Review: Amazing Superhero Squad

Have you ever thought, “there is always a superhero for every occasion, but where do they come from?” I know I have, and consequently, it got me thinking. Is there a massive organisation that controls these heroes while profiting from others’ misfortunes? Amazing Superhero Squad plays with this idea as you manage an eclectic blend of mystical beings.

Developed by Siberian Koala and published by Sometimes You, this is a tongue-in-cheek business management sim. It is set in a fantasy world with made-up and bizarre protagonists. What’s more, its plot is dated, but its artistry and concept are anything but. Therefore, it’ll interest strategy and simulation fans as well as lovers of comics.

Amazing Superhero Squad relies on data dumps. 

If you are not a fan of data dumps, you are in for a bumpy ride. Oddly, Amazing Superhero Squad relies heavily on text and visuals. Therefore, it appears to play out like a visual novel, as opposed to a simulation management title. As a consequence, the action opens with an almighty data dump that is unbelievably overwhelming. However, the pain is short-lived, so I recommend you stick with it.

The plot, or what little there is of it, revolves around an agency that hires heroes. These superhumans must complete missions to save the day while helping the people of Storborg City. By completing tasks, new information comes to light, and this helps to evolve each mystery. With limited interactions and mainly text-based dialogue, it feels like a visual novel. However, there are some key strategic moments, but these are limited and lack depth.

Can you make every mission a success?
Congratulations on your success.

Simple enough once you grasp it. 

Because of the information-heavy opener, the learning curve feels steep. However, the concept and mechanics are straightforward. Essentially, your band of 5 heroes has unique skills that can match the requirements of each mission. If you correctly match each skill, you are likely to be successful. Subsequently, this will increase your fame, shares, money, and more. However, if you don’t get it right, your heroes can die or become depressed, and you’ll lose cash and popularity.

Ultimately, you manage your employees, select the quests, and try to fight crime. You are also responsible for hiring and firing while maintaining a happy workforce. Unfortunately, this is the extent of the strategy element and it requires more luck than judgement. This was frustrating, as the core concept is intriguing. Sadly, though, the delivery is lacklustre and underwhelming. 

The city is riddled with crime.
Where will they strike next?

Amazing Superhero Squad plays like a comic book. 

The core concept’s delivery was disheartening and disappointing. It could and should have been much better. Yet, it isn’t all doom and gloom, as the aesthetics are wonderful. The game is presented as a comic book and it was amazing to look at.

Graphically, Amazing Superhero Squad is phenomenal. Its stylised approach, sharp colours, and crisp lines will wow you. Furthermore, the backdrops and scenery add depth and character to the gameplay. This makes the key elements that bit more disappointing, as the potential is plain to see.

The visuals are supported by excellent audio. The OTT music, high-energy songs, and absurd sound effects fit the theme perfectly. If it wasn’t for the hard-hitting sounds, the gameplay would have been flat and dull. 

Use this simple computer in Amazing Superhero Squad to undertake each mission.
Will you click on the computer and start a new game?

Clumsy controls. 

PC porting goes one of two ways. First, it’s perfect and the developers have considered the UI and mechanics. If this happens, the game is wonderful and a joy to play with a controller. Second, it’s woeful and the controls are abysmal. Subsequently, this leads to frustration and a lack of interest. Weirdly, Amazing Superhero Squad is somewhere in between! The UI and layout are really intuitive and fun to explore. Annoyingly, however, it’s held back because of a lack of cursor control. This oversight makes it difficult to select anything, and this was infuriating.

With 4 weeks of missions to undertake and a wide range of heroes to hire, there is some replay value. Longevity is increased further because of the multiple-choice missions and their random nature. These elements will be of interest to comic book fans, but everyone else will find it tiresome and repetitive.

Amazing Superhero Squad isn’t that amazing.

In theory, Amazing Superhero Squad should have been great. Its concept is interesting, the art style is striking, and there are many avenues to explore. Instead, you experience a shallow and underwhelming game with a badly translated narrative. Furthermore, the controls simply add to the frustration. Comic book fans may want to buy it here! For everyone else, I don’t recommend it. Running a superhero agency should be exciting. Sadly, this is a bit of a damp squib. 

Review: Mango Mischief

Few industries return to tried and tested ideas time and time again. Video games are a rare entity that has a massive following for retro and old-school mechanics. Therefore, when a new title leans heavily on these elements, it is applauded rather than heckled for its lack of originality. Mango Mischief is the latest JRPG influenced title to hit the market. However, unlike its peers, it doesn’t take itself too seriously! It refers to the absurdities we’re familiar with and delivers them in a tongue-in-cheek fashion.

Developed and published by Acute Mango, this is a retro RPG fan’s dream. It is reminiscent of Phantasy Star and Shining Force and it’ll make you feel warm and fuzzy inside. What’s more, it has a familiar, yet original story, some excellent simple mechanics, and is easy to pick up and play. On top of this, it has a beautifully polished look combined with an array of dated synth-wave songs.

Mango Mischief uses the best elements of the genre. 

Creating an original, fun, and interesting RPG is nigh on impossible. Therefore, I was amazed by the captivating gameplay of Mango Mischief. If you were to dissect every element, you’d say they were as old as the hills. However, with each layer working in perfect harmony, this solo-indie developer has created a rewarding and jovial RPG experience. Furthermore, older gamers will love the nostalgia and silly undertones.

