Review: Ender Lilies: Quietus Of The Knights

Ender Lilies, a dark 2D action RPG was brought to life by Binary Haze Interactive. The game was initially released on Steam but eventually found its way to Nintendo Switch. Within the depths of a derelict kingdom, the player must battle their way through to discover what chaos destroyed everything in the first place – and how they can stop it from happening again. Despite Ender Lilies seeming like just another Metroidvania in a clutter amongst Nintendo’s eShop, this game stands out as one of the most promising. 

How the world fell to ashes

You take on the character of Lily, a princess who awakens within the ruins of her castle. ‘Land’s End’ (the kingdom in which you spawn) has been cursed by what’s referred to as ‘Blight’. All the people you once knew and even referred to as friends are now against you. But luckily you’re not alone. Alongside Lily is Umbral Knight. Lily is essentially useless on her own, with no combat ability, so the help of spirits along the way aids your battle against the blighted. Umbral Knight is the first spirit of many which you encounter throughout the game. As you progress, Lily is able to purify the blighted spirits and they are able to join the journey. 

Much like Bloodstained: Ritual of the night, these spirits can all be used across two menus in battle. At first it’s a bit confusing to remember which spirit does what and which button to press to activate, but after a while you certainly get the hang of it. Unlike Bloodstained, these spirit menus are customisable and a little easier to use. Upon reaching the various checkpoints scattered amongst the map you can switch and change which spirits to use for combat. 

As you begin to explore the world of Land’s End, Lily comes across a multitude of written artifacts. These all play into understanding what has happened to the kingdom, and occasionally feature key elements to understanding the story. But sometimes these elements aren’t easily obtained. Quite a few features are hidden where you cannot reach until you have gained certain spiritual abilities. 

A fight with all you have left

Ender Lilies is an aesthetically beautiful game throughout. Lily stands out in white against such a monochromatic colour palette, and even the Blighted seem pleasing to look at. Nothing takes too long to load, and battles are high strung and tense with accompanying music. It’s a sombre masterpiece, and everything runs exceedingly smoothly. Especially during combat, where you really have to focus as nothing comes easy. It’s the right level of challenge without being controller-crushing frustrating. But practise makes perfect, and these battles certainly aren’t easy. 

The most important controls are combat and dodging. Each spirit you gain on your adventure is capable of different attacks in battle, and sometimes they hold vital moves in order to unlock new elements of the map. With the allocated spirit menu, it lists the buttons needed to summon certain attacks. There aren’t any combos to master, but the buttons can be a little confusing when you have two rows of three spirits and all of them do different things. Over time you’ll get used to this and you’ll be bringing all spirits to battle.

Dodging bullets

Dodging however is a little difficult. Most of the time it works fine, you’ll miss attacks and be able to bring the pain. But sometimes it just seems hit and miss. Half the time, you dodge too soon and end up throwing yourself into the enemy and taking quite an unreasonable amount of damage. The other times you dodge directly into where your enemy is landing their attack. It’s one of those controls where if you don’t hit it just at the right time, it’s not going to work. This comes with practise, but with the rest of the controls running so smoothly it’s a shame that this small thing lets it down. 

Aside from challenging encounters, there is an extensive amount of platform jumping within Ender Lilies. These can be executed fairly successfully since Lily is more than capable of pulling herself up a platform if your aim is a little off. Most of the time I didn’t think I’d make a jump but Lily grabbed a hold of the edge and hoisted herself up. Upon gaining the ability to double jump, all platform elements are fairly simple. Unlike games like Hollow Knight where one slip up can send you spiraling to the other side of the map. Ender Lilies gives you a little leeway with fumbles, so it’s not as perilling when you accidentally lose a battle or plummet into a pile of spikes. 

Graveyard whistling

Ender Lilies is accompanied by a haunting soundtrack to mirror the sombre appearance of the game itself. Boss battles are accompanied by high strung, tense pieces of music. Sound design also subtly hints at approaching threats or the unwanted second form of bosses. Even when the game falls silent you find yourself clenching your jaw awaiting what is next to come. In a way, Ender Lilies utilises how important audio is within games and uses it against the player. Causing tension where there doesn’t need to be, leading you towards boss battles whilst you think you’re avoiding them, it all leads to you sitting on the edge of your seat waiting for the next move.

During one of the first encounters with the blighted spirits, when he takes his second form in battle the game falls silent. Whether this was done to allow you to focus or to make everything more nail-biting, it certainly works. The switch is also equipped with absolutely fantastic rumble input during combat. Although, this put me to shame more than once as the epic rumble that occurs when you lose all health is incredibly intense. It definitely had heads turning when I was playing around others. 

However, none of the cast is narrated. Ender Lilies relies quite heavily on the audience’s engagement with it’s subtitles. These appear quickly and are very often missed since it doesn’t stop you from moving. On more than one occasion I missed Umbral Knight trying to tell me key backstory passages because I was too busy double jumping away from the blighted. The environmental and written additions to the story are not narrated either, so be prepared to do quite a fair bit of reading. 

A visual masterpiece

The same level of intensity has been poured into the game’s visuals as well. As mentioned, it is extremely aesthetically pleasing. It’s dull and dreary and all things gothic literature. Despite the game being 2D there is an extreme amount of depth implemented in all levels. Enemies are massive in comparison to Lily, and their designs are worthy of a mention as well. Each enemy is equally as intimidating as the last. Whether you’re fighting fungal sorcerers or demonic demons in churches, they’re all as terrifying as you’d imagine. Unfortunately these immense encounters lead to a slight drop in frame rate. It’s not enough to hinder your fighting performance but it certainly sticks out when the rest of the game is capable of running so smoothly. 

Final thoughts

I am not ashamed to say that Ender Lilies has rapidly become one of my favourite games. I’d argue it to be one of the strongest Metroidvanias in 2021, and it most certainly suits the Nintendo Switch. In a kingdom full of melancholy, this game is still bursting with life. All elements of Ender Lilies are strong, from gameplay to story to combat, it’s all excellent. There are few faults to list, and to any fans of games such as Bloodstained: Ritual of the Night or any fans of the Castlevania franchise I cannot express enough how much you need to give Ender Lilies a chance. It’s the right level of challenge, with a beautiful soundtrack and a compelling storyline. So when are you jumping in to save Land’s End?

