Review: SuperMash

As gamers, I’m sure that we have all dreamed of being able to publish our own creations. We all have that picture of what we think is the perfect game, and curse developers when they fail to deliver it. In SuperMash you are given the chance to blend several genres to make the randomised title of your dreams.

Developed by Digital Continue and published by Limited Run Games, you will be expected to mash together as many wonderful ideas as you can conjure up. So what is the point? Random, fun, and that is it! It’s mindless, retro gameplay that will tweak at those nostalgia fuelled nerve endings.

So, how do you mash together games?

The game starts with a colourful cutscene that describes the lay of the land. A group of friends run a failing computer store, the lease has been terminated and you have 1 month to move out. Our hapless heroes have previously visited a garage sale and were given a box of junk as a gift for their kindness. Unbeknownst to them, this box is like the magic beans in Jack and the Beanstalk. It is the gift that keeps on giving and is the gateway to the future of gaming. In the box is a double slotted console, and after some experimenting the team of friends discover it allows them to mix genres together to make a new game. And so the scene is set, and the concept becomes clear. You must save the store by creating hybrid mutant games.

That moment when Metrovania meets retro platformer.

6 categories await you; Stealth, Shoot ‘em up, JRPG, Metrovania, Action/adventure and platform. Each pay homage to the early days of Nintendo, and their policy of experimenting to create weird and wonderful titles. Each style utilises a classic approach, with instantly recognisable characters and gameplay styles. Combining them leads to some brilliant results, but also produces some stinkers. You are warned at the start that you may create; easy, impossible, fun, frustrating or broken games. And you are also told to expect fun, and that is something you definitely experience.

A tale of 2 concepts.

The gameplay is split into 2 portions; An action visual novel (VN) and the mashed up creations. Each depends on the other, but you need not pay too much attention to the VN portion. It’s weak in its writing style and is used as a lame excuse to progress the storyline. The game progresses as you complete tasks that are in a journal that came with the console. Completion of each section allows you to face a boss, and then you proceed onto the next segment.

The fun for me was in the random outcomes that you attempted and succeeded at. Who wouldn’t want to play “Happy Jump” or “Vylania’s Dungeon?” As a concept it was fantastic, unless the randomly generated worlds failed to allow a successful outcome. Walls would be spawned in front of the final item, or monsters would spawn and be impossible to kill. I know it could be considered luck of the draw, but it simply left a bad taste in my mouth.

No one gets to tell me that this isn’t a good mix. After all, what could possibly go wrong?

Indie games full of glitches.

As gamers, we all hate glitches. They allow for unfair advantages, crash your attempts, and simply ruin your enjoyment. Put this mindset on hold when playing SuperMash, as these issues are a deliberate portion of the gameplay. Dev cards are collected and purchased throughout your time in the shop. You can then use these to enhance your character, or to tip the balance in your favour. Spawn extra items, kill random enemies, invincibility and more await you. But where there is good, there must be bad! For all the positive bugs, negative ones infect your title as well. Enemies are quicker, the screen jitters and shakes, health spawns faster than you can shoot, and so on. Once you start glitching, it’s hard to stop, so be careful how you use your cards.

Classic inspiration with retro graphics.

Part of the joy of this is the brilliant retro styling that matches each of the genres. Digital Continue hasn’t strayed far from the path in design and look. Character models look deceptively close to the original protagonists, and this adds a layer of amusement when you see one of your heroes in a world that they shouldn’t exist. A variety of perspectives are used to emphasise each category, but each uses a beautiful vivid colour palette to create their visions. If you do not like pixelated or old-school imagery, then you will probably want to give this a miss. But if you are a fan, then you will enjoy the presentation.

As with the graphics, the audio keeps things simple and reminiscent of the era the theme is dated to. A ridiculous mixture of over the top sound effects, and chiptune music forms the backbone of the sound files. It’s all oddly familiar, even though none of the music has been used before. If you are old enough, then this trip down memory lane will bring back some fond memories.

Classic JRPG combat never gets old!

Each game is as easy to control as the last!

