Review: Stories Untold

Episodic TV programs and games are not a new thing, they have been much loved by their fans for a long time. People enjoy the short bursts of entertainment, and the suspense that’s generated between episodes. It creates a desire to want to return and you count down the days until you can get your next fill. The Telltale Games series has done this well by drip feeding new sections of their games at timely intervals, which has made this franchise a resounding success. My latest review game Stories Untold has attempted a different approach and doesn’t withhold any content from the start. 4 episodes are available for you to enjoy casually, or all in one binge sitting if you get hooked.

Developed by No Code and published by Devolver DigitalStories Untold is an episodic horror point and click game that spans 4 short scenarios. You will be expected to work through clues presented before you to solve the puzzles that lie ahead. Each of the chapters bears little resemblance to the one before, yet they all have an underlying theme and style. For fans of retro gaming, and older players you will remember text based adventure games, but for those who have no clue, let me explain. A tale is displayed in text form, you will be given the option to; explore the area you are in, interact with items, and talk to anyone nearby. Whatever you decide, it will impact on the path of the game, and the outcome will alter. Think modern Visual Novels and you won’t be far off.

Text adventuring with a twist.

Unlike the old school games, Stories Untold twists this genre to make a unique and interesting concept. The text appears as if it is being narrated by another person, and you worry you are constantly under surveillance. It gives the game a creepy voyeuristic feel to it that never eases. Alongside this, you will experience a mixture of clichéd horror and weird science fiction moments. Like the American TV series, Tales from the Darkside by George A. Romero, it appears to be a low budget production, but is oddly fantastic to observe. No Code has delved into a deep and macabre theme with each part of this title. The weirdness and surreal elements build through each chapter until you question what’s real, and what is not.

The clues stare you straight in the face. Are you good enough to see the finer details?

Mostly, you will play the game from a stationary first-person perspective. You will be expected to flit between different objects that lie in front of you. Commands are barked down radios, or appear on monitors before you, where you must follow the instructions to unlock clues to solve the puzzles. There is little in the way of challenge with the problems that you face. All the solutions are in front of you, and it takes a small amount of logical thinking to put the pieces together. The fun and difficulty stems from the search for the information, you will have to; flick through the pages of a microfilm machine, scan through electronic documents, and fine tune a radio.

Plenty of tasks to complete.

Though each episode is short, it is jam packed with tasks to complete. Each layer slowly knits together the underlying narrative of the story and gently structures some normality to a bizarre plot. Most puzzles that you will face are enjoyable and give you a thrill when you solve them. There is however a couple of bad eggs in the basket, and these leave a bitter taste in your mouth. The poor design and muddled requirements leave you scrambling around in the dark for answers. This is not how a puzzle game should be. These are in the minority, so once you get through them you need not worry again.

Does low budget mean poor performance?

Whenever I get the sign of a low budget, I worry that something will be done on the cheap, or left out all together. Fortunately, that wasn’t the case. The graphics, though not triple A rated, are of a standard expected in an indie title, and were detailed and enjoyable to look at. The change in both tone and colour helped to create an atmospheric world that was simple but wonderful to explore. The recreation of the classic text adventure for each of the displays brought back many fond memories, and it was this attention to detail that I truly appreciated.

Gone are the days when just anybody would be suitable to provide voice over work for a game. Developers recognise the need to have a well delivered script, and No Code struck gold here. The narrative is brilliantly written and keeps you guessing throughout. The pace and emotion placed into every act are simply stunning, helping you to empathise with each of the characters. You then mix in some nicely thought out sound effects, and you experience a game that jumps to life.

When Science Fiction becomes reality! Use every tool at your disposal to solve the puzzle.

Sitting still makes it easy to play.

The lack of movement, and the well explained controls help to make this a pleasure to play. A clean and easy-to-read User Interface is available at all times. The instructions for each task are clearly spoken to you, and after a little trial and error you know what is required. It matches its retro theme for simplicity, and won’t cause any issues at all. It’s not all good news though, the odd time you have the freedom to walk is a clumsy affair. It’s serviceable, but wasn’t as smooth as I’d like to have seen. Like the issue with the puzzles, this element is so limited that it has little impact on the gameplay.

The beauty of an episodic game is that once you have finished it, you are free to revisit any part you want. But will you want to return to try again? The answer, probably not! Though each section is wonderful to play, once you’ve completed each one you know all the twists in the plot. Not that it has no replay value, achievement hunters will need a second attempt to complete the full hidden list.

Did No Code’s full content gamble work?

The joy of other titles within this market is the length of episodes that you get at each release. A fair amount of content is dropped in each instalment, so if No Code hadn’t taken the approach they had, then this would have been a failure. If you take this game on, you’ll get around 4 hours playtime, which isn’t bad value as it costs less than £9. A copy can be purchased here if you so desire! Do I recommend it? Other than its few shortcomings, it’s a great game and one you should have in your library. Will you be able to gather the clues to solve the puzzles? Play through each of the 4 episodes and link the bizarre plot together, one piece at a time. 

Review: Adventures of Pip

There ain’t no Pip like an 8-bit Pip.

While a lot of games try to do a lot of things relatively well, it’s my opinion that a perfect game is a game that chooses to do only one thing but nails it. On this scale of jack-of-all-trades to master of one, Adventures of Pip sits well towards the latter end. It reminds me a lot of the early Mario games – some fun platforming where the ‘action’ part is limited to jumping on enemies’ heads. It’s a very simple but well-loved recipe that Adventures of Pip builds on with its ‘resolution’ switching mechanic, which adds a basic but fun puzzle element.

You play the game as Pip (no surprises there) a red square, or ‘pixel’, who is thrust into the jaws of adventure when his home is attacked by the evil Queen DeRezzia. In a genre-subverting twist that nobody could have seen coming, DeRezzia kidnaps the kingdom’s Princess. With complete disregard for the safety of his fragile, quadrilateral body, Pip takes it upon himself to rescue Princess Adeline and thwart Queen DeRezzia’s evil plot.

You can blame Thomas Was Alone for my pre-disposition to love any game starring an orthogonal red character; so starting as Pip, the red square, made the game immediately compelling to me. The comfort blanket of Thomas Was Alone flashbacks is quickly and cruelly taken away, however, when Adventures of Pip’s innovative resolution switching mechanic comes into play. By harnessing the power of the bitforce (by killing certain glowing blue enemies), you can upgrade to an 8-bit character and then again to a 16-bit character. You also have a button on the controller dedicated to downgrading at will, which also expels some bitforce energy to damage enemies and destroy pink blocks as if they were made of particularly fragile blancmange.

These three characters have unique abilities. 1-bit is small and light so can fit through gaps and glide as he falls to travel a greater distance. 8-bit can wall-jump to reach higher platforms and is the fastest of the three. 16-bit has a big ol’ sword for smashing brown blocks and bouncing enemies around. You’ll constantly need to switch resolution to progress through a level and the placement of chasms, wall jump sections, destructible blocks, bitforce enemies and so on provide a compelling puzzle element. Unfortunately, the game doesn’t fully capitalise on this mechanic and the ‘puzzle’ sections aren’t challenging. It would’ve been nice to see the game lean into this puzzle element more, but I respect the game for putting its platforming first and not diluting that too much with other elements.

Looping back to the ‘doing one thing well’ hypothesis, Adventures of Pip nails the feeling of its platforming. The controls feel tight and responsive. Whatever series of buttons you press, you can be confident that the corresponding actions are exactly what Pip is going to do on-screen. I often find platformers frustrating where the controls try to intuit what you ‘meant’ to do rather than following the buttons you actually pressed. Adventures of Pip has none of that and, like the nerdy kid in the back of physics class, other platformers should take notes.

