Riddle me this – If there is no discernible reason for a puzzle room, but there is an entrance and a solution to exit it, is it worth entering?
As a universe traveling archeologist in Faraday Protocol, your goal is to figure out the purpose for the existence of a very strange space station, one with no living quarters and only switches and a whole lot of buttons.
With sharp unreal 4 graphics providing the intrigue and spooky audio facilitating the tension, you – and your Buzz Lightyear gun – have a legitimate reason to believe you might be about to embark on a galaxy expanding epic within the opening moments, with you exiting a cool space pod and walking through grassy areas and collapsible branches, but you soon come to realize that this title is more a jigsaw puzzle inside a planetarium than the Millennium falcon about to go into HyperDrive.
Settling into a first-person version of The Crystal Maze, you are confined to puzzle rooms for the vast majority of the game with every room looking like the same space-age Egyptian museum exhibit that utilizes the same five gimmicks arranged in a different order. They require patience and there are plenty of them, totaling a runtime of fewer than 6 hours if you get the hang of things quickly, but unfortunately, that is the starter, the main and the dessert all in one.
Without knowing why you are being referred to as a ‘recruit’ you are assigned these levels as ‘tests’ and each new one is progressively harder than the last, until the game decides that your sole tool is surplus to requirements, transforming you into the greatest button-pusher known to man. Pushing buttons on a controller to do so in-game to progress into yet more rooms to push yet more buttons? Just the thought of it pushes mine.
Escape these compressible item-filled buildings and the game shows its potential for a hot moment, only to be fed back into, for all intents and purposes, the exact same building. Looking at what essentially is the same room over and over makes you wish there was at least one other ship/world in which to explore, and that the puzzles themselves could have been more elaborate far sooner. Being congratulated as a recruit for each completed level makes it seem like you’re stuck in a tutorial mode – for the entire game.
There is a sprinkling of a story here, a seedling that explodes into a redwood in the game’s final moments, but like the joy of the puzzles, it loses its ebb early on and by the time it offers something worth experiencing, its almost too little too late.
With the restricted gameplay on a loop from start to finish, the game never really lets loose until the exciting flurry of a story at the end, but – puzzle-lovers rejoice! – this will more than suffice if you’re just looking for a puzzle game with a space-age twist. Personally, I can only enjoy my Rubiks cubes if their existence are justified in a detailed world full of context, otherwise, it feels like I’m disappointing my overbearingly underdeveloped attention span that wants full immersion from an in-game world.
Longevity is also not another of the game’s strengths with nothing extra offered in terms of recordable times or extra challenges, so there’s little pick-up and play value and – apart from the ending which gives you two options to choose from – there’s little reason for an entire second playthrough.
‘A puzzle game with nice visuals and an intriguing but underdeveloped story’, would fit the description of many a title in this genre, and in that sense, this title blends right in with the crowd, but as someone who can love even the worst of stories, the effort is more important than the execution and it’s, therefore, a shame that not enough of one was made to make Faraday Protocol more of a well-rounded offering. Having said that, the story is worth your time assuming you have the patience to stick with the puzzles through to the end.
The world is full of individuals and groups who look to the future, rather than what they have now. The grass is always greener, and this is usually to their detriment. One-Eyed Lee and the Dinner Party uses this idea in a weird and surreal manner.
Developed by DarkChibiShadow and published by Ratalaika Games, this is a point and click adventure that blends other genres. Filled with hilarious one-liners, witty dialogue, and testing puzzles, this is a short but interesting title. The story unfolds using visual novel mechanics and you control how the plot flows and who you wish to interact with. It’s strange, but the combined elements all work well together to create an enjoyable game.
Stay away from the stairs!
One-Eyed Lee and the Dinner Party is bizarre and you’ll wonder what the developers were thinking.
Games pushing the limits of sensibilities is nothing new, but One-Eyed Lee and the Dinner Party is right on the edge. Its weird story requires you to forget normality and to go with the flow. If you do this, you’ll experience an odd but brilliant plot that’ll capture your attention from the off. If you are a fan of Day of the Tentacle, Grim Fandango, or Sam and Max, you’ll adore this.
The story revokes around Beracus and Lee who are on an adventure to cure Beracus’ suffering village. Clues lead the pair to the entrance of an abandoned bunker where a trap imprisons the duo. Stuck, and with nothing else to do, they explore the well-furnished surroundings. Quickly they discover a cultist group of talking skeletons who accept the pair as their own. They talk of the “old world” dying and their desire for the “new world”. Beracus and Lee capitalise upon the cults’ friendly welcome and explore the bunker freely while looking for a way to escape.
I warned you that this was bizarre as hell! Talking cultist skeletons who are awaiting a “new world”, whatever next, eh?
A helpful map of your prison….er I mean home.
Fascinating characters and interesting puzzles.
Whenever I read a book, I need the plot to hold my attention from the beginning. I’m not a fan of slow-burners, and luckily One-Eyed Lee and the Dinner Party jumps straight into the action. You are instantly introduced to the fascinating characters, and you’ll be captivated by their strange personalities. The story flows nicely from scene to scene, and you are only held up by searching each room for clues.
Finding clues and solving puzzles forms the main concept, and if you love point and click games, you’ll be in your element. Scouring each scene for hints and information was fascinating, and this was helped with each character interaction. The balance of clues and hints was well thought out, and you are left with some challenging problems to overcome.
The combination of genres was an interesting twist on the usual visual novel experience. You’ll enjoy exploring the bizarre bunker while befriending the skeletons and manipulating them to aid in your escape.
One-Eyed Lee and the Dinner Party uses colourful and “normal” images that don’t fit the bill.
The striking still imagery associated with the visual novel elements was great to look at. I loved the vivid colours and well-detailed scenes. However, the “normality” of the world was at odds with the bizarre story you experience. This strange choice from the developers didn’t fit the bill, and I expected something much more extreme.
The audio, however, matched the surreal nature of the plot. Its whimsical and upbeat tones were great to listen to, and I loved how it emphasised the craziness of the surrounding world. Sadly, the same enjoyment wasn’t found in the old-school bleeping that accompanied the dialogue. This constant noise was annoying and distracted me from an otherwise excellent portion of the game.
A book-loving skeleton, who’d have thought it?
Easy controls, though the cursor was slow to move around.
One-Eyed Lee and the Dinner Party is a slow-paced and easy to play title. This is thanks to its heavy focus on the visual novel and point and click mechanics. The clean-cut UI and helpful reminder tools make escaping the bunker much easier, yet, this doesn’t mean it’s perfect! Sadly, the cursor was slow to move around the screen and this was frustrating. However, it’s serviceable, though I would have liked it to be more responsive.
One element I loved was the multiple endings that were on offer. This was a fantastic decision from the developers and it increases both the desire to return and its longevity. Thankfully, it uses the usual skip text function to prevent you from having to reread previously seen dialogue. This is a great tool that helps to stop the gameplay from becoming stale and it speeds up additional playthroughs. The small achievement list can be completed in under an hour, and this makes this a completionist’s dream.
One-Eyed Lee and the Dinner Party is bizarre and full of old-school charm.
The surreal and weird nature of One-Eyed Lee and the Dinner Party is beautifully complemented by the old-school charm. The mixture of genres is unusual, but it works well. The slow-paced gameplay and testing puzzles are just as interesting as the plot and the fascinating characters you encounter. The witty dialogue will make you chuckle as it incorporates some “dad” humour within the story. I enjoyed it and recommend you to buy it here! Solve the puzzles by interacting with the cultists while searching for clues. Manipulate your hosts and find each ending of this bizarre plot.
