Review: PopSlinger

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Get ready to travel back in time with PopSlinger. Where the music is motivating and it’ll have you grooving to the beat as you play the game. It’s a totally fun, arcade-style game with a classic look of the 90s and plenty of enemies to shoot at. The hero of the game is actually a woman! Ria is gonna be our character to play through each level, using her soda-powered weapon to destroy these colorful invaders. Don’t worry with a special hit of one button, you can get another heroine, a former Popslinger named Gin to appear and help take the villains down.

The game is fully colorful, filled with an animated and cartoony style appeal. Plus, if you remember playing some classic games on old consoles or arcade games, possibly think of Megaman X, or like a 2D style game that allows you to move forward only if you destroy every villain in that section of the game, that is what you have here. Plenty of waves to defeat enemies and new sections of a world to visit and help destroy these enemies. All you need is a never-ending, powerful weapon like the soda-shaped gun and you will be able to get closer to the goal, saving the world.

My First Impression

PopSlinger first reminded me of many classic arcade-style games, which I’ve played growing up and still do. Its music is just as stated in the description, very motivating, and brings the game to life! However, I’m not too much of a big fan of the gameplay. Where one must stop at every new wave or section of the game, till all the enemies are defeated. Even though it’s not a game style I’m fond of, but it still isn’t too bad since there are some interesting parts that live it up!

Actually, one of these parts is the new color pattern you must put together. The 4 of the same enemies destroyed in a row allow you to get help from Gin our friend to help you defeat these enemies. Something with a pattern of the colors by defeating enemies in a row of four. You’ll enable Gin to have a new power. She will either have your back, shooting at the location you summon her. However, this isn’t always helpful and can be just a waste of time if it’s not positioned correctly. Since she ends up shooting nothing most of the time. The other two depending on the colors you shoot in a row of enemies, you can get a bubble to protect you until it pops. Makes me think of Sonic in his bubble, one hit and it’s gone. The other and last one is where she is flying above you a bit and able to help shoot when you shoot. Double the soda-gun shooting power. This is possibly the best out of all the other options, which really does something for us, helping us defeat enemies way more than any other special ability.

I guess there was a reason I felt the game made me enjoy it a bit. As it came to life for me at the time when words appeared with each movement and when using the weapon. What words, well the ones you’d read in a comic book. I felt like I was playing each level as if it was in a comic strip. The background style even fits the part quite well. Plus, when the enemies come in through these dark transporting doorways, I just go ahead and POP them with my soda gun, which I’m loving the comic strip style visual effect and response with each movement.

Oh and the soda-gun comes in so many different flavors, with better shooting power! It all is obtained when defeating the enemies, especially the bosses. Who doesn’t like cola? Now it’s the powerful guy you use to shoot and help defeat enemies. The best part is you can go back and work on the worlds you’ve accomplished and do them a bit better now that you are equipped with some better weapons!

Oh and as mentioned before, that this game is filled with heroines; Two heroes that are female. It’s a nice change and still just as fun. There are no males and females, it’s just two women who are defeating the invaders coming to destroy the world, which we are trying to save. Don’t get me wrong, I don’t mind if it was men as the heroes or any other mix of the sexes, but it definitely a nice change and yet, still perfect for anyone to play.

Last of the goodness, with a simple movement of the control buttons, it’s not hard to forget how to play or how to play when picking it up at any part of the stage or level you enter. The character, Ria who we are playing is simple to move around and doesn’t really need much work to shoot or know how to shoot and get our friend to be in the game to aid us when we need her.

One thing I did have to ask myself. Are there been any negative features? I can’t say everything was perfect. Even if it’s based on a time period of excellent music and vibrant color as well as effects. I felt the blurry vision can be a little much and didn’t need to keep that design. Even if it’s related to an older style game, how it’s going back to the 80-90s style game design. I don’t think the blurry or fuzzy look had to stay.

Plus, for a control button that allows us to dodge the enemy, it doesn’t really work the way it should. Maybe when defeating the bosses, but the regular gameplay just doesn’t aid in any protection or help. Therefore, that is one button I tend to not use as often since it causes me to be defeated so much quicker. Yet, it doesn’t just stop there, Gin isn’t as helpful either. She can’t shoot far, like our weapon. it only shoots at a short distance.

So when we are looking forward to calling her to aid us, once we get the 4 colors of Villians destroyed in a row, well her abilities aren’t super helpful. For example, if you get the purple color enemies in a row, it doesn’t really help us when she’s shooting just in the air and not even near or by any of the villains; enemies in the game. It’s a bit of a waste and I guess I wish it could be improved some. SPlus she is shooting one way to the right, not even to the left. It is useful to help stop some coming from the left side, not all on the right of us.

When we use the yellow and get the 4 enemies in a row, we can use it to get a bubble. However, that bubble only lasts one time. Once it gets popped, we are totally doomed. We would be better off if Gin could give us a bubble that would protect us for 30 seconds or a minute than just when many are attacking at a time and one hit and it’s gone. What’s the point, we have such a short life span, we are defeated so easily.

The last is the color red, which is the only one I do like. It actually allows her to fly above us and help us shoot while we shoot. However, the one last problem is just as mentioned above, the short lifespan. our cards will end up fading fast in the beginning. You really need to be prepared to be destroyed sooner and it is great to achieve a larger lifespan sooner in the game, as it is a bit harder to move forward so easily. I guess it’s not a great game for those who want to be able to move through the levels quickly, they can be a bit hard, especially by the design of the weapon and life we have.

Arcade Fun from Start to Finish

Finally, what can I say? Well plenty, because it was a good game, just not that exciting or long-term entertaining. It’s missing a few things which could put it over the top. I feel it was a bit lacking in weapons, the use of our friend Gin, and even just the difficulty can be a bit much, especially with the final grading at the end. Maybe it’s me, cause I don’t mind games like these. However, it’s just something I wish could have added or changed just a little bit to make it stand out somewhat more and be even better than it is right now!

Review: MouseCraft

My video review with footage captured on my Xbox Series X, enjoy!

If you are a gamer of a certain age, you’ll have fond memories of classic and testing puzzle titles. Can you remember the brilliance of Lemmings and the addictive action of Tetris? If you can, how would you feel if the two got it on and created an eclectic, yet amusing, love child? MouseCraft is the fruit of their loins and it’ll test your spatial awareness and logical thinking.

Developed and published by Crunching Koalas, this is a colourful problem-solving title. It was originally released on PC in 2013 and drip-fed to consoles ever since. Xbox gamers need to wait no longer and I couldn’t wait to see what it’s all about.

MouseCraft twists long-established feuds. 

If you were to tell me that a cat and mouse would work together, I’d laugh in your face. Yet, in MouseCraft, the protagonist is an intelligent cat and his minions are lowly mice. The cat is professor Schrodinger, a mad scientist. He has created mice-powered inventions with the aim to unlock a mysterious power. He utilises a band of 3 mice on each level and hopes all three survive the ordeal and make it to the cheese.

The concept behind each stage is simple; you must drop Tetromino bricks to create paths to get the mice to the finish line. En route, you’ll encounter enemies called Ratoids, traps to avoid, and scenery to blow up. Like Lemmings, you must control the flow of your troops to keep them alive. You must decide when to craft new paths, and when to let them be. It takes patience, a logical mind, and a fair bit of luck. If you love a tricky but fun puzzle game, then this will get your juices flowing.

The wonderful professor Schrodinger.

Plenty of content. 

Though the action hasn’t changed much from the original release, there is plenty of content to keep you busy. With 80 levels to overcome and plenty of drip-fed mechanics, you won’t become bored. Furthermore, collectables have been added to most levels, called Anima shards. These valuable commodities must be gathered in order to progress. It was an excellent addition to the gameplay that made it just a little harder.

