Review: REKT! High Octane Stunts

I have never really been into racing or driving games in general, but every now and then there are a few that pique my interest. That’s exactly what happened with REKT! High Octane Stunts. REKT promises “a high-octane, stun, arcade game with an addictive combo and trick-based gameplay set in a retro arena”, but does it actually deliver on that commitment? 

Three things actually made me want to check out this game in the first place. First, there was the aesthetic, then the music which is right up my alley, and then the fact that the gameplay immediately reminded me of Trackmania, which I must admit that I’m still very poor at, even though I can’t even imagine how many hours I poured into the original release more than 15 years ago.

It’s all about the stunts and tricks

The core premise of the game is quite simple, you go into an arena full of ramps and loops and you must do your best to chain together as many stunts and tricks as you can in the short amount of time that you’re given. At least that’s what happens in Highscore Run, the main mode of the game. This mode tasks you with completing a series of challenges to unlock new cars and earn credits, by achieving the highest score that you possibly can. To do so, all you have to do is put your pedal to the metal and use the layout of each arena to your advantage. Use ramps to propel yourself into the air to flip and roll your vehicle around. While these manoeuvres are how you’ll make most of your points, you can also drift to make sure that you don’t lose your score multiplier.

This might sound easy, but the thing is, if you crash, if you fail to land on your wheels, you not only lose your multiplier, but you also lose points. Then, since Highscore Run puts you on a timer, you have to make the most out of it. In any case, there’s also a practice mode with no restrictions, as well as split-screen local multiplayer with up to 4 players.

You have to look good

Although there are 53 different cars that you can unlock, they feel like they handle pretty much the same way, besides a few exceptions. I honestly couldn’t tell that much of a difference about how most of them handle. Still, each car can be customized, you can change its wheels, spoiler, and even slap different stickers at the bottom of your car. On top of that, each car’s speed, flip, boost, and grip, can also be upgraded by spending the credits that you earn by completing arena challenges. 

Personally, I’m not a fan of games that revolve around score mechanics, so I wasn’t really that motivated to unlock everything, given the way that the game handles unlocks. Furthermore, I’m also not really someone who’s into collecting cosmetics, so that also didn’t help matters.

Don’t overstay your welcome

Like I’ve already mentioned, I’m not the biggest fan of this kind of games, but, with that said, Rekt can be fun for a while. However, I have to admit that I lost interest in it rather quickly, having only spent a couple of hours with the game, at which point I felt like I had seen pretty much everything that it had to offer. Nevertheless, I’m not saying that the game can’t keep someone entertained for longer than that, it’s just that this isn’t my cup of tea.

For the most part, the driving is just fine, the best part about the game really is how you can pull all sorts of stunts by flipping and rolling your car over and over while going at high speeds. However, something like braking in particular just feels odd, it doesn’t feel like braking affects the car in the way that it should, but maybe that’s just me. I should also mention that I tried playing the game both with mouse and keyboard and an old Xbox controller, and, dare I say like most games that involve any sort of driving, this one also definitely plays better with a controller. This is mostly due to how you’re more able to control your car and flip it around with an analogue stick than with a mouse.

Overall, REKT! High Octane Stuns is a decent game, which, for the price, might be worth checking out if it sounds like it’s your thing. Nonetheless, I honestly don’t think that you’ll miss much if you decide to skip it. If you’re on the fence, you can always download and check out the demo on Steam.

HITMAN 3 Launch Trailer

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Watch the Launch Trailer for HITMAN 3 as Agent 47 returns as a ruthless professional for the most important contracts of his entire career. This is the dramatic conclusion to the World of Assassination trilogy.

HITMAN 3 is the dramatic conclusion to the World of Assassination trilogy, taking players around the world on a globetrotting adventure to sprawling sandbox locations, with Agent 47 returning for the most important contracts of his career. Supported by his Agency handler, Diana Burnwood, Agent 47 joins forces with his long-lost friend Lucas Grey. Their ultimate mission is to eliminate the partners of Providence, but they are forced to adapt as their hunt intensifies. When the dust settles, 47 and the world he inhabits will never be the same again.

Featuring six meticulously detailed locations packed full of creative opportunities, HITMAN 3 gives players the unrivalled freedom to complete their objectives in a game world that reacts to everything they do. All of this is made possible by IOI’s award-winning Glacier technology, which powers HITMAN 3’s immersive game world to offer unparalleled player choice and replayability.

HITMAN 3 launches 20 January on PS4, PS5, Xbox One, Xbox Series X/S, Stadia, Switch, and PC.

For the latest updates, follow @IOInteractive on Twitter or via www.IOI.dk/news

Review: Puyo Puyo Tetris 2

Puyo Puyo Tetris 2, takes what we all love about the classic 2D puzzle games Tetris and Puyo Puyo and adds even more content to create a nostalgic package that outshines its predecessor. As expected, both Puyo Puyo and Tetris are perfect games and remain untouched.

A blockbuster

Combining these games in a package similar to the first Puyo Puyo Tetris allows each game to shine. As both standalone titles and together. It is partly due to the significant range of modes and challenges that successfully mix both puzzle titans’ gameplay in a fun and engaging way. The game stands out in this aspect.

The considerable amount of modes and variety of modes adds significant depth to the game. You have the option of picking between online multiplayer modes, such as boss raids, to a variety of solo modes against CPU controlled players. Solo game modes include classic versus, challenge modes and the newly added skill battles to name but a few. Puyo Puyo Tetris 2 also has a range of tutorials to help new players through various modes. It is an excellent addition. For those who have not had experience with either puzzle games or those who want to refresh their knowledge.

A boss raid

All of Puyo Puyo Tetris 2’s modes are excellent. However, its skill battles stand out as innovative additions to the game. During a skill battle, you need to build a team from selecting characters the game provides. Each character has individual skills. These skills can be handy tools in changing the tide of a Puyo Puto Tetris showdown. Each player in a skill battle has a health bar, once all of your health bars hits 0, you lose. When you chain Puyo Puyo or Tetrises, you damage the other player through attacks, this combined with the ability to use skills that can do more damage or even be used to regain your health, makes this mode stand out as a highlight of the game. When you complete a level, your characters gain experience points—turning the game into a Japanese role-playing game.

