Starvester is a short incremental video game that wants you to believe that you are building an interstellar empire from the ground up through smart automation and incremental processes. For the beginning of its runtime, it delivers on the promise, but shortly, it starts to show its flaws and frustrating design choices. Starvester aims to harvest the power of the stars, but never really reaches escape velocity to do so.
The Good: Atmosphere and Early Hooks
When you start a run in Starvester, you are provided with a small planet in a wide space and are asked to build an interstellar empire. The idea is there, and it is extremely interesting. It is also well complemented by its beautiful soundtrack, which delves deep into the astronomical and interstellar vibe. The swells, rhythms, and distant pulses make you feel like you are drifting through space.
The atmosphere and mood carry over in the early gameplay loop, which is fun and satisfying. A player gets to see how the game actually works and gets a sense of momentum in the first hour as they unlock basic systems and see the numbers go up. Starvester introduces progression in the game through a skill tree and prestige system that layers in some roguelite DNA. Unfortunately, this is where the promise goes downhill.
The Bad: Pacing Problems and Tedium
The skill tree and prestige system is a very cool concept, but it is executed poorly. There is a lack of any meaningful upgrades, and the upgrades that are worth picking are extremely basic and lackluster. The pacing of the game is also extremely inconsistent. In the first hour, the pacing seems totally fine, but as soon as you prestige and start a new run, you start to see how much of a stretch this game is.
For a game that is supposed to feel engaging through its automation and incremental processes, it feels more like a game that you would be better off running in the background. You just keep waiting for your resources to grow enough so that you have enough points that your prestige is worth it. The game recommends that every prestige should be accompanied by 4-5 points, but in the early game, getting to that point is a crawl.
This directly ties into the lackluster upgrades, where the most meaningful upgrades are those that increase your resource gain. So while with your prestige restarts, the progression does feel a bit faster, it is the same process that you have to repeat all over again. The lack of meaningful upgrades deprives players of any buildcrafting opportunities to play the game in a different way or experiment with something else.
For every system, the early part is paced well, but the later part, where you are trying to expand and unlock new systems, you are constantly tempted to keep the game running in the background while you go and do something else. Starvester is an idle game, and instead of helping you optimize your economy and resources, the game hides the numbers that a player would need to optimize their processes. As a result, the gameplay loop boils down to selecting one option and hoping that it is the correct one.
The challenges in the game that reward players with progression points are also tedious, and players are left wondering why they are actually present in the game built around the concept of automation. The challenges in Starvester should have encouraged players to play the game in a unique way or explore different options. Instead, it tells you to do some mind-numbing task that adds to the tedious personality of the game. Starvester is also, unfortunately, not safe from bugs and technical issues. There is also a noticeable input lag or delay: actions deplete your currency before the action actually happens in-game. This can be confusing and frustrating, especially in a game that is all about optimizing resources and processes. For a game that is supposed to be satisfying and have a snappy feedback loop, this is a jarring problem.
Final Verdict
Starvester has the foundation of being a good incremental game that allows players to live their fantasy of building an intergalactic empire, thanks to its amazing atmosphere and soundtrack. Unfortunately, the game is plagued with serious pacing issues, a lack of automation and optimization processes, technical issues, and a lackluster prestige system and upgrades. The game is constantly being updated, but it will take a complete overhaul for Starvester to deliver on its original promise.
In my last review, I briefly went over the fact that survival and real-time strategy RPGs just aren’t my cup of tea. Now that doesn’t mean I can’t enjoy them. I just generally don’t play those types of games. Hunt the Night is the exact opposite. I love these types of games, action RPGs are my jam!!
Not Quite Bullet Hell
When I first launched the game, I was under the preconceived notion that this was a bullet hell game. Now admittedly I didn’t do the best research before jumping in. I didn’t want any spoilers and I like to do my investigation into the studios who make the games after I beat them. So all I had to go on was the trailer on the playstation store and even then, I only skimmed through it. So when I booted up the game I was a little harsh at first. It felt a little slow. There wasn’t as much going on, the enemies attacks felt incredibly telegraphed especially the ranged ones. To say the least it wasn’t like the other bullet hell games I’ve played.
Second Impressions
I really started to reevaluate what type of game this is after the first boss fight. After felling the beast, the world opens up a bit. The game begins to remind me a lot of the old Zelda games or even the Legacy of Goku series for the GBA. The asthetic of the game is more akin to bloodborne, or castlevania though. The game actually seems to have a lot in common with bloodborne. For instance when you kill a boss both games will flash Prey Slaughtered, or Hunt Complete respectively.
The games opening cutscene reminded me of an old Ninja gaiden game I played on a PSP. I don’t remember the name, but Vespers running animation reminded me of it. It feels janky in a way that reminds me of those old pixel art games in a good way. As a kid I was never able to beat any of those old games they were far too hard for me. I’m sure they aren’t so bad now but as a child they felt impossible. Thankfully, or disappointingly depending on who you ask Hunt the Night is relatively easy. It isn’t a cake walk, but it isn’t hard by any means none of the bosses gave me much trouble. I was able to beat them all with little to no issue.
There was one boss later in the game that I was fighting wrong, but once I figured out how to fight it properly I didn’t have any issues beating it. I’ll mention it more in my Pros and Cons section but I really enjoy all the different sprites for the enemies in the game. For some reason I really like how the little purple soul enemies look especially
Minor Gripes and Massive Issues
before getting into the pros and cons proper, I wanted to go over certain small technical and graphical issues. I also wanted to go over this one bug that I found amusing. To lead into my pros and cons list I want to finish this section off by going over one big thing that over time really began to annoy me. First, I didn’t have any major dips in fps aside from the odd stuttering here or there. Never when there were a lot of enemies on screen, it only ever seemed to happen when going from one area of the map to another. The game crashed once or twice but only after suddenly opening the ps5 menu. I noticed a slight delay when pressing certsin buttons it only happened every so often and it wasn’t consistent. I kinda felt like I was going crazy.
Aside from some personal preferences , I don’t have too much to complain about visually and there weren’t any major graphical glitches. One thing I will mention is that the sword Vesper holds during her combat Idle animation is a little too floppy looking for me. The swinging animations for all the weapons are fine so I don’t know why the idle animation looks like that. It makes the sword look like rubber to me. There was one amusing glitch I found. In the video above this section you can see I was able to get out of bounds. The best part is that I didn’t even mean to. I was exploring and I accidently slipped right past a rock that was meant to block the path. Unfortunately that leads me to possibly my biggest gripe with the game.
Excessive Loading Screens
Maybe I’m just pampered, maybe I should try to remember what it was like back during the PS2, or PS3 era. I could boot up a bethesda game and be reminded of what real loading screens can look like, but the amount of loading screens in this game coupled with the length some of them took me out of the game. Now I admit the loading screens aren’t terribly long, but there are tons of them: every house, every new area, every time you save, or fast travel. Even the enemies can sometimes push you into a loading screen. It was too much honestly.
