Call of Duty Warzone Mobile has been well-received. However, you may be concerned that you won’t be as competitive when playing on your mobile device. Well, worry not as Turtle Beach has you covered. This exceptional manufacturer has created some amazing peripherals for mobile gaming. Accordingly, you’ll enjoy an elite match-winning edge.
I’ve reviewed the Atom controller and the Recon Cloud controller. Consequently, I know how good both peripherals are. The latter is a more traditional approach that is larger and heavier than the Atom. However, the Atom is a compact and unique design that’s a real head-turner. Accordingly, whatever option you pick, you’ll love how it changes your experience.
Controller details to improve your Call of Duty Warzone Mobile gaming.
Turtle Beach Atom Controller (iPhone and Android).
The Atom Controller brings the familiar console-style controller feel to mobile gamers, with ergonomic handles that keep hands relaxed and comfortable during those hours-long gaming sessions. The Atom Controller comes equipped with full-size thumb sticks, a D-Pad, bumpers, triggers, and ABXY buttons, plus view and menu buttons for precise responsive controls.
Turtle Beach Recon Cloud Controller.
The Recon Cloud Hybrid Controller combines the best of both worlds for mobile gamers on Xbox and PC. Gamers can play longer and in total comfort thanks to the Recon Cloud’s ergonomic shape and cooling grips. The Recon Cloud’s adjustable phone clip securely mounts all compatible Android phones – nearly any sized phone, even in its case – above the controller, and when the clip is detached, it converts into a tabletop stand.
Where to buy the controllers?
Both controllers are available now from major retailers. However, the Atom controller can be purchased here, and the Recon Cloud controller can be purchased here! If you wish to improve your mobile gaming experience, then I suggest you look no further than either of these peripherals.
(More information on Turtle Beach can be found here!)
Highwater is a cruel parody of our future existence. Its brutally honest tale of human mismanagement is cutting and painfully accurate. As the world of video games and reality combines, it is a stark reminder that we can do better. Moreover, it is a slap in the face of the higher powers. The clear social divides and the impact it has is plain to see. Consequently, the overarching plot will resonate with many gamers.
This adventure title was developed by Demagog Studios and published by Rogue Games. What’s more, there are strategic elements as turn-based combat is a key element. Yet, this concept serves as a break away from the chilling story. Subsequently, though it is interesting and challenging, the plot and its colourful characters always sit at the fore.
Highwater tells an unfair tale.
Social divides and all the unfair trappings are nothing new. However, this doesn’t make it any less insightful or emotionally driven. The unfair balance between classes and the sense of loss and despair are key layers in the cruel and unfair nature of Highwater.
This post-apocalyptic adventure title focuses on a young person called Niko. This instinctual survivalist has worked hard to stay alive in a flooded world. Sadly, pirates, insurgents, and a lack of resources leave Niko with few options. Accordingly, a plan must be created and breaking the rules is the only way to stay alive. Therefore, you must take to the water and break through the walls that protect the wealthy and upper-class members of society.
Straightforward mechanics.
The plot leads you to think that Highwater would focus on adventure elements. Well, this isn’t exactly the case as turn-based combat is the dish of the day. If you are familiar with this genre, you won’t feel out of your depth. Yet, there is a slight learning curve if you lack experience. Effectively, the hero and their party can move a certain number of spaces across a grid-like map. Furthermore, they can combine skills to tackle an array of foes.
Alongside this, each character has set items and weapons to be used to your advantage. This adds a layer of strategy to an otherwise rudimentary affair. Though the mechanics are straightforward, the action will test your skills. Consequently, you cannot simply bum-rush each interaction and expect to succeed. It was this cat-and-mouse approach that helped to keep me going during the low points in the story.
A linear world.
The minor exploration layers follow a linear pattern. Moreover, each tiny island is blocked by invisible walls that keep you on track. Now, this may seem annoying, but it wasn’t. I liked the lack of freedom and the deliberate desire to keep the story moving. Additionally, the drip-fed collectables help to piece together untold portions of the story.
Highwater looks great.
The rich colour palette juxtaposes the cold and callous nature of the story. I adored the beautiful floating world and the small parcels of land. Moreover, the excellent camera angle and the simple grid-like maps ensure that the action is easy to follow. Finally, the art style has a dreamlike quality that is touching and upsetting in equal measure. The sense of wonderment and life is devoid of the cruel and senseless reality.
The audio does a great job of bringing each layer together. The lush and calm exploration music differs from the upbeat tones of each combat encounter. Alongside this, some pleasant, sombre and melancholy scenes add drama and emotion to the plot.
Excellent controls.
When a game combines multiple genres, there is a risk that things get messy. Luckily, the excellent controller layout and the responsive inputs work well. On top of this, the simple tutorial helps you to understand the fundamentals. This excellent approach lets you focus on the story and little else.