As you become familiar with each new element, another layer is added. Whether it was a change in scenery, special powers like explosives, or the introduction of Ratoids, you never got comfortable. The Ratoids are particularly annoying as they are one of Schrodinger’s failed inventions. These evil mechanical rodents destroy everything in their path and are a nuisance throughout. When they were introduced, it added time pressure and an element of danger.

Fortunately, though, Crunching Koalas aren’t monsters! You are free to pause, rewind, and fast forward the time as you wish. This allows you the freedom to think, undo errors, and experiment at will. It was a wonderful idea that reduced the need for a hint system. Though I don’t like trial and error in a puzzle situation, MouseCraft has balanced this perfectly.

Keep working through those levels.

MouseCraft still looks wonderful. 

When a game is 8-plus years old, you’d be excused for thinking it may be a dated mess. Surprisingly though, MouseCraft looks great! Its fixed-screen perspective allows you to scan the stage with ease and its characters are striking. Furthermore, thanks to its excellent UI, you can focus on the puzzles and nothing else.

A quirky and minxy title needs a fun and lively soundtrack. Fortunately, MouseCraft delivers this and more. Both Tetris and Lemmings have recognisable and brilliant soundtracks and this style is replicated throughout. It certainly isn’t as memorable, but its blend of songs and sound effects capture your imagination. 

Plan for those Tetromino bricks.

Forgiving controls. 

As you progress, the action becomes pretty hectic. Many cogs are moving, and this can become overwhelming. Fortunately, the forgiving controls alleviate some of this burden. Thanks to the time control settings and responsiveness, you can quickly and accurately counter the madness. Moreover, the developers have worked hard when porting this from PC to console. Thankfully, the gameplay benefits from their dedication, as this is easy to play with a gamepad. 

Thanks to the array of levels and a monstrous amount of collectables, this has both longevity and replay value. Every stage has a perfect score to aim for and this will challenge most players while driving them mad. Furthermore, a tough achievement list will test you throughout.

MouseCraft may be old, but it’s still relevant. 

When you first look at MouseCraft, you may worry that it’s not worthy of your time. However, this isn’t the case. Its classic mechanics, excellent aesthetics, and wonderful controls make it relevant for today’s market. It is a fun and testing puzzle title that’ll annoy and amuse you equally. I enjoyed the challenge and recommend you to buy it here! Will Schrodinger unleash the mysterious power or will his inventions fail again? 

Review: Chernobylite

Survival games thrive off deadly settings and grim scenarios. So, what better location is there than the doomed Chernobyl exclusion zone near Pripyat, Ukraine? Chernobylite uses the environment and its dire situation to fuel its science fiction ideas. Fortunately, its concept is so far removed from reality that issues surrounding bad taste never really arise.

Developed by The Farm 51 and published by All in! Games SA, this is a single-player survival-adventure title. Thanks to its Sci-Fi twist, the developers have implemented some wacky ideas. However, this is a dark, non-linear that leans heavily on standard survival mechanics, mostly.

Chernobylite is a tale of obsession and love. 

True love is one of the most powerful forces known to mankind. It’ll force you to do crazy things while breaking you when you lose it. Chernobylite’s plot revolves around one man’s desire to find his beloved, no matter the cost.

You control a physicist called Igor Khymynuk. He worked at the Chernobyl power plant at the time of the ill-fated disaster. He last saw his fiancée on that fateful day and now, 30 years later, he returns to the nuclear wasteland to search for clues and find his love.

Chernobyl looks eerily beautiful.

Strange goings-on. 

The action opens with you chasing a ghostly apparition of your missing fiancée. The timeline is skewed and subsequently; you flit between periods and realities. It was disorientating and confusing, but this is merely the tip of the crazy iceberg. The majority of the gameplay revolves around Igor collecting resources when he heads into the exclusion zone. However, he is not alone, and a motley crew of stalkers can complete daily missions to find vital items. 

The game uses a day/night circle. You complete quests and scavenge during the day, and eat, build, and socialise at night. The world you live in is an ever-changing biosphere that can go wrong at any time. Your crew are fickle and a lack of food, too many failed missions, or poor management will make them defect. On top of this, death is a very real threat.

Decisions have consequences. 

What I truly loved about Chernobylite was how every minor decision impacts your progress. You are free to interact with whatever you like and deal with situations as you wish. Yet your choices have grave ramifications. Sadly, murder is a given. Therefore, how will you deal with their friend when you meet them? Will you lie to them, tell them the truth, or try to negotiate? These are very real decisions you’ll be forced to make as you try to survive.

What if those decisions weren’t final and someone offered you a do-over? When you die, and you will, you are transported to an ethereal realm. Here you see every decision you’ve made, and how they are intertwined. With the mysterious power of Chernobylite crystals, you can bend space and time and alter your choices.

Work together to achieve your goals.

Interesting ideas but poor AI. 

The day/night cycle, the psychological impact, and the constant balancing of needs are fascinating. Furthermore, the introduction of base building at home and during each mission allowed you to create long-term and impulsive plans. 

Hoarding food, ammo, electronics, and mushrooms (the core ingredient in this game), was a fine strategy. However, it quickly becomes apparent that you must be flexible. Retaining supplies to build impromptu medicines, or to trade for valuable information, was key. It was an excellent balancing act between expansion and survival, and it never became tiresome.

Where Chernobylite struggles is its less than impressive AI. The supposed crack force of elite soldiers is meant to be terrifying and deadly. Yet, they never deviate from their set routes, nor are they very good with their weapons. Killing them lacks difficulty and unless you are unlucky, you can exclusively use the stealth mechanics. 

I found this element to be particularly disappointing, as I wanted to be tested and I rarely was. I expected there to be moments of tactical nuance, yet this was sorely missing. 

Chernobylite captures the beauty of Chernobyl. 

Visually, The Farm 51 has excelled with the environment and the real to life imagery. Having spent time in the exclusion zone, the team 3D scanned to deliver an accurate and eerie world. The iconic structures, dilapidated buildings, and fresh fauna highlight beauty in the darkness. Yet, for all its details, there is a glaring oversight. It is devoid of life! It is reported that Chernobyl and Pripyat are teeming with animals, however, none are seen in Chernobylite

I put this disappointment to one side as I enjoyed a blend of realistic and supernatural sounds. The Sci-Fi theme allowed the developers to create some ghostly otherworldly noises. Moreover, these juxtapose the natural sounds of crunching footsteps and heavy breathing. I loved the use of silence that ramps up the atmosphere and the Russian acting. This added a layer of authenticity that enhanced the grit of the story.

Can you upgrade your gear?

An excellent UI and well explained mechanics. 

Survival games thrive or fail depending on how easy they are to play and understand. Luckily, Chernobylite uses a brilliantly simple UI and an excellent inventory system. Furthermore, new mechanics are always introduced with a thorough tutorial. Consequently, rarely did I struggle to grasp the fundamentals. Within an hour, I was able to enjoy the more complex layers of the gameplay. 

In a title loaded with choices and consequences, you know it’ll keep you playing for hours. Moreover, an array of building options, upgrades, missions, and so forth, helps to create plenty of replay value. Therefore, if you love the genre, you’ll adore the non-linear story and the challenging scenarios you’ll face. It’s simple to learn, tough to master, and addictive as hell.

Chernobylite is an intriguing concept. 

Conceptually, Chernobylite will intrigue you. Its blend of Sci-Fi and clichéd moments are complemented by authentic dialogue and real to life visuals. There is much to love about this survival game and you’ll soon forgive the shortcomings. I loved it and recommend you to buy it here! Will you discover the truth about your fiancée, or will Chernobyl claim another victim?

Review: Flexispot Standing Desk Pro E7 Premium

Here is our review of the Flexispot Standing Desk Pro E7 Premium.

