Review: S.W.A.N.: Chernobyl Unexplored

When it comes to horror, I don’t mind dated and clichéd elements. In fact, I love an obvious jump scare! There is something truly thrilling about knowing you are about to be scared senseless. S.W.A.N.: Chernobyl Unexplored utilises these old-school and obvious moments at its core.

Developed by Volframe and published by Art Games Studio S.A, this is a first-person puzzle horror title. It’s a suspenseful game filled with dark rooms, supernatural encounters, atmospheric audio, and challenging puzzles. Its story beautifully intertwines eerie elements to create an enthralling but unnerving adventure that tests you throughout.

S.W.A.N.: Chernobyl Unexplored blends real life with the supernatural.

Chernobyl is an emotive, painful, and sorrowful subject. I always worry that using its past will be in bad taste. However, S.W.A.N.: Chernobyl Unexplored tastefully touches upon the events while focusing you on its bizarre storyline.

9 months after the events of reactor 4, a team of scientists were sent in to investigate a mysterious facility. Though the rest of the area was evacuated, this top-secret location was not. The group didn’t expect any hostile activity, but they were wrong. The academics alongside paramedics must explore the unknown area looking for abandoned survivors. A straightforward expedition quickly takes a turn for the worse. Subsequently, you must explore the facility alone while trying to piece together any information you find.

Is there something in the dark?

Darkness, locked doors, and plenty of puzzles.

The action rarely deviates from its core principles. Therefore, much of the progress is reliant on the exploration of darkened, confined spaces and solving simple puzzles. Scattered around each location is an array of visual and audio clues that guide you to a solution. Walls are scribed with codes, and photos and journal entries provide you with hints. You must wander through hallways with doors magically opening and then dramatically slamming as you pass through. The classic jump scare tactics are dated, but they never got old! There was always a sense of suspense as you waited to jump feet.

These standard moments are beautifully complemented with petrifying supernatural encounters. Rooms will shift and change as you explore them. Alongside this, shadowy images will adorn the walls, or chase you as you run. These entities are the result of the S.W.A.N. program, a scientific experiment that was inhumane. Syndrome Without A Name took people from around the globe and experimented on them. The plan was to weaponise these individuals, but as usual, it backfired. These abominations that haunt you are the result of these trials and form a key horror element of the gameplay.

What experiments have taken place here?

Drip-fed mechanics. 

I’m desperately trying to skirt around the story, as I don’t want to ruin the many twists. What I can say is that, unsurprisingly, death is always around the corner. Fortunately, though, the facility offers some insight into the life of 1980s Ukraine. I loved how the plot returned to the tragic events while not making them the key focus. It was a truly respectful way of drawing you back to the cause without overdoing the matter.

Another element I adored was the use of drip-fed mechanics. With a heavy reliance on ghostly images and bizarre happenings, the developers had some creative licence. They took full advantage of this with strange medical equipment that helped to see other dimensions. Moreover, you can gather swirling ammo that helps to fight off the apparitions. It was a little odd, but the balance of a hard-hitting location combined with the absurdities of science fiction worked.

S.W.A.N.: Chernobyl Unexplored is a little rough.

The developers have created a title that captures its era beautifully. Sadly, though, it is rough at the same time and this makes it appear dated. S.W.A.N.: Chernobyl Unexplored utilises a grey and grainy palette to represent the industrial side of 80s Ukraine. Subsequently, it works brilliantly with the setting and theme. Each chapter was horrifically claustrophobic and running around a maze of corridors and rooms was disorientating. Its oppressive nature, combined with the spooky horrors, makes this a creepy and unnerving experience.

This is then enhanced by the haunting audio. A beautiful blend of dramatic and slower songs adds energy and fear to the wonderful imagery. The noise of your footsteps or the creak and slam of doors was petrifying. Furthermore, the click of your Geiger counter was both scary and a telltale sign that something was a miss. The audio is excellent, and this makes S.W.A.N.: Chernobyl Unexplored stand out from its peers!

Will you approach it?

The controls could be better. 

The developers have done a great job of making this a user-friendly title. They have implemented a well-thought-out tutorial, and this makes it easy to master. Sadly, though, selecting items can be hit and miss. The cursor lacks accuracy and this can break up the immersive gameplay. Undoubtedly, this would be better with a mouse and keyboard! It’s not a game-breaker by any stretch, as the controller is serviceable and well mapped.

Like many titles in this genre, the replay value is limited. With a linear story and no additional content, there are few reasons to return. Fortunately, a handful of achievements demand you return to play, so it has some longevity. Luckily, your first experience is memorable, so it’s good value for money. 

S.W.A.N.: Chernobyl Unexplored plays to the clichés. 

Clichéd horror won’t be for everyone, but I loved it. I jumped repeatedly and adored the strange supernatural twist. The developers have created a tasteful title that is scary as well as taxing. I enjoyed it and I recommend you to buy it here! Can you uncover the mysteries of this top-secret facility? Solve the problems, read the clues, and get out alive! 