The excellent platforming means you know every mistake and every death is entirely because of your own lack of skill, rather than the game being glitchy or unfair. With that in mind, I think the difficulty of Adventures of Pip is perfectly pitched. You can get through most levels without being stuck on a particular section for too long, which keeps the pace of the game moving on nicely. The checkpoint system is spot on, with around 3 per level. This leads to a nice balance. There’s still a punishment for dying, you’ll have to go back and get through the entire section perfectly before you can move on, but the spacing is just enough to avoid the game becoming frustrating due to constant reruns. Much like being told those plans that you were dreading have been cancelled, you’ll let out a heavy sigh of relief when you reach a new checkpoint.

Despite the difficulty being very well pitched in general, there are one or two difficulty spikes. Personally, I was stuck on the penultimate boss for quite a while. Fortunately, Adventures of Pip has an answer to this – money. Throughout the game, you get currency which can be used to buy upgrades, like temporary invincibility, healing, extra hearts, etc. That means that if you are stuck on a section, you can back out and buy a new upgrade to give you a boost. The game gives you currency quite generously, but you can always grind through an earlier level if you don’t quite have enough. It’s a nice system that means you always have an option to make the game easier if you really can’t progress.

Overall, Adventures of Pip is 90% formulaic but well-built platformer with 10% juicy, new, resolution-switching puzzling. It’s a good example of a pure action platformer, but there are an awful lot of games in that genre and the question remains whether the bitforce transformations are enough to make it stand out from the crowd. I enjoyed my time with Adventures of Pip and I would recommend it. It’s neither jack-of-all-trades nor master of one, it’s more like ‘proficient at one and a half’, which is good enough for me.

Review: Biped

It’s an odd feeling, learning to walk for the first time again. Every step is clumsy, wild and unsure; with each leg flailing about in the air trying to gain bearing. As the game progresses your steps become more sure, a little smoother, but doesn’t lose the adorably clumsy look. I had a lot of fun dancing around awkwardly, getting a feel for the movement.

From developer NExT Studios comes a cute little 3D adventure that reinforces the values of teamwork and communication. Biped is a fairly simple game; the objective is straightforward. Beacons lighting the way on earth have gone out. It’s up to you, or you and a friend to restore them

In Biped each analog stick controls a leg, hence the name. That’s it, no other controls nothing more to memorise or map. This makes the title extremely accessible to anyone; from kids, to their grandparents. I was even a little surprised when I first started the game up, I found myself used to a jump button at the very least. However, here all one needs to learn is how to walk. The deeper mechanics come in the well-designed puzzles and obstacles.

In Biped your legs are not only used for walking though, you use your feet like hands; and holding both analog sticks on a smooth surface allows you to skate. You can pull levers, paddle a raft, swing on a rope from point to point.

Your legs are essential to solving the many puzzles in the game. None of these puzzles were ever too hard, figuring out what to do was the easy part, the challenge mostly came from the execution. Timing movements, turning platforms and opening up pathways played a big part in moving forward each level. There were however, a few obstacles that threw me for a loop, taking me several tries to get through. One of them took me as long as 5 minutes to figure out, which in Biped is a long time. 

The levels here are very short, my quickest time in one of the earlier stages was around 11 minutes. I was pretty impressed with myself until I noticed the target time of 4 minutes. This is where longevity and replayability come into play. Each stage has a target, a maximum amount of falls(deaths) and a target number of collectible stars. Yet I couldn’t help but feel that this wasn’t enough. Not everyone wants to replay stages over and over to meet those targets. This leaves you with a campaign that could be completed in a single sitting, it took me about 3 hours give or take.

Visually the game is generally appealing, with a polished look and feel. It doesn’t reinvent the wheel in its design and art style, but that’s far from a necessity. In future though, I’d love to see the developers to take some chances and go for some more varied design choices. Perhaps underwater areas, circling the analog to propel yourself forward; or finding a beacon in the sky, your biped bouncing off of clouds. It’s got a cute aesthetic, but the standouts have to be the bipeds themselves. While relatively simple in design, each area brings bipeds with various adornments on their heads; such as pirate and pith (archaeologist’s) hats. You can also spend whatever coins you collect in game for your own accessories. 

The music is another pleasant addition, never intrusive, blending in nicely with the theme of the level. The training area is a lighthearted track which holds a sense of machinery at work, while still maintaining that key tone of adventure in its piano and cello notes. Cactus Valley, based on a wild west style desert, comes along with a banjo number, including a sample of an eagle’s call. The bipeds here even have cowboy hats on. Classic.

The emphasis on cooperation is vital to the gameplay of Biped. So much in fact, that even in single player there are NPC bipeds appearing occasionally that require your assistance to get across obstacles. As much as they need your help, you need theirs. You cannot get across without working with them, timing your steps with each other, or alternating your movements. I think it’s a stellar addition to include the teamwork aspect of the co-op campaign with its solo campaign. It shows that the message and gameplay of working together is paramount in this story.

Overall Biped is a wonderful, if short experience, incorporating positive values with fun and responsive physics based gameplay. Through its music, biped design and methods of traversal it ensures a memorable experience. It never overstays its welcome, if anything it leaves you wishing for more. If Bipeds ever gets a sequel, I’d love to see more maps added after release or perhaps a mode with up to four players at once, in teams of two. 

Highly accessible and fun, there will never be a moment of silence with this one running.

Review: The Pathless

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Some games are all about engaging the player in action, others are about immersion in the story, and a small but growing number focus much more on creating an experience based on atmosphere and unique gameplay. The Pathless, released by – Giant Squid, the team responsible for Abzu, is very much a game in the latter category, landing the player into a world of purple hues with the briefest of background stories and exploration being the first order of play. When done well, these games feel truly ground-breaking but when executed poorly, they quickly become a bore. The Pathless, true to its name, follows neither way but meanders somewhere in the middle.

A quick introduction sets the scene of a world tormented by demons with the heroes dispatched to fight them off destined to never return. Any visions of a series of intense battles against increasingly challenging bosses this conjures are quickly dissolved as your character, a kind of female ninja archer simply called ‘Hunter’, lands on the shores of an island on the edge of the world. No hordes await – just a beach and a trail to follow.

The basic controls involve standard walking and sprinting limited by an energy bar that needs to replenish before you kick on. However, as you round the corner to head inland, you encounter diamond targets that offer a speed boost when you hit them. Hit several in a row and you woosh across the land with the trees, hills, and rocks a blur around you. This works well as a way to engage the player while moving beyond simply pushing up on an analogue stick. You can also use these targets while jumping to increase your height and get to some of the more hard to reach areas.

You soon meet a fallen giant eagle, one of the gods under attack by the demons. Your first quest then unfolds – you must light up a series of towers that have been claimed by the forces of darkness. To do so, you simply have to explore – locate the towers, find a way to climb them, locate a statuette to return them to the light. This is all fairly straightforward with the only challenge to find where you need to go – no puzzles beyond some targets to hit and pressure plates to activate and no combatants to defeat.

Once this is done, you gain a companion for the rest of your journey in the shape of a more regular sized eagle. This will fly above and beside you, help you glide to difficult to reach places, drop stones onto those pressure pads, and expect a little TLC after a scary encounter. The combat that does appear as the game progresses, much like the puzzles, rarely threatens to result in a ‘game over’ screen and is simply a matter of keeping your cool and firing off those arrows.

That is where this game didn’t quite do it for me. The first hour was engaging as I explored, became familiar with the gameplay, and tried to piece together the story. However, it just failed to evolve from there. The methods I used to solve those first few puzzles were the ones I largely used throughout the entire game. The enemies encountered didn’t really feel any different or any more challenging than each other. The story was revealed so slowly that it didn’t hold my interest. This could, like Abzu, have been another atmospheric game of exploration. Alternatively, it could have been a game that combined unique visuals and controls with a series of increasingly difficult puzzles and boss fights. It could have been an interesting short-form game, or it could have been a long-term challenging game driven by a mysterious story. Ultimately, it is none of these things. In that sense, it is very much Pathless.

