Review: Wonder Boy Collection

With a release almost every year since the Wonder Boy remake in 2016, the classic platformer Wonder Boy series has seen quite the revitalization, putting the bankruptcy of its developer and dry spell of 22 years very much in the rear view mirror. But what is success if the current generation can’t even play the classics on current consoles? Wonder Boy Collection aims to fix that, bringing a compilation of its greatest hits to PlayStation systems and Nintendo Switch.  

Due to some confusing licensing rights and the addition of a female protagonist, funnily enough, some may not enough know the series as Wonder Boy as it has also gone by the name of Monster World, Adventure Island and even Monster Boy (and that’s just the start!).

Odd naming system aside, the secret of its power is well-known, and Wonder Boy Collection is taking us back to the golden age of platforming with 4 (Wonder BoyWonder Boy in Monster Land, Wonder Boy in Monster WorldMonster World IV) of the original 6 game series. 

Starting as a platformer released in the arcade in 1986, the linear levels were replaced with adventure areas and hub maps filled with NPCs for a console audience by the time the last entry of the series was released in 1994.

Not sure where our jungle boy got a skateboard, but it matters not, these snakes need a jumpin’.

Out of them all, I most enjoy the simplicity of the 1st entry – Wonder Boy.

With a metabolism that would make short work of any international eating competition you must consume items to keep up an ever-decreasing health meter all while avoiding/killing enemies and navigating platforms to the end of the stage. It’s a pretty standard platformer by today’s standards, of course, but the challenge and its speed still hold up, making it the easiest of the 4 to just pick up and play. 

Wonder Boy of Monster Land fuses the original’s arcade time limit and difficulty with RPG gameplay but like a game in transition between genres, it never quite feels balanced enough, as you have to speed through it and the frantic enemies without being able to enjoy the RPG elements. There is also a lack of quality with poor hit detection and platform mechanics and it’s not until Wonder of Monster World that the platforming action RPG blueprint feels actuated with all features improving, from the visuals to interesting level implements and story.

Wonder Boy in Monster Land has a good sense of humour.

This might have a lot to do with the fact the time limit is gone, and interestingly these changes are quite indicative of the huge developments in the game industry at the time with it possible to see the changing trends with each game. The difficulty of the games ease after Wonder Boy in Monster Land, for example, and by Monster World IV you are able to save regularly due to limitations of console cartridges during the Master System generation.  

Monster World IV continues with the improvements, making the largest and most detailed home hub area of the titles with many great world-expanding NPCs. Naturally, each entry’s visual quality improves, and with IV the 2D visuals have a quantifiable charm that combines with the best overall platforming gameplay in the series.     

Another thing common across all the games is a great and varied soundtrack (albeit with some annoying sound effects – looking at you Monster Land) and although a playable soundtrack isn’t included as a separate feature, the crisp audio is handled as well as every else element in this high-quality emulation.

The collection’s extra features are actually pretty standard as far as retro releases now go – with original screen display modes, a ‘save anytime’ save file system, and a rewind feature – but they are by no means any less appreciated. In particular, the rewinding ability is a godsend – especially for the Wonder Boy and Wonder Boy in Monster Land, which are painfully difficult.

How I wish I had that feature when I was younger. It would have saved so much heartache, and although not for me personally, probably would have saved the destruction of a lot of controllers as well.

I don’t know if Wonder Boy in Monster World is the first use of inputting commands to play an ocarina in a video game, but it’s clear to see where Zelda got its influence.

What the collection does offer is all gravy, but what it doesn’t is almost as important, and for those set on getting as much bang for your buck as possible, please be aware that a complete collection (including all 6 of the original games and 21 versions in total) comes out later this year in Wonder Boy Anniversary Collection as a limited physical release.

This might explain why Wonder Boy III: Monster Lair and Wonder Boy III: The Dragon’s Trap aren’t included in this collection, and it’s quite unfortunate as they do just happen to be two of the more interesting games of the series, with Monster Lair providing another type of genre in a side-scrolling shooting platformer and The Dragon’s Trap, a critically acclaimed action platformer, that allowed different playable characters that can be switched at any time. 

Monster World IV’s Pepelogoos are a great gameplay mechanic.

While it is no doubt disappointing that this isn’t a full collection, at half the price of a newly-released game, Monster Boy Collection still not only offers value for a discerning fan but is jam-packed full of retro goodness that simply never gets old.

The LEGO Group reveals the new LEGO® Atari 2600

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Today, the LEGO Group reveals the new LEGO® Atari® 2600 set, a nostalgic recreation of one of the most famous video game consoles of all time.  The iconic Atari VCS/2600 was an instant hit when introduced in 1977 and the new LEGO set is based on the four-switch revision which debuted in 1980.  The release of the new LEGO set also comes in celebration of Atari’s 50th anniversary.

From the unboxing experience through to adding the final brick, building this intricate set is an evocative journey within itself.  Activate challenge mode as you build your own console in brick form and take a nostalgic journey uncovering features such as the controller with a joystick that moves to feel just like the original.  Brick builders and gamers alike will enjoy sliding open the front and unveiling a pop-up scene from an 80’s gaming room, reviving memories of hours spent trying to get a new high score.

The set also includes three video game cartridges of iconic Atari games in brick format: Asteroids™, Adventure and Centipede™.  The cartridges can be stored in a case and built into mini versions of the games.  In addition, the console includes a switch to select whether you have a colour or black and white television.

When it came to choosing a LEGO Designer for the set, there was only one person for the job.  Lifelong Atari fan Chris McVeigh, who said about the design; “The Atari 2600 was one of the most memorable gifts I got as a kid. I recall spending hours and hours in front of the TV, absolutely amazed that I could play arcade games in my own home. There were so many legendary titles, too, including Asteroids, Adventure, and Centipede. This is why it has been such an incredible experience to bring two icons together, Atari and LEGO, in this awesome set. We hope that building this classic console takes you back to those halcyon days when a handful of pixels meant a world of adventure.”