Dual-motor Lifting System

Enhanced structure and the advanced lifting system boost the loading capacity and ensure the maximum stability even at the highest setting.

Loading Capacity +78%

Powerful dual motors enable a maximum lifting speed of 3.8cm/s even under the full weight capacity of 125 kg. All this is easily achieved with just the touch of a button.

Steady, Quiet, Quick

Made with powder-coated steel tubing, our desk frame resists scratches and stains. The dual-motor lifting system and the enhanced structure could provide maximum stability even at the highest setting.

Anti-collision Function

The anti-collision function ensures safety by preventing the desktop from being damaged or crushing other objects and devices while in motion.

Cable management system

The desk has a smart cable management system that organizes cables. There is a large groove where you can tuck in the cables and wires within the frame for a tidy desk. Doing so will avoid any accidents like tripping or slipping that might occur from having a messy floor with loose cables. Plus, organized cables will help you to distinguish the correct wires of the gadgets that you have on your desk.

What’s in the boxes?

The desk frame comes in two boxes and the desk top comes in a separate box.

The frame boxes contain:

  • 1 x handset
  • 1 x control box
  • 1 x supporting beam
  • 1 x connecting cable
  • 1 x cable management plate
  • 2 x leg
  • 2 x feet
  • 2 x supporting plate

The desk top box contains the desk top.

Building the Desk

Final Thoughts

The desk frame comes in two large boxes – and they are heavy! Everything you need to build the desk frame is in those boxes, including the lifting mechanism. What would have been easier for the delivery guys would have been if those two boxes had their contents evenly split, but instead you get one larger and significantly heavier box and one smaller lighter box. The desk top comes as a seperate box too, so to make the complete desk you need all three boxes.

Once you have get everything out of the boxes its just a case of following the instructions to build it all. It took us about an hour to build it all, but it could have been done quicker if we had used an electric screwdriver at the end – to be fair, the instructions actually do say to use one!

The only problem we had, if you can call it a problem, was trying to figure out how the cable management plate fitted to the underside of the desk to manage all the cables as the image in the instructions wasn’t entirely clear but a quick email to Flexispot sorted that and once it was explained the image made more sense, so it was probably down to us!

With the hard part out of the way, and it really wasn’t that hard at all, the next part deciding where to put the desk and setting up the height. It’s very easy to move the height up and down and set a memory all with a simple push of a button. There is even a child lock button if you don’t want it moved accidentally.

Talking of accidentally, if the desk lowers onto something it will stop and raise itself back up – very useful so that something or someone doesn’t get squashed!

The desk is very quiet to move and it can take up to 125 kg so even a full PC setup can easily be accommodated.

The desk is really comfortable to use, has a lot of space and is really easy to position however you want it. My only criticism, and that’s also a strong word, is that there are two round holes in the desk top for cables but there are no caps provided so there are just big holes there which slightly detract from how good the desk top actually looks. You can buy caps easily for a few pounds that match but it would have been better to have included them in the box rather than having to source from a third party.

There are different styles and sizes of desk tops to choose from as well, so there is easily something for everyone – just select the colours and styles and order away.

The total cost of the review set we received was £469.98 (on sale from £539.98). That cost included premium keypad, silver frame and white 140x70cm curved desktop with delivery.

All height-adjustable desks purchased on or after October 5, 2016 include a 5-year warranty for the frame, and a 3-year warranty for the motor, controller and switch, electronics and other mechanisms.

You can learn more about the Flexispot Standing Desk Pro E7 Premium from here.

Flexispot is having a New Year Sale from 11th of January to 10th of February so there’s never been a better time to order that new desk, you won’t be disappointed, we certainly weren’t. 

Review: Aquamarine

You know how concept art is always way cooler than the final product? I’m thinking about the glorious pieces of artwork featuring Jack-Jack as a hideous hairy monster throughout the first The Incredibles movies, Obi-Wan and Anakin teaming up to fight a giant lava monster during their confrontation on Mustafar or Thor fighting Jormungander, the World Serpent instead of travelling to Nidavellir in Infinity War. All of these examples take some mind-blowing preliminary concept art and, as it’s developed into the final article, strip away everything that makes it charming and beautiful. There are obvious reasons why this happens in movies but when it comes to video games where you can use whatever art style you feel like, why not stick with that incredible concept art? Well, welcome to Aquamarine, a game that decided its aesthetic would be to take the concept art, bundle it into a design document and run for the hills.

Aquamarine’s art style sits somewhere between concept art and pop art, with every frame of the game looking like a hand-drawn sketch with incredibly vivid colours. I go on about how good games look an awful lot in these reviews but feel free to assume every game I’ve complimented on its appearance looks like absolute garbage compared to Aquamarine. Every frame of the game looks holy-cow-gorgeous (not that a religious bovine would look particularly good, but you get my meaning). It’s genuinely breathtaking. You might look at the screenshots around this review and think they look ‘just okay’ which is maybe a fair comment on them as pieces of art but when you experience them as a living, breathing world, their beauty is elevated exponentially. This stunning art style is paired brilliantly with a calm and twinkly soundtrack that makes the whole affair incredibly relaxing.

But enough about the game as art, what is it like to play? It’s pretty damn good. Aquamarine is a survival and exploration game but it’s not quite like any of those that you’ve played before. It’s the most chill survival game in the world. You play as an astronaut whose name I did not catch so I’m going to call her Cindy. Cindy has crash-landed on a Kamino-like watery planet and needs to reach her crashed ship. She can do that by diving through the water in her amphibious pod whose name I did not catch so I’m going to call it Poddy. With your help, Cindy and Poddy will explore the ocean floor to find fuel and food for their journey, acquire upgrades from scattered floppy disks and avoid taking damage from the grumpier ocean inhabitants.

The chillness of the game comes from the slow pace and emphasis on thinking before acting. When you boot up the game, the first thing you meet is a screen telling you to play without distractions, to take your time and make thoughtful decisions. It’s the absolute antithesis to your standard survival game set in a murky wasteland where you spend your first night crying in a hole you’ve dug in the ground. The game is loosely turn-based so nothing is going to happen in the world until you’ve decided what action you want Cindy to take. This makes the game really attractive to me as it’s something you can switch on for a few hours at a time and lose yourself in. If you subscribe to the idea that games are for relaxation (AKA the correct idea) then this is definitely something for you.

The majority of the game is movement-based so you can decide which section of a grid you want to visit to avoid monsters and pick up food and fuel. The more fuel you acquire the more you can move and the further from the island you can stray, moving between sections of the map using your long-range engines. You can also move up to the surface of the ocean to help you manoeuvre around tricky obstacles and dangerous enemies. The control panel you’ll use for all of this is a delightfully retro-sci-fi affair. It’s all very original series Star Trek with satisfying clicky buttons, meters and transitions to secondary control panels. Once you unlock further abilities, you’ll have more controls, such as an ability to smash into things, doing damage to enemies and loosening fuel from deposits. You’ll also travel back to your original island often where you can perform upgrades on Poddy and rest in your garden before starting on your next adventure. The gameplay matches well with the theming of the whole game – it’s stripped-back, simple and relaxed.

I wouldn’t be doing my job if I didn’t mention a couple of flaws in the game. It is very glitchy. I found a lot of buttons didn’t work until you tried them a few times or left the menu and went back into it, and a big blue rectangle kept appearing over the screen that stopped you from interacting with the game at all until you quit and rejoined. I’m writing this on release day so I’m sure these things will be fixed in good time but if you are thinking about picking it up (which I do recommend) you might want to wait a few weeks and check the bug fixes before you do.

Aquamarine is a delightful time. Calm, beautiful and compelling, it’s the perfect way to calm down and switch off after a long day at work, like a hot bath or a cold beer. There is so much going for the game that I’ve not mentioned here: Cindy’s brilliant narration, random risk-reward choices, the adorable seal monsters and so much more. If you like survival games but wish they were fun, Aquamarine might be worth a fair chunk of your time.