Review: Ninja Gaiden Master Collection

The Ninja Gaiden series is painfully unforgiving. Enemies are fast, intelligent and absolutely relentless. Combat is brutal, with flying limbs and blood spatters a regular attraction.

As a newcomer to the series who hasn’t had the chance to compare the ‘re-worked’ titles found in the master collection, with the original – and seemingly preferred games – I can only speak of my singular experience with this collection. 

The Ninja Gaiden Master collection is a robust, punishing anthology of gaming greats that all have their own strengths and weaknesses. The collection consists of Ninja Gaiden Sigma, Ninja Gaiden Sigma 2, and Ninja Gaiden 3: Razor’s Edge.

In an effort to get this review out in a timely manner, I have spent the last couple weeks being humbled by this series of difficult games. And, I loved it.

The pinnacle of combat:

One element that never wanes throughout the collection is the absolutely brilliant combat. Thankfully, each of the games are built around the excellent combo based combat system.

Ninja Gaiden Sigma, the first game in the collection, feels a tad more precise – dare I say slower – in comparison to the latter two titles. Personally, I preferred the more tempered – but still objectively fast – pace of the first game.

As the player, you have a great deal of control over what you do in combat. Each combo has a deliberate purpose and unique series of functions that encourage a sense of mastery seldom found in other games. 

The games smart and relentless enemies mean that mastering the combat isn’t an optional choice; reserved for the most elite players. It is a prerequisite just to get through the game. 

The most impressive part about the combat is the way in which it retains a certain simplicity when it comes to core mechanics. Nothing about the system is particularly obtuse or overtly complex. 

Having said that, there is still considerable thoughtfulness when it comes to combat. For example, player positioning is incredibly important. With this factor in mind, a simple mechanic such as wall running becomes not only a flashy maneuver, but also a strategic addition to your arsenal. 

This level of thought and strategy is prevalent across the games combat, which helped me – as a complete newcomer – find a satisfying balance between learning to understand the subtle nuances in the combat, whilst not being overwhelmed with layer upon layer of tutorials and hidden mechanics.

Across the collection, players will mainly control series lead, Ryu Hayabusa, however, there are some instances where you will also control members of the large female ensemble. Sadly, the other characters fail to live up to the high standard of gameplay that Ryu has to offer. 

I welcome variety wherever possible, but playing as someone like Rachel massively slowed the games otherwise excellent pacing for me. With a bit more time and perhaps consideration for how these characters would interact with enemies -who feel specifically designed with solely Ryu in mind – there is potential here for even greater gameplay variety.

Overall, the combat has aged extremely well. This isn’t a case of having to contextualise the game’s combat in relation to the time; even today, this is some top tier action combat. 

Other aspects of gameplay, such as puzzles and platforming, fail to reach the same standards as the combat. Not bad by any means and at times a fun reprieve from combat (who am I kidding, I couldn’t get enough of it), but the poor camera (which also is an issue in combat), is particularly frustrating during platforming sections.

Certainly a story:

Having even a casual knowledge of Team Ninja as game developers, you would know that their games are not particularly story-driven experiences. This isn’t to say that the narratives found in their titles are bad, but the gameplay is the prime focus. Given the popularity of their recent titles (looking at the Nioh series particularly), this formula works for them.

The Ninja Gaiden Master Collection certainly doesn’t lack in spectacle and Ryu is an absolutely badass character. The voice acting and cutscenes are also surprisingly good for such a gameplay focused title. 

Complemented with some great music – and of course the absolutely brilliant combat – the story can hardly have a negative effect on the experience.

In some ways, the silly script (the writing is pretty awful) and mindless nature of the stories compliment the bombastic, brutal and chaotic gameplay. With gameplay this good, why bog it down by attempting to develop a more thoughtful narrative? 

I think this is certainly a fair argument. And, whilst it would make the collection even more impressive if there was a half-way decent story; attempts in Ninja Gaiden 3 to develop Ryu’s character falling flat suggest that perhaps the gameplay focus was the right choice.

The serious tone shift in 3 isn’t met with an improved script. The bad writing undermines the more serious tone and made me feel grateful for how much the first two games did not take themselves seriously at all.

Still the student:

For a first time experience, the Ninja Gaiden Master Collection provides plenty of gameplay variety, challenge and even a little bit of innovation between titles (for better or worse).

Ninja Gaiden 3 feels decidedly weaker, but the quality in the first two titles made this collection extremely rewarding for a newcomer like me.

Sadly, the collection struggles to live up to the ‘master’ title – the performance on the Switch for these games is really poor. And from what I have heard, the PC port is also especially bad.

Ninja Gaiden Sigma fares a lot better than the latter two games, with the increasingly fast gameplay in the latter games having a tremendous effect on frame rate. 

The game often ends up looking incredibly pixelated and blurry. 

The camera is noticeably poor and whilst the combat remains absolutely excellent, nearly every other area could have done with a lot more work to live up to the ‘master’ label.

The story here is that the Ninja Gaiden Master Collection offers new players the chance to experience this excellent series in one complete package. The collection is packed full of content and challenge that encourages replayability. 

For more long-term fans however, this half-hearted attempt fails to elevate the game in the way you would expect of a remaster. 

Review: Venom Gaming – PS5 Single Charging Station

I remember being all excited on the 19th November 2020, the UK Launch Day for the PlayStation 5 and all set for one of the many retailers to have stock to place my order so I could go collect my shiny new PS5 that same day. Oh, how I like to dream because what actually happened was that just like the millions of other hopeful gamers believing they could purchase the console on launch, I failed to actually find one. Now I would not find one until the end of January 2021 but what something I was able to obtain on launch day was VENOM Gaming’s Single Docking Charging Station for the PS5 Dualsense controller. So impressed was I with the first one, and less impressed with the battery life of the Dualsense controller itself, I found myself with a second Dualsense controller and with a busy streaming and gameplaying schedule for my PS5, I found myself needing to keep both PS5 controllers fully charged and ready to go in case I needed to switch between the two. The solution of course was to buy a second Single Docking Station and well, I thought it was time to share just how amazing this must have charging solution device really is.