The LEGO Atari 2600 set is available from the 1st August 2022 via LEGO Stores and www.LEGO.com/Atari at the recommended retail price of £209.99 / $/€239.99.

Review: Thrustmaster T248 Racing Wheel and Peddles (Xbox and PC Version)

Here is our review of the Thrustmaster T248 Racing Wheel and Peddles (Xbox and PC Version).

Designed for all gamers looking for performance and immersion and wanting to free themselves from their keyboard, mouse or gamepad, or improve their skills after starting out with a beginner’s wheel, T248 is a racing wheel officially licensed for Xbox Series X|S, Xbox One, and compatible with PC.

What’s in the box?

The box contains the T248 wheel and base, T3PM pedal set, 48 W power supply + power cable, attachment system + screws, USB cable, Allen key and Quick start guide.

A Closer Look

The Steering Wheel

The Peddles

Final Thoughts

Both the steering wheel and the peddles are very well made and feel solid. The steering wheel feels very responsive and is comfortable to use. You will need to clamp it to something to use – you might want to consider the various racks and stands you can buy specifically for the wheel and peddles.

The steering wheel has all the usual Xbox buttons on it, plus a number of other controls (25 action buttons it total to be accurate) . There is a display screen on the wheel with more than 20 different displays, including settings adjustments, telemetry information and more.

There are also 3 different force feedback options available to choose from – decide what type of driving experience you want and set the force feedback for a more enjoyable drive.

The wheel also has magnetic paddle shifts which are really responsive which really adds to the experience too.

The peddles are very responsive and you will probably want to fit them into position somewhere so that they don’t move around if you have a particularly intense race.

The list of compatible games on PC and Xbox console are available on the Thrustmaster technical support website, and regularly updated. Some games provide more information than others and some games require manual settings in order to use it.

After connecting it all up, the first thing I had to do was update the firmware on the wheel. It’s fairly easy to do by following in the instructions on the Thrustmaster website, but it does assume you have access to a PC to do it (which you would have if you wanted to use the wheel on a PC), but in my case I use a Mac and they don’t provide any software for the Mac so I had a sort out a PC in order to do the firmware updates. Hopefully this is something that Thrustmaster will address in the future.

The only issue I had setting up the wheel was that when I first plugged it into the Xbox Series X the wheel kept saying it was PC – which meant it wouldn’t let me use it on the Xbox. You can change the settings on the steering wheel to force it to be Xbox, which only took a moment, but the instructions stated the wheel defaults to Xbox (which in my case it didn’t).

Once I had played on the steering wheels and peddles I don’t want to go back to a controller.

The Thrustmaster T248 Racing Wheel and Peddles is available now priced around £299.99 and is a must if you play lots of racing games! This version was designed for the PC and Xbox, but there is also a PlayStation version too.

You can learn more from the Thrustmaster website here.

Review: CyberHive

I’m not daft enough to believe that we are the only intelligent beings in this universe. However, I’m also not a conspiracy nut. Consequently, I don’t believe that aliens walk among us, or do they? Instead, I believe that somewhere out in space, there are beings just doing their thing. CyberHive plays with this idea as you explore uncharted areas of space.

Developed by Blazing Planet Studio and published by Samustai Ltd, this is a sci-fi adventure colony builder. On top of this, it has resource management, research, and rogue-lite elements. Therefore, it’s a tactical game that requires you to plan ahead while spinning many plates.

CyberHive is deceptively simple. 

As you start CyberHive, you’d be excused for feeling overwhelmed. The opening data dump is a thing of nightmares and could be extremely off-putting. Yet, I urge you to battle through the pain. Why? Because it is nowhere near as complex as it appears. In fact, as you get hands-on with it, it quickly becomes an enjoyable and manageable experience.

CyberHive has a loose plot that comprises multiple events and many subplots. You are the commander of the Melistar (“The Star Bee”). This ship is home to a queen bee and her army of workers. Their task is to survive, expand, and thrive. But, the discovery of an ancient artefact gives their life more purpose. With a mission to undertake, the colony scours the universe, battles its opponents, and makes new allies.

The UI in CyberHive is simple and easy to understand.
Be wise and get those bees working.

It’s all about the resources.

The core concept is as simple as it comes. Effectively, you must manage resources to expand your colony. However, you must balance growth with food. If you run out of food (energy gel), it is game over! Moreover, the bigger your colony, the more resources you must have. Therefore, it is a fine balancing act and one you’ll fall foul of repeatedly. To survive and expand, you must search for biomaterial, spare parts, crystals, and energy gels.

Each of these elements is key to your success. The biomaterial is used to research an array of technologies. Whereas the spare parts upgrade your ship. Both are important as they improve productivity and the efficiency of your hive. Finally, crystals and energy gels are intrinsically linked. Without crystals, you can’t produce food, and without food, your bees will die and it is game over. 

As I said, it is a fine line between progress and survival. Subsequently, every plan must be considered, and every gamble is a risk. Yet, with great risk comes enormous rewards. Accordingly, you must occasionally chuck caution to the wind if you wish to succeed.

Every chapter is full of game changing decisions.
Choices, choices.

Many aliens and lots of events. 

What is so fascinating about CyberHive is its non-linear plot. With many branches to this interesting story, it is easy to get swept up in the moment. This is then complemented by a vast amount of events to enjoy and many aliens to encounter.

The aforementioned resources are mined, scavenged, or stolen during each of the events. You must send worker bees to derelict ships, asteroids, and more. Alongside this, you’ll rescue refugees, transport goods, or become a pirate. Whatever you decide, you must live with the consequences. Sometimes the impact is felt immediately, and other times, slow-burning ramifications manifest themselves during revenge attacks from deluded aliens. 