Review: Windjammers 2

With an inviting cartoon visual style and high-paced gameplay Windjammers 2 is a blast that you wouldn’t necessarily expect. This might be more down to a name that looks like it’s been jammed through a Japanese-English translator and sounds more like a breaking wind prevention method rather than a 2D frisbee game. A good amount of fun can be had in short bursts though, by yourself or with others, regardless of how much noise you make – public or not.  

A joyful explosion of bright colour greets you from the go and an upbeat soundtrack with a strumming bass and screaming guitars, like something pulled out of a 90s SEGA arcade title, blasts through your headphones, which appeals to the child in me that never wanted to leave the arcade, always wanting one last attempt. 

The gameplay uses a mix of table hockey and volleyball to arrive at its addictive frisbee formula. A 1v1 system provides a volleyball net and spike-based gameplay, walls allow for ricochet shots and goals spanning the length of each end.

It sounds relatively simple, but there is a multitude of ways to try and beat your opponent, meaning that games feel unique enough to enjoy extended playthroughs. Each throw fills up a power meter which increases the power of your throw and can be used for your special move when full. Disks can ricochet off objects on the midcourt net, can deflect into the air for you to jump and spike as well as other methods to get the disk in the other end other than a simple throw. 

In addition to the throwing abilities, each level adds a nice bit of variety to the gameplay with objects on the midcourt nets to make it into a bouncefest, and goals that offer differing points.

The format of the match ensures the action is also relatively brief, with best-of-3 sets and first to 15 points in each making them as tense as they can be fast. In fact, it’s these short matches that really bring everything together and push the pace. Like that overzealous game of table hockey with your buddies where the disk flies off the table and nearly hits a stray child, there is barely room for you to blink with competitors letting shots fly all over the place. The moment when you start to really pick up the game is a great feeling as you can turn the tide on a match that you are losing by double digits and on a dwindling clock.   

Adding to the retro stylings of the title is a clear Street Fighter influence which is really quite appropriate based on the intensity of the matches feeling quite like a fighting game in its ebbs and flow and round-like sets. The story mode’s map, vs screens, as well as bonus rounds all make an appearance, but unfortunately, it doesn’t translate much in terms of substance as the bonus stages have no significance at all as there is no scoreboard to tally your scores.

I tend to be one of those gamers that takes a while to adapt to unusual control systems, and Windjammers 2 is definitely one of those that I had difficulty getting used to, with an unfortunate mix of inconsistent mechanics and unbalanced characters. 

The sound effects from the special moves to the lines from each character, almost everything could have been lifted from a 2D fighting game, which really adds to the competition and addictive nature of the game.

The worst offender of these was the fact that I could never consistently predict how fast my throws were going to be. There are two ways to see the frisbee leave your hands at an increased rate – a full power meter and charging your shots by standing underneath a deflected frisbee – but there were still times, when unaffected by either, where I would throw a charged shot for no apparent reason. Regardless of whether it’s just poorly explained or a poorly implemented feature, not knowing why frustrates me to no end as it’s the key mechanic to the entire game. 

Adding to the difficulty of the title is just how precise you need to be with all the other abilities. Dashing, for example, is a very helpful ability to get you across court and is exactly what you need when trying to reach a frisbee launched in the air, but if you try to dash towards it too early you will simply skip straight passed it. 

The 12 character roster is host to a mix of characters with different speed/power stats (thin characters are fast but have little power while larger characters are the opposite) but I found the roster unbalanced as the larger characters take up enough of the court to negate any speed advantage and with their powerful throwing abilities it’s hardly a fair fight, so much so that I couldn’t even win a single game until I started using one of the bigger characters – even on easy mode.

It could be argued that this is just me being utterly useless at the game, rather than being any particular flaw, but there’s certainly no denying how tough it can be.

Windjammers 2 is a complete blast that excels in the same way that the original 1994 neo geo title did and with the local and online modes it really is an easy recommendation for fun pick-up-and-play evenings with others, but there are just a few niggling gameplay issues that prevent this from fulfilling its full potential.

Review: Kinduo

My video review with footage captured on my Xbox Series X, enjoy!

I love it when a game reinforces the benefits of teamwork. I’m not talking about sports or any other obvious genre. No, I’m talking about a cooperative puzzle game where each character relies on the other. Kinduo is the latest in a long line of titles that has tackled this idea. So, will it stand out, or will it be one to avoid?

Developed by Nibb Games and published by Ratalaika Games, it’s a colourful retro puzzle title. It offers an array of stages that must be completed solo or with another in couch co-op mode. Sadly, it doesn’t break the mould, and many of the core concepts are well-trodden or dated.

Kinduo has an insipid plot.

You control two elemental beings who must solve problems and unlock the exit. Each stage is presented on a fixed screen and subsequently, no problem is too challenging. I tackled most of the levels solo, and this made it a little cumbersome. As a duo, it is more enjoyable as you work in harmony to progress.

The elemental friends each have strengths and weaknesses and you must utilise their powers to complete each puzzle. One is super strong and they push boxes and electrical items to help reach new heights. The other is an athletic being who is incredibly nimble and can emit electrical pulses. As individuals, they’d never make it to the exit, yet together nothing can stand in their way.

Brrrrrrrrrrrr.

It is not tough enough. 

Now, I’m a massive fan of drip-fed mechanics! I love how it adds to longevity while giving you something to work towards. Fortunately, Kinduo has this perfected. New skills, equipment, and more complex stages await you as you create a methodical plan. However, there is only one problem… it’s not tough enough!

I’m no puzzle game aficionado, but I rarely struggled to find a solution. Nibb Games has made the stages so simple that it’s a walk in the park. If you happen to get stuck, a small amount of trial and error will show you the way. Unfortunately, the lack of complexity is its downfall! There aren’t enough dead ends, and the problems lack layers. Simply put, this is an entry-level puzzle game at best.

Don’t let the darkness put you off.

Kinduo is fun to look at. 

Kinduo looks to have been inspired by the NES and Master System era. The dated style produces a simple but fun finish that’s a little rough around the edges. Its garish tones and basic modelling may not be for everyone, but I enjoyed their unique style. The developers have incorporated a variety of landscapes as the game unfolds. Consequently, the gameplay benefits as it reduces monotony while adding some new challenges.

Sadly, Kinduo doesn’t avoid being repetitive as its audio is stuck on a loop. The same songs play repeatedly and this becomes increasingly annoying. Luckily, the music is broken up with some 8-Bit sound that nicely adds to the retro feel.

Neither the audio nor the graphics will set the world alight, but they have a certain charm. Fans of old-school gaming will love the fixed-screen perspective, smaller levels, and basic audio. Younger gamers, on the other hand, can enjoy a simpler experience.

Get those elevators working.

Remarkably easy to play. 

Switching between multiple characters can be troublesome. Yet, Kinduo was remarkably easy to play. Thanks to its simple button layout and tiny list of skills, you’ll master it in no time. Furthermore, the controls are responsive and this prevents you from making silly mistakes.

This minuscule puzzle game offers around thirty stages of straightforward action. As a result, you’ll need approximately 2 hours to finish this off. Unfortunately, it is lacking both longevity and replay value. If an NG+ mode was added, this would have increased the difficulty and the reasons for returning.

Kinduo needed more content. 

I liked many elements within Kinduo, however, it never went far enough. It disappointed me because of the lack of depth but I enjoyed it on a superficial level. I wish the developers had made it harder, but this wasn’t to be. As a starter puzzle game, it’s great and I recommend you to buy it here! Yet, anyone else may find it lacks content or challenging problems to overcome. Can you escape every stage? Work together, use your abilities, and unlock the exit. 