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A skill battle

The story doesn’t quite fall into place

The story mode is also an okay addition to the game. Although simplistic, the story involves you effectively battling CPU through Tetris and Puyo Puyo across various game modes. From versus battles to skill battles. It is fun and adds multiple game modes to keep the gameplay somewhat interesting for a short period. That brief period was the first chapter. I found myself entering chapter two, and the various subsequent chapters instead burnt out by the repetitive gameplay present in the story.

Nevertheless, the gameplay does offer a considerable challenge on a positive note, and it is addictive. Similarly, Puyo Puyo Tetris 2 also has a great art style. With a cartoon JRPG art style that brings you back to both puzzle games Japanese roots. The music is also very appealing with the original Tetris’s classic musical beats, and Puyo Puyo remixed into a delightful tune.

Verdict

Overall, Puyo Puyo Tetris 2, much like its predecessor is a great game. Once again it combines two of the all-time great classic puzzle games. That not only make both games shine but innovate on both in a new and unique way. Puyo Puyo Tetris 2 builds on this further with the addition of modes such as skill battles while keeping the charming music and art style we expect from a Puyo Puyo Tetris collaboration.

Review: HyperX Quadcast S Microphone

Here is our review of the HyperX Quadcast S Microphone.

The HyperX QuadCast is the ideal all-inclusive standalone microphone for the aspiring streamer or podcaster looking for a condenser mic with quality sound. QuadCast comes with its own anti-vibration shock mount to help reduce the rumbles of daily life and a built-in pop filter to muffle pesky plosive sounds. Instantly know your mic status with the LED indicator, and simply tap-to-mute to avoid awkward broadcasting accidents. With four selectable polar patterns, this mic’s prepared for nearly any recording situation and also features a conveniently-located gain control dial to quickly adjust your mic input sensitivity. The included mount adapter fits 3/8” and 5/8” thread sizes and is compatible with most stands. The QuadCast S model provides RGB lighting and dynamic effects that are customizable through HyperX NGENUITY software.

The QuadCast family is certified by Discord and TeamSpeak so you can ensure that your microphone is broadcasting loud and clear for all your followers and listeners, and you can also monitor your mic in real time using the convenient headphone jack on the back of the mic. Compatible with PC, PS4, and Mac as well as major streaming platforms like Streamlabs OBS, OBS Studio, and XSplit so you’ll be able to deliver quality sound to anyone tuning in.

Features

  • Dynamic RGB lighting effects customizable with HyperX NGENUITY Software1
  • Anti-Vibration shock mount
  • Tap-to-Mute sensor with LED indicator
  • Four selectable polar patterns
  • Mount adapter included
  • Convenient gain control adjustment
  • Internal pop filter
  • Built-in headphone jack
  • Multi-device and program compatibility

What’s in the box?

The box contains the microphone, a cable, instructions and a mount adaptor.

A Closer Look

Final Thoughts

The QuadCast S comes ready to use out of the box – you just need to connect the USB cable to your device and you are ready to start using it.

The QuadCast S has customisable lighting and effects that can be programmed using the NGENUITY software, just download it and set it up however you want. This can make for an interesting addition to any live stream you might be doing.

The QuadCast S also comes with an anti-vibration shock mount which isolates the mic and stops those annoying sounds that might get if there is some movement wherever you have placed the mic.

The top of the mic has a really useful feature called Tap to Mute. Basically a single tap mutes, or un-mutes the mic and you can easily see if your mic is live or not from the light.

There are four polar patterns that can easily be selected from a dial on the mic – stereo, omnidirectional, cardioid, bidirectional. Just choose whichever one you need and that’s it, the mic does the rest. There is also a mic gain dial as well so it’s very easy to have the mic set up for whatever you need with very little effort.

There is also a mount adaptor included in the box so you can fit the QuadCast to your existing setup.

The quality of the mic is fantastic – it’s one of the best mic’s I have used for recording audio, it comes with a built-in internal pop filter so you don’t need to add that on afterwards. For me personally I don’t really need the RGB customisable lighting, so if you don’t need that function either you might want to consider the QuadCast rather than the QuadCast S.

The HyperX Quadcast S Microphone is available now priced around £159.99 and is compatible with PC, Mac and PS4.

You can learn more from the HyperX website.

Two Minute Review: Battery:Kit SX from snakebyte

It’s time to do a two minute review of the Battery:Kit SX from snakebyte.

Features

  • Includes 2 m dual USB Type-C Y charging cable
  • 800 mAh
  • Power consumption: 5 V / 0.3 A
  • Output voltage: 2.4 V / 0.15 A
  • 3.5 – 4 hours playing time / 1+ hours to recharge
  • Compatible with TWIN:CHARGE SX (SB916328 & SB916359)
  • LED charge status display
  • Colour: Black

Who are Snakebyte?

Established in Germany 1997, the snakebyte group is a leading global provider of consumer electronics. The Company has offices in Germany, Shenzhen, the US and Hong Kong and develops and distributes a wide selection of products specializing in connected media devices, gaming, simulation, drones & RC products. In addition, the Company provides its services in the OEM/ODM sector, working with partners to realise their goals and stay ahead of the competition. The snakebyte group have high levels of expertise in hardware engineering and software development, experts at creating an ecosystem in which technology and media can co-exist and provide state-of-the-art experiences for the consumer.

What’s in the box?

The box contains two batteries, a charging cable and some instructions.

Final Thoughts

There is nothing worse than running out of batteries in your controller in the middle of a game! This is where the Battery:Kit SX comes in. It is designed for the new Xbox Series X controllers and has two batteries in the box.

There is also a USB-C charging cable that allows you to charge both batteries at the same time (which is very useful).

Just take the back of your controller off, remove any batteries that are already there, and pop one of the Battery:Kit SX batteries in it’s place, and that’s it.

The batteries come in either black or white, so you might want to consider buying the colour that matches your controller.

The Battery:Kit SX from snakebyte is available now priced around £19.99, and it’s a bargain if like me you go through normal batteries all the time!

