EGX 2022 – Final Thoughts

September 22-25 brought four days of amazing gaming to London, UK in the form of EGX 2022. This was my first time at EGX. I’ll be honest, having read some horror stories from 2021, I wasn’t sure what to expect. However, I didn’t need to worry as EGX blew my mind. This was my first convention since the pandemic, and it didn’t disappoint. Four days of gaming bliss with like-minded individuals.

Queuing and Entering

Now, while I didn’t join the main queue to exchange QR codes nothing looked too disorganised or stressful this year. The organisers had taken up a whole hall for the queue and entry point which allowed for good crowd control and flow. The queue moved quickly, snaking back and forth until the gateways and past the usual bag-checking area, straight into the hall. I like events at ExCeL for this reason; the queue management is often so much better and far less cumbersome than some venues!

Convention Floor

The EGX 2022 convention floor spanned a couple of halls and had something for everyone. For people who don’t necessarily like big, crowded spaces, there were plenty of open areas to get a moment’s break. The space was laid out well with a lot going on! People put some serious work into their booths and displays and it felt special.

Wandering around it was overwhelming at first to try and find everything! While a lot of the bigger games or publisher booths were unmissable, some of the smaller indies were harder to find. EGX 2022 did have an app this year and I wish the map had been more interactive with the ability to pinpoint specific booths rather than generally zoning areas. Only a couple of times did it take longer than I would have liked to find what I wanted.

Walking down the central aisle it was great to see so many indie game areas, a careers area, smaller stage areas, bigger booths like Thunderful Games, Wo Long: Fallen Dynasty, Nintendo, CCL, ASUS, Call of Duty, etc., and a shopping area. Right at the far end, you could find a whole load of retro consoles and legacy franchise games ready to play and the main stage area.

I’ve been to a lot of conventions in my time and EGX was one that felt the most put together in terms of layout, space, and design.

Food and Drink Options

While inside the halls there were a couple of stands where you could grab something on the go, most of the food and drink options are in the main ExCeL walkway between the North and South halls. Prices, as you would expect are on the higher-than-normal side, but at no point did it feel overcrowded or impossible to grab something and find a seat. This is another reason why I prefer events here over anywhere else in London. I would suggest if you head to EGX in 2023, bring at least water with you to avoid the queues and spend more time gaming!

Games, Games, and More Games

Of course, the main allure of EGX is to get hands-on with games. Some old, some still in development, and ranging from indie titles all the way through to new AAA’s. EGX had it all. In fact, there were over 200 games available in some capacity to play! These were broadly categorised into different zones. You had a large area for indie games (a mix of released and in-development titles). A whole space for VR gaming, and then large booths for things like Thunderful Games, Sonic Frontiers, Street Fighter 6, and Modern Warfare 2. In addition, there was a PC open play area, a retro area, the TikTok booth had a load of interesting titles to check out, a whole section dedicated to Steam Deck, and finally arcade cabinets! All genres were well covered as were all platforms. It truly felt like a very diverse mix. One exciting area was titles being showcased by students of game design.

For a more in-depth at my favourite games from the convention check out the following:

Panels Galore

The show was packed with panels from morning to night (if you stuck around for EGX After Hours). Covering everything from the latest announcements to talks from developers about their projects or how to make it in the gaming industry. (I must say it was awesome to see the amount of content and options for students to attend as a careers fair!).

The two panels I attended were great fun. First, there was the celebration of one of the greatest gamers of all time – N64 GoldenEye. I can’t quite believe it’s been 25 years since the game came out! For more on the GoldenEye 25th Anniversary, including the panel, check out this post!

The other panel I attended was all about the music of Marvel’s Guardians of the Galaxy. If you’ve followed my reviews, you know this game was a perfect 10 for me (click here for my review to find out why!) Louise Blaine in conversation with the award-winning composer Richard Jacques was a special moment. Hearing more about the development of the game’s soundtrack was incredible. From flow charts to inspirations, the panel took us on a journey with examples to demonstrate how it came together. From creating subtle mood shifts in soundscape for when players make a choice to scoring cutscenes that you find by randomly deviating off the main path. The sheer amount of work that went into this project still blows my mind. Like the game, this was a 10/10 panel. Informative, funny, mind-blowing, and it highlighted a super-interesting topic within game development that I previously didn’t know much about.

Stand-out Stuff

A special mention must be given to some of the coolest tech at the convention. I coveted some of the incredible hardware on display at the ASUS/Ebuyer booth (one day maybe a Z13 will be mine!). I admired some of the awesome hard-pipe, liquid-cooled PCs knocking about.

The one thing that really blew my mind though was the SR Pro Display from Dimenco on display at the CCL booth. This was a stunning 32”, 8K monitor with a party trick like nothing I’ve seen before. At first glance, it just looked like a nice screen with Star Wars Squadrons loaded and a joystick hooked up. Sitting in the chair, however, all was revealed. The cameras built-in to the top of the screen started tracking my eyes and the depth-of-field began to shift. The game was now in 3D… a full VR experience without any goggles. I moved my head and tiny (unnoticeable) adjustments were made to ensure a fluid experience. This was an incredible experience, flying around an X-Wing in full 3D without anything additional required.

Final Thoughts on EGX 2022

EGX 2022 was a blast! It was jam-packed and while things got busy on Saturday (as you would expect!) it never felt impossible to get access to the vast array of games on offer… and let me tell you, there were so many games! Unfortunately, there was a lot on my ‘to play’ list that I didn’t get time for, but that’s ok. I went with a strategy, made use of the app, and got through most of it. Until next year EGX!

If you’re excited to attend EGX, the show is back on 12-15 October 2023 at London ExCeL! For more information, check out the website.

EGX 2022 – 25 Years of GoldenEye 007

In 1997 gaming changed forever for me and a lot of people in my peer group. It was the year that Rare released GoldenEye 007 for the Nintendo 64. Now, the N64 is an incredible console in its own right; some of my best gaming memories from childhood are because of this console, but no memory is quite as vivid as when I first slotted the cartridge in and became Bond. James Bond.

Inspired by games like Virtua Cop and Doom the novice team at Rare worked hard to produce something great. Even if at the time they didn’t know it. Featuring at the time advanced systems like AI NPC reactions, position-dependant hit reactions, and a specific aiming system.

So, in this anniversary year, I had to attend the panel at EGX 2022 to find out more, and then, when I got home, pull out my original copy of the game and settle down for a walk down memory lane.

The Game

The game takes you through the events of the 1995 Pierce Brosnan movie of the same name, albeit with some modifications to make a game and provide more variety in locations. As a single-player experience, you get to infiltrate the facility, have a showdown in a tank, and save the world in style. Playing across numerous levels you get access to over 20 different weapons and a supply of gadgets. While stealth is often encouraged… sometimes you just want to shoot as many hats off guards as possible!

GoldenEye 007 was a masterpiece of its time. Having three difficulty modes, challenges that unlocked multiplayer options, and more.

Where the game took a whole new life was in its multiplayer. Four people could take on characters from the franchise and run around a variety of Bond location maps to claim victory. There were special modes (slappers only and Golden Gun being particular highlights!) and you were cheating if you played as Oddjob. It was the glory days of couch-based multiplayer gaming.

It’s no surprise that GoldenEye 007 still holds a fond memory for a lot of gamers, with many still playing it today. Sure, the graphics are a little dated and the controls feel alien compared to what we’re used to now, but GoldenEye 007 has nostalgia, charm, and just being a solid game. There was a reason it performed so well, was highly rated, and won awards after all!

Anniversary Panel at EGX 2022

One of the EGX 2022 highlights had to be the 25th Anniversary panel for GoldenEye 007.

The panel featured artist Brett Jones and game director Martin Hollis discussing the game’s development.

Martin spoke about it all began, how they met the cast, and once hearing about a rumour of a game being made; he asked to make it and was granted the project. Brett, on the other hand, was fresh out of university and was made to go through a test to make a moving camera arc. The reason why he only found out a few months ago! Despite the inexperience of the team, and the fact this was a ‘franchise game’ it was easy to recruit for. You just need to ask them to work on a Bond game.

Originally the team didn’t know how the Nintendo 64 was going to work, or any of the technology involved. So originally the design document talked about how they might connect consoles together to allow for multiplayer. Brett explained how the process never felt pressured for the team. (Martin felt it though! and recalled how he got told off via a lengthy fax for missing the deadline.)

The entire game was built from scratch. Brett had to model everything and was limited, due to the technology of the time, in polygons and textures. He pointed out that later in the development, the fewer polygons he had to use which is why Mishkin, for example, has a triangular-shaped head.

