pieces of the Phoenix Project, reactivate your long-abandoned bases and amass an army to push the world forward.
Who will you side with to achieve this goal? And how many times will you sacrifice your ideals to see to some semblance of normality? This is grey area where PP thrives and it’s a great compliment to the gameplay, allowing you to feel immersed in the world and sympathize with its inhabitants’ plight.
Gaining the factions’ trust is essential to ally with them and can be had by talking with them, defending them, and even the mandatory (and sometimes unwilling) sabotage of one of the other factions – but war my good friends, in PP, is unavoidable. Once you have built your relationship to certain levels you can gain access to their research, and even their equipment, which you can hugely benefit from as there is a great variety of very effective weapons specific to certain factions. It’s not a permanent agreement mind you, so if you fail to protect them from an attack, or irritate them by talking kindly to other factions and you’ll lose favor and any benefits you previously gained – so you need to flex your democratic muscles wisely.
The great-looking world map that I never got bored of navigating.
The ‘home’ map offers the world (or ‘Geoscape’) as your playground and it allows you to expand your influence from your bases outwards with your aircraft being your tool to explore once you have the ability to scan the area. From your base and the map itself, you can scheme and plot which missions you should follow, where you wish to explore next, and also what to construct and research. The enemy will expand and evolve their influence from their nests, with roaming flying attacks and a virus that spreads a lovely shade of red all over the world.
In terms of the battle gameplay, the characters have upgrades depending on their assigned type and you are able to research and develop more equipment for them throughout the game as you can across more resources, your use of which is key to your success. Overspend your resources of ‘Tech’, ‘Materials’ and ‘Food’ and you put yourself at a huge disadvantage and in a hole that is hard to climb out of.
Launching into missions places you on an isometric grid battlefield with a team of up to 6 members and with the choice of 3 different types (Snipe, Assault, Heavy) as well as vehicles, you have the freedom to attack how you wish. Loadout with a team of snipers where you can perch on top of map’s buildings or equip a team solely with grenade launchers, you can approach the missions in completely different ways each time. After developing research or relationships with the other factions you can also recruit a large variety of different soldiers with very different skills.
The map has every useful indicator under the sun including a useful indicator showing where enemies can be seen from.
The enemies are, in the beginning, equally few in number, but evolve and increase as the game goes on, becoming larger and more dangerous.
You are able to take multiple actions on each turn through the action point system, that might let you maneuver to a good shooting position, shoot and then even return to cover from fire by dipping into your ‘Will points’, assuming your character has that ability, which there is great flexibility in how your attack.
Players familiar with XCOM will be right at home with how PP plays with an overwatch system and action points that you have available each turn, but one aspect that differs is a free aim shooting system, which allows you to go from the standard isometric view to a behind the shoulder and then to a first-person view to shoot at the enemy. If that wasn’t awesome enough, they’ve also added a detailed damage system that allows you to focus on specific limbs causing effects like removing equipment, restricting movement, or adding status effects.
This Arthron is not long for this world.
Permadeath is also very much a threat and combined with a decent customization system, and even a memorial page for fallen soldiers, it should have made for some particularly tense moments when a customized character is on the verge of death, but it, unfortunately, leaves too much of that dramatization down to your imagination with very little dedicated to the loss within the fight itself. Sure, your characters groan with their last breath, and your remaining team members all lose ‘will points’, but there is a big gaping hole where the theatrics should be, lacking recognition between your teammates, no matter how small, to suggest that they care. Paradoxically this actually helps the game create an impersonal and dark atmosphere, one of inevitability and futility where losing entire teams to poor planning and impossible missions is perhaps expected.
You are able to customize the name, appearance, and equipment of your characters. See them perish in battle and they will join the ‘Memorial’ tab.
Unfortunately, the enjoyment of the battle-based gameplay is handcuffed by surprisingly poor performance. It goes without saying that one of the game’s most marketable features should not be its worst-performing, but its free shooting animation freezes both the visuals and audio each and every time you fire a gun. That, all by its lonesome, can be gotten used to (until you see footage online of people playing without it), but what is harder to forgive are the game’s 2-3 minute loading sequences times and the soul-destroying bug that crashes the game every hour or two. It should be said that this is a well-known feature of the Unity game engine, but even by its own standards, this is a little extreme, bringing back memories of Soldier of Fortune‘s 2.5-minute loading screens on the SEGA Dreamcast – oh the nostalgia!
To get the most out of PP right away though you’ll need to do your research – unless you’re happy with wasting a 10+ hour campaign trying to figure it out. I, for example, went hours into the game with only one squad to battle the Pandorum, but the many dormant Phoenix bases and the worldwide mayhem that you need to keep an eagle’s eye on requires at least one other squad. Slow to pick this up, I found the virus and the enemy had reduced the world’s population down to an unrecoverable amount and when I tried to hastily create another team to counteract this, my leveled-up units were spread too thinly across the two teams, and my playthrough ended in a pathetic whimper, unable to defeat any meaningful missions with the few resources I had left.
Impressive is the game’s interface, with the menu and map design suiting the PS4 controller perfectly – which is frankly, nothing short of a miracle for a game with so many options. The visual quality of its assets and audio, though, is contrastingly average and does little to add to the overall experience, clocking in and clocking out at the right times but doing nothing noteworthy during its shift.
The worldwide political dealings and minuscule machinations provide by PP are something I greatly enjoyed. Add the customizable system, depth in both gameplay and story and everything you’d expect from a strategy game is here, it’s just not been actualized in the way you might have hoped.