Talking of extraterrestrials, there are so many that I can’t remember them all. Most of these greedy asshats are only interested in their survival. Sadly, this somewhat undermines your mission. I mean, how can you find secret artefacts and trick people if they are only interested in themselves? Sadly, these selfish beings are hostile and all-out warfare is the consequence.

This is represented by a basic mini-game. Your enemy’s fire rockets toward your ship and you must blow them up. Seems simple, right? Well, it is, but there are some tactical elements to remember. The more bees you have present in the barracks, the more missiles you have to fire. Furthermore, the more bees in the power room, the stronger your shields will be. However, placing your workers in these areas isn’t always wise. If they are sitting idly awaiting a battle, they can’t gather resources. Consequently, you must judge when to hunt for goods, or when to prepare to fight.

CyberHive is a simple pixel affair.

I’ve said it before, and I’ll say it again. Graphics do not make the game! CyberHive isn’t a modern-looking title, nor is it polished. Instead, it’s a simple pixel affair that works wonderfully with the theme. Its fixed-screen perspective and excellent UI are great to look at. What’s more, I loved the rich and varied colours that enhance the Sci-fi vibes.

The futuristic and alien ideas continue with the tinny electronic audio. This dated but effective approach is reminiscent of 80s space-inspired TV programs. With its camp feel and clichéd style, it was both brilliant and absurd.

Be sure to mine every resource to strengthen your hive.
Mine those resources and make your hive stronger.

Straightforward controls. 

Though the initial data dump is intimidating, the straightforward controls make it easier to play. With well-labelled and single-use buttons, you’ll know exactly what you are doing. What’s more, though the tutorial is somewhat confusing, it does well to explain the fundamentals.

Longevity and replay value are core principles of CyberHive. Thanks to its non-linear story and masses of events, the action remains fresh. On top of this, the rogue-lite element adds a layer of risk that keeps you on edge throughout. 

CyberHive is a brilliant indie title. 

My opening experience with CyberHive should have stopped me from continuing. Its poorly executed data dump is off-putting and simply ridiculous. However, a little patience made all the difference. By giving it a chance and working through the opener, I discovered a brilliant indie title. It is tactically wonderful, comprises fascinating lore, has interesting events, and the aliens are imaginative and disgusting. What’s more, it oozes originality while testing you to your limit. Subsequently, I loved it and I recommend you to buy it here! Can you expand your colony and balance the well-being of your creatures? Gather resources, improve your technology, and find every secret artefact. 

Review: Out There: Oceans of Time

Out There: Oceans of Time falls somewhere between being an unforgiving rogue-like adventure and a point-and-click visual novel with some key decision-making. Unfortunately, it isn’t clear which one it wants to be. At times you find yourself trying to enjoy the story but ignoring it because resources won’t manage themselves.

Gameplay

In Out There: Oceans of Time you’re mostly thrown into the deep end of this vast space saga. What passes for a tutorial is really the prologue with a few text boxes hurriedly explaining what everything does. It’s a lot to take in and even more to remember. Unnecessarily complicated systems of resource gathering, development, and management make it difficult to navigate the core aspects of the game. This is disappointing as there is a good story underpinning it with even more impressive visuals.

The game sees you as space-faring survivors trying to work out what’s going on as you emerge from a deep cryo-stasis. This is set against the backdrop of great evil taking over literally everything. So, you begin hopping your ship to one of the countless systems to explore, gather resources, and ultimately arrive at various objectives. There you will be met with a lot of text-based dialogue as the story unfolds. This all sounds relatively straightforward, but it is resource management that seems to be the biggest foe in Out There: Oceans of Time.

To do anything, your ship spends resources. Only in certain locations can you replenish those. However, it’s rarely clear if you’ll get what you need, and if you do, whether your equipment will last, and you’ll get enough. Gathering any main resource negatively impacts another and so rather than focusing on the adventure, you find yourself obsessively worrying about just staying functional. This can get frustrating as one wrong move and it’s game over. There isn’t even a simple save solution to make that outcome anything less than frustrating.

What is phenomenal is how vast this game really is. There are so many planets, so many of which you can land on and explore. This can lead to interactions with possibly the most diverse range of unique alien designs I can recall. Depending on how well these interactions go (you must learn a language along the way which reveals more of what these dialogue choices are with the more that you participate in) will determine how successful your trades or resource gathering is. You move your away team along different tile paths where you can interact with things along the way. These can be as simple as collecting items, or text-based choices in a choose-your-own-adventure format. There are also things that will harm your crew so healing and effective management are key.

Art and Graphics

Art from sheer scale, Out There: Oceans of Time has some wonderful designs. The ships, and especially the aliens, all feel very fresh in a genre that has some pretty big heavy hitters when it comes to design aesthetic.

It’s a delight to see so many weird and wonderful designs that make the game’s universe feel very alien. No two aliens feel the same and none of them feel like they’re cookie-cutter templates from the genre. In fact, the most generic characters seem to be humans, and for once in a sci-fi medium, it’s nice to see. For example, the alien language you have to learn along the way, at first, it’s a total guessing game what you’re saying, and I love that there aren’t a ‘universal translator’ and humans aren’t literally everywhere.

Everything from the planets, to space, to the animations and cutscenes, are all beautiful to look at and you can certainly spend a lot of time looking at them… provided you have resources and aren’t too busy worrying about them!

Is Out There: Oceans of Time worth playing?

The lack of ability to save whenever you want, tied to an incredibly complex resource management system is unforgiving. I can see why people find Out There: Oceans of Time to be a game they just can’t get on board with. Try and stick with it though, the story is great, the visuals are better and if you’re lucky enough to have enough resources to fully explore, you won’t regret it. Out There: Oceans of Time is a challenging rogue-like, story-driven adventure and while sure, it isn’t perfect, it isn’t a total write-off.