We’ve all been involved in activities that could be deemed questionable. Sometimes we get out before it’s too late, and no damage is done, but other times we go too far and we must live with the consequences. Galaxy Squad uses this idea at its core to develop a deep story with many twists and turns.
Developed by Kazakov Oleg and published by Big Way Games, this is a rogue-like strategy filled with random events. You control a band of mercenaries who must race from the starting position across many unnamed solar systems. You’ll manage resources, search derelict vessels, complete quests, and battle to stay alive. With clear inspiration taken from Xcom and other great tactics games, this is one indie title that wants to stand out from its peers.
Take care as you approach.
Galaxy Squad offers an awful lot of content and tactical elements!
When I first loaded into Galaxy Squad, I wasn’t too hopeful of what I was going to experience. The UI looked simple and dated, and it appeared unnecessarily complex. I was, however, wrong! The gameplay is detailed and uses many layers to create an interesting and challenging experience, yet it’s simple to understand. The normal squad-based approach has been utilised and using cover and line of sight are tactical elements you must exploit. You’ll love the familiar feel and the interesting tweaks the rogue-like mechanics bring to the party.
The story at the centre of Galaxy Squad is straightforward and revolves around a heist that is a success and a failure in equal measure. Your band of mercenaries successfully steal the desired cargo but unfortunately lose many teammates in the process. Those that remain must transport the illicit goods to a planet that’s light-years away, but many opportunities arise and anything can happen before you reach your goal.
Node-based exploration and random events.
Each attempt at the story begins with you choosing three randomly generated soldiers. You select between a sniper, medic, and grunt. Each has strengths and weaknesses that impact your play style, and you’re free to pick any combination you fancy. As the game progresses, you hire new troops to maximise a squad of six soldiers who can be upgraded to compliment your approach.
The core concept revolves around node-based exploration and random events. You a free to explore as much as you wish but, a central story path must be followed to progress. The federation is understandably annoyed that you stole their property and they are constantly hunting you as you fly through space. If they catch you, your vehicle takes damage and your run will be cut short.
On your journey, you’ll experience turn-based combat, ship battles, space stations, quests, and more. Heading to each node will reward you with items, credits, and other useful resources, but it’ll cost you fuel and will damage your ship. You must balance unnecessary exploration with progressing the story because if your ship blows up, or you run out of fuel, it’s game over!
Don’t forget to take a break when running from the law.
Plenty of modes, unlockables, and tactical choices.
What makes Galaxy Squad so moreish is its array of modes and unlockables. As you finish each story playthrough, you earn credits based on your success! These are used to unlock weapons, perks, and new game modes. You can play a sandbox game, survive waves of attack, or fight a giant galactic war. Each offers a fresh tactical approach and was fantastic to try.
Alongside the new modes, you can unlock additional tools to aid you on your journey. These extra perks give you the upper hand against the computer and were great to experiment with. Ultimately, though, how does it stack up against its competitors? Do all these additional elements work or do they paper over the cracks? Galaxy Squad is competing in a field full of exceptional titles and it more than holds its own. Many elements aren’t as refined as the larger triple A-titles, but you’ll thoroughly enjoy each encounter and the random nature of each playthrough.
Galaxy Squad uses Voxel inspired dark imagery with a futuristic twist.
Combining isometric viewpoints with Voxel inspired graphics risks producing a low detailed and blocky mess. Fortunately, Galaxy Squad’s combination of the two elements works well with its futuristic cyberpunk twist. The excellent free moving camera allows for full visibility of each combat area and a detailed red line clearly highlights the boundaries. The characters, however, lack detail, but this isn’t an issue as you can easily identify friend from foe. The landscapes vary in colour and style, but sadly, they all look similar. This wasn’t an issue, to begin with, but I imagine it will quickly become tiresome.
I’m a massive fan of your characters acknowledging orders, and I normally love their repertoire. Unfortunately, though, Galaxy Squad got this wrong as the noises they make are extremely annoying! Other than this, I enjoyed the electronic music that enhances the futuristic theme and the OTT sound effects. There was one issue with the music where it paused between tracks. The noticeable silence was unnecessary, and it tarnished the otherwise polished finish.
Such a vast space to cover.
Lots to learn, but it’s surprisingly easy to play.
When a game asks so much of you, you may worry about playing it. Fortunately, Galaxy Squad has a great tutorial and a well-designed UI. You quickly understand the fundamentals, and this allows you to focus on the tactical and more complicated elements.
Rogue-like games are always addictive, and this is no different. With its multiple modes, random events, and varied endings, there is plenty to keep you playing. The small achievement list requires hours of your time to complete, and this adds to the high replay value and longevity already on offer.
Galaxy Squad: A tough but enjoyable rogue-like title.
Galaxy Squad delivers an enjoyable fantasy rogue-like title. The gameplay can be brutally tough, and you’ll experience some harsh moments, but this only serves to add to the rich tapestry of events. If you love the genre, this is a title I recommend, so buy a copy here! Can you make it across several solar systems to complete your mission? Manage your resources, select your crew, and survive for as long as possible.
Dungeon Defenders: Awakened is the latest entry in the tower defense series.
The game opens with a colourful comic-book-esque intro that contextualises the story and the player’s purpose. The four main heroes: the Squire, Huntress, Apprentice and Monk are sent back in time – severely weakened – as they continue their role of protecting the ‘Eternia Crystals’ from the invading forces of typical high-fantasy villainy. Beyond this colourful intro, there is not much else distinct or memorable about the narrative.
The story primarily functions as an excuse to get from A-B, and whilst brief, infrequent cutscenes seek to remind the player of the narrative stakes, all it really denotes is a change in locale. This formula continues all the way up to the final boss.
Thankfully, the gameplay here is deep.
Good old tower-defense:
Through 4 player co-op (or offline, solo play), you control one of a number of different heroes. Each hero functions as a different class. For example you have your ‘Squire’ which fills the role of Knight; ‘Apprentice’ – or otherwise Wizard. Each class develops different abilities and it is up to you to decide how you want to develop your classes.
Gameplay contains two phases: the build phase and the combat phase. As the name suggests, the build phase involves constructing your defense systems, such as towers, which can function in both offensive and defensive manners. Each class has unique towers that they can construct, like the Monk’s different ‘Aura’s’ which can heal players and electrify enemies.
As the game progresses, and the difficulty increases, the build phase becomes far more calculated and requires a much greater deal of planning. The structure of each area is something that the player should utilise, by identifying choke-points and generally using the terrain to your advantage. A rushed set-up can be the difference between victory and defeat in the later waves, where much stronger enemies exist to push your tactics.
I found carefully planning my class set-ups and tower placements to be deeply satisfying, and when overcome by a powerful enemy, rewarded by my careful planning. Whilst not quite reaching chess like levels of forward-thinking, there is still enough variables to consider to make each defense feel unique and engaging.
… With a splash of ‘hack and slash’:
The combat phase strays away from the typical tower-defense formula, by favouring ARPG ‘hack and slash’ gameplay. The gameplay itself is extremely simple, but the options the game provides allows for some variety.
Each class has three different combat abilities and five different towers that unlock as they level up. Experemination comes here in terms of what abilities and towers synergize well together.
