Review: Metamorphosis

Metamorphosis is, to be frank, an oddly intriguing but creepy game. Now I want to start by saying if you don’t like bugs or insects with many appendages. This game is NOT for you. Trust me; it’s not. The game starts you off as a human and quickly turns you into a bug. Searching for answers as to why you’ve turned into a creature of some peoples nightmares. Something for someone whos not phased by bugs made me feel incredibly uncomfortable. You not only look like a bug but feel like one too. From the scattering sound effects of your spindly bug legs hitting the Oakwood floor of your apartment. To the visual and voice-over work that puts you right in the bug-like perspective. The game successfully makes you feel like a bug, to the game’s credit and the developers.

This game won’t bug you

Metamorphosis combines the bug-like feel with easy to pick up and surprisingly innovative game mechanics. One mechanic includes you using sticky substances such as ink to climb otherwise untraversable surfaces. Such as the edge of a bookcase. The game shines in this regard. The game makes you feel and play like a bug, through great mechanics and even excellent easy to pick up controls. As a result, the game does not fail to make the player feel like a minuscule insect.

Your insect kingdom

Metamorphosis also stands out in terms of puzzle mechanics. Offering a considerable challenge, having the player figure out various puzzles to traverse through most of the game. The game provides hints of these and makes them enjoyable and progresses the story in a well-paced way. Furthermore, combined with a creepy but engaging soundtrack, all of this makes the game even more engaging.

A game bee-yond comprehension

Now, all of this comes with a large dose of creepiness. Honestly, I would be lying if I said the game wasn’t incredibly creepy. It is bizarre and plays on your psychology, but this is not a bad thing. It only adds to what the developers want us the players to feel. Nevertheless, Metamorphosis does have flaws. Although the graphics look good, the animation of characters and NPC’s is poor. The animation, especially during dialogue sequences, lets the game down. Dialogue is also an issue, with rather odd dialogue between characters that adds very little to the game. Coming across as unnecessary and honestly dull. Although seemingly a minor issue, it did limit my enjoyment of the game. Nevertheless, Metamorphosis is still a good game, but the flaws do standout.

Verdict

In the end, Metamorphosis is a good game despite issues with NPC animation and dialogue. Although intentionally creepy and psychologically thrilling, which some may be off-put by especially if they despise insects of any kind. Metamorphosis offers excellent gameplay, controls, graphics and music that makes you feel like a bug. For good or bad, depending on your perspective. Nevertheless, the game objectively achieves what it sets out to do with fantastic gameplay, musical and graphical elements. For this, it deserves credit.

Review: Tiny Racer

The racer isn’t all that’s tiny.

There’s a commonly seen phenomenon in video games journalism where reviews never give a score lower than six. This leaves review scores in a mathematically unusual position. Rather than showing a game’s percentage ‘goodness’, with 5 being a perfectly average game, the score makes any game look good at a glance, with the mapping realistically reflecting 10 being perfect, 6 being bad and anything less than 6 being atrocious to a level that merits exceptional treatment. Now would be a good time to refer to the score I’ve given Tiny Racer.

On first impressions, there’s nothing to complain about. Tiny Racer is an arcade racing game, inspired by the likes of Micro Machines, Re-Volt and Mario Kart. It has a heavy emphasis on physics-based action and a cute cartoony aesthetic, complete with comic book style 3D “Pow”, “Wham” and “Thump” pop-ups whenever there’s a collision. Unfortunately, though, the chasm between the Tiny Racer’s first impression and the gameplay itself is so yawning that it could accommodate every unwanted copy of The Da Vinci Code ever bought, or something less voluminous, like the sun.

I don’t entirely understand Tiny Racer. Arcade racers are fun because they’re not fair. They have items which allow you to cheat massively and rubber banding so strong that a slingshot in their universe would be regarded as a weapon of mass destruction. This leaves you in a position where anyone can play and expect to do reasonably well, having a lot of friendship-ruining fun along the way. It’s the reason why Mario Kart is one of the most popular party games ever made.

Tiny Racer’s arcade gimmick (and the only thing that separates it from a pure racer) is its extreme physics. There are no items, pick-ups, boosters or anything else you’d expect from a standard arcade racer. However, rather than that gimmick being balancing and fun, allowing players the choice between taking a risky manoeuvrer and potentially suffering the wrath of the physics or taking a longer route that’s less perilous, the physics are insane, unpredictable and, frankly, really irritating. You’ll go flying off cliffs, crashing into walls and other vehicles and sometimes just flip over with no rhyme or reason to why any of it is happening.

What’s worse is how unoptimised the physics have been for the AI. They don’t seem able to deal with it at all. They’ll crash constantly, taking you with them. I played a race where one car was driving in circles over the start line for the entire race, still there every time I finished a lap. When you respawn after falling off the track (again), you spawn above the track and are dropped back into the action. However, when another car falls in the same place at the same time (which happens all the time, again, the AI can’t deal with the physics engine) you’ll both spawn in the same place, which the physics is woefully unequipped to deal with so it just sends you both pinging off, at incredible speeds, to opposite ends of the map.

Other glitches I encountered include: choosing to play as the muscle car but spawning in as a van, broken multiplayer controls when using two joycons and more misplaced invisible walls than that time I worked as a glazier for Loki the Trickster God. The game also has very few tracks, only three modes and nothing else to encourage replayability. It didn’t take much more than an hour to ‘complete’ the game and experienced everything it had to offer, including all the glitches listed above.

One last nit-picking comment: Why is it called Tiny Racer? The game clearly wants to conjure images of Micro Machines and Toybox Turbos, but those games have Micro/Toybox in the name because they play with scale. You’re racing tiny cars around tracks built to a real-world scale, looping around all the junk stored away in the attic or a kitchen midway through making a Sunday roast. Tiny Racer is entirely to scale, the cars are on the same scale as the tracks and the backgrounds. There is nothing tiny about anything. Having ‘Tiny’ in the name makes about as much sense as the career and popularity of any given Kardashian.

Somewhere deep down in the development brief for Tiny Racer there is a glimmer of a good idea, but, unfortunately, a good idea on its own does not make a good game. A poor physics engine, uninspired gameplay and glitches up the wazoo make Tiny Racer difficult to redeem. If you want an arcade racer to play with friends, Tiny Racer is several continents away from being in a position to compete for Mario Kart’s throne.

Review: Hitman 3

When you have a franchise that spans several forms of media, you know that you have a fantastic concept, and a captivated audience. Books, films, and a recently completed gaming trilogy help to show off Agent 47’s shadow world. This popular, bald killer for hire has finally made it to the last chapter in this gaming series as Hitman 3 makes its long awaited appearance.

Developed and published by IO Interactive, the gaming franchise has been around since 2016, and has endured minor alterations in that time. Receiving multiple accolades, it is no wonder that its many fans were champing at the bit to get their hands on the latest instalment. A stealth game at the heart of its concept, you must control Agent 47 as he attempts to complete the many objectives set before him to complete his contracts.