Phoenix Point: Behemoth Edition offers incredible value with potentially 100s of hours of content and multiple endings, but there is no mistaking that the PS4 is probably not the greatest platform to play it on, with loading times that’ll give you time to do the dishes, clean your clothes and doomscroll twitter with time to spare. Assuming this game can be played without said extended delays and the frequent crashes, though, this is as good a strategy game to lose yourself in as any, and with the constant updates that it receives there’s no telling how good it might get.
The Sega Mega Drive was renowned for its fast-paced shooter titles. Fans of this console were spoilt for choice, and in 1992, Gleylancer was released. It received mixed reviews but was enjoyed for its classic gameplay and difficulty. Roll on nearly thirty years, and Gleylancer has returned to our consoles. With a few tweaks to its settings and in-game options, it’s a faithful recreation of the original affair.
Developed by Masaya and published by Ratalaika Games, this is a no messin side-scrolling shooter. The world of remakes, remasters, and a lack of originality has taken over, so one more classic title to the pile won’t hurt anyone!
Gleylancer comprises old-school Anime cutscenes and a modern polish.
I’m old enough to remember this the first time around, and it was far too difficult for me. So, when I was offered the chance to defeat it as a veteran gamer, I wasn’t going to turn down my chance of revenge. The newest version has retained most of the style, audio, and Anime cutscenes. But, there are improved modes available with accessible features and a focus on modern control systems.
In short, it retains that old-school charm, while not acting or handling like a tired dog! Its modern take on the controls should have made it much easier to play. However, it’s still as challenging as ever, and every spaceship is out to destroy you.
The story revolves around a war between humans and aliens in the year 2025. You are Lucia, a young pilot whose father is the commander of the space fleet. The aliens transport his ship to an unknown area of space and Lucia is understandably heartbroken. Determined to save her father, she steals the latest prototype fighter jet and sets off into space. It’s all very dramatic and clichéd, but I loved its OTT action.
I loved the old-school Anime art.
Simple mechanics and hectic battles.
What makes Gleylancer so moreish and easy to pick up is its simple mechanics and accessible settings. The action focuses on Lucia piloting the spaceship and the two additional weapons she collects. You control the movement of the vessel and the direction of the cannons. Throughout each of the stages, you collect power-ups that change the effectiveness of your guns and alter the difficulty. You start each playthrough with a set amount of lives and if you lose them all, then it’s game over.
You are free to select the position of your additional weapons, the methods in which they move, and if you manually fire your guns. I loved these choices as they allowed you to familiarise yourself with each stage before increasing the difficulty.
You’ll journey across the depths of space and the game comprises 10 unique stages. At the end of each level, you must take down a ridiculously large boss that is usually overpowered and stupidly tough. Alongside this nightmare, you must prepare for an array of enemies, space debris and attacks from all angles. It’s horribly hectic, requires you to stay alert, and will test the best players.
Steal that prototype.
Sounds unfairly difficult, right?
You may be reading this and thinking, “that sounds unfairly difficult!” At times, I winced, screamed out loud, and vowed never to play again. But this is the beauty of old-school shooters. The insane difficulty makes it annoyingly rewarding and you won’t put it down until you are victorious.
To help level out the playing field a little, Masaya implemented three difficulty settings and the ability to slow down or increase the game’s speed. These are classic arcade-style mechanics and they work wonders to help players that are struggling. However, no matter the level of help given, the only way you’ll succeed is if you cheat or practise.
Gleylancer has smooth gameplay, but it’s tough to identify enemies.
The port to the modern console can be challenging, yet, Gleylancer is a success. Its smooth gameplay and modern polish make it enjoyable to play while keeping the old-school charm. The 16-bit imagery will fill retro gamers with nostalgia, and I loved its presentation. Though, sadly, I didn’t like the use of a limited colour palette. Every obstacle, enemy, and item of the scenery looked similar. This made identifying anything at speed almost impossible and, subsequently, it made it much harder.
The graphics weren’t the only thing that tweaked at my heartstrings. No, the synth-wave audio transported me back to my misspent youth. I loved the aggressive soundtrack, the overbearing sound effects, and the simple noises. The shrill sounds and robotic narrative were incredible to listen to, and it was worth playing just for the audio.
Dodge and shoot!
The controls are a vast improvement.
Gleylancer was unable to make too many changes without ruining the original gameplay. However, fortunately, the controls were one area that has been improved. The much smoother and well-rounded aiming ensures you have a better chance of survival. They are also much more responsive and you can now change them on the fly. This helps as the enemies evolve and the bosses become more challenging.
Shooting games are always addictive, and Gleylancer is hard to put down. No matter how tough the action was, I still returned to shoot more enemies! The high score and leaderboards increase the competitive edge and the small but difficult achievement list won’t be easy to complete.
Gleylancer proves that older games still cut it in the modern era.
Some titles are best forgotten, I’m looking at you E.T. the Extra-Terrestrial! Yet, Gleylancer isn’t one of those games. With the community screaming for it to be released, I’m sure this will be gladly received by all who play it. I loved it and recommend you to buy it here! Can you defeat every level and each boss to save your father? Jump in the prototype ship and shoot anything that opposes you.
It’s been a while since I’ve played a game with this much effort put into worldbuilding. Opus: Echo of Starsong is positively oozing with lore, backstory and exposition. It skirts the line of being overwhelming at times, but never crosses that threshold. Instead becoming one of the most fully realised worlds I’ve had the pleasure of engaging with in a long time.