Review: Projection: First Light

2D platform games are the staple diet for many gamers. The ease at which you approach them, the range of difficulty, and the weird and wonderful tales allow there to be something for everyone. So when another title in this genre comes to market, it needs to have that edge to make it stand out. Projection: First Light by developers; Shadowplay Studios and Sweaty Chair and published by Blowfish Studios utilises light manipulation as its USP. We all know that this style has been done to death, so I started this one tentatively, waiting for that feeling of Deja Vu.

Like most titles in this genre and style, this one follows a simple concept. You control a little girl named Greta; she is good-natured and kind at heart, but also has a wild side. The story opens with a simple side-scrolling platform affair. “Yawn” you might say, but hold your horses it evolves quickly. Once you’ve explored the opening scenes, the game takes a turn for the better. The light manipulation takes centre stage, and the difficulty ramps up.

It’s not just your standard fare. 

Though the base mechanics will be familiar grounds for lots of you. The story and aesthetics deliver something that is far from standard level. The game revolves around the shadow puppet world. A delightfully over the top production of landscapes and characters unfold before your very eyes as you are sent on a trip around the world. The plot and all emotive aspects are explored with the use of; body language, imagery and sound. No text or spoken dialogue is applied, which may be odd to some, but it worked beautifully in this setting.

Shadow puppetry has long been used to entertain the masses. Lighting and placement help the puppet masters create scenes with the shadows that are cast. The artists that perform these shows do not get the recognition for the work they create. The skill that is required is extremely high because of the technical demands. As you explore Projection: First Light, you will soon appreciate it, as casting shadows is a much harder task than first anticipated.

The creepy looking shadow theatre is the gateway to your adventure.

Lots of shadows and a touching story. 

We all know that shadows can only be cast once a light source is supplied. Greta solves this issue when she goes all out to capture a beautiful shining butterfly. Her path to getting this awesome specimen causes much destruction and trouble, but the effort was worth it. Sent to her room for her troubles, she accidentally smashes the jar containing the insect, and it escapes through a tunnel. By following it, Greta begins an adventure that she won’t forget. Many continents are visited, people are seen, bosses are overcome, and shadows are cast.

The main mechanic of light manipulation asks you to control Greta and her butterfly together. The shadows that dance on the ground forge new paths for her to traverse. Pots can help to reach new heights, or to create fresh routes. The darkness is used to move objects and boulders as well. Closed routes can then be opened using switches and plates. Though these ideas are not new, the use of light beams to move items is equally interesting and challenging.

The beauty keeps you playing. 

If it wasn’t for the; stunning settings, in keeping style, and touching audio, you’d probably stop playing. The difficulty and game mechanics evolve at a slow pace. You are drip-fed with slight changes as the tale progresses, and this is just about enough to keep you interested. As a concept, it felt flat and overused. All too often the solutions were easy to find, removing the need to think about the situation. The only difficulty for me at least was the triggering of the switches. This action required finesse and patience, and I wish the developers had pursued this avenue across most of its puzzles.

I instantly forgave these shortcomings, however, as this title is a thing of atmospheric beauty. A simplistic yet stunning land rolls into view on every chapter. The character models have a tribalistic design which matches the history behind the puppetry. The minimalist colour scheme and sepia wash adds to the moody scene. The 2D fixed perspective gives you a limited view of each level, but this restriction doesn’t impact the gameplay at all. It’s an amazing clean-cut title that does the basics extremely well.

Even shadow puppets have little power to resist the light.

Melancholy music. 

My first hour with this game was a sombre time. It took me a moment to realise why the game was striking such a chord with me. Then I realised the gentle background music was calmly playing away, adding layers of emotion without really trying. The music develops and changes in perfect harmony with the action portrayed on the screen. It never missed a beat and rarely did I sit up and take notice as it was happy to take a back seat. With no spoken words, the audio was always going to be key, and it didn’t fail to deliver.

I’ve never thought of a shadow as annoying!

The aforementioned opening scene acts as a short tutorial that explains the fundamentals. Once you’ve gotten past that, you are free to experiment with moving the light. Shadows are cast using any solid surface, and distance and positioning play a key part. The idea is straightforward, yet the execution can frustrate. Success is delivered by minor movements. One degree in the wrong direction and Greta is catapulted into the air, or engulfed by the darkness of the shadow you have cast. The implemented system isn’t hard to understand or learn, it’s mainly the finer points that let it down.

The butterfly is a consistent theme throughout and acts as a collectable item. Most stages have them hidden out of reach, where pots and new paths must be used to grab them. Though unnecessary to complete the game, it adds a layer of replay value for anyone who wishes to complete the moderate list of achievements. With the standard levels to complete, and some bosses which add to the excitement, this one will take you around 10 hours to complete, if you can get to grips with the light issues.

Beautiful design, but an old concept with a twist. 

I cannot stress enough how wonderful Projection: First Light looks. It’s a well-rounded piece that uses an unusual twist on an old concept. The style reinforces the history behind puppetry, and the graphics and audio create a lush and emotive landscape. However, its key mechanic is its main drawback, forcing it to plateaus early as a consequence, and this impacts the desire to play. Do I recommend it? I do. Only because it’s a masterpiece to look at and listen to. If you want a copy, it can be purchased here! Be warned though, you’ll be balancing beauty with frustration. Can you help Greta manipulate the light and travel the world? Patience and a glowing butterfly are all you need to succeed.

Review: Here Be Dragons


So it turns out the age of misinformation isn’t quite a recent as we once thought… according to Red Zero Games at least. In this turn-based strategy game, learn the REAL story behind Christopher Columbus’ discovery of the Americas in 1492, taking charge of the ‘Avant Armada’ in their quest to vanquish the mythical monsters blocking your path to the new world. You’ll be sure to meet a host of wacky creatures, deadly foes… and a pirate who can only say the word ‘fish’? Be on the lookout though me hearties, this journey will be far more perilous than you might think.

Jokes and pirate-talk aside, I want to make it clear from the start that I had a great time playing ‘Here Be Dragons’. Witty dialogue, a fantastic art-style, and most importantly, captivating gameplay all combine into a game I had difficulty putting down. I’ll get into the nitty-gritty soon enough, but I think it is important to note that overall, ‘Here Be Dragons’ provides a rich and engaging experience for those fans of strategy-based games.

Particularly impressive for an indie game, ‘Here Be Dragons’ provides players with a marked degree of substance and depth in its gameplay. At its core, the ‘Dice Activation System’ introduces an essence of randomness and luck, which when done just right, creates a sense of freshness to each battle. Yes, this can be both frustrating and limiting at times, which is something I will discuss later into the review, but on the surface, this rather simple mechanic helps create variation in gameplay, especially when replaying certain levels. The wide range of ships given to players, as well as diverse enemies with equally diverse move-pools, ensures each encounter is different from the last. What stood out most to me was the sheer amount of problem-solving this game requires – having to compute so many different variables during a battle means every decision counts. Assigned the wrong dice to one of your ships? Well you may have just given the enemy the chance to wipe you out next turn. Red Zero Games has done a fantastic job of creating depth in the battle system, which frankly many more heavily-funded titles lack.

The ‘living map’ where most of your time will be spent.