Free to do it your own way.

Though the developers have pushed for you to hide in plain sight, killing your target only when the time is right, you are given the freedom to run in all guns blazing if you so wish. Though this is likely to end in tears, so it’s not advised. How you complete any mission is entirely your own choice, and as long as you are successful, you are free to do it your own way. This allows you the freedom to eliminate who you wish and in whatever manner. As with the previous titles, assassination methods and weapons of choice are all very similar, so it has a content Deja vu feeling to it.

Even the rich and famous need to fear this faceless assassin.

This rehash of the much loved tools of the trade doesn’t take away from the brilliance of the 3rd game. No, it allows avid fans a safety blanket or warm murderous familiarity, and those new to the series will experience a complex yet uncomplicated approach to killing. What is new, however, is the camera system which allows you to observe and hack your way through digital displays. A helpful tool that allows you access to many a restricted space.

Restricted areas are nothing for Agent 47.

As with the previous chapters, stripping men and leaving them in their pants is part and parcel of Hitman 3. It’s an undignified end for your poor victims, but needs must and all that. Hiding them in cupboards and boxes helps to cover up your heinous crimes and is unfortunately par for the course. This ability to walk freely and listen to your targets is the main draw of this game, at least it is for me. Grabbing snippets of vital information and looking for key moments to knock off each contract was a thrill. Whether you choose to; poison, drown, shoot, garrote or crush someone, it all takes planning and finesse, and this makes for an irresistible challenge.

The game’s story is split over 6 incredible locations that are arguably the best in the series. Well designed venues with multiple locations add many opportunities and approaches to completing each objective. You’ll visit; Dubai, the UK, Germany, China, Argentina and Romania. This stunning range of maps is also combined with content and progress from Hitman 2 and 1 if you own them. I can’t talk about other systems, but on Series X it was a simple process to merge the information and IO Interactive have done well to allow players to use one hub to continue their progress.

Just because you are a killer doesn’t mean you can’t take in the view

Murder has never been such fun.

It’s a little worrying when killing can be viewed as a fun pastime, but in Hitman 3 you will chuckle with delight. Some assassination methods are repeated from previous encounters, but this mattered not as the new kills were phenomenal. The convoluted and absurd approaches were so insane that you have to laugh when every piece falls into place. You can’t help but wonder how the developers came up with such bizarre methods to end someone’s life.

It isn’t all about the different venues and ploughing through the main quest lines. You are free to take on online contracts, play mini-games, and snipe for fun if you have it unlocked. There is so much to tuck into, that losing your life to this title wouldn’t be unthinkable. It prides itself on its single player approach and doesn’t hide its desire to keep it that way. This bucking the trend of “multiplayer is best” is refreshing and screams to the hermit within me. Hitman allows me glorious silence and slow gameplay, and I don’t have to answer to anyone or anything as I attempt to be victorious.

Jaw dropping graphics and audio to die for.

When I saw the trailers I was amazed by how great it looked, yet I never allow myself to get carried away by the hype. Too many times I have been sold a lie, and it’s thoroughly disappointing when it happens. Fortunately, Hitman 3 delivers exactly what was shown and more. Utilising the power of the Series X the world that you explore is undeniably amazing. The locations are beautiful, and the cutscenes make your jaw drop, it’s an incredible feat from the development team. Each stage is alive with people and stacked with interactive items, yet the gameplay never stutters or falters. If this is a sign of gaming to come, I’m sold.

The game looks incredible, yet it wouldn’t be anywhere near as atmospheric without its captivating audio. The voice over work delivers its lines at perfect pitch and speed. The characters are brilliantly varied and sell their part of each chapter exceptionally well. The environmental sounds peak and fade, allowing depth to the action. It’s a cinematic experience that works well and brings the game to life.

The neon hue of the city forms the perfect backdrop for your latest contract.

Complex gameplay that is simple to pick up.

For the many fans of this series, jumping into the 3rd instalment was as familiar as tying your shoes. But if this is your first try at Hitman, you’ll find a complex title that is easy to pick up. The developers have kindly provided a training section that oddly forms a portion of the game’s objectives. These missions are key to completing all progress, but also allow you to learn the fundamentals in a straightforward way. You’ll soon learn how to take down your opponent, and even here you will discover some cheeky killing methods that’ll make you chuckle.

Spending more time with a bald killer, rather than your respected other half, is part and parcel of this franchise. Once you open the door to the killing world, you’ll find that you are sucked in for hours at a time. Its many objectives, additional DLC, games and varied approaches mean that any one location can be attempted many times, and the outcome will be different. Replay value is synonymous with this franchise, and the latest addition doesn’t disappoint.

Life as a killer is lonely, cold, and oddly addictive.

The phrase, “Save the best until last” is apt here. IO Interactive has created a fantastic conclusion to this much loved series. Tying up all the loose ends with the game merging was a stroke of genius. Though it doesn’t reinvent the wheel in its approach to new killing methods or weapons. This familiarity works brilliantly for its many fans, and even better for those who have never tried it. It flaunts its single player status like a badge of honour, and this is part of what makes it great. If you are after a superb, tactical stealth game, then look no further. I absolutely recommend this, and it can be purchased here! Can you take on each of Agent 47’s contracts and come out on top? Will you go unnoticed, or kill everyone in sight? The choice is yours, just get the job done.

Review: Do Not Feed The Monkeys

You can watch them, indulge in their idiosyncrasies, but whatever you do, do not feed the monkeys. 

Joining the secret and exclusive society ‘The Primate Observation Club’, you, as a digital stalker of sorts, are given a set of surveillance cameras that let you into the lives of some very unsuspecting and interesting individuals. The developer, Fictiorama Studios, based the concept on Alfred Hitchcock’s Rear Window and an actual website featuring live and insecure security cameras, and it is perhaps unsurprising therefore that it’s conveyed through a dark-humoured lens, aiming to show the bizarre lives and decisions of those ‘captive’ to your attention with an appealing pixel art style.

Your society provides you with a pyramid scheme goal of purchasing 5 more cameras – or ‘cages’ – every 5 days, while you also have to work part-time jobs to pay for your rent, food and well-being. This whole review could be spent trying to explain the bonkers concept that must have been imagined on some sort of hallucinogenic, but strangely, it works really well.

No it couldn’t be, could it?

You have to discover the stories behind the camera, picking up clues, piecing them together and researching them on the internet. Every story has someone/something in need of help in some way, and with your investigation you are able to contact the relevant people involved and help the ‘monkeys’, getting rewarded if you are able to do so. If you aren’t able to discover how to contact someone involved, then an unfortunate fate may befall them. Gaining information forms mind-maps in your notebook but they are far from linear, offering player agency as to where your search heads and different endings to each individual story, some of which are based on moral decisions. 