What is in the Box:

1 X Controller Docking Station
• 1 X Charging Dongle
• 2 metre Type C USB Braided Cable

The beauty of this charging solution really is in the simplicity of it, with the Charging dongle connecting to the USB C port on the Dualsense controller itself and a docking station that the controller will sit on allowing it to charge via the charging dongle. The Docking station is then connected via the 2M Type C Braided Cable, a very lovely blue braid as well which along with the white colour of the docking station and charging dongle, really suit the look of the PS5 console itself.

Then when connected to a USB source, in my case utilising one of the USB ports on the back of my PS5, all you simply do is seat your controller with the charging dongle attached and it will charge both with the console powered on or in standby mode. As the controller charges, the LED indicator will show Red to indicate it is charging and the Dualsense controller will glow orange around the touch pad just as it would if directly connected with a charging USB cable. The docking station also has a rather handy extra USB post on the back which I have used to power this new second dock from the first dock.

VENOM also does a two controller docking station with the same aesthetic as the single docking station however for my setup and as you can see from the images above, my layout suits having two controllers on two single docking stations either side of my TV centre and I actually quite like how it looks with them, because not only are they terrific charging stations, they look amazing as they match the design look of the PS5 console itself as well as serving as nice controller stands as well so they are neatly put away after every gaming session and easily found when I return. The dongle fits nicely onto the controller and is in no way cumbersome unlike last generation charging solutions for the PS4 controller I found at the time, it does not interfere with how you hold the controller, nor does it add any weight whilst using the controller.

This has easily been one of the best purchases for my PS5 since…well…buying the console itself. Being both affordable and offering a charging solution for any gaming you may have, the VENOM Single Charging Docking Station is a must have and if you have two controllers and a layout that allows it, the dual charging station is also a sensible purchase especially when you consider the very acceptable and affordable £12.99 for the Single Docking Station at most retailers and the Dual Docking Station for £14.99 at most retailers.

You can learn more from the Venom Gaming Website

Review: Song of Horror

Horror is a love it, or hate it genre. You either adore the jump-scares and gore or cower in fear, hoping for the pain to stop. Watching scary films or reading books is fine, but I enjoy the hands-on approach found in video games. Transported from a voyeur to being able to rescue the victims is both rewarding and empowering. Song of Horror is a nod to classic stereotypes and will make you feel uneasy from beginning to end.

Developed by Raiser Games and published by Protocol Games, this is your classic third-person puzzle horror title. With a creepy atmosphere similar to Silent Hill and puzzle and exploration mechanics reminiscent of early Resident Evil games, there is a lot to look forward to and be excited about.

Why would you enter the classic scary house?

Song of Horror will make you uneasy.

In your everyday life, you want to feel safe, secure, and ordinary. Mundane is okay as long as you are in a happy place. Ironically, so many people get a thrill out of being creeped out, yet this is exactly what Song of Horror does. From the moment you step into the eerie world, you are uneasy. It’s horribly atmospheric with jump-scares galore and I loved it for it.

The gameplay follows a handful of genre stereotypes; you have the expected “scary” locations, understated and “ordinary” protagonists, and the one evil entity that bonds it all together. Yet, even though the core elements are familiar, they don’t feel tired and I enjoyed how they were blended.

The story revolves around a missing novelist called Sebastian P. Husher. He was sent a music box to research as its owner could not identify its composer or roots. The mystery item, as you may have guessed, contains the “Song of Horror”. A malevolent entity known as the Presence exists within its four walls, and if you hear its tune, you will perform unspeakable tasks.

Not the cutest of dolls.

A missing writer and a horror box. So where do we fit into all of this?

Sadly the missing author is the publishing firm’s star client and his latest manuscript is hot property. No writer means no new book. The publishers need to know what has happened, and this is where the nightmare begins. You control a roster of characters, and you must investigate Sebastian and his family’s disappearance across five chapters. You visit a mansion, an abbey, a mental hospital, and more in this atmospheric title. It screams cliché, but the locations worked perfectly with the slow-burning suspense.

The scares aren’t about gore and violence, no, it’s about the tension and fear built up from the unknown. Each scary moment is accompanied by a “mini-game”. Hands will claw at a door as you desperately force it shut, or monsters creep around listening to you breathing. You’ll wait with bated breath hoping to survive because Song of Horror adds a nasty twist! If you’re caught that character is permanently deleted.

Permadeath’s not a nice thing and you can switch it off if you wish. But I advise keeping it on. The fear of losing a player keeps you on edge and gives you the full and true experience as intended.

Such romantic lighting.

Intricate puzzles and queer observations.

Like the early Resident Evil titles, this is all about exploration, object gathering, and puzzle-solving. Items must be combined in weird ways to solve the intricate problems. You’ll search cupboards and drawers, pick up objects, examine documents, and piece together clues. It builds a wonderful picture of the surrounding world and gives you a full insight into the man you are searching for.

Song of Horror is as much about problem-solving and jump-scares as it is observing the finer details. I like how this enhanced the fear factor but also made each character relatable. You will listen for sounds behind closed doors, helping you to plan your route. The Presence hides in plain sight, catching you when you least expect it. This caused some genuine “brown trouser” moments, accompanied by screams of fear and pain at the loss of one of your characters. I didn’t know what was more disturbing; soiled underwear, screaming like a girl, or losing one of my characters.

Searching through items raised generic responses, yet there were some nice personal touches. The characters would refer to personal experiences or how the objects made them feel. It was a minor thing, but it added depth and humanity to my virtual “heroes”.

Song of Horror looks great but struggles in tight spaces.