Highwater is sadly lacking when it comes to replay value or longevity. Its linear gameplay prevents it from dragging you back for more. Yes, the strategic layers may give you a unique experience, but this isn’t enough. I wanted there to be more collectables and different things to discover. Thankfully, the first playthrough is good enough that this isn’t too much of a problem.
Highwater is a good but tough-to-swallow indie title.
Mechanically, Highwater doesn’t break the mould. However, the story and the setting are phenomenal. The parodies of our potential future lives are apparent, and the cruel social model is disappointingly accurate. As such, much of the plot will resonate. For these reasons, I recommend buying it here! Can you undo the unjust social divide? Explore the world, help those in need, and make your future better.
Abtos Covert is a surveillance horror game. The genre, known to a much wider audience through the success of Five Nights at Freddy’s, has been kept eternally alive by smaller indie gems. This one is no exception.
It doesn’t reinvent the wheel, nor does it attempt to do so. It is a product priced appropriately, which respects your time and lasts long enough to make sure you won’t forget the stress and tension anytime soon, despite its short runtime.
MountAbtos Is Fitting Setting
Abtos Covert takes place in Mount Abtos, during what seems like the twentieth-century, likely post World War II. You are a soldier tasked with keeping an eye out for intruders at a military outpost, placed in the middle of nowhere. From the little you can see through the near pitch-black darkness, you are surrounded by trees.
The objective is simple: keep the place safe during the night, for five nights in a row. Your shift begins at midnight and finishes at 8AM. Good luck.
A Great Tutorial
Short games often go overboard with their tutorials. Having a bit of a lengthy, explanatory tutorial in a massive RPG that will last you hundreds of hours, or even a 20 hour-long game, isn’t ideal, but it is fine. Doing so in an experience that is meant to last as long as a movie though, absolutely isn’t.
Abtos Covert nails this expertly, with a tutorial that works well in-universe, and starts immediately setting the stage for the tense five nights that lay ahead of you. Everything is explained to both you, the player, and the soldier, your character, by Captain Panos Karagiannis.
He communicates with you through the radio, and you can hear him throughout the entire playable area. He will tell you how the game works, while also telling the soldier how to handle his first night on the job.
The tools he presents you with are simple:
You have fourteen cameras to keep track of. One of them doesn’t work, don’t worry about it.
There are three motion sensors that warn you that something is coming. This will let you know which camera you’ll have to pay attention to.
There are spotlights on the top floor, these will come in handy soon.
There are lockers spread throughout the outpost big enough to fit a person (spoiler: you),
The ventilation system needs to be turned on manually in each vent, this will matter later.
Sometimes the fuse box malfunctions and turns your cameras off, just run out and quickly fix it.
Following the initial tutorial night, the Captain will give you new information as you need it. He never spells it out, and always says it in a way that would make sense in a conversation between a superior and someone who’s new at their job. These teachings are also intertwined with the game’s discreet lore, which is a great touch.
The Dangers That Lurk
Without spoiling too much, there are a few different entities lurking in Mount Abtos. Each of these enemies has to be handled differently, always by using brain, not brawn. Despite being a soldier, you’re never given a gun and have no real way to fight your enemies.
They approach in different ways, force you to interact with different areas of the game and, crucially, all need to be handled in a specific manner. This means that it is easy to defeat one of them, alone, but when they hunt you simultaneously, your heart rate will quickly elevate.
The extremely simple blueprint laid-out by Abtos Covert never becomes complicated or convoluted, but remains engaging and stressful for the game’s short runtime.
Handling all systems at once in the final two nights, while strange noises are heard throughout the house, is truly terrifying. The game expertly uses distraction and unexpected obstacles (like the fuse box) to make you second guess your memory, and that’s when Abtos Covert truly feels like a terrifying psychological horror.
The jumpscares are few and far between, the sound never becomes unnecessarily loud, but the sense of unease brought on by feeling like you’re completely alone is elevated to a whole other level when you start doubting your own actions. The fuse box will go out and you’ll forget which camera one of the enemies was last seen in because, when you were getting back to your post, the alarm started ringing and the kettle started whistling by itself.
Might the enemy have gone past already? Are you just waiting patiently for your inevitable doom?
Visuals And Sound- The Horror Game’s Secret
Built in the Unity engine, Abtos Covert is a humble project. With that being said, the very short scope— the game literally takes place entirely in the same military outpost— and the clever use of lighting make it look great.
The enemies can sometimes look a bit goofy, depending on how much time you spend looking at them, but, for the most part, the game looks quite good.
The visuals do add to the tension, but the soundscape is what really sells Abtos Covert. The sounds are varied enough to not become repetitive, so they always remain nerve-wracking. The game also cleverly uses sounds as important information cues, forcing you to pay attention to them.