Win Van Helsing Season 5 on Blu-ray

To celebrate the release of Van Helsing Season 5 on Blu-Ray and DVD, we have two Blu-ray copies of Season 5 to give away.

Van Helsing has become one of the most exciting and entertaining fantasy-horror shows of recent times, combining brutal action with compelling storytelling and memorable characters. Inspired by the Helsing graphic novel series, the show has gone on to earn a loyal fan following worldwide. 

Following an event referred to as “The Rising”, vampires now dominate the world. Vanessa Van Helsing (Kelly Overton, True Blood, Legends), the great-great-great-grand daughter of vampire hunter Abraham Van Helsing, is resurrected to lead the surviving humans in their struggle against the vampires.

How to enter to win

We have two Blu-ray copies of Van Helsing Season 5 to give away, enter below: 

Win Van Helsing Season 5 on Blu-Ray

The contest closes at midnight on 29th January 2022.

This contest is only open to those in the UK – sorry!

Van Helsing: The Complete Collection is also available on Blu-ray & DVD from 10th January
Find it on Amazon: www.amazon.co.uk/Van-Helsing-Season-1-5-Blu-Ray/dp/B092JVKB1K

Review: Watcher Chronicles

Have you ever wondered what you would get if you took Dark Souls and Castle Crashers and mixed them together? Well, the answer is a colourfully frustrating 2D tale named the Watcher Chronicles.

After Purgatory has been invaded by hordes of monsters, it becomes your main mission as a nameless knight to traverse this colourful and rich Purgatory, defeating monsters and bosses along your way, in order to reclaim Purgatory

Choose your hero to take back Purgatory

The world of Watcher Chronicles is non-linear and interconnected through secret passages and routes as you travel. Each area you pass through has a plethora of skeletal enemies ranging from axe-wielders, bow users and even larger mutated beast-like skeletons. Eventually, at the end of each level—if you manage to reach it with enough health intact—you’ll face a boss you need to defeat before you can continue to the next region.

Be prepared for the bosses…

If you delve into this game thinking that your knowledge and basic skills at souls-like games is decent, be prepared to rework your skills a fair bit. Methodical combat and managing your strategy will be your best friend in Watcher Chronicles. I found out the hard way that spamming your blocks and attacks will only get you killed—several times in fact before I decided to change strategy. Being methodical about your attacks to save energy and stamina to block incoming attacks from large groups is absolutely essential if you don’t want to die right before a boss fight and get sent right back to the start of the region again. With more than 20 bosses in Purgatory too, you’ll certainly have your work cut out for you if you fail to skill manage early on.

Managing your energy and stamina levels is crucial to survival

As for the art style itself, if you’ve ever played or seen Castle Crashers, it is very similar. The cartoony appearance and bright colours work fantastically together in order to create a contrast between the background environments and foreground play area. As for your protagonist, you can either choose from a male or female model, but that’s really as far as character customisations go aside from armour upgrades. NPCs and non-hostile characters that appear and live at your home base of Haven also have their own unique appearances and styles which is a nice addition to be able to distinguish them from one another—these characters are able to assist you in upgrading your weapons, armour as well as skill levels if you have enough currency to do so. Their abilities often update after each completion of an area too, so it’s worth checking back home often to ensure you’re maxing out your character.

Another nice detail is the sound design and music. As you travel through each area, both the music and ambience of the crumbling castles, fires and rattling of bones is amplified and it gives a wonderfully realistic experience. It also doesn’t become repetitive, which was a factor that I found to be crucial—usually in games where you tend to die a lot, the music and ambience only tend to make your frustration worse—but thankfully, this wasn’t the case with Watcher Chronicles.

The addition of a two-player co-op multiplayer was a feature that I didn’t expect but was highly impressed by. Whilst I didn’t play much in multiplayer, the addition of the mode brings a new change of pace as well as a skill set that you need to adopt. The addition of a friend would definitely prove helpful in some of the tougher areas, especially at lower levels near the beginning of the game when it can become difficult to kill a lot of enemies quickly.

Overall, if you’re a fan of the souls-like and Metroidvania genre, Watcher Chronicles may be worth checking out if you’re looking for a frustratingly fun title to sink your teeth into. With tonnes of content, bosses to kill and hordes of enemies to rid Purgatory of, you’ll have a lot of hours of content to explore with Watcher Chronicles. Despite the steep learning curve for those newer to the genre, the presentation and style of play would absolutely be a good first stepping-stone into the world of souls-like games.

FAR: Changing Tides pre-order available, full launch on 1st March

0

Today, Frontier Foundry, the games label of Frontier Developments, announced the launch date for FAR: Changing Tides, the next part of the FAR universe, from developers Okomotive. Due to launch on 1st March, 2022, pre-orders have opened across a range of platforms, including Xbox, where the game will hit GamePass, day one. 