Review: Arietta of Spirits

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Arietta of Spirits is an indie adventure game with charming pixel art and fast-paced gameplay. Released last year on Nintendo Switch and available on Steam, this lovely RPG is easy enough for casual players but engaging for even hardcore gamers.

Gameplay:

The game starts with Arietta and her family taking a trip to her late grandmother’s cabin located on a small island. While on the island, she meets a mysterious friend and learns that not everything is what it seems. After gaining the power to see the spirit world, she uses her courage and abilities to help her family and the other inhabitants on the island.

The game features reactive-based combat reminiscent of the classic Zelda games. Overall, the gameplay is easy to pick up. And while I personally wasn’t a fan of the fighting style since it felt repetitive, I appreciate how it can appeal to a wide range of gamers and ages. Despite the combat feeling very simple, I like how it balances out the array of enemies found throughout the game.

The story in Arietta of Spirits is pretty linear, so it’s easy to follow the story and stay on the right path. However, there is no map in the game, so it’s just as easy to get lost, especially if you try to complete the side quests. Playing the game without a map wasn’t a huge deal-breaker, but it was still annoying when I got lost and couldn’t find where to go next.

While Arietta of Spirits was an enjoyable game, the story felt rushed, and overall the game was too short. I like games with short runtimes, but the story felt like a prologue for a larger game rather than a complete story. So I was a bit disappointed when I realized that there wasn’t more to the game and the world they had crafted.

Pros:

  • Charming retro-style pixel art
  • Wide range of enemies

Cons:

  • Simplistic combat
  • No map
  • Story felt rushed

Conclusion:

Arietta of Spirits is perfect if you’re looking for a short pretty RPG to tackle on a rainy weekend inside. But if you’re looking for something with more substance, I’d say this little Indie misses the mark. I enjoyed this game despite its small flaws, so I would still recommend adding it to your Switch library.

Entertainment: 8/10

Replay value: 4/10

Graphics: 9/10

Sound: 7/10

Kid Friendly: Yes

Platform:Nintendo Switch
Developer:Third Spirit Games
Publisher:RED ART GAMES
Released:August 20, 2021
MSRP:$19.99
ESRB:Everyone 10+

Review: Blade of Darkness

Introduction

Blade of Darkness by Rebel Act Studios originally released in 2001 to generally favourable reviews. It inspired future generations of fantasy action-adventure games. Drawing inspiration from ‘sword-and-sorcery’ movies and notable fiction like Lord of The Rings the game should have been a hit. However, due to its one mode – very difficult – this wasn’t the case. Ironic now that years later the Dark Souls and Bloodborne games have built a legacy on this same concept. Both rumoured to be inspired by Blade of Darkness. In 2021 the game was re-released on PC and having struggled to get my own physical copy from 2001 working on a modern PC; I’m thankful it did. Blade of Darkness is a fun, challenging, gory, medieval fantasy adventure game that is worth your attention.

Blade of Darkness Plot

My biggest criticism of Blade of Darkness is the plot, or rather lack thereof. There is very little information given to you in terms of the story. You get a brief introduction to each area you visit and that’s really it. What you can work out is that you need to vanquish a dark force. That’s really all there is to it.

It’s a shame because a game like this deserves a rich, fantasy storyline of good triumphing over evil with some stake raising and tragedy along the way. Or at the very least, something to make me care about my hero and the world they occupy. The world itself is overrun with villainy, derelict fortresses and temples giving it the sense of a rich heritage; but sadly, it’s one you never really learn about. The plot we do get, an evil force needs destroying, is derivative at best. In a way, it’s all kind of forgivable though, because you can pick you favourite hero (a knight, barbarian, dwarf, or rogue-like character) and just enjoy fighting your way through fun environments.

Blade of Darkness Gameplay

One of the biggest draws to Blade of Darkness is the gruesome and gory combat. You can quite merrily hack off limbs from your foes. There is something weirdly enjoyable about seeing the head of an orc fly off and roll on the ground. What makes this gruesomeness even more entertaining is when you pick up a limb and promptly use it to beat their orc friend to death. Is this necessary? Absolutely not. Is this entertaining? Ashamedly so. There is a rhythm to combat. A sort of dance you as the player must learn if you are to survive. Monsters in this game hit hard. You need to learn to block and dodge at the right moment if you want to win. Thankfully, if you’re familiar with Dark Souls or Bloodborne you will have a head start in understanding this.

The game will take you all over the fictional world which is nicely diverse. From European medieval fortresses to Indian and Egyptian inspired temples you’ll never think the world feels stale or samey. A bonus is that each of the four characters you can play as all have a different starting point along with different strengths and weaknesses. This rich diversity is also seen in the monsters and beings you come across. Orcs, knights, skeletons and more await you at every turn. All with their own unique combat intricacies. For example, watch out for the poison found on Orc blades, it will wipe your health quickly.

In terms of progression, there isn’t a lot of NPC dialogue in this game, in fact it’s mostly absent. There are also no real side quests to speak of. To that end you would think the game is a linear adventure. However, this isn’t the case. In between each level you will get a small narration and then must pick where to go next. This can be as confused as the story. To access the true end level of the game for example you need to have collected six runes along the way. The issue is the game doesn’t tell you any of that. It doesn’t really tell you much at all beyond a vague introduction to each area. This makes the gameplay feel a little disjointed.

Controls

The controls for the game are basic, but clever at the same time. Drawing inspiration from fighting games there are several combos and moves you can make your hero perform. By utilising this combo mechanic, it provides a variety of attacks that make combat feel fresh. This also makes combat feel organic and flowing which is a nice change of pace from ‘click to activate’ or limited/random basic/heavy attacks. I struggled to get precision while using a keyboard and mouse, indicative of the game’s age. However, Blade of Darkness has full controller support, and this was a gamechanger. I very much recommend going this route for a less-frustrating experience. Once you get used to the control layout it is easy to master. Although occasionally lining up perfectly with an item to pick it up can take far more time than should be necessary.

Graphics

While graphically the game would now be considered dated (look at any game from 2001 and you’re likely to form the same opinion) it has a nostalgia about it. The level of detail, especially in the physics of the limbs you’ve invariably hacked off, is impressive. Combine this with the detail of injury you as the player receive as well as the blood detail, and it makes for an immersive and gory experience. Sure, it won’t live up to the latest and greatest modern AAA titles; but it doesn’t need to. Environments are well rendered and a joy to explore. Sometimes, you yearn for the ‘old-school’ experience and Blade of Darkness delivers. The updated version has taken modern screens into account very well and I’m glad they did this.

Conclusion

Whether Blade of Darkness inspired the likes of Bloodborne and Dark Souls will forever be a mystery but if you like that type of game; you’ll thoroughly enjoy Blade of Darkness. It’s a nostalgic romp through a classic action-adventure sword-and-sorcery type game. Blade of Darkness blends a fighting game combo system, gory and challenging combat that requires mastery, and variety of locations and monsters. Visually it all looks good and interesting. If you overlook the lack plot and plug in your favourite controller then Blade of Darkness gives you an idea of what a ‘Soulsborne’ game from the early 2000’s would have been like. If nothing else… beating an orc with an arm is enough of a reason to check it out.

Review Kansei: The Second Turn HD

I love a good whodunit story. The constant twists and turns combined with false allegations and red herrings are great to experience. I believe this genre is best portrayed in books, but I’m happy to allow a visual novel to try to take that crown. Kansei: The Second Turn HD is the sequel to Jisei: The First Case HD a game I covered in 2020. I enjoyed the bizarre characters and strange plot, so I couldn’t wait to see what the follow up had in store.

