Review: Mortal Shell

The phrase “souls-like” strikes fear in me. I have never once finished, or even gotten close to finishing a FromSoftware game. I have purchased and tried my hand at Dark Souls, Dark Souls III, and Bloodborne. Across each of these titles, I have never made it past more than three bosses. Whether it was due to a lack of patience, focus or simply my own lack of skill; these titles and their challenges hung above my head, a cloud of shame. I had always played videogames on normal difficulty, looking to experience the story and world more than seeking a challenge. As a result, each prior fight gave me instant gratification. I entered every battle, against basic enemies and bosses alike, with the confidence that I would win. In the Soulsborne games there was no such confidence. It was replaced with fear, and that fear led to doubt, hesitation, and inevitable death. I gave up on those titles, not even batting an eye when Sekiro: Shadows Die Twice was released. I lived under the assumption that I was just not their target audience. That was until Mortal Shell.

Visually, Mortal Shell has a clear idea of what it wants to be. Set in this dark and murky world, it envelops you and everything in it with a grim tone of despair. The starting area and subsequent temples throughout the campaign provide the player with some decent variety. You’ve got the frozen temple of the Crypt of Martyrs, the swamps of Fallgrim, and the narrow stone walkways of the Seat of Infinity. While these visuals are nothing we haven’t seen before, they work well here and add to the atmosphere this title is committed to maintaining.

In terms of its sound the game feels somewhat purposefully barren, relying more on ambient sounds throughout its world. The rare occasion of music came during boss fights, which also has a minimalist, ambient feel to it. From a percussive beat with Imrod the unrepentant, to the deep and ritualistic sound of war drums and deep humming which accompanies Hadern. This selective choice of music and ambience works in the game’s favour; adding an extra layer of atmosphere. 

The voice acting on display here is few and far between but works very well in those moments. It’s got this oddly soothing quality to it, everyone speaking in these low and morbid tones. Their words seem meaningful, but are just vague enough to sustain the intrigue characterising the world. The voice lines are strangely relaxing to listen to; I could probably listen to the old prisoner drone on for ages. Even the moaning of defeated enemies had me feeling just the slightest bit bad for them. 

The Dark Souls inspiration is apparent from early on. The grim undertones in sound and sight, sprawling level design, the mysterious intrigue, even the loading screens. One can’t help but compare the two when many aspects of design and world building were clearly influenced by the 2011 title. The game even has you start out somewhat similarly as a nameless creature, looking like something straight out of the nightmares of Hieronymus Bosch

The game does manage to set itself apart in a few ways, the most clear example is its class system. In Mortal Shell, the faceless creature known as a foundling, inhabits the bodies of slain warriors; Harros the vassal, Solomon the scholar, Tiel the acolyte and Eredrim the venerable. Each of these shells changes your health, stamina, and resolve. They each also come with their own offensive and defensive abilities. For example Eredrim has an offensive ability which allows him to deal extra damage to enemies that are alone, giving you an edge in boss fights, or in a particularly tricky 1v1 encounter. In order to upgrade this ability Tar and Glimpses are needed. Tar is the game’s currency and Glimpses are akin to skill points. It’s a simple and straightforward system, but it doesn’t take long to acquire every ability for a certain shell. Meaning the feeling of growth and progress with a favourite shell caps quite early on. It does however, incentivise you to experiment with different shells, as glimpses gained for one shell will not be shared amongst the others.

This leads into another defining characteristic of the game, the second wind mechanic. Upon getting your HP to zero you will be thrust out of your shell leaving you vulnerable. This event freezes enemies in place, but this is temporary, giving you just enough time to get up. You could of course just get right back to fighting, but one hit and you’re dead. The safest route is to run back to your shell and inhabit it once more, replenishing both your Health and Stamina. Unlike the Souls-Borne games where once you die, that’s it; Mortal Shell allows you to redeem yourself. This is a welcome addition in my eyes, as save points are not as close together as I am used to. Dying also means you lose all your Tar, you would need to get back to the place you died and reclaim a now statue-like shell in order to get your hard-earned currency back. 