Like all great early RPGs, Mango Mischief has a nonsensical, convenient, but incredibly absurd story. All retro RPGs have similar plots, and this could make the action tedious. Fortunately, though, the short missions, interesting characters and side quests stave off any boredom. The story revolves around 3 individuals who must see the king. Strangely, his convoy is missing and these heroes must save the day. Joined by one of the King’s guards, you begin your search for the truth.

Easy to understand turn-based combat.
Line up and take down every enemy.

Two key elements.

The lack of complexity continues within the game’s key components. The action is split into two key elements; the over-world and dungeons, and turn-based combat and team management. Neither of these portions is difficult to understand, and this makes it fantastic for newcomers.

The exploration feels “open world”, but it takes a linear approach. Except for side quests, that is, as your progress is wholly dependent on the completion of each main mission. Here you’ll discover artefacts that open new paths and move obstacles. Not only are they magical, but they are intrinsically linked to the King. Subsequently, Mango Mischief did well to ensure the random story retained a loose structure. 

The turn-based combat and team management, on the other hand, were a little more strategic. You must understand the foes you encounter and use appropriate force to defeat them. Each monster has an associated element; wind, water, fire, or dark energy. By uncovering their traits, you can kill them with ease. However, this flows both ways! Each hero chooses a class and they have unique strengths and weaknesses. Therefore, you must plan and eliminate the greatest risks to survive.

Explore every town in Mango Mischief.
So many colourful and interesting towns to explore.

No quest is too difficult. 

Let’s cut to the chase. I love Mango Mischief. Yet, it wasn’t perfect and there are some obvious shortcomings. The quests are too easy; the combat is rarely challenging, and the exploration elements could have been more varied.

No matter the quest I undertook, it rarely pushed me. Most endeavours revolved around fetching items or killing a boss. Frankly, these were ridiculously easy. Where it excelled, however, was when it incorporated puzzling elements. Had this formed a staple part of the gameplay, it would have been much harder. 

To open new areas required NPC interactions or the removal of obstacles. This quickly became repetitive, and I wanted much more. What was great was when your progress was veiled in mystery. You had to work for a solution and this was challenging. 

Finally, the combat should have been more complicated. Yes, there were strategic moments, but the heroes became too powerful, too soon. The lack of balance was disconcerting, and it makes it uncomfortably easy. This is compounded further when you specialise in each of the character’s classes. Super powerful protagonists and all-powerful weapons somewhat undermine the overall difficulty. If the developer were to adjust the stats gains and the strength of the equipment, this problem would be eradicated.

Mango Mischief is a thing of beauty. 

I have a few concerns regarding the gameplay. But, I have no complaints about the graphics. Mango Mischief is what a modern retro-inspired title should aspire to be. Its world is full of variety and comprises that familiar pixelated look. What’s more, the colour palette is bright, and the sprites are detailed and polished. On top of this, the combat animations are great and reminiscent of the greatest of JRPGs. 

The aesthetics are enhanced further because of the fabulous audio. The excellent synth wave music is as varied as each backdrop. Consequently, the game expresses its emotion through its sound. Every town has a jovial soundtrack. However, while exploring and in combat situations, it has a sinister edge. This is then complemented by the basic fantasy sound effects that we all know and love.

Mango Mischief uses classic checkpoints to help you to progress.
Touch the statue and refill your health.

Limited controls. 

A glance at Mango Mischief’s Steam page highlights “Full Controller Support”. Yet, I was limited to a basic mouse and keyboard input. Now, this wasn’t an issue, as the controls are straightforward. However, the ability to play this with a controller would be a vast improvement.

With multiple classes to choose from, items to use, and a large world to explore, there is longevity. However, its replay value is impacted because of the lack of difficulty! You won’t need to return to the game as you’ll experience everything in one playthrough. This was disappointing, as it affects its potential. This is an issue that needs to be addressed by the developer ASAP.

Mango Mischief is great, but it could be phenomenal. 

My concerns may seem harsh, but it has so much potential. What I’ve experienced is a great retro-inspired RPG, but it should be phenomenal. The ingredients are all there. It simply requires some minor tweaking. All things considered, I loved it despite its shortcomings and I recommend you to buy it here! Can your band of would-be heroes save the day? Explore the vast and dangerous lands, understand your foes, and unearth each mysterious artefact. 

News: WRC Generations

0

Racing games come and go and have a massive fanbase. Over the years, we’ve seen some game-changing titles as well as some awful unrealistic endeavours. Consequently, it can be tough to turn to lesser-known franchises. When I consider the market-leading options, I look at F1, Gran Turismo, Forza, and, of course, WRC. Each offers a unique experience, but WRC is renowned for its challenging gameplay and ultra-realistic approach. Fans have been waiting for news of a new instalment, and now their wishes have been answered! WRC Generations has finally been announced, so let’s look at what to expect.

WRC Generations has a planned release date of October 13th 2022 for Xbox One, Series X, and PlayStation 4/5. However, PC and Nintendo Switch versions will hit the market at a later date, so fear not. From developers KT Racing and publishers Nacon, this is renowned as one of the best rally franchises ever. Previous iterations such as WRC 9 and WRC 10 were amazing, so I can’t wait to see what this has in store.

Lose yourself in the wintry beauty.
A winter wonderland.

WRC Generations aims to amaze its fanbase. 

First, KT Racing plan to deliver unprecedented levels of realism. Subsequently, gamers will be amazed by the accurate vehicles, detailed player models, and real to life environments. However, this is but one of the planned improvements! The developers have listened to their followers and have incorporated some key suggestions.