No matter the category, or the mashup, you will master each in seconds. An intro that explains the controls and your special powers acts as a tutorial, and then the rest is down to you. Your only limitations will be your own skill set. I’m terrible at platform games, and this didn’t change when trying this. No matter your experience level, you will play this without issue. It’s well designed, straightforward and easy to pick up.

If you can get over the lack of depth in the gameplay, then you find that there is plenty of replay value to be had. An untold number of combinations can be produced, some a success and others, well, rubbish. Hours of playtime lay ahead of you, and a large and challenging achievement list is there if you are so inclined. At £16.74 it is a little pricey for concept, but great value for context.

Will you get sick and tired of Mashing?

The random nature of the creations and the variety of genres leads to a lot of possibilities, yet it feels hollow. In design, it’s a fantastic idea that could have been developed and nurtured, think Super Mario Maker. In reality, you crave more control over the outcomes and want to feel that you have created an excellent title. Even when you have a great result, it never reflects on your abilities as it always relies on luck rather than judgement. Do I recommend it? I’m on the fence! I’ve had fun, and experienced some enjoyable things, but it isn’t quite enough for me. If you want to see what it’s all about, you can buy it here! Can you save the game store from going bust? Will you be able to design the next big thing? Luck and no judgement are required to beat this colourful retro title. 

Review: Tracks The Train Set Game

Tracks-The Train Set Game is a charming game with excellent content. The main game’s premise is to build train track sets to transport your trains to complete various modes.

Tram-endous content

From the onset of the game, you can play various game modes across multiple of the game’s environments. Game modes include Free play and passenger game modes with the former involving a sandbox-style mode. This particular game mode allows you to create your very own custom train set. Enabling the player to choose with considerable freedom, where they want to place tracks and what sceneries they want to play their very own custom playsets. The free play mode also allows you to customise your sets environment with a range of props, for example, trees, mountains, houses and even people. This game mode stands out as one of the highlights of the game. The customisation and free play capability levels granted to the player are superb. Although the developers could have added train customisation.

Free play at its best

On the contrary, although the latter game mode (The passenger mode) isn’t as great. It does offer a decent experience. It requires the player to place tracks in such a way to pick up passengers to transport them to designated areas such as a train station. Although not a bad experience. It is as described and offers very little else in terms of gameplay.

Both game modes take place across different environments, from a bedroom to a living room. These environments look great, offering graphical polish. The game’s soundtrack is also pleasant with a mix of relaxing tunes, suiting the game well. These, combined with relatively easy controls, make the game a delight to play.

Running out of steam

Unfortunately, even though the game’s content is excellent, there is not enough of it. There are no more than the two-game modes and several environments to pick from within the base game. It will cost you for more content with the game offering different environments through DLC packs to purchase more environments. Thus, the game gets let down by the limited amount of content available within its base game without having to pay for it. Therefore, offering limited replayability once you have exhausted the free play modes. It’s a shame that such a limited amount of content is available within the game as its content is excellent. Well suited for train and toy enthusiasts. 

Verdict

All in all, Tracks: The Train Set Game is a great little toy train simulator and is sure to appeal to train and toy enthusiasts alike, with its excellent free play mode, charming graphics, soundtrack and gameplay in general. Despite this, its let down by the limited amount of content available for it, limiting its replayability.

Review: Tokyo Dark – Remembrance –

“Decisions, decisions, decisions”

A psychotic killer has a knife to a hostage’s throat and time is winding down. You have 10 seconds. Do you try to talk to, or shoot, the killer? That’s the kind of breath-taking choice this Kickstarter-funded point and click adventure Tokyo Dark -Remembrance- forces upon you, granting freedom with a moral-testing catch.

As Detective Ayami Ito, you chase the murderer of your police and life partner in a gripping investigation that uncovers death and tragedy, exposing Tokyo’s dark underbelly in the process. Choice is the greatest toy at your disposal in this interactive piece with numerous options available for nearly every task, all of which have an effect on you and the surrounding characters. Moral dilemmas abound, you’ll be staring at the screen for minutes on end deciding the best course of action, humming and hawing as you decide who you want to become. As you make these decisions, a stat-based system called ‘SPIN’ will update (which includes levels for Sanity, Professionalism, Investigation and Neurosis), which not only keeps you accountable for your actions but gives you immediate feedback to see how your actions have affected Ayami. This will have you planning your next move without even knowing what the game will throw at you next and completely immersing you in the story.