This statued version of a shell is also present in another mechanic unique to Mortal Shell, the harden ability. Holding down the button for this ability makes you impervious to damage, taking on a calcified form. Once hit, the ability recharges until it’s ready for use again. One could even harden in the middle of an attack animation. If hit while in this position, the attack carries on where it left off. This ability right here, was my saving grace throughout the campaign. It saved my skin countless times, and to be honest I’m not sure I could have beaten the game as easily without it. However, this means that at times it felt like a bit of a crutch. Often in boss fights, I would attack, harden, let them hit me, and then be assured of a hit, keeping my distance until it recharged and then repeating this process. This made for some pretty repetitive and long fights. A way to circumvent this possibility in future installments would be the inclusion of unblockable attacks, that ignore your harden ability. At the very least the attacks could send you flying back, or apply a status effect, such as poison or slowed movement. 

Honestly, when all is said and done, the boss fights in Mortal Shell were a little lackluster. Their move sets felt limited and easy to learn, one could also bait certain moves out to open them up to attack. This made it very easy to manipulate a fight to your advantage once you got the hang of it. The stand out boss would definitely be Tarsus the first martyr, providing a good amount of challenge and variety in his moves, as well as a very intimidating second phase. That being said, I could not help but feel as though he was given the most time and attention when developing the game as every boss thereafter felt a little boring in comparison. I just wish every one of them brought the same challenge to the table as he did. I even managed to beat the final boss of the game on my first try. Coming from me, someone who is notoriously terrible at these kinds of games, that is not a good thing. I don’t want to feel hopeless when fighting a boss, but I also don’t want to feel as though I have it in the bag the whole way through, especially when the title presents itself as challenging. This aspect might disappoint die-hard FromSoftware fans.

I also wish there was more variety in enemy types, often between locations there would just be variations of the same enemy types you’ve been fighting since the first temple. Though there are definite stand outs, such as an enemy with blades jutting out of its torso. It removes these blades, using them as projectiles when at a distance and removing two to fight you with, close quarters. Upon getting its HP low enough, it rips its own head off and throws it at you as one last spiteful attack. Pretty Metal. 

All in all, Mortal Shell provides the perfect amount of challenge for someone like me. I often felt inclined to press on; just one more fight, or one more save-point. That drive kept the game flowing quite nicely, ensuring that there was never a dull moment. It is a very streamlined experience, and that shows in its runtime. The title took me about 14 hours to complete the game, including a bit of light exploration. It might be a bit straightforward or easy for the veterans of the genre, but definitely has enough merits to justify a purchase. For more casual fans of Action or RPG titles, it also presents a great way to dip your toes into this more challenging breed of game. Give it a try and don’t be intimidated by a few deaths at first.

Review: Scott Pilgrim Vs The World – The Game Complete Edition

When Scott Pilgrim Vs The World: The Game came out originally in 2010, I have to admit it slipped under my radar for a little until I picked it up on my Xbox 360. Mostly this was down to not actually knowing about the original Comic Book that the game is very much based on or seeing the film, something that has become a cult classic since its own release a decade ago. As a fan of side scrolling beat em up games when I did come to play it, I really enjoyed it, and following the 10th Anniversary of the film and the game, I was actually rather excited to get to play it again in this special celebration edition. It was time to take on the League of Evil Exes one more time!

Whether it is the comic book, the film or the video game, the story of Scott Pilgrim is still pretty out there with basically boy plays in a band, boy meets a beautiful girl, boy falls in love with beautiful girl, boy is attacked by seven evil exes of beautiful girl and must fight to survive and win the love of his life. All rather straight forward. In the decade since both the game and film came out, I have become more familiar with the story via the film, growing a deeper appreciation for the world of Scott Pilgrim and having enjoyed the celebration of the 10th Anniversary of the film’s release, I did get to thinking about the game that I had played and enjoyed but never really fully appreciated until now.