The ambience and overall vibe of the game is excellent, and it is in a large part due to a great implementation of sound design.
Abtos Covert IsScarier Than Most Horror Movies
For the price of a movie ticket, and with a runtime similar to a lot of movies, Abtos Covert is an excellent choice for someone looking for a couple of scares.
If you’re a fan of horror in general and haven’t given surveillance games a shot, this is also a great place to start. It is simple and does not overstay its welcome. It is available to purchase on Steam for 8,79€.
The Z4 4-Port GaN charger from Acefast will revolutionise your workstation. This compact device looks great whilst delivering game-changing power! The 4 ports are capable of up to 218W of output. Consequently, this charger is compatible with many modern devices.
Alongside this, its professional finish looks amazing on your desk or your bedside table. Alternatively, maybe you spend your time commuting. If this is the case, you’ll love the robust and versatile finish. Whatever reason you wish to use this device, you’ll be blown away by its build quality and its price.
What’s in the box of the Z4 4-Port GaN charger?
The compact packaging is robust and informative. Additionally, it can be recycled.
The Z4 4-Port GaN charger is surprisingly heavy. It has an HD screen, a mode button, and 3 USB-C ports and 1 USB-A port. At the rear is the port for the power cable.
Charge the device with the 5-foot power cable.
Learn the basics with the user manual.
Technical aspects.
Though the Z4 4-Port GaN charger is full of tech, it is wonderfully simple by design. The 4 ports can be used individually or simultaneously. At full power, the device can output 218W. Accordingly, you can enjoy 4 charging modes. 2x100W USB-C and either an 18W USB-C or USB-A port. 3x65W USB-C and 1x18W USB-A, or 100W USB-C, 65W USB-C, 30W USB-C, and 18W USB-A.
It is this versatility that makes this charger particularly impressive. At the touch of a button, users can click between each of the 4 modes. This simple task adjusts the output of each port whilst improving the suitability of your charging needs. Moreover, the impressive 1.3″ HD screen highlights your voltage and power. This visibility and usability help you to charge your devices correctly, safely, and quickly.
Safety and compatibility.
Talking of safety, this charger is loaded with modern safety features. Consequently, there are no concerns whenever you plug in your latest gadget. Thanks to the Over-Power, Over-Voltage, Over-Charge, and Over-Temperature protection, your gadgets and your house/office are in good hands.
If you are like me, you’ll have all the latest tech. You’ll want to charge it without concern if that’s the case. Fortunately, this GaN charger is compatible with modern Apple products. Furthermore, it is suitable for the Google Pixel 8 and 8 Pro, Samsung S24/S23, and many more. Subsequently, you may charge your latest technology with ease.
Build quality.
I was impressed with the charging capabilities, usability, and safety features. However, the build quality was just as good. The combination of a classic metal case and a transparent front plate was a great choice. Additionally, the vibrant HD screen and colour-labelled ports were spectacular.
On top of this, the simple and clean design has a professional edge. I adore the refined approach and the ability to declutter my workstation. Moreover, the compact design ensures that this is the perfect option, even if your desk is tiny.
Is the Z4 4-Port GaN charger worth it?
If you want a powerful, compact, and professional charging tool that won’t break the bank, then the Z4 4-Port GaN charger should be on your radar. This versatile and user-friendly device is ideal for busy households and hard-working office staff. Accordingly, I love it and I recommend buying it here! If this review has piqued your interest, Amazon is offering 10% off the RRP. Furthermore, use code ACEFZ410 and get another 10% off the RRP!
Is there a horror series more cursed than Alone in the Dark? Any franchise that gets a Uwe Boll film has got to have some black magic involved in its origins. The original ’92 Alone in the Dark is regarded as a grandfather of the 3D survival horror genre but the initial sequels never quite recaptured the magic. Alone in the Dark: The New Nightmare in 2001 lit the flame again somewhat, before 2008’s Alone in the Dark: Inferno snuffed it out. The less said about Alone in the Dark: Illumination, the better.
But nine years after that trainwreck, we’re back again with a reimagining of the original game. No subtitles for this, just straight Alone in the Dark. I’d normally look down on this sort of reimagining but the series has long been hidden from the spotlight, so maybe it was time. The end product is a mixed bag, which I think is the result of taking inspiration from Resident Evil, another cursed series. The problem is, when you’re taking bits from something like Resident Evil, you need to take everything. Otherwise you end up feeling, rather appropriately, like you’re trapped between worlds.
(Not Quite) Alone In The Dark
Alone in the Dark opens with Emily Hartwood arriving at Derceto, an insane asylum housed in a fancy manor. Turns out the Hartwood family has a history of going loopy. Her reason for turning up is a letter she received from her uncle, Jeremy, where he intimated that he was being abused by the staff. When they arrive, he’s gone missing. To help her out, Emily hires a private detective, Edward Carnby, who tags along, complete with fedora. You can choose to play as either character, though there are little differences between the two campaigns, save for a small section at the end where it digs into their backstory.