Hybrid cars have made a massive impact on the WRC circuit, and you can experience this first-hand. With a combination of electric power and petrol combustion engines, players will encounter a new level of racing. Furthermore, you’ll adjust your style for the authentic audio and advancements these new engines bring.

Previous vehicles can be selected, as well as no fewer than 37 legendary vehicles. Each of these iconic machines has been painstakingly recreated mechanically and visually.

We all know that the cars aren’t the end of the story. No, the tracks and events rule the roost as well. Luckily, there are 13 rallies to attempt, 9 other locations, and 22 countries to explore. What’s more, there are 165 special stages and the brand-new snow-covered Swedish route makes an appearance.

WRC Generations looks to be the most realistic racer yet.
Race through the snow and win the stage.

New solo and online content. 

A new game has to have fresh content. Fortunately, WRC Generations ticks that box as well. It is more polished and detailed than its predecessors, and it offers new online and solo content.

  • Career mode lets players determine their history, managing every aspect of their team and leading them to success. A new way to manage hybrid-powered cars will be included in the skill tree.
  • In League mode, players can take each other on in the same category in daily and weekly challenges in an attempt to rise to the top of the rankings.
  • With the Teams system, players can choose to join a team or create their own, raising the standard high in every challenge.
  • The Livery editor enables players to customise their cars with a variety of finishes and stickers. In WRC Generations, players can now share their creations! 
  • Players can take part in training races on split-screen or online and enjoy the real experience with a friend in Co-driver mode.

Summary. 

WRC Generations will be this genre’s market leader for a long time. With unprecedented levels of realism, plenty of game modes, and some much-loved mechanics, it will be a winner. I, for one, can’t wait to get my hands on it, so why not add it to your wish list here

Review: Teardown

Teardown is a sandbox puzzle game developed and published by Tuxedo Labs. It harkens back to the likes of Red Faction: Guerrilla, offering players a fully destructible world to do what they want in. Having spent nearly 2 years in early access, some people speculated if this was going to be nothing more than a glorified tech demo. But with it finally seeing an official launch, the question now stands. Is it any fun?

Yes. Yes, it is!

Gameplay

After all, how couldn’t it be? When a game claims that their world is fully destructible, you know you are going to be in for a good time. You can drive cars full force into a building, burn entire log cabins to the ground, or throw propane tanks up into the air just to see what will happen. If you imagine it, you can probably do it.

To help on this destructive journey, the game provides you with a number of different tools. You have things like sledgehammers, blowtorches, shotguns and bombs, all of which interact in different ways. For example, explosions cause shrapnel and debris to shoot off in all directions, whereas fires will spread rapidly if not kept under control.

This is all made possible through their incredible voxel engine, which simulates the carnage in real time. I spent countless hours goofing around inside their sandbox mode, and if this was all the game was, I’d still call it worth the cost of admission. However, if you aren’t into the ‘make your own fun of it’ style of game, then Teardown also comes packaged with a campaign.

Campaign

The narrative here is pretty thin, but its serviceable enough in progressing the plot forward. In short, you decide to take on a dubious job as you are struggling to make ends meet. This quickly unravels itself, and places you into the midst of an ongoing war between two bigwigs.

Missions

There are a total of 20 main missions for you to partake in, the majority of which are presented in the form of heists. These are effectively elaborate puzzles, which task you with completing an objective within a 60 second time limit. The objectives range from collecting GPS trackers, all the way to stealing high end sports cars. The countdown will only begin though once you have triggered an alarm, so this means you have as much time as you’d like to do your preparations.

The cool thing about this is the freedom in which you are given to solve the puzzles. It allows you to get into the mindset of becoming a criminal mastermind. You start thinking about positioning cars at key exit points, blasting open walls to make small entrances, and creating makeshift ramps to reach higher levels. It’s a great thinking exercise. Ultimately, the decision is your own choice, and the game has a lot of replayability because of that.

Besides heists, you also have the destruction missions. These task you with shortening a buildings overall height, or making you cause enough damage to fill up a destruction gauge. There isn’t too many of these in the main campaign, but the mayhem challenge modes—more on those in a second— make up for that entirely.

I found the campaign to be an enjoyable experience overall, albeit a bit short, taking only about 5 hours to complete. If you are a completionist, the side quests and challenges will also add on an additional 3-4 hours’ worth of gameplay, so keep that in mind if you’re consider buying this.

Challenges

As you progress further into the campaign, you’ll be rewarded with unlocking three different challenges modes. These are more casual and arcade focused, where the goal is placed on obtaining a high score. Fetch tasks you with collecting as many objectives as possible before the timer runs out. Mayhem tests your destructive capabilities by seeing how much devastation you can cause within 60 seconds.

And finally, haunted is similar to fetch, but instead of a time limit, there is a menacing helicopter constantly chasing after you. I found these to be a nice break of pace from the main bulk of the game, and I’d hope that Tuxedo Labs continue to implement new challenges via content updates.

Mods

The steam workshop has been directly integrated into Teardown, meaning that fan made weapons, vehicles and maps, are all available at your fingertips. It’s oddly fun seeing how far the communities’ whacky creations can test the limits of your PC, and is very reminiscent of a modern-day Garry’s Mod.