Song of Horror looks great. With wonderfully detailed environments and fantastic use of colour and tone, it looks every inch the classic horror romp. The fixed camera flips and turns as you wander around each room giving you a restricted view. This was fine mostly but was problematic in tighter spaces. It enhanced the claustrophobic nature of those areas but frustrated you as you searched for objects. It showed its early influences with a modern twist, and I appreciated how it was presented.

The audio was both brilliant and terrible. The music sent chills down my spine, genuinely filling me with fear. My jaw hurt from clenching my teeth as I waited to be scared senseless. The sound effects had a similar impact on me and brilliantly sold the horror theme. Therefore, it was disappointing that the acting was so poor. Wooden and hammy delivery undermined much of the audio’s brilliance. You couldn’t help but laugh at its quality, but I’m not sure that is what the developers were aiming for. When you play this, don’t expect Oscar-winning performances and you’ll be fine.

Hold off the Presence.

The controls are good but were impacted by the camera choices.

With a simple layout, Song of Horror is an easy game to play. Helpful tutorial notes pop up as new mechanics are added, and tasks are completed with simple button choices. Sadly, the movement is impacted by the fixed camera perspective. As the view turns, you’ll need to adjust the analogue stick to match. It wasn’t complicated, but it took time to get used to. The mini-games that form a key component of the gameplay are easy to understand and simple to perform. It is a game that is easy to pick up so you’ll be comfortable even when new mechanics are added.

With death being a key concept and every character seeing the world differently, each playthrough has a unique look. The Presence can appear and follows you like a shadowy stalker, so death and failure are just around the corner. For those gamers who wish to explore alternative viewpoints, Song of Horror has plenty of replay value. Combine this with a challenging achievement list and there are lots of reasons to return.

Song of Horror isn’t perfect, but it’s unique with some much-loved influences.

If you love the genre, you are going to fall for Song of Horror and its old-school charm. With nice graphics, atmospheric and creepy audio and likeable characters, it will have you hooked. The puzzles force you to explore even when you want to hide away in the corner and each element complements the others to create a well-rounded experience. I loved it and recommend you to buy it here! A creepy music box, spooky locations, and a malevolent being. Nothing can go wrong, right?

Review: Ratchet and Clank Rift Apart

In the run up to the global launch of the PS5 console in November 2020, they held a special ‘State of Play’ to showcase all the titles that would launch with the console and those what release following the launch. One of the first games shown that featured actual PS5 gameplay was from Ratchet and Clank: Rift Apart and it just looked incredible, blowing my mind of the potential of the next generation of console and made me want to get the PS5 that much more. Thankfully, despite the massive console shortages still happening with the PS5, I was able to secure one and then it was just the five months wait for Ratchet and Clank: Rift Apart to release and my friends, the wait was worth it!

Throughout my time as a PlayStation gamer, the Ratchet and Clank series has always been a big part of it with the 2016 game truly being a celebration of the series tied into the animated film that was released. As an action platformer, few can really hold a candle to the story telling and gaming experience playing a Ratchet game and just the idea that so soon after the launch of a new PlayStation console there would also be a brand-new game to go with it that would use the full power of the console, well it was pretty much a no brainer really and a pre-order was placed!

Rift Apart is a direct continuation of the story from ‘Into the Nexus’ from 2013 and opens with the worlds rejoicing and celebrating our two heroes, thanking them for defeating Dr Nefarious once again. Reliving how they first met, this is an opening filled with fun nostalgia whilst also showcasing just how beautiful it looks on the PS5 but will come back to that a little further on. Now any celebration of Ratchet and Clank is not going to go without some interference of their arch nemesis and at the very moment Clank presents Ratchet with a fully working Dimensonator, capable of opening portals to other dimensions in order to help him track down and find the lost Lombax, Dr Nefarious pops up to steal it and whilst stropping him, the Dimensonator is damaged causing dimensional rifts to open up which pulls in Nefarious along with our two heroes into different dimensions. Now cut off and alone from Clank, Ratchet must discover where he is and how he can find Clank to put an end to Nefarious’s evil plan and save the Universes one more time!

Before I get into just how brilliant the story and the gameplay are, I do have to talk about just how fantastic this game looks and plays on the PlayStation 5. I am a firm believer in gameplay over visuals and 2021 has certainly spoiled me in consoles games now fully running at 60FPS across PS5 and Xbox Series X. Thankfully a launch day update added a Performance mode with full Ray tracing at 60fPS, and having a pretty good 4K TV, playing this on that Performance RT at 60FPS gave me a visual feast of vibrant colours, incredible detailed textures and a fluidity of animation that has just taken the series to an incredible new level. You combine that with the brilliant use of the Dualsense controllers Haptic Feedback and Adaptive Triggers which allow you aim some throwable weapons by holding the right trigger halfway before a full trigger pull will fire the weapon.

Perhaps the other biggest use of the new power of the PS5, and the main reason why sadly this game could never come to PS4, is the new enhanced loading times which gives life to the “portal use” feature of the gameplay. Thanks to the power of the PS5 SSD, entire new worlds, levels and environments can now be instantly transported to, changing the traditional game up and offering even more new gameplay mechanics to enjoy. We as gamers are so used to be hurled through something that the animation of pulling a portal and the world behind it to you instead of being firing towards and through it for me has really helped being this new way of travelling to life and I never tired of it once in the 19 hours of my first run through the game, it just put a big grin on my face to instantly be transported to a new location just by pressing L1 whenever I saw a portal flash yellow meaning I could use it. Not only is this used to help move around the area you are in but clever positioning of them in some of the main boss fights of the story, gives the player an escape path out of danger to get your bearings before jumping into the fight once more.

With the ability to travel to other dimensions, one very cool addition Rift Apart brings to the series is a brand-new character, a Lombax very much the hero just like Ratchet but this time a hero who has lost her fight against her nemesis as we are introduced to Rivet for the first time. I really like Rivet as a character, to have someone who is as capable and as talented as Ratchet but from a dimension where her version of Nefarious, Emperor Nefarious if you please, has won and is now dominating her world and universe but is still trying to fight back. It is Rivet who finds a heavily damaged Clank and the two of them set of to stop Dr Nefarious, who is now loving the fact he is finally in a Universe where people worship him, from causing even more damage.