Kind and informative. How lovely.

Ayami is on paid leave due to the traumatic experience of seeing her partner murdered in front of her and is given medication to improve her mental state. Taking said medicine will improve her sanity, but her investigative ability lowers. Ignore the medication entirely and your sanity will slip to dangerously low levels, with characters referring to how bad you look, and blurring the screen in front of you. 

Well, he does have an annoying face…..

The beauty of this choice-based structure is that if you head down the morally-corrupt route, Ayami will justify it, making you become the result of your actions and the maker of your own destiny. Will you be conscientious and law-abiding, brutish and murderous, or somewhere in between? The sense of freedom created by the seemingly endless combination of choices, in just 5 short hours, is incredible. Eventually, the story is narrowed down to a few of the available 9 endings based on your stats, adding yet further reason to pay attention to them.

Helping side characters – like debt-collecting for a Yakuza boss or winning a toy for a distraught girl from a UFO catcher – allows you to further your investigation, and despite the game’s length preventing much character development, they all serve a purpose and add to the story in some way. There’s also a clear attempt to include as many ‘uniquely Japanese’ aspects as possible, from Otaku culture to Yakuza and host clubs.

Ayami is not one to mess with.

Creating a much larger context than just the protagonist chasing the killer, the story provides thought-provoking and philosophical musings to its universe while the killer brings psychological mind games and the occult to the fray, pushing our main character’s sanity to the limit. Its soundtrack might push yours at times, with its terror-inducing tracks increasing in volume and intensity that’ll have you flinching at the images flashing up on the screen.

So, which is it?

The game’s visuals, with its basic anime-esque character and environment designs, are unremarkable, simply conveying the story’s tone and purpose without attempting to add anything innovative to the mix. There are also animated scenes, but they seem like inclusions added at the last minute to meet a Kickstarter stretch goal rather than having any real contribution to the title. In addition, the running animation of the main character is slightly off, as if it’s been forced to fit a purpose it wasn’t suited for, jittering despite the fact you’re walking straight forward most of the time. These are all minor issues though and don’t in any way marginalize the strengths this superb game brings to the table.

This is the best the game has to offer. Simple, but effective.

Like all great visual novels, the experience is highly memorable and affecting, and one that I can’t wait to revisit. The fear of what your choices might mean for your character is something you won’t easily forget, especially as the developer ensured that autosave is active during your first playthrough, meaning you have to live with your decisions. A stroke of genius on their part. This eases up in New Game+ though, where you can manually save at each juncture and adjust your choices to your heart’s content, adding a great deal of replayability.

Those choices might wake you up in the middle of the night, like Ayami here.

Tokyo Dark -Remembrance- is relatively narrow in its offering, but is excellent in its execution. A masterclass in suspense, this game is one of the few Kickstarter projects that has lived up to its promise, providing a tremendous experience for those not only in its demographic but also those new to the genre.

Review: Left Alive

Front Mission was a series that was pretty popular in Japan and did ok in other territories. Left Alive is a third person spin off from the Front Mission series, it’s not a series I’m particularly familiar with so I’m hoping Left Alive will give me the encouragement to try it out.

Left Alive is based during the events of Front Mission 5 and Front Mission Evolved in 2127. The Republic of Rutheria is under attack from the Republic of Garmoniya as the Garmoniyans invade the city of Novo Slava. The Rutherian army unfortunately doesn’t put up much of a fight and has to fall back and retreat leaving the remains of the city to fend off the advancing forces. You take the role of three different characters as they try to make their way out of war-torn Novo Slava. You have Wanzer (large mech likes weapons) pilot Mikhail Shuvalov, police officer Olga Kalinina and escaped prisoner Leonid Osterman.