To create the game, the team used a lot of motion capture was used, and the suit was never washed! Brett recalled how the game had over 1000 animations which meant having to recreate a lot of ways to hit someone. The animation for being pulled backward was done via tying a rope around someone’s waist and physically pulling them! When they tried to mo-cap the opening walk, every time it looked like he had a limp, so Brett had to manually edit the capture to make it look right.

It was astonishing how the game came together (and looked so good for the era) when there was no possibility of researching anything online. Set visits, a library of books, and studio visits were the only way to get the textures and designs. Martin pointed out how it took a lot of work just to get the team to adopt email!

It was amazing to the team just how much of the Bond music got to be included in the game. while the pair admitted they paid a lot for the license, the ingenuity of the sound team to take snippets and make whole tracks was technically phenomenal. It was important that the music was involved as that brought Bond DNA into the game, as the developers said, it makes you connect with it emotionally. Makes you believe you are Bond while playing. It was a shame that for licensing reasons they had to take out three previous Bonds from the multiplayer, but not before an office farewell tournament!

One of the interesting things to learn was that the game originally planned on having the opening credits but unfortunately, it had to be cut as it was only a 12MB ROM!

Despite the cult status of Goldeneye 007, the development team never realised they had something special on their hands. It was a game made in a time with less technical capability than today. Based out of a barn the Rare team made something truly generation-defining. Overall, the panel was a fun and engaging insight into the world of game development for one of the best games of all time.

Final thoughts on 25 Years of GoldenEye 007

If you can still play it today, I urge you in this anniversary year to blow the dust out of your cartridge and relive some gaming glory days. It’s one of the greatest video games of all time. If you don’t have the original, you can check out GoldenEye 007 soon on Nintendo Switch Online and Xbox Game Pass. Also, be sure to check out the documentary about this amazing game online!

Happy 25 years GoldenEye 007, and happy 60th James Bond.

Review: ROCCAT Vulcan II Mini

The ROCCAT Vulcan II Mini is the direct competitor to the SteelSeries Apex 9 Mini. This was a keyboard I’ve recently looked at, and quite frankly, I loved it. Therefore, this keyboard has a lot to do if it wishes to gazump its market-leading rival. Fortunately, though, its build quality and usability make it stand out from the crowd. Furthermore, its striking RGB lights are eye-catching and fantastic to look at.

With an anodised aluminium top plate and 65% form factor, this is designed for smaller spaces and it is built to last. What’s more, unlike the Apex 9 Mini, the ROCCAT Vulcan II Mini includes the arrow keys as standard. Now, this may seem like a minor point, but I like this standard functionality and was a bit lost without it.

All of these things aside, people buy these gaming keyboards for one reason only, and that is to be one step ahead of the crowd. Accordingly, does this accessory do that, or will you lag behind? Why don’t we unbox this small but powerful beast and see how it performs?

The ROCCAT Vulcan II Mini in white.
The ROCCAT Vulcan II Mini in white.

What’s in the box of the ROCCAT Vulcan II Mini?

  • The compact and sturdy packaging is fully recyclable and is great to look at. The captivating colours and stunning imagery look upmarket and inviting. What’s more, it has all the key information you could ever hope for.
  • The ROCCAT Vulcan II Mini. This tiny keyboard looks fantastic! It is available in UK and US format and in black or white colour options.
  • A detachable USB-C cable. This braided cable is sturdy and is a whopping 1.8m long.
  • The user manual. Unsurprisingly, this gaming keyboard has lots of different functions. Therefore, I recommend reading the manual to get the best out of it.

Technical Aspects.

Form Factor65%
SwitchesTITAN II Optical Red
Actuation point1.4mm
Travel Distance3.6mm
Switch LifecycleTested to 100 million
Polling rate1000 Hz
Profile On-board5
RGBRGB per-key illumination + 30 smart keys
SoftwareROCCAT Swarm

The most important aspects of a gaming keyboard are how well it performs and how comfortable it is to use. After this, you want to focus on compatibility, looks, and other minor elements. So let’s concentrate on what’s important, and that is its unbelievably responsive input speeds.

Thanks to the incredible and exclusive TITAN II Optical switches, you experience minuscule actuation on every keystroke. In fact, to be accurate, it is a mere 1.4mm actuation for every input. Consequently, every action and every command is responsive and mind-blowingly quick. This may not seem important, but in competitive gaming, every nanosecond counts. Fortunately, with the ROCCAT Vulcan II Mini at hand, you know that you’ll always be one step ahead of the competition.

Furthermore, ROCCAT is so confident in the technology that they have tested it to a massive 100 million keystrokes! Subsequently, these keys will last double the standard lifecycle of other mechanical keyboards. As such, your investment is sound as you won’t need to look for a new keyboard for some time. Alongside this, the TITAN II switches are compatible with most third-party cross-mount key caps. Therefore, if you wish, you can customise your look without jeopardising your performance.

The final performance area to note is the EZ functions. With 5 programmable user profiles and Easy-Shift [+] button duplicator technology, you can maximise your keyboard functionality. There are 30 multi-function smart keys that are equipped with dual LED indicators. Accordingly, whenever the secondary functions are activated, you are instantly aware. Again, this may seem like a minor thing, but it isn’t. In the heat of the battle, when you switch between different profiles or macros, you’ll want to know exactly where you stand. Thankfully, the dual LED indicators reassure you of your settings and this reduces user error.

The ROCCAT Vulcan II Mini has rapid actuation thanks to the TITAN II Optical Switches.
Check out the TITAN II Optical Switches.

Incredible build quality.

For me, ROCCAT always delivers when it comes to build quality. Their products are built to last, look fantastic, and stand out from their competitors. Unsurprisingly, the ROCCAT Vulcan II Mini is no different. With its hardwearing anodised top plate, it looks amazing and is built with durability in mind. What’s more, the 65% form factor is amazing if you have a smaller workstation. This compact design allows for sweeping mouse movements without compromising your competition-ready keyboard.

On top of this, the RGB display is eye-wateringly bright. The aforementioned dual LED functionality is fascinating and is a market-leading concept. What’s more, like other ROCCAT products, this one will sync with any AIMO-enabled products. Subsequently, your workstation will be vibrantly synced with every piece of tech you own.

The ROCCAT Vulcan II Mini syncs with any AIMO-enabled product.
Combine all your AIMO-enabled goods.

Is the ROCCAT Vulcan II Mini worth it?

Recommending a £100+ gaming accessory isn’t as easy as it sounds. Why? Well, anything over £100 is a hefty investment. However, like every other ROCCAT product I’ve looked at, I’m not disappointed with what I’ve experienced. Out of the box, this device worked perfectly and was a pleasure to use. With a little trial and error, I could connect it with my AIMO-enabled devices, and set up each user profile to my liking. What’s more, for everyday usabilities such as emails or web browsing, it was comfortable, responsive, and a joy to work with.

I asked myself whether this stands out from the crowd, and the answer is yes! It looks fantastic, is built to last, and is unbelievably responsive. Moreover, it is designed for third-party cross-mount key caps; it has been tested for a massive 100 million keystrokes and has 30 multi-function smart keys. On top of this, its 1.4mm actuation is unbelievably responsive and keeps you ahead of your competitors. Consequently, this is a phenomenal gaming keyboard and I have no problems recommending you to buy it here!

(More information on ROCCAT can be found here!)

The ROCCAT Vulcan II Mini is awarded the Movies Games and Tech Gold Award.

A Closer Look at Geomag Glow Magnetic Construction Set 

With Christmas just a few months a way, we take a closer look at the Geomag Glow Magnetic Construction Set.

Geomag is not just a construction set, but it’s also an educational game within the STEM category which will encourage the development of hand-eye coordination as well as strengthening visual sensitivity and attention span. It’s the perfect magnetic toy for kids but also super fun for adults too.

The Geomag Glow Construction Set is part of the 100% recycled plastics range and features glow in the dark rods, as well as magnetic balls to help you connect them together. These are really fun to build glowing constructions whilst learning about magnetism and the laws of physics.

Box contents:

  • 12 metallic balls
  • 12 glow in the dark rods
  • 1 dark base panel

All of the elements will be compatible with both the Geomag Classic and the Geomag Panels collections and are made from recycled plastics.

Geomag products are made in Switzerland, and are known for their high-quality materials and follow the most stringent European and international safety standards (ASTM and EN-71 Certifications for toy safety). 

The Geomag Glow Magnetic Construction Set is available now priced around £20.00 and is aimed at ages 3 and above.