Whilst Rivet is a new character, her move-set and weapons are the same as Ratchet, so as switch between Rivet and Ratchet as you progress through the story, any weapons and upgrades purchased by one will be immediately available to the other. Their skills will be the same as well allowing the player to feel at home controlling either character at any time with the standard melee combat combining with the weapons you will purchase along the story. I really came to like Rivet as her own character though, learning about her own backstory throughout and finding a connection to her in the same way I have a connection to Ratchet and Clank though it only took one game for Rivet. There is also a very lovely surprise for Clank fans as well, but I will not spoil that in this review.

Gameplay has all the traditional elements you would expect from a Ratchet and Clank adventure mixed in with new puzzle levels featuring an interdimensional puzzle for Clank and a small Anti-Virus bot named Glitch as she is used to clear out a computer virus from systems allowing Ratchet to open doors in order to progress further. Each world you visit has its own environment, dangers and inhabitants to meet, often with Ratchet or Rivet needed to save them from the forces of Nefarious. The lack of any noticeable loading times as well mean the transition from cut scene to gameplay is immediate that it can honestly feel like you are participating in an animated movie rather than just a video game. The story is tremendous as well as explore this use universe impacted by the Dimensonator explosion such as the Pocket Dimensions that can be found and explored to find a piece of the armour sets hidden around the worlds. Alone with trying to find armour sets, the classic Golden Bolts return, finding one will give players access to anything ranging from Sticker packs to use in photo mode to new skins for the spaceship and melee weapons that Rivet and Ratchet use.

I think one of my favourite elements to a Ratchet and Clank game has to be the humour and Rift Apart has a joyful use of this humour throughout, not just from the rather awesome performance of the entire voice cast, but in the little details such as the preview feature at the weapons Vendor which explains what that weapon can do in a way that made  me chuckle every time a new weapon was introduced right now to the 10 hidden Spy bots, one on each world who have gathered a report on that world in order to take back to brief Emperor Nefarious which you can listen to once you have found them. Rift Apart is just an absolute joy to play from start to finish because of how well the humour is blended into everything before the incredible gameplay mechanics also remind you why this is a series you have loved if you are series veteran or instantly becoming a fan should this be your first time with a Ratchet and Clank title.

Where the 2016 game felt like a celebration of the series, Rift Apart is very much about building the series for a new life in the PS5 generation. There is a definite focus on the Lombax now that Rivet has met another in Rivet and I can easily see this as being a focus for a future game, helped by the addition of Lombax Lore globes that you can find and learn about the Lombax before they disappeared themselves. For a series that first launched in 2002, to see how far it has come across the generations of PlayStation console right to 2021 and the PS5 is a testament to the incredible developers at Insomniac games over the years who just keep knocking it out of the park. For a truly PS5 exclusive game, Rift Apart showcases every element that Sony is claiming the PS5 does best, and it really does feel like a game that can only be played on a PlayStation 5 making it even more of a must have console if you are a PlayStation fan (apologies to all still trying hard to secure the console).

Ratchet and Clank: Rift Apart is a game you will fall in love with straight away and will make you glad you have a PS5 to play it on. From the insanely fun weapons ranging from the Apocalypse Glove that launches little DOOM bots to attack your enemies to the FunGuy/Gal mushrooms you can throw that will then shoot enemies whilst making terrible Dad jokes, to exploring the worlds all bathed in Ray Tracing beauty at a crisp and smooth 60FPS if played in Performance mode there really is very little to criticise if at all about the execution of perhaps this years biggest PS5 Sony Studio release, depending if Horizon into the West gets a 2021 release date.

I have already started my new game plus run with the difficulty cranked up to the hardest in order to earn the new Omega Level weapons that can only be unlocked in New Game + mode and plan to spend a lot more time playing around with the rather fun Photo Mode, but it really is going to difficult even though it is only midway through the gaming year, to find a more complete and excellent fun experience to have than with Ratchet and Clank: Rift Apart.

If you own a PS5 then you owe it to yourself to buy and play Ratchet and Clank: A Rift Apart, if you are still trying to get hold of a PS5, then make sure this is the first game you play when you do manage to pick one up.

Review: Warhammer Age of Sigmar

When a franchise spans books, board games, and video games, you know it has a massive following. Warhammer has been around for years and has covered multiple themes and genres in the gaming market. There is something for everyone and I was genuinely excited when I received Warhammer Age of Sigmar: Storm Ground. On paper, it ticked a lot of boxes for me. Fantasy, check. Turn-based strategy, check. Rogue-like elements, ummm not really, but check.

Developed by Gasket Games and published by Focus Home Interactive, this forms part of the Warhammer fantasy series. With such scope to produce a weird and wonderful title, I couldn’t wait to see how the story would develop. With so much creative licence, would the developers go crazy, or would they play it safe? Let’s jump in and see!

Warhammer Age of Sigmar: Storm Ground is pretty straight laced!

Now, I’m no expert on the delivery of fantasy titles, but even I know they don’t have to be deadly serious. Warhammer Age of Sigmar: Storm Ground delivers a mostly serious ethos with the occasional witty one-liner. It takes itself too seriously for my liking and this creates a wooden delivery and unintentional humorous moments. It was a shame as it detracted from some interesting conversations between your faction leader and random controllable characters.

“What are these factions and what do they do?” You may think! The gameplay is split across three groups, each with special units and different advantages and disadvantages. You control the Stormcast Eternals, Nighthaunt and the Maggotkin. You begin life as the Stormcast Eternals, using their campaign as a tutorial. The other factions then become available to select and here is where you learn the finer points of the game.

The Stormcast Eternals are your hardened warriors. There are plenty of unit choices and equipment to select from. The Nighthaunt are weaker in comparison and their strengths come from agility, teamwork and combos. The Maggotkin are the strangest of all and probably the most tactical group. With the ability to manipulate and alter the map, you funnel the enemies to destroy them. They sadly lack in units and upgrades and feel hollow compared to the other factions.