For more information, please visit mysnakebyte.com and follow snakebyte on Facebook, and Twitter.

Review: Breakpoint

Overview

Studio Aesthesia revitalizes a niche genre, and adds a new touch to create an exciting twin-stick experience to add to your Steam Library. You play as a small white ship, being bombarded by other simple geometric spacecrafts. Swords, axes, or even spears will be at your disposal to equip and upgrade to achieve the high score. The design is reminiscent of the vector-style arcadelike graphics from the ’80s. For those seeking a new approach to some classic vintage action, in quick bursts Breakpoint will deliver.

Gameplay

When you begin a new run, you’ll find yourself immersed in waves of approaching enemy ships. They will come in full swarms utilizing different projectile patterns and flight movements. You must navigate carefully and take things up-close and personal with melee weapons as your arsenal. My personal favorite is the spear due it’s quick and responsive attack speed. Each upgradable weapon has a primary attack and a slower, yet stronger secondary attack. You also have the option to throw your weapon like a projectile as a special attack. Collecting points left behind from destroyed enemy ships will fill your meter to increase your total amount of weapon throws.

First-time players are immediately pulled into a tutorial, before reaching the main menu. This creates a unique and memorable experience, much like the first time inserting quarters into a new arcade cabinet. It takes less than a minute to be introduced to the controls and game goals. The main trick to learn is to attack with swords and axes, instead of the traditional guns, lasers, and missiles in similar games. It feels strange at first, but the melee gimmick was implemented nicely, creating what Breakpoint is referred to as a “twin-stick slasher.” This is a well executed introduction to what the title has to offer.

Graphics

Visually, Breakpoint looks clean and the bright colors are easy on the eyes with no motion blur. The sprites are a nice minimalist design, but maybe a little uninspired when paired with the more detailed weapons. What really stands out is the juxtaposition of your white ship using medieval weapons to fight off vibrant enemies with futuristic space technology. With the retro gaming revival in full stride, many games today fully embrace the pixelated aesthetic. It’s nice to now see developers draw new inspiration from other consoles such as the Vectrex.

As you progress, tougher enemies fly in with trickier maneuver patterns to add to the increasing amount of action on screen.

Audio

The neon color palette is accompanied by a simple, electronic music piece that serves it’s purpose as in-game music and nothing more. It’s not bad or anything, but you’ll eventually tune it out due to the increasing demand for your focus as you reach higher and stronger waves of enemies. If you want some audio variety, maybe drop the music volume and find a Vaporwave playlist to jam out to. On the other hand, the sound effects are solid. It genuinely feels good and satisfying to swing a mighty hammer at the enemy and feel the impact of the explosion. Hearing your foes explode in a crunchy, full soundbite is what gives Breakpoint life.

Controls

Although this is a twin-stick game, I had little to-no-issues playing with a keyboard and mouse. It really doesn’t diminish the gaming experience at all. The real fun began, however, once I connected my Bluetooth controller to fully realize the game, as I assume the developers intended. That is of course by utilizing the analog sticks, hence the genre. Just know that the right stick (or mouse depending on your peripheral style) merely aims your ship. Those who are used to having the fire and aim function both assigned to the right analog, in all honesty will not have any issues adapting. The controls are tight and responsive.

The weapons each have their own weight and feel to them. The sword is like a windshield wiper covering the front half of your hitbox at a moderate swing speed. The delayed, yet loud impact of the hammer is brutal. I love holding down the secondary fire and charging up a huge cleave while pursuing waves head-on. When your special meter is full, toss your weapon to get you out of a tight corner and clear gatherings at a distance. Picking up and cycling through the different weapons to freshen up the action is clearly Breakpoint’s biggest strength.

Anything Else?

After several attempts to best your own high score, or even top the leaderboards if you’re an arcade veteran, you’ll quickly see all that Breakpoint has to offer. There’s really not much else to do aside from the main game. Players seeking extra features, such as character customization, level select, or a story mode, may be left with a little to be desired. For those longing for more, I suggest to check out Xeno Crisis. Breakpoint reaches out to those who can enjoy the retro arcade experience without the need for any extra bells and whistles.

Bottom Line

Drawing inspiration from the likes of Robotron: 2084 and Smash T.V., Breakpoint is another solid entry to the twin-stick action library with a fresh coat of paint. Best played in short bursts, this is a satisfying title to return to here and there.

Review: Loot Hero DX

I love the fact that modern gaming is complicated, far-fetched and as beautiful as anyone can imagine. Developers have free rein to create the world of their dreams, and most gamers desire big open landscapes to lose themselves in. Now, I also adore this concept, but I also want something that is simple, easy to try, and quick to play through. I invest a lot of my time in indie games as they scratch this itch for me, and my latest review title ticks these boxes and more. Loot Hero DX from developer Varagtp and publisher Ratalaika Games is as indie and retro as it comes.

This straightforward 2D side-scrolling adventure title asks you to control a heroic knight. His task is to overcome the fierce dragon that has taken over his lands. A tough task as our knight is nothing but a lowly weakling who struggles his way past the most basic of enemies. You must ram your way through your foes, collecting health potion, vials of invincibility and treasure on your way to increasing your stats, and destroying the end boss.

Basic levels match the main concept.


You must pass through 5 different lands; Woods, a volcano, swamplands, a jungle, and the dark forest. Each contains its own main boss, and a selection of unique creatures to overcome. On the final stage you will face down your nemesis, where you must be prepared to slaughter it without issue. Failure to survive does not mean game over, you do not lose your progress, and you don’t have to start the grind again. Losing your life ensures that you respawn, discarding some of your coins, while beginning again.

As you kill everything in your path, you will gain XP. This is used to increase your level, but oddly this has no impact on how strong you become. Statistics are increased by the money looted, and you have a choice of 4 options; Attack, Critical, Defence and Speed. Each plays a key part in success, and as the game is predominantly just running at your opponents until they die, there is very little in the way of strategy. 

Grind, grind, and grind again….