Disclosure: This product was provided free of charge in exchange for a fair and unbiased review.

News: Once Upon a Jester

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Whenever Crunching Koalas announces a new game, I always take note. They have released some fantastic experiences that span many genres. The list is massive, but here are some you may recognise; Warsaw, This War of Mine, Project Warlock, Moonlighter, and Bonkies. I’ve had the pleasure of covering many of their games, so I can’t wait to get hold of Once Upon a Jester.

This colourful and amusing title captures everything you know and love about the theatre. With a zany plot, whacky characters, and a bizarre story, it is bound to make you laugh. You control Sok and Jester, a theatre-loving duo who move from town to town while performing their improv show. These two friends have differing opinions, and this drives a wedge between them. However, disaster strikes and the pair must put their differences aside. Accordingly, can they work together to save the day, or will the kingdom be doomed?

Once Upon a Jester is a tale of decisions and listening.

With 4 towns to visit and plenty of shows to perform, the charismatic duo must create a show to impress their audience. By exploring the town and talking to the locals, they will discover what makes the town tick. Consequently, this information must be used to create a crowd-pleasing experience.

With 5 genres to pick from and a range of crazy answers to choose from, your show will be as insane as the surrounding audience. However, if you get things right, you’ll receive the plaudits you deserve and the curse will be lifted.

Gamers will adore the unusual hand-drawn imagery and the accentuated heartwarming indie songs. Subsequently, the aesthetics match the theme of improvisation and silly shenanigans.

Once Upon a Jester has a planned release for PC and Nintendo Switch. You’ll see the game released near the end of 2022 for around £15. If you are interested in pre-ordering it, click the link here!

(More information on Crunching Koalas can be found here!) 

Review: Saints Row

There are few franchises that instantly leave an impression. Forza impresses you with its realism and fantastic driving mechanics, while GTA inspires you to be violent and aggressive. Moreover, Saints Row is renowned for its unbelievable craziness, dated style, and rehashed mechanics. In an era where gamers crave more for their money, can another visit to the Saints Row franchise really work? I have my concerns, especially after the madness of the last instalment. Consequently, when Saints Row (2022) landed on my desk, I was understandably reserved.

Developed by Deep Silver Volition and published by Deep Silver, this is an open-world sandbox experience. What’s more, it returns to the roots of this much-loved franchise and avoids the amusing, albeit unnecessarily crude stupidity of its recent predecessor. Consequently, many of the cherished and charismatic players have been put to bed. Accordingly, this allows a new set of protagonists to take centre stage in this violent gang-related crime spree.

Saints Row had fleeting moments of brilliance.
Chill out before you commit more crime.

New location, new gang, new you.

What I adored about the latest instalment was the introduction of a whole new gang. You’re the boss of “The Saints”, and you have Neenah, Kevin, and Eli by your side. This team of 4 criminal masterminds run riot in a dusty metropolis that is filled with crime, drugs, and death. As the new boss, you must stamp your authority on your surroundings. You’ll take on the Los Panteros, The Idols, and the Marshalls as you build your empire and make a name for yourself on the streets of Santo Ileso. With plenty of guns to shoot, vehicles to drive, and locations to visit, it feels like a stereotypical Saints Row title. However, is this enough in a modern market?

Well, if you like cliched and dated mechanics, then you won’t be bothered about its rehashed approach. Thankfully, much of this familiar gameplay plays second fiddle to the insanely massive open world. With 15 enormous districts to infiltrate, explore, and command, you’ll lose your head before you get bored. Every area comprises unique points of interest as well as quests to undertake, side hustles to complete, and many collectables to locate. In short, it uses the classic open-world tropes but injects them with steroids and demands you take them all down.

This aside, as the boss, you must be in control of your gang. What better way to do this than using your mobile phone? This simple mechanic acts as the central hub for every element of the gameplay. Here you can take photos, access skills, customise your character (more on this later), look at the world map, and more. This was one of the better choices from the developer and I wish they made the rest of the action feel as modern.

Play alone or join some friends.

With so much madness to tackle, it would have been insane for the developers to overlook multiplayer action. Thankfully, they have incorporated both cooperative and competitive elements into the gameplay. Once you invite your friends into your world, you can tackle any of the missions, side hustles, or simply lark about. However, if your friends have other ideas, they can unleash hell and cause all sorts of mayhem.

This is exactly what I expected from a Saints Row title. There is always an element of the structure that can be pushed to the very limits. If you attempt to do this alone, it is fun but somewhat lacking. Yet, with friends by your side, it’s great fun to race down the freeway shooting like maniacs and creating a scene. Furthermore, you are free to traverse the world as you wish. Do you want to run and gun, mow everyone down in a truck, or soar through the sky with your wingsuit? Whatever you choose, you’ll laugh until your sides hurt as unexpected shenanigans will always occur.

The combat mechanics lacked oomph and drama.
Grab your gun and protect yourself.

Expand your empire and know your enemy.

The freedom to choose your approach was phenomenal. Subsequently, if you wanted to waste hours on side hustles and criminal ventures, it was up to you. Both these elements earn you money while enhancing your reputation amongst the seedier members of society. You can, of course, overlook these opportunities, but where is the fun in that? Instead, I recommend you waste many hours planning heists, stealing cars, and performing an array of other shady tasks.

Moving up the ladder is all well and good, but if you don’t study your opponents, then you are bound to get your ass handed to you. Each of the factions you face has a unique style and strengths and weaknesses that must be overcome. By using the dated and familiar Saints Row 2 shooting mechanics, you must attempt to take them down. However, if this fails, you can turn to melee combat and some killer moves to regain your health.

As there is no cover mechanic, you must rely on dodging and this “Matrix-esque” approach to staying alive, no matter the cost. This is made somewhat worse as every enemy is a “bullet sponge”. Accordingly, this leads to some frustrating experiences and a lack of fluidity. Now, this can be overcome if you simply drive through your enemies, but this isn’t always possible, nor is it the most fun solution. Consequently, the developers have missed the mark and this will disappoint many players.

Saints Row looks dated and janky.

I’ve heard mixed reviews about the graphical fidelity. Some gamers are happy to reduce the quality to achieve something that is barely playable. I, on the other hand, expect a modern title on a next-gen machine to handle a high resolution and smooth frame rate. Sadly, Saints Row failed on both grounds, and the end result is an appalling game that looks and feels horrible. It was such a shame as the cinematic gives the impression of a well-polished and smooth experience. Instead, it is nauseating, dated, and harks back to the Xbox 360 era.

If you are familiar with the open-world genre, then you’ll know how the audio plays out. With an array of radio stations to choose from, you enjoy an eclectic and often unfamiliar lineup of songs. Yet, they have been specifically chosen to match the theme while adding energy and drama to the proceedings. What doesn’t always work, however, are the sound effects. Luckily, Saints Row nails its wonderful blend of explosives, gunfire, and vehicle sounds. Subsequently, there is a nice blend of realistic and whacky audio that adds a fun layer to the gameplay.

Saints Row maintains its eclectic roster of characters.
Meet the team.

It plays like its peers.

The developers have stuck with a tried and tested control system. As such, it is easy to pick up if you love the genre. With a blend of submenus and responsive inputs, it overcomes many of the aforementioned combat issues. Furthermore, the inclusion of the mobile phone mechanic makes it easier, still. On top of this, the use of the d-pad for additional powers ensured it was simple to play without confusing the matter.

Now, if you enjoy exploring massive open-world locations while hunting for collectables, then Saints Row will get you salivating. It is awash with a mind-blowing amount of content, and it’ll keep you busy for days. Alongside this, the customisation options have to be some of the best I’ve witnessed. With plenty of insane options available, this harks back to the stupidity of its predecessor. I, of course, made my hero look as ridiculous as possible. Why? Well, why not?

Saints Row falls short.

I’m glad the game moved away from the madness of the previous iteration. However, I was disheartened by its terrible graphics, awful combat, and spongey bullets. There was so much potential, yet the developers have fallen way short of the mark. Every encounter with an enemy gang feels repetitive, arduous, and limp. Consequently, if it wasn’t for the multiplayer action, you’d be disappointed almost immediately. Now, I adored the open world and the side hustles. But it doesn’t make up for the many shortcomings. As such, I’m not going to recommend that you buy this title. More information can be found here, though! Can you rule the roost and take over Santo Ileso? Grab your friends, run some jobs, and wipe out the opposition.