Explore Some More
Usually when I write a review I start with the story. I look at the setting, who our protagonist is, and their motivations. However, with Opus: Echo of Starsong I think that a different approach is necessary. So let’s start with the main component of gameplay in this title. Exploration. You’ll be spending the majority of your time in this game on your ship. You travel from location to location, analysing it before stationing the ship there in order to explore for resources, or interact with the people and areas that move the plot forward.
Getting from one point to the other, of course, requires fuel. Along with armour plating and exploration kits, fuel is a valuable resource that often gets replenished while exploring locations. It makes for a very effective loop and straightforward management of resources. You can also pick up items to sell, or items that an NPC may have requested. Exploring is vital in order to save money on fuel, it also enables you to find the materials needed to upgrade your ship.
Every single location in Opus sports some exposition in the form of a memory belonging to our main protagonist Jun. As you arrive, a bit of text explains the history of the place, or its relevance to the plot or to a character. Whether it’s an abandoned space station destroyed in the United Mining War, an outlaw city, or a shrine dedicated to one of the gods. Many locations also have people to interact with or areas to explore that add flavour to the world. With the places steeped in history, and people either requesting your assistance, or looking to take credits off your hands. Every interaction holds weight, and even when you fail you get something out of it. Such as intel aptly named “tale of failure” that can be sold to merchants.
The sheer scale of the system Opus is set in is really quite impressive. It’s huge, with places to explore littered across the map, and it’s all at your fingertips. You can and probably will progress through the map naturally along with the plot. However, much of it is available to see whenever you’d like. I haven’t felt a sense of satisfaction in exploring a galaxy like this since my first time playing Mass Effect or No Man’s Sky (after its redemption arc).
Meet Our Heroes
Your introduction to Opus’ setting and storyline is through a foreign noble, Jun. It’s actually the perfect entry point, as the star system this game takes place in, Thousand Peaks, is as unfamiliar to him as it is to you. For the most part.
Jun along with his loyal guardian Kai, from the East Ocean system, are on a quest to restore his honour and the glory of their clan. So he sets out on a journey to discover lumen caves. These caves are the source of lumen, a somewhat mystical energy coveted throughout the galaxy. Lumen is the commonality of most plot points, conflicts, histories and motivations. And it’s exactly what brings our main characters together.
During a particularly disastrous search for lumen caves Jun and Kai cross paths with Remi and Eda, the crew of the Red Chamber ship. After saving each other’s skin in quick succession they join forces, the crew grows, and off they go. I was a fan of the group dynamic, Jun and Eda are drawn to one another, with love on the horizon. Remi and Jun are constantly arguing with one another, while Remi and Eda have their own sadly sweet backstory. I also loved that the story became just as much Eda’s as it was Jun’s.
Now That’s How You Build a World
From this point things really take off, there is a lot of story to digest here. Not just what happens in each main plot point but through the backstory of each character and the history of the star system itself. However, I must give credit to the handling of lore and exposition. It’s segmented into easily digestible bits. Certain locations and moments in the story trigger flashbacks that reveal more about the Red Chamber crew. And the history of Thousand Peaks and its people are told through the exploration of the system.
That being said though, prepare to do a lot of reading. There are no voice lines here so every location description, interaction, flashback and event will need to be read. And I’ll admit that it is a bit much. However, its saving grace is the fact that the writing is really excellent. Most lines of text are a pleasure to read and really do add to the world or character depth.
Exploration and story are deeply intertwined in Opus, you rarely have one without the other. Even to get to each main location, you need to make pit stops. You can’t just travel vast distances without analysing the exact coordinates of your destination. I imagine exiting hyperspeed straight into an asteroid field would be unpleasant. So you end up analysing nearby signals and using those as jumping points in order to get to each key destination. In this way, the world and it’s stories open up naturally as you make your way across the system.
Between these jumping points you’ll find yourself in a wide range of situations. From finessing your way past a military blockade performing inspections; to journalists looking to interview your crew whose reputation is steadily growing. These all just add to that feeling of adventure and exploration with every jump and pitstop.
The Downside
While exploration is the majority of gameplay, it’s not the only aspect. During the main story lumen cave exploration Jun travels on foot. In these caves you record and perform starsongs to open doors which might uncover whether the caves hold enough untapped lumen. These sections, while good for plot and cutscenes, are quite disappointing in their gameplay. The doors are opened by finding the starsong, using it to guide lumen down pipes to the door. At this point you match up lines, extend or shorten as necessary and voilà the door is open. Not the most riveting gameplay.
Gameplay then mostly amounts to walking in a direction and opening some more doors to then walk further. Maybe a climbable ladder or rock wall gets thrown in to spice things up but that’s not really enough. These moments serve to break up the exploration on the ship and progress the story. However, I always just wanted to get back to the Red Chamber as soon as I could. At least it was pretty.
My, Is It Beautiful
The visuals and music of Opus are fantastic. The vast beauty of space is represented wonderfully, and is contrasted quite often with human-made construction and destruction. Bright Nebulae and planets set behind streams of debris from the long gone war that shook the Thousand Peaks, make for some striking sights.
These visuals are accompanied by very often somber piano, and sparingly with some exciting and cinematic music for the tense and more action packed moments. Overall though, you’ll be hearing a lot of ambient sounds and music in your downtime exploring. One thing that I appreciated was the use of your ears when identifying a lumen cave’s starsong or opening doors. As you match the lines of the door or triangulate a starsong, the music intensifies letting you know you’re on the right track.