It could be an attic, a cellar or an underground bunker. You choose!

As an example, upon learning about the profession and hobbies of a janitor stuck in an elevator of an abandoned building, you are able to find his telephone number on the internet and call his wife, but she, thinking you are from the press to talk to her about her missing husband, won’t talk to you until you can prove you are one of his friends. Once convinced, she calls her lawyer (who’s also the lawyer for company who owns the abandoned building) who then tries to bribe you to keep your mouth shut and to leave the janitor to die. Ignoring the camera altogether also results in grave consequences.

Come on now! That’s not nearly enough for a bribe.

Everything about this game’s tremendous concept screams innovation and originality with each camera’s story told excellently over the pacing of the game’s day. The actions you take for each are also completely different, wildly surprising and very entertaining. 

While your bizarre primate-monitoring hobby initially gives you a strange feeling of omnipotence, you’re soon brought back to reality with your day-to-day needs demanding as much attention as your hairy brethren. Taking on part-time jobs is essential to pay for rent, food and cages, but unfortunately prevents you from progressing your investigations of the very time-specific stories. Earning money is also needed to maintain your health, energy and hunger gauges, but it isn’t immediately obvious which diet is the most effective, leading to inefficient purchases with your meagre wages. Letting your hunger or health drop to 0, failing to pay the rent or for the 5 new cages will all result in ‘Game Over’ screens, which you’ll likely see more than a few times. It’s a frantic playthrough where even one untimely purchase can result in failure.

The landlady is not a forgiving one.

This skewed balance seems to be intentional, however, due to the game’s short length of around 4 hours. Playing time is extended by learning from your mistakes, but also by restricting your ability to solve all the stories in one playthrough as learning about the monkeys becomes a lower priority than simply surviving to the end. Thankfully, there’s also an easy mode that removes a lot of the resource management-produced stress, allowing the player to take the varied selection of the 20 interactive stories at a more relaxed pace. And although the game’s achievements cannot be achieved in easy mode, the developer at least acknowledges that accessibility improves a product rather than diminishes it, and is an inclusion that I’m always a huge proponent of.

The plot is barely expanded upon beyond the first few screens, existing solely as a blueprint to provide the game with its absurd context, so when your run as the ‘leader of the monkeys’ ends, it’s surprisingly abrupt. It also prevents you from continuing with the stories you were progressing with, forcing you to start a new game to attempt to see them through.

With re-releases, remakes and sequels buzzwords of the gaming industry these days, innovative video games such as ‘Do Not Feed The Monkeys’ only come around once in a blue moon, and therefore they should not only be commended but encouraged – especially as this one’s from an indie developer. So, while there are some issues preventing this from being executed perfectly, it’s still as fun as a barrel of monkeys.

Review: Ride 4

If you are an adrenaline junkie, the chances are you own a powerful two-wheeled machine. Anyone that has ridden a bike will know the thrill of hammering down a motorway and linking turns through winding bends. There is nothing quite like it, and many games have tried and failed to replicate that amazing feeling. Ride 4 by developers and publishers’ Milestone is the latest title to chance their hand at this challenging sport category. Will they get it right and have every petrol head in the land playing their creation, or will it crash and burn, never to be spoken about again?

The developers claim they bring the challenge of realism to a whole new level. This is a bold claim, and something that I wanted to explore as soon as it finished installing. You open with an incredible cinematic that shows off the game engine, and teases you with some footage of the level of details that you will experience. My first impressions were of awe and amazement! Ride 4 looks incredible and sounds exciting. The detail of the bikes and the tracks is unbelievably accurate, and I couldn’t wait to jump in and see what the bikes could do.

Hold your horses, you need to walk before you can run.

As much as diving into the action is what every biker will want to do, a tutorial is mandatory to make it to the main menu. This allows you to walk before you can run, and the fundamentals of the bikes are loosely explained. Once you complete the objective, you are free to do as you wish, though the game will throw you straight into career mode.

No expense was spared when it came to the finer details!

As you’d expect, the career portion forms the main concept and the backbone of the gameplay. You begin as an amateur rider in the regional leagues; European, Asian or American leagues are available. One may be chosen to start, and this will impact your choice of bikes. Once you have achieved all you can at this standard, you move to a World league where you must choose between; Superbikes and Endurance. Lastly, you will risk it all in the Final League. Each has a limitation of bikes, engine power, and races. You will compete in league events and exhibition, where success will earn points and credits.

Money, money, money!

As you’d expect, it’s all about the money you earn, and the fame from winning. Winning gets you noticed by manufacturers, and increases your affiliation with a brand and type of bike. As your levels increases, your ability to use that brand or bike improves drastically. Think of it as a mechanical skill tree, the more you work on it, the better you get. The greater the victories, the more money you earn, and cash means a new powerful mean machine. As long as you have the money, you can buy any bike within your league status. Bikers will drool at the choices available, and no expense has been spared in making these machines look fantastic.

So, you blast through the ranks, buy new bikes, and earn more credits than you could ever spend, but you need to be unique. Ride 4 has this covered off with an incredible custom tool for every piece of equipment you are going to be using. Buy the hog that you’ve always wanted and turn it into your dream ride. Any colour, detail, or logo can be strewn across the bodywork. Your leathers, helmet and more can be customised to make you stand out from the crowd. It was a great addition, and I made some brilliant and amusing designs. Other gamers uploaded creations can be used if you have no imagination, and some of them should be used in real life.

Head down and blast along the straight!

This is much more than just a career game!

As with most sports titles, it’s not all about the detailed main story. Solo races and online play make up the rest of the action. When you pick the race option you can select between; single race, endurance and time trial. Each has their own set of rules that can be adjusted to suit your needs. Online play allows for private or public lobbies, and though I spent little time here, I found it easy to access races, and the community is thriving with many rooms available.

Like most racing games, this one has a brutal learning curve. The bike handles exceptionally well, it’s responsive to touch, and its realistic with its use of engine braking. It handles exactly as you’d hope that it would. You can’t throw yourself into bends hoping to hold on for dear life. You must control your speed, hit the correct lines and lean at the right moment. It’s a fine art mastering it, and the developers have implemented riding aids to break you in gently. It was exceptionally frustrating to begin with; I wanted to be competitive, but I could just about keep the bike on the track. Time, patience and understanding are required to become a champion.

It’s a thing of beauty!

I’ve alluded to the graphical details already, but this is a game of stunning beauty. Everything about it is polished within an inch of its life. The machines are every bit the replica of the real world models, as are the tracks you race upon. The weather fronts that flow in and out of the action, add drama and detail to the occasion. The use of light and shadow adds remarkable depth to every aspect of the game. The list goes on, but Milestone has lived up to its statement about realism. 