Front Mission has many mechs you can take control of but in Left Alive, you spend most of your time stealthily making your way through the environment. Left Alive does feel like a cross between Metal Gear Solid and even Hitman as the idea is that you need to get from A to B as quietly or efficiently (basically shooting) as you can because ammo and weaponry is scarce. The classic empty can are some of the things you can use to distract your enemies but that’s where comparisons to the fund and engaging series that is Metal Gear come to an unfortunate end. Left Alive is a stealth game at heart but the enemies difficulty range from being completely oblivious to where you are to being able to spot you behind a wall. If you are unfortunate enough to come across one of the Wanzers on your travels then you’ll be killed quickly and have to respawn from the last checkpoint which can be up to 10-15 minutes earlier which makes Left Alive a very ponderous game to play.

In Left Alive there are usual a few routes to through some of the open areas. If you are low on ammo then you choose a more stealthy route but if you happen on the rare occasion have a lot of ammo then you can choose to go in all guns blazing. There are opportunities to help some of the citizens you comes across. The choice is up to you though, as helping them will likely take up some of your valuable resources. In some cases if you successfully help one of them then you will receive a reward. Left Alive is meant partly to let you approach it using stealth mechanics but if you go up behind an enemy unless you have some kind of weapon there is no melee takedown which is quite stunning to see not be included. Combat in Left Alive is not very good, enemies getting hit by headshots don’t seem to go down quickly, the aiming system doesn’t feel fluid so you will find yourself firing at will just to hit something. The best part of Left Alive is when you manage to take control of a Wanzer but after a few minutes their super slow controls and weak arsenal become apparent.

Graphically Left Alive is pretty standard fare, nothing stands out in terms of design or presentation. The start of Left Alive actually sets a really good scene but once you get into the game proper you realise anything promised in the opening exchanges will not be delivered. Audio is reasonable, Left Alive is a city under fire and feels like it but the dialogue and weapon sounds are pretty average. There is probably 14-20 hours worth of gameplay over 14 chapters but it’s really not worth it.

Left Alive has some really good promising ideas including crafting and branching storylines but it fails on too many elements. The hit and miss AI and increasingly unfair difficulty make Left Alive a fairly unengrossing and unenjoyable experience which is a shame. There is a gap for another stealth series but Left Alive isn’t it.

Review: Train Sim World 2

All aboard!

Many of the kids from my generation share the same experiences when it comes to trains. We watched Thomas the Tank Engine with glee and we played with wooden train track sets to build the tracks of our dreams. If I was able to tell 5-year-old Wyatt that there will be a game that comes out in 27 years that lets me become a train conductor, I would have been absolutely excited.

Sitting down and playing the game as a 33-year-old man now, my feelings are quite different. The game Dovetail Games put together should be an absolute blast for the right crowd. But, Train Sim World 2 is not a game that I would recommend for the casual gamer.

Grab your conductor hat

The base game gives you three very different railways to roam. You can choose from the Sand Patch Grade: one of the steepest railways in the United States, the Schnellfahrstrecke Köln: the German train superspeedway that lets you hit up to 185 mph, and my personal favorite, The London Underground Bakerloo line.

Train kept a’rolling, all night long.

You start in the AC4400CW engine at Sand Patch Grade to learn the ropes. Upon settling in, you immediately notice that this train has more buttons than a teenager’s backpack from the 1990s. Thankfully, the game’s narrator – a pleasantly-spoken British gentleman – gives you the lay of the land.

I methodically made my way through the tutorial. The game is fairly generous in giving you the history and the basics of running the engines, but there are many buttons and knobs that are never explained. This never came to haunt me in game situations, but it would be nice to have the option to learn more.

The gameplay itself is fairly simple when broken down to the core components. Control your throttle and brake, deliver freight or passengers, and complete collect-a-thon tasks. Or you could blow the steam whistle for a minute straight, say “I wonder what this switch does”, flip the switch, and cause your engine to come to a grinding halt to fail the scenario.