Developed by SakeVisual and published by Ratalaika Games, this is a detective visual novel. It has a supernatural twist and utilises a Manga/Anime style without the usual over-sexualised teenagers. Subsequently, I could enjoy the many layers of the plot without scantly clad maidens or beefcake youths hogging my screen.

I wouldn’t trust this pair.

Kansei: The Second Turn HD is a separate entity.

Though Kansei: The Second Turn HD continues from where its predecessor left off, it is a separate entity. Yes, it retains the protagonist, and his bizarre powers are key to the plot. Yet, any previous knowledge of the series is not needed. This being said, the first instalment is great, so you are best to play them in order.

You control an unnamed teenager who has a special ability to solve crimes. He has an ungodly power that allows him to see how a person died. If he touches the body or is close to the corpse, he can visualise their final moments. Consequently, this gives him an unfair advantage when it comes to solving the crime.

In his latest ordeal, the hero must work with a bunch of unruly teenagers who all have something to hide. These secretive youths muddy the water at every opportunity! With lies and deceit blocking the truth, you must work hard to find the real culprit.

Alright, calm down generic business woman!

An excellent story. 

My love for visual novels has grown over the years. Subsequently, I look forward to one landing on my desk. Luckily, Kansei: The Second Turn HD has an excellent story. Its blend of ridiculous characters and audacious twists keeps you interested throughout. The sassy teenagers add humour, attitude, and grit to this odd detective tale.

Furthermore, the intricacies of the relationships, and the constant back and forth, will keep you guessing. I adored piecing together the little snippets of information, just to discover I was massively wrong. SakeVisual has done a great job of building suspense and suspicion as the lengthy story unfolds.

Kansei: The Second Turn HD has a great setting.

Death and mysterious supernatural powers require a grand setting. Luckily, Kansei: The Second Turn HD doesn’t let us down. Set in a grand house, you must explore fine rooms filled with elegant objects. You are free to examine, question and move as you wish in this first-person point and click story. Thanks to its use of rich colours and classic objects, you’ll lose yourself in the wealthy environment. Moreover, the usual still images and basic animations are nice to look at. The developers relied on a standard approach, and this was a wise choice. Consequently, the simple style allows you to focus on unravelling the murder mystery.

Like many of its peers, the audio is understated. There is a lack of spoken dialogue, and the sound effects are almost non-existent. Instead, you are treated to a blend of songs that add energy and drama. It uses a typical Asian-influenced soundtrack, and this complements much of the action.

So many ways to discover the truth.

The controls aren’t great.

I usually have no complaints when I play a visual novel. However, this one was bizarre! A combination of a cursor and d-pad selection was utilised. It was strange how the set-up flitted between the two, and it didn’t work. It was slow and awkward to use the free-flowing cursor, and this shouldn’t have been implemented. I appreciate that objects needed to be examined, but a cursor wasn’t the way forward. If the developers focused on the use of the d-pad, it would have been smoother and more user-friendly.

Like the first instalment, this one has multiple endings. With accusations flying around like confetti, it was easy to finger the wrong suspect. Subsequently, there is plenty of replay value. Luckily, you don’t have to revisit previously seen text and you can simply skip anything you don’t wish to read. You’ll experience many finales and this adds to the longevity. If you love a great detective story, this one proves to be great value for money.

Kansei: The Second Turn HD ticks all the boxes.

After the first story, I wasn’t sure if a second would be possible. Fortunately, I was wrong! The shock factor surrounding the supernatural ability may be missing, but this is compensated by the great cast. I loved the writing, multiple twists and turns, and the complex plot. It’s an excellent addition to the genre and I recommend you to buy it here! Having superpowers doesn’t mean you’ll always be right. Hard work and dedication will ensure you capture the right suspect. 

Review: Castle on the Coast

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If you have a few hours to spare, a love for acton-adventure games, and would love to be this cartoon-style hero as a giraffe, then you should check out Castle on the Coast! It’s an extremely amazing and unique experience, where you can do just about anything. Oh yes, if you are one who enjoyed the classic game style of the Playstation, this game may remind you of similar graphics.

A Cute Giraffe In A 3D Adventure

Castle on the Coast is a game that is completely delightful from the very start! With the gestures the giraffe, our hero can perform. For two examples, his waving triggers a sound like a baby’s rattle or even the silly smirk of our tongue hanging out all the time. It feels like it’s meant to be something humorous and cute, bringing this adorable appeal to the hero; the giraffe. I also feel that the game is more directed towards a child to play, but reminds me of some classic PlayStation-style games before they updated to more realistic design as technology evolved.

No matter how it appears, this game is still quite joyful. Even with a few interesting features, such as the camera being able to rotate freely as you control it. This is also true about the giraffe and what abilities he can do, how freely it is to rotate him as well. It’s a game that almost feels as if you can be free to imagine how you want to play and where you’d like to look next. However, it might be a bit off when moving quickly and allowing the camera to catch up or there may be areas where the graphics appear to not adjust to the new location you arrive to.

Instead, you may end up seeing what you’ve seen in one spot still visible in a location that you just moved to next. Such as, if the objects aren’t really there, they may still appear on the screen and vanish a few seconds later. So timing might be off a little when playing the game. Just a minor issue, but something that will stick out or catch the player’s attention.

Another thing about our here; the giraffe is when I say he is like an acrobat, I mean by the many ways he moves. So much freedom of how he leaps up high, do these flips in the sky, can turn and rotates with ease. It’s uncanny what you can do in this game! Especially, when you’re able to jump into the front of a car and drive in the sky or fly with a jetpack and the fun doesn’t stop there!

In my opinion, I enjoy being a giraffe in this game. It’s cute how he appears. The purple hearts on the body, form the giraffes pattered spots, which is adorable. I enjoy his cute cartoony design and goofy facial appearance. The way he shakes like a rattle when waving, his acrobatic and unstoppable abilities to go above and beyond the actuality of things, and even more just being an imaginable creature that is a hero of a game.

Now if you want to know more about the design of the world, as well as the characters. Well, they all appear quite comical but cute in a cartoony sense. The design of the levels is colorful and fully 3D in design. Almost, it reminds me of those online programs, where you can build a game as in Scratch or Alice and have another play it. Each little movement or step to the next goal reached triggers something and the story can easily continue. It’s very quite easy to comprehend the way the game works, moving forward, doing small tasks, gaining what is needed will trigger the next location to be available and accessible.

As the game progresses, it’s quite interesting to learn how our acrobatic giraffe can do so many things with the use of the same controller’s button keys. No one key is directly for one command and what is pleasing is that it’s not too confusing on how to use them. Therefore, it’s very easy to maneuver and do what needs to be done with a press of the button. Even if you pick up the controller anytime during the game.

Each level has these crystal-like stars, that if you collect a certain amount will open doors to the next section. The same goes for these other hidden objects such as ones to boost our lifespan. There was no lie when they mention there will be much to collect. The same goes with the ability to do anything as walking up walls, climbing trees, walking type ropes, leaping over water, swimming, jumping all over, and even spinning. All this works together, the way we move aids in the ability to catch items at all distances, and of course, these objects are spread all over the levels, requiring our acrobatic skills to reach them.

One negative feeling I have with the controls is that it can be a bit annoying or lead to a headache. Especially if it’s trying to lift or break a box. The spinning action is great, but each time you try to lift the object, it may make you sick. When you need to spin to just destroy a box or to lift a box, the spin has to occur first. So the more there are to destroy, the dizzier you may get, just watching the giraffe as he is destroying them. I would wish that could be adjusted or changed a bit.

Another feature I think that could be a bit much is the ability to do things freely. The giraffe may move so easily as well as the camera. However, the one thing about his movements is sort of too freeing. It’s like you can leap right out of the location, which you need to be at, or just over the edge by how fast he moves. I feel it needs some stability or a way to adjust the way he moves when leaping or using any of the buttons; keys on the controller. Of course, it’s great to be able to move with ease, but not so much if it’s going to cause a fatal end and a need to restart if you leap over the edge too easily.