The compliments don’t stop here though. One of the most notable features of ‘Here Be Dragons’ is its minimalist, yet impressive art-style. A ‘living map’ provides the backdrop for a vast majority of the game (aside from inter-level dialogue), and it certainly is one that fantastically balances simplicity with visual depth. Despite fundamentally being a 2D game, the choice of design goes a long way in creating a sense of openness – crucial for a game that is almost solely centred around ocean-based battles. In addition, art choices for the UI and character design beautifully match the overall aesthetic, and as a result, much praise should be directed to Red Zero Games for the visual design of ‘Here Be Dragons’. Similarly, the sound design is equally impressive, which despite being somewhat limited (you’ll hear the same SFX constantly), never once begins to sound repetitive or irritating.

However, you might be asking – ‘Well, these battles sound fun, but how’s the story?’. Well don’t ya worry mateys, Red Zero Games’ got ya covered. What goes a long way in ‘Here Be Dragons’ is the cast of characters you are introduced to throughout. Although I will concede that I would have preferred a continuous experience with a familiar crew, each new protagonist provides their own dose of charm and wit. One minute you’ll be an optimistic sailor, looking for adventure, and the next, a strange old pirate talking to a dead parrot. The mix of recurrent cast members and fresh faces is certainly what drives ‘Here Be Dragons’, and the dialogue between them will be sure to have you letting out a chuckle or two along the way.

An accurate depiction of the conversations had.

Unfortunately, this is where the game does reveal some of its flaws. The revolving cast of characters is a double-edged sword, as although providing freshness to the experience, it does ultimately draw the player out of the main narrative. To be honest, after a few hours of playing, I had forgotten what the main objective of the game was. I did enjoy playing as new characters, and seeing what role they played going forward, but these experiences were usually cut short. Consequently, players may fail to develop any real connection to the multitude of protagonists. This is a real shame, as some of these characters were excellently-written, and I feel that Red Zero Games would have been better off using one or two of these characters throughout, rather than chopping-and-changing every few levels.

This lack of cohesiveness is reflective in the gameplay as well. I mentioned before about the depth in gameplay provided by ‘Here Be Dragons’, which, to its credit, does prevent the monotonous grind many games fall victim to. However, the almost insane number of mechanics introduced during the story, some permanent, and some dependent on specific battles, means it can become far too complex at times, meaning you are frequently wiped out by your enemy with little understanding of how. Furthermore, the ‘Dice Activation System’ can become a significant hinderance in battle, as despite offering the opportunity for ‘luck of the dice’ moments (literally), when battles often require a particular strategy to win, consistently rolling unhelpful dice can become tiresome. I will admit that this may be down to personal preference though, as someone more favourable of ‘Dark Souls-esque’ games may appreciate the value in repeated attempts at the same level. Nevertheless, for many, the 10th attempt at the same battle may just be one too many. I will note that I was playing on the highest difficulty (granted, of only two options), and maybe I just suck at strategy games, but I think it is important that potential customers are aware of the (potentially) repetitive gameplay loop offered by ‘Here Be Dragons’.

Lastly, I know I previously heaped praise on the visual design of ‘Here Be Dragons’, and I do not wish to detract from that, but one notable issue in this regard was with the battle UI. Maybe this was a consequence of playing on Switch, but my screen was often bombarded with a number of different menus, crammed into very little screen-space. Especially whilst getting to grips with the game, it can become more of a challenge figuring out what button you are meant to press next, rather than how you will defeat your foe(s). This is not a glaring issue, but one that may irk players from time to time.

Battles can become a bit confusing to decipher.

To conclude, I want to reiterate my enjoyment with ‘Here Be Dragons’, despite the flaws noted above. Red Zero Games should receive mountains of praise for a funny, rich and beautiful game, which for me was one I found myself repeatedly drawn to. Yes, there are minor issues that cannot be overlooked, but these may or may not be problematic depending on the player. Some polish to the gameplay design would have served ‘Here Be Dragons’ greatly, as a focus on a more streamlined story and gameplay loop likely would have provided the icing on the cake. However, I can appreciate the attempt by Red Zero Games to create a deep, and ultimately enjoyable, experience for its players. I will keep my eye out for future releases from the developers, but until then, I’ll grab me rum, and set sail again with me mateys on adventures new.

Review: Ray’s The Dead

“Slightly kung-fused maybe”

Ray’s The Dead is a 1980s-inspired zombie action-strategy-puzzle game developed by indie developer Ragtag Studio with an impressively meagre $51,773 via Kickstarter and, after a turbulent 6-year development with repeated delays, was eventually released in October 2020.  

This highly unique title has Ray, a brain-eating zombie, form and command an army of zombies to help him traverse the puzzle-laden maps of his 80s reference-filled world. Initially unsure why the nearest cranium always ends up in his mouth, he soon learns about his past through playable flashbacks, while an evil corporation unleashes a riot-inducing green mist on the town in the present. The dual narrative conveys the closeness of a group of friends that experienced a traumatic childhood, and its 2D hand-drawn feel of the characters on the smooth unity-rendered 3D backgrounds gives it a gruesome cartoon look.

The 3D environment looks great close-up.

Ray’s army can be made up of 4 different types of zombie (standard, dogs, assassins and muscle-bound beasts) each with their own strengths and weaknesses and their own assigned button, allowing you to send them off to attack different targets at the same time. You can also group your team together when you need to stealth past guards and shield against oncoming attacks. This gameplay loop is relatively repetitive but deepens as you progress the story and unlock extra zombies for your army. It even requires some strategic thinking when you have to fight a map full of enemies and obstacles.       

The action represents the largest part of the gameplay and is interspersed with puzzle and stealth sections. The puzzles generally consist of simple switch-based mechanisms and are integrated brilliantly into the levels, such as uncoverable areas that only dogs can discover or buttons that need to be pushed with a severed arm (ala Evil Dead) while moving along on a conveyer belt. Stealth is unpolished by comparison, with enemy detection distances different from the border shown on the screen and bugs that mistakenly revive a defeated enemy.   

Those enemy view fields are frustratingly inaccurate

Unexpectedly, it’s the smaller sections of gameplay that give the title its personality. Karate Kid-esque training has you karate-chopping and blocking dodgeballs and other scenes have you send traders on a trading floor to buy or sell shares. Unfortunately, this amusing gameplay and the 1980s characters referenced to throughout the game, such as Mr. T and Alien’s Ellen, are utilized far too sparingly despite their potential. They would have also been great replacements for the standard-fare bosses currently on offer.    

Dodgeball!! An underused idea.

The game’s soundtrack is overflowing with addictive 1980s charm and largely excellent atmospheric tracks, but the tracks themselves are quite short, which means they start to lose their appeal by the 4th and 5th time of hearing them during longer levels. 

So pervasive and overbearing are the game’s faults, that it can’t help but turn the experience into a negative one. The most immediately obvious is in the form of the script and gibberish speech which are – to put it bluntly – awful. The script tries to be both funny and tragic at the same time and fails to achieve either, while the Team America-esque voicing is akin to scratching your fingernails down a blackboard. Thankfully for your sanity, the latter can be muted in the game settings. In addition, the ‘voicing’ rarely matches the tone of the text and the character’s facial expressions, confusing the message the game attempts to convey. A voice cast may have been too expensive for their budget, but even beeping sounds (aka Ace Attorney) would have been a vast improvement.    

With a game that aims to be irreverent, it’s quite hard to tell whether inconsistencies are intentional features in a mish-mash of 80s glory or a general lack of focus. Personally, I’m of the latter opinion as the game has too many competing ideas to succeed in any particular area. The story, for example, appeals to your sympathies when presenting the tragedy of Ray’s childhood, while also single-handedly having him reduce the population of his town through his brain-eating antics. It also focuses a lot of time on Ray’s group of friends and the events they’ve experienced, but they lack personalities, meaning that the conversations are mostly made of up Ray’s mumbles and his sidekicks incessant rambling. If you cut down on the story and added extra depth to the gameplay such as upgradeable zombies and playable 80s characters, then this game’s key strengths might have shone through.