Basic upgrades to health and damage are nothing to write home about, but modifications you can make to your classes tower, such as an increased fire rate, feel fairly significant.
Loot is dropped at a generous rate, so as to match the difficulty climb. Very quickly, you will see your heroes capable of dishing out hefty damage and your towers possessing insane range across the field.
The quality of loot varies heavily, and I often found myself selling equipment in batches. This seems by design, as the gold you accrue from selling the loot is then used to upgrade the actual equipment you want to use.
Sadly, I never quite got into the hook of defend, loot, upgrade, that the gameplay seems tailored to encourage. The sheer volume of loot – that quickly becomes indistinguishable beyond minor stat changes – sapped out any excitement I had when it came to unlocking new gear. Coupled with a crowded and obtuse UI, I quickly lost interest in trying to manage my characters stats.
Of course, this is how I felt: I could just as well see how other players could get hooked by the number-crunching potential of the loot system.
Dungeon Defenders: Awakened is at the very least a very solid tower-defense game. Supported by a high-level of customisation – with varying quality – and diversified by ARPG elements, and what you have is a title that fans of the genre will no doubt appreciate. Especially if playing with friends.
But, an absent story, mindless loot system and clunky UI means that this game is unlikely to win over many newcomers to the genre.
We’ve all heard the saying too many cooks spoil the broth! Rarely does this apply to a game, but when it does, the experience can be overwhelming, uncomfortable, and confusing. Black Book is guilty of this as it attempts to mix many elements in its fantasy story.
Developed by Morteshka and published by HypeTrain Digital, this is an RPG blended with multiple genres. You’ll get a taste of deck building, visual novel, detective questioning, resource management, and open-world adventure. It offers an awful lot in one small package, which makes for an interesting but busy title.
Black Book transports you to a magical demon inspired world.
Though the core concepts of Black Book are overwhelming, I admired the developer’s enthusiasm. I also loved the setting, and how the story evolved based on the many choices on offer. It quickly became clear why so many elements were combined, yet this didn’t detract from the confusion that ensued.
The game is set in the 19th century in rural Russia and takes inspiration from Russian Folklore. You control a heartbroken girl called Vasilisa who refuses her fate of becoming a witch. Her resolve is, however, broken when her boyfriend dies and is destined to stay for eternity in hell. The only way she can save his damned soul is to accept her dark role and break the seven seals of the Black book. To do this, she must overcome the demons that live on Earth and command them to follow her, come what may.
Take your pick and impact the plot.
A new and bizarre language to comprehend.
The plot is relatively simple to follow and unfolds by using visual novel elements. This was a wonderful experience and gives the player the feeling they are the principal character in a fairy tale. However, though the story is straightforward, the language used is not. Black Book has its own vocabulary that is as confusing as it is great. You are not a witch, but a “Knower”. Spells are “Zagovors”, demons are “Leshys, Banyans, and Chorts”, and so forth. This is just the tip of the iceberg, and you’ll use the “hint” button repeatedly until you get used to it.
Once you get over the oddities of the text, you’ll enjoy a free-flowing story. The main portion of Black Book revolves around quests and helping villagers. As you begin each day, a map with multiple routes appears. Here, you select nodes that offer random events from battles, encounters with demons and vendors, and more. Most of this is narrated using the aforementioned visual novel mechanics and detective-style questions. It was intriguing, unusual, and you soon become invested in the tale.
Consequences, battles, and resource management.
What makes Black Book’s story tantalising is that every action has consequences. Whether it’s helping a stranger, stealing items, or completing a quest, everything impacts the surrounding world. Your decisions may lead to people becoming cursed, or demons running amuck. This was fantastic and added such variety to the genre heavy gameplay.
Alongside this, the deck-building combat adds an interesting layer to the mainly text-based narrative. You will battle solo or with a companion in a turn-based fashion. Each attack you select from an array of cards that forms a spell to attack, defend, or use abilities. This was fantastic as it added a complex strategy element that will enthral fans of the genre. New spells are added to your deck by completing quests or purchasing them from vendors. This was great, as you can build a collection that matches your game style.
Your day isn’t complete without a bit of open-world adventuring and resource management. You must manage your army of demons to do demon-like tasks! They will curse villagers, break items, and cause mischief. If you leave them at home, they’ll harm your stats. So choose between the villager’s misery, or yours, so sorry townsfolk, look out for some bad luck coming your way. The open-world section is basic and asks you to search small areas for clues and herbs. It won’t test your resolve, but it reflects the theme perfectly.
The map and its many nodes.
Black Book uses simple visuals that are rough around the edges.
Morteshka has done a great job with their simple visuals, especially as there are so many things going on at once. The combination of dark tones and pastel colours emphasised the sombre nature of the plot. This also enhanced the early 19th-century rural landscape that you explored. Sadly, though, the open world was rough around the edges and appeared dated. Alongside this, Black Book is also guilty of using stereotypical images for their Chorts, which you may consider a poor choice. However, this was forgiven as it complimented the developer’s desires to stay faithful to Russian Folklore.
The rural and magical themes were also complemented by the folksy and whimsical soundtrack. The music changed pace and tone to represent moments of intrigue or danger, and we’re fantastic to listen to. The narration is brilliantly acted and the conversations between characters are genuinely interesting to listen to. The range of emotion and depth the acting brings to the story is captivating, and I loved hearing the many backstories and how your actions impact people’s lives. Your angelic side will feel for those affected, but the devil inside of you will giggle. I, of course, giggled a lot!
Form a spell and attack that snake.
Surprisingly easy to play.
With so much going on, you may be worried that this was horrendous to play. Surprisingly, it was easy to understand the fundamentals, and I worried little about the controls thanks to the well thought out tutorials. Each section is explained thoroughly, and an encyclopaedia is ever-present to clear up any misunderstandings. The UI was sadly a little cluttered, but it was still straightforward to navigate, and this helped to make the game accessible.
Thanks to its multiple routes and many outcomes from each conversation, there are plenty of reasons to return and play this again. Black Book oozes replay value, but you will have to tackle the shortcomings and many layers every time. The large achievement list demands a lot of attention and multiple playthroughs, so completionists will have a tough time.
Black Book delivers a great story, but sometimes less is more!
Morteshka knows how to write a fantastic story, and the setting and atmosphere were wonderfully created. However, much that makes Black Book great is lost behind the layers of gameplay. The final product has a diluted feel to it and I can’t help but think that less is more. I’m going to recommend you buy it, but be aware it’s extremely busy. If you want a copy, you can purchase one here! Follow the path that fate has set for you and save your dead boyfriend from eternity as a damned soul.
Red Wings: Aces of the Sky brings you a conflict you may not know too much about. World War One was the first World War but it’s usually overlooked gaming wise compared to it’s younger sibling World War Two. You may have heard of the Red Baron, Manfred von Richtofen, ‘the Red Baron’, the most famous flying fighter of World War One. The Red Baron was a fantastic pilot, famous for his red-painted, Fokker tri-plane and took out many Allied aircraft. Red Wings: Aces of the Sky doesn’t have you playing as the Red Baron throughout but actually as part of his squadron or his enemies i.e. the Allies.
Red Wings: Aces of the Sky is a World War 1 combat flight simulator with a bit of a twist. You can choose one of more than 10 historical warplanes of the Entente Powers (France, GB, and Russia) or the Triple Alliance (Germany, Austria-Hungary & Italy. You will take part in a series of unique historic events and pretty over-the-top, comic book-style adventures in your quest with or against the Red Baron. There are 50 or so missions split between which team you decide to fly on.