Nothing breaks my immersion more than fighting a group of enemies only to dash into a door and accidentally leave the fight. What I don’t get is that during boss fights the doors and exits are sealed off like in most games. Why can’t it be like that for regular encounters too?
Pros and Cons
On the pros side: the games upgrade system works very similarly to the souls franchise. You’ll gather Noctilium from enemies which is this games version of souls. You then use those to upgrade your healing items, to purchase upgrades for your sidearms and to purchase gear like weapons and clothing. You’ll collect quite a bit of these throughout the game and I never felt like I needed to grind. The games sprites look very nice and it is easy to tell variants apart from each other at a glance. I never got too lost and the way the game handles progression is similar to metroidvania’s. The games combat is rather simple and could get repetitive if the game were any longer than it was. As for cons: The games combat is still slower than I’d like and I didn’t get the rush I was expecting from the bosses.
The game definitely has some bullet hell mechanics, but the projectiles the enemies shoot are too slow and I never found myself overwhelmed. The game ultimately is more like those old pixel art action RPGs I mentioned earlier though. That’s why it doesn’t really factor in to my final decison on the game. Overall I really enjoyed my time and would absolutely recommend Hunt the Night.
I am a huge fan of survival games with the scope to create a new home to keep you safe from anything that happens. Solarpunk offers this action with a cosy and relaxed edge. Unlike its peers, it isn’t too demanding when it comes to fatigue, food, and water. Furthermore, finding resources is pretty chill, and this makes exploration, base building, and progress feel less of a grind.
This calm survival title was developed by Cyberwave and published by rokaplay. It is a single-player or online multiplayer, cross-platform first-person game that takes place on an array of unique floating mechanics. There are familiar genre mechanics for core survival elements. Food, water, and fatigue must be managed. Moreover, there are base building layers, renewable energy sources to master, farming, and exploration with an airship. This makes it stand out from other titles, and I loved the unique twist on a well-trodden genre.
Solarpunk tells no tale.
Unsurprisingly, Solarpunk doesn’t tie itself into a story or a linear approach. Instead, gamers are encouraged to explore freely as they look to find a new home or new resources. This was great, as you can find the ideal position to create a base and use vast areas to set up your automated machines and renewable energy farm. Although this is familiar to other “factory automated” games, I liked the blend of survival mechanics and the excitement of discovering new places.
I’ve enjoyed many huge survival games, but Solarpunk doesn’t sit in this category. There isn’t endless gameplay, and you will not invest 200+ hours into the action. Instead, you are looking at around 20 to 30 hours to get the best out of it. This could expand a little more if you adore the base building mechanics, but once you get to grips with this and you have everything unlocked, things plateau. This isn’t a complaint, as I loved every moment; it is simply a warning if you expect to invest months of fun-filled gaming into this survival title.
Exploration is key.
Solarpunk thrives as an exploration title. First, you endure some rudimentary content. Sticks and stones are used to make tools and buildings. Things quickly advance as you find new base resources and improve your technology. This is where things get interesting. Once you get your hands on the airship, you can explore freely and begin to feel the true power that this game has to offer.
Moving between islands was a joy, and finding different resources and areas to build was where this excels. Although this has a sense of repetition, I didn’t mind. Instead, I made the most of the library of available building blocks. One thing to note is the lack of endgame content. Once you hit the pinnacle of your research tree, there is nowhere else to go. This was unfortunate as I loved the renewable energy system, the automated machines, and the benefits they bestowed.
Solarpunk has a cartoon edge.
The cel-shaded aesthetic makes Solarpunk a pleasant and cartoony experience that doesn’t take itself too seriously. Each element has a unique appearance, and I liked how easy it was to identify different materials. Furthermore, the floating islands offer enough differences to keep things interesting. The developer has incorporated a day/night cycle, dynamic weather, sunsets, and other atmospheric elements to bring the world to life.
The audio matches the relaxed theme with its soft ambient music, relaxing atmospheric sounds, and chilled background melodies. There is nothing offensive about the audio design, but it lacks a memorable edge as well. Sadly, this isn’t a game that’ll stick in your mind long after you finish playing it.
Excellent controls.
There are plenty of areas to master, and this does a great job of teaching you the basics. The opening stages work as a clean and easy-to-follow tutorial. Afterwards, the excellent UI ensures that you never feel out of your depth. Managing your inventory was a little clunky, and I feel it would work better on a PC. This is a minor complaint as it is manageable, even if it could have been easier to handle.
Replay value and longevity depend on whether you have a good group of friends. If you do, you can mess around as you explore, build, and experiment with different setups. If you don’t, you’ll be limited in how much enjoyment you get from one playthrough. Regardless, there are around 20 to 30 hours of action per playthrough.
Solarpunk is a relaxed survival experience.
If you want a hellish, challenging, and time-demanding survival game, Solarpunk will not be for you. However, if you want to relax after work without feeling like it is a second job, this is the perfect title. Every layer is focused on chilled and calm action. Moreover, there is enough depth to keep you going. Accordingly, I like it and recommend buying it here! Can you make a home in the clouds? Gather resources, research new gear, and take to the skies.
Word games to play with kids are interactive activities that teach vocabulary, spelling, critical thinking, and language skills in a fun and engaging way. The exercises provide a structured environment for children to explore linguistics through play. Educators utilize the formats to improve literacy rates and cognitive development. Word activities adapt easily to different skill levels and environments. The games are suitable for children of various ages and function well for individual players, pairs, or groups.
Word Games to Play With Kids are listed below.
Scrabble Junior: Scrabble Junior is a double-sided board game that introduces younger children to letter matching and word building. One side features pre-printed words for beginners, while the other side allows older kids to create their own words. Use unscramble words with Unscramblex Word Finder when playing Scarbble Jr.
Boggle: Boggle is a fast-paced word search game involving a grid of sixteen letter cubes shaken into a tray. Players find as many words as possible by connecting adjacent letters before the timer runs out.
Hangman: Hangman is a classic pencil-and-paper game where one player thinks of a word, and another tries to guess it by suggesting letters. Each incorrect guess results in the drawing of a part of a gallows and a stick figure.
Word Search: Word search puzzles are grids containing hidden words placed horizontally, vertically, or diagonally. Children identify and circle the terms from a provided list to improve pattern recognition.
Charades: Charades is an acting game where a player silently mimics a word or phrase for others to guess. The activity encourages non-verbal communication and creative thinking.
I Spy: I Spy is a guessing game where one player chooses an object in sight and provides a descriptive clue. Other participants use the clues to identify the specific item within the environment.