Obligatory Mr.T picture. Or Mr.Z…

Another inescapable and highly frustrating issue you’ll soon come up against when playing the game is the numerous progression-halting bugs, which force you to restart and do the level all over again.

So while Ray’s The Dead has an interesting and unique gameplay mechanic paired with nice visuals, its convoluted story and prior-mentioned issues make it hard to recommend. And although its 80s references and zombie theme captured a niche audience on Kickstarter, it’s difficult to say whether this inconsistent effort could appeal to a larger more mainstream group – even when its issues have been fixed.  

Review: Through the Darkest of Times

Through the Darkest of Times is an excellent strategy game. Its central premise is to form and grow an opposition group within Germany. In response to the Nazi regime that has just come into power. Your organisation’s primary goal is to disrupt and eventually bring down the Nazi’s before its too late.

A built atmosphere

When I first started Through the Darkest of Times. I got struck by the tense atmosphere the developers Paintbucket games managed to build. From the early 20th-century wartime soundtrack to the cartoon black and white colour scheme. Through the Darkest of Times made me feel like I was in 1930’s Germany, and it put me on edge. Knowing the turmoil and future tragedy that would unfold within the next decade. The music and graphical tone are excellent as a result, creating an atmosphere that immerses you within the game.

You with your group members

An excellent strategy game

The games main gameplay mechanics are a stand out as well. As mentioned, you lead an opposition group that seeks to end the Nazi regime. In doing so, the game requires you to recruit several different characters. From all walks of life. Each with varying skill levels that will help you complete missions to grow your organisation and weaken the dictatorial regime. For example, one of your characters might be exceptionally good at infiltration. Thus, this character would be a perfect fit to take on missions such as to spy on the regime to gain Intelligence.

But it’s not as easy as it sounds. As the story progresses, the regime becomes more powerful and begins tightening its fist. As a result, missions become much more challenging with the Nazi’s posing a more significant threat to your characters and your organisation. A risk-reward mentality then kicks in with the game making the player strategically think where they should best place their characters on missions and at what cost. That cost could be jail or at worst death—none at which you want for your characters as the game does an excellent job at giving your characters’ backstories. Through dialogue options that make you genuinely care about there wellbeing. In general, a combination of these mechanics makes the strategic gameplay fantastic. I found myself spending hours weighing up the best strategy to expand my group while protecting its members.

The mission selection screen

A history lesson

The strategy entwined with the game is challenging but also educational. Through the Darkest of Times not only makes you feel like you are part of a political movement. But teaches you what it must have been like for those who were part of these opposition groups and of what horrors the population of Germany faced during Nazi rule. It also teaches you how they consolidated power. In this sense; the game gives you the player a short history lesson of Nazi Germany. It is educational and teaches people about the past, and this is always positive.

As highlighted Through the Darkest of Times is an excellent game. However, it does have its flaws. Firstly, although the dialogue adds backstory to your characters. The amount of discussion all bundled in paragraphs of several lines long made it tedious to read. As mentioned, I do understand the need to build your characters’ backstories. But the amount of dialogue was too much. Although not ruining the story. It could have done with better and more effective dialogue trees.

Recruiting a new member

Similarly, the number of missions available was also overwhelming at times. There are far too many missions to choose from with no guide on what is best to do next for such as a large number of tasks available. There should have been at least the option of hints or prompts to point you in the right direction. Nevertheless, it does not take away from the great strategic gameplay mechanics Paintbucket games managed to implement into this game.

Verdict

As a result, Through the Darkest of Times is an excellent game. Despite some flaws in its dialogue and mission selection. It manages to capture the atmosphere and history of Nazi Germany, showing how effective video games can be as a medium in teaching past historical and political events. While at the same time, offering fantastic strategic gameplay mechanics that make the game stand out within its genre.

Review: Balancelot

Growing up, I have always loved the comical styling of Monty Python. Its satirical nature and absurd sketches always made me chuckle, though at a young age, I didn’t fully understand all the complexities. I was fond of the comic style sketches that punctuated all their work, and my latest review title reminded me of this.

Balancelot by developers, Jestercraft and AnvilBird Interactive has been available on Steam for nearly 2 years. It has finally received its console port, mainly thanks to the publishers’ Ratalaika Games. So what have we learned in the 2 years that it has been out? The Steam Community loves it. Scoring an 8 out of 10 from its user base, I was keen to give this one a go, mainly to see what all the fuss was about.

Why all the hype?

A satirical medieval themed game that explores the concept of demons taking over a calm and prosperous land. I know, not the most original start, but bear with me. You are a knight in the making in the quaint and mysterious kingdom of Fopdoodle. Everything was going well until demonic creatures arrived and ruined the peace. Lion-headed demons float around like they own the place, and evil monsters, namely snails, run riot, causing mayhem. Knights are called upon, and new challengers to this role must take part in a jousting tournament to make the grade.

As a poor man, you cannot afford a horse, nor are you considered worthy of the honour of the knight’s role, but this will not stop you. You grab the nearest thing available (a unicycle), equip your deadly lance, and begin your adventure.

You know you’re in trouble when a sun with a lion head is after you!

This has all been done before, or has it?

You are thinking, “This has all been done before. Seen that, done that, got the tee shirt.” Yes, if it was simply a side-scrolling, beat ‘em up title I would agree, but this has an almighty frustrating twist. Think Trials HDDecenders, or Lonely Mountain. They are all challenging games that require patience, skill, and the ability to stay calm under pressure. If you combine this with a fun and absurd medieval cartoon world, then you come up with Balancelot.

You must balance your way through 50 difficult stages, each with a gradually increasing difficulty rating. You are tasked with leaping gaps, pushing logs, attacking your enemies, and collecting stars. This must all be done without dying, and while being timed from start to finish. Checkpoints are located across each level, and it is vital that you get to each one as death is a certainty. Perform gravity defying leaps, go from horizontal to vertical to pass through the gaps, and create new paths. It’s easy on paper, but in reality its soul destroyingly difficult.

Playing this is a full-body workout.

I remember when I first played games, I would twist and move with each turn of the plane or car on my screen. I knew full well that it wouldn’t help, but yet my body was compelled to perform those tasks. As I’ve grown as a gamer, this habit has died out (thank goodness), that was until I played this title! Ring Fit Adventure for the Switch has nothing on this one. It caused me to throw myself around desperately trying to balance my would-be-knight. I’m not suggesting that this will happen to you, but it’s a probable outcome, so be prepared.

The concept is basic, and absolutely fantastic. The action is broken up with cutscenes that are bizarre and hilarious. As you complete each course like some sort of unicycling Parkour ninja, you feel you should be awarded a medal for your efforts. Like death and taxes, failure is guaranteed! No matter how good you are, you will crash into boxes, or fall down the gaping chasms. This is all par for the course, so take it in your stride and learn from your errors.

Hand-drawn art and whimsical audio.

The 2D imagery is fantastic. Striking hand-drawn character models and delightful unique backgrounds make up much of this game. It’s simple, easy to look at, and reminiscent of Monty Python. The flow of the movement is smooth, and your unicycle slices through the stage like a hot knife through butter. The animation of the wheels moving is old-school and a joy to watch. As you collide with objects and fall to your death, it makes you wince in pain. The protagonist’s cardboard body cracks and bends as it impacts any surface, it’s truly horrific to observe. The vivid colours and bright tone match the notion that this was a prosperous kingdom. The dark, sinister appearance of your demon foes represents a classic good verses evil vibe.

It’s not just humans that want the demons to be destroyed.