The game handles about as well as you could expect on a controller. You look around with the right stick, select objects with the face buttons, and control the throttle and brake with the bumpers. It’s very clear the game was originally created for PC with the level of precision needed to select objects. But overall, the developer did a decent job of adapting the game for console.

The frustrations and joys

A few situations frustrated me when I had seemingly done everything I needed to do but the game would not recognize the task completion or move forward. I may not have been doing something correctly, but the game provides no in-game hints outside of those original tutorials.

In one unintentionally comical situation, the task before me was simple enough: hook my engine up to some boxcars to move them to a nearby station. I connected everything together but could not get the engine to reverse. After trying everything I knew from the tutorial, I stepped out of the engine but forgot to apply the brake. I accidentally uncoupled the engine from the boxcars, and, like Usain Bolt in a 100M dash, the train took off. I ran about one-hundred yards trying to catch up. But as the train shrunk over the horizon I realized that my (virtual) boss was going to have my hide.

Catch the sights and sounds… but not too close

I was disappointed with the sounds in this game. If you are not paying attention too closely, you may not notice any issues. Like most of the other problems with the game, the more you pay attention, the worse things seem. While the horn audio on the Sand Patch Grade engines loops seamlessly, the Schnellfahrstrecke and Bakerloo very abruptly cut out. Various other in-game sounds either do not terminate when they should or do not play at all. These are the things that take me out of the experience.

Uh, aren’t you supposed to be running this train?

The game is hit or miss visually. I was surprised by the amount of texture pop-ins and low-fidelity assets despite playing the game on an Xbox Series X. The scenery and engines look beautiful at a quick glance, but once you start focusing on the railroad tracks, the passenger models, or the inside of the London Underground, the game starts becoming very low-rez, resembling last generation games. However, the weather effects are amazing. Watching rain bounce off the windshield of the engine traveling over 100mph looks phenomenal.

You may want to give this game a chance if you are a fan of trains or a simulator aficionado. If you are into fast-paced or arcade-style games, take a pass.

Train Sim World 2 is currently available on the Microsoft Store for $29.99. Try the previous entry, Train Sim World 2020, for free on Xbox Game Pass Ultimate.

Review: Dex

Introduction

Dreadlocks Limited dips into the Cyberpunk realm with an ambitious 2D adventure title. Dex is a pseudo-sandbox title, with RPG like elements. Playing as the title character Dex, you traverse through a dark, post-apocalyptic city, literally fighting for survival (this is a difficult game). Learn to hack augmented realities and dive into cyberspace with this game, available on the Nintendo Switch and Steam. Though the game’s intentions are earnest, there are elements that feel lopsided, and maybe a bit rushed. It appears evident that the developers may have bitten off a little more than they could chew.

Story

Programmed with absolute technology and information, Dex holds the potential to take down an anonymous cyber force reigning over Harbor Prime. This entity known as the Complex is out for her, forcing Dex to lay low in the streets and build an underground reputation. After becoming acquainted with a few others interested in rebellion, she ventures through the city to unlock the answers. Though the story may feel generic, the dialogue and well-developed characters amplify the setting. The player’s word choices and actions in game will result in one of a few different endings. Using motifs including artificial intelligence, subjugation, drugs, and sexuality, the atmosphere compensates for the at-times troublesome gameplay.

Gameplay

Purchase items from, persuade, or complete quests for NPC’s.

Dex strives to be an RPG in a not so linear 2D adventure. You explore a city, obtaining quests and information from complete strangers. The experience from completed quests and defeated enemies is used in a leveling-up system to receive new and improved attributes to your combat skills, hacking, and dialogue. This can allow for you to level up Dex to match your playstyle. Do you want to be a supreme hacker, combat pro, or smooth talker on the streets? While I appreciate the variety, I feel like the leveling system is more of a missed opportunity. I find myself choosing attributes out of necessity, rather than to tailor to my preferred character archetype. There’s also not an option to reassign your skill points, which could have helped curb the difficulty curve.

Combat

Get ready to die, a lot.