20 Questions: 20 Questions is a deductive reasoning game where players try to identify a secret object within twenty yes-or-no questions. It helps children develop logical thinking and categorization skills.
Word Bingo: Word Bingo is a variation of the traditional game where numbers are replaced with sight words or vocabulary terms. Players mark their cards as the caller announces words to achieve a winning pattern.
1. Scrabble Junior
Scrabble Junior is a simplified version of the standard board game designed for early learners. Players match letter tiles to existing words on a colorful board to earn points. The rule set forbids the use of a dictionary during the introductory side of the board. Matching letters helps children recognize common spelling patterns and letter shapes. Scrabble Junior is ideal for kindergarten students and 5-year-olds.
2. Boggle
Boggle is a timed word recognition game using a three-dimensional grid of letters. Participants write down every unique word found in the scrambled letters before three minutes elapse. Words must be at least three letters long and use unique cube sequences. The game improves speed of thought and visual scanning abilities. Boggle is an excellent choice for elementary students.
3. Hangman
Hangman is a traditional word-guessing challenge played between two people. One player draws blank lines for each letter in a secret word while the other guesses characters. Every mistake adds a body part to a stick figure drawing. The game teaches spelling and the frequency of certain letters in the English language. Hangman works best for 1st graders and older children.
4. Word Search
Word Search is a visual puzzle consisting of a grid filled with random letters. Kids find specific vocabulary words hidden within the clutter by looking for familiar letter strings. Puzzles limit words to forward horizontal or downward vertical directions for younger players. Solving the grids improves concentration and orthographic processing. Word Search is appropriate for 1st graders and kindergarten kids.
5. Charades
Charades is a physical communication game that focuses on acting out vocabulary words. A player picks a word and uses gestures to convey the meaning without speaking. Rules prohibit pointing at objects or making any audible sounds. The activity builds confidence and strengthens the understanding of action verbs. Charades is a perfect game for 4-year-olds and elementary students.
6. I Spy
I Spy is an observation game based on identifying objects in the immediate surroundings. The leader says a phrase indicating the first letter or color of a secret item. Participants guess different objects until they find the correct one. The game improves descriptive language and environmental awareness. I Spy is highly recommended for 5-year-olds.
7. 20 Questions
20 Questions is a logic-based word game focused on deduction and classification. One player thinks of a noun, and the others take turns asking narrow questions. Answers are limited to yes or no responses only. The game promotes the use of adjectives and categorical thinking. 20 Questions is suitable for elementary students.
8. Word Bingo
Word Bingo is a literacy-focused version of the classic lottery-style game. Players receive cards with a grid of words and cover them as a caller reads terms aloud. A winner must complete a full row or column to call out the game name. The practice reinforces sight word recognition and listening skills. Word Bingo is a favorite for kindergarten and 1st graders.
How do Word Games help kids learn faster?
Word games help kids learn faster by providing a low-pressure environment for linguistic experimentation and cognitive growth. The activities turn abstract language concepts into tangible challenges that reward correct spelling and word usage. Children who engage in regular word play develop larger vocabularies and stronger phonemic awareness compared to non-players. The repetitive nature of the games reinforces memory and recall of complex letter sequences. Playing such games encourages kids to unscramble letters mentally and identify patterns in daily reading. Frequent exposure to new terms through games accelerates the transition from decoding to fluent reading. Educators observe significant improvements in reading comprehension when play is part of the curriculum.
Which Fun Kid Word Games work best for small groups?
Fun kid word games that work best for small groups include Word Bingo, Charades, and collaborative storytelling. The formats allow multiple participants to interact simultaneously without long wait times between turns. Group games foster social skills (turn-taking and cooperative problem solving). Shared activities provide opportunities for peer-to-peer learning as children observe the strategies of their friends. Word Bingo is effective for groups of five to ten children in a classroom setting. Collaborative word association games function well by challenging groups to link related concepts in a fast-paced circle. Interactive group play ensures that all children stay engaged and motivated to participate.
Are there kid-safe Wordle style games?
Yes, there are kid-safe Wordle-style games specifically designed with simplified vocabulary and age-appropriate interfaces. The versions utilize shorter words ranging from three to five letters to match the developmental level of younger students. Educational websites offer daily puzzles that exclude obscure terms or inappropriate language. Teachers use digital tools to start morning lessons with a quick spelling challenge. The visual feedback of changing colors helps children understand the logic of letter placement. A word association game provides a modern way for kids to practice their spelling skills daily. The simplified format reduces frustration for early readers.
How to set up a quick word game activity for kids?
To set up a quick word game activity for kids, there are six steps to follow. First, select a game that matches the current age and attention span of the participants. Second, gather necessary materials (paper, pencils, or a specific board game set). Third, explain the primary objective and the basic rules of play clearly. Fourth, demonstrate one round of the game to ensure every child understands the mechanics. Fifth, begin the activity and provide helpful hints when players encounter difficult words. Lastly, praise the effort and the vocabulary used to conclude the session on a positive note.
Here is our review of the HECATE G5 Max Gaming Headset.
The HECATE G5 MAX sets a new benchmark in wireless gaming audio with powerful 53mm titanium-coated drivers, triple Hi-Res Audio certifications, AI-enhanced voice capture, and immersive THX Spatial Audio+ with 7.1.4 virtual surround sound for enhanced positional accuracy and a realistic 360-degree soundstage. Combined with an industry-leading 305 hours of battery life, the G5 MAX is engineered for gamers and creators who demand precision, immersion, and all-day comfort in a premium next-generation wireless audio experience.
Long battery life Up to 305 hours of playback time. (Bluetooth mode, light off)
Clear call Detachable and dual microphone with AI noise cancellation.
Convenient design 305g lightweight design for comfortable wearing.
Cool lighting effects Customized RGB lighting effects available
What’s in the Box?
Inside the box you’ll find the HECATE G5 Max headset, the detachable boom microphone, the 2.4GHz wireless transceiver (with both USB-A and USB-C connectors), a charging cable and a quick start guide.
A Closer Look
Final Thoughts
The G5 Max leans into HECATE’s usual design with a cool headband and metal support arms that give a futuristic look without feeling flimsy. The ear cushions are wrapped in skin-friendly protein leather over high-resilience memory foam, heat-moulded to spread pressure evenly across a wider contact area, and the ear cups themselves have a soft, skin-feel coating that’s pleasant to the touch.
The self-lubricating damped pivot structures on the metal arms allow the cups to rotate and adjust in every direction, which makes it easy to get a snug fit regardless of head shape. The detachable boom mic clips in cleanly and can be pulled off entirely for times when you just want to listen to music rather than game.
The HECATE G5 Max is a lightweight headset considering everything that’s packed into it, and at 305g it stays comfortable even during long sessions. The 3D pivot fitting and memory foam cushions do a genuinely good job of spreading out pressure, so there’s none of the clamping fatigue you sometimes get with gaming headsets after a couple of hours.