The audio is a loud, annoying fanfare that is amazing. A repetitive tune plays throughout, but doesn’t get annoying. Its light-hearted tone makes you happy and goes a long way in stopping you from wanting to smash your controller into a million pieces. The constant squeaking of your one wheel, and the crunching sound of your bones will make you chuckle repeatedly.

It all sounds like a logistical nightmare!

For such a finely tuned game, the control setup is remarkably straightforward. Few buttons are required to keep you upright and moving, it’s a delight to control, and alleviated my fears when I first started. It’s surprisingly forgiving, allowing me to focus on having fun and overcoming the obstacles in my way.

Ratalaika Games are renowned for releasing achievement friendly titles, and this is no exception. It takes less than 30 minutes to get 1000 Gamerscore, but this isn’t the end of the tale. It will take hours to get through the 50+ levels that are available, so patience and practise are a must for would be completionists. With the timer to record your results, and stars to collect en route, there is plenty to make you want to return.

Was the hype worth it?

The Steam Community is usually not far off the mark with their scoring, but for me 8 out of 10 is too strong. It is a fantastic game, with plenty of challenge, lots or replay value, and it made me laugh. But without it developing its concept from the basic premise, it stays in a comfortable, yet predictable place throughout. If there was more variety, then I’d consider a higher score, but as it is, 6.5 out of 10 is fair. Do I recommend it? Yes! It’s inexpensive and can be purchased here for £6.39 for a limited time. Can you overcome the demons that terrorise your kingdom? Will you be able to balance on a unicycle? Will your controller survive hours of this game? These are questions that only you can answer while playing this title.

Review: Ghost of Tsushima

An immersive experience:

Picture this: a Japanese field cascaded in white tulips. Two Samurai are locked in motion, readying their blades. Natures ambience acting as soothing resonance to the brutality that is about to ensue. 

Cinematic moments like this are executed so well in Ghost of Tsushima. But, even more impressive, is when the scene fades out, and you’re presented with a combat system that is brutal, visceral and precise.

Sucker Punch has not only succeeded in making its duels feel visually epic, they have also developed a combat system with depth – that made each encounter a complete joy. 

Ghost of Tsushima offers some of the best melee combat found outside the Soulsborne series. There is a simplicity found in the stance switching, the simple three-string combos and modest toolset that is provided to the player. This minimalist approach shines because of the excellent hit-detection; that makes every strike feel impactful and deliberate. Whereas in say the Witcher 3, Geralt’s movements looked pretty, but felt disconnected from the player’s input; every motion from Jin Sakai(the game’s protagonist), feels responsive to the player.

This is so important in helping to create an authentic, immersive experience.

This level of authenticity isn’t limited to the game’s combat, however. The island of Tsushima itself, is so beautifully and deliberately designed, so as to create an immersive experience for the player. From the various animals that act as unobtrusive tour guides towards most of the island’s key attractions, to the many roaming Mongol patrols that you can find and dispose of along the way. 

Now, if I were to offer a small criticism of the game, it would be that there were a few too many collectibles. The initial charm of seamlessly following a Fox to a Shrine, is quickly soured when you realise that there are 49 of these. Yes, 49! This is excessive – and whilst thankfully not necessary to the core gameplay experience, does still undermine the curiosity invoked by the game’s beautiful, immersive world.

Nevertheless, Tsushima feels less like an atypical open world theme park, chock-full with every and any collectable, as you move from point a to b, without so much of a consideration for the environment around you. Instead, the player is strategically guided by clever gameplay systems, such as the waypoint substitute ‘guiding wind’; that are so well integrated within the island itself, that you never feel ‘taken out of’ the experience. This is something that many open world games fail to achieve. Kudos, Sucker Punch.

A simple, sophisticated story:

Ghost of Tsushima tells the tale of Jin Sakai, the head of the Sakai Clan, as he seeks to defend his home from the invading Mongol forces, helmed by the cunning Khotun Khan. 

However, the game also tells a tale of duty, honour, and sacrifice. These key themes transform the narrative from a simple, albeit well told, war story, into something a little more sophisticated.

Fundamentally, the events and characters featured in Tsushima are fairly simple to understand. There are a couple twists here and there, mixed with logical character development, but again, nothing that is going to change your life. 

As a result, the story feels incredibly focused throughout, supplemented by a small, well developed cast and clear relationship dynamics established through use of flashbacks and side missions. 

Without spoiling anything, by the end of the game, I felt incredibly satisfied with how events played out. I was increasingly impressed with how Jin had developed as a character; initially coming across as stoic and dare I say, a tad ‘generic’, to slowly unravelling what was a much deeper, more thoughtful character. Jin is a character who ultimately ties the story and themes together.

The supporting cast, with special considerations to Lord Shimura and Khotun Khan, also help elevate the simple story. Excellent performances from the voice actors, coupled with solid writing, adds a certain ‘maturity’ and sophistication to the game. The early exchanges between the resolute, paragon of pure ‘Samurainess’ Lord Shimura and the cunning, yet equally ruthless Khotun Khan, are suspenseful, thoughtful exchanges that are further elevated by the games sharp writing and great performances.

Also, just to mention, the English dub is superb. I usually try to play a game and/or watch a show in the authentic, native language, but, in the case of Tsushima the English dub helped me feel even more emotionally invested. Each performance feels grounded in reality, with moments of great emotion gracefully captured by the fantastic voice work. 

A worthy next-gen experience(on the PS4!):

Horizon Zero Dawn, God of War, and now, Ghost of Tsushima. These are all titles that I truly believe pushed the PS4 and console gaming to a whole new level, this generation. Excellent graphical fidelity and strong performances made these games feel truly ‘next-gen’ – whatever that really means.

When writing this review for Ghost of Tsushima, I replayed parts of the game on the PS5, and this made me really reflect on just how good the game looked – not specifically on the PS5, but on my 7 year-old, battle-hardened PS4. The game looks fantastic. Feels fantastic. The controls are responsive; the graphics are breathtaking; and this, combined with the excellent combat, exploration and story, truly made for a worthy next-gen experience.

Ghost of Tsushima was my personal Game of the Year. Whilst it is not necessarily a ground-breaking, revolutionary title(nor does it need to be), it just is very, very, very, very, good. And, I reckon most of you out there will agree.

Review: The Childs Sight

Horror is one of those genres that is guaranteed to divide its audience. You begin with the group that simply hate to be scared, this then expands into peoples dislike of certain styles, and those that simply hate jump scares. I sit in the group that enjoys the thrill of losing myself to the horrific moments that the developers have in store for me. When I saw the advertising for The Childs Sight by HANNMADE Studios and published by Forever Entertainment S.A, I knew it was a game that I had to play.

When you have a story that bases its main concept around childhood fears, it has to be careful not to ham it up too much. It would be easy for a developer to delve into the realms of make believe, and try to produce something so catastrophically scary, that it quickly becomes clichéd and laughable. So, does The Childs Sight strike the right balance between fear and imagination? Do you play this with the worry that something is going to jump out and end your game at the snap of your fingers? Having almost soiled myself several times during my time with it, I’d argue that they got it just about right!

What makes this scary?

The concept is simple. The world is seen through the eyes of an innocent child where you dredge up memories from the past that have long been forgotten. You must try to put your mind at ease by forcing yourself to remember what has scared you. Was it just the unknown, or maybe it was something more sinister? The tale is broken down into chapters of your early childhood, and each is separated into 2 stages; exploration and attempting to sleep.

That’s enough to give anyone nightmares. Creepy dolls in every corner of your room, no wonder the kid is scared!

Exploration.

The exploring stage is a respite from all the evils that haunt you. It allows you time to explore the surrounding area without the risk of being hounded by the unknown. Here you can experiment with items from your past, you may pick up toys, find notes, and investigate any portion of the restricted space. This part has little bearing on the second part of each stage, but it allows you to piece together your past and possibly the reason to why you find yourself in this position.