Review: Betrayal at Club Low

Your Mission, Should You Choose To Accept It

Betrayal at Club Low… Man, what an oddball of a game. Under normal circumstances, this could have been considered an insult. But right now it’s more than a compliment. It’s one of the big reasons you should play it.

From the first few minutes in the game, it becomes clear that this won’t be your run-of-the-mill experience. Your protagonist has got grey/blue skin, glowing eyes and is disguised as a pizza delivery guy. Turns out you work for a spy agency called “The Circus”. Your mission is to extract an undercover agent in the nearby Club Low. You need to figure out a way in, a way to reach your target without raising too many eyebrows and make your escape. 

This may all sound relatively simple but Club Low has an absurd amount of security and cautious patrons. This isn’t a stealth game. You won’t be avoiding prying eyes, but rather interacting with any and everything that may help you accomplish your goal. Along the way, you’ll uncover some side objectives, helpful items, and pizza recipes (more on that later).

Adult Swim, The Game

The game is unapologetically weird and I love it. You can intimidate the queue outside the club with wild dancing. You can fight or give in to the urge to drink from an alley puddle. You’ll take the role of chef to appease a man in your way. Buy the club a round of drinks so they won’t judge your dance moves. Convince a DJ they need a full night’s rest and that they should go home mid-set. Only for you to take over and blow the crowd’s collective minds with your pizza decks. All to make money, and gain some permanent buffs to increase the chance of success. 

I love the way this game presents itself. It was like playing through an episode of some obscure Adult Swim show. In fact, the overall style of the title reminded me of the show: Xavier: Renegade Angel.

So you’ve got your mission: Find the agent. Get him out. How exactly do you go about completing the task though? Simply roll some dice. Almost every action you take is tied to a skill, and each skill is tied to a die. This dictates whether anything you do is a great success, or an embarrassing failure. 

A Roll of the Dice

However, it’s not a straightforward game of chance with a 1-6 value die. You have seven skills: Cooking, deception, music, observation, physique, wisdom, and wit. Each skill has a 6-sided die. These start with values of 0,0,0,1,1,1. Quite low I know. Try to do most things and you’ll just fall flat on your face. However, as in any game with skills/attributes, Betrayal at Club Low is centred around upgrading these values all the way up to 10. Upgrades are bought with Cash, either won through a successful roll, or through your pizza dice (more on that now).

You may be dressed as a pizza delivery dude, but that’s not enough to sell the performance. You actually need some pizza. It’s more than just a front though. Your pizza can make you money, or it can be the deciding factor for victory. Lucky for you there are some inexplicable, yet highly convenient pizza ovens scattered around the environment. As well as ingredients for your pizza. 

New ovens found reward you with a new recipe for a total of three. These recipes are your pizza dice. The faces of the die are blank at first. However, each ingredient found can be added to the recipe. These ingredients include $2/$4/$8 faces, or multipliers for money. There are faces that increase your nerve and health. These are values lost to specific opponent dice, reach 0 on either and it’s game over. There are also strategic ingredients such as a pepper that allows you to reroll an opponent’s die. Or a pineapple that swaps your cast skill die with your enemy’s. Which can take a weak 3 from your side, and turn it into a strong 8, for example. Thus, these pizza dice are ultra important to making the money needed for upgrades, and turning the tables in a dire situation. 

No Stone Unturned

In Betrayal at Club Low, interacting with everything is a key part of success. You never know when a jacket you talked your way into getting could come in handy. Aside from this, interacting with people multiple times is also encouraged. You can often soften them up with a keen observation or a witty joke. Successful attempts at this can add modifier conditions. These conditions can often decrease their dice values, or increase your own. Some conditions also have the opposite effect. Adding debuff dice that lower values, or take away points of your health or nerve. 

These conditions are quite interesting and full of character themselves. Fail at telling a joke, and you’re hit with an “awkward” condition that can make you lose nerve. Succeed at pickpocketing, and your character feels guilty, which can potentially add a X0 modifier to cash dice.

It’s Weird, and It Knows It

As I mentioned before, the art style reminds me a lot of an Adult Swim show called Xavier: Renegade Angel. It’s got this low-res, gritty, and dare I say ugly design with pretty clunky animations. And yet, I view it as adding to the character and appeal of the game. 

The style doesn’t come across as a cobbling together of assets, but rather a conscious decision. Part of this is how it dives headfirst into its weird aesthetic, and low-quality models. It places all kinds of wild items throughout the club, like a security room with a tennis ball pit or a desk with a huge face. Or even how NPCs will exit a scene with unexplained rocket boots. It knows exactly what it is, and what vibe it’s going for and it just works. I’d hardly call it easy on the eyes, but I could definitely call it wonderfully unique.

Seeing as our playground is a club, music is obviously a factor I can’t overlook. Thankfully the music works a treat. It’s a soundtrack chockful of electronic beats that never lose their lustre. Each track feels like you could find it in some underground or niche bar or club. And the quality of production surprised me; even the sound design. Outside the club, music is muffled and bass-heavy, with sounds sharpening as you pass through its doors, eventually crisping up as you reach the dancefloor. Unless you have some real disdain for electronic dance music, I’d be willing to bet your head is moving before long.

This game took my expectations and flipped them all upside down with ease. From the music to the characters, the gameplay, the design of the world, and its wonderfully weird aesthetic. I really did not expect to enjoy the game as much as I did, and I can easily recommend it. 

Review: Sam & Max: Beyond Time and Space

Dialing up the weirdness to eleven, Sam & Max: Beyond Time and Space (a remaster of a ports of Sam & Max Season 2, originally released on PC in 2008) takes the concept of the prior entries in the series and provides an even more bizarre spin on it, with cultural references galore that looks for more situational irony than it does traditional laughs.

It might just be a consequence of trying to keep the comedy adventure series from becoming stale, but by making the game so bizarre, the game’s point-and-click mechanics make far less logical sense, frustrating the player as you feel you the need to combine every possible object just to find the correct solution. As a result, the joy of solving the puzzles is not the same as it was in Sam & Max: Save the World, and is further compounded by a lacklustre cast of new characters, leaving the two protagonists to carry the load.

Figured out which point of interest is the relevant one yet? Errrrr……

This isn’t to say that the story falls flat, but the cultural grabs feel like cheap pops that are either overly-cliched or outdated, and even similar banter between Sam and Max can feel repetitive from the 15+ hour adventures, especially if you play the remasters back-to-back.

It results in chapters 1-5 being as inconsistent as they are weird, and is almost as if the game wants to parody every single culturally-significant fictional character known to the western world, but most of the jokes surrounding them are surface-level and are more about subverting your expectation of the characters in their immediate introductions, and anything amusing that comes from the scenario seems to arise despite their inclusion.  

Santa, Satan and Dracula as well as dated cultural references like an 80s lyric-spewing robot, Jimmy Hoffa and D.B. Cooper feature for momentary laughs, and the occasional intriguing puzzle, but mostly leaves a gaping hole for character depth. 

When they are given enough time to develop, said cliches can become a decent member of the cast – such as the Frankenstein robot – but for the most part, the new characters aren’t given enough depth to connect with the oversized Dog and Rabbit, and due to that, those particular chapters don’t feel anything more than a grand set-up for the puzzles.  

This isn’t true of all the chapters, however, as chapter 4 uses time travel and connects an interwoven story from previous chapters, unveiling reasons for seemingly unimportant actions, giving existing characters some backstory and making the overall plot richer.  

A time travelling elevator that will take you to many places unknown, and some known.

Although difficult to solve, the puzzles are often well-constructed – both individually and as a concept for the entire chapter. Whether it is timing the firing of a cannon, to load up a toy plane that you then must drop appropriately on an enemy’s head or changing the body part of a Frankenstein robot in order to answer questions correctly in a dating contest, there is always an amusing mix, keeping you on toes throughout.  

He’s alive alright.

Essentially, this is the same gameplay format from Save the World, and while it is a good blueprint to work from, there are very few changes from its predecessor – limited to providing clues when you are stuck and better mechanics for minigames – and the gameplay itself is largely the same, wasting opportunities to extend amusing mechanics such as controlling building-high robots and a boxing minigame. Furthemore, the remaster – much like its predecessor – offers little that previous ports haven’t already, but despite this, it doesn’t lessen my appetite for a remastered version of Sam & Max: The Devil’s Playhouse.

Sam & Max: Beyond Space and Time tries to be too clever for its own good, expecting the player to follow long-winded and sometimes-incomprehensible logic of its puzzles, and with its dated references and cliched characters, although this entry might still be enjoyable, it is one of the less memorable Sam and Max entries.