Burn anyone that stands in your way.

Simple rules make it instantly accessible.

Every new turn-based game that I play fills me with dread! I adore the genre but I detest the learning curve. Each has its quirks and approach that’s unique to its concept. It was refreshing that Warhammer Age of Sigmar: Storm Ground was simple in its approach. Its basic set of rules was easy to grasp, allowing you to jump into the action.

Each battle begins in the same way. The enemy Warband spawns in, followed by your hero. You then use power points earned from each turn to summon your forces. Each round takes a “your turn, my turn” approach, and movement is denoted by a hex layout on the map. Raised platforms offer troops attack and defensive advantages and structure create bottlenecks. Using the correct troops was as important as utilising the surrounding environment.

Each unit has special abilities that cost Aether points. Every unspent power point converts to Aether points, leaving you in the position of summoning new forces or saving up for special abilities. I loved this tactical approach, and it made you consider each portion of the battle no matter what stage you were at.

Magic and abilities will save the day.

Warhammer Age of Sigmar: Storm Ground is all about the upgrades, custom options and the grind.

Rogue-like games and my playing “career” haven’t always gone hand-in-hand. Warhammer Age of Sigmar: Storm Ground is the prime example of my disdain for the genre. The loss and the constant grind is simply agonising. Yes, you get so far before the grind kicks in, but when it does, it’s soul-destroying. Replaying almost identical missions for small XP gains or to find better equipment was tough. Then there is the loss of your progress when you die. You’ll need a strong will, some luck, and lots of patience to defeat this.

If you forget the grind, you’ll see some great features that improve the gameplay. Treasure chests collected during each battle contain new equipment to improve your stats. Skill cards that improve abilities or overcome attacks are key to victory. You’ll also earn XP to level troops up and improve the strength of your Warband. There are lots of ways to adjust and improve your team to suit your game style. This freedom was great and kept the gameplay feeling fresh.

It looks awesome with lots of detail and plenty of variety.

I may have found the grind tiresome, but I never got bored with what I was looking at. The highly detailed character models and unique level designs were great. Sadly, though, they were undermined by unnecessary animations and slow gameplay. Waiting to swap units was a painful experience and something that ruined the fluidity of the action. I liked how it was presented, but it needs some polishing to reach its potential.

Like the graphics, there are many positives to take out of the audio. It sets the fantasy atmosphere perfectly with its strange magical sound effects. But, where it falls short is its wooden acting. The delivery of the lines is drier than the Sahara and is tough to take seriously. It was a shame about the acting as each battle contains key information that you simply laugh at.

Turn that frown upside down.

Simple rules = simple controls.

Though the tactical elements are complex and planning to survive, isn’t easy, the simple rules make it easy to play. The well laid out controller setup and thorough tutorial ensure you’ll be competent in no time. You will find the slow gameplay frustrating, but this doesn’t detract from its accessible approach.

With three campaigns to win, the worry of rogue-like elements, and a tough achievement list, this will keep you playing. To finish the game, you’ll need around fifteen hours, to collect everything you’ll need a strong will and around one hundred hours. Needless to say, I’m not collecting everything.

Warhammer Age of Sigmar: Storm Ground didn’t live up to my expectations.

There was plenty to enjoy about Warhammer Age of Sigmar: Storm Ground, but it didn’t live up to my expectations. With too much grinding and an imbalance of troops, I felt like I was treading water. I’m on the fence, but you can buy it here! Complete each campaign, upgrade your troops and master each faction. 

Review: MechWarrior 5: Mercenaries

As usual, mankind ruins the peace and harmony it has created. Greed and the desire for power bring the harmonious balance crashing down. Instead of fighting human vs human, we use hulking machines to do our bidding. This is the basis of the MechWarrior franchise, and this is the core concept in MechWarrior 5: Mercenaries

Developed by Piranha Games and published by Piranha Games and Sold-Out Software, this is a robotic shooter with a resource management twist. Like its predecessors, you must leap inside an enormous overpowered machine. You will go head to head with other Mechs, tanks, aeroplanes, and military vehicles. The battles are hectic and the tactics are in-depth. The gameplay is friendly to new players in the series but offers enough to keep veteran gamers happy. 

Fear the enormous Mech.

MechWarrior 5: Mercenaries has a touching story. 

Like all great action films MechWarrior 5: Mercenaries has a wonderful heartfelt story. I won’t ruin it for you, but it’s a roller-coaster of emotion that binds the many elements. You control Commander Mason, a young and strong-willed Mech pilot. He steps into his father’s shoes after his untimely death and is determined to find out the truth about who killed him. With two machines to their name, this small bunch of mercenaries must complete contracts, earn respect, and hire veteran pilots.

The year is 3015, and the game stretches to 3049, just before the clan invasion. The Inner-Sphere, a collection of star systems has been split among five factions. You are loyal to none and work for them to earn money, reputation, and knowledge. The central story takes you on a path of discovery where you’ll expand your fleet, explore new locations, and uncover the truth.

Rogue-like elements and plenty of repairs.

Everything that happens in MechWarrior 5: Mercenaries forms a rich tapestry for your experience within the game. Victories and losses are to be expected as you battle enormous robotic beasts. Your Mechs become damaged, lose parts and require maintenance. If your weapons are destroyed, they are gone forever, thanks to the rogue-like elements. Losing your best equipment was never easy and the threat of losing it all forced you to think tactically. Repairs cost money and time, and rarely could you afford either. I loved how this slowed down the gameplay, making it a gigantic game of chess.

As you progress and your reputation builds, you’ll create a Lance of warriors, each with their heavy-duty robot. Your band of Mechs will work together with you at the helm issuing commands. It was great fun moving your troops, barking orders and creating tactical advantages. Sadly though, it didn’t always go to plan. Your troops weren’t always as intelligent or responsive as you’d hope. You get barged in error or destroy your team as they strayed into your path during the dog fight. It was comical, but in a game where errors matter and loss is permanent, it had grave ramifications on your company.