To celebrate this, two new lo-fi soundtrack videos, Soundwaves, have been created using in-game assets. Across a two-hour runtime, these meditative videos invite listeners to lose themselves in the world created by Okomotive, from the gentle lapping of the waves to the rhythmic thump of the mighty engine that powers the ramshackle vehicle across a flooded world. 

Pre-order links are below:

Xbox: https://www.microsoft.com/store/productid/9n29vz9lrnnq~
Windows: https://www.microsoft.com/store/productid/9mt3d7z4nwdv
PlayStation SIEE: https://store.playstation.com/en-gb/product/EP2377-PPSA03767_00-FARCHANGINGTIDES
Steam: https://store.steampowered.com/app/1570010/FAR_Changing_Tides
Epic: https://www.epicgames.com/store/en-US/p/far-changing-tides
Nintendo: pre-orders available in February

For more news and information about FAR: Changing Tides:

Website: https://www.farchangingtides.com/
Facebook: https://www.facebook.com/FARtheGame/
Twitter: https://twitter.com/FARtheGame
Instagram: https://www.instagram.com/farthegame/
YouTube: https://www.youtube.com/c/FrontierDevelopments/+
Twitch: https://www.twitch.tv/frontierdevelopments

TV Review: The Book of Boba Fett – Episode 3

0

I have really enjoyed the opening two Chapter to this series, for just shy of 90 minutes of television, there has been a whole lot of storytelling so far. We have learned how Boba Fett both survived and escaped the Sarlac pit from ‘Return of the Jedi’ and we have also started to see the events from that point to the time Boba makes his appearance in ‘The Mandalorian’ thanks to the Arrowverse style flashback story telling. We also have seen what is happening in the present-day side with Boba having claimed the former territory of Jabba the Hut with Fennec by his side and how he wants to rule with respect not fear but is already being challenged by the Mayor and the twin cousins of Jabba who arrived in Chapter 2 also claiming the territory, saying it is theirs by right. Boba clearly has his hands full back in the past and in the modern day and I was eager to get to Chapter 3 to find out what happens next.

I have to say I am thankful that Disney Plus do not do weekly trailers for each Chapter so you can go into the story with only the recap of what has happened before, keeping surprises and spoilers to a minimum which is something I do appreciate as not a big fan of the “Next Week on….” Style tease for the next episode in a series. I must admit, I was hoping that the almost “middle” chapter in this seven-episode series would focus more on the present-day story with a good amount, and for good reason, of the first two focusing on the flashback story whenever Boba goes into his Bacta Tank to heal.

I got my wish, for the first time this series, there is a real focus on the current dangers facing Boba as the self-proclaimed Daimyo of Tatooine as begin to learn far more about the criminal empire and how it changed from being under the rule of Jabba before Boba claimed it for himself. We now know that under the previous leader, Bib Fortuna, his rule was too weak to have a dominant presence like Jabba had, instead the empire was split into three territories, each run by a different crime syndicate and had alliances with each one to ensure their tribute. Now Boba is in charge, he will have to each Syndicate that he is worthy of their respect and loyalty. It is a nice reminder that Boba has only been Daimyo for a short time, too short to have make a mark yet on Mos Espa.

A Water Trader comes to the palace, complaining that a local street gang of kids who modify themselves with droid parts, have been stealing his inventory, something the trader wants to make sure Boba understands had never happened under any of the previous Daimyos as well as implying that the assassination attempt on Boba has made him look weak to those who should at the very least, respect him as the new Daimyo. Boba heads off with Fennec to see this gang for himself and for me, this is the part that sadly falls flat.

For this Street Gang is indeed a bunch of teenagers, living in the work district but do not actually have jobs so are forced to steal water, also revealing that the trader has been overcharging for it making it unaffordable to many in the district. Confronted by Boba, one stands her ground and talks back to Boba who then reminds her of his position, which serves as another sign that his name alone does not yet bring the instant fear or respect a Daimyo requires. Boba almost admires her tenacity, and others the entire gang a job working for him, which angers the trader but Boba, to the surprise of the gang, offers to pay him what they owe but on hearing the amount, it angers Boba who gives him less than half of what they owe, tells the trader to accept it and to also lower his prices or choose to move elsewhere if he does not want to do business in Boba’s territory.

For me this scene is showing that Boba wants to rule according to his own moral code, he has already said he wants to rule with respect and not fear but so far that approach has only inspired the contenders to his throne rather than having them afraid to step up. The mayor has already tried to have Boba assassinated, the Hutt Twins have already advised him to “sleep lightly” and yet Boba still tries to apply his code when dealing with challenges, whilst this street gang appear to appreciate it, it might not be the best style of rule unless Boba stamps his authority down. Another visit to see the mayor has his underling make a run for it with Boba ordering the gang to chase him down leading to a very bizarrely placed in the story chase sequence. The street gang all riding a cross between a speeder bike and a moped, do just that and I have to be honest and say that this broke the immersion for me as it was just a little too much on the nose and out of the Star Wars Universe for me. The gang’s bikes are very much a nod to the British Mods of the 60s who rode mopeds all customised, some with far too many wing mirrors, something that the show also uses and just looks horrible. This entire sequence just did nothing for me and was quite cringey to watch.