Graphics and Audio

The voxel aesthetic isn’t going to be to everyone’s tastes. That’s not to say that the graphics are bad, but more that they are practical in making the games physics possible. Still, I believe that the artists did an outstanding job of presenting the game in the way they did. The voxel environment mixed with the realistic skyboxes, weather effects, and water, create an interesting juxtaposition.

The audio is also more lifelike, helping to further establish a level of authenticity to the simulation. Materials all interact the way you’d expect them too, with weight and density of an object playing a part in how it sounds. The soundtrack is a collection of various ideas. At one moment it could be an ominous soundscape, the next, a jazz style chase piece. While I wouldn’t say it was something to write home about, it was perfectly fine in setting the mood and atmosphere.

Conclusion

Teardown is easily one of the most creative and fun games I have played in very a long time. It’s a prime example of showcasing what is truly possible through the video game medium, and while the campaigns narrative is easily forgettable, the uniqueness of its gameplay more than make up for it. If you are looking for a game that is just downright entertaining, you could do a lot worse than Teardown.

Review: Shattered – The Tale of the Forgotten King

As with any section of the media industry, the gaming industry thrives on churning out similar ideas – less risk and more profit – what’s not to like, right?

Shattered – The Tale of the Forgotten King is very much a souls-like (or perhaps more appropriately souls-lite) game that tries to follow in the footsteps of the big boys – but ends up trying to run before it can walk. 

In my experience souls-like games provoke a reaction akin to Marmite – you either love them or hate them. For me it’s like looking at a venerated piece of art in a museum – I know it’s well-loved, and I can tell that it’s well-crafted, but the tortuous and repetitive gameplay seems more of a test of patience or a math equation than something that actually provides any satisfaction.

Before I completely fall down that rabbit role, there are two aspects of said games that do tend to be of respectable quality – and this rings true here as well – in Shattered‘s story and visuals.

The narrative is one of slow discovery, picked up in riddles and rhymes in conversations with NPCs, detailing a previously thriving reality that has been utterly annihilated by destructive forces following the disappearance of the universe’s omnipotent King. The game likes to keep you oblivious to the details though with leading theories that question your relationship with time and space. 

The sparsely populated world and its large, gothic and textureless architecture and circular design combine well with the hollow and echoing soundtrack to convey the isolating atmosphere and narrative.

Its hard not to be at least a little impressed by the visuals.

It’s as hard to describe as it is to understand, but imagine the dire circumstances of Nier Automata, Tim Burton-esque character designs and the mumbo jumbo from the white room in The Matrix Reloaded and you’ll start to get a picture of what Shattered feels like. Not bad company by any means.

Sadly, this is only half the picture, however, as problems start to arise when the game aims to emulate the more accomplished in the genre.

The biggest issue with Shattered is that veers slightly from one of the main pillars of a souls-like – the journey is not the main attraction, it is simply building you up to the destination – the grandstand enemies. This focus is on tailoring the gameplay around a developing skill set that can provide useful against the next boss, and where the world and story are given a backseat to this self-enhancing and evolving gameplay loop, but Shattered‘s first moments are very similar to its last, revealing its barebones attacking system with only 3 modes of attack – a quick combo of three slashes, a heavier combo of the same number and an energy blast. 

The game arbitrarily adds invisible walls to some platforms meaning you can’t fall from some but can fall from others. Try not to test which is which.

With so few moves available you’d think they would have specific purposes, but as the last two are – in large part – useless, you might end up playing this game for 10-20 hours only to use the same three slash attack on the same unintelligent enemies – not exactly my idea of fun.

With undynamic and predictable gameplay, no matter how difficult the game is or ‘grand’ the enemies are Shattered was never going to be able to capitalize on the format’s own strengths. A new sword is gained with every defeated boss, but its effectiveness is nullified by the fact that your most effective weapon is your speed, which is best utilized by dodging to create openings to attack, and therefore, the best weapon in your arsenal is whichever hits the enemy the most times before you need to dodge again. 

It also wouldn’t be much a souls-like without a parry and stealth attack, but their implementation – especially the latter – is poor, and stealth attacks will happen without a prompt, slowing down the action when you least expect it.   

There are 13 bosses, and while challenging, only 3 of them feel particularly unique as they often share very similar attacks.

As someone who loves interactive and detailed worlds with intriguing characters, the insistence on restricted and robotic interaction with a beautiful but empty world seems so wasteful to me. This is as true for each individual area – which are just structures host to collections of locked doors and the same respawning zombie-like enemies – as it is the game’s open map which is not only unnecessary as the game has a home hub area with a portal, but it’s also responsible for the worst of the game’s significant frame rate drops.

This level of implementation or actuation of the game’s features is a theme one should probably brace for. As while the moment-to-moment action is less than likely to excite, and the realization that each new area is essentially the same as the last is likely to disappoint, it’s actually the game’s performance that is most likely to be the straw that breaks the camel’s back.

This would have been an awesome idea, if it were to run at 60 fps like some other sections of the game, and if there was actually something to travel to in-between destinations.

You might be able to forgive when you are returned all the way back to your previous save point after mistiming a jump in the spotty 3D platforming sections, and you might just be able to forget watching a huge boss fall through the level for no reason when you defeat it, but errors losing hours of progress, which is the worst possible thing for a difficult game that intentionally spaces out its save points is frustrating enough to throw your controller out the window and is a deal-breaker for me.

With a combination of bugs, a poor attempt at copycat gameplay, and an incomprehensible story, this souls-lite experience might not be quite what you are expecting. So, while the bugs that had me constantly on edge might be eventually addressed, it still leaves Shattered at odds with itself, unable to piece itself together.