A nice clear view from inside the Mech.

It’s not perfect, but it offers plenty of options.

With its obvious issues regarding orders and the subsequent losses, it isn’t perfect. Don’t worry though, as you can simply restart the action. Yep, a rogue-like game where failure isn’t punished. It was a little weird and removed the fear factor which tainted the experience for me. Yes, no one is forcing you to use it, but who wants to lose their best gear to an NPC error, not me, that’s who.

Other than this, you’ll find there are plenty of choices available. Different strategies can be taken with an array of weaponry, unique Mechs, and a selection of pilots. You adjust your ride however you see fit and send in the team that has the best chance of success. The ability to mix things up with weapons you had salvaged was fantastic. It created an RNG element to the gameplay as you never truly knew how each combination would work out. 

MechWarrior 5: Mercenaries looks good, but was a little dated and slow to load. 

I was impressed with the overall package that’s been delivered. The scaling of the Mechs to the surrounding world makes them appear massive. The level of details on their armour and moving parts were good, and the destruction of structures was enjoyable to watch. However, I couldn’t get away from the dated look. Even on the Series X, the lines weren’t as crisp as I’d expected and the shading failed to add depth. Then you consider the long loading times. Each mission seemed to take an age to be generated, and this broke up the flow of the gameplay. None of these things breaks the game, I just expected it to be smoother. 

All-action films and games all have a similar style of soundtrack. You experience a mixture of lighthearted upbeat tunes and banging aggressive songs. When each is used at the right time it helps to set the scene and MechWarrior 5: Mercenaries uses its music perfectly. Add in the ear-splitting sound effects and you have a loud and wonderful cinematic title. 

That’s some laser show.

Controlling your Mech isn’t always easy. 

With separate controls for; legs and torso, options for abilities, camera, leaping and flying, this takes some getting used to. In the heat of the battle, it’s tough to remember everything you have been taught. Your legs are one way, your body the other, and your teammates are positioned way off. Unless you are an expert on the series, you’ll need plenty of practice to master this. However, once you understand the basics, you’ll have great fun stomping around the landscape. It’s really rewarding when it all comes together, and this is when you truly enjoy it.

Though the core story doesn’t alter, the extra missions and the enemies you face do. With plenty of tactical approaches and the chance to play couch or online multi-platform co-op, there is plenty to keep you interested. No traditional multiplayer modes will frustrate some players but I liked the single-player approach. The game feels richer and more in-depth as the developers focussed all their efforts on the main campaign. If you like achievements you’ll be tested with a challenging but small list.

MechWarriors 5: Mercenaries is your classic all-out action game.

The game plays out in many ways, but whatever route you take, it always boils down to a classic all-out action game. You’ll study your enemies, pick the right team for the situation and hope to win each battle. Defeat is hard to swallow, but it doesn’t stop you from progressing. You must take the rough with the smooth, build your reputation, and avenge your father’s death. I enjoyed my time, and recommend you try it here! If you are a Gamepass subscriber, you can try it for free. Run your company, take on contracts, and become the best MechWarrior the galaxy has seen.

Review: Maid of Sker – PS5

First released back in November 2020 for PS4, Xbox One and PC, Maid of Sker was an interesting horror survival game from Wales Interactive. Having at the time just reviewed the live action interactive game ‘The Complex’, I was interested to see how the same player choice mechanics would work in horror survival game that would offer multiple endings for how you played as well as a surviving without weapons mechanics. What was noticeable at the time was that the game launched here in the UK right between the launch of the Xbox Series X on November 10th and the PlayStation 5 on November 19th yet there was no optimized version for either console at time. Skip ahead to the end of May 2021 and finally the new generation console update released. The question for me was, could it help improve a game experience that was already less than perfect?

For those who may not have played ‘Maid of Sker’, it is a horror survival game set in the year 1898 based on an old Welsh folklore tale about one Elizabeth Wilson. The player takes on the role of Evan Thomas who receives a letter from Elizabeth requesting he travels to the Hotel Sker, though no more detail is given in the letter other than it arrives with a musical locket belonging to Elizabeth’s Mother and an instruction to write a song based on the one played by the locket to counter it and bring it to Elizabeth without explanation.

Maid of Sker’s gameplay focused a lot on stealth, and you instantly see the impact of having some of the writers behind SOMA working on this game as well as a little inspiration from Outlast. Gameplay is very much based on stealth as you move around the Sker Hotel which staff have all been affected by some strange force and are now roaming the building attacking anything that makes a sound. Using a rather clever ability to hold your breath in order to make as little sound as possible as you move in the shadows and has a remarkable interesting non-combat focused gameplay style and quite different to say Resident Evil. Revisiting the game in 2021 and you can also draw comparisons to the ‘A Quiet Place’ films where any sound will draw enemies to you.

With puzzle solving, a need to be stealthy and a character that will have no verbal interaction with any other character bar a few phone conversations as Elizabeth directs you around the Hotel to discover what has happened and to find the solution to solve it. On release this was a game with issues, the controls were quite janky to say the least with the gameplay becoming rather tedious for me with little action and just the need to hide all the time. The game itself, much like The Complex can be completed relatively quickly, it was a short 4-6 hours of gametime depending on which of the endings you wanted to see but it was a good “play it in a day or two game session” kind of experience and was not a terrible first attempt at doing a horror game by Wales Interactive.

Quality of life patches and updates since November, have helped improve the game’s performance on the Xbox One X that I originally played it on but I was very intrigued to see what this new upgrade for both PS5 and the Xbox Series X/S consoles would bring as well as some other new content to the game experience. Just as with the recent upgrades given to previously last gen release titles, the new version now allows the game to run utilizing the new consoles hardware power, though whilst Maid of Sker will run at 4K and 60FPS on the Xbox Series X “Fidelity Mode” it can only manage 4K and 30FPS on the PS5’s Fidelity Mode where in the Performance mode for PS5 it will run 60FPS but at 1440 resolution. Now as someone who prefers to have that lovely 60FPS smooth gameplay on my PS5, I usually go for the Performance mode and whilst some games with a Performance mode can do 4K and 60FPS, it is not a deal breaker for me.