Thankfully the rest of the chapter makes up for it as we do get a very short Flashback sequence that sees Boba venturing into town to collect the protection payment that he arranged for the Tusken tribe from those who were running the train operation across their land. Discovering that they had also paid another syndicate who also demanded protection payment has Boba return to the tribe empty handed but only to discover that in his absence, they had been attacked with the leader killed among others with some of the tribe missing. It was rather touching to see Boba burn the bodies, much like the tribe had done following the first train attack in Chapter 2.

 Boba is snapped out of his Bacta Tank dream as finally see Krrsantan, the monster of a Wookie that accompanied the Hutt Twins, attacked Boba, pulling him out of the tank and we see Boba without his armour and weapons barely manage to survive the encounter as this Wookie Gladiator not only manhandles Boba but also the street gang who ran in to save Fett. I really liked this scene as it has only really been Chewbecca as the Wookie we have seen in live action before, and a little in the prequel films but to see this fully trained and deadly Gladiator warrior Wookie in Krrsantan just standing his ground as multiple armed opponents was something to be seen.

We do get to see the Rancor pit trap used once again as Fennec managed to capture Krrsantan as the only way to stop the attack and ending the assassination attempt. Fennec as a character is still underused for my liking, she is clearly street smart and fully aware of the dangers facing her as Boba’s number one but also to Boba himself, I do get the sense that we may see Fennec do what she does best far more before the end of this series. But this sequence, unlike the chase sequence, feels more Star Wars and along with some other wonderful nods to the wider fanbase of the show, delivers far more in terms of story building. Boba knows he must send a message, this has been two failed assassination attempts on him, and though he survived, he knows it wont end unless he does something.

As the third Chapter, much of the present-day story has been to introduce to us the audience all the players on the board. With Krrsantan failing, the Hutt Twins come with an offering to Boba as an apology, this gift is a new Rancor calf for him alongside his trainer, Danny Trejo which Im sure is playing a character but for me, I am just as happy to know that Danny Trejo is now canon in Star Wars. The Hutt Twins claim they are giving up their rights to Jabba’s territory and are in fact leaving the planet as they do not want to get into a war, which is a strong hint that for Boba, war for his claim is coming. The trainer explains that the Rancor is a calf who will bond with the first human he sees after his blindfold is removed, no doubt setting up something quite impressive perhaps in the later episodes. Krrsantan is also offered to Boba as tribute, and he simply releases him but giving him some advice not to work for others but to go into business for himself, I sense that this will not be the last we see of this monstrous Wookie.

This chapter has been the slowest so far for me, I am grateful that the present-day story has been given more time whilst the short flashback look does play into the now focus on Boba working to cement his reign as Daimyo with the Criminal Syndicates now his focus as he has become the focus of one especially, The Pikes. This is the kind of middle of the series chapter I expected, a slow one to allow the latter ones to have more action, it was great to see a Rancor and have Danny Trejo starring as “Danny Trejo in Star Wars” but the whole street gang with the moped speeders was eye rolling cringe content for me.

I am hoping the pace quickens up in Chapter 4 and possibly Boba going on the offensive finally both in the present and flashback story arcs.

Review: Dyna Bomb

With a well-documented lack of AAA releases during the first year of this generation of consoles, it would be quite easy to assume that gamers lucky enough to find the mythical hardware have nothing new to play. 

Actually, there’s a relatively large number of indie games released on a weekly basis, but the reason you don’t often hear about these games is that some are considered ‘Shovelware’, a term used to describe video games that are created by developers who spread their development resources as thinly as possible over many different games to ‘catch’ gamers scrolling through the bargain bin. 

Developer/publisher 7 Raven Studios just happens to be one of those smaller teams flooding the PS store with cheap games, and they have now added a port of their 6-year-old Android platformer, Dyna Bomb, to the mix.

Unfortunately, the strange sense of excitement one gets when purchasing something so cheap – like it might somehow, somehow, be a diamond in the rough, is immediately dashed when you arrive at an incomprehensible main menu and cheesy soundtrack, and bringing home that you really do get what you pay for.    

The goal of the game is simple, obtain a key to open a large door in each level that’s hidden in segmented sections accessible via switches and portals and collect everything that shines. Enemies attempt to halt your progress by zipping back and forth and combining with a challenging one-hit death system, while jewels can be collected and spent on extending failed runs and temporary power-ups. With one hit all that’s required to end your run, so bombs allow you to clear the map of the enemy and head straight to the goal.

Collect your bombs, fire them at enemies and pick up jewels. That’s the name of the game here.

Traversing the levels is done via your jetpack, which in theory should be a great deal of fun, I mean who doesn’t enjoy the odd play of Flappy Bird, but the movement here is too rigid and is far from the intuitive control system that the developer describes it as. It’s also very clear that the move to consoles hasn’t been thought through very clearly as even the resolution has been poorly adjusted and everything seems too large from the characters to the world itself, making it look far uglier than it should. 