On the large scale, I quite enjoy the story. I stuck with Edward for the first run and it wasn’t long before Derceto started being infested with a nightmare world. The characters are constantly thrown between the worlds, sometimes on purpose, sometimes at random. The fact that we’re essentially exploring the corners of Jeremy’s mind means we can go from a noir setting to a creepy Egyptian pyramid fairly smoothly. Still, on a more granular level, the writing presents issues. Our heroes are fairly boring, for example. Edward is entirely cliché – a drinking, smoking, and grumbling PI.
Not even David Harbour, bless him, can save it. Partly because his heart doesn’t seem in it, but so many voice lines are just blandly restating facts that I can’t really blame him. He reacts to the Lovecratian horror in front of him like it’s just mildly perturbing. Jodie Comer puts in a slightly stronger effort as Emily, though. Still, I did quite like the world that these characters are thrown into. The ‘nightmare’ world is appropriately gross. It’s overgrown and saturated in rot. Enemies are covered in weeds, or held together by writhing masses of worms, which I like. There’s a lot of potential for some goopy, wonderful horror here. Problem is, I didn’t find Alone in the Dark very scary.
Puzzling With The Lights Off
That’s quite a damning statement to slip into a review, so let me backtrack a bit and say that Alone in the Dark does know how to build atmosphere. For the first hour or so, I was very much on the edge of my seat. There’s the right amount of wet, squelchy noises and I like how Alone in the Dark doesn’t make too much fuss about introducing its enemies. Half the time, you turn a corner and there’s just a weird, gyrating shape at the end of the street and you need to figure out how to handle it. The combat can be pretty panic inducing too. Squelchy monsters don’t care for pistol shots, and backpedaling while firing at an encroaching monster can be harrowing.
The gunplay isn’t too bad. It’s the biggest pull from Resident Evil after all. There are three main guns, the pistol, the shotgun and the Tommy gun and they all feel quite good to use. Ammo is relatively scarce, keeping things tense. There’s also melee combat. It’s fairly clunky, which isn’t bad in this case as it adds to the feeling of panic, though the weapons have durability, which feels like a misstep. The biggest flaw in the combat, though, is the stealth. Simply bending your knees makes you completely invisible to monsters, even when walking right next to them. That rather snapped the enemy threat over its knee with a squelchy crack.
Still, it’s not all shooting enemies here. In-between these nightmare sections, we return to Derceto to continue piecing together what’s happening at the asylum. There are quite a few light puzzle sections, which I did enjoy, but it feels a bit like old-school ‘Adventure Game’ logic at times. Some doors are held shut by a door wedge, for example, which you can’t knock away until you find a palette knife. God forbid we use something else, like the end of our shoe. That’s when we’re not just finding a constant stream of keys. The puzzles were good; endlessly wandering around the mansion, trying every door, was not so good.
Alone in the Dark – Stop, Start, Stop
The other problem these puzzle sections bring is that it feels like the horror has been portioned out. With a few noted exceptions, combat never happens in the Derceto sections. Once you realise that, all tension is released. Horror relies on a constant feeling of tension; letting that go ultimately kills it. A rollercoaster would not be exciting if it kept screeching to a stop. What Alone in the Dark should have taken from Resident Evil is how to be relentless. If you want an action shooter, then you need to make us feel like we’re always a second away from being overrun. Alone in the Dark’s monsters are actually fairly scarce, all things considered.
There’s one section where you encounter a giant monster, which looks like it could obliterate you with one swing. I was geared up for a terrifying chase through the swamp. Nope. We evade it in a cutscene and it never comes back. Alone in the Dark keeps raising the stakes and then forgetting to do anything with them. It’s stuck between two worlds. The poor writing and constant upsetting of the tension mean it can’t function as psychological horror, but the flawed combat and relative enemy scarcity mean it can’t function as a Resident Evil style action horror either.
The ultimate flaw, though, is that it never got me to care about its characters. It’s hard to appreciate a character slipping into madness when you don’t really know them to begin with. A footnote in a book that hadn’t gripped me. Alone in the Dark isn’t a terrible game, but it does make me think it’s time to turn the lights out on this series.
Spaceman Movie Review: in this occasion, this movie is starring Adam Sandler in his dramatic era!
And I’m all about it!!
Also, here for reviews and honest opinions to support what you could expect from the movie.
Why did I rate it with only 2 stars? What I liked and disliked? And more!
Let’s see it!
Spaceman Movie Review with 2 stars rating.
Spaceman Movie Review – About ‘Jakub Procházka’. First Czech Republic’s Astronaut.