Review: NeverAwake

Constructing an intriguing concept is one thing. But to also have the wherewithal to execute it is an entirely different set of expertise. NeverAwake is a title that successfully manages to fulfil both of these quotas, and it’s absolutely awesome.

Developer Neotro Inc won’t be a stranger to fans of the shoot ‘em up genre. They previously released GRAND CROSS: ReNOVATION and VRITRA. Having played those two after already completing NeverAwake, I can comfortably say that this one is my favourite of the three. Thus, my aim by the end of this review is to hopefully persuade you to not sleep on NeverAwake… pun not intended.

Sympathetic story telling.

The narrative of NeverAwake is utterly heart wrenching. It portrays a young girl named Rem in a perpetual state of sleep. Whilst sleeping, she has reoccurring nightmares based on ideas or notions that she hates. This includes concepts like eating her vegetables, interacting with her school peers, and, expectedly, visiting the dentist.

Mercifully, an unknown entity, seemingly attempting to aid Rem, consistently appears in each one of her dreams. This is where we as the player come into action. It’s our job to try and help Rem overcome her fears and concerns, by fighting off the monsters that torment her.

I’m not ashamed to admit that the story hit a little close to home. I’ve had times in my life where qualms and uncertainties have plagued my mind, especially during my teenage years. NeverAwake captures those emotions, and portrays them in a rather elegant way.

There are also a couple of endings to discover here. Which one you get depends on how you played throughout the course of the game. Regardless of the ending you receive, the atmospheric plot is worth the cost of admission by itself.

Whacky and imaginative levels.

The nightmares Rem experience function as NeverAwake’s various worlds and levels. For example, her hatred of vegetables places her in the centre of a broccoli ridden forest. Subsequently, this directly impacts the level design, altering the foes and obstacles you encounter throughout that world’s zones.

To clear any given level, you must collect a specific amount of souls. This is achieved by destroying the ghoulish monsters that fly around the screen. Once the progress bar has reached 100%, the level immediately ends. Boss levels operate in the same way. You don’t actually have to defeat any of them, but instead, simply have to deal enough damage to fill your progress bar.

Interestingly, each level has an end point. Once you reach this zone, the level resets. You’ll retain all of the soul progress you’ve made, but the enemies and objects will reinitialise back to their starting positions. Effectively, the stages infinitely loop until you either die, or reach 100% souls.

An increasingly difficult experience.

A word to the wise, the more the stages loop, the harder they become. Additionally, some of the later levels can get exceedingly challenging, even for veteran players. Thankfully, there are a few mechanics put into place should you feel like the game is proving to be too difficult.

Firstly, you can turn on the auto aim setting found in the options menu. As the name implies, this will allow you to focus on movement while the computer handles the shooting aspects. Secondly, you can use the oversoul feature upon dying to give yourself a power boost on your next attempt. Lastly, should you die repeatedly, the game will also unlock new items for you to purchase in the shop. – I’ll touch more on those in a minute. –

Outside of the campaign, you’ll also have challenges you can compete in. These serve as a way to break the regular gameplay loop, and are fun activities to get involved with. In total, there are over 80 levels to playthrough, giving you a lot of bang for your buck.

By the book combat and dynamic upgrades.

When it comes to NeverAwake’s combat, it is a responsive, but predictable system. Dealing with oncoming threats involves firing your main weapon, using special abilities, and dashing out of the way of oncoming attacks. Even for its reserved disposition, these actions feel incredibly fluid to perform. I did have some problems relating to Rem’s hitboxes and invincible enemy projectiles. Admittedly, this wasn’t a super common occurrence, but it did happen enough that I feel it’s worth mentioning.

Improving your character primarily comes in the form of accessories. Essentially, these are passives which modify Rem in some capacity, ranging from taking an extra hit, increasing the alternate ammo recharge rate, or absorbing nearby souls. All playstyles have been covered, so it’s likely you’ll find something to vibe with.

Besides accessories, you also have an array of special weapons at your disposal. Abilities like high calibre shotgun blasts, screen wide AoE bombs, and protective circles, can all change the battle dynamic in a heartbeat. Exactly how you go around kitting out your build is left completely up to you. You’ll progressively unlock new weapons, accessories, and upgrades as you work your way through the game.

Impactful and memorable visuals.

Although it’s completely subjective, in my opinion, NeverAwake has an ominously beautiful art style. The striking blend of realism, mixed with grotesque cartoon imagery, fosters a strangely captivating impression. Of course, this coincides tremendously well with the game’s narrative. After all, dreams are often disjointed and abstract by nature.

As previously stated, the different stages act as the embodiment of Rem’s anxieties. This is masterfully depicted through other worldly illustrations. The best example of this can be found in the dog park zones. It morphs the entire neighbourhood into a Dr. Seuss x Tim Burton style hallucination. It’s ridiculously imaginative, and a great example of background detailing.

In a similar vein to the backdrops, the monster designs, and their corresponding animations, are, appropriately, nightmare inducing. The manner in which the creatures contort and bend out of shape is eery to say the least. However, for a horror themed game, that is exactly what you want to see.

Touhou style sound design.

NeverAwake’s SFX can best be described as bizarre, yet crunchy. It’s purposefully curated in this way to harmonise with the games overarching subject matter, and it does so marveousuly. Everything from the monsters’ cries to Rem’s abilities are oddly alien, but implemented with decisive precision. My fellow Danmaku and shoot ‘em fans can rest easy knowing that Neotro Inc got this area down pat.

Running somewhat parallel to this is the OST. Composer, Fumihito Uekusa, utilises numerous tropes from the horror genre. Still, he remains careful to not crossover into clichéd territory, allowing the music to stay energetic and catchy, all while showcasing some slightly menacing undertones. It’s clear after playing this game that Uekusa is a talented individual, and I look forward to hearing more of his material in future games.

Conclusion

Simply put, NeverAwake is a smooth, responsive, and entertaining shoot ‘em up. The gameplay is both fast-paced and increasingly challenging, offering a lot of replayability. Artistically, the unique blend of realism and abstract imagery perfectly illustrates the nightmarish aesthetic. Likewise, the sound design and original OST accompany the games conceptual thematic phenomenally well. Most of all though, the emotionally charged narrative is portrayed in such a way that almost anyone can relate to it. I sincerely hope that NeverAwake gets the attention it deserves. And at £15, I cannot recommend this game enough.

Fast Travel Games – Interview and Showcase

One of the most fun areas at EGX 2022 this year was the VR Zone where the awesome Fast Travel Games had several of their upcoming titles being showcased. If you wanted to get hands-on with VR gaming and check out some of these titles, then this was the place to be!

I sat down with Andreas Juliusson, the Chief Marketing Officer at Fast Travel Games, to geek out over the titles they brought with them and talk all things VR gaming.

The Interview

[Edited for clarity and length]

How did you find the transition between development and publishing?

It’s amazing to see how many smaller developers are out there with great games and ideas in development. We can use our experience to help them get the content out there. Many developers, for example, do not have much experience with marketing and PR strategy, or advertising and working with influencers so we can use our experiences to help them with that.  We had over thirty games pitched to us at Gamescom alone this year and had to turn many of them away because it was too many.

Do you take pitches often?

We do, we get pitches almost daily. When we look at them, we specifically must curate and look at what we think will be a success and what the audience will want.

What are your criteria when deciding what to publish?

We look for heart and passion in the product – it sounds cliché but it’s so crucial. Working with developers who really care for the product. We also want diversity in the games we take on and really expand our portfolio making sure we have plenty of variety. Quality is also important. A lot of people consider the games we publish to be ours, so they must meet our standards for attention to detail.

What’s it like developing for VR over flat-screen games?

Flat screen games have been developed for how many years? Slowly and surely there has been a standardisation in genres and control mechanics for them. Nothing is that surprising anymore. In VR, there is so much innovation in controllers and haptics and so we must innovate. We can’t just make one controller setup as it must feel like you’re doing the action, which is different in every game. The second thing we have to ask is why VR – why make this game for VR and not flat-screen? Per game, the answer differs, we want to take the player into a different world – to fast travel there.

That’s actually how the company got its name. The fastest way to travel to a new world is to put a headset on. Immersion is so important to that. If we make a space game, for example, like we are now with Ghost Signal: A Stellaris Game, it’s about taking the player into that universe.

What has Fast Travel Games announced?

We’ve announced two games. The first one is our own, Ghost Signal: A Stellaris Game, and then there’s one we’re publishing, Guardians Frontline.

(See further down for more details on these games!)