Everyone knows bikes are exciting. Ear piercing sounds resonate through your brain when one is started, and this is captured perfectly. As you speed up through the gears, the shrill sound blasts into your headphones and you become one with your machine. It drives your heart rate up and sends adrenaline pumping around your body. The only thing it misses is the boring sounds, and as a biker I needed these to add to the realism. The occasional squeal of brakes, or the slap of the gears, engines skipping a beat, or pedals thwacking back to their position. It was all missing! These are minor things, but I desperately needed them to make it complete. 

A dry day makes for a perfect moment to get that knee down.

Weather, tyre wear and track conditions.

External factors compound the aforementioned difficulties. The weather fronts are realistic and make riding treacherous. Racing style will impact tyre wear, and track conditions vary across a race day. Every element impacted the already challenging controls and keeps you thinking throughout. If you cannot master all these small but important layers, then you will spend most of the time sliding across the gravel traps. It’s the most challenging sports game that I’ve covered ever, and must be given time to be appreciated.

If you give this title, the time it deserves, then you will find a fulfilling and fun game that will eat away at your time. Once you know what you are doing, the online mode is great. There is nothing better than competing with talented online gamers. The offline career play is where 90% of your time will be spent, and you will happily ride multiple events consecutively simply to buy yourself a new toy to play with. Alongside all this gameplay you will find a challenging achievement list, so there’s plenty to keep you going.

Realism and difficulty in equal measures.

An outstanding racing game should challenge you, and Ride 4 does more than that. You will scream with joy and rage as you experience the highs and lows of riding on 2 wheels. This is not a title that you will be able to pick up and compete in over night. You must invest many hours in understanding the finer points before you excel. The effort is well rewarded, as you are treated to the most realistic biking game ever. Do I recommend it? Absolutely! If you love an adrenaline boost, racing, or bikes, then buy this game here! Put on your leathers, customise your bike, and set out to become the champion of the world.

Paw Patrol Dino Volcano Playset

With the new range of Paw Patrol Dino Rescue toys just released, we take a look at the Paw Patrol Dino Volcano Playset from SpinMaster.

The volcano is erupting, and the dinosaurs need your help! Play out your own exciting dino rescues with the PAW Patrol Dino Rescue Dino Volcano Playset!

This prehistoric playset includes an exclusive Marshall collectible figure, a large-scale velociraptor dinosaur with moving features and a mystery dino mini figure. Open the set and reveal your colourful mini dinosaur to use in your rescues!

Position Marshall and the launcher in front of the palm tree, take aim and launch the projectiles (two are included in the box) to put out the flames!

Press the button on the playset to activate the volcano – lava shoots up and rocks launch left and right!

Send Marshall up the ladder to the raptor’s rescue and load your figures onto the zipline’s platform, sliding back down to the ground!

In the cartoon, Ryder and his team of pups have just found the Dino Wilds – a brand new never before seen area of Adventure Bay that just happens to be populated with dinosaurs.

This set is a lot of fun and really goes well with the other Dino Wilds sets that are available.

The Paw Patrol Dino Volcano Playset from SpinMaster is available now priced £34.99 and is aimed at children aged 3 years and older.

Review: Shark Floor & Handheld Steam Cleaner

Here is our review of the Shark Floor & Handheld Steam Cleaner.

Easily clean hard floors and surfaces throughout your home with this Shark steam mop, instantly transforming into a handheld steam cleaner with signature Lift-Away Technology.

Switch between 2 automatic steam settings for a targeted deep clean on all sealed hard floors, including tile, stone and hardwood. Clean double the floor area with the Klik ‘n’ Flip mop head and machine-washable Dirt Grip cleaning pads.

For more than floors, simply lift away the main unit to steam clean surfaces with confidence and precision using the included accessories – from tiles to worktops, ovens to shower screens, and more.

What’s in the box?

The box contains:

  • 1 x Main unit
  • 2 x Dirt Grip Pads
  • 1 x Filling Flask
  • 1 x Accessory Hose
  • 1 x Small Above the Floor pocket tool & Pad
  • 1 x Concentration Nozzle
  • 1 x Steam Blast Scrubbing Tool
  • 1 x Copper Brush
  • 1 x Steam Crevice Tool

A Closer Look

Final Thoughts

The first thing you need to do when you take the Shark cleaner out of the box is fit it all together. This is a very quick and easy process.

Then you select the attachment you want to use and fit it in place, put water into the cleaner using the filling flask, then just start using it. There are several settings, including high and low, and you pick which one depending on what you are cleaning. Most normal cleaning tasks will be able to be accomplished using the low setting, but those really hard to shift areas should be tackled using the high setting.

All the possible attachments you need are in the box, so there isn’t anything else you need – just select the attachment and start cleaning.

The only thing you need to keep an eye on is the water – there isn’t any water level indicator on the cleaner so if you are doing a lot of jobs you will probably want to keep toping it up as you go.

The Shark Floor & Handheld Steam Cleaner is a fantastic addition to any household and really makes the job of cleaning a whole lot easier, especially some of those really hard to reach places.

The Shark Floor & Handheld Steam Cleaner is available now priced £149.99 (reduced from £179.99).

You can learn more from the Shark website.

Review: Tennis World Tour 2

When you purchase a sports title these days, you know exactly what you are going to get. In-depth single player modes allow gamers to forget the online slog and concentrate on making the star player or team of their dreams. Online play connects friends and strangers from across the globe, as they attempt to slog it out to be named champion for that moment. I used to be an avid sports game fan, purchasing most franchises year in, year out. Yet, one sport failed to make that list, and that was Tennis.

Tennis World Tour 2 by developers Big Ant Studios and published by Bigben Interactive and Nacon is a classic modern sports endeavour with a few twists. It’s the sequel to the warmly received Tennis World Tour. Can this latest addition kick on from these humble foundations and challenge its nearest rival AO Tennis?

It provides you with everything you’d expect.

Like many sports titles, there is an expectation that we will be treated to hours of single player gameplay, and fun with our friends. TWT 2 has the usual setup; Exhibition matches, custom and set tournaments, career mode, online, training with challenges, and finally an in game store. Except for your career, you are treated to an array of sporting stars to choose between. The roster of characters can be improved with additional DLC if you so wish, but it isn’t necessary if you are happy with the selection of today’s players. Each match can be altered to suit your needs, with different venues and courts available to select.

I tried my hand at the online mode, which I found to be smooth, easy to find a match, and a simple process from start to finish. What put me off, however, was how unbalanced the match making was. I’m not particularly great at this game, and to get good would take hours of practise, but every match I took part in, I had my ass handed to me. It was a baptism of fire, and left me wondering if I was doing something wrong, or if I needed to simply “Get Guuuuddddd!” This failure at being the online champion left me spending my time in the reasonably in-depth career mode.

Smashing a winner from the baseline never gets old!

A thorough career mode keeps you playing.