The game starts by stating that success is earned by grinding through levels; they weren’t wrong! You will grind like you’ve never ground before. You’ll sprint up and down each stage like a headless chicken with a lance. Enemies fall to the wayside, spilling their precious loot for you to gather up. Once you have enough coin in your purse, you stop at one of the conveniently placed Ye Olde Shoppe’s en route, and choose the stat you wish to upgrade. Then the process begins again.

What happens when I finish it?

You have spent a matter of minutes levelling up; splurged your coin on your character, and you go face to snout with the red dragon. You ram into him repeatedly until his slain body lies beneath you, now what? Start again, that’s what! The levels increase, XP and money drops increase and you go through the whole process again. What’s the point? The game is completed, you’ve defeated the stinking dragon, surely the world is now safe? No, you have Feats to unlock for your pride. They show you to be the mightiest and toughest knight in the whole land, so you can’t walk away when they haven’t been unlocked.

In short, Loot Hero DX is a very easy game to complete. Most of the time you’ll not even think about what you are doing. It’s mindless fun that oddly doesn’t get boring. As your knight gets stronger, faster, and unstoppable, it’s addictive watching him bowl his enemies out of his way. You won’t be tested while trying this out, and very little skill is required to beat any opponent you face, but yet it sucks you in, and you find that you don’t want to put it down.

Retro graphics to match a retro theme.

Varagtp has created the perfect pixelated world for you to experience this retro ramming adventure title. Everything about this screams old-school, from the choice of tone and colour, to the art style for the sprites. Its basic approach should not have worked well on a large screen, yet it was a joy to play. The variety of backdrops were good, and each stage had a unique look that matched the description of the level. The details in the enemies could have been better, but you fly through them so quickly that it mattered not in the long run.

As you’d expect, the audio followed suit with this classic theme. The sound effects were understated, with the chinking of money being collected, and the thump of your weapon on heads being the highlights. An upbeat, synthesised soundtrack brought back many memories of early 90s gaming. It was reminiscent of Mega Drive RPGs like Shining Force with its inspirational and heart warming tunes.

Controls, what controls?

Life as a knight couldn’t be much simpler; choose your direction of travel, set your weapon, and run. This is the depth of difficulty that you will face you when you play this game. The hardest part was ensuring that you didn’t attack the end boss when you were grinding loot. If this happened, you wasted valuable seconds whilst you awaited the level to reload again.

For a game that can be completed in around 20 to 30 minutes, it has a lot of replay value. The achievement list is completed during that time, leaving you with very little to aim for, except for those Feats. You’ll have no real reason to keep playing, yet you will, as you want to see how easy it is to defeat the harder enemies, what loot they drop, and if you can destroy the dragon again. A simple concept that gets under your skin.

Retro gaming is champion again.

On paper, Loot Hero DX shouldn’t work. The length of playthrough, the extremely simple game mechanics, and the lack of fresh content after the first completion means that this should be terrible. However, I really loved it. It will not be recognised as a great, but it’s a nice game to have in your library to play casually. Do I recommend it? Of course, and if you want a copy, it can be purchased here. It’s time to become the hero and slay the dragon that is threatening your way of life.

Review: White Day: A Labyrinth Named School

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Why anyone would put themselves through this, I will never understand. I have never been at home by myself thinking; man, I sure wish I were scared right now. If being tense and scared is your cup of tea, go ahead and have a look at White Day: A Labyrinth Named School.  

White Day: A Labyrinth Named School is a Korean survival-horror game originally developed and published by the studio Sonnori back in 2001. It was remade for mobile phones in 2015 and for Windows and Playstation 4 in 2017.

Story

The reason you find yourself in this super creepy school building at night is not very important. The fact of the matter is that you are in a school at night, and it is filled with ghosts and the janitors from hell. The game rushes to put you in this setting early on and thus it gusts you through a quick introduction and sets you on your path. Basically you want to deliver the notebook of your crush back to her so you enter into this haunted school at night. While in school you find out a few other students have also entered the premises. As you wander around exploring, the ghastly story starts to unfold. There are a bunch of ghosts for you to encounter and to be scared by, but the most terrifying part of this game is without a doubt the janitor. Especially the first one as I was accustomed to his company when being introduced to his baseball cap wearing co-worker.

The janitor is introduced early on as you observe him beating a fellow student to death with his baseball bat. That sure sets the mood and tell you what will happen if you are caught.

The story is there to give you a reason for exploring this haunted school and to be a victim of the terrifying atmosphere. You are given tidbits of the story mainly through different notes that you can pick up. However, I assume you mainly play a game like this for the ambience and thrills and not for the story, and that is where the focus of this game is. There is a story surrounding the experience if you take part of all the documents you can find, but my main take-away was the setting.

You can probably clear the game in four to six hours, which is enough for this game to not overstay its welcome.  

Gameplay

You play as the main character Lee Hui-min through first person perspective. There are no weapons in your arsenal. You are very underpowered and have no means of fighting. Your weapon of choice is legging it out in order to find a good spot to hide out in while the ever-looming threat wanders on. You utilize items to regain your health after getting a beating by the janitor or an encounter with the supernatural.

There are different difficulty levels for you to choose from. The lower difficulties offer you some hints through text messages in your phone, and this is recommended if you are not well versed in these types of games. The game can definitely put up a challenge so don’t feel bad for choosing a lower level of difficulty.

You explore the school in different sections where you find clues and solve puzzles to advance. The puzzles vary in their level of difficulty and I must say that some of the puzzles really had me scratching my head trying to find the solution. The puzzle solving and exploring would probably have been a lot easier if the game didn’t make sure to put you in a state of anxiousness with the ever present threat of the janitor or a jump scare waiting to happen. Being tense and stressed while playing definitely adds to the difficulty of advancing.

The gameplay mechanics were mostly fine, but frustrating on a few occasions. If I wanted to open a door I had to look exactly on the handle and if I wanted to pick up an item from the floor, I had to look directly at it. This was a minor inconvenience unless I was in a hurry trying to outrun the janitor. On those occasions it was truly frustrating.