Furthermore, the implementation of the controls makes very little sense. The triggers could have easily been used for simultaneous use of the jetpacks and bombs without any issue, but instead, you have to hold down ‘X’ to use the jetpack and then slide your thumb across the pad to hit the bomb button using ‘O’. It’s a puzzling choice and is unnecessarily awkward.

Worst of all though, it seems no one was in charge of actually making this game fun instead of just functional, as the experience is as bog-standard as features within it, so even though there are numerous elements to the gameplay, nothing is significant enough to make this seem more than a glorified smartphone game (which ironically has more features in its Android version than this one) only adds to the reputation that the PlayStation store is slowly turning into a bargain bin platform like Steam, where the price points are king. Thankfully the PS store’s ratings are not as skewed as Steam’s and awful games tend to have an equally awful rating, which quite frankly, this one deserves.

Flying around is not as fun as it should have been and is even inconveniently blocked by the interface at times.

Playing devil’s advocate for a second, no game is without its faults and Dyna Bomb does have some redeeming features, such as satisfaction gained from perfect runs to complete the level, but as there isn’t even a feature to record your times – and completing a level has the ugliest ending animation I’ve ever seen – it kinda makes you wish you hadn’t.  

Perhaps it should also come as no surprise for a developer that has numerous fruit machine and puzzle games under their belt, but they also added a daily roulette wheel of temporary upgrades, but its inclusion is perplexing, as it not only expires as soon as you die (which you will an awful lot) but the explanations are unlabelled, so you just sit there tapping away at each button attempting to figure out which will bring it up.   

How’s that for an end screen animation. If there was an achievement for questionable inclusions this game would win it every time.

A shoutout should be made to the character’s running animation, which is actually decent, but it’s the animation you see the least in a game where you jetpack everywhere, which pretty much encapsulates what you are getting here.

In fact, the most enjoyable part of this game is not actually the game itself, but the developer’s description of it on the PS store as it makes you wonder what game they were referring to when writing it. It’s a level of quality that the game itself saw fit not to include, even after the benefit of having 6 years under its belt on other platforms. While paraphrasing a tad, the ‘intuitive, thunderous, and glorious arcade action game play’ must be in one of the secret levels that is purportedly hidden in the game.

Unless you were born in a vat of platforming goo and can only consume platforming games as way of staying alive, this is the kind of experience that you should avoid, as even though this game is ‘cheap as chips’ and entirely functional, you’ll likely want a refund for the precious seconds of your life lost. 

Review: Biker Garage Mechanic Simulator

The idea of working in a garage – as a mechanic of all things – is something that has never dared enter my mind. Shielded by an innate clumsiness, and disregarded by my general disinterest in all things automotive, it just isn’t meant to be.

The great thing about video games is you can completely do away with any real world worries by escaping to fantasy worlds, saving princesses, making dastardly evil choices and all other sorts of wonderful creative things that game developers conjure up. But, there is also the opportunity to experience something closer to home; not stretched too far from reality. 

Biker Garage Mechanic Simulator offered the opportunity for me to experience a world – admittedly not too dissimilar to our own – but one that I had personally never ventured near. I had the chance to live a life as a – you guessed it – motorbike mechanic. 

Got to be the very best:

Developed by Bearded Brothers Games, you take on the role of a mechanic with the simple aim to become the best mechanic in the whole world (what else would you expect?). You start off in a smallish garage, with a humble workstation, your laptop and all the basic essentials (that were quite complex for a newbie like me).

There is a lot to immediately take in, as the game drops a ton of jargon at you whilst running you through the basic mechanics (excuse the pun). It is clear that this game has been developed with a certain expectation set on the players understanding, which for a simulation is understandable. Even still, I would have appreciated an optional, slightly more in-depth tutorial just to ease myself into things. This isn’t a game where trial and error is particularly fun, and feeling lost presented an almost instant barrier for me to overcome. For motorbike enthusiasts I imagine the lack of handholding will be greatly appreciated.

The gameplay loop is built around missions where you can take on work for various clients. You accept missions from your laptop and each mission has a different overall goal, with some freedom in how you approach each objective. For example, one mission involves you having to replace the lights and front head of a bike. The specific items have to be the same make as the original parts to progress, but you’re afforded some choice when it comes to painting the colour of the new items. Of course, if you choose a colour completely different to the original design / rest of the bike, your client is likely to be less satisfied and the reward for the mission will be lower. At the same time, the better the job you do at matching a clients needs the more you’ll progress to your ultimate goal.

The actual process of repairing the bike took a bit of getting used to, as I began to familiarise myself with all the stations in the garage. You have the ability to inspect the bike, diagnosing various issues and also attempt to make repairs. Sometimes you will only be able to repair a certain amount, and as such will have to consider ordering a new part to replace the old one with.