Like the other modes, I wasn’t left reeling in surprise at any of the items on offer once I started my career. You create your player, select their sex, appearance, basic skills, and name. You are teased with selecting new equipment, but as you have no money, this bit is a moot point. Once your shining new athlete is ready to rock, you are free to choose how you wish to progress. Tournaments can be entered, some have entry requirements, some don’t. Exhibitions can be played, training and challenges completed, or you can take a rest day to recover from fatigue. 

As you can see, the core concept of the game is as expected, and frankly I assumed little else. XP and money are earned by playing in matches, and dependent on success it will multiply considerably. You can level your player up once you have enough XP, and this increases set skills depending on which branch of the tree you focus on. Purchasing new equipment vastly increases your abilities, and the lack of real life purchasing power was a welcome change. TWT 2 cannot be accused of creating a buy to win culture, as everything has to be earned on the court.

The difficulty is real!

I’ve already alluded to my lack of ability with this game, yet that isn’t entirely a reflection on my aptitude for the sport. The standard difficulty is really tough. Your opponents have cat like reflexes, and laser guided sights. It’s absolutely brutal, and I unashamedly had to notch down the levels to win. You may not incur such a tough time, but I’d say the casual gamer will find this more of a challenge than expected.

To ease some of these problems, the developers kindly provided skill cards. These magical documents help to level the playing field. You can increase; power, spin, accuracy, speed, stamina and more. It’s a great idea in theory, but unfortunately you don’t always know what your opponent will choose, so the even keel is more like a molehill ridden plain.

Serving is a fine art, plenty of practice is required to be an “ACE” at this skill!

Sweaty players and grunting like a wildebeest.

As the years have gone by, sports titles have come on leaps and bounds with their realism and player modelling. This would be a fair statement to make in TWT 2, except for a couple of minor points. There were odd moments where my young opponent would turn to the camera, and her once smooth, youthful face appeared as old and haggard as a grape that has long been lost under your sofa. Also, it unnerved me that every player was sweaty no matter how long they’d been on court. A strange shimmering glow surrounded them like a greasy hue. It’s not game breaking, but in a modern title I’d expect more attention to detail.

Other than the small issues, it presents itself well. The courts are of high quality, and the variety of backdrops were impressive. The player animation was smooth and realistic enough. The standard camera forms a bird’s-eye perspective, allowing for easy observation of all the action. It was strange that the players never changed ends in career games. You permanently played with your back to the camera, this reduced realism, and was an odd choice.

Grunt, grunt, grunt!

The collective noun for a group of wildebeest is a “Confusion”, and strangely, that’s very apt, as it describes my feelings towards the audio. We all know that tennis players make an almighty racket when playing; they scream and shout like a demented banshee after its prey. But this is no excuse for the amount of unnecessary grunting that takes place in TWT 2. I can only liken it to a “Confusion” of wildebeest running rampant. It was an unhelpful distraction and reduced realism. The irony is that you can choose the grunting level for your pro, I chose occasionally, but she still huffed like a steam train in every match. 

Enough about that, and if you put it to one side, you have a decent audio with a mixture of realistic sound effects and high-tempo songs. I enjoyed the thump of the ball on the racket, and the squeak of shoes on the court. Each surface has a specific noise that represented the change in material, and this was a nice touch.

Grass courts are hard work. Slower balls require more accuracy.

Easy to pick up, but hard to master.

The controls would be a nightmare if it wasn’t for the excellent tutorial. It explains the fundamentals and offers challenges that help to master them. You are free to jump in and out of this section as much as you wish, but the only way to improve is to practice. It’s a painful Catch 22. You lose because you are rubbish, and you are rubbish because you keep losing. Directing the balls was hit and miss, as was the timing of the shots. It lacks finesse and leaves you frustrated nearly every game. It was as if you were playing with one hand tied behind your back.

This being said, if you can master the controls and become the champion of the court, then you’ll keep playing. The choice of tournaments, events, and equipment is vast. The thrill of coming up against the big named players is fantastic, and beating them inspires you to keep going. If you look at the achievements, and online play, then you have got a lot of game for your money.

TWT 2 is good, but nothing more than I expected!

There were no high expectations when starting this, and it didn’t wow or blow me away. It delivered exactly what I thought it would; a fun, challenging and updated tennis experience. For lovers of the sport and genre, you will appreciate this much more than I ever will. I’m not willing to invest the time required to excel at this, but I still get to enjoy a well made title with some minor annoyances. Do I recommend you play this? I do, but to get the most out of it you must love tennis. If you want to own a copy for yourself, then it can be purchased here! It’s time to pick up that racket, create your player and become a ‘GOAT’.

Review: The Dark Eye: Memoria

A sequel to 2012’s The Dark Eye: Chains of Satinav, Memoria tells the singular tale of two heroes from two ages. A point-and-click graphic adventure with some fantastic lore and characters; this follow-up in The Dark Eye series provides genuine quality in storytelling, to newcomers and returning fans alike.

Memoria picks up more or less where the story of Chains of Satinav left off. Your companion is in need of your help and thus, you go out seeking the aid of Fahi, a traveling merchant. He offers a trade; you solve a riddle and he helps your friend. The riddle turns out to be part of a 450 year old tale. The forgotten story of Sadja, a princess who journeys to find an ancient artifact which may turn the tide of battle against hordes of demons. Classic fantasy plot. 

This story, however, does not fall victim to the cliches or narratives we have seen time and time again. Instead it finds its own thread in a fully realised world devoid of exposition dumps and played out plot devices; for this I was truly grateful. I have endured countless films, shows and games which just bombard you with uninspired lore and history. They often give you little or no time to digest what you have learnt before the next dump arrives. In The Dark Eye: Memoria, the world and its people are presented to you naturally. Aspects of the previous entry are presented in an easily digestible way for newcomers to the series, at times simply through implication.

As a point-and-click title, gameplay is of course not the star of the show. Even with that in mind I was still pleasantly surprised at how well crafted some of the puzzles were. None of them were too difficult, which allows for a wider audience to enjoy it without being slowed by overly complicated obstacles. However, there will be a few which try your patience and resolve. A handful of them left me scratching my head for a good 15 minutes. On one or two occasions I gave up on thinking. I just resigned myself to trying every possible combination of item, spell and interactive part of the environment until something gave. In those moments I felt like somewhat of a fraud. Thankfully for my ego, this feeling quickly faded as I found new challenges to overcome using only my evidently limited skills of deduction.

The game does include a hint feature if a helping hand is needed. Otherwise I fear there may be a few instances of deeply infuriating obstacles for some players. A standout possibility is the forest in Chapter 3. The area is a labyrinth, every turn holding as much potential to loop back to where you started, as it does to lead you to your goal. I pray I never find myself lost in the woods IRL.