I really loved the fact this movie was focused on real life events and such unique topic, as it is being the first astronaut from a country outside the US or Russia!
But…
As tough as making a movie is…
It flopped for me.
And I’m not referring to the visual party and brilliant effects this movie has!
And I’m not talking about Sandler’s acting. Because I think he made a multilayered performance and indeed portraited how this person may be feeling while living in the same place for such a long time, and far from the love of his life.
Not to mention how interesting is to see comedy actors transitioning to drama (even though he is been all in for a while).
Is popular knowledge that comedy actors simply know how to act when it comes to dramas.
And also, not talking about the cuteness of seeing Adam Sandler letting her daughters do cameos with him in movies.
Nepo baby vibes? I don’t think so.
Ok, I think it’s clear by now. I’m not specifically ”destroying” those parts of the movie.
Adam Sandler and daughter Sunny – people.com
But indeed wasn’t the most never-seen-before story.
While Carey Mulligan keeps smashing all the roles she gets.
I personally, didn’t develop any sort of ”empathy” for the character’s problems and conflicts.
I simply didn’t see any point on bringing this type of movies back!
And I hate making comparisons like this one, or between such detailed-oriented pieces of art as it is making a movie. But this time I’m making an exception simply because of the genre, style, type of story, and story goals.
Absolutely boring, repetitive and predictable.
What can I say?
I already mentioned this movie wasn’t unique at all and didn’t see the point on bringing this story to life.
And not happy with this fact. The main character experiences some kind of trance where it’s companion, an imaginary alien spider (Paul Dano). Replicates the regretful past of the astronaut, with the intention of providing mental health support, for abandoning the love of his life to accomplish the task of going to space for a mission to go to Jupiter.
Sadly, there’s such predictability within the entire movie, that losing focus is just the most accurate course of action as an spectator.
If the goal with this movie was to feel any sort of regret for our decisions in life. Then, deciding to watch this film is an absolute sorrow in itself.
dexerto.com
Movie ratings do not define films
If there’s something where I could agree with this movie’s director Johan Renck.
Is that our lives are an entire contradiction and brings us the perfect space to have multiple opinions about the same things.
And over complicated ”things”.
Such as movies.
Also, at the same time, create a sense of regret for saying or doing certain things we no longer support.
I hope that made some kind of sense!
But my point is, deciding between watching this movie or not. Wouldn’t mean, that deciding to watch it after all, would mean a waste of time in any way.
Movie ratings are, in my opinion, just a vague overview over some group of people’s random opinions.
This movie in particular, is as predictable or as unusual as you yourself will perceive it based on your own life experiences.
I would simply recommend taking my humble and honest opinion as a guide.
And choose to watch it or not, based on whatever feels best for you!
Isn’t that deep after all, I complicate things!
Thank you for reading.
If you enjoy movie or game reviews. Please, don’t forget the awesome content showcased here in the web!
Winter’s Wish: Spirits of Edo is another title developed by Otomate that can be added to the niche collection of otome games, a Japanese genre of story-telling particularly targeted towards girls and women. Typically, players play as a female protagonist and aim to develop a romantic relationship with one of the male lead characters.
Winter’s Wish is a pure adventure otome game that supposedly takes place in the Kyoho era of Japan, however, suffice it to say that it is not quite historically accurate. The game can definitely appeal to those appreciate of historical fantasy; while there are some period-based lexicon and attention to minor details, Winter’s Wish is more-so a fun, fantastical journey with the main goal of achieving romance.
The otome fanbase predominately resides within Japan, China, and Korea, but there is a sizable amount of dedicated fans in the US and other countries. Winter’s Wish was released on the Nintendo Switch with an English translation on May 18th, 2023.
The dread of threads
Winter’s Wish begins with a young woman named Suzuno, who has been living in isolation for years atop a snowy mountain following her father’s death. She had been chased out of the nearby village after being deemed a demonic entity, because Suzuno harbors this curious ability where she can see “threads” around people’s necks. These mysterious “threads” can present themselves in a variety of colors which depict the wearer’s emotions and potential fate. Suzuno recognized that she is the sole person of this ability since the age of nine, and talking about them incites fear in her neighboring villagers.
For example, red threads mean that the individual is angry and blue threads indicate sadness, and so on. However, Suzuno becomes very uneasy when she detects black threads, which indicate that something absolutely terrible is about to happen to someone.
One day, Suzuno encounters two unknown samurais and they tell her that the shogun has requested her presence. One of the samurais, Tomonari Takamura, reveals that they are part of the shogun’s “oniwaban,” a top-secret group tasked with extinguishing these frightening monsters that are popping up all over the place. Since Suzuno now knows of this secret group, she has no choice but agree to meet the shogun. However, before they depart, Suzuno detects a mass of black threads encompassing the entire village, spelling a certain doom . . .