Whilst not everything is readily available to you at the start, such as the auction system and racing, there is enough at the beginning to keep the player engaged. 

Even as an outsider it is clear to me that the developers have put considerable effort into making this game feel authentic. With 15 different vehicle types available to work on, the opportunity to test your bikes on tracks, and all the palette and part customisation options available to you immediately. 

A proper simulator:

Graphically the game leans towards realism, which works for the proper simulation feel the game is going for. For motorbike enthusiasts, this is fantastic.

Naturally, when a game’s primary focus is on being an authentic simulation, this does have an interesting effect on the gameplay. I personally found the gameplay to be clunky and monotonous. Now, for someone as inexperienced as me, this felt like an authentic reflection of how I would feel being a motorbike mechanic. I’m sure for the more seasoned player this feeling might be appreciated.

However, this feeling wasn’t helped by the clunky control scheme, that even many hours into my experience still felt like it was working against me. Trying to paint parts is an arduous experience, with any sort of attempts at finesse being undermined by awkward controls. The shop menu is also quite finicky to navigate. 

Being able to build your own bikes is very satisfying and my highlight of the game. Testing them out is also fun, and the overall sense of progression, such as expanding your workshop, created a satisfying gameplay loop. Also, the soundtrack is low-key a highlight.

Aside from a few technical misgivings, Biker Garage Mechanic Simulator does a commendable job in providing an authentic simulation experience, with plenty of depth in gameplay and missions to sink  hours into. No, the game didn’t suddenly enact a desire for career change, but it did give me a good insight into the life of a mechanic.

Whether the gameplay balances enough fun with being authentic is another debate – and I recognise my personal bias against the gameplay – but as a simulator this is a very solid entry.

Review: Bloody Rally Show

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

Computer games have made me genuinely scared of our future. Never do they paint a happy picture, and mankind is all but doomed. However, the sick and twisted part of my mind loves the brutality of the situation. People are used as pawns in gory reality TV shows where anything goes. This horrendous concept is at the core of Bloody Rally Show where you must fight for your life to entertain a wealthy crowd.

Developed by Kodo Linija and published by Digerati, it’s a top-down murderous rally racer. Set in a dystopian future where anything goes, it combines elements of Twisted Metal with the stomach-churning moments of Smash TV. It’s a blood fest that will bring out the worst in every player while making them chuckle like a maniac.

Blood Rally Show stacks the odds. 

The phrase dystopian future implies immediately what type of game we’re getting. Therefore, you know the action is never going to be balanced. Now, this isn’t a complaint. No, it’s an observation! Everything about Blood Rally Show favours the overpowering and horrendous bosses of this disgusting reality TV show.

You play as a racer who has been kept alive in a cryo chamber. This protective tomb didn’t come cheap, and its owners are demanding payment. A bill of $500,000 is presented and the only way to pay is to race. This may not seem problematic, but everything costs money and you have to upgrade your vehicle to compete. Consequently, you quickly realise that paying your debt will take years and this amuses the creditors further still.

Has anyone survived?

Procedurally generated seasons and plenty of gore.

When a title has such a simple concept and no real story, it can plateau early on. Fortunately, however, Bloody Rally Show utilises procedurally generated courses and events to keep things fresh. This is supported further thanks to the inclusion of couch multiplayer action. Subsequently, it was great fun blasting your mates while competing to win each race.

Other than the obvious racing elements, the game demands that you are ultra-violent throughout. There is an array of weapons to use and drifting through a crowd never gets old. The course is constantly coloured with claret thanks to its murderous ways. You may choose to leave the innocent bystanders alone, but killing them awards you with cash and XP. If you want to be the best, you need to drop your standards and put on an entertaining show. 

Unlike other racing titles, this one offers different objectives in each event. You’ll take part in drag races, multi-lap affairs, gun battles, and it concludes with a special mission. These strange quests offer huge rewards for success, but dreadful penalties for failure. You’ll be asked to kill influencers in the crowd, finish in a certain position, or not leave the track. It was an excellent addition to the gameplay, as it added depth while distracting you from the racing elements.

Slice him up!

Bloody Rally Show looks great. 

There’s no denying it, Bloody Rally Show looks great! Its simple but effective top-down perspective makes the action easy to follow! Its crisp lines and rich colour palette enhance the futuristic theme while upping the gore. Furthermore, the developers have designed an array of tracks that encompass many landscapes. You’ll race through deserts, towns, highways, and more. Each is challenging thanks to the different surfaces, and the twists and turns will keep you interested throughout.

Though most of the game impressed me, the audio was lacklustre. Sadly, it offered little inspiration and the sound of the engines was annoying. Consequently, the constant buzz and drone of the cars reduced the enjoyment factor. Yet, I liked the crashing of the weaponry, the squelching of mowed down spectators, and the music. These elements prevented the audio from being awful and were the game’s saving grace. 

Which car will you buy?

Practice makes perfect. 