Opus: Echo of Starsong is more of an experience to me than a traditional game. If you’re looking for a wild ride and some fun gameplay, you may walk away disappointed. However, if a rich and detailed world, or more accurately, star system to explore is something you’re interested in, then you’re for a treat.
When a franchise spans many years, has seventeen games, and several spin-offs, you know it has a fine pedigree. However, what you won’t know is how good the latest title will be and if the developers have gone off on a tangent. The Tales series has been running since 1995, and the latest addition is the beautifully expansive and captivating Tales of Arise.
Developed and published by Bandai Namco, this is a massive action role-playing game. It has captured many fine qualities from its predecessors and has created a story that caught my attention almost immediately.
Tales of Arise covers some hard-hitting topics while transporting you to a bleak fantasy world.
You explore a bleak landscape between the world of Dahna and Rena. The Renans conquered Dahna and subsequently enslaved its population across five realms. They are run by five Lords who compete to become the Renan Sovereign. No-one stands in their way, not even the lives of the Dahnan people. They extract Astral Energy from the surrounding world and the Lord who holds the largest amount is declared the high-ruler.
The oppressive regime causes pockets of resistance to form and the people begin to fight back. One group, known as the Crimson Crows, rescues a cursed Renan called Shionne. Her ‘thorn’ ailment hurts anyone who touches her making her an outcast. As the Crimson Crows rescue her, a masked slave nicknamed ‘Iron Mask’ helps. His bravery doesn’t go unnoticed and the rebels recruit him to assist their cause. This man sadly has no memory of his past and he has no knowledge of his identity. He feels no pain and is the only person who can wield the fire sword produced from Shionne’s Master Core. The two, alongside others, decide to capitalise on the situation and work together to take down the cruel Lords once and for all.
Meet the lead characters.
A cold relationship that thaws.
If you love slow-burning bonds that evolve across a full playthrough, then you’ll adore Tales of Arise. The icy start to the protagonist’s relationship thaws and matures as game-defining events occur. The Tales series is renowned for its captivating plots, and this one is no different. The friendships that form and the secrets that are exposed will keep you interested throughout. I enjoyed how Iron Mask’s identity (Alphen) is unveiled and how his past is a key component in driving the story forward.
You will love how each character’s traits and flaws define the pace and direction of the story. With many players adding to the plot, there was potential for confusion and a lack of direction. However, Bandai Namco cleverly maintained focus upon the two heroes and their reasons for wanting to break the system down.
Combat, Artes and Skill Points.
Tales of Arise has a heavy focus on combat and levelling up. Utilising mechanics first seen in Tales of Grace, this instalment has polished up those already loved elements. Dodging and evading strikes are rewarded with a slow-motion counterattack sequence, and many abilities focus on combos and timing. This smooth gameplay is a noticeable improvement over the rest of the series and was a pleasure to experience. With much of your time spent tackling foes for minimal rewards, you’ll at least enjoy slashing up your enemies.
The already badass combat is helped by Alphen’s expansive range of Artes and Mystic Artes. These special attacks are learned when completing quests and other events. SP or Skill Points can be spent on new Artes from any title that is obtained. This was a wonderful way of making the combo heavy combat more expansive, and I loved how new moves altered your approach. The mystic Artes are your finishing moves that trigger cut scenes for a truly OTT experience. They are a great way to end any battle and a staple within the Tales series. They add to the already polished combat and made it a much more enjoyable spectacle.
Slash your way through every enemy.
It never feels like a waste of time.
I’ve played many RPGs that have felt like a grind! Collecting resources, venturing into the wilderness, or completing side quests simply doesn’t appeal and you ignore a large portion of the game. However, that never happened, and exploring the vast world was always pleasurable. This was helped by the wonderfully challenging big monster battles. These encounters are tough and will test your patience, equipment, and level of skill. Having your arse handed to you is a genuine concern that haunts you throughout. Therefore, mastering the combat mechanics is a must if you want to take down the gargantuan beasts.
These were complemented by the big boss battles that test your teamwork, planning, and guile. The horrendous encounters ramp up the difficulty thanks to their greater skill level and a wider area of attack. You must craft and equip the best gear possible to survive and this loops back perfectly to why you need to explore the world.
Exploration helps to gather resources to vastly improve your chances of survival. It allows you to use the cooking mechanic for buffs, and to craft stronger and better equipment. Hunting larger prey drops rarer items and better weapons, and so every journey feels necessary and I never once complained about my time being wasted.
Tales of Arise is set in a stunning world.
Beauty is in the eye of the Beholder, and I think every element of Tales of Arise is beautiful. No matter the landscape, the finish and quality are phenomenal. The wonderful Anime and Manga inspiration transports you to a surreal world that is part fantasy, part reality. The striking character models and a mixture of vivid colours and pastel tones help to set the scene while enhancing the emotional layers within each scene. The polished combat is helped by the free-flowing camera that assists with the fast-paced nature of each encounter. The expansive nature of the world combined with the hectic gameplay could have been a messy affair, but I experienced no issues or frame rate drops throughout.
The audio is dominated by some incredible songs and a variety of styles. With so many hard-hitting and emotional subjects to cover, the developers needed a varied soundtrack to enhance the range of emotions. Fortunately, the music delivered a dynamic selection of songs that worked perfectly with each scenario. You’ll enjoy some heavy tracks during combat scenes and softer music when moments are emotionally charged. JRPGs are renowned for their loud sound effects and strange noises, and Tales of Arise doesn’t buck this trend.