If it’s not brilliant enough to enjoy the beautifully bright and colorful scenes you get to admire as a giraffe, the game has additional features. One is the ability to be invincible. Just as it sounds, you can easily go anywhere without harm, quite a nice way to play the game and never worry about danger. While the second one, it’s the ability to play with a friend, anytime during the game.

You can easily get another player in the game during the pause button. Quite easy as pausing and pressing the A button to allow player 2 to join. So now it’s you and a cute squirrel beside you. So not only does this make the game even more enjoyable when a friend can help out! The level of difficulty doesn’t change, just the joy of your friend and you playing as heroes and saving the day; accomplishing the goals that are required, and enjoying all the fun unlockable locations, costumes which add protection are just style, and plenty of items as you play to aid during the gameplay.

Final Words

Lastly, the game is a joy to play! Even as impressive as Castle on the Coast maybe it isn’t a long game. Plus one that will bring back some familiarity of many happy memories of the good-old classic Playstation style games. This is my opinion since I know the graphics and how they use to be. So it may not be in favor for all, but it is an easy game to understand, quite comical and very enjoyable at the very least!

Review: Hidden Deep

Being trapped underground is no one’s ideal scenario, but add in the fact that you’re several kilometres beneath the ocean floor armed with a grappling hook and a gun whilst you attempt to recover members of a research facility from the creatures lurking in the damp caverns, then it quickly becomes a horror movie.

Hidden Deep is a richly dark and intriguing sci-fi story that feels like it has been ripped straight from 80s and 90s horror media. With inspirations taken from Half-Life, Aliens and The Thing, it’s easy to tell exactly the tribute that Hidden Deep is paying—and it does so incredibly well.

You play as a member of a search-and-rescue team called Murphy who has been tasked with finding a group of researchers who had been investigating anomalies in the caverns under the ocean floor. After 681 days of research, the facility suddenly lost contact, and they are now sending Murphy down to find out exactly what is going on inside the cave systems.

Hidden Deep employs a realistic style to both its art as well as its in-game physics. Set as a 2D side-scroller, each cavern and cave system you enter has its own set of unique features you’ll need to quickly adapt to as you play. With the assistance of only your grappling hook and pistol for the first cavern, learning exactly how the physics behaves is essential if you want to make it far into the caves. Jumping off a ladder from a height you assume wouldn’t harm you in any other game will only prove you wrong as you’re faced with a death screen and poor Murphy’s ragdoll body collapsing in a bloody pile on the rocky ground. As if to add insult to injury, Murphy’s blood remains on the ground as a sick reminder of your failures and a foreboding warning to not suffer the same fate again. There is without a doubt a slight learning curve here, but you do get used to the physics as you begin to utilise Murphy’s abilities in the caves more often.

It becomes difficult to discern what blood is yours and what isn’t…

The cave systems of Hidden Deep are all interactable in some way or another through careful exploration. Aside from your grappling hook, you’ll also quickly find uses for Terra-Scanners which allow you to scan the ground beneath you for caves that would otherwise be inaccessible—and then with the use of explosives, make your way into these hidden rooms. As you progress even further and find members of the lost team of researchers, their individual skills will also come in handy as you can switch out to them and utilise heavy machinery like tunnel-borers, cranes and drones.

Your grappling hook will quickly become your best friend

The enemies you’ll come across simply scream 80s and 90s horror media. From swift-flying alien bugs that can get quickly overwhelming if you don’t kill them quickly to the larvae that they spit at you, you’ll need to form a strategy quickly if you want to save your lives and your ammo for larger beasts lurking in the depths. One of the only downsides is the hitboxes on the enemies themselves—if you tend to be inaccurate with weapons, you may struggle to take down these enemies swiftly and effectively and you may end up wasting a lot of precious ammo.

Murphy’s fate is sealed, there’s no getting out of this one…

In the base story mode, you’ll find three basic difficulties to choose from. Expedition is the easiest and has a focus more on the exploration of the caves and the story rather than the enemies within them—fewer enemies will appear, and your spelunking will be a lot easier if you wish to experience the story mostly uninterrupted. Deep Exploration is the default difficulty chosen at the beginning of the game—a normal number of enemies will appear, and you will still be able to fully immerse yourself in the story. Intense Exploration is exactly what it sounds like on the tin—you’ll be allowed much fewer deaths in this mode and a higher number of enemies will spawn to make your life hell.

With well over 20 hours of gameplay in the story mode alone, you also have the option to play through a challenge mode which has a wide array of its own settings to choose from. These challenges range from finding data disks within a randomly generated cave system to co-op split screen challenges that require you to escape the caves together. The addition of these challenge modes adds so much depth and fun to an already enjoyable experience and are fun to dive into if you feel frustrated from the main story mode.

The ambience and music also work wonders to add to the already ominous atmosphere. As you explore, you’ll hear the caves reverb your footsteps, gunshots and even the buzz of the alien creature’s wings. Some of the enemies are even attracted to your equipment and the noises and lights they create, so taking extra steps of caution is absolutely required.

Hidden Deep is an incredibly well created indie horror with all the hallmarks of classic 80s and 90s horror and sci-fi media. The realistic physics and movement as you platform is a crucial addition that is done incredibly well and lends itself well to the use of the grappling hooks and other machinery. The story itself is intriguing and makes you want to continue playing simply to figure out what the origins of the alien life in the cave are and what really happened to your team down in the depths—and if you can really save them before you’re trapped down there too.

Review: Exo One

Relaxing exploration titles have a divisive way about them. They offer unlimited exploration in a confined space. Furthermore, you are free to assume the meaning behind the story. There are few goals to work towards, and you feel the stress draining from your body. This isn’t for everyone, but having played Aery and Life of Fly, I’ve got a soft spot for these games. Exo One is the latest title to hit this genre, but it comes with a twist! It focuses heavily on eye-watering speed and death-defying tricks, so forget about the slow approach. 

Developed by Exbleative and published by Exbleative and Future Friends Games, this is a Sci-Fi adventure title. It’s a dreamy and safe look at the future where tech opens up many opportunities. You’ll get to experience alien worlds, but you never walk upon them, you won’t talk to strange beings, nor will you discover bizarre artefacts. No, instead, you’ll soar through the skies, gathering speed, while enjoying the surroundings.

Use the mountains to reach new heights.

Exo One defies gravity!

The laws of physics demand many cogs work in harmony to allow an object to fly. Yet, our future selves are much wiser. No longer are we bound to the use of engines, and the power of flight happens by harnessing the pull of gravity. Exo One demands that you utilise the environment to propel your craft. Leaping from mounds, you can dip and soar to gather speed and launch yourself again.

You’ll scour the landscape to find mountains to climb and valleys to fall into. You’ll plan your approach, build up your momentum, and then enjoy the wild ride. With an array of planets to explore, you are treated to some spectacular scenery. Whether it’s sprawling hills, icy tundra, or miles of cool water, it never gets old.

Your spherical vessel appears to have the consistency of mercury. Its malleable structure changes to a flat disc to maximise acceleration. You’ll roll up mountains and time your shift in form to maximise your descent. It was a fantastic test of timing and one that’s super rewarding when you master it.

Where will you go?

It needed something else. 

When the action relies heavily on the environment to add depth, you need every stage to be exciting. Fortunately, every planet looks great, and they are unique, but sadly, the fun gradually plateaus. As the alien landscapes become flatter, the opportunities to soar are reduced! Therefore, you lose a sense of freedom that the opening stages offered, and this was disappointing. 