A tale of the Kyoho era, again.
The plot of Winter’s Wish is rather iffy. It was hard to take seriously and will certainly not appease those who value strict adherence to historical accuracy. However, taking place in the Kyoho era is merely a setting placer to provide character and background aesthetics, as well as to give a general timeframe of when these story events are happening. Otome games all kind of blur together in this regard.
Suzuno, the player character, is of importance to the oniwaban because she is able to predict and detect the “blightfall,” which are demonic monsters brought to tangible fruition via the negative emotions of people. The black threads reveal the presence of these monsters. The main plot of Winter’s Wish is accompanying the oniwaban on their missions, but fortunately the story prevents itself from becoming overwhelming and muddled by dividing its game paths into three districts: the Castle Town, the Entertainment District, and the Samurai Town. This separation allows for individual story arcs and more involved, fleshed-out interactions between Suzuno, the bachelors, and other minor characters.
Strange routes to romance
The main story aside, most people play otome for the love and romance, and Winter’s Wish has got plenty of that. After the prologue, players get to choose which district they want the story to follow and each of the three districts contains two different eligible bachelors. All routes are two chapters long, and once one specific bachelor is pursued, there are more chapters to follow.
The eligible bachelors include: the quirky Tomanari, the caring Kunitaka, the cocky Kinji, the vivacious Ohtaro, the serious Genjuro Kuga, and the lackadaisical Yoichi.
In order to purse one of these love interests, players must accumulate affection by selecting the correct choices when prompted. Different bachelors have their own personalities and means of interpreting reciprocating affection from Suzuno. When successfully pursuing a love interest, you unlock that bachelor’s “Affection” ending or “Sorrow” ending. The final decision the player makes which determine which ending is received. There are also several “bad” endings, which are kind of like “game overs.”
You can pursue any male love interest in any order accept Tomanari and Ohtaro. Tomonari’s route will be unlocked once you have completed at lease one other route, and Ohtaro will be unlocked after you finish the affection ending for Tomonari.
I initially went for Kunitaka, who presents himself to be easy-going, patient, and protective. He certainly gives off this fraternal vibe, so it was a little awkward for this slow-burn friends-to-lovers arc to blossom. Kunitaka is a very sweet man and the story with him is fine; he has got a little bit of angst as he feels inferior to the other members of the oniwaban. Otherwise I would not say Kunitaka’s route is interesting in a visual novel sense. A great boyfriend for reality, just decent in fantasy.
Literally objectified love interests
The wild thing about the bachelors of Winter’s Wish is that Suzuno cannot read their threads . . . because the male leads are not actually human. The members of the shogun’s oniwaban are “vessels,” or inanimate objects that have acquired a soul. Vessels look human, and need to eat, sleep, and develop relationships. However, the oniwaban vessels have their memories and hearts sealed in order to efficiently fight against the blightfall with their “Snow Sacrament” ability. As such, falling in love with Suzuno and rediscovering their inner memories and feelings can have detrimental consequences.
As Suzuno grows closer to any of the guys, the story unfolds in a myriad of interesting ways. Each character has their own backstories, character strengths and unique flaws. Both Suzuno and the men learn to love and become vulnerable, offering some well-written dialogues and character development. Suzuno does not need the ability of thread reading in order to understand the thoughts and feelings of her beloved. To be honest, every single storyline provides a likeable romance. Each character is distinct and charming enough to win over any sort of player, and it is highly recommended to play through all six romances!
Lots of telling, not much showing
The illustrations of Winter’s Wish: Spirits of Edo are phenomenal, so props to the leading artist Nagaoka. Every character was dressed aesthetically pleasing and did give off an Edo period feel, and Suzuno and the love interests had a nice, vast array of visual emotions.
The soundtrack is also really appropriate to the settings and well-orchestrated. The sounds are gentle and whimsical, and do not distract from the ability to read attentively.
While the artwork is phenomenal, unfortunately a lot of the minor and background characters do not receive visuals at all. There is simply not enough illustration. Winter’s Wish is one of those games that majorly relies on telling you what is happening, rather than showing you. Some action scenes that could have had a lot of potential–such as combat against the blightfall–are hardly depicted. There is an initial banner portraying a spider-like monster, but nothing to follow throughout the game. The most one will witness is quick slashing of swords and several sound effects.
Perhaps the lack of visual offers a proactive use of the imagination, but frankly, otome visual novels like Winter’s Wish hardly feel like a video game at all. Players get to make choices to win the affection of a bachelor, and even then, the interactions are scarce. For the most part, there are only two to three dialogue options you can pick from. The first several of hours of playing Winter’s Wish, I hardly touched any buttons at all except to save the game and check the dictionary. Due to the lack of actual gameplay, there were times that the story felt sluggish and lost my interest entirely. Otome is incredibly niche in this regard.