Switching between the connection modes is straightforward, and having both a 2.4GHz USB-A and USB-C dongle in the box means it’s easy to use across PC, console and mobile devices without hunting for adapters. The Bluetooth 6.0 connection paired quickly and reliably too.
Sound-wise, the 53mm PEN driver and 64 Ω impedance combine to give a wide, detailed soundstage, and the THX 7.1.4 Spatial Audio makes footsteps and directional cues genuinely easier to place, which is exactly what you want in competitive FPS titles. Music fares well too, with clean highs and punchy lows that don’t bleed into each other.
The dual built-in mics and detachable boom mic handle voice chat clearly, and the AI noise cancellation does a solid job of cutting out background noise without making your voice sound processed or robotic.
Battery life is a real highlight here. Up to 305 hours in Bluetooth mode means you can go weeks between charges even with regular use, and the ability to charge and play at the same time removes any anxiety about the headset dying mid-match.
The HECATE ConneX app and driver software round things off nicely, giving you quick access to EQ presets, lighting effects and mode switching without digging through menus.
The HECATE G5 Max is available now priced around £159.99 and is available in White or Space Grey.
The way people experience entertainment online has changed dramatically thanks to real-time digital experiences. Whether you’re watching a live esports tournament, streaming gameplay, or joining an interactive broadcast, expectations for speed, quality, and responsiveness have never been higher.
Behind every seamless experience is a sophisticated combination of technologies working together. Understanding how these systems operate highlights just how far interactive entertainment has evolved.
HD video infrastructure and camera technology
High-definition video is the foundation of any real-time gaming experience. Modern productions typically use multiple professional cameras capturing footage in 1080p or higher, with some studios now introducing 4K broadcasts where infrastructure allows.
Industries that rely on live video technology to create immersive player experiences, such as the live casino sector, invest heavily in professional camera systems, lighting rigs, and purpose-built studios. These environments are designed to deliver consistently high-quality broadcasts, often operating around the clock.
One important supporting technology in these environments is optical character recognition (OCR). OCR software instantly converts visual information, such as card values or roulette outcomes, into digital data that the gaming platform can process in real time.
This process is managed by Game Control Units (GCUs), which act as the bridge between the physical gaming equipment and the software platform. They ensure that every action captured on camera is accurately reflected in the digital interface with minimal delay.
Low-latency streaming and why it matters
Latency can quickly break immersion. Even a slight delay between a player’s action and the on-screen response can make an otherwise smooth experience feel sluggish. For real-time gaming and interactive streaming, keeping that delay well under a second is essential.
Modern streaming technologies such as WebRTC are designed specifically to minimise latency while maintaining stable, reliable connections. At the same time, content delivery networks (CDNs) reduce latency by storing content on servers closer to users, enabling it to travel shorter distances and arrive more quickly.
Adaptive bitrate streaming also works quietly in the background. If network conditions degrade, the stream temporarily lowers video quality rather than freezing entirely. This allows viewers to continue watching with minimal interruption while their connection stabilises.
Cloud infrastructure and scalability
Supporting a large real-time broadcast requires far more than a single server. Cloud infrastructure provides the scalability needed to support thousands, or even millions, of concurrent users without sacrificing performance.
Platforms such as Amazon Web Services (AWS) and Google Cloud supply the elastic computing resources required for large-scale streaming. During major esports tournaments or other high-profile gaming events, cloud systems automatically allocate additional resources to handle increased demand, then scale back once traffic returns to normal.
Edge computing adds another layer of efficiency. Rather than sending every request back to a centralised server, edge nodes process information closer to users. This reduces response times and helps deliver the low-latency performance required for competitive gaming and interactive broadcasts.
Esports, game streaming, and interactive platforms
Esports has become one of the biggest proving grounds for live broadcast technology. Major tournaments now attract audiences comparable to many traditional sporting events. Platforms such as Twitch and YouTube Gaming must support millions of concurrent viewers while maintaining smooth streams, minimising latency, and processing enormous volumes of live chat.
Live chat has also become an essential part of the viewing experience. Fans expect to react instantly to exciting moments, creating a constant stream of messages during major events. Supporting this level of interaction requires dedicated infrastructure, including message queuing systems and automated moderation tools that help keep conversations flowing without affecting stream performance.
Cloud gaming introduces an even greater technical challenge. Instead of relying on local hardware, player inputs are transmitted to remote servers, where the game is rendered before the resulting video is streamed back to the player’s device. To feel responsive, this process requires extremely low round-trip latency, making network quality one of the most important factors in the overall experience.
Mobile optimisation and cross-device consistency
A significant portion of real-time entertainment is now consumed on smartphones and tablets. Optimising these experiences for mobile devices presents unique challenges, including limited processing power, smaller screens, battery efficiency, and constantly changing network conditions.
Responsive design allows interfaces to adapt smoothly across different screen sizes. Modern video codecs such as H.265 compress video more efficiently than older formats, reducing data usage while maintaining image quality. Progressive loading techniques also help interactive elements appear quickly, even on slower connections.
Push notifications and background processing further improve the mobile experience by alerting users to live events while helping maintain active sessions. As 5G networks continue to expand globally, mobile real-time experiences are expected to become even more responsive, supporting higher-quality video with lower streaming latency.
The road ahead
As augmented reality (AR) and virtual reality (VR) technologies continue to mature, real-time gaming and interactive entertainment will become even more immersive. Rather than simply watching the action unfold, users will increasingly participate in these digital environments.
Even as these technologies evolve, the foundations of the experience will remain the same. Low-latency streaming, high-definition video, cloud infrastructure, and mobile optimisation will continue to power the next generation of real-time entertainment.
F1 25 2026 Season Pack is a DLC for the main F1 25 game that brings new cars, new teams and new drivers to this year. Unlike previous F1 games, Developer Codemasters decided to make this years game DLC Content rather than a brand new standalone F1 Game.
They have made this decision to focus on next years F1 27 game which will have an updated graphics engine and expanded gameplay updates. Since it’s not a standalone game, it costs half the price at £24.99 on Consoles (PS5 and Xbox Series X) and £21.99 on PC. This makes the Content pack cheaper and more attractive to fans of the F1 Games. The new cars may not be for everyone however as they are completely different to previous F1 Cars.
New Car Regulations
The 2026 Cars are different mostly because 50% of the power comes from the battery. A lot of real life F1 drivers have to lift and coast a lot more than they would have done in previous seasons , otherwise they will be going half as fast as they could be if they run out of battery. The word “Super Clipping” has been used a lot this season by commentators and drivers.