Exo One is all about speed and exploration! You’ll rocket miles into the air and crash back to earth while breaking the sound barrier. As you perfect the movement of the ship, you’ll reach new heights and speed faster than you could ever imagine. The desire to go higher or faster never dissipates, and it’s only the level design that prevents this. I wish the developers had added more elements to the gameplay to ensure their core concept remained enthralling throughout. 

Exo One is gorgeous. 

Exo One is undeniably one of the best looking titles I’ve played in a while. Its variety of Sci-Fi-inspired environments and beautifully blurred imagery will capture your attention. Then there are the little things that stand out! You’ll adore the glow of the ship as it increases its speed and the seamless transfer from sphere to disc. Furthermore, it’s incredible when you fly through an electrical storm and the surrounding landscape becomes an incomprehensible mess. The developer’s eye for detail was amazing and graphically it is stunning. 

This awe-inspiring aesthetic continues through emotive audio. With no goals to focus on, it was essential the soundtrack kept you going. The airy tunes accompany every moment, and this is supported by a brilliant mixture of sound effects. You’ll enjoy the wind rushing, thunder roaring, and the sound barrier being broken. Soaring to new heights enhanced these noises, and though it was loud, I adored it. 

The world looks different from up here.

Little guidance. 

Exo One believes less is more, and this is no more apparent than its minimalist tutorial. Within a minute, you have the fundamentals mapped out and away you go. The developers clearly want you to tweak your skills as you go, and this was fine by me. Honing the finer points was half the fun and mistakes matter not. You’ll be smiling in no time as your ship blasts across every alien planet. 

The main issue I have with any of these games is the reason to return. Once you’ve explored each stage and completed the loosely instructed tasks, there is nothing else to do. Yes, you are free to fly forever, but that eventually becomes tiresome. This isn’t a title that will keep you focused for hours. Instead, it’s excellent to help you unwind between other adventures. 

Exo One is tremendous. 

When a game has pretty much been created single-handedly, that deserves plaudits. Therefore, it’s fair to say that Exo One is a tremendous title that stands out from its peers. Its easy controls and excellent aesthetics make it a joy to play. If the developers had added extra elements to the latter stages, then it would have been perfect. It’s free to play on Game Pass or can be purchased here! Soar through the sky, absorb wonderful alien landscapes, and enjoy the relaxing ride. 

Review: Blackwind

Technology is marvellous and science fiction paints a wonderful picture of what the future holds. Sadly, though, the advancements come at the detriment of mankind. Normally, a hero is forced to step up and save the day, but even this can’t guarantee success. Blackwind paints this picture in its bleak insight into the future.

Developed by Drakkar Dev and published by Blowfish Studios, this is a futuristic top-down action-adventure title. Set in the distant future, you must smash your way through alien scum as you try to save a mining colony while protecting your family. It’s an audacious story that is plucked straight out of a Hollywood textbook, but will it capture the attention of its audience?

Blackwind is a hack n slash overkill.

Blackwind is a title that is full of hectic and fast-paced action. This was excellent as it was hard-hitting from the start, yet the developers rely heavily on hack n slash mechanics. This sadly impacted the finesse of the game and much of the combat was subsequently messy. 

You are James Hawkins, the son of professor Hawkins, who is a lead engineer and scientist. The starship Pandora is shot down by the evil Raknos and you survive by becoming trapped in a prototype Battle Frame. As the ship crash lands, you fall to the surface of Medusa-42. The Raknos have decimated the mining colony and you master the Battle Frame to repel the aliens and rescue your father.

Prepare to be attacked.

Solo or couch co-op action. 

As a solo player, you have full autonomy over the Battle Frame and its support drone. You control every aspect of the gameplay and you feel empowered because of it. Yet, when you play with another, both characters are weakened! When the drone is detached, the Battle Fame cannot jump, nor can it shoot, and this reduces your options. Likewise, the drone cannot use melee actions, and you feel isolated from what is unfolding.

It was odd that a simple gameplay option would undermine the core concept so much. Furthermore, it was full of potentially game-breaking bugs. Annoyingly, the drone had a mind of its own. Occasionally, as a solo player, it simply wouldn’t move. Luckily, though, I was able to use a second pad to control it. This issue happened multiple times and if I had one controller, I’d have made no progress. 

On to the positives. 

So far, it’s been very negative! So, let’s lift the mood by looking at the overwhelming positives. First, it’s a great, albeit clichéd story full of emotions and interesting characters. You have to ignore the obvious “child in a Battle Frame” issue, as everyone else is oblivious. If you can overlook this discrepancy, you’ll enjoy its ass-kicking ways.

Second, the Battle Frame is as cool as hell! Who doesn’t want to be a much more badass RoboCop? This hulking mech crashes its way through cracks, boxes, and aliens alike. It’s loaded with swords, missiles, and unbelievable super abilities. Yes, the monotony of slashing through each enemy is repetitive, but I adored the gratuitous violence.

Third, there is a wonderful progression tree that enhances the mech’s ungodly powers. You obtain XP by smashing items, completing tasks, and killing enemies. Subsequently, you can upgrade the special abilities, missiles, weapon damage, and so forth. Enhancing yourself made the hectic gameplay easier to manage while giving you super cool combos to try. 

Keep your calm and continue adventuring.

Drip-fed abilities. 

The world of Blackwind is quite expansive, yet the story is linear. Consequently, as progress is made, you must revisit old areas and access previously unreachable locations. This may sound tiresome, but the wonders of alien tech allow you to teleport with ease.

This isn’t the only new technology you are treated to. As the story unfolds and you defeat gargantuan bosses, you unlock new abilities. Whether you’ll crash into the ground, hover across gaps, bend time and space, or more, you’ll love the drip-fed abilities. These game-changers break up the monotony while enhancing the futuristic theme.

Blackwind is a blur of colours. 

With much of the action happening at a rapid pace. Blackwind is mainly a blur of colours. This isn’t a complaint, as the style adds to the ensuing madness, and I thoroughly enjoyed it. Furthermore, the deadly aliens and monstrous equipment add to the Sci-Fi theme. The top-down perspective limits your field of view, and though this approach may not be for everyone, I liked how it focused my attention.

With so much happening and many contrasting images, I was worried there would be performance issues. Yet, the Series X copes extremely well with the demand and I experienced no frame rate drops. Disappointingly, though, the drone caused further problems as it navigated the air vents. The screen would go black and you’d have no clue where you were. This was unfortunate and annoying as it adds to the list of bugs.

I loved many of the elements, yet the audio was repetitive and annoying. The protagonist screams heroic one-liners that quickly become tedious. Furthermore, the acting is wooden and contains more ham than a butcher’s shop. Luckily, though, the sound effects are good and the soundtrack enhances the story. If the acting was better and the one-liners reduced, it would have been much better.

There is no match for the Battle Frame.

Mash those buttons!

The controls are a blend of button mashing and complex combos. In theory, it gives you a wide range of attacks. However, in reality, you mindlessly mash the buttons. Every fight is the same as you roll, dash, shoot, and hack your way to victory. It wasn’t terrible, but its lack of finesse leaves you wanting.

Thanks to its vast stages, Blackwind easily hides its collectables in plain sight. Many paths are locked and can only be opened once new abilities are learned. This was an excellent way to expand the longevity while forcing players to explore every location. If you love the hack n slash genre, then you’ll adore this and won’t want to put it down. 

Blackwind is good, but it’s not for me. 

I enjoyed much of Blackwind’s concept and theme. It tells a great but tired story and the weaponry is awesome. Yet, it never excited me. Its hack n slash action was made worse because of the cheesy one-liners. Furthermore, the bugs were annoying and game-breaking. Also, the co-op action didn’t work and made the final product weaker. Without the downsides, it would have scored much higher. I’m on the fence, but a copy can be purchased here! Can you master the Battle Frame and become a hero? Learn the abilities, slash your foes, and save your family.