The LEGO Group is celebrating 90 years of play

To celebrate 90 years of play, the LEGO Group and Rankin have teamed up to create special portraits of 90 LEGO® fans aged 1 – 90 years, to showcase the ageless nature of LEGO play.   Hundreds of fans shared their stories of what LEGO play means to them to be with a chance of being photographed by Rankin, best known for his iconic celebrity portraits including the Spice Girls, David Bowie and The Queen.   The portraits can be viewed here https://www.lego.com/90-years-of-play/90-builders as will also be displayed in Manchester, Glasgow and various London locations.   

The line-up includes LEGO lovers from around the country, from 8-year-old Boaz and his Grandpa Paul, who says LEGO play has come a long way since he was little, to 11 year old Elijah who enjoys creating fantasy worlds and 45 year old Kev Gascoigne, of Fairy Bricks which donates LEGO sets to children’s hospices and hospitals.  They feature alongside LEGO designers including Matthew Ashton and Amy Corbett, plus familiar faces including Model Ellie Goldstein; Glow Up Judge Dominic Skinner and former England footballer and BBC podcast host Peter Crouch.  

Former England footballer and dad of four, Peter Crouch, says “LEGO play has always been in my life. From a young age I’d build football stadiums – little goals, bricks to make the lines around the edge of the pitch and mini-figures as players for the match. 

Now, as a dad of four, LEGO building is firmly back in my life and everywhere in our house. My kids love to build – it’s something they’ve all been into at one point or another. LEGO Ninjago is very popular in our house, some of the things the kids build are so intricate, it really amazes me how it captures their attention. I try to get involved but they normally send me away – I’m definitely better with my feet than my hands!”

Vicky Ryan, who features in the line up alongside her son Kaelen, adds, “LEGO play is at the heart of my relationship with my son Kaelen. I loved LEGO sets as a child and passed that love onto him from an early age. We have developed an amazing LEGO town in his bedroom where we have created fantastic scenes of chaos and mayhem and while away the hours chatting whilst we build”  (HOLDER: update once 9 shot finalised )

Photographer Rankin said, “I’ve captured some playful photography in my time, but this campaign has been a truly special one to be involved in. There aren’t many brands who have stood the test of 90 years, have fans across all ages and which still manages to excite and inspire people across the world to be creative every day.”

The 1-90 portraits can been seen on outdoor media in cities around the UK and at lego.com for the next two weeks. They form just one element of a whole summer of celebration for 90 years of LEGO play with other highlights including:  

  • Celebrating the role of play in the lives of world-renowned creatives such as Alicia Keys, Yotam Ottolenghi and Peggy Gou
  • Bringing LEGO fans and families together for an exciting look behind-the-scenes of LEGO HQ with LEGO® CON
  • Recreating iconic LEGO models with the LEGO Classic 90 Years of Play, and two new sets that reimagine original classic themes: the LEGO® Lion Knights’ Castle and  the LEGO® Galaxy Explorer, which were revealed through a touching reunion of LEGO families.
  • A ‘What Brick Are You?’ quiz available on LEGO.com, LEGO social media channels and LEGO Life
  • The (re)opening of the world’s biggest LEGO store in Leicester Square on The LEGO Group’s 90th birthday itself, 10th August 

90 years of play 

Ninety years ago, a Danish carpenter crafted a line of small wooden toys in his Billund, Denmark, workshop. His first collection had a modest 36 items that included cars, airplanes, and yoyos, all carefully crafted to help local children learn about the world.

Twenty-six years after Ole made his first wooden toy, his son Godtfred patented the LEGO® brick we know today, with its interlocking tube system offering endless creative building possibilities.

Since then, the LEGO brick has become both one of the World’s biggest brands and most popular toys, even being named ‘Toy of the Century’ in 1999. The humble brick has formed the basis of over 18,000 LEGO products, received the Hollywood treatment in THE LEGO MOVIE™, helped children learn about robotics and coding through LEGO® MINDSTORMS®, and inspired hours of playful digital adventures in over 180 LEGO video games. 

The name derives from the Danish ‘Leg Godt’ meaning ‘play well’ – and the LEGO Group’s mission is to ‘inspire and develop the builders of tomorrow’.  New research from the LEGO Play Well Study shows play as not only fun, but also integral to childhood development, overall happiness and family wellbeing.

LEGO play continues to grow in popularity, with famous fans, including David Beckham, Ed Sheeran and Joe Jonas & Sophie Turner, helping reach new audiences year on year.  

Family values have always been at the heart of the LEGO Group, which is still headquartered in Billund, Denmark, where Ole started making his first toys. To this day, it is still owned by Ole’s family with grandson Kjeld Kirk Kristiansen recently passing the helm to his own son, Thomas Kirk Kristiansen. 

Thomas Kirk Kristiansen, Chairman of the LEGO Group said, “when my great-grandfather founded the company 90 years ago, he recognised that play could change the lives of children – it brings families together and helps children develop skills that can enable them to reach their full potential. He only had a small workshop, but he had big ambitions to ensure as many children as possible could experience the benefits that play brings. Whether 1932, 2022 or on our 100th Anniversary in 2032, we strive to continue this legacy by helping all families, wherever they are in the world, to play well.”

Innovative play for all 

Keeping the LEGO brick remains at the heart of everything The LEGO Group does, 2022 marks a year of driving further innovation through play. 

Most recently, The LEGO Group announced the launch of LEGO City Missions, a new digital storytelling experience that puts children in charge of creating their own builds, using imagination and creativity to solve exciting missions. Launched with three new sets based on animal rescue, space exploration and police detective mysteries, children are given inspiration for core model builds, which they can then build and rebuild again and again. 

In April, The LEGO Group and Epic Games announced that they are entering a long-term partnership to shape the future of the metaverse to make it fun and safe for children and families. Together they aim to build an immersive, creatively inspiring and engaging digital experience for kids of all ages to enjoy together and empower them to become confident creators in a safe and positive space.