It means that the car is siphoning power to recharge the battery on long straights so drivers even at full throttle will be losing speed. The cars have got a lot of criticism this season, especially from 4 time world champion Max Verstappen who called the new cars, “Formula E on steroids”.
The F1 game has done a brilliant job at replicating this mechanic and it means that players will have to be very careful with their battery usage. Most people who have played previous F1 games may struggle to get to grips with the new cars as you can’t always drive flat out at most of the circuits. Knowing when to use boost mode which uses more of the battery to make you go faster and when to lift and coast around corners varies widely from track to track.
The Italian Grand Prix at Monza is the worst offender for battery management as there are so many straights and drivers can pass you so easily if you run out of battery you will be laughing at the screen when 6 cars pass you on one straight. If you save the battery however, you can easily pass those 6 cars back making a yo-yo effect. Go slower to go faster is not something anyone would think would be in a racing game but it is with F1 in 2026.
Complex Changes
Instead of DRS, Drivers can now gain “Overtake Mode” which lets them use more battery and recharge more accordingly. This will be indicated when the battery icon changes from yellow to blue. You always have overtake mode active during practice and qualifying but in the race drivers can activate it when they are within a second of the car ahead. Unlike DRS which could only be activated on some straights in the circuits, overtake mode is active for the entire lap. “Straight mode” is manually activated by the player and will light up with a purple semi-circle at the Bottom. The player is prompted to activate it when they can hear a “Beep” sound.
It’s used to open both the rear and front wings for more aerodynamic efficiency and more speed down the straights. Corner mode is hidden from the player and is automatically activated at every corner which maximizes downforce to provide the grip needed for the corners. Whilst I personally don’t mind the changes too much and have got used to them, the new cars may not be for everyone as they more complex and have battery management issues. Although the battery management is not a flaw with the game but the regulations for this year’s cars.
Lighter and Nimble
Although i do find the new cars to be more fun to drive overall especially around circuits with lost of corners and places to divebomb as they are lighter and thinner compared to last years cars which were like giant boats in comparison.
Overtaking is so much easier with these new cars and the Ai has improved as they now have more issues like Tyre wear which makes them more prone to mistakes. They also do try to overtake in corners more often and are generally more aggressive than they were before.
New Teams
New Teams such as Audi Revolut F1 Team and Cadillac Formula 1 Team have entered the sport this year with Audi replacing the Kick Sauber team from last year. Audi have also made their own engine to try and compete with the top teams such as Mercedes and Ferrari in the coming years. They have retained the driver lineup of Nico Hulkenberg and Gabriel Bortolleto from last year.
In terms of the teams current performance in the game, they are a strong midfield team which is faster than Haas or Williams but not as fast as Mclaren or Red Bull. Their livery looks really good with a grey silver as the main colour and orange for the Audi symbol.
Cadillac are F1’s Newest team and brings the amount of drivers in F1 from 20 to 22. They have a Ferrari engine making them the 2nd customer team for Ferrari and have brought back two old F1 Drivers. Valtteri Bottas and Sergio Perez who have been in the sport for 14 and 16 seasons respectively.
As seasoned veterans of the sport, Cadillac will be hoping that the bring the team closer to the midfield pack. The are currently the slowest team on the grid (Except for Aston Martin) so this season will be more about finding their feet and seeing how they can improve in the future. Their car looks beautiful with black and white livery and the Cadillac Logo on the side.
New Engine Supplier
Aston Martin have also chosen to leave Mercedes and go with a Honda engine which no one else has so far chosen. And that decision seems to be wise from the other teams as the Honda engine so far has proven to be the slowest and most unreliable engine in F1 this season. Aston Martin themselves are woefully bad and want to desperately improve their car. The Game doesn’t reflect this however as you will sometimes be surprised to see Fernando Alonso in the top ten despite his real life car being lapped by Audi at the British Grand Prix.
New Drivers
There are two returning F1 Drivers and one new F1 Driver. As mentioned before, Bottas and Perez have returned to the sport after a few years away in the Cadillac team and rookie Arvid Lindblad has replaced Isack Hadjar at Visa Cash App Racing Bulls (VCARB). The young rookie who is British and Swedish but races under the British flag has so far impressed this season with consistent points finishes and being very close to and sometimes beating his teammate. You can play as all these new drivers with the content pack.
New Track
The New Madring Circuit has been added to the content pack as well, giving players a chance to experience it long before the real life race starts in September. It takes over Barcelona as the official Spanish Grand prix and blends public roads with sections of track. It features a banked corner similar to the Dutch GP, two main straights and a steep 8% incline section.
As it is a street circuit, it’s very easy to hit the barriers and isn’t easy for new players as a result. I myself have crashed serval times on this circuit and the F1 game labels this circuit as “very hard” . I definitely agree with this as i personally find Monaco easier to drive.
Career Modes
My team Career Mode makes a return for this year where players can create their own teams and become the team principal. They can choose which engine to put in the car and how many upgrades they can start with. You can also choose how long the season is, with the options being a full 24 race season, a 16 season or a 10 season race.
The player also has to collect resource points to spend on upgrades for the car and buy facility improvements in: Engineering which involves upgrades about the car, Personnel which is about managing your drivers and staff and corporate which is about improving your finances and marketing. The player chooses two initial rookie drivers and can later negotiate with them or get a new driver for next season. You can choose which driver you want to play as for each race. Overall the mode hasn’t changed from last year.
Driver Career also makes a comeback with the player deciding which team they want to drive for and creating their own driver or driving as a real life racing driver. They set a goal at the beginning of their career with what driver rating they want to aim for by the end of the season. Driver ratings can be improved if the player does well in races and qualifying. Like in My team, the player can make car upgrades using resource points gathered from the practice sessions. Overall, There haven’t been any changes from last years game in driver career.
Sadly Two player career cannot be played with the new cars which is a shame for players who’d want to compete with their friends in career mode with the content pack.
F1 world remains and continues to be chaotic with PVP gameplay that will quickly make you want to go back to single player. Some players do behave themselves whilst others just slam into you during online races. I personally do not like F1 world and much prefer career mode.
Verdict
This year’s F1 Game may not be a standalone in the series but it makes up for it with cars that feel completely different to last year and a new F1 Track. Also at half the price of a full standalone game it is definitely worth the money for long time F1 Fans and Fans of the F1 game series like myself. I hope that in the future, Codemasters will allow players to drive the new cars in two player career mode. Although players may struggle to adapt to the new cars i think they are worth trying out.
Gedonia 2 is an online co-op RPG with an open world to explore and unique characters to build. Developed and published by Kazakov Oleg, Gedonia 2 is currently in the alpha state of early access with a planned full release in Q4 2027. With this in mind, Gedonia 2 is not a fully fleshed out game and nowhere near being complete. There is a roadmap of things to come, including new zones, further story developments, and additional skill trees. My review of Gedonia 2 will be of the game’s current state of course, but please note that things could be improved and/or altered with future updates.