Art style and sound

This game truly shines when it comes to ambiance and tensio. The tension is mainly built through the excellent sound design and mixing. An eerie setting combined with the ghosts and the threat of the janitor is enough to keep you on edge. When a tree branch hits the building, a floorboard cracks or a phone starts ringing, you are sure to have your heartbeat raised. For the first few minutes of exploring I was so anxious fearing that the janitor was coming to get me. I heard his footsteps wherever I went and couldn’t shake him. Later than I care to admit, I figured out that the footsteps that had been haunting me, were my own. That is what a game like this does to you. Thankfully, after learning the pattern of the janitor, his terror did let off and he became more of an annoyance than anything else.

This being an older game does show in the visuals department. Don’t expect a cutting edge graphical achievement, as this is a game that originally came out in 2001. It hasn’t gotten the glow up of say a Final Fantasy VII Remake, but that is not something that is required to deliver the frightening setting for this game.

Who is this game for

If you are a fan of the survival-horror genre, you will surely find enjoyment in this game. If you are not a fan of the horror genre in general, I doubt you will have a good time with White Day: A Labyrinth Named School. You will however loose an hour or two of sleep, which is always nice.

Verdict

Good for fans of horror. The sound design and sound mixing in this game stands out while the visuals do show signs of aging. It is in large thanks to the different choices in the sound department that this game manages to deliver its unnerving atmosphere.

For more reviews be sure to check back to

Review: Fatal Fury: First Contact

Fatal Fury is a part of SNK’s fighting game franchise, which dates way back into the late 20th century where arcade cabinets were still the go to medium to play fighting games on. Although not as popular as fighting game giants such as Street Fighter and Tekken in today’s day and age, Fatal Fury has been slowly regaining its popularity with its iconic characters popping up in other big games; with Geese Howard appearing in Tekken 7 and Terry Bogard making his appearance in Smash. Much like other 2D fighters, the goal of the game is to deplete your opponent’s HP bar before they can deplete yours. Sad to say, the game is a little mundane compared to newly released 2D fighters with more complex game mechanics and much better graphic quality.

Fatal Fury: First Contact was released for the Neo Geo Pocket Colour more than 20 years ago in 1999. The game was ported over to the switch just last month in hopes of creating a sense of nostalgia amongst its loyal fanbase. In terms of gameplay, however, the game does not really bring anything new to the table.

When booting up the game, the screen shows a Neo Geo Pocket Colour device, and you play on the small screen in the middle (Yes, a screen within a screen). I do not really get why they did this, as it makes it much harder to actually play the actual game. There is an option to zoom in, so it becomes much easier on the eyes, but it does not fit the entire screen of the switch, which is kind of annoying in my opinion.

The game only offers 2 modes: a single-player mode where you battle in an arcade mode fashion, beating AI and AI until you beat the final boss character; and a 2-player mode in which you can play in a versus match against a friend. The 2-player mode is really neat as the screen shifts into a horizontal mode so that both players can face each other on a single switch system. This is probably considered to be revolutionary for the game as in the past you would need to have 2 systems and a link cable that joins both devices in order to fight your friends. Other than these 2 modes, there is not much to do. The game even lacks a training mode, which is crucial for a fighting game nowadays.

2 Player mode

The game does come with a manual that teaches you how its mechanics work and how to perform each character’s special moves. The manual is really helpful in learning how the game works and learning how to perform cool and deadly attacks that can give you an edge over your opponent. One flaw about it though is that every time I wanted to refer to the manual in the middle of a match, it automatically returned me to its starting page. I had to keep flipping through the manual countless times when I wanted to refer to a specific character’s move list. It got really annoying after a while, and I decided to just button mash till I got bored.

Overall, I feel like the developers of this game just tried to make a quick buck by porting over their old game without adding any new constructive updates. With bigger, better, and more entertaining fighting games in the market today, Fatal Fury: First Contact does not have any features that would keep me playing for long hours. I wouldn’t recommend it to any fighting game enthusiast to get the game unless it’s for nostalgia’s sake. Casual players might find it fun for a while but probably wouldn’t spend hours on end on the game.

Review: Skelattack

The best Skeldefense is a good Skelattack.

Skelattack is a brutal, unforgiving and exacting test of your reflexes, patience and fine motor control which is thinly disguised as a cutesy indie action platformer. So much so that I went looking for a difficultly setting. ‘A game this cute shouldn’t be this hard’ I thought, naively.

You play as Skully the skeleton and, with the help of you bat friend, Imber, you have been quested to save your afterlife home from the deadliest of enemies – humanity. On the day of your ‘skeletons-get-their-memories-back-from-when-they-were-alive’ ceremony, a group of humans attack Aftervale and it’s up to you to platform your way through a series of distinctive worlds to save the day, all while trying to piece together your memories from your time in the mortal world.

The first thing you’ll notice when you boot up the game is the absolutely gorgeous art style. It’s a hand-drawn, gothic affair, with vibrant, colourful and detailed characters and environments that you could stare at for hours, think Cuphead meets Pixar’s Coco. It’s what makes the game so endearing. You want to get through this bit of punishingly difficult platforming so you can see what visual delights are waiting for you in the next room. This is especially true during boss fights which push you to pull together everything you’ve learned up to that point and are the most challenging part of the game. But you’ll keep coming back, attempt after soul-crushing attempt so that you can pass on to the next level and see what Skelattack’s art style has done with the concept of a woodland world or a lava kingdom.

On the topic of environments, each one gives a different gameplay experience with new enemies to face and platforming elements to master. The first level is a dark and claustrophobic sewer, strewn with mousetraps and humans to fight. It’s occupied by some friendly rats who’ll help you on your quest if you can hunt down their stolen food supply.

As a contrast, the second level is in the Greenery, which is open and bright, with lots of plant life, including the sentient mushrooms whose home you’re trying to save. This environment gives you (hopefully non-sentient) mushrooms to jump on for a height boost and new wildlife enemies, like beetles, mosquitoes and giant venus-flytraps to face. Disappointingly, the combat isn’t anything particularly special and the different enemy types don’t lead to a different combat experience. You just need to get close and mash the attack button, there’s no strategy to it.