Sleeping.

This is the main section of the game, and where you spend 90% of your time. As a baby, sleep is important, but fear and anxiety stop even the youngest of minds from being able to complete this most basic of tasks. A creak of a door, the sound of banging, a rocking chair appearing to move by itself and more await you. As the chapters roll by, more fears are added to the list, and you as the player must remember the tasks associated with each. A carousel comforts and protects you, and you must keep this running at all costs. A night light hangs over your cot, this must be activated and deactivated depending on what fear you are experiencing. It’s a complex list of chores that must be abided by, and can confuse at first.

Why complete this long list of actions, why not just shut your eyes and fall asleep? There is something lurking in the dark, and by listening to the audio queues, and ensuring you do everything correctly is the only way that you will slow this abomination down. Drifting off to the land of nod takes an age, this builds suspense and gets your heart racing. You know you are doing everything you can to keep the beast from your door, but you never know exactly where it is. Have you done enough to keep it away, or will it reach through the bars of your crib and get you……When the latter happens, have a spare pair of pants available as it will loosen your bowels, and make you jump feet.

A memory game with a twist.

The long list of tasks and visual and audio queues becomes hard to keep on top of. It’s easy to confuse yourself with what must be done when you see or hear a certain thing. The developers have not helped the situation, as there is an expectation that you will recall every action required to succeed. It makes The Childs Sight a deceptively difficult title to play and complete, it’s a memory game with a horror twist. It’s an unusual combination, but one that works perfectly in this setting. There were occasions where I switched on the light when I shouldn’t, this sped up my impending doom, and caused me to express some terrible expletives. This is something that you must come to terms with and expect if you attempt to play this. Be prepared that failure is around the corner, and that your fears will catch up with you.

What’s the use of having such a delightful bear friend if he fails to protect you?

It’s all about the atmosphere.

You may think that it would’ve been easy for HANNMADE Studios to have a list of commands on the screen. A cheat sheet if you like. This would have been handy, but I believe that it would have made for a complex and untidy User Interface. Perhaps a scroll that showed a list instead, something that could be used at the press of a button? Again, it would have been nice, but babies can’t write. This would have been at odds with the whole concept, and wouldn’t have worked. Ultimately, the only way that the brilliant atmosphere and immersive nature of this title could be retained, was to make it as clean cut and straightforward to look at as possible.

The aesthetic qualities of this game are enhanced brilliantly through both the graphical approach, and the excellent audio. All the action plays out through a first-person perspective. A grainy sepia quality has been applied to all the imagery, this gives the gameplay a dated and surreal feel. As the world is viewed through the eyes of a child, every item is larger than life. The toys have bulging and overbearing eyes that look unnatural but oddly cute. The crib appears like a gigantic mega structure that engulfs our protagonist like the walls of a wooden prison. Finally, there is the unnerving and evil persona of the creature that haunts you. Its face peering through the bars as it grabs you is something that will haunt me for some time.

Headphones are a must!

There is no wonder that this poor child is terrified. As an adult playing this, I have felt his fear. Sitting in a darkened room with my headset on, I felt every crash of lightning, and every thud of thunder. The torturous noises that tease you throughout are enough to send you insane. A rhythmic sound plays out as you attempt to sleep, but this must be ignored as the finer noises are what’s important. These audio queues wake you from your slumber, and you must act upon them immediately. It’s stressful, worrying, but fantastic. It’s a basic concept done exceptionally well and makes this game the success that it is.

Your prison and protection from the horrors that haunt you. A suitable fortress for a baby to defend itself from the evil that lurks in the dark.

It’s as clumsy as a toddler!

I’ve alluded to the fact that you must remember a lot of sounds to partake in several actions. I’ve also stated that it is imperative that this is done quickly and accurately. You can therefore imagine my annoyance at the cumbersome control system that has been implemented. Looking around is a slow experience, like the baby has a turning circle of a tanker. When you pick up an item, it must be returned to the spot that it was found. Everything was as clumsy as a toddler taking its first steps, so in that respect the developers matched the lead character perfectly, but from a gaming experience it’s hard to swallow. For me, it needs to be more responsive. There was little to no urgency, and this contradicted the theme. Even babies can move fast when they need something, and I know I wouldn’t be waiting around when a monster was hunting me.

In modern day gaming, it’s all about the value for money and replay value. How does The Childs Sight fare in this category? Very well. At only £4.19 you get a lot of game for your money! In fact, you’ll spend more on new underwear to replace the ones you ruined during your time with this. Two game modes are available, the main story, and a time trial that asks you to survive for as long as possible. Alongside these 2 modes you will face a small but challenging achievement list. To gain your 100% score will require time, and perfection, so practise will be required for the completionists out there.

Is this more than just a horror game?

Though its laced with scary moments, it is more a horrific adventure memory game than a classic horror tale. It plays to its strengths, particularly well, and creates a brilliant atmospheric world that you can lose yourself in easily. The difficulty is high enough that it will challenge most gamers, but may be too much for some players. You have to immerse yourself in the audio portion of the game. Failure to do so will lead to frustration, so play this one with the sound cranked up, or through headphones. Do I recommend it? Yes, I do. A purchase can be made here if my review has tickled your fancy. Can you piece together the parts of your childhood that haunt you? Was it just your imagination that scared you, or was there something hiding in the shadows? Why not buy a copy and see if you can survive this dark horror memory game.

Review: Unspottable

Lockdown has brought misery to many people. The list of reasons is never ending, but isolation has to be near the top. As a species, we thrive in community settings and love to mingle with friends and family. Gaming has allowed many people to fill that void, physical friendships has given way to virtual ones, and families have bonded through couch co-op titles.

The party game scene was once considered a niche genre, and a small player base would buy every title available. They’d invite their friends around for a session, or plan gaming evenings with their family. For many people this has become the new norm, so this genre has exploded. Many weird and wacky titles are added regularly, so there is plenty to choose from. Because of being restricted to one household for such a long time, it was a relief when I saw my latest review title advertised. Unspottable from publishers and developers GrosChevaux, is a fun, family orientated party game.

There are plenty of these about. What makes this one stand out?

There are an awful lot of party and couch co-op games on the market. It’s flooded with choices, so to stand out, you have to create something special. I think GrosChevaux has done exactly that. Simplicity makes this so fantastic. Many levels await you and up to 3 other players in what is a giant game of hide and seek. Each stage has goals to aim towards, and points are awarded based on success. The player who reaches the set target wins outright.

Hide and Seek, that doesn’t sound that fun!

The idea of playing a game that you’ve played to death as a child may not appeal, but let me explain. A variety of stages are presented with many obstacles and objectives to be avoided and observed. Each playable character looks and acts the same as the NPC robots. You must hide in plain sight, observing your surroundings, trying to find who is a robot, and who is real. Punching someone gives away your position, but violence is the key to victory. Most of the stages require you to hit the opposition, smack a robot and it collapses, slap a fellow human, and you gain a point and they are eliminated.

So many robots, so few people. Just wait until the madness begins!

It’s not all about hiding from human eyes, though, robots can also attack you, as can the environment. Bombs will fall on you; dance moves must be observed and followed, instructors will order robots to punch and spotlights will give away your position. It’s a strategic nightmare, but everyone is in the same boat.

Planning ahead.

This is as much a game of pace and violence as it is guile and stealth. Running around like a headless chicken is all but assured to get you beaten up. Slowly, slowly, catchy monkey springs to mind when you choose an approach. If you believe that you have been clocked by your opponents, then you can perform a distraction that allows you to run and hide. The screen pans away from the action and you must decide whether you run or stand and bluff your enemies. It’s a brilliant twist and caused many arguments when my wife and kids thought they had got close enough to attack. It’s all about moves and countermoves. Think wisely and act quickly!