Whilst the story revolves around World War One and the Red Baron, the historical context Red Wings: Aces of the Sky uses is not as deep or accurate as it could be. The cartoony arcade presentation makes Red Wings: Aces of the Sky come across quite fun and does get your interest at the start. As you make your way through the missions the story becomes a little less engaging. Being able to play on both sides isn’t new to gaming but this feels somewhat like the old Command and Conquer Red Alert story telling, the ‘good’ side having a certain perspective whilst playing on the Red Baron’s side you get to see their point of view even if it ends up being the losing point of view. Between the missions you get to see the communications sent by pilot back home detailing the effects of war.
The main crux of Red Wings: Aces of the Sky is the dog fighting which for the most part is a lot of fun in the beginning but soon that wanes as you’re introduced to a set of repetitive missions. There is your standard dog fighting that is quite entertaining as you and your squadron take on the enemy. The next kind of mission is very similar but you need to protect some blimps. A bomb dropping mission follows these which tries to mix things up a bit but there quite boring. Finally there is a refuelling task which is about as much fun as it sounds, you just fly through some rings and repeat. It’s a bit of a shame as the dogfighting element is really involving, if that was build upon then Red Wings: Aces of the Sky could have been a bit of a gem but the repetitive nature of what you need to do does grate about halfway in. You are awarded between 1-3 stars which can be used to upgrade different features of your skill tree.
Graphically Red Wings: Aces of the Sky looks quite well going for a cel shaded environment which matches the comic book narrative. There isn’t a great deal on screen but watching planes fly past you as you’re shooting at them is never dull. The audio fits in with the arcade feel of Red Wings: Aces of the Sky but just like the graphics it’s not particularly deep on that front. There is local co-op in Red Wings: Aces of the Sky which is quite entertaining as you try to organise some kind of plan to beat the enemy.
Red Wings: Aces of the Sky is a fun game to play that plays a little loose with historical events. The dogfighting element is by far the most engrossing, it’s just let down by the repetitive nature of the mission structure. If you’re looking for a World War One combat flight sim then there isn’t much competition out there but Red Wings: Aces of the Sky will let you pilot it to some reasonable success.
Norse mythology is a vast, but fantastic field to study, and artists and developers love it as they can let their imagination go wild. Whenever a game revolves around this wonderful and action-packed concept, you experience both incredible and appalling results. Song of Iron has stepped up and taken the gamble. So will it tick all the right boxes, or is it destined for the bin?
Developed and published by Resting Relic and Escape LLC, this is a side-scrolling action-adventure title. This moody and atmospheric game transports you to a dangerous and grubby time. The world is controlled by bloodthirsty men, and swords and godly powers rule with an iron fist.
Song of Iron pits you against man, beast, and angry gods.
The story of Song of Iron is like one you’ve heard many times. A fallen loved one hands you a prized relic and their dying wish is that you save your people by presenting it to the gods. This journey is long, dangerous, and not for the faint of heart. You’ll traverse vast locations spanning lush woodland, snowy hills, and goblin-infested caves. Everyone wants your trinket, but you mustn’t allow that to happen.
Everything and everyone you face wants to kill you! Man, beasts, and gods will plead with you before turning to violence! You must fight or run while finding the path to the Temple of the Gods. Any weapons you find may be used to slash, hack, or skewer your foes. You are also armed with a bow and shield, but arrows are in short supply and armour breaks easily. Fortunately, you can combine stealth mechanics with brute force and mystical powers to chain together attacks and survive every ambush.
I think running is your best option.
The vast emptiness creates an isolated and moody atmosphere.
With clear inspiration taken from the wonderfully dark Limbo and Inside, I could see exactly what the developers were aiming for. The side-scrolling action seamlessly blends silhouetted images and vast spaces to create an isolated and moody atmosphere. You’ll never tire of the variety of landscapes and the interesting ways to traverse them. Puzzles and traps lie in wait as you explore the unforgiving world. Fortunately, the difficulty is balanced correctly and you’ll test your patience and reactions repeatedly. You dodge swinging hammers, leap across falling platforms and avoid metal balls in a sick and ancient killer assault course.
The obstacles and the sporadic yet enthralling battles combine perfectly to create a challenging situation. I adored each encounter as I refined my combat approach and could use each ability I had discovered. The difficulty never subsided, and the use of stealth and combo attacks became necessary the further I progressed. These moments were great as they broke up the long and empty journey from A to B. This isn’t a complaint, as artistically it creates the ideal setting and was a wonderful, albeit lonely, experience.
As you delve deeper into the murky world, you’ll discover hidden rooms. Each has a stone chest filled with enchanted equipment that aids you on your journey. Whether it increases your speed, gives you lightning or fire weapons, or sends shock waves through your opponents, collecting them is essential. These drip-fed mechanics were an excellent idea. They kept the gameplay fresh while ensuring the story was delivered at a comfortable pace.
It’s time to summon Thor!
Bugs and plenty of running away.
Unfortunately, for all its positives, there are a few negatives. Song of Iron contains many minor bugs and a few major glitches that impact the gameplay. I experienced many solved puzzles that remained locked, a bear that wouldn’t leave me alone, and I fell through the world when killed. Luckily, they weren’t game-breaking but were annoying nonetheless.
Alongside the bugs, I felt frustrated by one of the key concepts. The combat mechanics were phenomenal and dodging, hacking, and smashing your opponents was sensational. Sadly, though, the major battles pushed you towards evasion rather than fighting. It was odd and counterintuitive and left me frustrated. When a game is all about brutality and fighting for what’s right, I wanted to stand my ground, not turn and flee!
Song of Iron looks spectacular and is brilliantly atmospheric.
Visually, Song of Iron is gorgeous! The grey tones sell the idea of oppression and danger, while the vivid landscapes and beautiful scenery highlight the reason you continue your journey. I fell for its charms instantly and adored every chapter that was presented. Even with its bugs, you get a highly polished title that proves indie games are getting better and better.
The quality continued in the skin tingling audio. The powerful and dramatic soundtrack is reminiscent of Game of Thrones and The Lord of the Rings. The meaty and aggressive tones deliver the lore steeped mythology across many levels. If you then combine the hard-hitting sound effects of bones crunching, limbs splitting, and arrows thudding, you’re in for an unpleasant but brilliant time.
Can you evade the icy breath?
The controls were complex and tough to master.
Unsurprisingly, my mind struggled to comprehend the complex control system. With many abilities added throughout, there are plenty of buttons to remember. I repeatedly pressed the wrong commands, sucked at using the bow, and made a tit of myself on multiple occasions. Yet, with some practice, you’ll love the complexities and the depth it brings to the gameplay.
The plot runs linearly, yet there are moments where you are free to explore. This freedom was amazing as it added an extra layer to the gameplay. I know I’ve failed to search every level and I want to jump back in to see what I’ve missed. This adds so much replay value and increases the longevity exponentially.
Song of Iron has its faults, but all is forgiven!
Few games are without fault, and Song of Iron is no different, yet its shortcomings are easily forgiven. The wonderfully dark atmosphere and captivating gameplay transport you to the mythology-inspired world. You’ll love the combat, the vast landscapes, and the godly powers! I adored it and recommend you to buy it here! Are you strong enough to succeed? Deliver the relic to the gods, or die trying!
My video review with footage captured from my Xbox Series X, enjoy!