The original Gedonia released back in October 2022. As an expanded and improved sequel, Gedonia 2 offers more advanced character building, better graphics and quality of life, and enhanced crafting. Players are able to play online with up to 4 people or tackle challenges in single player. I personally played in single player, though I would imagine multiplayer can be quite an enjoyable experience. Regardless, I had a lot of fun with this one. It was fun trying out different builds and making multiple, unique characters. I even had a chuckle here and there from some of the cutscenes during quests. Visually the game may not be the most stunning, but the world was still enjoyable to explore, albeit a bit slow at times. Overall, Gedonia 2 seems like a pretty good game, which will be made even better with updates ad the eventual full release.
However, there are some glaring issues that one might expect from early access. The occasional bug, jankiness and a general lack of polish overall does come with the experience. This didn’t detract much fun from my experience, but they do exist. There are some things that I hope get updated or altered in the future. As the kids say, it might be a good idea to let Gedonia 2 cook a bit before picking this one up. Not because it isn’t fun, I still think it is, but because its very apparently still in development. After a few updates, I am hopeful that things get improved, but I wouldn’t want your initial experience to be bogged down beforehand. My recommendation depends on your personal preference on games in early access. So, choose your stats wisely, because its time to discuss Gedonia 2!
A New Character
Creating a character is obviously the first thing players need to do before diving into Gedonia’s world. Right off the bat, an important decision will need to be made—allocating your stat points. There are 4 different stats—agility, intellect, charisma and strength—each with 4 tiers. You have 8 points in total with the highest tier requiring 2 points. With each tier you spend a point on, you receive a relative additional benefit. For example, points in agility allow you multiple uses of dodging, the highest tier allowing 5 dodges and a double jump. Points in intellect increases your magic damage and mana as well as giving crafting learning bonuses.
The allocation of these 8 points seems to be permanent and I’m not a big fan of this. Many items, dialogue choices that affect the quest’s outcome and parts of the world become completely unusable depending on your stats. If you find a sword you want to use but it requires 2 strength and you only have 1, you can not use it. If you don’t allocate any points into agility, you will not be able to dodge. Certain spells and puzzles require intellect to use and if you don’t have it, you simply can not. This system is unfortunately very restrictive on what you can and can not do in the world.
I can see why the initial point allocation should be permanent, but why is there seemingly no way to improve these stats? Maybe every 5 or 10 levels, you could get a stat point. That way yes, some things may be locked initially, but players can unlock them over time. I suppose it might be fun if you had 4 players with the highest tier unlocked for each stat, but for single players it’s a disappointing system. You can make multiple characters of course, but regardless, its an important decision to make right off the bat.
After you allocate your 8 points, you can customize your character. Players have a somewhat limited selection for customizing their characters. This includes 2 body types, a few head/faces, hair, beard and eye brow styles, and color of hair and eyes. You can play as a female of course, but it seems like the game is currently coded towards males. NPCs refer to your character as “he” or “sirs” assuming you have a party with you. Customization is certainly not the most in-depth and I hope more options get added later on, but this is not the biggest issue.
You can then pick your origin out of a choice of currently 5 possibilities. Each origin comes with two additional effects. A nobleman starts off wearing noble clothes and more initial gold and can make noble speech checks. A peasant wears peasant clothes and has some food and can make peasant speech checks. I personally went with the mysterious stranger for my first playthrough. This origin starts you off with no clothes, only lucky jewelry that increases crit chance, but also has the addition of a mysterious stranger occasionally helping you in combat. Supposedly there is an exclusive quest line that comes with this origin, but I have not seen it yet. The stranger only tells me that we will meet again later before vanishing.
After all of this, you are then able to start your world. There are three game modes—arena, open world and eternal dungeon. The first two are able to be played single player with eternal dungeons requiring multiplayer. There are also 4 difficulty levels—normal, hard, extreme and nightmare. Increased difficulty changes the amount and power of enemies, the health pool in bosses and damage dealt/received. Normal difficulty might actually be a little too easy so I recommend one of the higher options. Open world is obviously the main experience, but arena is a fun little side thing to try out as well.
One thing I’d like to mention for you single players out there is that world progress stays with the world, not the character. This is important to know if you want to create multiple characters. Starting a second character on the same world does not reset things like quest progress or decisions made previously. It is probably better to have separate worlds for each character you make.
Skills, Quests, and Information
The world of Gedonia is vast and full of mystery, creatures, and sights. The map is divided into regions with an appropriate level recommendation for each. The world seems like it will be much larger than the currently released areas though, with entirely different regions on the map being visible when zooming out.
Players start near a town called Hillford. The first main quest is to go to the town in search of work. Players start with gear and equipment depending on their origin and stat allocations. You also have two skill points to spend, and gain two more with each level up. I believe the current maximum level is 50 so you will have 100 total skill points to spend among a variety of different areas. There are currently 14 different skill trees with 2 of them being in development. Different types of magic, such as storm, nature or dark magic have their own trees. There’s trees for weaponry, such as melee, archery, and banditry for daggers. There’s trees for leadership if you have companions (useful for dark magic summons), music and husbandry. In development are illusions and blood magic, both of which seem like fun to use.
Abilities and passives within a tree can only be unlocked when the skill has been leveled enough. Players need to spend some points towards leveling up the skill in order to reach the higher tiered abilities. This often requires the player’s level to be high enough though which can be a little annoying. For example, I believe I needed to be level 7 in order to unlock the second tier of dark magic. This doesn’t seem like much, but leveling can be a slow process. When you learn an ability, you can then place it down below to key-bind it. Players can equip a secondary weapon which gives you a second set of key binds. You are able to reset skills at any time, but this does not refund points spent towards leveling the skill.
I love the variety of skills available. Players can certainly build unique characters with the variety. I do wish it was a slightly faster process, such as upgrading skill level not being locked behind player level, especially if you really wanted to focus in one skill tree. If I wanted to be a storm mage who only knows storm spells, I’ll probably need to spend points in skills like music or husbandry while I wait for my player level to rise. Of course you could just not spend the points, but who wants to do that?
Exploring Gedonia is often rewarding. Scattered across the world are side quests for players to do. Probably the first one you encounter involves helping a zombie serenade his undead love. Depending on your choices, quests can have multiple outcomes. For example, in one playthrough, I helped the zombie serenade his love by finding his heart and a lute for him to play. This lead to a cutscene of him singing his song which was actually a pretty humorous moment. In another playthrough, I instead offered to bring the zombies back to life using dark magic. After performing the ritual, they did turn into humans again, but the zombie was too distraught by the use of dark magic and decided to say goodbye to his love rather than serenade her.