In a year that sees women’s sport in the spotlight, The LEGO Group is a national sponsor of the UEFA Women’s EURO 2022 which is currently taking place, as part of its commitment to champion inclusive play and ensure children’s creative ambitions aren’t limited by gender stereotypes

Follow the hashtag #LEGO90years or visit LEGO.com/90-Years-Of-Play to join in the fun.

Review: Gravastar Mars Pro speaker

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I’ve been lucky enough to cover plenty of headphones and earbuds. In fact, I recently looked at the Gravastar Sirius Pro earbuds, and they were fantastic. However, now I get to explore the advantages of Gravastar’s incredible Bluetooth speaker range. I am, of course, talking about the Gravastar Mars Pro speaker. This exceptionally beautiful and user-friendly device looks amazing on your shelf or desk while delivering top-quality sound.

It has been designed with Audiophiles in mind and will not disappoint this group of sound perfectionists. This Bluetooth 5.0 speaker has been created to work alone or with another Gravastar Mars Pro speaker. If you take the plunge and use two simultaneously, you’ll experience a rich and immersive sound that will blow your mind. However, a solo speaker is also a fantastic investment that won’t disappoint you. What’s more, it looks incredible, with an array of light features, and produces a wonderful range of tones and a bone-shattering bass line.

Don’t mess with the futuristic speaker.

What’s in the box of the Gravastar Mars Pro speaker?

  • The futuristic theme begins with ostentatious packaging. The sizable box is silver and adorned with weird imagery and key information. Immediately, it screams open me, so that’s what I did. The device is housed snuggly between two pieces of polystyrene. This was disappointing as it’s hard to recycle. I believe a cardboard alternative would work just as well.
  • The Gravastar Mars Pro speaker. This spherical speaker is heavy, well constructed, and made from zinc alloy. It comes in a range of colours and special editions, and I choose the standard black version. On the underside of the speaker are extendable claw-like legs that perfectly balance the accessory. Furthermore, the feet absorb minor shocks to prevent damage and maintain audio quality.
  • USB-C charging cable. This device has an exceptional battery life of around 15 hours. However, when the power runs low, you can charge it with ease thanks to its universal USB-C port.
  • Aux cable. Perhaps you have an older device with no Bluetooth connection. Worry not. By plugging in the Aux cable, you’ll be able to create a wired connection. 
  • User manual. Understand the basics with this small but in-depth guide. 

Technical aspects. 

MaterialsZinc Alloy
Product Dimension7.5″H x 7.1″L x 7.9″W
Weight5.55 lbs
BluetoothV 5.0
RGB Lights6
Touch Volume ControlYes
True Wireless StereoYes
Battery lifeUp to 15 hours
Output Power20W
Transmission range10M
Power supply5V/2A

I’m in awe of the design and LED light display. However, my biggest concern when buying a speaker is the audio quality. Fortunately, the Gravastar Mars Pro speaker is exceptional. Because of the built-in exclusive DSP audio algorithms, you experience a truly mind-blowing sound. With deep and gut-wrenching bass, accurate rich mids, and crisp highs, it will amaze you. Further to this, the ability to connect 2 speakers enhances your audio further still.

I’ve owned speakers that sound great at one volume, but awful at another. Thankfully, the Gravastar Mars Pro speaker doesn’t suffer this affliction! No matter the volume, its deep bass resonates through the dual speakers and passive bass radiator. Consequently, it performs perfectly while delivering crisp sound.

Stop that speaker in its track.

Touch controls and LED lights. 

You can rest assured that you’ll experience true wireless sound thanks to the Bluetooth 5.0 connection. This low-latency option has a great range, a quick pickup, and a low energy draw. However, the aforementioned Aux cable provides an alternative arrangement to cover all bases.

So, we know the sound is incredible. Moreover, it has a great battery, and it’s easy to use. But what about its looks? Well, in short, the Mecha Sci-Fi theme is jaw-droppingly good! With a brushed metal finish, interesting and chilling claw feet, and mesmerising LED lights, this has phenomenal aesthetics.

The weighty design and zinc alloy spherical case are well built and robust. Furthermore, the speakers are housed safely within the body to prevent unnecessary vibration or issues. The feet can be adjusted with ease and give the speaker an unusual alien-like appearance. Undoubtedly, this will be a conversation starter, especially when the LED lights begin to shine. 

Thanks to the large array of settings, you can customise the look to your liking. The lights can be extinguished, remain one colour, flit through a random selection, or pulse with the beat. I chose the latter option as it looked incredible and was responsive to every song. 

Finally, the touch-sensitive controls make it easy to adjust the volume. Located at the top of the body, you can increase and decrease the sound with ease. This was a feature that wasn’t entirely essential, but I’m glad it was included. Not only does it look great with the LED light display, but it adds to the futuristic theme.

The Gravastar Mars Pro Speaker looks great in any situation.
The Gravastar Mars Pro speaker looks striking.

Is the Gravastar Mars Pro speaker worth it?

Bluetooth speakers are two a penny these days. However, buying one that looks amazing whilst delivering exceptional audio quality isn’t easy. Thankfully, the Gravastar Mars Pro speaker breaks the mould as it ticks every box. Not only does it produce phenomenal sound quality, but it can be enhanced further by connecting it to another speaker. Moreover, the exclusive DSP audio algorithms offer an unrivalled experience.

If you then consider the build quality, unusual Sci-Fi design, and LED lights, you get a speaker that is a real conversation starter. Further to this, the exceptional battery life and user-friendly design make it the perfect device for your home or when you are out and about. It is for these reasons that I recommend you to buy it here!

Summary.

Gravastar has created a mind-blowing accessory that is out of this world. Not only does it look great, but it is a market leader with its exclusive technology and masterful design. If you are in the market for a head-turning speaker, you need to look no further. 