The game and its areas are a true beauty; this is where the title shines. Like scenes straight out of a painting, every frame is lovingly designed and filled with little details to add an extra layer into this lovingly crafted world. The only area where it fell short visually was in the facial animations of characters as they spoke. Their facial movements never quite matched up to their speech. I couldn’t help but chuckle as their mouths thrashed about during serious dialogue. A small gripe in the grand scheme of things, but highly noticeable when the rest of the game is so gorgeous.

One of the first characters I was introduced to was the child of Fahi, the traveling merchant. Instantly I was a little worried, as more often than not, children’s voice lines sound atrocious in games (I’m looking at you Metro 2033 Redux). Lo and behold, as soon as the child spoke I cringed. This was short lived thankfully, as almost every performance was enjoyable throughout the story. The only exception to this was on one occasion late game, when another pair of children spoke. I especially enjoyed the performances of Sadja and the ensouled staff she comes across. I find myself wishing the voice of the staff could tell me ancient tales around a campfire. Music is not as plentiful or noticeable here, with ambient sounds more prevalent during Memoria’s eight chapters. When music is present, it’s not really anything to write home about unfortunately.

There are two issues I should raise from my playthrough on the PlayStation 4. The first of which is some odd audio distortion in Chapter 3. This is the chapter in which Sadja needs to navigate through a forest; every twist and turn made this distortion worse. The sound would return to normal once I paused and unpaused the game, but eventually returned after I moved through a few more screens. 

The second issue was in a couple of instances where I would try and leave an area, a voice line from my character would go off; essentially saying I should complete the objective in my current area first. No problem, but I couldn’t turn around. I would point my analog stick to the direction I wanted to go, but the voice line just repeats again. The only way I could fix this was by reloading a previous save, which is not automatic. Meaning I may have had to go back and redo everything from my last save point in order to return to where I was. This happened twice, once in chapter 1 and again in chapter 8. This problem will most likely be addressed in future console patches. Perhaps the movement didn’t translate as well from the usual method in point-and-click games on PC.

Barring these technical issues, I had a phenomenal time with The Dark Eye: Memoria. The world, characters and story all met and then exceeded whatever expectations I may have had for them. Visually gorgeous and creative obstacles make for a deeply engaging story that I will not soon forget.

Review: WRC 9 FIA World Rally Championship

It only took me a few minutes of playing WRC 9 to realise that reviewing this game was going to be very difficult indeed. If you want a short summary of my thoughts, it’s this: long-time players of rally driving games will find a lot to enjoy here; everyone else probably isn’t going to have a good time. To some extent this is to be expected and it’s not really fair to criticise a game for playing to its primary audience, but there’s a certain amount of nuance here that’s worth exploring.

First, the good. On a technical level, WRC 9 is brilliant, from the graphics to the music to the controls. Everything feels very polished and the environments are stunning, even when they’re whipping past the windows at 100 miles an hour. Similarly, the controls are very easy to learn and feel tremendously responsive, so with enough skill you can expertly round a corner using just the slightest twitch of the thumbsticks.

This performance holds up remarkably well on old-gen consoles as well. As an Xbox Series X/PlayStation 5 title, I was a little worried going in that my six-year-old Xbox One was going to fall apart under the pressure, but aside from a handful of lengthy load times, I didn’t encounter any performance issues. Even those load times weren’t a particularly significant hurdle, and they were worth it to experience the beauty of WRC 9’s environments.

On the content side of things, there’s still more to enjoy, with a whole host of game modes to let you play WRC 9 in whatever way you want, for as long as you want. The main game, such as it is, is a career mode which involves managing your team, maintaining your relationship with car manufacturers, training, and participating in events, and there’s a level of complexity involved in these elements coming together that you might not initially expect. However, if you’re not looking for that kind of strategic gameplay, you also have the option of the ‘Season’ mode, which allows you to participate in the racing championships without any of the other features slowing you down.

For more competitive play, there is of course the option of online races to pit you against real players, as well as time-dependent challenges that really test your skills.

So with all of this said, why have I come away from the game so conflicted? The root of the problem boils down to a simple concept: approachability. Rally racing is already a fairly insulated market and it can be a difficult sell to someone who wouldn’t normally pick up this kind of game, which is why it is incomprehensible to me that this game has been made so unfriendly to new players.

At the very beginning of the game, you’re going to be faced with a screen that asks you how experienced with racing games you are. If you’re a returning player you can skip the tutorial stages but, should you need it, new players will have the option of telling it that they are a complete novice with no prior experience. Having selected such an option, you might expect to then be put through a tutorial that explains the controls and some general tips on how to actually control the car in a way that is both fast and accurate – this does not happen.

WRC 9 explains the controls, yes, but then immediately throws you into a series of training courses that do nothing to explain how you might succeed. Things like knowing when to use the handbrake, how to take corners at speed without losing control, and how to handle adverse weather are all vital skills in WRC 9 and they are given no consideration at all in the tutorial. These are obviously concepts that aren’t important to players who already have experience with racing games, but as someone new to the genre, they’re an indispensable part of learning how to play. Without them, the early part of the game is near unplayable without a lot of trial and error – or leaving to find some tutorials online – and the endless crashing gets old very quickly.

Another, much more minor annoyance for me was the navigator, the person who sits beside the driver and calls out upcoming features of the course. Everything they say is accompanied by simple icons on-screen that do a great job at quickly and clearly demonstrating what you need to look out for, even if you’re unfamiliar with the game genre. Personally, I found that the icons on screen did the job well enough on their own and as the navigator talks very quickly in shorthand that is difficult to understand for new players, I had hoped to find the option of turning off his audio. While you are able to change the language he speaks in, which is a nice touch, there doesn’t appear to be an option to switch the feature off entirely, leaving him as a vaguely annoying distraction throughout the game.

To someone who has played and enjoyed these types of games before, WRC 9 probably won’t have anything to particularly surprise you, but there will definitely be something in there worthwhile. The game is extremely well put together and it’s clear a lot of work has gone into polishing it up to the highest standard possible. Sadly, however, if you’re someone who hasn’t really got into rallying before and is looking to try a new experience, I have to advise that you skip this title and look for something a little more approachable.

Review: Supermarket Shriek

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In Supermarket Shriek you tackle all sorts of challenges, all while being a man and a goat screaming in a shopping cart. Needless to say, this game has a lot of charisma. Between the screaming, Heinz beans and all of the cartoonish slapstick found in this game you can really feel how much passion is behind it. 

But how is the gameplay? In single-player, you control both characters in the shopping cart, and their screams and by using that you can manoeuvre your way through the levels. This could be as simple as racing to the end, but it could be a level where you have to race something, collect items, or smash through towers of Heinz beans. There are also some secret levels which are amusing references to other games.  

In co-op, which the game seems to be designed for, the characters are split between you and the game is much tougher for obvious reasons. There’s also a different ending depending on whether you’re playing single player or co-op and I’ll just say that the single player ending is somewhat sad. Other than the very beginning and end of the game there’s not really any story at all, but that’s fine for this type of game. 