So, with games you’re publishing your role is to take it from where it is now, like Guardians Frontline being on AppLab, and pushing to full release. Can you tell me more about that process?

So, part of that is to secure an optimal launch window so we work closely with Meta and Valve to secure that. We also help the developers make decisions on features and content that we feel are suited for the market audience. We can use our experience to guide them and help them pick the best features, you can’t do it all and include every idea! One of the other things we do is help with marketing and PR so more people become aware of these games. Finally, we make trailers in collaboration with developers, update key assets and deal with social media advertising. Some developers want to hand it over totally, often there’s a lot of collaboration though.

So, what’s next in the VR landscape?

Even though VR has piqued a lot in the last few years, especially with the Quest 1 and now 2 hitting the market which has broadened the audience, I think next year it’s going to be massive. Sony is coming back in the game with PSVR2. While PSVR1 was a massive success when it came out it died after a few years because the headset was good, but the controllers weren’t. It lacked support from Sony. Now they’re seriously developing to be the console leader in VR.

Secondly, we’re seeing competition in the untethered space. Meta has had the monopoly for a while but it’s great to see companies like PICO who have announced a headset. HTC is likely working on something new. It’s also rumoured Valve is working on a standalone too. This competition is really healthy and with companies also looking to Asia it’s opening a whole new market. In the past, Asia hasn’t been considered, PSVR didn’t really take off there, and Quest 2 only just launched in some places. It’s going to be amazing to work with Asian companies on VR projects.

We know we’ll be releasing on PSVR2 and as a studio, we try and aim for multiplatform. We all come from different backgrounds and want as many people as possible to play so try not to be console exclusive.

Is converting content from one platform to another difficult to do?

To most people, it’s seamless. PSVR2, for example, will feel different and will take a lot of time because of the haptics and graphical power possibilities. It will be a challenge, and we probably won’t see simultaneous releases as a result. We must be sure that each version works for its platform, otherwise, you’ll have compromises that won’t make gameplay fun because it won’t quite align with say the controllers.

So, for someone just getting into VR – what’s the headset to buy today?

Now, today I think the one to get is the Quest 2. It’s affordable. It’s also all you need. You get the headset and controllers. Next year will be interesting – if you have a PS5 you’ll probably be interested in the PSVR2.

(We then talked about the games detailed further down)

So, what drew you to VR?

Fast Travel Games started for the founders as it did for me, we were at another company and tried out VR for the first time. It was an Occulus development kit and in our IT Department, I got to try out a mech game. Just being inside the mech was cool and I was told to do something and then suddenly, I was flying. I got goosebumps and knew I needed to work in VR. The founders felt the same – they had to work in VR and had a dream of a start-up. That dream plus trying VR for the first time led to Fast Travel Games being formed back in 2016.

Do you think VR is the next evolution of gaming?

I’m not sure because people talk about VR being the next big thing to replace standard gaming, but I don’t agree. It has its place among gamers but sits alongside flat-screen and even mobile gaming. I think we’re going to see a lot of different ways to play games. VR is a very unique system, and I will wait for certain titles in VR, so I don’t ruin the experience. It might not be the next big thing, but VR is definitely a big thing. The constant innovation, affordability, ease of use, and accessibility are all factors in this.

Do you think augmented reality is something Fast Travel Games will dabble in or develop for?

We’re always exploring technical innovations and new ways of engaging gamers. As of today, we are 100% focused on VR but we wouldn’t close any doors. The team is always keen to explore so I wouldn’t be surprised if one day we did something.

What’s your favourite kind of VR game?

It’s all about immersion for me, so I only really play first-person games at a slow pace. With a focus on exploration. I want to be taken somewhere and actually believe I’m somewhere else. When I was playing Resident Evil 4, I was in the headset for an hour, just beaten 50 odd zombies, and was going to take a breather in a shed. I got in there and there was one big monster, and I grabbed a grenade from my chest and threw it. What had actually happened was I’d thrown my controller across the room and heard it smash on the floor! I was so happy because I was so immersed! I had to throw the grenade in my hand.

The Games from Fast Travel Games

EVERSLAUGHT Invasion

Developed by MobX Games and published by Fast Travel Games comes a fast-paced fantasy action game. EverSlaught Invasion is built from the ground up for VR and features both single-player and co-op modes.

As a hero for the secretive Cleric, you are tasked with defeating evil and stopping the evil Corrupted faction. You can pick one of three unique classes: Warrior, Rogue, and Vanguard, each with their own unique playstyle and gear.

The game features a deep progression system that fans of ‘flat screen’ action-adventure games will appreciate, with a lot of loot that can be gathered, and skill unlocks in the game’s deep progression system. Inspired by classics like DOOM, EVERSLAUGHT Invasion is incredible, fast-paced fun.

One of the absolute standout features is the hookshot! You can use it to traverse the impressive world, or even in combat. This feature worked well and was incredibly fun! The game also features randomly generated dungeons ensuring gameplay is always fresh and exciting.

EVERSLAUGHT Invasion is coming out in early 2023 on Meta Quest 2 and is available on SteamVR in early access.

Broken Edge

What do you get if you take detailed research into sword combat and pair it with a beautifully hand-painted art style? Broken Edge. Developed by Trebuchet and published by Fast Travel Games, Broken Edge is a 1v1 sword-fighting brawler.

What really impressed me with Broken Edge is that the development team really did their research on sword combat. Working out the physics of each sword type and how they would be used. As a fencer, I totally geeked out that the moves I would use in real life translated to the game.

In the game, you embody a historical swordfighter and can use their unique techniques and powers to claim victory against your opponents. All the weapons are unique, and you’ll need to master each one if you are to be able to dominate your foes. Timing and tactics are crucial. Honestly, if you’ve ever swung a sword or stick or lightsaber around wanting to duel, this is the game for you.

The game also features an online global contest to be the best swordfighter… in the world.

Broken Edge is coming to SteamVR and Meta Quest 2 in November 2022.

We Are One

We Are One from Flat Head Studio and published by Fast Travel Games is a unique puzzle shooter. In this game, you are fighting for the cause of Mother Nature and all living things against evil mechanical enemies in the game’s story mode. 

Featuring a mix of gunplay and clever environmental puzzles spread across more than 50 levels. What makes this game unique, however, is the use of timeloops and allies. Except your allies are your clones. It will be mastery of the clones and timeloops that allow you to succeed – whether that’s in battle or to solve the puzzles. For example, you can throw grenades to yourself to blow up that hard-to-reach enemy!

The art style for We Are One is distinctive, vibrant, and unique and one that’s a real joy to experience.

We Are One is set for release in 2023 on multiple VR platforms. It is available in demo mode on App Labs and SteamVR.

Guardians Frontline

Guardians Frontline is an epic sci-fi shooter with plenty of strategy elements. Developed by VirtualAge and published by Fast Travel Games.

In the game, you wield various weapons and vehicles to complete your objectives. From gravity guns to mechs and spaceships this game offers you it all! Blending the gameplay of high-action FPS games like HALO with RTS elements of beloved classics like StarCraft, Guardians Frontline is an experience like nothing I’ve seen. It’s everything I wanted in a VR Starship Troopers game, but with a unique and original IP. 

Building turrets, structures, and units before jumping straight into the action on the front lines. The game features a single-player campaign to protect the Federation that can also be played by up to four players in co-op mode. Finally, up to 8 players can battle it out in a tense, strategic PvP battle. With the addition of an in-game level editor that can share maps with the community, there is infinite replayability value and new tactics to learn.

One of the coolest features about Guardians Frontline is how community-driven the game is and has been through early access playtesting. Specifically, community-built maps, and it’s been confirmed this feature will remain in the final release.

Guardians Frontline will be released in early 2023 on SteamVR and Meta Quest 2.

Ghost Signal: A Stellaris Game

From Fast Travel Games comes an exciting new installment in the Stellaris franchise. In this action-rogue-lite game, you play in a god-like mode to captain your ship and battle or befriend a multitude of aliens in your search for the Ghost Signal.

One of the cool features is that outer space is populated by a lot of other players too. While there are no plans for PvP in outer space, you will be able to loot the ships of defeated players you find. This adds some great immersion to the game, and makes it feel more real. Perfect in a VR experience.

Ghost Signal: A Stellaris Game allows you to partake in space battles, encounter planet-sized aliens, gather valuable loot, and carry out important research. While the game has a non-linear feel there is very much a core story. As part of the research you can do, you can progress along numerous skill trees to improve your ship and abilities.

Alongside the story, you can also explore randomised maps to make every session feel unique. There will also be Daily Challenges and global and local leaderboards.