The retro art style is even more iconic now, playing on my Xbox Series S the big full screen 16bit visuals and animation is just beautiful, which you might think is strange to say but honestly in a world of RTX and 4K gaming, the retro look can look amazing especially when it goes big as it does here. I love the large character models. The levels all look amazing as well, and I admit to feeling more than a little nostalgic as I progressed through the stages remembering how much of the environment can be picked up and used as a weapon, I will never tire of roundhouse kicking a bin at an enemy for extra damage!! The musical score and soundtrack both hit all those retro buttons as well and it is quite joyful even when the game might be kicking your butt to have that soundtrack blasting in your ears with a good headset just makes it all the more retrotastic!

At the core of this game is the side scrolling fighting, a genre that has enjoyed quite the resurgence in the last 12 months with Streets of Rage 4 and Battle Toads remake for example releasing to great acclaim. Back on its original release, I found this to be a very good but problematic fighter. Happy to say that efforts have been made to tidy things up and smooth out the fighting system and it is still a very clever way of doing the combat. I love that you can still combo punch and kicks with jumps to bring the hurt down on the many enemies sent to take you out. As you progress you will “level up” and be given access to a new move such as the ability to kick a downed enemy or to hit an enemy behind you which may not sound all that impressive, but it is a game changer when you start out with a basic arsenal of moves and are being attacked from multiple sides.

The levels are designed as you expect with the objective to clear a section of enemies before moving on to the next section. Some of the later stages will be multi-part so working your way to the boss fight can be extra challenging but all the more satisfying when you get there. I always get a cheeky smile when playing side scrolling fighters now because when you know that every section is designed to lower your number lives and health to soften you up before the boss fight and Scott Pilgrim is brutal in doing this especially if you do try to play this solo because the game does not ramp down the action because you are on a solo run. Even on the “easiest” of difficulties, this game is a real challenge which can sometimes feel unfair especially when losing all your lives and hitting that “Press A to continue” black screen means replaying the entire level, even if you managed to reach the 2nd stage for example. This is old school and as frustratingly gleeful as it can be frustratingly painful to reach the boss, fail to defeat the evil ex then be made to tackle the entire level from the start again. This feeling is even more reflective of the time the game first came out for those who treasured every 50p they put into any arcade machine for that one more go!

This complete edition also adds the DLC, extra characters Knives Chau and Wallace and the mini games that came out after release with the Dodgeball and Zombies minigames giving a good size of gameplay to work though alongside the main game itself. You can have co-op locally or you can go online although I have to admit trying to create or join a game with randoms has proved a little problematic since release but hopefully this will improve server side and with more people picking u the game as this really is great fun with friends.

The game does have other niggles though as I said above, the difficulty spike and punishment of having to replay the entire level if you lose can be off putting and maybe a game stopper for some players trying to go solo, there really is no “Easy” mode here and whilst this is by no means the Dark Souls level of difficult, it will be challenging even for players experienced with this genre. There were also times where the controls felt very sluggish and unresponsive which is not great in a fighting game. The upgrading system, which are shops hidden within the levels and can be easily missed, are never explained fully so it can be a bit of a mystery to new players as to what they do and how the items can be used to help you as you progress through the game.

But Scott Pilgrim Vs The World: The Game is still fun to play and if, in the last ten years, found a love for the comic book that inspired it or the film that became a cultural icon, then this game is a really superb way to help celebrate that fandom. As a fighting game, this complete edition is absolutely worth to be in your collection but as a trip down memory lane, the asking price is worth battling an Evil Ex or two to have!

Review: Evergate

What happens after we die? Some believe that our souls move on to another place until they get reincarnated and that is exactly the concept that the developers of Evergate attempt to make use of.

Review: Life of Fly

Games are supposed to let us drift off to a faraway land, to forget our worries about everyday life. But occasionally a game gets released to the market that makes you contemplate who you are. Its atmospheric gameplay and in-depth narrative make you question all your life choices. Life of Fly is one of these titles that will have you thinking about your own existence, while enjoying the action that unfolds before you.