With the PAW Patrol: The Movie just out in cinemas, SpinMaster have released a new range of toys, and we review Chase’s Transforming City Cruiser.
This 2-in-1 police cruiser and motorcycle brings the action and excitement of PAW Patrol: The Movie to life. It features authentic movie details and graphics, a projectile launcher, flashing lights and realistic sounds! When Adventure City is in trouble, place Chase behind the wheel of his cruiser and race to the rescue!
A Closer Look
The Cruiser and extras come very well packaged, but easy enough to open for even a small person.
A well as Chase’s Cruiser, you also get Chase!
Along with three yellow discs that can be fired from the vehicles built in launcher.
As well as the cruiser, there is also a motorcycle that sits inside the cruiser and launches when needed.
Final Thoughts
With the help of my trusty (almost) 5 year old assistant, we easily removed everything from the packaging. Within seconds my assistant was already pressing buttons and telling me what they do and how they fit into the movie. At the time of the unboxing he had already seen the movie twice (and I was to see it later that day with him).
There is a yellow button on the rear of the cruiser that when pressed plays different sounds and music, along with making the police lights flash, which makes playing that little but more authentic.
Pressing the blue button expands the front of the vehicle and activates armour mode, although in the movie Chase calls it shield mode. As well as placing the shield over Chase, it also reveals the projectile launcher which holds the three yellow discs that can be fired to help clear debris from Chase’s path. The discs themselves are very easy to load and fire, although the first few times the button was a little stiff for my trusty assistant.
Pressing the red button opens up the shielding to reveal Chase’s motorcycle, with another press of the red button launching Chase and his motorcycle out from the cruiser. The motorcycle can actually travel quite a distance!
You can then slide Chase’s motorcycle back into his cruiser and close everything up ready for when he is needed again to save the day.
The cruiser is very well built, has a lot of detail, and feels very sturdy, even with my trusty assistant really going to town with all the buttons and really putting the cruiser and motorcycle through its paces – after all, in the film there is debris flying everywhere so he needed to make it real (according to him)!
The Cruiser needs 3 x LR44 batteries which are included already so you are good to go! When the batteries do eventually need changing it will be a very simple and quick job to change them.
If you are a fan of PAW Patrol then you are going to want this new vehicle, with the lights, music and sounds, along with two different vehicles, and let’s not forget Chase himself, this will bring you, sorry, your child, hours of fun.
The PAW Patrol: The Movie Chase’s Transforming City Cruiser is available now priced around £50 and is aimed at children ages 3 and up, and is a must have for your child’s PAW Patrol collection.
Disclaimer: The PAW Patrol: The Movie Chase’s Transforming City Cruiser was sent to us for the purposes of an honest review. All opinions are the opinions of our reviewer.
Kitaria Fables is an absolutely adorable action packed Harvest Moon style RPG. I mean, what’s not to love about tiny woodland critters helping you achieve quests? Developed by Twin Hearts, this delightful game is set to launch on Nintendo Switch September 2nd. It’s honestly everything you could want, but then again I am a huge sucker for anything vaguely bright eyed and fluffy. With several lands to explore and a whole cast of creatures to meet and befriend, Kitaria Fables is an enjoyable experience for anyone and everyone.
Home sweet home
Our story begins in Paw Village, and like any good farming related game, you inherit the land of a grandparent. It’s a small cozy town, but it sure is bursting with life. Immediately you begin to accept quests in order to learn how the game works. But even these tutorial challenges maintain the adorable upkeep. Kitaria Fables has a diverse cast of critters to help and fall in love with, and your journey starts as soon as you launch the game. With such a large map, I expected to get overwhelmed and not really know where to start. Luckily, this tutorial stage gently eases your way into exploration. You’re given a few back and forth tasks to master your routes around, before coming home for a good night’s sleep.
Paw Village quickly becomes home. It’s where you rest your weary little head after a day of hard work and battle, and it’s where you’ll always find yourself coming back to. I found it extremely comforting to be able to return to such a quaint little town after venturing far and wide to collect some supplies. Plus, you become extremely good friends with the inhabitants of the town. Eventually, you add to the mechanism which keeps the town running. It’s just so wholesome. That’s the best word I can use to describe Kitaria Fables as a whole, and it’s incredibly fitting.
Controls, combat and critters
Kitaria Fables doesn’t just rely on it’s cuteness to sell either. The game runs very smoothly, and implementing both crafting and farming into your day to day ventures just gives more to keep coming back to. Although going out to fend off orcs is fun, and squishing slimes becomes a major part of the story, sometimes you just want to bimble about your yard growing tomatoes. And that is totally okay. In this aspect, the game seems very inspired by Stardew Valley. There are enemies to gather materials from, but it’s not necessarily essential. You can earn a wage farming (and like me, swiftly spend that wage on croissants) and that is still enough to get by.
Additionally, combat within Kitaria Fables isn’t just based on mashing buttons and swinging a sword around. After your first few encounters, you learn that you are capable of channeling magic. Which is where the real fun starts. Upon completing questlines, you learn new skills relating to the four elements. At first, you channel fire magic, which gives a large range during combat, rather than just hands on sword swinging. I thoroughly enjoyed the implementation of magic within this game, but who wouldn’t want to see a small kitten summoning massive fireballs? It seems ridiculous as a thought, but it is honestly incredible to witness. For a game so cute, I really didn’t expect this level of technicality during combat. I very much enjoyed myself learning all these new skills though.
Hand drawn wholesomeness
During gameplay, your character and surrounding have a similar 3D model to Harvest Moon’s Pioneers of Olive Town. But when conversing with your newly found friends, they adopt a heart wrenchingly endearing 2D design. There were several occasions during my time with this game where I almost felt myself tearing up at the sight of these characters. Kitaria Fables doesn’t just feature your standard farm animals either. One of the first characters you help, Timmy, is what I think to be a chinchilla. A chinchilla! How many games have you played with a chinchilla in. Even with extensive experience with adorable animal based games, this is my first encounter with a virtual chinchilla. And oh boy, it’s not one I am going to forget. From pastel pink bats to forest dwelling polar bears, Kitaria Fables has a character for everyone.
Each animal has their purpose too. Timmy is a baker (seriously. A chinchilla baking and selling his wares. I cannot. This game will be the reason my heart explodes with joy), there’s a black bear blacksmith, everyone works together to create a harmonious place to live. As you develop your relationships with those around you, you open up the opportunity to enhance your skills. The same goes with farming and combat. You are learning from the moment you start, and it is great. Plus, you get to say you’re friends with a croissant wielding chinchilla (yeah okay, I can’t get over it.)
Final thoughts
If you are looking for a wholesome, relaxed game to sit and let the days pass whilst you are playing, I cannot recommend Kitaria Fables enough. If you’re bored of your strawberry cows and your spring cauliflower crop in Pelican Town, give Paw Village a chance. Experience this whole thing for yourself. You won’t regret it. To say I simply enjoyed my time with Kitaria Fables is an extreme understatement. You’re probably reading this whilst I’m sitting a few millimeters from my screen almost in tears at the animals. I hope you love your time with this as much as I did (and still am).
We’ve all been there when an exciting and fun day is ruined. Whether it’s a broken-down ride, someone letting you down, or an unexpected event. It doesn’t matter the cause, as you are left feeling angry and disappointed! How would you feel if a special day at the world’s greatest water park was spoilt by an evil genius? I’d imagine you’d be thoroughly annoyed! This is exactly what happens in Mickey Storm and the Cursed Mask.