I won’t spoil any of the surprises for the later levels but it’s worth persevering to the last level which plays like a final exam for the game. It mashes together every enemy and platforming element you’ve faced so far to present you with a twisted climbing frame of death. Once you’ve made your way through that and faced the final boss, you feel like a true master of the underworld.

The basis for that feeling of mastery is the difficulty of the game. It is so hard. So hard. You’ll need to do some pixel-precise platforming over blocks that will insta-kill you and some boss fights that dish out damage from every direction, making The Orphan of Kos from Bloodborne look like an old lady with a rolled-up newspaper. Sometimes that difficulty is hair-pullingly frustrating and, to be completely honest, I had to put the game down and go away for a bit to let the rage simmer down before going back and trying again. Fortunately, the game has a generous checkpoint system and loads up after a death almost immediately, which limits the potential for frustration. Overall, the high difficulty level leads to a great sense of achievement when you eventually manage to get past the spikes, lava and flame monsters by nailing that wall jump on the 82nd attempt.

Part of the difficultly when you first pick up the game is caused by the platforming controls. You only have access to a jump, double jump and wall jump throughout the game so it’s important that you can nail those controls exactly when you need them. To initiate a wall jump, rather than pressing the jump button when you land against a wall, which I’m personally used to, you instead push the stick away from the wall. So, when you need to navigate up a pair of parallel walls like some kind of reverse Father Christmas, you need to carefully time pushing the stick from side to side and avoid the urge to press the jump button. Those controls were the cause of many of my early deaths but once I got used to them I found I was dying from platforming less. Like 10% less. It’s still a punishingly difficult game.

Skelattack is a beautiful and endearing indie game with a soul borrowed from a FromSoftware game. It’s gorgeous, challenging and so compelling. When you put it down, it won’t be long until you pick it back up for another go. It is let down by some awkward controls and uninspired combat but on balance, I came away with some really positive feelings for Skelattack.

Review: Fairy Tail

Fairy Tail is based on manga/anime of the same name. It promises to be a faithful adaptation of its source material and is promoted with a tag of Magic x Guilds x RPG. I am not very familiar with the license but after looking it up the game felt fairly similar. It also does have the feeling of that type of TV Show with a straightforward plot and quirky, endearing characters, that are always trying their best and are fighting for the sake of others. The game definitely manages to deliver on its promises of magic and guild experience however it struggles with the RPG part. There is little opportunity to be a character living in that setting, since all events are scripted and linear. However it has a robust character/party management system and tactical combat where each character needs to fulfil a role. Which are emblematic of the JRPG genre.

The game opens with the main characters, members of the titular Fairy Tail guild, facing off with a great villain at the end of their last adventure. The battle ends with heroes victorious but with an appearance of a greater threat that they can’t beat. Using the power of their bonds, they manage to cast a magic spell that protects them but at the cost of putting them in stasis for 7 years. When they awaken and return home they find that their guild fell upon bad times while they were absent.

While controlling various members of Fairy Tail the player follows a storyline involving  restoring the guild to the strength and reputation it once had. The progress of the guild’s restoration is represented by its place in a ranking of magic guilds. The guild’s rank increases when the player completes various side quests. Reaching certain rank milestones unlocks quests in the main storyline. In turn completing main story quests unlocks more opportunities to upgrade the guild and the characters. This creates a nice loop of options for the player to progress the main story and experience the world of the game.

The plot of the game is pretty standard and there are moments in which I got invested and empathized with the characters. However it is not presented in an engaging way, most of the time it ends up getting in the way or dragging. There are several scripted story sequences that are poorly paced or interrupt gameplay without a good reason. A cutscene often leads into gameplay requiring the player to run a few meters in order to play another cutscene. At times story sequences contradict the gameplay for example requiring you to win a battle only to show that you lost it. There are also several cases worth mentioning where a character model and sometimes their voice were not in the game resulting in the character in question being off camera while still interacting with other characters.

Easily the most satisfying part of the game was doing various quests to level up the characters and the guild headquarters in order to take on more difficult quests. This classic gameplay loop is simple but fun. It allows you to quickly get into combat to try out different tactics and abilities while letting you get to know the characters by occasionally showing bite sized cutscenes and dialogue sequences.

The combat consists of the player picking a party of up to five characters. The game has a good roster of characters that grows over time via quest, each of them is relatively unique in what they can do. While the combat is mostly standard for the genre it is a little faster paced and has some extremely nice interactions between how your roster interacts with each other, adding a lot of room for players to experiment. It is also a good reason to switch up your party beyond the requirements of quests.

As character’s level up their stats increase and new abilities are unlocked. Some of the side quests are specific to characters allowing for unlocking of their passive abilities. Side quests requiring the use of a specific team increase those character’s bonds and make them work better together. Upgrading the guild headquarters further improves stats and passive abilities for all characters.  Considering all this progression I never felt like  I had to stop and grind in order to progress. The difficulty curve is quite smooth and the game remained challenging throughout.

Visually the game is mostly in line with other games using similar art style. The characters, environments and visual effects look very much like their anime counterparts when compared. Sometimes took me a moment to notice when what the game showed me was 2D artwork instead of in game graphics. The game shines the most during combat with all abilities having different, dynamic character animations and visual effects on top of great camera work. The game becomes a visual spectacle during those moments and is a joy to look at, especially when immersed in an especially difficult battle.

However in other aspects the visuals fall short. When out of combat, character animations are quite stiff and make the characters feel like dolls rather than living beings. Some of the comical expressions they use makes that even more noticeable since the expressions look like they were glued onto the character’s face. Character animations also lack fluid transitions with feet noticeably sliding into idle position when a character stops walking. Finally the game lacks some variety in terms of environments and enemy types outside of the main storyline, mostly consisting of the same assets.

Sound design in this game is consistent with the visuals. It is mostly good, enhancing all the exciting animations during combat with appropriate sound effects. The music too matches the action with several fast paced music tracks which sound like a mix of Rock and British Folk music. The more intense events during the main story are accompanied by more epic music tracks that feel like they are cheering the player on.