The combat mechanic is brutal. Dex is initially equipped with a punch and block. You will also need to use the right analog stick to dive from unblockable attacks. The enemy AI is fast and seamlessly punches through your blocks if you’re not quick enough. You will die many times in the beginning. I found that upgrading my combat skills yielded little improvements when up against three to four enemies at once. Even more so this was the case, when the enemies wielded guns and electric whips. Your best bet is to purchase a rather expensive gun and use your costly ammo sparingly. I had to prioritize buying medical kits to restore my health and focus points (for hacking). While the combat isn’t great, it does help paint a bleak picture and overall mood of Dex. The game holds no hands, and neither do the inhabitants of Harbor Prime.

Hacking

Just like other stories influenced by Blade Runner, hacking will of course play a huge role in the storytelling. Dex can enter computers, and shut down security systems. This transitions the game into a shooter segment where you are fighting off viruses, in order to read files and emails, or corrupt enemy software. You can purchase and equip upgrades to destroy viruses with more ease, granted you saved any cash. Pay close attention to your hacking skills when leveling up. It will be frustrating and time consuming having to constantly back out to return to heal, then jumping back in. It would have been nice to see the hacking maybe a little more forgiving. The computers can be heavily guarded, and you’ll take a lot of damage getting to them.

Loading…

I couldn’t tell if I spend more time actually playing the game, or viewing the loading screen. The game has to load every time you die and restart, as well as switch areas. This is a bit of a problem when you are trying to remember which NPCs reside in which location. It’s also not fun having to back out of cyberspace, then pull out your map to teleport to the Doctor to heal up, only to go right back to where you left off. That’s a good 3 to 4 loading screens you’ll get to look at. It’s hard to determine if you save more time leaving to heal, or dying over and over in hopes to get to the next part. This makes it burdensome to find and achieve any sense of flow when playing Dex. The load times aren’t too long, but the frequent appearance of them is worth noting prior to picking this game up.

Visuals and Audio

Visually, Harbor Prime can be a fun place to simply hang out in.

Dex uses what I believe to be cut-and-paste style graphics. At first glance it looks like a game initially programmed for a mobile device ported to Switch. I got used to the look and didn’t find any real issues here. What I did enjoy were the color palettes. Harbor Prime has a very post apocalyptic feel. It’s dark, run down, and covered in aging bloodstains. The characters have bright complimentary colors, such as Dex’s blue hair, that allow them to pop out. With bright highlights and beacons, it’s easy to know what can be interacted with.

Each district, or building you visit has it’s own musical theme, which helps you not feel so lost when exploring areas for the first time. The music for the Highrise Sector is vibrant and electric to match the upscale buildings and highlight the financial disparity of Harbor Prime. The tracks also slower and more mysterious at parts, such as for the derelict Taijo district. The setting is Dex’s strongest attribute, and the graphics and sound do their job as supporting cast members.

Bottom Line

Dex is a bit of a mixed bag. It’s atmosphere and characters are good enough for anyone to dive into. However, the combat, hacking, and menu systems are flawed. This will be a deal-breaker for those who want to uncover the truth but simply can’t get good. Dex does not lend itself properly to compliment its difficulty with unpolished mechanics, and the story alone won’t compensate this issue for many players.

Review: SEGA AGES Thunder Force AC

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Thunder Force AC is arcade version of Thunder Force III, originally on the Sega Genisis. The game is one of many shooters in the Thunder Force series and is the one of the ones chosen for the SEGA AGES collection on Nintendo Switch. It’s not hard to understand why as this game was the one that Thunder Force fans would have likely played, being available in some form on the Sega Genisis, Sega Saturn, SNES and in the arcades in the early 1990s. Although Thunder Force IV came to the Switch years earlier. 

That being said I don’t know how this stacks up against the other games in the franchise and I’m no auto scroller shooter fan, so my review of this game could be pretty limited. Regardless, it was an enjoyable, albeit mediocre hour or two experience. 

You control a small spaceship having to shoot and mauver your way around obstacles, whether that be missiles, the environment or enemies themselves. Forward, back, up, down, diagonal, you’re not limited too much by the scrolling. The game has eight stages that you can complete rather quickly. I suspect a lot of the fun of this game comes from the settings and other extras. 