(More information on Gravastar can be found here!) 

The Gravastar Mars Pro speaker has been awarded the Movies Games and Tech gold award.

Review: Neon Blight

Neon Blight is a game I was genuinely looking forward to playing. I first noticed it during the Steam Next Fest, where its distinctive cyberpunk art style immediately grasped my attention. The gameplay also appeared to be very reminiscent of Enter the Gungeon, and it was shaping up to be an all-around great time. This is why it’s all the more disappointing that it turned out to be an utterly broken mess.

Neon Blight was developed by newcomers Bleeding Tapes, and published by Freedom Games. Inherently, it is a top-down bullet hell roguelite shooter, but also features shop management undertones. I have a lot I want to say about this title, but to be up front with you, I’d suggest you avoid this game for the time being.

Bugs

Before we get into the meat and potatoes of this review, I want to highlight the issues I faced while playing Neon Blight. During the first 3 hours of my playthrough, there were a number of instances where my game would freeze, or simply terminate altogether. I stopped making a note after the 15th crash due to the staggering frequency in which they occurred.

Outside of these, I also encountered my fair share of bugs and glitches. Some of these were bizarre, but fundamentally harmless, whereas others were outright gamebreaking. Here is a short list of some of the issues that I experienced:

  • Being stuck in various out of bounds areas.
  • Being randomly warped to areas of the game I hadn’t yet unlocked.
  • Enemies getting stuck in walls, and somehow managing to still successfully attack me.
  • AI pathing resulting in characters getting stuck on terrain.
  • Customers stealing items that I had put up for sale.
  • The entire storefronts cosmetic system being completely broken.
  • Placeholder text being used in dialogue boxes.
  • Text missing entirely from dialogue boxes.

I’m not sure if this is a curse with cyberpunk themed games, but its honestly baffling that these issues got past the QA department. Though, having worked QA before, it seems as though not much internal testing was done at all. It took me less than 15 minutes to discover the first gamebreaking bug, and that was simply by playing the game normally.

Early Access?

Bleeding Tapes and Freedom Games, the latter of which I have a fairly high opinion of, should be embarrassed calling this a fully fledged release. Nobody would have batted an eye at this if they simply put this out as an early access title. After all, that is exactly what the EA system is setup to do for a product. Alas, it was released as a finished project, and that is both laughable and insulting.

Update: As of this review, Bleeding Tapes have put out a number of updates to try and fix some of the issues. While they have managed to patch out some of the bugs, a lot of them still persist. I was initially going to rate this game a 2/10, but as it stands now I’ve bumped it up to a very generous 3.

Story

The story follows the former police officer Lara in her attempt to start a new life as a gun store owner. However, in order to start her new life, she seemingly has to confront her old one. She decides to become a rogue gunslinger to discover the truth surrounding a mysterious event which transpired 15 years earlier.

Truth be told, the game did a stellar job of piquing my interest. Why did the former cop turn into a gun store clerk? Why did she leave the force to begin with? Who is this mysterious entity that has compelled her into action? I wanted answers to these questions, and I was eager to see how it played out.

Then, unexpectedly, and very awkwardly, the entire story was dropped almost immediately. I honestly have no idea if this was because of a glitch I caused, or if it was a mishap on the developer’s side. Either way, it is yet another example of the abysmally poor state this game is currently in. I hope Bleeding Tapes implement this story properly at some point, as I really do think it has potential.

Gameplay 

When I wasn’t experiencing endless crashes, Neon Blight managed to be fairly enjoyable top-down shooter. There are a diverse number of weapons at your disposal, all of which have their own qualities to them. These range from semi-automatic pistols, all the way up to high powered sniper-rifles. They also come in ballistic, energy or plasma variations, which further alter the way they operate.

Running around and dodging out of the way of incoming attacks felt seamless and smooth. However, the speed at which you can move around reduced the games difficulty by a dramatic amount. Outside of one very late game boss, Neon Blight never felt like the bullet hell game it was hyping itself up to be. Unsurprisingly, I lost more progress to crashes than I did to the games challenge level.

Every item you find in the game can be sold in your shop to make a profit. You can use those profits to buy new weapons, upgrades and character buffs when exploring out in the wild. This seems like it would be a nice change of pace, but it never really felt necessary to do at any point in time. On top of this, the management systems aren’t fully functional. Needless to say, this led to even more aggravation on my part.

Art

The art direction of Neon Blight is a partial redeeming factor of the game. The city of Eden for instance has an astonishing amount of detail to it. The luminous neon lights mixed with the bright colours and dark undertones make for a wallpaper-esque spectacle.

Outside of the city, there are a fair number of other locations to explore. These range from forest biomes to winter wonderlands, and even abandoned factories. These locations are effectively the different dungeons in the game. In truth, they are baron and empty. Nevertheless, I’ll give the benefit of the doubt to Bleeding Tapes here, as I suspect this is in an attempt to be less cluttered for the bullet hell gameplay.

The character designs are rather plain and simplistic, but do come across as a nice homage to the pre-NES stylings. Their blown-up counterparts offer a more detailed look at them, though admittedly, most of the designs are somewhat forgettable.

It really is a shame that the game didn’t do more with the dystopian cyberpunk aesthetic. While this thematic is currently the ‘in’ thing to do, it’s clear that Neon Blight could have created a fairly interesting spin on it.

Audio

Neon Blight has an pleasantly ambient soundtrack. The composers, which I believe comprise of at least 3 different artists, have managed to create a vibrant 80s synth-based OST, something that is synonymous with the cyberpunk thematic. There are a couple of tracks in the game which sound almost incomplete, but those are, thankfully, pretty sparse.

The SFX are another saving grace for Neon Blight. The guns, which are arguably the most important part to this game, have all been given their own unique sound banks. This allowed things like the ballistic and energy weapons to sound different from one another, all while remaining immersive and punchy.