The world is beautiful but dangerous.
Many combos and commands to work with.
This isn’t the easiest of games to play, but thanks to its thorough tutorial, you soon become comfortable. However, the heavy reliance on combos and timings makes this tough to master. Subsequently, I struggled to keep on top of any new elements and the many core concepts. Fortunately, a range of assist options within your team reduces the difficulty and will help until you become familiar with its finer points.
This massive addition to the franchise is full of replay value. With an enormous world to explore, many quests to undertake, Artes to unlock, and more, you’ll be kept busy. Its large achievement list enhances the replay value further, and completionists will be kept busy trying to finish this off.
Tales of Arise reignites an already great series.
The Tales series is held in high regard, yet Tales of Arise has enhanced its reputation further. It’s a fantastic addition to the series and one that brilliantly polishes some of its much-loved mechanics. If you are looking for a touching and well-polished title with excellent graphics and intelligent audio, then look no further. I adored it and recommend you to buy it here! Uncover the secrets that each protagonist hides, explore the beautiful world, and overcome the five Lords.
It’s officially the spookiest time of the year. Lattes have all transformed into their most pumpkin-spiced variant, lanterns are fully Jack o’ and keeping the doctor away has become a lot more difficult since apples are only available via bobbing. What more fortuitous time therefore to be reviewing Rogue Lords, officially the spookiest game I’ve played this week.
In Rogue Lords, you play as the literal and actual Devil. Ten years ago you were banished by the demon hunters, Van Helsings and priests of the mortal world but, after some time feasting on a buffet of human souls, you have built up enough strength to return to the world of the living and reap your horrifying revenge. But, as you are the evilest and most powerful being to ever exist, it’s below your station to get your hands dirty in squabbles with lesser beings so you call upon your disciples, beings of great power and mythos whose souls you hold in the palm of your hand, to fight your battles for you. The Headless Horseman, Dracula, Bloody Mary and so many more will join your fight and conduct dastardly deeds in your name.
There’s a wide variety of excellent gameplay mechanics available in Rogue Lords for your delectation and delight but the first thing I want to talk about is how absolutely gorgeous the game looks. I’m not convinced that the screenshots smattered around the page will do it justice but the art style is delicious, like salted caramel meeting even more salted caramel. The aesthetic is gothic and comic-book-ey with some beautifully detailed character designs. That aesthetic is paired beautifully with a gothic as heck soundtrack, all melancholy organ sounds (melancholy organ as in synonyms for ‘sad’ and ‘piano’, not a melancholy organ like a lung that’s crying or something). The thing that truly elevates the style of the game is the animations which are buttery smooth, as intricate as a watch mechanism and fantastically stunning in their violence.
There is a lot of game in this game and a lot of systems going on under the hood. You navigate through the world on an overview screen with one of your disciples representing the group as you pass from event to event. This makes what could be a range of disparate happenings feel like a connected narrative. These events can be a really wide range of things, from the obvious combat (which we’ll get onto later) to the interesting social tests – here your disciples can convince/intimidate/threaten mortals into doing their bidding which can have drastic effects on the story. There are a range of social traits that can impact your success in these events and success may reward you with another positive trait and failure may punish you with a negative one. This compounds the system to mean success is more likely to lead to more successes and the same for failure. You can remove negative traits or increase your Diabolical Essence (sort of like your overarching health – if you lose it all you fail) at River Styx events, the Grim Reaper pops up occasionally as an event as a kind of shop and a whole lot else is going on that we don’t have time to go into here.
The event you’ll see most commonly and arguably the main thrust of the game is Combat. Before a round of combat, the enemy will incredibly stupidly reveal their intentions: who they’ll attack and for how much damage. Then you take your horrifying turn to rock these mortal’s whole world. You have five actions per turn to share amongst your disciples. They can use those actions to undertake skills that are generally visceral guttings and other such horror. Once you’ve used a skill you can’t use it again until you’ve recharged, doing which can also have other effects – for Bloody Mary you can place a mirror on a target to duplicate all the damage she deals on that marked target. Similarly, all of your disciples have devastating effects if used correctly. The Headless Horseman should be used as a tank as he can draw damage to himself which builds up Bitterness that can be spent on devastating attacks. This means there are a lot of synergies that can be built between disciples, like pairing the Headless Horseman with someone who works best when defended, generally choosing your disciples carefully to form the evilest of teams.
If all seems lost (or if you just want to have some fun), don’t forget you have the Devil on your side. By entering Devil Mode you can turn the balance of the fight in your favour (cheat). You can spend Diabolic Essence on these cheats which allow you to do all sorts of nonsense, like completely draining an enemy’s health, redirecting attacks or restoring actions. Don’t forget though, Diabolic Essence is effectively your health bar so spending too much can put you in a difficult situation. When a disciple’s health drops to zero you’ll need Diabolic Essence to bring them back to life, or at least un-death, so you’ll be sorry you spent all your ‘life’ on playing ‘Why are you hitting yourself?’ when Dracula has a garlic-seasoned stake through his black heart.
There is so much going on in Rogue Lords with different events coming at you left, right and centre. It’s a deep and complex game with combat mechanics that complement each other unbelievably well and encourage you to really think about how you’re building your team and the skill set of each of your disciples. With some fantastic gameplay dressed up in a beautiful and gothic ball gown of an art style, there’s a lot to love in the diabolic world of Rogue Lords. So off you go, the Devil is waiting and you really, really don’t want to let him down.