Much of the action plays out in front of you from a bird’s-eye perspective. A clear line of sight can be had for all players involved, but yet it’s madness to start with. Identifying your character is a challenge, but this issue is equal across the board. The art style is a simple cartoon approach that works really well with this genre. A mixture of backdrops keeps the gameplay varied and exciting. The use of colour matches each of the scenarios and brings each one to life. The hectic gameplay is aided by how smooth it runs. I experienced no issues or lag, which is impressive as the screen is bombarded with objects repeatedly.

Upbeat music and thundering hits.

The audio goes hand in hand with the visual presentation. Each of the levels has a different scenario and theme that requires a unique audio, GrosChevaux doesn’t fail to deliver. You are treated to a mixture of funky dance songs, sneaky slower paced tracks, and over the top adrenaline pumping beats. This combined with amusing and accurate sound effects makes this a great title to listen to.

That moment that you get schooled at Hide and Seek is an eye opening experience!

Other than the odd issue with identifying your character, I had no problems with controlling this simple to play game. If you wish, you can select a tutorial at the start of every session. With a clear explanation of the fundamentals and the controller layout explained before each match, you can’t go wrong. Unless you are my wife, of course (Luckily, she doesn’t read my reviews *PHEW*).

Party games bring people together and make you play again. How about this one?

Though the concept is as straightforward as they come, this game has ample replay value! It’s overflowing with competitive elements, and the objectives and different situations mean that no match is the same. With many characters to unlock, plenty of stages and a moderately challenging achievement list, this will keep you playing for hours.

With a lack of online play, it will restrict its audience, but I believe it’s hit the market at the right time. A captive crowd will love to compete and beat each other in this fun title. Do I recommend it? I do. It’s fun, simple, and will make you all have an argument. Think Monopoly, but finished much quicker. Available for £9.99 it can be purchased here if you fancy the latest party game to land on the virtual shelves. Blend in, observe your surroundings, and punch the life out of each other. Hide and Seek has never been so brutal, or such fun!

Review: Ocean’s Heart

Ocean’s Heart is the latest game by Max Mraz, which some people might know of thanks to Yarntown, a 2D hommage to Bloodborne. Ocean’s Heart was made in the Solarus engine, which was designed to make 16-bit ARPG’s of the likes of older Legend of Zeldas. With that in mind, it’s clear where Ocean’s Heart has drawn inspiration from.

Ocean’s Heart is an ARPG that focuses heavily on exploration, by giving players the ability to traverse through the world at their own pace. The game puts players on the shoes of Tilia, an aspiring Navy Volunteer which takes it after her dad. After an unprovoked attack on your small village by some pirates, you set out on a journey to find with your father, who was attempting to rescue a fellow friend that was kidnapped during the raid. The story obviously doesn’t just stay there, as soon enough you find yourself wrapped in a much bigger plot that threatens the world as you know it. 

Plenty of tools to choose from

Just like any other ARPG, Ocean’s Heart has its fair share of combat. To be frank, I was never really into the type of combat in this kind of games, but I certainly don’t hate it. My issue with it is that’s overly simplistic. Simply put, you can attack as fast as you can smash each attack button, so you can quickly eliminate enemies. However, most of its problems stem from the fact that you can easily get stunlocked and stuck in tight spots with no ability to escape. Things can quickly get frustrating.

Aside from that, there is actually a decent amount of different weapons and items that you can add to your arsenal. There’s your starting sword, a flaming spear, a boomerang, a bow, bombs, a flail, as well as magic spells like lightning and a magic shield. It should also be noted that you just don’t get everything in the first few hours. The game regularly introduces you to new tools throughout your adventure, which keeps the game interesting and fresh.

Questing and exploration galore

When you’re not delving through dungeons or going at some of the many enemies in Ocean’s Heart, you’ll just be taking in the game’s world as you explore it. The game heavily incentivizes you to explore, not only by granting you more items, like potions, coins or ammunition, but also by allowing you to learn more about the world. There are plenty of people that you can talk with, to learn more about the history of the world, and who knows, you might run into a few side-quests.

I must say that I was surprised by the number of side-quests that the game has, and these aren’t exactly your typical fetch quests. More often than not, these actually present you with some kind of puzzle or tell small stories of their own which, despite not being mandatory to complete the game, they certainly add a lot of flavour to the whole experience. In this aspect, the game is very old-school in design, in the sense that there isn’t any sort of guidance system in Ocean’s Heart. Instead, you have to keep track of your objectives by consulting your journal, to figure out where you should head next. Sometimes, it can be confusing, especially since the world is quite huge, but I never found myself struggling with figuring out where I needed to go next for more than a couple of dozen minutes. 

Closing remarks

Overall, despite not being a massive fan of its combat, Ocean’s Heart turned out to be quite a pleasant surprise. It can be as much of a soothing adventure as it can be challenging, as the peaceful exploration heavily contrasts with some of the boss encounters. It took me about 14 hours to complete the game, but I still have a couple of side-quests to finish. All in all, the game doesn’t overstay its welcome. It manages to stay and feel relatively fresh, by continuously introducing a few small mechanics throughout your adventure. In the end, this is an easy recommendation from me, especially if you’re a fan of games like Blossom Tales. I wouldn’t say that this is a MUST PLAY, as the game isn’t groundbreaking in any way, but it certainly can be fun, and that’s what matters in the end.

Review: Crowdy Farm Puzzle

Crowdy Farm Puzzle is a delightful 5-in-1 puzzle game which can be enjoyed by every member of the family.

First impressions

At first glance, Crowdy Farm Puzzle comes across as one of those games you wouldn’t really give a second glance. But upon picking this game up you find yourself spending hours leading animals home and helping out where you can. With five different puzzles to try, this game engages your brain in ways you don’t expect it to. Before you know it, you’re 45 minutes in to guiding a whole corral of livestock through a field. 

The five available puzzles come with 30 different levels which vary in difficulty. You can go from sorting animals into likewise columns, or coloring the fields by walking them across. Either way, there is something to please everyone in Crowdy Farm Puzzle. Each game mode is fun and easy to understand. The puzzles are enjoyable and stray from becoming repetitive since different animals are incorporated before you have a whole farmyard on your hands. 

Easy to enjoy

There is no storyline for you to understand in order to enjoy the game and it stands alone with just it’s puzzles. To many, this makes a game dull, but if you need to pass the time with some lighthearted brain teasers this is the game for you. It’s easy to pick up and you can just begin from where you left off without any intense backstory to shadow the game. There’s no pressure, you can just enjoy playing without worry. The lack of time constraint and no lives to lose also plays into this feature. 

Repetitive nature

However, after a while, the soundtrack does get repetitive.There are no sound effects when moving through the game which would be an effective attribute when enhancing the farmyard scenes. My switch remained on mute for the majority of the time I played, since the same song repeated for the whole puzzle. However, I played alongside little to no background noise though since all 150 available puzzles required full brain power. 

Price vs promise

Although the game is engaging, I feel like the price tag is a little steep for the content itself. Despite there being 5 different puzzles and 150 levels, with no story there isn’t a lot to keep you engaged. With puzzle games like Candy Crush still relevant and available for free on mobile devices, Crowdy Farm Puzzle faces the competition of large titles with little price. It’s enjoyable, sure, but for £5.49 ($5.99) it becomes questionable. 

Final thoughts

I’d definitely recommend this game if you’re looking for something to pass the time with, but it’s no nail-biter.  Crowdy Farm Puzzle definitely achieves the brain-teaser label. I enjoyed the variety of levels, but with no storyline to keep you occupied this game risks being easily forgotten. It’s not something I see myself picking up in the future after finishing every level.