All in all, the audio and sound design teams genuinely make you feel like your John Wick in his titular series. Unfortunately, the other departments faltered so spectacularly that it feels as though their work has gone to waste.

Conclusion

Neon Blight is an above average game which is currently plagued by countless issues, bugs and crashes. The top-down shooter gameplay, when functioning, is smooth and enjoyable, albeit repetitive. The store management systems are a nice idea, but have been implemented in a very mediocre fashion. While the art style can be absolutely gorgeous at times, it didn’t utilise the cyberpunk aesthetic enough. However, the OST and sound design are genuinely great additions to an otherwise poor game.

Neon Blight could easily be a 6 or possibly 7 out of 10, however, due to its myriad of problems and drawbacks, it barely manages to scratch a 3. Hopefully Bleeding Tapes continue to release patches and get this game where it deserves to be. But for now, I’d strongly recommend avoiding this game until a later date.

Review: DNF Duel

Bright colours, flashy moves, vague lore, and a surprisingly solid roster of characters. These were the ingredients chosen to create DNF Duel. An extremely fun and moreish fighter from Arc System Works.

Newcomers Welcome

The first thing about this title that really struck me was how simple the command list was; especially when compared to mainstream games of the genre like Street Fighter, Mortal Kombat, and most of all Tekken. In DNF Duel you only have a handful of inputs you need to know, that when combined allows for more diverse and lengthy combos.

Firstly you have standard attacks. These are simple jabs, kicks, and leg sweeps that are most effective when used to start a combo chain. Then you have a set of skills and MP skills. Skills are special moves that can inflict solid damage, and reliably keep combos going. Some maintain a target’s position in mid-air, while others launch them. Certain skills can do damage from above continuing a barrage on downed enemies, or trigger AOE attacks.

MP skills then take this one step further and use mana points to pull off even more powerful moves. All it takes to pull them off is a directional input and a press of B for normal skills and A for MP skills (Provided you’re using a controller).  Some skills don’t even need directional inputs. Just an B or A input and voilà. This is the same across the board for everyone. However, the outcome is the main difference. 

A couple of examples of this are: Ghostblade’s [+A] MP Skill, which sends forth his ghost to deal damage and put pressure on an opponent while he closes the distance and/or sets up his own attacks. Or Berserker’s [+A], which grabs your opponent, and recovers some HP, while inflicting damage. Every character might have a different move suited to their archetype, but the input required to execute these skills can be as easy as hitting a button or two. 

This made DNF Duel one of the most beginner-friendly fighting games I’ve seen in a long time. The ease of inputs makes it so that even the most green of fighters can do some flashy, albeit simple combos from the get-go, and gain some confidence. It’s a really easy game to pick up, which newcomers will surely appreciate. However, it takes a bit more to master this fighter. 

Deeper Than It Looks

Mastery of DNF Duel, much like any good fighter is highly dependent on good spacing, and utilising your skills in order to extend combos and keep the pressure on your opponent. Knowing which skills to use and when can reap some serious rewards. And luckily the entire cast of this title is a viable choice, partly due to its simplified controls. But mostly due to a varied moveset across its roster.

The Ranger whose ranged capabilities, make him an obvious choice for experts at zoning. Or the Crusader, who is a master of locking an enemy in a combo with his ability to form a wall behind them. I could not for the life of me find a overtly weak link among the playable characters. There are definitely standouts though, like the aforementioned Crusader, the Berserker, Swift Master and Troubleshooter. However, after some practice, and learning a few tasty combo strings; any and everyone is a threat.

This title also adds a couple of extra layers of depth to the combat. Resource management is important in this title. Especially when playing online or against more difficult AI. Your guard is finite. You can only block for so long before your guard is broken, and you’re completely vulnerable to a thrashing. Similarly, your MP skills use up mana, and once all points are depleted your character becomes exhausted making them unable to use any MP skills until it recharges. There were a couple of moments when I first started playing where I was exhausted without even realising it. I hit [+A], and just watched my fighter stand there like a dunce before catching some hands. It was then I realised keeping an eye on that gauge could be the difference between victory and shameful defeat. 

Taking and inflicting damage also has a little bit of extra depth. Regular damage results in a section of your HP bar turning white. This white damage can be recovered over time. But take enough damage and some becomes red, which is permanent. Your MP skills though, will always inflict red damage. Furthermore, they will eat up any latent white damage. Making a combo of regular moves/skills and finishing things off with MP skills, a lethal combination. This incentivises aggression and making good use of your abilities.

However, when you’re the one with white damage and an unrelenting enemy after you, there is another option. Converting the white into red in exchange for some extra MP. This conversion mechanic also cancels most attacks. This can help turn the tables after you’ve whiffed an MP skill, became exhausted, and are at risk of falling victim to a combo. Or it can simply be used to extend a combo. It’s an advanced risk/reward mechanic that adds an interesting element for more experienced players.

Give Us an Edge

Speaking of turning tables, another important element of combat is Awakening. When your HP drops to a certain point you can access an all-powerful and spectacular attack that can do some serious damage, either putting yourself and your opponent on more equal footing or outright winning a seemingly lost fight. It’s a mechanic that’s become a standard in the genre and provides some drama and theatrics to a fight. 

Combat in DNF Duel is enjoyable, easy to grasp, and beautifully animated to boot. However, there is one aspect that I felt was a bit lacking. Defence. Aside from spacing, blocking and dashing you’ve not got many defensive options. Especially when an enemy has you locked into a combo. The guard gauge is quite generous, so good timing can save your skin. However, I’d appreciate at least one additional way of getting out of a combo. At the very least a delayed wake-up to throw an opponent’s timing off, and allow for some punishment.