However, when it comes to progressing through the levels there’s a bit of a problem. There are several streets in the game and at the end of each street the game requires you have a certain number of stars to access the final level of the street to go to the next one.  

So how are stars earned? Well, each level has up to three stars you can get per level. One you get by completing the level and the rest you can get by getting being faster and/or getting higher scores. The thing is, this only seems to exist to artificially extend your game time.  

There is an argument that could be made that perhaps the developers want you the master the lower levels first otherwise you won’t be able to do the later levels, but I found that pretty much no matter the level it’s easier on the second try anyway.  

You might also suggest that it’s so you can skip levels you’re not good at or don’t like, but the number of stars you need often require a majority of two stars from every level or three stars from some levels. Therefore, skipping levels doesn’t seem to be a good reason for doing this either. You can’t skip the end of each street’s level regardless. 

The fact that you have to grind out stars wouldn’t be so bad if you didn’t already have to play most levels more than once to begin with as you can often be blindsided by bottomless pits or walls you couldn’t see and hitting buttons when you couldn’t have known what they activate.  

All this in co-op can be a pretty frustrating experience as you have to coordinate and both learn the levels and then replay them enough to get enough stars to proceed. 

All in all, Supermarket Shriek is pretty fun, but there are just some pacing issues that will make it hard to go back to, because you’ve probably gone back to each level at least once by the time you finish the game. However, if getting better scores and times is your thing, then this game will be up your alley.  

Review: Bonkies

There are lots of things I’m confident about in life, and two of these are; Space is a wonderful, mysterious entity that mankind loves, and that computer games are a relaxing pastime. You wouldn’t combine these two subjects easily, but many an excellent gaming titles have been created using space at its core. With this in mind, I looked at a new outer world experience known as Bonkies.

Developed by Studio Gauntlet and published by Crunching Koalas, this puzzle/construction title asks you to control an array of spacesuit wearing monkey. Their only aim is to solve the puzzles as quickly as possible to gain their delicious bananas. You must flit from planet to planet solving each stage, while aiming to soar off to pastures new.

The gameplay is split between two modes; a Solo campaign, and a Couch Co-op. Both follow a very similar path, and you’ll be enraged and entertained in equal measures. If you thought that getting out Monopoly at Christmas guaranteed an argument, you’ll be amazed at how quickly friendships fail, and marriages end, once you play Bonkies. (These things may not actually occur.)

It makes your blood boil!

The premise of the game is simple; start each task, scan the stage, observe the highlighted shape that needs filling, and move the blocks to ensure you fill the space correctly. If you don’t place the blocks in the highlighted area correctly, then the puzzle will not move on, and you will have to adjust the blocks to ensure 100% coverage is obtained. Sounds easy, right? Chuck into the mix that each of your monkeys move using a Jetpack, and the slightest of nudges sends the tower falling, and you know that failure is just around the corner.

Gently, gently catchy monkey.

Your blood will boil over into a rage induced rant as a fellow monkey undoes all your hard work. This combined with the ever ticking clock moving closer to zero, and you’re in for an uncomfortable and challenging gaming experience. This is where my understanding that this should be a relaxing pastime is completely wrong! I’ve never been so on edge while playing on my console. I’m glad that I don’t stream as the faces that this game made me pull were a combination of; weird, wonderful and scary. The noises that came out of me matched the theme as they can only be described as “not of this world”.

It sounds like hell, so why play it?

Admittedly, this is one of the toughest games that I’ve played in a long time. Not in concept, no. But in ability, patience, and luck. It’s a deceptive one as each level that you face is well explained, easy to understand, and simple on the surface. But when you combine all the horrendous elements together, you get a title that kicks your ass at every opportunity.

If flying around space hauling boxes to make specific shapes wasn’t tough enough, Studio Gauntlet went one further. Exploding boxes, glass surfaces, hovering containers, and rocket ship launchers (it’s enough to give you a headache). In a game that is about accuracy and balance, these extra ingredients to the mixture made for a really complicated dish.

Can those monkeys resolve all the issues on Earth? Not without a lot of screaming and shouting first!

Like the brutal nature of the Dark Souls franchise, Bonkies draws you in to keep on playing. It’s addictive as hell and has that just one more try feel about it. No matter how much it made me want to smash my controller to pieces, that feeling of overwhelming rage dissipated the moment I was victorious. The simple approach tricks you into believing success is just around the corner, but in reality time will wash away from you, and you’ll be found rocking in the corner of your living room begging to get to the next stage.

A game that makes you this angry shouldn’t be so cute!

No matter how angry those darn monkeys made me, (did I mention this game made me rage?) I couldn’t help but love their adorable little faces in their absurd spacesuits. The world is a colour-explosion, with some brilliantly varied backgrounds that could easily distract you if you allowed it. Several environments are seen throughout, which helps to add a variety to the gameplay, and stops it from feeling repetitive. Of course, that is as long as you can complete the stage that you will no doubt get stuck on. The simple, yet bright imagery works really well, and with no issues it sits at the higher standard for an indie title.

I really enjoyed the audio, though there wasn’t much to it. The music was only apparent when you completed a level, and it was always a welcome sound. Like a crowd at the end of a marathon who cheer you over the line, this repeated tune felt euphoric after the epic battle that I had just faced. The sound effects were as expected and to a good standard. The whooshing of the Jetpack and the crashing of the explosive crates were highlights. The audio is underwhelming, but the developers balanced it perfectly with the hectic nature of the gameplay. If there had been a constant upbeat soundtrack, I would have switched the game off.

It’s all about the accuracy!

In a game of fine measures, the control setup is vital, and luckily it has been delivered and designed well. An easy-to-understand mapping awaits, with a well designed tutorial that explains the fundamentals. The action flows smoothly, allowing you to move the grabbing arm and control the blocks through the air. You feel in control of all the action throughout, and the only time you fail is because of your own inadequacies. Practise makes perfect with this, yet I don’t feel there is enough time on earth to make anyone perfect at this.

Select your team, give them a name and be prepared to argue relentlessly.

Having spent around 10 hours of my time on this already, I know that I’m going to lose an awful lot more trying to get to the finish. It oozes replay value if you can suck up the constant dents to your pride and skill levels. It’s unbelievably tough, with an achievement list to match. I have no idea how many hours this game will take to complete, but you will have fun and angry times trying to get everything unlocked.

It should come with a free controller.

Rage, rage, rage! If you ever wanted a game to test your patience, this is it. For every copy purchased, a free controller should be offered as this is guaranteed to make you angry. If you can get through this without swearing, or clenching your fists, then you deserve a medal. A brilliantly fun game that will get under your skin and cause that awful twitchy vein thing in your forehead! With everything considered, do I recommend it? Hell yes! It made me angry, made me want to cry, and I made noises I didn’t know existed. It’s tough as hell, super addictive, and a game you simply have to put in your library. Get it now on your Xbox by buying it here! A short time discount is available so don’t miss out! Can you help the Bonkies on their path through space? Time, patience, luck, and a lot of controllers will help you get to the finish. 