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 Harry Potter Junior Invisibility Cloak from WOW! Stuff.
The Award Winning Harry Potter Invisibility Cloak now in Junior size edition for ages 6 up to adults with a smaller frame size.
The Cloak features movie-accurate detailing with green silk style interior in reference to the movie prop on display at the Warner Bros. Studio Tour London.
The free Wow! Stuff app allows you to recreate iconic scenes from the Harry Potter films or make new ones of your own. View, photograph, or film yourself through the app on your smartphone or tablet and save the images and videos to your camera roll. Your family and friends won’t believe their eyes!
44 inch length ideal for children and smaller adult frame sizes. Movie accurate detailing. Includes a bonus table-top smartphone stand to ensure perfect results every time.
Setting up the app is very quick and easy, just place your device in the stand and follow the instructions. Without wanting to ruin the magic, the app takes a snapshot of the environment before you are standing in it, then when you stand there it records the video and uses the previous snapshot to make you appear invisible. It’s very simple to use and a lot of fun!
You can wear the cloak either with the green on the outside for the purposes of making the video, or with the designs on the outside so that its a proper wizards cloak for any playing you want to do.
The Harry Potter Junior Invisibility Cloak is available now from Amazon priced around £34.99 and is aimed at children 6 years old and up.
Disclaimer: The Harry Potter Junior Invisibility Cloak was sent to us for the purposes of an honest review. All opinions are the opinions of our reviewer.
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 Gruffalo Interactive Soft Toy from WOW! Stuff.
Snuggle up to this cuddly plush Gruffalo and hear Mouse narrate part of the story by describing the infamous Gruffalo character. Let your child play make believe in the wonderful world of the The Gruffalo created by Julia Donaldson and Axel Scheffler by squeezing The Gruffalo’s Ear, Hand and Knees to hear The Mouse and The Gruffalo speak. Your child can use their imagination to recreate the fabulous Gruffalo stories from the paperback books and films.
Bring the wonderful world of The Gruffalo to life with this beautiful 30cm tall talking soft toy. With 12 sounds and phrases it is the perfect Gruffalo toy for kids who love the book and films.
Squeeze The Gruffalo’s ear, hand, knees and feet to hear Mouse narrate different part of the Gruffalo story. Includes many of the iconic phrases and sounds from the Gruffalo animated movie.
When your child plays the description of the Gruffalo in the right order they unlock The Gruffalo himself! Hear him speak 1 of 9 random phrases, such as “You’ll taste good on a slice of bread!”
Measuring approx. 12″ tall The Gruffalo is a wonderfully soft teddy cuddly toy with press button activation for sounds. Includes bonus content: activity sheet and exclusive poster featuring artwork from Axel Scheffler.
The Julia Donaldson Collection features unique kids toys and gifts inspired by the Julia Donaldson and Axel Scheffler books and films that are authorised and licensed by Magic Light Pictures.
If you are a fan of the Gruffalo, and who isn’t, then this really is the toy for you, sorry, I meant your child. Apart from having your very own plush Gruffalo to play with and cuddle, he also speaks and your child will have hours of fun playing with him. AMAZING!
The Gruffalo Interactive Soft Toy is available now from Amazon priced around £29.99 and is aimed at children 3 years old and up, and even comes supplied with batteries to get you started.
Bonfire Peaks is a brainaching puzzle game in which the player must complete one simple task. Burn your belongings. But this task isn’t an easy one. With a multitude of different practical puzzles across the map, Bonfire Peaks presents unexpected challenges. From learning to run upstairs backwards to balancing three boxes on top of one another, these puzzles will leave you wanting more.
BURN IT ALL!
The controls of the game feel odd at first. Running backwards up stairs because your box doesn’t fit any other way feels unnatural. But after completing the first few test puzzles, you begin to get the hang of it. There isn’t a tutorial which explains the controls to a player. Like I said, there are a few test puzzles which basically teach you all you need to know. Even far into the game you learn something new, like nudging a box through a gap to pick it up the other side. On multiple occasions I found myself staring at the same puzzle for about 10 minutes before realising the solution was simple.
If you are like me and make frequent errors in games like this, Bonfire Peaks has your back. Rather than accidentally sliding all the boxes into the water and having to begrudgingly start the puzzle from the beginning and lose track of all your moves – there is an undo button. I also really enjoyed using this to retrace my steps on puzzles I had to step away from. Which was more often than not. Honestly – I don’t get frustrated easily at games but this one was a whole new level of stress. For those which just get the better of you, you can reset the whole puzzle with one button too. It’s just a really handy mechanic rather than having to sift through a menu and select restart and feeling like all progress is lost.
Melancholic madness
Bonfire Peaks is a visually stunning game. It feels gritty and cold, and the whole experience is melancholic. There is such an emphasis on the bright flame of fire compared to the dull surroundings of our main character. I honestly think this game is beautiful. Accompanied with a slow, thoughtful soundtrack, this title just leaves us questioning it all. Who is this character? Why are we burning all of his things? But unlucky for us we will never know. These questions are never answered. We simply get given a task and continue to do it with no questions asked.
I absolutely adored the unsolved mystery of Bonfire Peaks. Unlike other puzzle games, there isn’t a narrated story, which is one of the main elements which keeps it so compelling. There’s just something so ominous. Maybe it’s all the dark shadows that are cast across the map. Or maybe it’s because we never really understand, we just do what we are meant to. I can’t help but keep thinking about it – which is something I rarely experience once a puzzle game is finished.