Developed and published by EpiXR Games, this exploration title allows you to take on the role of 12 different flies. You will navigate different real-world environments while listening to the story of each of these expressive creatures. You soon realise that being a fly isn’t as simple as buzzing around a steaming pile of faeces. These annoying little animals have feelings, and a whole host of politics that is as complex and intense as the life of a human.

A great way to tell a story, but it won’t be for everyone!

This immersive adventure title will not be for everyone, its relaxed approach, and exploratory ways are repetitive throughout. What makes each level stand out is the brilliant narrative that accompanies all the action. An Americanised voice over explains the existence of each of these hovering bugs. A stage is broken down into many small sections, and you must flit through several glowing orbs to progress. Once you touch each one, an additional portion of audio is played out to continue the story.

This need to find specific orbs to keep the story flowing was at odds with the main concept. The developers want you to listen to each tale while engrossing yourself with the landscape that they live in. Instead of being able to observe your surroundings, you will focus on a small corridor of view, desperately searching for the next checkpoint. This short sighted approach ruins the immersive nature and means that you have to play through a stage several times to piece together all the elements.

It’s an odd concept.

I have previously reviewed Aery – Little Bird Adventure. This follows a similar approach to its gameplay, and still I find the genre an odd concept. I love the relaxing approach, the stunning audio, and beautiful world that it’s set in, but the demand to hunt for objects during each chapter means you miss most of these points. Why create a game where you should lose yourself in its concept, but yet you are always held back by the need to search for orbs?

The casual and straightforward approach ensures that this won’t test anyone that wishes to play it. If you come into this expecting fast-paced, explosive action, then you will be truly disappointed. Think of this as an adventure spoken-visual novel, and you won’t be far from the mark. Even though I don’t entirely understand the draw to this genre of game, I enjoyed every stage because of the interesting and witty tales that were told.

Why were the stories so good?

It could have been easy for EpiXR Games to create 12 individual tales that didn’t connect, but each had an underlying theme that connected each of the flies. Some links were more obvious than others, with characters talking about each other, and some were joined at an emotional or political level. Each of the chapters resonated with me, which was the aim of the developers. They want you to enjoy the game, but to look at how everything no matter how small has issues and problems that need to be overcome.

A beautiful and immersive world to explore.

When a game has limited gameplay mechanics to focus on, and its main concept is about exploring and losing yourself in its story, the visuals and audio need to be correct. Luckily, Life of Fly is fantastic to look at, and has an incredible soundtrack. The character you control has a golden glow to him, giving the impression that you command the spirit of the animal, and not the body. Each level has many details to observe. You will fly through several stages from; saunas, Christmas living rooms, dining areas, and many more. At a distance each look fantastic, but on closer inspection it looks dated. This isn’t a problem, as you rarely focus on one area for too long. A variety of colours and tones are used to enhance each area, you zoom past jovial bright scenes, to dank, dark areas that have a haunting gothic feel.

Though the mixture of landscapes adds a layer of emotion, the soundtrack is the champion here.  Each chapter has a unique tale, and the style and pace of the music beautifully accompany each one. The pace at which the audio plays emphasise the feelings expressed and brilliantly delivers the intended message.

The easy controls allow you to enjoy the moment.

Though I have my issues regarding the orbs, and the requirement to hunt these down. The control system is so easy to pick up you become one with the fly in front of you. Both analogue sticks move your bug, and this is the extent of the demand of the controller setup. Zooming around the world is a smooth and worry free experience. If you forget about progressing the game you’ll have a wonderful time. You’ll soar through massive doorways, past gigantic pieces of furniture, and through some amazing environments. It emphasises how small you are compared to the world around you.

Though I played through this several times, it’s not a game that I’d place in the high replay value category. I enjoyed every aspect of this title, but can see its limitations, and other than missing some key points on my first run through, there wasn’t any other reason to return. An easy achievement list is unlocked by playing from start to finish, and you’ll have the whole thing finished in between 1 and 3 hours.

Though its niche, it’s worth playing.