Everyone knows that practice makes perfect. However, we’d rather jump in and play with little effort. Unfortunately, the controls require some finesse, and therefore, you’ll need some patience to master them. Yet, once you understand the finer points, and adjust your style for each race, you’ll dominate the field. It was great fun to drift around sweeping bends while knocking down unsuspecting humans. The challenge of mastering the controls makes this moreish and hard to put down. 

The longevity is increased further because of the procedurally generated maps. Luckily, no race is the same and you never know what will happen. Moreover, there is a character levelling system and cars can be purchased and upgraded. Subsequently, the faster the car, the harder it is to control, so you must adjust your approach again. There is also the inclusion of a tough achievement list that requires you to complete the game on the hardest setting.

Bloody Rally Show is a great casual title.

There is only so much gratuitous violence that I can stomach, so I couldn’t play this for hours on end. I found the action appealing when I could play it between major titles and this makes Bloody Rally Show a great casual title. Fortunately, every season can be completed quickly, so you can make progress in a short period. I loved much that was on offer and only the audio holds it back. I enjoyed my time with it and recommend you to buy it here! Paying your debts is a pain in the arse, but sadly, it has to be done. Can you use your skills to kill, maim, and be victorious? Jump in your car, start the engine, and mow down anyone in sight.

Review: Mechajammer

Rarely do I give up playing a game before I at least get halfway but Mechajammer by Whalenought Studios is shocking, and not in the good way.

The game is dark, dreary, and confusing at best. Not to mention the overwhelming (or rather underwhelming) conversations with NPCs and endless “combat” with rats. Most of the locations lead to nothing. But when you do finally find what you need the depth of interaction can be rewarding. There’s something joyous about having to type ‘admin’ and a login password to use a computer terminal, for example. This, however, is one of the only good elements to the game, which is saying a lot.

The map system is severely lacking so finding where you need to go is more luck than following any route. Endlessly walking around very similar looking, brown streets is unfortunately what I spent most of my time doing. When you aren’t endlessly walking around this myriad of replica streets you could be talking to an endless myriad of replica homeless people or fighting rats… or some other random people that have decided to attack you for reasons I never fully worked out. It’s when this happens that the game really gets frustrating because of the combat mechanics.

Using guns seems to do little damage (assuming you can find ammo) and so you typically end up resorting to melee weapons which break easily. I made the mistake of using throwing weapons and spent longer-than-necessary picking up each one individually. The combat mode only moves when you do in a turn-based approach, however, the point-and-click is fiddly due to poor accuracy of the targeting. Often, however, you are out-numbered and will die a lot.

With any RPG you would expect a rich world full of interesting dialogue and unfortunately again this is where Mechajammer fails. Most NPCs have nothing to say and when they do the game does nothing with it. It seems that any choices you make have very little impact. At best, you’ll lose some money due to a glitch and at best you may get a lackey to follow you around. But overall, it’s bland; much like the environment.

Movement can be difficult to get right in a point-and-click game and sadly Mechajammer isn’t one of them. Trying to get anywhere feels like a struggle where it isn’t a straight line and in your line of sight. It’s like the game doesn’t quite know how to handle simple tasks like walking through a door and into a room without glitching your avatar and requiring far more clicks than should be necessary to navigate it.

Perhaps the most unforgivable aspect of the game is that the story is confused, incomplete and gives you absolutely no reason to care. Character creation choices while at first glance looked amazing (true classic RPG style) it’s all meaningless. The characters are all two-dimensional and mostly the same. I’m not necessarily sure I could tell you what was really going on for the many, many hours I played. Beyond my ship crashed and I don’t know anything despite my character supposedly being a veteran soldier for years.

Mechajammer is a good idea – a retro styled; pixel-art RPG set in a cyberpunk world. Unfortunately, it’s dreary, full of bugs and a disappointment. Especially when you realise the detailed character creation doesn’t really make much difference.

Review: Class of ’09

A really strange, but unique experience to say the least. Described as a rejection or sociopath sim, which it certainly lives up to.

We play as Nicole, a girl with clear issues as she has moved home for the seventh time due to her mothers many divorces along with her fathers suicide, which she often jokes about. We land at a new high school where Nicole has begun to notice her looks have improved, thus people’s interest in her has increased. Nicole doesn’t care for the attention. In particular, attention from men and doesn’t want to be a pushover.

The humor is quite dark and crude, so if you’re easily offended this game is not for you. I’m not though and I found the game to be pretty funny at times. It’s well aware of typical high school stereotypes and mocks them. There’s lots of cursing, but for teenagers I suppose that’s normal. The dialogue would sometimes shift to something realistic then to something outlandish. For such a strange story it makes sense however.

The game is fully voices and well voiced at that. Nicole’s tone is always well preformed and the characters such as the generic nerd and bully are voiced in a satirical manner, which was funny since it’s so self aware.

The choices you make have huge effects even ones such as not going to class can change your ending. Speaking of there’s multiple endings and some drastically different from others. I would even say some would be controversial to those easily triggered. Nonetheless having all these endings makes replayabilty enjoyable. My first playthrough took around half an hour, but even with different endings the game is rather short.