Note – A patch has been recently released, which may have resolved some of the prior mentioned issues.

Review: Nacon Revolution X Pro Controller

For most gamers, “normal” accessories are suitable. We don’t need additional buttons, and Dolby Atmos is a nice to have, not a must-have. However, if we could get elite features at an affordable price, why would we settle for second best? Here is where the Nacon Revolution X Pro Controller comes into play. It’s a feature-packed pad that won’t break the bank.

This fully wired controller is compatible with Xbox and PC. It incorporates Dolby Atmos as standard and has interchangeable weights and a fully mappable setup. What’s more, there is a helpful app to adjust sensitivity, the button layout, and the analogue ambient lighting. In short, it is user-friendly, can be as light or heavy as you like, and has multiple profiles for different genres.

Its wired approach may concern you, but it shouldn’t. The USB-C cable is a whopping 3 metres long and is made from a braided material. It’s robust, well-made, and built to last. I guess my only complaint was it was annoying to wind up and was too long when playing on my PC. But, these are minor things.

The Nacon Revolution X Pro Controller is robust and well designed.
A stylish and robust controller.

What is in the box of the Nacon Revolution X Pro Controller?

  • The packaging is striking, sturdy, and screams “upmarket”. It is adorned with logos and key selling points and makes you excited to use it. Luckily, it is environmentally friendly and can be recycled if you so wish.
  • The Nacon Revolution X Pro Controller. At first glance, this looks to be a bizarre Sony/Microsoft hybrid. Furthermore, its design is subtle and understated. However, once you get to grips with it, you notice a textured finish, ambient analogue lighting, and comfortable button placement. Its build quality is unquestionably good, and it comes housed in a tough textile case. 
  • Revolution X weights and sticks. Every game needs a unique setup and Nacon has this covered. With 3 sets of weights and a pair of analogue sticks, the perfect setup is easy to achieve.
  • USB-C braided cable. This 3-metre power cable is built to last and is long enough for most setups. Thanks to the USB-C connection, it is easy to use and can be replaced if necessary.
  • User manual. A straightforward guide to help with the fundamentals of your controller.

Technical aspects. 

CompatibleXbox One, Xbox Series X/S, PC
ConnectionDetachable USB-C
WirelessNo
Cable includedYes
Cable length300 cm
SoftwareYes
Headset jackYes, 3.5mm
Surround soundDolby Atmos for headphones
Joystick positionAsymmetric
ProfilesYes
Programmable buttonsYes
BacklightingRGB

Whenever you are in the market for a new controller, you want something comfortable, easy to use, and robust. Luckily, the Nacon Revolution X Pro Controller ticks all these boxes. Now, its weird hybrid design is a little unusual at the start. However, you quickly become accustomed to its style. Alongside this, you’ll note that the buttons are slightly larger than the official Xbox peripheral. Again, this was strange at the beginning, but it soon feels comfortable and familiar. 

Talking of buttons, pro controllers are all about mappability. Fortunately, the helpful app can be installed F.O.C and used to create profiles for each genre. Moreover, you can select from 4 analogue sensitivity arks, and adjust the lighting of the right analogue stick. Most importantly, though, is the ability to map the controller. With 4 additional buttons, you can be one step ahead of your opponents with some clever planning. 

However, mapping the pad is only half of the battle! You need to be able to comfortably use the additional input options. Fortunately, the 4 buttons are located on the lower section at the rear of the device. Consequently, using them was easy and never felt alien. Furthermore, they are responsive, tactile, and a game-changer.

The Nacon X Pro Controller is designed for the Xbox One and Series X/S.
Designed for the Xbox One and Series X/S.

It’s all about the sound. 

Having a controller that is easy to use, customisable, and responsive is one thing. Yet this won’t make you stand out. No, combining this with an incredible audio output will. Therefore, what better combination than Nacon and Dolby? Some of you may believe that Dolby Atmos is a fad, but I can assure you, it is not.

Pro gamers have an advantage due to their amazing skills. But they also utilise precision sound to their benefit. The Nacon Revolution X Pro Controller has Dolby Atmos included in the package. Therefore, simply plug in your headphones (I recommend Turtle Beach), and enjoy the beauty of precision sound.

Is the Nacon Revolution X Pro Controller worth it?

If you are a casual gamer, you may feel that this article is irrelevant. However, I beg you to reconsider. The Nacon Revolution X Pro Controller gives competitive players that pro edge, makings a huge difference. Yet, casual gamers can benefit as well. With adjustable weights and sensitivity, you’ll experience a game-changing accessory. Furthermore, its design is comfortable and the simple lighting is stylish. Alongside this, the wired approach ensures you never run out of juice, and that’s fantastic. If that doesn’t convince you, then maybe the excellent case, larger buttons, and mappable options will?

It is a controller that will appeal to many audiences and is great if you play on a console or PC. For me, it is as good as the Microsoft Elite 2 while being available at a fraction of the cost. Moreover, the app is excellent and the Dolby Atmos is incredible. I couldn’t be happier with it and I recommend you to buy it here! Take your experience up a notch and treat yourself to this affordable upmarket accessory.

Summary. 

Sometimes accessories take me by surprise. However, I knew the Nacon Revolution X Pro Controller would be phenomenal. I have tested many controllers from PowerAGamesir, BigBig Won, and Microsoft, and it is one of the best. If you want an affordable pro experience, I suggest you look no further. 