The gameplay certainly benefits from the 60FPS now with the controls feeling more fluid and on PS5, the upgrade also makes use of the haptic feedback of the Dualsense controller and its Adaptive Triggers. Visually of course, the improved textures even on Performance mode look much better than the original PS4(Pro) version and they really come to life in 4K with Fidelity mode though sacrificing that additional 30FPS for a game that prefers you to stick to the shadows feels redundant to me. Naturally, the new faster loading times are perhaps the first thing you notice with the original 10-15secs it would take to load a section now doing it in under 2 seconds which to anyone fortunate enough to own a new gen console of either a PS5 of Xbox Series X/S will know is an instant game changer when loading times no longer slow down and interfere with the immersion factor. The sound system is still highly impressive and used to great effect when with the musical score playing and audio effects to raise the tension and a sound design system to provide little nods on where to go to investigate next.

Sadly though, whilst the power of new console technology has improved many elements of the gameplay, the same issues with the original campaign largely remain, if you have played this game before having faster loading times, a prettier view and smoother 60fPS movement can only do so much when the gameplay still becomes tiresome and a main character who never speaks but makes grunt noises still makes the campaign a niche taste for some.

Which is why the new game modes that were added along with this new generation console release have been added. These Challenge modes bring actual combat with actual weapons into the mix, injecting a much-needed change in the gameplay style outside of the main campaign with their more CoD Zombies style play. Each has several weapons and a theme such as “Axe of Kindness” where you are armed with an axe and all the modes use a “you have 3 lives, lose them and it is game over” mechanic to the challenge mode. Some will feature types of enemy players will recognize from the main campaign, but some new ones have been added as well, with powers and attacks that will make you grateful to be finally holding a weapon. Having some action along side a campaign that really has no action, is a welcome one and though these challenge modes are far from perfect, it is a genuinely nice change of pace that compliments the campaign in a surprisingly nice way.

This version of Maid of Sker is far superior to that of the original 2020 release version thanks to the enhancements the PS5 offers, and the additional Challenge Modes now offer a more rounded game experience than before. One of the additions I am very fond of is the new “Safe” difficulty which removes all the threat of being hurt and killed and just lets the player focus on discovering and solving the mystery of the main story in the campaign. If you have never played Maid of Sker before than you will have more to do, the only real issue is that not all the problems with the original version of the game were due to technical limitations of last gen consoles. It is still an average horror survival mystery game and once you have played and complete it enough times to see the multiple endings, much like I found with ‘The Complex’, it still feels like a One and Done experience unless the challenge modes give you a reason to fire it up more than once a week which Im not sure it will.

I welcome any game that brings itself up to date for the new consoles for those lucky enough to have one, but it is a shame that the PS5 is unable to have both 4K visuals and 60FPS, making the player choose between pretty 4K and clumsy controls or good but not amazing visuals and 60FPS. Perhaps this is something that can be improved in the future for the PS5 version. Maid of Sker still sadly remains a game experience where you would be hard pushed to find a reason to fire it up again after you have seen it all. Whilst the new upgrades and Challenge modes bring improvements to the game, the game itself remains an average title.

Review: Gioteck AC2 Ammo Clip Charging Dock for PS5

Here is our review of the Gioteck AC2 Ammo Clip Charging Dock for PS5.

The Gioteck AC2 AMMOCLIP charging packs provide unlimited power for next-gen consoles players.  AC2 AMMOCLIP let players stay fully immersed in the action and focused on their game. If you run out of juice just grab your second pack, and reload!  It also delivers huge savings by reducing the number of batteries needed for marathon gaming sessions. 

What’s in the box?

The box contains the Ammo Clip, 2m fast charge USB-C cable and instructions.

A Closer Look

Final Thoughts

There is nothing worse than running out of batteries in your controller in the middle of a game! This is where the Gioteck AC2 Ammo Clip Charging Dock comes in.

There is a fast charge USB-C charging cable that plugs into the AC2 Ammo Clip, so just plug the other end into a USB port or plug.

The click the PS5 controller into the AC2 Ammo Clip and wait for it to charge – which isn’t that long! There is even an LED indicator on the AC2 Ammo Clip to show the charging status.

The Gioteck AC2 Ammo Clip Charging Dock for PS5 is available now priced around £17.99.

You can learn more from the Gioteck website.

Review: Gioteck AC2 Ammo Clip Charging Dock for Xbox Series X and S

Here is our review of the Gioteck AC2 Ammo Clip Charging Dock for Xbox Series X and S.

The Gioteck AC2 AMMOCLIP charging packs provide unlimited power for next-gen consoles players.  AC2 AMMOCLIP let players stay fully immersed in the action and focused on their game. If you run out of juice just grab your second pack, and reload!  It also delivers huge savings by reducing the number of batteries needed for marathon gaming sessions. 

What’s in the box?

The box contains the Ammo Clip, 2m fast charge USB-C cable, 2 600mAh batteries and instructions.

A Closer Look

Final Thoughts

There is nothing worse than running out of batteries in your controller in the middle of a game! This is where the Gioteck AC2 Ammo Clip Charging Dock comes in. It is designed for the new Xbox Series X controllers and has two batteries in the box. 

There is a fast charge USB-C charging cable that plugs into the AC2 Ammo Clip, so just plug the other end into a USB port or plug.

Just take the back of your controller off, remove any batteries that are already there, and pop one of the AC2 Ammo Clip batteries in it’s place, and that’s it. The battery even looks like it belongs on the controller and fits perfectly.

The click the controller into the AC2 Ammo Clip and wait for it to charge – which isn’t that long! There is even an LED indicator on the AC2 Ammo Clip to show the charging status. You can even charge the second battery without it being plugged into a controller if you so wish.

The Gioteck AC2 Ammo Clip Charging Dock for Xbox Series X and S is available now priced around £19.99 and it’s a bargain if like me you go through normal batteries all the time!

You can learn more from the Gioteck website.