Narratively Bankrupt, Rich in Gameplay

The story mode in this game is paper-thin. About an hour long for each character if you don’t zoom through the dialogue. It provides some equally minimal and vague lore about the world and then you fight someone. Every main fighter has inside them “Will” which gives them access to “Wonder” which are portals to other lands where they’ll find another fighter with some will they can absorb. Simply put, Will is an excuse for them to fight. Eventually, they use the accumulated will of everyone they’ve fought in order to awaken an ancient warrior. I’ll let you guess what happens next.

The general plot remains the same for everyone. The only differences are who fights who and where they do so. Although to be fair, most people don’t decide to play fighting games for their campaigns. There are a good amount of options outside of story mode. You can train, with a nice variety of settings. In arcade mode you fight an 8-leg tournament. A survival mode in which you use points accumulated in the fight to give you an edge in the next battle. Including an increase to your attack/defence or replenishing lost HP. 

All of these offline options are great and all, but they also make for good preparation. A chance to find your character, practice combos, timing, as well as learning the strengths and weakness of other fighters. This is all vital when it comes to the real challenge. Online play. Which is also great. Finding a match in lobbies was quick and easy, things run smoothly, and I met some really skilled, and friendly players too, which is always a treat when you’re getting your ass handed to you. Things only got a little slow when it came to ranked matchmaking, sometimes finding a match took a while. Thankfully, you can play any of the offline modes while you wait so you can get some last-minute practice in.

It’s… Beautiful

DNF Duel is an absolutely beautiful 2.5D fighter on top of it all. The animations are exceptional. Your moves and abilities have so much spectacle stuffed into them, from the beams of cosmic energy to fiery explosions. I was really impressed by the quality of visuals, the use of colour and dynamic camera work. This combined with the simple control scheme makes it so that enjoying some flashy combos is a constant. From the most basic skills, down to your earth-shattering Awakening attacks, I cannot stress how good this game looks. And how truly and wonderfully absurd some of these people’s skills are.

DNF Duel is fun, it’s a spectacle, it’s easy to learn, and a bit trickier to master. Its deceptive simplicity may not be for everybody, and its story may as well not have been there. But overall, it’s a good time.

Review: Rayland

Light manipulation puzzles aren’t a new concept. As such, they can lack originality and may be overlooked. However, I urge you to reconsider, as these puzzle titles are fun and will test you. Rayland is one such game that is simple to look at, easy to pick up, but quickly gets out of hand.

Developed by Noaka Games and Eastasiasoft Limited and published by the latter, this is a futuristic puzzle title. With light manipulation at its core, you must think outside of the box and often many steps ahead. As mentioned, you will be lulled into a false sense of security, as the action is deceptively simple. However, as you progress, you must contemplate many moves to arrive at a successful conclusion.

Rayland asks you to think outside of the box to solve each problem.
Combine the lasers and solve the puzzles.

Rayland doesn’t tread new ground. 

Even though the story has no impact, it is a constant influence throughout. The inhabitants of Rayland use energy from the Domus to survive. To transport it, they must use an ancient artefact known as a Reflectus. Accordingly, without your help, the people will perish and your mission will be over. In theory, this sounds like a dramatic and upbeat tale. However, in reality, it is slow, methodical, and plays second fiddle to the action. 

Disappointingly, Rayland doesn’t tread new ground. Subsequently, every mechanic and stage feels familiar and lacks originality. Yes, it is still enjoyable, but I was desperate for a unique and fresh idea. The core mechanics centre on the Reflectus and their light-bending powers. You must pick up each of the artefacts and place them in the path of each laser. By doing this, you’ll reflect the beam and guide the energy around the stage to the end goal. 

Alongside this basic idea, you must twist each of the Reflectus to manipulate the light beam. By doing so, you will solve each problem you face. However, this is just the beginning. As the action wears on, you must contemplate two light sources, aim for multiple goals, or combine the energy beams. As this happens, you must think further ahead and challenge the logical portion of your brain. 

Rayland asks you to plan every move in advance.
What path will you take?

If you get stuck, you are doomed!

As explained, the problems quickly become much harder. Subsequently, failure is all but assured at some point. Yet, unlike its peers, no hint system has been implemented. As a consequence, if you get stuck, you are doomed. Therefore, it would have been better if a small hints and tips section were included, just in case. 

Rayland has a simple but clean style. 

Thanks to the basic level design, the developers could focus on a simple yet clean style. Subsequently, most of the stages utilise a minimalistic approach. With a contrasting colour palette and a futuristic look, this is easy on the eye. What’s more, its lack of complexity enables you to concentrate on solving the problems you face. Though its design won’t wow you, it won’t disappoint you either. 

What impressed me, however, was the excellent audio. With light and airy tunes, it had a sci-fi edge and a relaxing vibe. This was the perfect choice for a game that was slow and methodical. Furthermore, the lack of sound effects was also fantastic. It would have been annoying to listen to inane noises while contemplating a solution. 

The Reflectus are the key to each puzzle.
Twist the Reflectus and move the energy.

The controls weren’t perfect. 

With such a simple concept, you’d think the controls would be perfect. Sadly, though, this wasn’t the case. Mostly, they are serviceable, but occasionally, it is challenging to place the Reflectus on the correct square. Accordingly, this was frustrating and unnecessarily annoying. With a slight tweak to the hitboxes, I believe this problem would be irradiated. Other than this, it was simple to understand and easy to play.

Another shortcoming is the lack of replay value. Once you exhaust every level, you’ll have nothing to do. There are no collectables and there are no additional modes. Consequently, it lacks longevity. However, on the upside, it’s a completionist’s dream and is inexpensive to buy. 

Rayland is good but lacks originality. 

I enjoyed my time with Rayland, but it has its shortcomings. The most obvious of these is its lack of originality. If the developers add some DLC that explores new avenues, then it would be vastly improved. As it is, it’s a fun and challenging light manipulation game that is worthy of your time. Subsequently, I recommend you buy it here! Save the people of Rayland by altering the energy beams and solving the puzzles.