Many decisions like this depend on things like having a skill or stat leveled high enough. Personally, I like this concept and found it enjoyable to see how quests could end with different approaches. I’m not too sure how consequential these outcomes will be in the rest of the game, but I would imagine there is indeed an impact of sorts. The main quest line seems a bit more streamlined, but does have the occasional choice here and there.
There are also 8 different crafting areas. This includes things like blacksmithing, alchemy, cooking and weapon crafting. I did read a review on the steam page that stated the crafting is just a clone of WoW‘s crafting system, including a feeling of it being too MMO like, but I can’t confirm or deny this. It does seem like a somewhat slow process to level up your crafting even with the full bonus from having the highest intellect. Outside of this, you can of course view your inventory (three pages worth of space) and your character sheet.
Gedonia, A Blessed Landin Early Access
Visually, Gedonia 2 is not the most stunning thing out there. However, the world does feel vast and full of things to explore and see. Caves can be explored, though a local map is unfortunately not available, making them a bit annoying to navigate if they aren’t streamlined. I would have also loved if quest icons appeared on the mini-map compass in the corner. Anytime I needed to check where I was going for a side quest, I needed to open the full map, and this sometimes didn’t give an accurate location. Despite this though, Gedonia 2 does have sights to see and inspires in me a want to explore.
Combat can at times feel a bit clunky, especially when it comes to mana regeneration. It isn’t a smooth increase in mana, increasing by 1 over time, and instead just kind of regenerates in chunks. Swinging swords and axes felt fine as did using a bow. Different enemies obviously have different types of attacks. Most enemies seem to only have a few possible attacks though so they were easy to become familiar with and dodge away from. I personally had a lot of fun letting my skeleton army gang up on an enemy while I’m at a distance slinging spells and staff charges.
As mentioned though, the game is currently in the alpha state of early access and does have bugs and jank. Sometimes summons/mercenaries walk through walls. Their AI doesn’t seem the brightest either, not getting out of the way of attacks or going the long way around to get to an enemy. Sometimes quest dialogue would be repeatable which didn’t seem like an intentional feature. Sometimes the voice acting would cut out as well. At one point I was able to equip a shield requiring 2 strength even though I only had 1, and I am not sure if this is intentional or not. None of the bugs or jankiness I encountered was game breaking or even detracted much from my enjoyment, but it is something to be aware of if you decide to play.
Planned Full Release in Q4 2027
Overall, I like this one. I had fun playing and will definitely be keeping my eye on this one for future updates. With some more quality of life improvements, more content, and more polishing, Gedonia 2 will be a much better game than it currently is. If you’re a player who likes open world RPGs and doesn’t mind early access, I can happily recommend picking this one up. This is especially true if you have a friend or friends to play with, as I am positive this makes the experience even more enjoyable. It may not be the best open world RPG out there, but it has a charm to it that I hope many players will enjoy. Personally, I’m probably going to “let it cook” a bit more before playing myself. After all, there is still over a year before the game’s planned full release in Q4 2027.
Thank you for reading and watch out for man eating squirrels!
Soccer Kid Collection is a remastered package of the MS-DOS and SNES games from the 90s. I admit that this game passed me by, but now I get to enjoy the precision platformer in all its retro glory. It is vibrant, pixelated, and tough. The high-demand platforming, simple design, and repetitive elements piqued my interest. However, if you like a modern edge, this won’t be for you. Limited checkpoints, basic monsters, and a slower approach make this a divisive game amongst modern gamers.
This side-scrolling pixelated platformer was developed and published by QUByte Interactive. It is a single-player title that pushes your buttons. With a football to attack your foes and tight jumping elements, you will fail often. Additionally, with limited checkpoints, you’ll struggle to progress. However, this challenging gameplay is oddly rewarding once you make it through each stage.
Soccer Kid Collection tells a strange story.
The 90s were renowned for their absurd stories, and luckily, Soccer Kid Collection doesn’t buck this trend. You play the role of Soccer Kid, a young football enthusiast who won’t let a minor intergalactic incident ruin the football tournament. An alien pirate has stolen the World Cup and smashed it into pieces. Accordingly, you do whatever you can to collect each fragment and save the day.
The footballing element of the game is extremely loose. If you have never heard of the franchise, you may think it was a sports title. Instead, it has basic physics-based ball mechanics, tough platforming, and fast-moving monsters to destroy. En route, you’ll find basic collectables and other simple elements to keep you entertained. Many of these could be avoided, but in typical retro fashion, they add minor depth to the infuriating action.
Modern audiences and dated appeal.
I love a decent remaster, but they don’t always sit well with modern audiences. Sadly, Soccer Kid Collection produces some cultural stereotypes that fall painfully flat. This wasn’t entirely problematic, but you may grimace at some of the off-colour elements. I preferred the authenticity, and I’d have been annoyed had this been censored. However, I appreciate why the tone, imagery, or context may miss the mark.
Thankfully, you are free to experience both versions of the game simultaneously. This lets you master the ball-controlling mechanic regardless of the backdrop or rough visuals. This clunky design wasn’t perfect, but when you have loads of monsters and bosses to tackle, practice makes perfect.
Soccer Kid Collection is rough but filled with nostalgia.
If you are looking for a dated experience, Soccer Kid Collection will tick that box. The vibrant colours, pixelated aesthetic, and simple sprites embody the 90s. Moreover, the basic backdrop, refined animation, and clunky movement lean toward a bygone era.
This delivers an array of catchy tunes that’ll get stuck in your head. The upbeat chiptune design lacks depth, but I didn’t care. Its upbeat nature was fun to listen to, and it captures the early ’90s vibes perfectly. The shrill sound effects are somewhat basic, but they match each action perfectly. Although it is a little repetitive, it matters not. The audio generates a fun and energetic vibe that can’t be beaten.
Clunky controls.
Learning to master the single core mechanic can often be frustrating. Kicking the ball lacks finesse, and timing your attacks was challenging. Yet, once you get to grips with things and remember the path of each foe, things become much easier. However, with precision at its core, you never truly feel comfortable with the demands you face.
Replay value is understandably limited. Yes, there are 2 versions of the game, but this doesn’t offer enough to instantly draw you back in. Consequently, you have to love precision platformers to return for more.
Soccer Kid Collection relies on retro love.
If you do not like retro games, you’ll want to avoid Soccer Kid Collection. Its dated design and aesthetic are enough to put off modern gamers. Moreover, its layers of precision will drive you mad. However, if you adore old-school games and everything they offer, this will pique your interest. Accordingly, I recommend it if you love the genre, and you should buy it here! Can you save the football tournament? Master the ball, hit each platform, and rescue the World Cup!