In terms of technical difficulties I found that there was a lot of shimmering on my screen and my screen appeared to be cut off at the edges, perhaps some issue with resolutions or scaling either way I wasn’t able to fix it. The frame rate also tends to drop when there are several objects/vfx on the screen. Surprising for a game without a lot of small visual details Other than those issues I didn’t find anything in visuals or otherwise.

To summarise, I mostly enjoyed Fairy Tail however some of the issues were impossible to ignore and often took me out of the game. The best thing I can say is that it is a competent and at times exciting JRPG. I would recommend it to someone who loves the anime and wants to get into this genre. You might want to wait for a sale though as the game is quite expensive.

Review: Pixel Ripped 1995

Back in Time

I had no idea I missed the train when Pixel Ripped 1989 was released. I can honestly can say I regret not getting the ticket. Pixel Ripped 1995 is one of the best representations of my childhood that I’ve ever come across. PR95 is whats best described as a game within a game. Honestly, the best way to explain it, is to play through the intro level. I slip on the PSVR headset and like a dream, I find myself sitting in the living room floor. I’m wearing a full suit of cotton pajamas and the floor is covered with gaming magazines and junk food. In the background is the overbearing parent, who ironically enough is named Karen, pacing around the room berating you for constantly being glued to the TV. The moment the lecture stops the phone rings and Karen is relaying your incoherent behavior to your grandmother.

Once you find your bearings, you reach down and grab the oversized game cartridge and slam it into the console. The clicking into place is just as satisfying as it was 25 years ago. The game powers up, with your mother still pacing back and forth, and you start to play. Nostalgia hits extraordinarily hard here as the game sounds start to ring a bell (Sonic the Hedgehog and Metroid are heavily referenced) and the vivid colors remind me of platformers like Tomba.

One of the few VR games that can make you feel immersed in sitting in a living room in your pajamas.

Within a few moments, Karen’s voice fades into the background, becoming eerily reminiscent of my own childhood. A moment later when you glance back over, she is slowly encroaching on your position. A dart gun has magically appeared in your hand and you begin panning around the room to cause a distraction. If you miss, Karen shuts of the game and you lose several moments of gameplay.

Throw into the Mixer

Just when you start to get comfortable with the game play loop of distracting Karen, the game starts throwing 2D and 3D/VR into the mixer and spitting out some incredibly fun and hilarious game play that I haven’t seen before. The stereotypical evil wizard magically breaks the game cartridge allowing the game world to spill out onto the floor in front of you. Cue the boss battle that consists of your pajama wearing self providing covering fire to your 2D hero as the fight keeps you busy on two fronts.

I Love the Smell of Nostalgia in the Morning

If any of the above brings back memories, then this game is for you. It clearly has a target audience and it absolutely caters to it. From the Super NES style console to the generic mall video game store (complete with game display demos that you can play), this game oozes the mid 90s gaming culture. All pop culture references revolve around the first half of the 90s and watching the 2D era give way to the 3D.

Playing a 2D scroller in 3D VR never felt so good.

Controlling the Past

I’ve always found that in 90% of VR games, the one common issue is the control scheme. One of the most, and honestly only, frustrating parts of PR95 was this exact issue. When you’re moving your hands around and interacting in the VR portion, the motion controllers are clearly the way to go. However, for any other moment in the game your basic game controller is far superior. In my case this was the Dual Shock 4. In most cases, the best option was to revert back and forth between the two types. The major downside to this was that half of the time I had to either shut the game off to switch types, or just embrace the suck and use one or the other.

Sticking with the Dual Shock 4 worked better for me, but it’s still a long way from convenient. Using the DS4 to interact with anything outside of the 2D portion required me to readjust my position in front of the camera several times. Even after adjusting, your onscreen arms wound up looking like a half eaten bowl of ramen.

A Grand View

Luckily, one area that doesn’t cause issues is the in game motion. The only character motion, aside from moving your hands, is in the 2D sections. This is extremely helpful in two ways. The first being, that you don’t have to contend with awkward controls and awkward motion at the same time. The second being that if you’re prone to motion sickness, you don’t have to worry about that here. In any VR game, I usually wind up with a small amount of motion sickness at least once or twice. Especially in games with fast directional motion, such as Doom VFR. Luckily in this case, we never have to worry about that here. Throughout my four and a half hour playtime I never encountered any motion sickness whatsoever.

Overall this game is a blast, especially if you enjoy the memory of the games from your childhood. It’s well worth the $15 asking price compared to many of the other options out there. There’s not a lot of replayability here and I could see the game play loop getting repetitive after a while. However, thanks to the short run time and changing back and forth between viewpoints and objectives, this title stayed fresh for my entire run through.

Review: Transformers Battlegrounds

Getting into a new turn-based strategy game such as XCOM or the Civilisation series can be a bit daunting, with a lot of unique mechanics to learn and tactics to consider. How, then, to make this genre of games appealing to younger players? Transformers Battlegrounds is how, and the game very much delivers on this promise.

I’ll say right at the start that if you’re a seasoned, adult gamer who has spent a lot of time playing these sorts of games, you’re likely to find Transformers Battlegrounds as a fairly dull experience. This game is firmly aimed at newer gamers or young fans of Transformers and both the gameplay and the storyline have been greatly simplified down to match that target audience. If you’re hoping for a challenge with a lot of new and exciting mechanics to explore, this is not the title for you.

That being said, if you are a fan of the long-standing Transformers franchise or you’ve been thinking about getting into turn-based strategy games for a while and didn’t know where to start, then this game is a perfect choice.

A lot of Transformers Battlegrounds’ success lies in its visuals. The game is filled with bright, vibrant colours and a cast of characters that are all clearly distinct, but the true victory is the HUD display, which may seem daunting at first, but very quickly becomes indispensable. Fringe elements reveal what tools the player has at their disposal, while the map overlay makes it very clear what each action will do and how it will affect any of the Transformers involved. As random chance elements – such as a character missing a ranged shot – don’t appear in the game, the result is that player can weigh up their options quickly and easily and start to strategize on a broader scale.