Final thoughts
With such a simple premise, I didn’t expect to love Bonfire Peaks as much as I do. It’s depressing nature and no explanation kept me transfixed for hours. With the nights getting longer and the rain coming in, it’s the perfect autumnal pastime as well.
Norse mythology is a trusted and much-loved theme used by developers the world over. Its mystical settings and variety of gods are awe-inspiring and allow your imagination to run wild. I admit that I love anything that utilises this theme, so when Apsulov: End of Gods landed on my desk I couldn’t wait to try it.
Developed by Angry Demon Studios and published by Digerati, this is a bizarre horror sci-fi puzzle adventure title. Played out from a first-person perspective, it relies heavily on jump scares moments of silence and terrifying creatures. Moreover, its haunting soundtrack, gruesome images and strange story make for an uncomfortable experience.
Apsulov: End of Gods uses a familiar plot.
I dislike it when games open with no explanation. Yet, Apsulov: End of Gods executes this idea perfectly. You control a tattoo laced female protagonist who awakens on a stone medical table. An odd entity hangs in the sky above her while barking orders. You are its latest experiment, and it wants to obey its instructions without question. Somehow, you anger it and all hell breaks loose! Here your horrific journey begins. You must crawl through tight spaces and escape lurking beasts that wish to rip your face off.
It’s not the most pleasant of titles, but I expect nothing less from a sci-fi-inspired horror title. The world tree Yggdrasil and the surrounding realms are overrun by unsightly creatures. The humans that took over these realms brought the problems upon themselves. They dug up the ancient artefacts which unleashed the ungodly entities. Only by travelling through the snake-like roots of the Yggdrasil tree and collecting all the artefacts can the beings be banished and the gateway closed.
Where it all begins.
A familiar story but a unique experience.
Originality in the horror genre is almost unheard of. Developers borrow ideas from each other, and there is a heavy reliance on clichéd methods. Apsulov: End of Gods uses every classic technique available. With its many claustrophobic spaces, fast-moving enemies and beings that hide around every corner, you are on edge throughout. You may worry that this would become tiresome, yet it never did. Thanks to the use of some clever theme-based mechanics, the game rolls along at a gradual pace and keeps you interested throughout.
You begin the game with a gift referred to as ‘The Sight’. This power enables you to see in the dark and to highlight hidden objects. It’s your tool to find clues and allows you to see any nasties hidden in plain sight. This limited timed ability beautifully creates suspense and tension, especially when it runs out at inopportune moments.
‘The Sight’ goes hand in hand (pardon the pun) with other key mechanics.
‘The Sight’ was an excellent navigation tool, yet this wasn’t its only use. The game’s sci-fi twist didn’t stop at the large futuristic world you explore. No, it extended to a cybernetic hand known as Jarngeipr! This elemental powered tool fires blasts of energy and is key to accessing every realm. It goes hand in hand (pardon the par) with ‘The Sight’ when you try to find switches or doors to unlock.
I loved how the mechanics were beautifully intertwined. The many puzzles and obstacles required both key components to proceed. It was a clever move from the developer as the ideas were simple to grasp and it didn’t overcomplicate the matter.
Each locked door was secured by one of nine rune symbols that are found as you explore each realm. This was an excellent way to ensure the story focussed on a linear path. Fans of open-world games may find the restrictive approach frustrating, yet I loved how it directed my attention and drove the story forward.
Charge Jarngreipr and solve those puzzles.
Death and a second chance.
I’ve come to terms with almost certain death when playing a horror game. However, I didn’t expect to die quite so many times! The horrendous demons and overlords of each realm don’t hold back and you will perish repeatedly.
Worry not, though, as every time you fail, you are given a second chance. You awaken in a small arena where two globes are hidden. You must collect them and place them on two switches to activate a portal. Sounds simple, right? It is until you realise you are being hunted by a demon. If you die here, it’s game over and you must reload or start a new game. This quickly became a bore, and I allowed myself to be caught repeatedly as save points are plentiful. It’s a shame, as theoretically it’s a great idea, yet in reality, it became repetitive very quickly.
Apsulov: End of Gods is vast, empty, and creepy.
Using the phrase empty to describe Apsulov: End of Gods stage design may seem critical, but it isn’t. The desolate and barren landscape enhances the creepy and horrific nature of this tale. The considerable moments of nothingness build suspense, and I was on edge, waiting for something to jump out on me. I adored the combination of futuristic buildings and technology with the ancient mythological structures. I also enjoyed how each realm had a unique style. However, this was balanced with the familiarity of crawl spaces and man-made structures.
A horror game is only as good as the tension it creates and Apsulov: End of Gods captured this with its excellent audio. The deafening silence was interrupted by creepy noises and demons wailing. The sound effects chill your blood and send shivers down your spine. It’s a nasty experience, yet it’s exactly what I want when I play a horror title. Alongside the exceptional audio, you’ll experience a well-defined script full of emotion and drama.
What could be hiding behind around the corner?
Some minor tweaks will improve the controls.
When stealth is a key mechanic to avoid your demonic foes, you’d expect the controls to have a high level of finesse. Sadly, this isn’t the case! The button layout is counterproductive and I couldn’t stand the crouching mechanic. Having to hold a button to complete an action is archaic and makes the controls fiddly.
The plot indeed plays out linearly, yet there are still exploration elements and secrets to find. The hidden collectables offer a small amount of replay value for any completionists. Therefore, this limits the reasons to return, and this impacts its longevity.