(More information on Nacon can be found here!

The Movies Games and Tech Gold Award.

Review: Trigon: Space Story

0

Introduction

Trigon: Space Story is a top-down roguelike space-ship adventure. It’s developed by Sernur.tech and published by Gameforge 4D GmbH. When I first looked at the game I thought “Well I guess this game was inspired by FTL: Faster Than Light”, and after I played the tutorial, I corrected myself by saying “Well this game is just FTL with better graphics.”. Since the similarities between FTL and Trigon are a lot, I will be comparing them to each other and focusing more on their differences. While I personally don’t believe a game cannot be good on its own just because it was heavily influenced by an older game, Trigon isn’t able to fill FTL’s shoes and can’t stuck the landing on many of its own ideas.

Gameplay

In Trigon you get to control a spaceship and its crew. There are multiple systems in the ship and all the crew members have their own skills and abilities. The main gameplay loop consists of traveling from point to point, fighting enemy ships and getting their loot, using the loot to upgrade your ship and then advancing in the story. The ship upgrade system is an exact copy of FTL’s system so there isn’t much to say about that part.

In addition to FTL’s game mechanics Trigon added a food system, you need to keep your crew fed otherwise they die. Honestly this mechanic doesn’t provide anything for the gameplay other than being one more resource you need to keep an eye on. Finding food is random, in-game systems for creating food are unbalanced, and once you run out of food your crew dies and you lose. While adding more survival elements wasn’t a bad idea, the system is just not streamlined enough. Most of the time finding food and making sure to have enough of it feels like a chore more than a gameplay element.

There are a few more new additions Trigon adds to the FTL formula. There is no forced urgency as a core-gameplay mechanic in Trigon unlike FTL, this means the player can explore more before moving on and doesn’t have to think about getting the best possible map RNG at the start. The developers also thought of a way to make sure players didn’t get overpowered by just staying in the same sector and grinding. There is a bounty system, your bounty gets bigger as you fight more enemies. The bigger your bounty the harder the fights and enemies get. There are also random events and other solutions to get your bounty down. Overall, I liked this new mechanic more than FTL’s way of handling things.

There are 2 currencies in Trigon, Scrap and Credits. Scrap can be used outside of space stations to upgrade your ship and Credits can be used in space stations to upgrade your ship and/or buy crew members, guns, ship systems, etc. I really didn’t understand the developers’ intent on putting 2 different currencies. Since your ship can be upgraded with both, you can trade credits for scrap and scrap for credits, I don’t see any reason to have two different currencies. It is redundant and just serves as more complication for new players.

Space-Ship Battles

Most of what you do in Trigon is fighting space battles. The ships and the effects of guns look good, the sound effects feel satisfying, but I can’t help but feel like Trigon’s way of displaying information during combat makes the game feel more arcade-y, while combat in FTL almost always felt strategic. It is easy to lose sight of a crew member or system getting damaged because of the amount of explosions and damage numbers flying through the screen. While this more amplified amount of action may appeal to some players, I would have preferred a more minimalistic and strategy focused battle screens.

Trigon adds a bunch of new weapons and ammunition types to the game. You unluck them as you play, they can be acquired as loot with random chance or through shops/in game events. While I haven’t had a chance to try out all of these new weapons, there are a lot of them and it adds variety to the gameplay, not much to complain about there.  

Quest System and Story

The quest system can be divided into two parts, scripted and unscripted. There is a scripted storyline and campaign you play through. This is an original addition to the FTL formula as FTL didn’t really have a deep storyline. There are 4 different campaigns to play through, however I won’t be spoiling more of it. You advance through the story by following map markers, this allows for more of an organic flow to the game, since you’d want to explore that part of the map eventually anyways.  There are choices you can make through the storyline and random encounters, some of the better dialog options only unlock if you have a specific crew member or a ship system. It’s always a good feeling to see an orange dialog option and be glad you have that weapon or crew member in your ship.

Graphics and Audio

The graphics are one of Trigon’s strong points. The ship details look great, character models are interesting, each race has a very distinct look. The backgrounds feel vibrant, and immersive. There aren’t many bad things that can be said about how this game’s looks. If not anything it definitely is a huge graphical upgrade to how FTL looked.

The audio is fine, music and sound effects are fitting and not often distracting. Nothing really stands out.

Conclusion

While Trigon: Space Story could really have been something special, I feel it got stuck under FTL’s shadow. The gameplay doesn’t flow great, the additions don’t feel that impactful and the overall balance of the game is off. While the graphics and visuals are great, it is not enough to carry the whole game on its shoulders. I can recommend this game if you’ve experienced everything FTL has to offer and still want more like it. Otherwise I’d wait until a sale.

Review: B.I.O.T.A

B.I.O.T.A is an 8-bit Metroidvania action-platformer released and it’s developed by small bros and published by Retro vibe. While it can be too repetitive and its limited 4-colour palette can be off-putting sometimes, I think you might want to check this one if you are a fan of retro Metroidvania games.

Gameplay

B.I.O.T.A feels good to play. The controls can be a bit slippery on a keyboard but, when I change to the controller it feels smooth. One thing that annoys me kept carried on though, the controls on wall-jumping are finicky and frustrating. It is the only thing that breaks my enjoyment when speeding through the level. When a platform that I need to reach requires a wall jump, it held my momentum from going to the next platform or made me fall down into a floor below or to my death.