Review: Oceanhorn 2: Knights of the Lost Realm

Oceanhorn 2: Knights of the Lost Realm follows the story of a mute hero who is trying to save hundreds from calamity. Who just so happens to enjoy smashing pots. Does this sound familiar? To fans of the original Oceanhorn game, this is a must play. It switches the top-down perspective of the first game to an evolved Breath of the Wild-esque style. Although the inspirations behind Oceanhorn are still hidden, certain elements of the franchise glisten with familiarity to any Zelda fan. 

From Apple arcade to Nintendo Switch

Oceanhorn 2 was released as an Apple arcade exclusive in 2019, but came to Switch in 2020. The release to Apple was received poorly by fans and a lot of struggles were faced regarding control and glitches. These were resolved when it came to Switch and fans were able to enjoy Oceanhorn to it’s full potential. I found the controls a little tricky when I first picked it up. The lack of any jump button caused my natural instinct with an action adventure game to reset. After spending a while getting used to these controls you realize how basic they are and how easy they are to wrap your head round. 

Stunning sound design

The game has a wonderful soundtrack, with different music for each area you discover. Boss battles are kept tense with high strung music, and curiosity is reflected with different sound effects. The narration is fully voiced and each character engages in charming dialogue with our hero. Although there is a lot of narration from characters they often say mundane facts about the surrounding area or enemies. With such a plot heavy story line this lets the game down. There is so much which could be explored but is reflected with little engagement from NPCs.

Simple combat

When it comes to combat the controls are simple. A sort of slash, slash, block, which you’d find in most action adventures. You have to quickly learn attack patterns in order to protect yourself, but most attacks are easily dodged. There is no lock-on approach to combat which is frustrating when you’re facing several enemies at once. You raise your shield when expecting an attack but as soon as it’s dropped your camera returns to its original position. What’s even more frustrating is how useless your party members act around enemies. Delivering very occasional pointless hits, you can order your companions to attack specific enemies but they will hardly ever complete this objective. 

Familiar puzzles

You will encounter a number of different puzzles as you discover more of the map but to any fans of the older Zelda games you will have seen these countless times before. There is a minimal amount of guidance when it comes to these challenges but the simplicity allows anyone to be able to understand the concept. There are enough clues around to understand what needs to be done, you just have to look for them. Once again, members of your party can help to complete these but will usually be somewhat useless unless standing on a button or pulling a lever. You will probably just forget they are even aiding your adventure by the end of the game. 

The beautiful world of Gaia

The world of Gaia is undoubtedly Oceanhorn’s best selling point. Although your hero is led through the world with simple tasks, you still get to take in the world around you. Animation and graphics remain fluid throughout game play. Alongside the sound design mentioned earlier the game looks and sounds wonderful. 

Aside from being aesthetically pleasing, Oceanhorn lacks in something to make it stand out to its very popular competitors. It has the basic function of an action adventure, the combat, the puzzles, the rewards hidden in chests held just out of reach, yet something lacks. Even the story isn’t quite enough. It’s nothing we haven’t experienced before.

Final thoughts

If you are looking for a game similar to Breath of the Wild but with a smaller price tag, it will most certainly fill your needs. I definitely see myself picking this game up again in the near future. But if you’re looking for an entirely new experience, keep searching. Going into this after playing the first Oceanhorn game would definitely help your experience since you know what to expect.

Review: Outbreak: The New Nightmare

Put enough zombies in a room with a typewriter…

A Resident Evil ‘love letter’, Outbreak: The New Nightmare is the 2nd indie title in a series that promises the moon but never quite delivers. False advertising it’s not, but rather the nostalgia-led expectation that this RE-inspired horror-survival game cannot possibly be as bad as it looks. Welcome to the Outbreak series.     

An archaic fixed camera, awkward controls and unfriendly interface exist as a dose of nostalgia for fans of a bygone era, but for everyone else are examples of ancient game mechanics that should be consigned to the long-forgotten past. 

We’ve started off on the wrong foot though, so let’s reset and continue as we mean to move on, with some positives – all two of them. Its Onslaught campaign mode (which exists alongside Story and Experiments) and the ability to kill zombies are the only decent features of this soulless offering, unless you count the sound of a reloading gun or the main menu’s “Outbreak” voiceover.    

“What year is it?”

Onslaught is a survival mode that provides wave upon wave of enemies and really should have been the main focus of the game, being that it’s the only one that’s even remotely enjoyable. With a ‘pick-up and play’ quality that combines well with the game’s character levelling up system and unlockables, you can use the waves of enemies to level up your character, allowing you to fare better in the main story, if you haven’t already soured on the experience. 
  

I realized afterwards that she just wanted to hug.

“Potential to build off!” a fan might think – if only the story had you shooting zombies as much as it has you looking at the map and pause menus. Some of these issues are RE nostalgia-related which, while intentional, are still notably irritating like the player’s bearings that are constantly confused by the game’s camera angles, the awful controls and the fact that you can only see your ammo levels and health on its pause screen.  

Get used to seeing this screen…

Outbreak: The New Nightmare brings its fair share of bugs and issues to the party though, making the experience that much more regrettable. So basic is the attack system that you can barely register that enemy has landed an attack. Your character doesn’t recoil in pain, often doesn’t make a sound and there’s no blood, forcing you back to the only area of the game with any degree of accuracy – its menu, or so you thought. Even the safety of said menu is a lie, as there’s a bug that allows enemies to continue attacking you even when the game is paused. The worst attack on your perception of video games comes in the form of the level design, however, which is atrocious, with all the rooms and corridors looking exactly the same, so you’d have to be some kind of genius to remember where you are going without your map, nullifying any fun you are having shooting the undead.       

What are these scallywags doing in this alley by themselves?

The horror genre is quite often used as a gateway into the gaming industry for indie developers, requiring minimal story, detail and gameplay to actually succeed, but this developer seems to be taking the cake and opening their own patisserie.

Considering how many other – very similar – versions this developer has released (5 as of writing), and with another coming this year, it’s highly unlikely that this game will receive a patch or update to fix its issues. It’s also unlikely based on the apology they give for the game’s failings in a screen that loads every time you play the game and the faux pas on the main screen that describes issues as ‘hints’ instead of getting around to fixing them.    

I’m not sure how to feel about this.

It’s impossible to recommend this game, or even this series, when it gets a new low-quality entry every single year. No story, tense music or any decent action to speak of, this feels like a fan-fiction web browser game getting a yearly FIFA update. If you’re an ardent fan of survival horror games, then perhaps it’s worth following the incremental updates as it may eventually result in a decent release, but let me assure you, it’s not now and it’s not Outbreak: The New Nightmare.