Developed by Triangle Studios and published by Lion Castle, this is a 2.5D platform-adventure title. It’s a colourful and challenging game that reminded me of classic platforming adventures such as Crash Bandicoot and Spyro. It’s a bold statement to make, but the cartoon world, vivid colours, and tough stages are reminiscent of these gaming greats. The game uses a simple concept of racing an inflatable from A to B while avoiding traps and making insane jumps.
Mickey Storm and the Cursed Mask has an absurd Disney-like tale.
I hope you are sitting comfortably because I’m about to describe an absurd and Disney-like plot. You are Mickey and Jenny Storm, the son and daughter of the top-secret, yet world-famous Storm spies. You are visiting the world’s largest and most exciting water park to VLOG it for your many followers. As the day begins, disaster strikes as the evil genius Dr Fisher places an enchantment on the park using the power of his mysterious mask. This traps your parents and leaves you with no choice but to ride every slide to free them and save the day.
Eat your heart out Disney: an evil genius, spies, heroic kids who save the day, and a robot assistant called B.U.D.D.Y, what more can you ask for? So, it’s a little crazy, but it adds nicely to the drama of each level and gives the well-trodden mechanics a little depth. You will explore four worlds comprising seventy-four stages, you’ll visit the Tropical Trove, Volcanic Vista, Futureland, and the Forgotten Jungle. Sadly, they all use similar level designs and call upon each of the three mission types, repeatedly. Fortunately, however, they have unique looks and their own monsters to mix things up.
Hover with your helicopter backpack.
Co-op and solo action, special powers, and portals.
So many games in this genre focus on solo gamers, so it was refreshing that Mickey Storm and the Cursed Mask allows for local co-op action. This made the already children friendly story much more family-focused. I do, however, suggest a competent partner, as the levels are reasonably challenging, even though it was difficult, my kids loved the fast-paced gameplay and colourful worlds. Strangely, though, it was as much fun to play as a solo player as it was with someone else.
The enjoyment can be found in the multiple collectables that are hidden around each stage. You must search for amulet parts and many pieces of energy on your way to the finish line. As Mickey or Jenny, you must control an inflatable around whacky water slides. You’ll jump obstacles with single and double jumps, kill monsters with a spinning attack, hover across gaps with a helicopter backpack and crash through boxes. You’ll loop the loop, hop across the water, avoid rising lava, and soar into the sky as you complete each stage.
There was a mixture of fast-paced and slow action as you mastered the controls and made errors. This was occasionally frustrating as you watched the stage timer tick down, but I also loved the pressure this added. Alongside the mountains of collectables, you’ll find hidden portals that only unlock by wearing the correct costume or riding the right inflatable. It was an ingenious way to keep you playing, and I loved it. These gateways transport you to a secret area where you’ll find more items to collect. They didn’t add much else to the game, but they were a fun distraction from the demands of each mission you undertake.
Can you escape the breath of fire?
Three missions that add a small twist to the gameplay.
The core concept of Mickey Storm and the Cursed Mask revolves around three missions and battling Dr Fisher many times. Sadly, this lack of variety makes the gameplay feel repetitive, and the only noticeable differences are the landscapes and the monsters. This was a shame, as I had such a blast while motoring around each map, but I desperately wanted it to evolve. The three missions add a small twist to the action and comprise Wipeout, Energy capture, and Time trials.
Wipeout.
A brutal mission where a limited amount of lives are offered. You must avoid obstacles and monsters and if you can’t, you will lose all the energy you’ve collected.
Energy Capture.
Canisters containing large power sources are hidden around the stage. You must search for them all while collecting the normal items.
Time trial.
The most stressful and difficult mode of the lot! You’ll race against the clock to hit checkpoints and if you can’t, you fail and must try it again.
Every quest has a timer to get to the finish. If you achieve this goal and collect all the items on offer, you’ll be awarded a gold medal. Moderate success is rewarded with a silver medal, and a poor run will get you a bronze medal. I loved the challenge this offers, and it drove me mad trying to improve my scores.
Mickey Storm and the Cursed Mask is vivid, colourful, and runs smoothly.
The lovely cartoon style and the vivid colour palette is wonderful to look at. Each world you visit has a nice unique appearance, and this helps to alleviate the repetitive nature of the gameplay. I liked the madness of each stage and the further you progressed, the larger and more whacky everything got. With multiple routes to take and collectables hidden in plain sight, it was great fun exploring every nook and cranny. With so much going on, it had the potential to run badly, but fortunately, it was smooth and I encountered no issues.
The high-tempo audio and crazy sound effects emphasise the bizarre nature of the plot. The fast-paced action is complemented by the high-energy music, and the sound of water rushing and monsters squelching was brilliant. The developers wanted this to be as family-friendly as possible, and the combination of story, graphics, and sounds make it very kid-friendly.
Leap the whacky slides.
Fiddly controls but oozing replay value.
I forgave the repetitive missions because the rest of the elements make up for this shortcoming. Yet, the controls in Mickey Storm and the Cursed Mask were difficult to master. There are few actions to learn, however, I found it tough to complete jumps, balance, and time my next move. When it all clicks, it’s brilliant to play, but when you fail, it’s slow, arduous, and will frustrate you.
You may think, “how does a game with three missions have replay value?” Normally, it wouldn’t, yet, Mickey Storm and the Cursed Mask begs to be played again. Once you master the fundamentals, you’ll love racing around each stage. Missing out on a gold medal will annoy you, but you’ll restart and go again. Like Crash Bandicoot and Spyro, you’ll keep going until you’ve collected every available object. It becomes a test of wills, and you won’t let an enchanted water park beat you.
Mickey Storm and the Cursed Mask could have been more adventurous, but I still enjoyed it.
With limited missions, and familiar mechanics, you’ll feel comfortable playing this, but you’ll be desperate for more, and I would have loved some fresh impetus in the latter stages. Unfortunately, it never came. Even with its shortcomings, I enjoyed it and recommend you to buy it here! The generous developers will donate 5% of all revenues to the charity War Child. Can you save your spy parents from the evil Dr Fisher? Ride the flumes, avoid the obstacles and monsters, and collect the amulets.
A video review of the above article that was captured using my Xbox Series X, enjoy!
Charm is such a difficult concept to define in a video game. It’s what separates your Undertale from your Gears of War, a pair of games that I might be the first person to ever compare. But, in order to explain why Wishlair is actually good, and not the blocky 80s nightmare released 40 years out of time that it might appear from the screenshots, I’m going to have to pin down this spurious concept of charm, as it’s something that Wishlair oozes like Piers Morgan oozes smarminess.
In Wishlair you control a rectangular hero on a quest to join his presumably equally rectangular father in the realm of Wishlair. On your journey to the long-forgotten kingdom, you’ll collect shards. You’re promised that collecting 1000 of these little glowing gems of mysticism will make your wildest dreams come true.
You use WASD to move around the screen and each screen is a room. You’ll need to explore every room in the Underrealm and beyond to collect 1000 shards and find the fateful entrance to Wishlair, the key to reuniting with your father. The rooms are all rectangular and tessellate perfectly into a grid, with a room on the left, right, top and bottom, as can be seen on the map. But each room only has a couple of doors, meaning you can’t walk from any room to any other. You’ll need to explore and check the map regularly to know where you are and what else you need to explore. The map also tells you how many shards are in each room so you can see which rooms you’ve completed and which you need to go back to. The blocky aesthetic carries through in every aspect of the game, leading to a consistent, unusual (in the 21st century) and reasonably pretty art style: you’re a block, the rooms are blocks, the map is blocks, the enemies are blocks.