Final thoughts
If you are generally a fan of otome, I would say that Winter’s Wish: Spirits of Edo is decent enough. Players get to read and enjoy a fantastical tale without doing much else, aside from the occasional decision-making. The game takes about ten hours to beat at least once, but certainly much longer if you are aiming to complete all possible routes and sift through extra content.
The characters are charming, fun, and infused with sweet and exciting romances. Any and every route is steadfast and detailed and the relationship development is fun to read. It is impressive to say the least that there truly is not a single dislikeable character, even when he or she is not one’s cup of tea.
In personal taste, I am not much of a fan of visual novels. The lack of player input is rather disappointing and not being able to see visuals for most of the story and combat feels lackluster. Winter’s Wish is cute, but a bit of a bore at times. Otomate has made lots of other titles like Cupid Parasite, Code: Realize, and Collar x Malice, which offer better writing overall.
NOTE: Demolish & Build: Classic was reviewed on a PS5. It’s also available on PS4 and Switch.
INTRO: The Rise of a Classic (Heh!)
Demolish & Build: Classicwas released for PS4, PS5, and Nintendo Switch on January 21st, 2023. It is a game about an employee in a demolition company that is in debt. Is Demolish & Build: Classic a good, solid foundation for a new series (Kinda like Silent Hope)? Or is it a terrible game whose hopes for branching out into a franchise should be demolished?
STORY: You Destroy and Build stuff… okay?
The story is quite basic.
Basically, the story for this game is rather simple. A bit too simple, personally. You’re an employee in a company that is in deep debt and it’s up to you to clear that debt by destroying stuff in various contracts, but avoiding the destruction of innocent, non-designated property to ensure max profits at the end of each contract.
GAMEPLAY:Demolish & Build: Classic Has You Destroy and Build stuff
The gameplay of this game is a bit complicated. The controls were tough (for me!) to get used to. The vehicle controls were difficult to adjust to. The game tries to help with a constant display in the upper-left corner detailing the controls and which button does what, but the font is so small!! It’s hard for me to read, due to glasses, so this game does not cater well to those with poor eyesight.
In addition, the map in the lower-left corner of the screen does NOT convey where to go too well, nor do the objective pop-ups help much either. The latter especially does NOT tell you a direct route to get there. I suppose it’s a way of open-ended navigation to each objective…
FINAL THOUGHTS: A Mixed Foundation
In conclusion, the game is a mixed foundation, but it does do its simple job well enough. It did well enough to get 2 more sequels, for some reason. Did this game deserve to get 2 sequels? Maybe. I did at least have fun with the game while I played it.
We tend to drop all hope for anything with the word simulator in its description but my experience with the aquarium simulator game, Aquarist was anything but. As I perused through the functions and steadily completed task after task, I found the experience to be nothing short of inspiring.
The journey that I have undergone in my time playing Aquarist, can only be described as life changing. The amount of love and care that fills this Aquarium building and selling simulator cannot be underestimated. Truly, I found myself drawn back to the game, time after time, looking to see what else it would throw at me this time.
FISHIES!!!
From the very beginning, it was made clear that this was not just any Aquarium builder. Believe me, the research placed into making sure that the process of building the aquarium and ultimately taking care of marine life was top notch, but that is not what truly sold the experience for me.
Once the tutorial ends, we are guided by our father to a trashy garage and told to convert it into a shop. It was here my pessimistic mind first began to think that the charade was over and that the repetitive grind to boredom was to begin
I was wrong.
After I finished cleaning up, the junk either trashed or sold, the garage started to bear exactly what was in store. Transparent outlines became visible by the walls, each unveiling a shelf filled with items. Many tables came available for me to place my aquariums. I got to work!
The better you build, the more your fish are worth…. The more the fish are worth, the more they reproduce, the more they reproduce the more there is to sell, the more you sell, the more money you have to build. This cycle would continue on and money would increase.
It keeps evolving:
Customers come in, you have to keep the store stocked.
Private contracts that would teleport you to the clients locations (each time some place unique). These clients would have you fix or build brand new aquariums.
For every job, there would be a fee, and it was up to you how much you wished to spend to get the job done, as you were free to keep whatever remained.
The marine often sends special samples of endangered fish, tasking you with increasing their numbers and selling them off. In return, you would get the ability to now buy those fish from markets.
But what is the goal, you ask?
At the top of the screen, the objective read clearly… make 10,000 in cash to unlock the Aquarium. Reach the goal and you will get a bigger store with more tasks and even more places to put fish. Reach the goal again in the new shop and you get an even bigger place to run your business. The grand gameplay loop could keep one hooked for hours and hours on end.
In the start it seemed difficult to play but soon, money started rolling in and the target was reached.