During our discussion, Andreas explained how assets were provided by the developers of Stellaris and, while this isn’t the first time Fast Travel Games have jumped into someone else’s universe, it’s still a scary endeavour. Balancing the requirements of a VR game against ensuring that things feel familiar to core Stellaris players. This authenticity to the original is what makes Ghost Signal: A Stellaris Game an exciting evolution of a sci-fi classic. There is nothing like this in the VR space right now.

Ghost Signal: A Stellaris Game comes out in 2023 on Meta Quest 2.

Fast Travel Games General Information

You can find Andreas on Twitter and follow Fast Travel Games on Twitter to stay up-to-date on the latest releases and developments in the world of VR gaming!

For information about Fast Travel Games and everything they develop and publish head to their website.

Special thanks to Andreas and the whole Fast Travel Games team for taking the time to talk to me, and show off the amazing VR games they’ve got coming!

Review: Electrician Simulator

There are certain tasks that only trained individuals should attempt. As such, for many of us, these jobs will always be unobtainable. That is, however, overcome if you love the simulation genre. No longer will you need to waste time and money on learning a new skill. Instead, invest 30 minutes or so to complete a tutorial, and you are good to go. This is pretty much what happens in Electrician Simulator. It is a game that warns you of the dangers of playing with electrical circuits and then lets you run amuck.

Developed by Take IT Studios and published by Ultimate Games S.A, this is a real to life simulation title. What’s more, there are some elements of business management and some minor educational points. But it is mainly a relaxed time sink that allows you to run a business, help out the locals, and get rich at the same time.

Electrician Simulator wasn’t intuitive enough.

My love of simulation games stems from their ultra-realism and intuitive ways. In fact, this was a key highlight of Construction Simulator. However, Electrician Simulator wasn’t as in tune with this element. Consequently, its action felt more clunky and cumbersome. Now, I’m not saying I disliked it because that’s not accurate. Instead, I desired something that flowed better with a more intertwined story and events.

In Electrician Simulator, you play the role of a rookie electrician. Your business is fresh and your client list is small. As such, you must work your way up the ranks and accept whatever jobs you are given. As you become more adept, the jobs become larger, the pay higher, and you’ll be required to juggle more tasks at once.

Work from your garage and get the job done.
The hub of all activities.

One electrician, two businesses.

I admit that my knowledge of an electrician’s role is limited. Yet, I’m pretty sure you’re either a gadget repair person or a fully-fledged electrician. Now, in Electrician Simulator, you must tackle both roles. This is all well and good, and it actually adds some variety to the action, but it is detrimental to realism. The dev team should have focussed on one area to enhance the levels of detail and the complexity of every task.

However, they didn’t, so multi-job Joe you must be. The gadget portion of the game focuses on an array of items that are broken. Armed with a screwdriver, rust spray, multimeter, tweezers, and a soldering iron, you disassemble, inspect, repair, and reassemble every item. Other than the repetitive and fiddly nature of each task, it was quite fun and rewarding to complete. Sadly, though, the pricing system was unrealistic, and this was annoying.

So, the gadget element was flawed, but how about the house electrics? Well, this section fared much better, though the cable running elements were just ridiculous. Every house I wired was a death trap, as I could run cables as I wished. As such, you’d be decapitated, or lose your legs in every house I touched. Now, this isn’t game-breaking, but it also isn’t realistic. Consequently, this is a massive shortcoming that must be addressed.

Electrician Simulator has a ridiculous pricing scheme.
Fix this $20 smoke alarm and charge them $250 for the pleasure.

Stock management and training.

As tasks are completed, you earn XP that levels you up. The higher your level, the more complex the items that you can buy. In turn, this makes your job much trickier, and you must balance cost over profit. Alongside this, you’ll need to brush up on new skills, remember old ones, and learn to repair, replace, and fit new equipment. Therefore, there is no rest for the wicked.

The training for new skills is set bizarrely in a VR world. Here, you’ll learn every technique you’ll need to maximise your potential. However, though this was great, the protagonist owns a flat and it would have made more sense to improve that across the course of the game. As you can tell, there are some weird gameplay choices that seriously impact the realism of the game. It was a shame, as otherwise; it is a fun and methodical title that ticks many of the simulation tropes.

Electrician Simulator looks nice, but it doesn’t run perfectly.

Electrician Simulator isn’t a power-heavy game, nor does it require a particularly modern PC/laptop to play it. However, I ran it on a moderate setting, nonetheless. Yet, even with my scaled-back approach, it looked nice and its style was bright, simple, and to the point. Moreover, there is some variety in the areas you visit and this alleviates some of the tedium. But I stumbled across many performance issues that ruin the gameplay. The frame rate was terrible, and the movement lacked fluidity as a result. This was particularly painful when wiring sockets or moving in tight spaces. Subsequently, you’d crash into walls or connect the wrong cables. Accordingly, it was frustrating, horrible to experience, and unexpected from a modern title.

The audio fared better because of its balanced style. With some high-energy (pun intended) music and realistic tool noises, it sucks you into the action. Sadly, though, it wasn’t enough to smooth over the unforgivable layers of unrealistic action.

The wiring element is easy to understand but poorly implemented.
Welcome to the red light district.

Great controls.

Unlike some sim games, this one is easy to play and quick to master. The excellent sub-menu and responsive controls are easy to navigate and fun to work with. Moreover, a helpful checklist ensures you have the right tools for every job. Thankfully, the mouse and keyboard are accurate, otherwise, the fiddly nature of each job would have been unbearable.

The genre is usually tough to put down, but Electrician Simulator didn’t grab me. No matter how much I tried, I always found a reason to quit. With many repetitive tasks and a smattering of unrealistic actions, it’s not as impressive as its peers.

Electrician Simulator misses the mark.

Maybe I didn’t get it, but for me, Electrician Simulator has missed the mark. It tried to include too many elements and this waters down its quality. Furthermore, a lack of realism holds it back. I found much of it to be interesting, but it didn’t inspire me like other sim titles. Accordingly, I’m on the fence and tentatively recommend that you buy it here! Learn to become a master electrician as you repair, rewire, and help out a bunch of unskilled adults with their electrical mishaps.

Review: Door Kickers 2

War simulation is both worryingly accurate and enthralling to boot. When developers get it right, the experience is absolutely amazing. However, when it goes wrong, it is tedious, awkward, and frankly, shit! Commandos 3 – HD Remaster is a prime example of the latter. Whereas Door Kickers 2 sits firmly in the awesome category.

Developed and published by KillHouse Games, this is a top-down strategy tactical war title. With urban combat at the core of everything it does, you’ll have to think on your feet, adjust to changing situations, and plan to come out on top. Sadly, though, things rarely go to plan and this can lead to frustration. Yet, with a little patience and out-of-the-box thinking, you can overcome every obstacle you face and complete every mission in front of you.

Plan ahead and complete every mission.
Plan ahead and overcome every problem.

Door Kickers 2 instantly grabs your attention.

Rarely does a game impress me from the off. But Door Kickers 2 did just that with its captivating gameplay. From the first mission, you are chucked in at the deep end. You must control a squad of heroic soldiers who are sent to complete a range of missions. You may be asked to wipe out your enemy, capture intel, or save hostages. Whatever the task, you must command your unit of hardy troops as you blow up walls, hammer through doors, swing through windows and shoot the hell out of anyone that stands in your way. Accordingly, it is an adrenaline-fuelled experience filled with ups and downs.

If the action-packed missions weren’t enough, you also have the chance to download user-made maps and custom missions. Now, this may seem like I’m jumping ahead of myself, but I want to nail home how much content there is. Effectively, the developers have piled on the goods and you could invest hours upon hours playing this game. It amazed me how versatile each map was, and the number of different approaches each scenario has. Subsequently, you can be stealthy and hide in the shadows, or blow the hell out of everything while unleashing a relentless rain of white-hot lead.

Enough about the maps. What about the mechanics?

So, we know there are plenty of maps to explore and the game revolves around squad-based action. But that is merely the tip of the iceberg. Each mission has a set number of soldiers to pick from. You have 4 classes available and they are; Assault, Support, Marksmen, and Grenadier. Each unit has strengths and weaknesses, and it is your job to select the best combination for the task at hand. However, there is more. Like other war games, you are free to select your loadout. Door Kickers 2 has plenty of presets available, but as you earn stars for completing each round, you can unlock new equipment.