A genre that is very niche, but it’s one that is fantastically relaxing. Forget all your fast-paced shooters and challenging puzzle titles, this is all about the story and reflecting upon your own life choices. Do I recommend you play this? I do! It’s easy to play, beautiful to look at, and contains some delightful audio, and can be purchased here. Do you resonate with the tale of the flies? Only time will tell, listen to the 12 stories and be one with their way of life.

Review: Override 2: Super Mech League

As a kid who grew up surrounded by Gundam and Transformers, few games hold as much promise as those that put you inside a gigantic mech suit and send you into an arena to fight.

Override 2: Super Mech League does exactly that. You choose from a myriad of different mech suits and enter into an arena to duke it out amongst other giant robots to find out who is the best. It’s a simple concept that assures countless hours of fun. Unfortunately, this one manages to fall flat.

Aesthetically, Override 2: Super Mech League is a major win. It boasts solid graphics and a cast of memorable characters. There is Pescado, a giant fish-like mech who is slow and cumbersome, but ultra powerful. Sparkles, an effervescent robot who is no doubt inspired by a gumball machine. Everywhere you look, Modus Games has managed to create a memorable character. And, to bolster an already killer roster, they managed to secure Ultraman himself to join in the fun. If only the creativity extended beyond the appearance of the characters.

Not even Ultraman can save the game from stale, repetitive mechanics. Despite looking vastly different, the characters all operate in more or less the same manner. Sure, Sparkles shoots orbs at a character during her power attacks, and Pescado swings wildly from his waist, but there is nothing truly innovative here. Remember Voldo from Soul Calibur with his ridiculous movement patterns? That’s sort of what I was expecting. I wanted each mech to feel unique and effective in their own right. Instead, they end up feeling a bit like a reskin of one another, primarily with changes to their speed or damage capabilities.

Let’s address the main problem in Override 2: Super Mech League. The mechanics are absurdly exploitable. Without seeking it out, I was able to find an unbeatable combo on nearly every single character. Nya is the most overpowered of all. As a lithe, cat-like mech, Nya is one of the quicker robots on the roster and is nearly unbeatable as a result. No matter what opponent I faced, I could simply left click and right click (a simple punch combo) my way to victory. Seriously, I beat the entire campaign in this manner. I’d always get the first shot off, and then my opponent would be stun locked for the entire fight. If I managed to get them into a corner, forget it.

The items on the map only compound this issue. They could have been useful to add a little diversity to the monotonous mechanics, but instead they stand as another aspect to be exploited. Again, they did a great job designing multiple unique items from a pulse rifle to a spear to a giant hammer, but they are all ludicrously overpowered. The AI had basically no idea what to do if I picked up a spear. They would just run forward endlessly, getting knocked down, until the item broke.

In fairness, Override 2: Super Mech League actually tries to match you with human players before every match. This might have remedied most of the issues I was running into, except it never happened. Despite letting the search timer expire every time, I never encountered another human player. Instead, I was forced to battle my way through the woefully ill-equipped AI. It was the same old thing, time and time again. Start the battle, get the first hit, and force my opponent to the edges of the level where they would be locked in a combo. Within a matter of hours, I had beaten the entire League mode (the equivalent of career mode).

I need to talk about the stages. When you compare them with the effort that was put into the characters, they feel downright sloppy. First, they are too small across the board. It takes, at most, a few seconds to cross the majority of the maps. And, they are all littered with pointless obstacles and elevation changes. When you’re controlling clunky, gigantic mechs, you aren’t going to be able to perform precise platforming. They only serve to get in the way for a moment before your character naturally moves around them. Also, with a notable lack of destructible features or interactable objects, the stage always feels kind of empty.

Override 2: Super Mech League is currently wasted potential incarnate. It looks good, and it has all the aesthetic bells and whistles one could ask for, but the heart of the game is lacking. The mechanics are stiff, clunky, and all too exploitable. The levels are unimaginative and feel even more unusual when compared to the wonderful character design. As it is, the game looks great, but is a glorified button masher that is in desperate need of innovation.

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.