Even if I screw up, the game has a dedicated save button after each room you cleared. So, if you die you can load in the room you last save in. But if you forgot to save at a room or at all, there are only several save points on each biome. However, these save points are too few and far in between of each other. So if you rely on these save points, it will make lose a lot of progress and it can be a tedious experience to retrace the same rooms over and over.

There are multiple characters that you can control. In the beginning, there are 4 character you can play and more if you progress further into the game. However, even with their unique abilities, stats, and guns, I found that they all have this familiar feeling to play each character like there is no distinct feeling to each character.

Graphic and Sound

It looks and ooze the aura of a game that is born from the Gameboy Color era. The colors are strictly revolves around the 4-color from those era too. Color scheme can be changed into other preset color palette in the game pause menu. B.I.O.T.A offers more than ten 4-color palettes and more of the preset can be unlocked from collecting items hidden throughout the game.

The downside of the 4-color palette is that sometimes the bright colors can be too bright. After ten minute or so playing it, I was left with a headache after staring at the game’s bright colors. This bums me out since I was enjoying playing it.

Sound design, although limited in terms of variety, is crisp and clean. The main theme and the background music are catchy and sound effects are pretty crisp. But, after a while I found it rather boring and repetitive to listen since it loops over and over until you find the next biome.

Conclusion

B.I.O.T.A had some problems that held it back. Its repetitive gameplay, playable characters feels the same, and headache inducing colors ruined my overall experience. For me, this wasn’t a game that can itch that NES or Gameboy Color nostalgia cravings but, I can see why this game can be perfect for others. It is easy to pick up and fun to play. I do wish that the developer can improve more and I will be looking forward on their next project.

Review: Gibbon: Beyond the Trees

Mankind is decimating the surrounding world. Whether it’s trees, flowers, or animals, nothing stands in the way of progress. We sadly forget the destruction we cause as long as we are safe and happy. However, Gibbon: Beyond the Trees drags us straight back to earth with its emotive story and touching imagery.

Developed and published by Broken Rules, this is a poignant side-scrolling adventure title. It depicts the survival of a family of Gibbons who attempt to escape the clutches of humans. With no spoken dialogue, you must explore the emotion through actions and images, and this will make it resonate with everyone.

Gibbon: Beyond the Trees is beautiful and harrowing!

I’m fascinated by the animal kingdom and our impact on it. Therefore, this was the perfect game for me to review. Not only does it take you on a harrowing journey, but it highlights the beauty of these magnificent beasts. You’ll explore 10 chapters of lush jungle, horrendous logging, and cold cities. Furthermore, you’ll be hunted by mindless thugs as you attempt to protect your family. 

Every chapter flows wonderfully as you swing through dense canopies while grabbing vines, branches, and treetops. What’s more, you can use your partner to soar to new heights as you assist each other through this acrobatic journey. On top of this, you’ll learn to backflip, slide, and run to escape your tormentors. Timing is everything, and death and failure are just around the corner. Consequently, you must be agile, think fast, and plan ahead as you race past the beautiful and barren landscape.

Gibbon: Beyond the Trees highlights every Gibbon families plight.
Life was peaceful before man came along.

A game of two modes. 

Gibbon: Beyond the Trees has a short one hour story that is captivating from beginning to end. The relationship between the family is touching, and you’ll be desperate for them to survive. I won’t ruin the plot, but it takes you on an emotional roller-coaster. I cherished the simplicity of the story and the range of emotions you’ll experience. You’ll admire the athleticism of the Gibbons and detest the loggers and hunters. I rarely experience such brilliance in a short title, but this game has it all.

Now, you may worry that a one-hour playthrough isn’t enough. Frankly, I agree! Luckily, though, there is a second option to tackle after the dust has settled. You can enjoy every chapter again in the “Liberation” mode. Here you must swoop through trees while finding the caged animals. Sounds easy, right? Unfortunately, it isn’t as you must locate them and hit their cages to free them. If you miss them, they remain locked up and you must revisit the chapter again. In theory, this wasn’t a bad thing. In reality, it felt a little padded out and was tiresome once you missed for the nth time. A checkpoint system would have alleviated this pain, but the developers failed to incorporate this option. If this was added retrospectively, the game would be vastly improved.

The journey is long and dangerous.
Look before you leap.

Gibbon: Beyond the Trees is simple but beautiful. 

Having ultra-realistic and high-fidelity graphics is amazing. However, sometimes it’s not essential. Gibbon: Beyond the Trees proves this with its simple but beautiful approach. The wide variety of landscapes, vivid and natural colour palette, and free-flowing movement are great to look at. You’ll admire the lush jungle while being horrified by the destructive fires and felled trees. What’s more, the cold juxtaposed city landscapes highlight the plight of these endangered creatures even further. The game’s stark imagery does wonders in driving home the reality of the situation without being too preachy.

This is continued with the spine-tingling audio. The calm and emotive music is combined with dramatic heavy moments. Each different element tells the unique parts of the story without the use of text. This was a fantastic choice as you easily became immersed in the ever-changing world. Alongside this, the excellent environmental sounds and cruel everyday human noises add to the beauty and brutality of the gameplay.

Gibbon: Beyond the Trees depicts the dangers every Gibbon must face.
It is a concrete jungle out there.

Easy to play. 

With the choice of keyboard or gamepad, Gibbon: Beyond the Trees is extremely user-friendly. I chose the latter option and found it to be responsive and easy to understand. Swinging, sliding, and completing backflips were done with a simple push of a button. Yes, timing everything to perfection was tough, but that makes the action much more rewarding.