To have a feast, the table must first be set, and upon this unique, magical table, do we begin our journey. Developed by Envar Games, which one might consider one of the three prongs of the trident of the broader company Envar, Witchspire is an open world survival crafting game that stands on its own two feet in a market that had reached the point of oversaturation long ago. Based in Sweden, though with presence across the globe, Envar themselves are a company of at least one hundred and ninety workers. These workers are divided into three different categories within the company: publishing (though I was unable to find another game published outside of the very focus of this review: Witchspire), outsourced work, and game development. Though unsure as to whether or not they might agree with me given their industry pedigree, I feel as though it is the duty of the game to make the person forget they are playing an amalgam of code and pixels being rendered upon a screen–to sometimes enrapture, sometimes frighten, and sometimes indeed delight the player such that the lines between what is and what is not blur. While I do delight in the world of Witchspire, I believe in its current state it fails to satisfy the onerous burden of making the player forget they are indeed in a world that does not and could not exist. Now, with our table set, let us begin with our first course: the appetizer.
Witchspire – Appetizer
Immediately upon entering the world of Witchspire, you are presented with options to tailor-make the experience to fit your own, specific desire or a choice between preset difficulty settings. Furthermore, you have the ability to customize your character with a myriad of different features: voices, hair, coloring of hair, etc., and what I once thought was important, you are also presented with a choice of faction, each with their own unique quote, flavor text, cosmetics, and wand. One would presume that this has implications upon gameplay and not purely superficial. However, and perhaps this is when the magic already begins to fade, there is seemingly nothing truly unique about any of them, and you are quick to displace starting clothing and weapons with stronger replacements that help facilitate an easier gameplay experience. It feels as though we are better off not choosing anything at all if what is ultimately there is so shallow. After being dropped into the world, the visuals to my eye are striking. Rendered in what is undoubtedly some form of Unreal 5, luminescent flowers dot a shattered landscape, with broken plots of land and spires littering a starry sky. This opening sequence is a microcosm of what can be expected of the broader experience. With firm assurance does the game plant the flag of its visual identity into the ground, and never once is it betrayed or placed alongside something that it has no business set against. Stark hues of purple and red lure the player into the world with an undeniable charm, yet I do wish that there were some form of hdr support to really help the already rich color pop. I had noticed brief stutters in this introductory segment, which did not extend to the broader game post-tutorial. I had started to fret that the seemingly comprehensive opening shader compilation step had either missed some shaders or there existed traversal stutters within the game, which, unfortunately, are almost omnipresent in Unreal 5 titles.
Entering this beautifully fractured world, we find ourselves being spoken to by a rather ethereal voice known as, if the subtitles are to be believed, Witchspire (the titular!). There are also no true survival mechanics that exist within the game. You do not need to eat, drink, or sleep, which I feel lends itself to a lack of mechanical baggage, making the experience a lot smoother overall, avoiding an unnecessary degree of friction. We are then later presented with my favorite of the two decisions I could make thus far, and a genuinely impactful choice: the creature we shall bond with and indeed what I feel to be the main course of the feast that is the experience of Witchspire.
Witchspire – Main Course
This is the real selling point, the bedrock upon which I feel the edifice of the game is built: the bonding and companion system. An almost pokémon-like catch-em-all, where each of these beings have two unique skills and an ability tree that improves their fighting prowess as they grind through levels with you. There does exist a problem with this system, one which has nothing to do with the system itself. These creatures often find themselves either clipping through the ground or trapped against some bushes and rocks due to some faulty pathfinding. Needless to say, this dispels any illusion of immersion within the world as you need to unsummon or switch them out with another companion for them to return or just have them blink back to you using the arcane magics of the game trying to keep them close to you. Do not take this derision as indictment, for this is, after all, an early access game. But I am charged with offering a window into the product as it is, not as it will be. But outside of minor gripes like targeting, pathfinding, and only being allowed to have one bonded companion in combat with you at a time, I do believe that this system is quite brilliant. Even a touch like being able to rename them, personalize them in effect, invites the player to live alongside these animals and treat them as you might a beloved pet.
In fact, when fighting a later enemy by the name of Al’uunian Golem, I was quite saddened when the Locto I chose at the start, who now went by the name Robert Blin, was slaughtered by a giant laser produced from its chest. You can even command these pets to aid you in mini-puzzles, which open doors from the ones I had seen. I truly hope this puzzle aspect of engagement is expanded upon more in the future because it can make for some genuine moments of bonding with the creatures that accompany you. Another facet of their aid is that of assisting you with both crafting and progression. The spinner, for instance, cannot even be utilized without the aid of either a Lamloof or a Shardling. Without either of these amongst your repertoire of animals, you cannot attain cotton for hearth progression, a pivotal aspect of personal development within the game. The very nature of the game is that of companions buttressing the efforts of the player. From small things like expediting crafting to things as large as enabling progression, the main course of the feast that is this game is most assuredly the creatures you can bond with. However, it is far from a perfect system, and it is impossible to avoid bugs in the process of interfacing with it, which brings us to the final course of our meal. One we can call the buggy dessert.
Witchspire – Dessert
When you open the game, it begins with a disclaimer that there are bugs and balance issues to be expected over the course of development, yet I find this does not quite capture the full breadth of what is to be expected. I will state for the sake of the undoubtedly hardworking team, whom I respect a great deal for the great product that they are continuing to update even now, that quite possibly I was dealt a bad hand when it comes to what I presented with over the course of my playtime. It felt that every hour played was marred by numerous forms of strange inconsistencies or bugs that once even resulted in me even having to exit to the main menu because I was stuck in the build menu. I quite enjoy the building within the game, and it is quite easy to correct mistakes as well, with a full return of invested materials, but being trapped within that menu is not quite my idea of a joyous endeavor. As mentioned previously as well, creatures clipping through the environment would occur to me even with my very own Robert Blin as we were engaged in combat or just traversing all sorts of different environments.
Another great complaint of mine, and the conclusion of this dessert, is that this a very interesting world from the perspective of its lore and the beings that dwell within it, but I find that the story definitely feels like an afterthought. It, much like the combat system, is entirely serviceable, but at no point feels the need to distinguish itself or experiences a desire to stand uniquely on its own.
Witchspire – Conclusion
In conclusion, the table and the process of it being set was executed by those with industry pedigree, and I do believe it was done wonderfully. The appetizer warmly welcomed the player to the world of the feast, with a bold selection and color palette that led to a main course that was truly inspired, if a little flawed, but the entire feast finds itself marred by the dessert that blights an otherwise enjoyable meal. With all this in mind, I would still genuinely recommend that people who are interested in open world survival games try this game, but I do think that overall, despite moments of brilliance, the potion that is this game needs a little more time to brew to smooth over some of the rougher edges. These rough edges prevent the player from truly immersing themselves within the world, and as a result mean the product as it stands does not deliver to me what is the core conceit of gaming: to forget one is even playing a game.