Apsulov: End of Gods combines old elements to create an interesting and creepy experience.
Apsulov: End of Gods use of well-trodden mechanics risked a tired performance. However, its unique storyline and combination of elements worked well. Subsequently, I enjoyed the dark and sinister futuristic story. It entertained me throughout and kept me on the edge of my seat. Its only downside is the fiddly controls and even these are serviceable. I loved its horrific ways and I recommend you to buy it here! Can you collect all the artefacts, or are you destined to not fulfil your potential?
If you’re looking for a fast-paced action game, then get ready to join the battle in Worms Rumble as you blast your way to victory.
Gameplay:
Released June 23rd, 2021, for Nintendo Switch, Worms Rumble is a spin-off featuring real-time action gameplay versus the Worms series usual turn-based combat.
There are four primary game modes: Team Deathmatch, Deathmatch, Last Squad Standing, and Last Worm Standing. The controls take a minute to get used to, but there is also a training mode available where you can test out all of the weapons and do a simple practice run.
First off, in each match, you start with basic weapons, and each stage has crates scattered around the map with various zany weapons and items. Plus, the levels are large, and moving around is really fluid. For example, I liked how you could fast travel using zip-lines and elevators, sometimes saving you from getting blasted off the map. With that said, each battle feels very fast with lots of fun chaos.
Outside of the main gameplay, you can also customize your character and weapons. As you level up, you are rewarded with costumes and coins for various accessories giving a great range to choose from for your little wormy friend. DLC costume sets are also available, but I think the in-game content is more than enough where it doesn’t feel like you’re being forced to buy extra stuff.
Pros:
Fast-paced gameplay
Fun arsenal of weapons and nice customization
Cons:
Can’t play offline
Takes too long to find a match
Lack of game modes
Although I found the worms to be pretty lovable, I did have several issues with this game. Sadly, Worms Rumble is only playable online. I think there should be at least one offline mode available to play. Another frustrating thing about this game is the loading times to find a match take too long. Even with cross-play enabled, it can still take five minutes or more before you can play the game. Apart from this, I encountered network issues where now I can’t even get past the title screen and play the game.
Like many online multiplayer games, Worms Rumble failed to compensate gameplay for their newcomer gamers. They recommend that you reach a certain level before trying other modes, but even in the team deathmatch, you are likely to keep getting obliterated by high-tier players. While it may be fun for a while, the combination of a lack of game modes, having no offline content, long loading times, and the frustrating level gaps made me eventually lose interest in the game.
Conclusion:
Above all, Worms Rumble is a reasonably fun game, but I feel like it just missed the mark. If the technical issues are addressed, and offline game modes are added, I think Worms Rumble would make a decent online multiplayer action game to add to your Switch library.
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 Drop n Pop Jurassic World – Blue from WOW! Stuff.
See your favourite dinosaurs instantly hatch, simply drop and watch in amazement as a Baby Dinosaur from the Jurassic World Franchise springs out. Be careful it doesn’t bite!
Play out some of the iconic movie scenes from Jurassic Park by watching your dinosaur hatch by simply dropping onto any floor, table or countertop. Reveal a plush baby Dino teddy 150% bigger than the egg.
Kids will have hours of fun dropping the egg time and time again, thanks to its easy reset feature. Simply push the plush back inside the egg and click shut. Your surprise toy is then ready to drop to pop.
Surprise your friends as you carry the small egg around with you, suddenly drop the egg and watch the raptor Blue appear, a real Wow! Also available in the other fan favourites Ankylosaurus Bumpy.
The Jurassic World Collection features unique toys and gifts inspired by the Jurassic World, Fallen Kingdom & Jurassic Park film franchises and the Netflix Camp Cretaceous animated series that are authorised and licensed by Universal Pictures.
These Drop n Pop toys are a lot of fun – they are quite fiddly to get Blue back into the egg, which is actually half the fun, without accidentally having the egg open. Once placed back in the egg you just drop it on the ground and it pops open to reveal Blue in all her glory.
The Drop n Pop Jurassic World – Blue is available now from Amazon priced around £19.99 and is aimed at children 5 years old and up.
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 Drop n Pop Space Jam – Daffy Duck from WOW! Stuff.
Team up with LeBron James and the Looney Tunes. Play out some of the iconic movie scenes from the latest Space Jam Movie by watching your Looney Tune basketball transform into a cute and crazy plush.
Amaze your friends and family as Daffy Duck instantly hatches from the basketball. Simply drop and watch it crack open revealing your favourite Looney Tune character, 150% bigger than the ball.
Have hours of fun dunking the ball time and time again, with an easy to reset feature. Simply push the soft toy plush back inside the ball and click shut. Then drop to pop and Daffy springs into action creating a real Wow!
Be a team player! With its surprise reveal function you can carry the small ball around with you, then suddenly drop it and watch Daffy Duck appear. Also available with Bugs Bunny.
The Space Jam Collection features unique toys and gifts inspired by Space Jam: A New Legacy and the original Space Jam movie franchise that are authorised and licensed by Warner Bros.
These Drop n Pop toys are a lot of fun – they are quite fiddly to get Daffy Duck back into the ball, which is actually half the fun, without accidentally having the ball open. Once placed back in the ball you just drop it on the ground and it pops open to reveal Daffy in all his glory.
Drop n Pop Space Jam – Daffy Duck is available now from Amazon priced around £19.99 and is aimed at children 5 years old and up.