Once you’ve experienced the main story and explored the Liberation mode, there isn’t much else to do. Sadly, this does impact the longevity and the replay value. If the developers can expand the base game with some procedurally generated levels, this would keep you going. Alternatively, some unique challenges would demand you return and this is something that should be explored. 

Gibbon: Beyond the Trees is heartwarming. 

You’d have to be a heartless monster to not enjoy this game. Its story is touching, uncomfortably realistic, and a damming representation of mankind. Consequently, I loved its wake up call and its beautiful aesthetic. It pushes its message without being preachy and is a gem of an indie title. I adored it and I recommend you to buy it here! Can you save your family or is the damage already done? 

Review: Winkeltje: Little Shop

Have you ever gone to your local store and thought I could do better? Well, now is your chance! Roll up your sleeves, put on your apron, and jump into a ye olde folksy world. Winkeltje: Little Shop lets you fulfil your fantasy of running a small convenience store from the comfort of your sofa.

Developed and published by Sassybot, this is a relaxed resource management simulation title. You must control every element of your business while trying to please every customer. It’s mainly relaxing and enjoyable. However, there are moments of madness and headache-inducing task juggling. In short, it is the perfect representation of owning and running a busy all-purpose shop.

Produce clothes, food, and weapons.
An interesting blend of weapons and bread.

Winkeltje: Little Shop uses a simple concept.

Like all great business sims, Winkeltje: Little Shop has a simple concept. You must start at the bottom and work your way upwards. Effectively, you begin with a tiny shop and you must expand, find new products, and make as much cash as possible. However, unlike its peers, this game doesn’t move from map to map. No, all the action remains in one key location. Therefore, the only way to change things is to begin a new game and increase the difficulty.

Now, you may think that is ridiculous, but it isn’t. The action is oddly addictive and the straightforward approach works really well. I started on the easiest setting and I’m glad I did. I was able to master the fundamentals without too many problems. What’s more, it allowed me to experiment without the fear of being penalised for too many mistakes. However, it would have been nice to adjust the difficulty as I went. This would have prevented the loss of data alongside reducing the repetitive nature of the gameplay. 

Spend your points and invest in a garden.
Grow produce and improve your profit margins.

Debt… oh, so much debt. 

Inheriting a shop should be a good thing, unless it’s up to its eyeballs in debt, that is. This is the start point for Winkeltje: Little Shop and the aim of the game. You must run your business effectively and efficiently to turn a quick profit. Each playthrough comprises 20 debt-ridden chapters and failure to pay up is catastrophic. Consequently, you must expand and purchase items within your means. If you do not, your game will end prematurely and your shop will fail.

Sounds brutal, right? Well, don’t worry as the action is balanced nicely, so it’s almost impossible to miss a payment. Thanks to a large array of goods on offer, as well as your ability to grow, forge, make, and brew items, you’ll soon be rolling in cash. As you progress, you must improve the appeal of your store and your level. As this happens, you unlock new recipes, furniture, and equipment. You’ll install a forge, gardens, cooker, and so forth. Using these creates more expensive items but uses basic resources. Subsequently, you must balance advanced objects with entry-level gear to ensure every customer is happy.

Winkeltje: Little Shop looks dated. 

As much as I loved the simple concept, the dated graphics weren’t great. Winkeltje: Little Shop’s old-school imagery works well with the theme and genre, but it won’t wow many gamers. Many of its peers are more realistic and much nicer to look at. What’s more, they have a larger roster of characters to interact with and the environment is more attractive. Sadly, the demand for a medieval theme means that earthy tones dominate proceedings. Therefore, much of the action is bland, repetitive, and understated. None of this simplicity ruins the game. I just yearned for variety and a better quality finish. 

Though the graphics weren’t great, I enjoyed the relaxing audio. The chilled folksy soundtrack is distinctly medieval and works wonderfully. Furthermore, it is complemented by simple sound effects. You’ll enjoy nice environmental sounds combined with typical shop noises. It won’t wow you, but it is enjoyable nonetheless.

Winkeltje: The Little Shop allows you to design the shop of your dreams.
A small but well-designed shop.

You’ll repeatedly select the wrong thing. 

Be prepared to sigh an awful lot! The clumsy controls make selecting tables, shelves, or customers a tiresome task. You’ll repeatedly select the wrong thing and find yourself shuffling from object to object. It’s annoying as hell and probably the worst element of this game. If Winkeltje: Little Shop was easier to play, it would improve the game exponentially.

The controls drove me insane, but I loved the special events and seasonal moments. As the year rolls on, items become less or more expensive and new customers visit your store. Therefore, you never quite know what to purchase. This mysterious element leaves you guessing throughout, and this was great. If you fall for its slow but ye olde charms, there is longevity and replay value. However, after my first playthrough, I wanted so much more and didn’t fancy returning.

Winkeltje: Little Shop is a nice little game, but it needs more depth. 

I don’t mind a simple and understated game, but simulation titles need some meat on the bone. Unfortunately, Winkeltje: Little Shop is far too simple to invest hours of your life. Unlike its peers, you’ll tire of what you see and do very quickly. This was unfortunate, as it really is a nice little game. I wished it evolved, but this wasn’t to be. All things considered, I recommend it despite its shortcomings. Can you clear your debt and run a successful business? Buy the stock, craft some goods, and turn a profit.