Meh…
The tale of Aquarist is nothing out of this world and it does not have to be. You are a young fish lover aspiring to be a renowned businessman in the field. All dialogue and story push that narrative and do not really affect the way you may choose to play this game.
Niggles:
Aquarist has some annoying quirks that can bother players. Sometimes, you have to walk a long way just to do a simple task, which feels like a waste of time. Also, some things that should be easy, like taking fish out of the tank, end up being a pain because you can only do it one fish at a time.
Another problem is that the game doesn’t explain well if certain fish can live together peacefully or not. This can lead to surprises and confusion when your fish start fighting unexpectedly. It would be better if the game gave clearer advice about which fish can get along in the tank, so players can avoid problems and enjoy their aquariums more.
The sound can be inconsistent, with some elements being quiet while others produce ear-shattering noise. (Note: Keep sound down when picking and putting down aquariums.)
But these are just as they seem, just niggles and minor inconvenience that are easily overlooked in the vast offerings of this game.
What an Experience!
As my time with Aquarist comes to an end, I find myself longing to play more of this wonderful experience.
Yes, it may feel a tad bit slow at times but with a little push, any true appreacter of games, will easily spend hours in this wonderful little game. It is quite evident from the get go that a lot of effort went in. As the game proceeds, this feeling only becomes better and the loop more enticing.
Torn Away is a hard-hitting experience that will test your emotional state. This hard-to-swallow title ploughs its way through challenging subject matter and tough-to-watch interactions. On top of this, it blends childhood innocence with the brutality of war. The result? A captivating plot that will bring a tear to your eye!
This linear adventure game was developed by perelesoq and published by OverGamez. Moreover, it is distinctly visual novel in its approach, ensuring a slow and deliberate time. This voyeuristic style may not be for everyone. However, consider this an interactive visual novel as there are plenty of puzzles to complete and areas to explore.
Torn Away is uncomfortable to play.
War is harrowing enough. Yet, when you add a young child to the mix, you know that things are going to get messy. This immature emotional landscape juxtaposes the cruel adult nature of this World War II title. Additionally, every second of the 4-hour gameplay is punishing to watch. As such, if you are anything like me, you will have to take a break as the action unfolds.
You control Asya, a ten-year-old girl who wishes to lead a normal life. However, Europe is under siege and innocent families are being kidnapped to work in German labour camps. Months pass and Asya eventually escapes this prison. She may have got her freedom, but this young protagonist is not safe. Only when she passes through Germany and Poland back to the Soviet Union will this brave young girl feel at home.
Basic gameplay.
The story is undeniably heart-stopping and beautifully written. Furthermore, the layers of emotion and the cruel scenes that unfold will make you gasp with shock and horror. Yet, the story’s complexity isn’t matched by the simplicity of the gameplay. The rudimentary ideas allow the plot and the emotional state to stay centre and fore. It was this approach that makes Torn Away so incredibly touching and moreish.
The action focuses on a linear style that is defined by small areas and an array of basic tasks. Additionally, there is a blend of point-and-click ideas, simple 2D and 3D platforming moments, and some stealthy experiences. Each of these layers works exceptionally well with the harrowing story. What’s more, the plot never outstayed its welcome, even though it was emotionally draining.
Torn Away looks amazing.
A sombre game needs an understated and earthy edge. Thankfully, Torn Away delivers this during every scene. Moreover, there were occasional glimpses of hope and desire that were reflected in the lighting and heart-warming imagery. Yet, these beautiful moments are few and far between. Accordingly, the story drags you through some grim and uncomfortable encounters that are tough to watch.
The audio enhances the sinister and brutal nature of the gameplay. The cold ambient sounds and awful reminders of war will chill you to the bone. Additionally, the acting delivers a blend of light-hearted and dark elements. It was these cold and calculating moments that rammed home the tough storyline. The innocence of the protagonist is never lost. However, her emotionalised dialogue and desire to return home will test your resolve.
4 hours is a long time!
Torn Away uses a simple approach throughout its short playtime. Yet, with so many items to select and loads of puzzles to complete, it could have been a pig to play. Thankfully, though, the inputs are responsive, and the controller layout is intuitive and well-considered.
4 hours doesn’t seem that long for an indie title. However, you will not be able to complete this in one sitting. The brutal nature of the plot and cruel themes ensure that you’ll need a rest. Furthermore, if you rush your way through this, you are bound to miss fine details. As such, I recommend taking your time with this exceptional game.
Torn Away is a spectacular indie game.
Like every great war film and game, Torn Away will stick in your mind. Every moment was practically perfect, even if it was tough to swallow. The cruel gameplay is beautifully written. Moreover, the characters are interesting, and the environments are breathtaking. Consequently, this is a spectacular indie game and I recommend buying it here! Can you make it home? Complete the puzzles, avoid detection, and encounter some horrific sights.