There are several variables you can change such as the difficulties of which there are four, with two above standard. You can also change how many points you need for an extra life and another for how many lives you get back after using a continue (which is done by simulating the use of credits). For those that still find it too hard they can use Kids Mode where the punishments for dying are lessened, including you being able to keep your powerups. 

Powerups consist of weapon types and CLAWs which are robots that shoot with you. Weapon types can be switch easily and the kinds of firepower you use in the game are fun to use because of their unique styles and uses. Some are like waves while others shoot both in front or behind you, something you usually can’t do. This and the unique types of enemies and situations the game presents you with an enjoyable experience, although I doubt the average player will rigorously replay the game after they beat it in about an hour.  

If you have an interest in these kinds of games, you can test yourself with it. There’s a save function, but loading it means you can’t record your stats, as to keep true to the arcade experience. This means you can go for higher difficulties with lower lives and really have the freedom to test your skill at the game. The only question is whether you would want to do that and I’m betting most reading this review don’t. 

With that in mind, Thunder Force AC is a game I would recommend only if you’re a scrolling shooter fan, or you have a thing for arcade games. If you’re not, it might be something for you to get on sale to play while you’re on the go, or just to give you that retro feel that you can only get from a 90’s game. 

Review: Rise: Race The Future

I’ll be the first to admit that my racing skills need some improvement. I spent the first couple laps bouncing off walls and rubbing into the sides of my fellow competitors. In nearly every instance, I came dead last. Then, I began to get into my groove, and started to rack up the wins. Rise: Race The Future shines in its simplicity. At its core, the game is fairly polished. Unfortunately, for the more discerning gamer, its uncomplicated nature will leave more to be desired.

Rise: Race The Future is a visual feast first and foremost. When playing on ultra graphics, it’s almost difficult to focus on the race because of the scenic beauty. As you drive through mud, it splatters on your car’s surface. When you plow through a puddle of water, droplets appear on the screen. All of the cars are beautifully designed. From a purely aesthetic standpoint, Rise: Race The Future is a complete win.

If you look too closely; however, you’ll notice that the fundamental level design is generally not in keeping with the standard set by the astonishing graphics. There are far too many levels whose potential enjoyment is marred by tightly woven corners and turns that bring the race to a complete crawl. Conversely, other levels are far too simplistic and defined mostly by huge straightaways where the racer with the most boost always took the lead. After about two dozen different tracks, there are no tunnels, jumps, underwater courses, or anything innovative. The offerings are fairly standard.

Worse than that, the starting cars stats are absolutely abysmal. The entire race I feel like I am fighting for control. Nearly every corner I take, no matter how carefully, leaves me spinning out of control. Luckily, the AI seems to be either unaware or ultra conservative with their boost, so that in most straightaways, I am able to almost reach the pack again. But that’s the general pattern that most races fall into. I rocket through the straight parts of the course, and carefully tip-toe my way around the corners.

Plus, fairly quickly, I start to realize that there is little to no rubberbanding in this game. For those unfamiliar with the term, rubberbanding will adjust the AIs difficulty so that the race always feels competitive. If you crash, most racing games will adjust the AI so that the opponents begin to drive worse in front of you, giving you a chance to catch up. On the other hand, if you’re doing too well, the AI will increase the ability of your opponents so that they begin to creep up on you. This is a fairly standard mechanic that first began in games like F-Zero and Mario Kart. When it’s absent from a game, the complications become immediately apparent. You can’t catch-up once you’re down, and you can’t lose once you’re ahead.

That’s the issue here. Rise: Race The Future is simultaneously both extremely polished and not well thought out. You never experience glitches or bugs, and the controls, while occasionally difficult, are tight and responsive the majority of the time. But then you are confronted with the awkward level design and outdated AI, and you’re back at square one. If VD-Dev could delve back into the core of their game, and fix the underlying problems afflicting Rise: Race The Future, they could craft the game into an endlessly playable, simplistic racer that would appease most fans. As it stands, the game is plagued by basic problems that will leave most players seeking alternatives.

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.