This is essential in the later stages, as your enemies become tougher and the missions are more convoluted. However, to help you out, you are free to pause the action at any point. Here, you can adjust your plan, change the direction you are facing or throw/place explosives. Alongside this, you can use spy cameras to look under doors, or claw hammers to break locks. Furthermore, there are special tools to burn through metal, and night vision goggles for after-dark raids.

The night vision mode takes a bit of practice to master.
Night vision mode.

Door Kickers 2 is unlike other strategy games. 

The toughest thing to get your head around is the free-flowing action. Unlike other strategy games that rely on turn-based combat, Door Kickers 2 is different. If you so wish, you can plan your whole mission from the start. Accordingly, you can drag a path for each of your squaddies, and set your explosives, throw your flashbangs, or hide in the shadows as needed. After you are happy with your approach, you simply start the mission and hope you’ve got it right. If you haven’t got it right or want to adjust your plan, simply restart the mission, select the affected soldier, and adjust things accordingly.

This was such an unusual mechanic that I was fascinated by it. Even when I had completed a stage, I found myself returning to try a different approach. I would arm myself with explosives and blow my enemies to pieces, or creep around using my marksmen to take out unwitting victims. Consequently, it was the ultimate strategy game where anything goes. 

Furthermore, I was amazed by the sheer volume of levels to overcome, and the brilliance of the randomly generated missions. As such, I never tired of any scenario I faced, as I didn’t know what to expect. Alongside this, the fog of war ensured that every mission was filled with thrilling and suspenseful action. Yes, you could use special tools to uncover hidden troops, but there wasn’t always time. As such, you’d adjust your plan repeatedly, as minor mistakes were guaranteed to be made. 

Door Kickers 2 looks great. 

Whenever I consider top-down strategy games, I always think of the Commandos series or Command and Conquer. Accordingly, neither inspires you to think of incredible graphics or unique landscapes. Fortunately, Dead Kickers 2 has a wonderfully polished finish that enhances its unnerving atmosphere. I loved the shadowy landscape and the limited field of view. This clever design choice keeps you thinking while adding to the realistic style.

Talking of realistic elements, the sound effects are fantastic. With deep booming explosions and shrill and piercing gunfire, you’ll adore every combat encounter. On top of this, the sound bites for each soldier are delivered perfectly. Unlike some of its peers, Door Kickers 2 doesn’t go over the top. Fortunately, there isn’t the normal clichéd gruff hero screaming one-liners. Instead, you get action-specific commands that work wonderfully with the action and theme.

I loved the variety of missions on offer.
The variety of missions is fantastic.

Superb controls. 

I read complaints about the tutorial and the lack of guidance. Now, without casting aspersions, this is nonsense. The developers have worked extremely hard to create a thorough tutorial that doesn’t disrupt the flow of the game. I adored the mini guides that punctuate the beginning of many missions. Alongside this, a well-mapped keyboard and mouse layout ensure that the game is simple to play and responsive as well.

I’ve touched upon some of the fantastic elements that make this moreish. However, I’ve failed to mention the XP system and the cooperative multiplayer action. The latter mode ensures you can enjoy this with up to 3 friends. Take on any of the main missions, or undertake custom tasks. It retains the brilliance of the solo mode but adds a whole new way of thinking. The XP and character levelling ensure you stick with the same team. As you complete each mission, your soldiers will rank up. In turn, this improves their stats and makes them a better fighting unit. Consequently, you’ll be distraught when your men die, as you’ll lose a key asset and a member of your elite fighting force.

Door Kickers 2 is incredible. 

I adore this genre, and Door Kickers 2 makes it so much better. It is undeniably difficult and unbelievably moreish. I cherished the unique challenge of each task and the freedom to tackle each mission, how I wished. It is for these reasons that I recommend you buy it here! Can you keep your men alive no matter the outcome? Pick your team, choose your weapons, and overcome every obstacle. 

A Closer Look at Something Wild! Spider-Man

With Christmas only a few months away, we take a closer look at Something Wild! Spider-Man from Funko Games.

A new line of card games featuring beloved characters and collectible Pop! pocket figures. Play numbered and colored character cards to make sets and runs. Score a set to snag the character figure’s special power that helps you win! The first player to score three powers wins the game. Combine multiple games to add more character cards, more Pop! figures, and more powers to your game!

  • One Pocket Pop! Spider-Man mover that lets you use Powers.
  • Nine exciting Spider-Man characters in full color card art.
  • Use new Powers to swap cards, score points, and even take the Spider-Man mover away from your opponents!

Something Wild! Spider-Man from Funko Games is available now priced around £8.00 and is suitable for ages 6 and over.

Disclosure: This product was provided free of charge in exchange for a fair and unbiased review.

What To Look For When Choosing Non-UK Online Casinos

Online casino games are a fun way to test your brain and take small risks without having to leave your home.

While online casinos might seem like they’re international, they’re based somewhere, and that country is where they are governed and managed.

If you’re based in the UK, then it is possible to play on non-UK casinos online, but you need to make sure that you find the right ones and understand the rules.

There are a lot of different factors to consider when choosing an online casino, especially an international one.

In this article, we explore the factors you need to consider when searching for the best non-UK online casinos to suit your needs.

Look For Sites You Can Trust

Finding a non-UK online casino that is reliable and can be trusted with your money and personal information is vital. You’ll be giving the site your personal details, including your date of birth, credit card details and full name, so you need to make sure that you find trusted sites. These sites should be using every cybersecurity technique possible to ensure the safety of their users and their data. Review this list of the non-UK casinos that can be trusted to find a selection to test out. Online casinos around the world are regulated by various governing bodies, so lists like this will help you save time when doing your research and ensure you find the right site that’s safe and fun for players like you.

Read The Rules Carefully

Casinos from different countries around the world might be subject to different rules and will have their own regulations that they expect customers to abide by. When you’re looking for an online casino that’s not based in the UK, you should make sure you understand the rules and that you’re happy with them. If you’re not happy with the stated rules, then avoid that casino and find one that you’re comfortable playing on. You’ll then be able to ensure that you are able to comply with the relevant rules on any casino you use.

Choose Sites In A Language You Can Speak

International online casinos might not be originally written in a language you can understand, but many have versions in different languages, particularly if they welcome players from all over the world. If a site doesn’t have multiple languages, then you might struggle to understand it, especially if you have to use digital translation software. It’s vital that you understand the rules of each site you use, so you need to make sure that you have a site that you can understand when choosing an international casino. Also, playing on a site you don’t understand could lead you to lose money, so be careful and make sure that you learn how to change the language on each site to one that you speak.

Explore The Games Each Site Offers

Every online casino site offers different games. Some will specialise in a specific type of casino games, such as slot or card games. Other online casinos might offer a more varied range of games. Some casinos might only offer games from one specific casino game developer, while others have a wider selection and work with many different developers, each with their own styles. If you have a specific type of casino game that you favour, then make sure that your chosen international casino sites have them available before you sign up.

Check Out Any Promotions And Bonuses

Many online casinos offer promotions and bonuses to help you make the most of your money. So, when you’re comparing online casinos from around the world, you should explore the welcome bonuses and regular promotions they offer so that you can find a cost-effective option. Make sure that you choose the right currency and take the exchange rate into consideration when making your decision. Some bonuses and promotions might seem affordable but might actually work out as lower in value than others when you consider how much you’re going to be spending on the online casino. So, make sure you calculate how much the bonus will save you and if it’s worth more or less than other casinos before you sign up.

Think About The User Experience

Appearances can be deceiving, but you should take them into account when you’re checking out online casinos from across the globe. How the site looks and how you use it can affect your user experience, so when you’re navigating around the platform, consider if you find it easy to use or if it’s complicated to use. If you find it hard to make the most of the platform, then you might not enjoy playing on it, especially if you want to play several games. So, explore a range of international online casinos to find ones that give you the user experience you want and will make gameplay engaging.

Make Sure The Site Has Mobile Capability

Playing casino games on your mobile phone can be a great way to have fun on the go. When you’re travelling on public transport or waiting in a queue, then you can make the most of your time by playing fun mobile casino games. Many people might think that playing mobile games isn’t the same as real gaming, but as many respected gaming platforms make their games mobile, it’s becoming more acceptable. Mobile gaming is becoming more accepted in the gaming community, so more and more online casinos are offering mobile games, so look out for these where possible.

Conclusion: Do Your Research

Overall, while it is possible for UK residents to play international online casino games, you need to make sure that you do so safely. That means doing your research to find the right sites that will give you a safe and fun online casino gaming experience. This article shares the main factors that you need to consider when looking for a non-UK online casino. Once you’ve found some that you like, you can sign up for an account and start having fun.