Speaking of enemies, there are some. In the Underrealm you’ll face a range of enemies, most notably blocks that the game is adamant are ghosts. They travel randomly around the screen like that ‘DVD-Video’ logo on old DVD players (for the younger audience, a DVD was a shiny inedible doughnut that sometimes showed episodes of Christopher Eccleston’s Doctor Who if you put it in a magic box under the TV). If the ghosts touch you they do damage so you just need to avoid them to continue on your merry way.
Wishlair also has some Metroidvania aspects. You’ll face obstacles you can’t progress past until you’ve retrieved another item. You won’t be able to cross a dark room until you find a candle to illuminate the way for fear of Cthulhus dragging you into the depths from the darkness. You’ll be able to gracelessly skid your way around icy paths like Jayne Torvill after a concussion but until you get some magical boots you won’t be able to fully explore the surface. Pots are blocking several doorways and as you’re no Dark Souls protagonist you won’t be able to roll your way through them, it’ll take you finding a weapon to smash your way to the next room.
There’s a lot of game in this game. For an experience where your only real interactions are movement-based and the visuals are minimal, there’s so much going on. There are NPCs dotted through the Underrealm who have such wonderful personalities that shine through in their very limited dialogue. Almost every mechanic is satisfying to partake in and the “Gotta catch ’em all” feeling of ticking off every shard in every room is addictive enough to encourage you to do one more room every time you think you’ll take a break.
Wishlair is more charming and fun than it has any right to be. It’s the final nail in the coffin that houses the idea that games need to come with 4K, 60fps and ray-tracing to be good when it only takes a grid of rooms in a 1980s visual style to make a genuinely engaging game. With over 100 rooms, items and weapons to collect, enemies to face and a fateful quest to reunite with your father, Wishlair is your key to hours of blocky fun-time.
Telltale Games created some incredible titles before they folded in 2018. This was a sad day for the gaming industry and their absence has left a void that needed filling. They gave the point and click genre fresh impetus and the Walking Dead series was much-loved by fans from an array of backgrounds. When I heard former employees had grouped together and acquired the rights to Sam & Max Season One, I was excited. The group got to work on Sam & Max: Save the World Remastered, and I couldn’t wait to get started.
Developed by Skunkape Games and published by Skunkape Games and Limited Run Games, this is a humorous, inane point-and-click adventure. If you’ve played the original, much of my opening gambit will be wasted. However, for new fans, you’ll need to buckle up, as you are about to receive a brief history lesson.
Sam & Max: Save the World bridges generations.
The crime-fighting duo started life as comic book heroes and their popularity demanded the creation of TV shows and multiple computer games. The witty text, grimy drama, and loveable characters bridged generations, and it was one franchise that could be loved by the whole family. The crass humour was often overlooked by younger fans, and this allowed adults to fall for its childish and borderline inappropriate charms.
Sam and Max are freelance police officers who solve bizarre crimes that would otherwise be overlooked. The good cop, bad cop routine is ingrained in their personalities and the pair use this to their advantage. Sam is a large, suit-wearing dog who is polite but straight-talking. Max is a “wired” rabbit-like creature who speaks first and thinks later. As a team, they search a variety of locations while asking probing questions. They are not afraid to push the envelope and get the job done.
Shoot first and ask questions later.
Excellent point and click mechanics and a great story.
With such fine pedigree behind the original game, the remaster was always going to be good. I loved the point and click mechanics used in Sam & Max: Save the World, and I never tired of searching each location. Handy labels are used to highlight interactive objects, and this helps to push the story forward. What was agreeable was the lack of hand-holding! The information was available, so nothing was missed, but no clues were given. This created a challenging title that sparks those detective brain cells whilst making you chuckle.
If a dog and rabbit detective partnership wasn’t absurd enough, then consider the plot that unravels. Helpless humans are committing crimes while appearing brain dead. These individuals spout mindless rhetoric about a fantastic leader who has your wellbeing in mind. The crime-fighting duo won’t stand for this sort of shenanigans in their town, and they quickly take on the case.
The story is ridiculous, but your sides will hurt from repeatedly laughing at the witty and well-written dialogue. The blend of characters and strange landscapes will entertain old and new players alike. Fans of the genre will be glued to the wonderful plot and the twists and turns that arise during each of the six chapters.
Organised chaos.
Sam & Max: Save the World has polished looks, sharper audio and necessary but poorly executed changes.
Much of the original humour and dialogue was close to the bone and in poor taste. This is no more apparent than when a white actor played the part of the black shopkeep. Understandably, this isn’t appropriate for modern entertainment and the developers rectified the issues. The remaster tweaked lines and jokes while using actors from the correct ethnic backgrounds. This was a great move, though, sadly, some of the dialogue wasn’t proofread, and this lead to confusing conversations. This was disappointing and gave the final presentation a half-assed finish.
Graphically, there are obvious improvements while retaining the original charm. The characters are more vivid and the landscapes are crisper. It was a pleasure to relive the game with a modern polish, and I thoroughly enjoyed the developers’ effort.
The modern touch was nicely complemented with the excellent acting. The perfectly delivered lines will have you chuckling as you question every NPC you encounter. The humour varies from subtle digs, to obvious in your face one-liners. So, no matter what tickles you, you’ll laugh repeatedly at the blend of dry and outright stupid jokes.
A visit to the moon, why not!
Designed with console gamers in mind.
Many point and click games are frustrating to play with a controller. Fortunately, Sam & Max: Save the World runs brilliantly on console. This is thanks to the smooth and responsive movement and the well-labelled interactive objects. You’ll enjoy exploring every area as finding the clues and solving the mystery is fun and easy to achieve.
As with most linear titles, the replay value is reduced. Sadly, this one is no different because the story doesn’t alter. There is no NG+ mode to change the plot, and once you’ve seen each of the six chapters, there is little to make you return. Fortunately, however, the first playthrough is enjoyable and well worth playing, even if you’ve experienced the original title.
Sam & Max: Save the World Remastered has you laughing from start to finish.
It’s rare that a game makes me laugh this much, but Sam & Max: Save the World is humourous throughout. The modernisation was well-considered, mostly, but I was disappointed with the lack of proofreading and the disjointed nature of some conversations. Overall, it’s a great success, though, and I recommend you to buy it here! Can you help Sam & Max solve this bizarre crime? Search for clues, interrogate civilians, and become the heroes.
Some of the best and most popular games rely on the simplest concepts. However, don’t confuse simplicity with a lack of difficulty. No, that would be foolish as they push you to test your concentration levels, balance, poise, and patience. Spatial puzzles and physics-based games do just that, and one such title that’ll test your ability to stay cool under pressure is Orbibot.
Developed by PS Games and published by Ratalaika Games, this is a testing puzzle title. You control a spherical robot that must roll around 3D levels, activating switches while moving barrels, boxes, and balls. The stages require accuracy, logical thinking, and a whole lot of luck to complete.
Allow the tube to do the work.
Orbibot punishes rash actions.
As with most great puzzle titles, Orbibot starts tantalisingly easy and quickly gets considerably tougher. The world’s you explore combine an array of obstacles, traps, and switches that must be overcome and activated. You’ll roll through tubes, leap gaps, dodge flames, and are shot through the air as you attempt to reach the teleporter.