And strategy is important in this game. While most levels are relatively short and straight forward in their objectives, completing them can require a surprising amount of forethought. One mechanic in particular that encourages such forward planning is the ability to trade a character’s actions, of which they are given three each turn, for Energon, a resource that builds up over time and is used to power Ultimate Abilities, extra powerful moves that are unique to each character. For challenging missions, players will need to weigh up the risk of giving up their action points for the sake of a payoff that may come much later in the round.

Furthering this need for strategizing is the inclusion of friendly fire, which means players will have to be aware of all their characters at all times, or else risk putting them in harm’s way when you want to set off a large AOE attack. This, like many other features in the game is cleverly demonstrated to the player in an early mission when you are spawned out of a cutscene with a new ability that you are obviously meant to use on the enemies around you. However, when you go to do so, you’ll notice that your ally is also in the path of your attack and if you trigger it, they will lose a substantial chunk of their health. While many new mechanics are explained in clearly defined tutorials where one or more of the characters explains directly to the player, several more are introduced in this understated way. As a result, you can learn a lot about the game without having to sit through continuous, slow tutorials.

Gameplay itself is satisfyingly punchy, with an impressive array of thumping and clanging sound effects to add weight to the Transformers’ movement. Each attack has its own animation and characters visibly react when hit, making it feel as though each shot really is connecting. Similarly, the Ultimate Abilities typically have impressive animations that make them worth the wait – watching a house-sized mechanical dinosaur charge into a cluster of enemies and breathe fire over them is going to be exciting no matter how old you are.

The gameplay can feel a little slow at times, particularly when you have a lot of characters in play, but it’s more a result of the genre itself than a failing of the game.

One factor that some players might find disappointing is that the storyline of the main game is relatively short. Where Transformers Battlegrounds makes up for this, however, is in its Arcade, a series of individual VS. matches that can be completed solo or in local multiplayer and which pad out the replayability of the game considerably. None of these minigames are particularly innovative in terms of their structure and they’re fairly easy to win, but with six different game modes, each with multiple levels to unlock, there’s plenty of content to keep you going.

The one flaw I did find genuinely frustrating during my time with the game was another of those simplifications designed to lower the skill floor: the inability to determine a character’s path. When you wish to move a character, you select the square you would like them to go to and they’ll walk, drive, or fly to it depending on the character in question and the distance you’re asking them to travel. The issue, however, is that you have no control over the path it takes to get there. While this is generally a good thing as you don’t have to get bogged down in route mapping, it means that there are occasions where the automatic pathfinding leads characters into zones where they will take damage, when they should be able to go around the danger without a problem. The only real solution is to use multiple moves in a turn to carefully lead them where you want them to go, which not only slows the game down to a crawl, it can result in an entirely wasted turn. While it isn’t a game breaking issue, it is frustrating and could easily be fixed by some basic improvements to the pathfinding system.

Overall though, these complaints are minor. Transformers Battlegrounds is a brilliant little game for younger players and Transformers fans, and is well worth a look if you’re thinking of investing some time into turn-based strategy. And since we’re all staying home anyway, what better time could there be to get in some local multiplayer with your family?

Review: Professor Lupo: Ocean

Imagine waking up dazed and confused after your spaceship has crumbled around you, but also you’re underwater. There are no other people around to provide any sort of reassurance. With only the cynical personality of the AI computer system and the conspicuous voice from your collar, it becomes your mission to regain the memory of who you are.

So what is it?

Professor Lupo: Ocean is a 2D grid-based puzzle adventure from BeautiFun. Featuring 40 challenging levels aided by an engaging story line, this game does not fall short of joyfully frustrating content.

Following the story of Professor Lupo and his horrible pets, it is a great play for any fans of the original. Combining use of the touchscreen and joystick it’s as if the game mimics the essence of space travel. You are granted an exciting hands on approach to puzzles which allows you to feel completely in control. 

Meeting the team.

Each character you come into contact with is fully voiced and well acted, and dialogue between them is often amusing. The AI computer system (Plato) is set to help you and ensures that you learn to utilize the destruction in order to progress. The interactions between characters is charming and I definitely found myself laughing at the witty exchange from time to time.

Puzzles to make your brain ache.

As you progress through levels the difficulty steadily increases. Instead of just controlling water flow to avoid fatality, you have to avoid alien lifeforms and eventually complete a variety of puzzles under time constraint. After the simplicity of the first few puzzles, these more challenging tasks provided a refreshing new test. They often left me feeling as if I needed to put my switch down for a second to breathe.

Additionally, there is extensive research available to read about the alien lifeforms you come across. I found this to be one of the most engaging elements since you learn about all their strengths and weaknesses. Most of the time this information came in handy when trying to complete a particularly challenging puzzle. I was constantly going back to these documents to complete puzzles and found it hugely useful to have them on hand.

On several occasions I caught myself holding my breath whilst being chased down by unknown creatures, vigorously tapping my screen trying to unlock the next area. The fear of getting caught and killed was thrilling, yet terrifying. I did appreciate the consistent reference to the protagonist as ‘clone’ so rather than feeling the guilty when dying, I felt as if another clone was reproduced as soon as one… ahemMalfunctioned. 

Slow and steady…

Regarding how the game actually feels whilst playing I can’t help but think the controls were a little bit clunky. Since it is a grid based puzzle game, your character can only move in one of four ways. The lagging controls ended up letting the game down to a certain extent. Especially since you move at an extremely slow pace.

Upon receiving the news that your ship is flooding and you must run. The music increases to a heavy, fast beat – yet ‘clone’ still moves so slowly. Rather than enhancing the gameplay it just encourages frustration. You want to get tasks done and you just feel held back. More often than not, you’ll end up taking an extra step forward or two and end up face to face with an enemy.

Final thoughts.

As a whole Professor Lupo: Ocean is easy to pick up and can be enjoyed without prior experience with the first game. The game is well designed and the concept is engaging, however the slow movement and heavy controls let it down. I can see myself picking it up and completing a few levels at a time, but I’ll admit there wasn’t enough to keep me invested in the story to play for hours. It’s a short game, so it is definitely one worth playing to pass the time. I’d definitely recommend it for that.

Available on Steam https://store.steampowered.com/app/1292980/Professor_Lupo_Ocean/ and Nintendo Switch via eStore.