Any sudden or jerky movements are punished as you fall to guaranteed death. Its harsh and no thrills mechanics makes it addictive to play, and you’ll desperately want to complete each level. The real kicker is how simple each stage appears. You can compile a full plan to overcome all the obstacles, yet you’ll fail repeatedly! This brutality makes it moreish and reminded me of the attraction surrounding early arcade games.
Stack the barrels and create a bridge.
Complex levels and tricky pathways.
The 3D worlds expand to cover multiple levels and large spaces. You must send balls rolling across the map via tubes and rails to activate switches. You’ll race them to avoid fire and blasts of air. If you cannot time your run correctly, your robotic ball will soar through the sky and you’ll lose your progress.
This quickly becomes hectic as you juggle multiple tasks at once. Boxes must be moved, balls need to roll, and crates pushed out of the way. It’s an absolute nightmare and causes you to scream, throw your controller, and vow never to play again! However, you won’t let it defeat you. After all, you are only moving a ball from A to B, so how difficult can that be?
Orbibot is well polished and nice to look at.
Orbibot has a basic concept, but this doesn’t stop it from excelling in other categories. Its presentation is fantastic, and I loved what I saw! The smooth gameplay and polished graphics make this a treat for the eyes. The accessible action is supported by the free-roaming camera as it allows you to pan and zoom to your heart’s content. You’ll admire the cold sterile environment of the ever-expanding mazes, and the grey colour palette combined with vivid tones highlights the robotic and electronic theme.
Many of Orbibot’s elements remain the same throughout! The levels expand, but all have similarities, and this also applies to the core concepts. However, the audio didn’t read the script and treats you to an eclectic array of songs. The game ranges from calm piano music to heavy and aggressive tones and takes you on an emotional roller-coaster. This bizarre music choice was fantastic, and it helped to smooth out the many frustrations you’ll experience. You’ll also love the classic robotic noises of your ball as you smash into the scenery. It’ll make you chuckle as it shrieks and bleeps its way around the map.
Moving platforms require a delicate approach.
Excellent controls and weird plastic cats.
Whenever a game uses physics-based mechanics, I shudder! Dragging myself around levels angers me and usually, the controls suffer. Luckily, however, I loved how the game played! Rolling and panning the camera was smooth and easy to achieve. You’ll navigate the maps like a pro in no time, which nicely levels out the difficulty curve. Its fluid gameplay was a pleasure to experience, mostly, but there was one minor issue. If you use a bird’s-eye camera angle, the ball moves slowly and with little finesse. It was strange and needs to be addressed as it removes some of the final polish.
The game comprises a few levels and no additional modes. This was a missed opportunity from the developers to increase the game’s longevity. If there was an NG+ mode or time trials to promote speedrunning were implemented, this would have made it more addictive, still. Never fear, though, as you can collect random plastic cats on each stage! This was extremely bizarre, had no relevance to the main concept, and seemed out of place. However, I wasn’t leaving a plastic kitty behind and I collected them all.
Orbibot offers few surprises, but it’s enjoyable, nonetheless.
Sticking to tried and tested mechanics guarantees a solid game, but it sacrifices its originality along the way. Orbibot offers few surprises, but its strong concept is enjoyable, nonetheless. It’s short and sweet and I recommend you to buy it here! Help the robot get to the teleporter. Shove boxes, move balls, and avoid traps as you clear each maze-like level.
As someone who loves typing, I honestly can’t remember the last time I played a game whose mechanics revolved around typing. The only game that I can think of right now that is somewhat similar to this is Cook, Serve, Delicious!, but I don’t think that even fully fits the criteria. In any case, that’s what Nanotale – Typing Chronicles is. This is an adventure game with plenty of exploration, combat, and a fair amount of puzzle-solving, in which the player interacts with the world by typing specific keywords that pop up on the screen.
The story follows Rosalind, a newly appointed Archivist, who accidentally sets out on their own and finds herself in a race against time to cleanse the world of corruption. You’ll travel across the world, liberating the lands of corruption, and freeing its people in the process. There isn’t really that much to Nanotale in terms of environmental storytelling, but there’s a hefty amount of beautifully voice-acted lines in the game. This was definitely a highlight of the game for me, as Rosalind enthusiastically explains her findings and records them in her trusty notebook.
As an archivist, your job is to record everything you find about new species of fauna and flora, as well as remnants from the Old World. Furthermore, not only you’re a witty archivist, but you’re also gifted with magic powers, which you’ll learn more about as you make your way through the world. Given this premise, the typing mechanic does fit in in this context, and it’s from here that the gameplay really takes off.
As you explore the various regions that comprise Nanotale’s world, you can whip out your notebook at any time. By doing so, you’re able to see anything that you may interact with by typing a specific keyword on your keyboard. It’s as easy as it sounds, there isn’t really anything to learn about the game in that aspect. It’s pretty straightforward. By interacting with plants and critters this way, you’ll slowly learn more about them, until you eventually unlock your final notes about them, which Rosalind graciously narrates.
Likewise, combat, which there’s plenty of, also plays out that way. When you see an enemy, all you have to do to defeat them is pull out your notebook and start typing whatever words hover above their heads. Now, where things get interesting is when you need to start using specific spells to both defeat enemies and overcome environmental obstacles and puzzles.
As you progress through the game, it gradually introduces you to new elemental spells and spells modifiers. Just when things can start to feel repetitive, the game introduces a new spell or something new that you can interact with. Therefore, it manages to keep things fresh.
Although most of the gameplay revolves around fending off waves of enemies in enclosed arenas, there’s also a fair amount of puzzle-solving. With that being said, puzzles in Nanotale are pretty basic, usually involving the use of spells and environment items to produce certain effects in the levels. For instance, you’ll have to irrigate some areas to grow grass, so that you can then use it as a path through which you’ll direct fire to an obstacle that you need to burn. As someone who barely plays any puzzle games, I found Nanotale to be pretty intuitive in this aspect. I was always able to quickly figure out the solution.
Even though Nanotale is pretty linear, the game does have some optional quests that you can accomplish. These side-quests grant you a glimpse of Nanotale’s world and are pretty enjoyable, but I found the main storyline to be too predictable and direct, without providing any exciting moments or twists.
Now, although I didn’t experience any major bugs during my playthrough, I did get myself stuck in some random spots a few times. It seems that the game has some collision issues. Usually, the game would fix itself by slowly sliding you into position, but it certainly is annoying when it happens. There were also a few times where a sound effect would get stuck on repeat, and the only way to fix it would be to go back to the main menu.
It took me roughly 7 hours to reach the end of the game, and that honestly felt right to me. I didn’t really feel like the game was stretching itself, but I think it would be hard to keep things just as engaging if the game was much longer than it is. Nanotale also strikes a neat balance when it comes to difficulty, with the game getting progressively more challenging as you get closer to the end. With that being said, the last fight of the game felt needlessly long, but that’s a one-off. Also, if you’re really into typing and the combat, there’s also an arena mode where you just fight enemy waves for as long as you can.
Overall, Nanotale is a decent game for what it is. It isn’t bad, but I also wouldn’t call it a great one. If you enjoy typing and you’re looking for a relatively short game, then this might fit the bill. However, if you’re looking for a captivating storyline, engaging puzzles or addicting gameplay, then I’m afraid you won’t find that here.