One great feature was to be able to make a different choice at different points in the menu and play it from there. Rather than having to go through everything again from the start, which was a welcomed feature. It saves at multiple points automatically for you, so no need to go through tedious amounts of dialogue you already know.

I wouldn’t say the story is memorable, but the endings are undeniably memorable. The choices were limited, yet they had impactful effects on the story and dialogue. None of the characters were that likeable, still I didn’t dislike them. Nicole felt realistic even though her personality wouldn’t be a common one. The good voice acting really carried the games dialogue and in hand the funny dialogue at times carried the story.

Class of ’09 giving the player a moral dilemma.

This is a very niche game and it is definitely one you’ll enjoy or wont be able to stand. The games humor bodes well most of the time and it was worth replaying to see different dialogue and endings. Class of ’09 feels like a huge satirical piece on romantic simulation games and even stereotypes in general. The price of €12.50 is perhaps a bit much for such a short game with only dialogue. Although, I definitely won’t forget Class of ’09 anytime soon.

Review: Loop Hero

Take a look at this game, Loop Hero, and you’ll probably dismiss it as “another one of those retro-loving indies”. Yes, Loop Hero looks like a SNES game. Indeed, its graphics are pixelated and too simple; you are a small hero that looks like… something, a skeleton maybe, build on basic animations and zero details. Another dungeon crawler, another roguelite, by the looks of it. Well, dungeon crawler and roguelite are terms that are needed to describe Loop Hero, but they are by no means enough.

You see, this little game punches far aboive than you’d except and works far better than it should be allowed to. It’s a weird experiment, a strange mix of genres and mechanics, a combination that sounds too niche to be fun, or even to exist. It’s a part rogulite, a bit RPG, it utilizes loot, turn-based combat and even cards, it has a story and can eliminate your free time -and you’ll love it.

The only entry point is that you must be tempted by this description. If rogue-card-RPG sounds even a little enticing, chances are this will be one of your favorite recently released games. If it sounds like trouble, well, better stay away. Loop Hero is, after all, very strange.

First things first: yes, this weird mix has an actual story and surprisingly it isn’t just filler material. This is a genuinely well-written plot, engaging, full of character and personality. The dialogues are the star of the show, charming, funny, interesting fun but also somber. Moreover, the story does a great job making the roguelite elements feel plausible. In Loop Hero’s world, everything has disappeared. There is no color, mountains don’t exist, rivers, forests, land and sea are all absent; the world is now a black void. Nobody can even remember how it used to be, everyone has forgotten. So, it falls upon you, the hero, the one who can actually remember the previous state of the world, to reconstruct it.

This premise is expertly designed and creates the canvas on which the game builds its story, lore and gameplay. Yes, the gameplay is also built on the black, empty void. If you watch a trailer or a gameplay video, you’ll see that the little ghostly knight walks in a circle, with empty nothingness all around them. Here lies the core concept: Loop Hero doesn’t give you control. You don’t control the hero’s movement, you don’t control the way they fight. The hero walks, in a circle, looping again and again, and you help them remember by placing memories to form a place. Memories are cards, of course, and there are strict rules to follow. You can place a mountain here, a river next to it, a village down further and some spider-monster nests near a road.

This way, you actually form the terrain on which you walk but also the difficulty, all at once, because everything you meet as you traverse the loop is placed by you. Terrain cards can give you boosts, raise your max health for example, and there are some secret combinations to discover that invite a lot of experimentation. Why would you make the game more difficult, then, if it’s entirely your choice (and also affected by a bit of luck, for sure, as your deck of cards behaves like, well, a deck of cards -you build it, but it’s handed to you in random card order), what’s stopping from just chilling in the black void?

You have to try and find balance, creating a world full of buffs and boons for your hero, but also filled with dangers, traps and enemies. You need to place cards on the world, because, if you want to face the boss and end the stage, you have to fill a bar that’s filled, yes, by placing cards. It’s a matter of balance, of choice, of finding the right moment to raise the stakes, when you’re well equipped to face the harder foes. Enemies give you loot, after all, so you can get better weapons to destroy what’s coming and, mind you, Loop Hero’s combat is hard. Every loop you complete raises the enemy level, so you can’t just take it slow either. It’s a perfectly balanced system, incredibly fun and addictive, well-designed and constantly surprising.

Interesting on its own, the gameplay system gets even more fascinating because of its choice-based difficulty. Loop Hero couldn’t be an easy game; its influences certainly lie on the difficult side. Although, instead of making you face hard challenges and intimidating foes at set or procedural stages, it mixes things up by having you call the shots, shaping the landscape and level of difficulty as you go. It is a good, original idea that fits this particular genre(s), and it’s made with care and attention.

Some problems do arise if you play for a long time -it takes around 30 hours to finish a playthrough- because it does get repetitive and some skills take too long to unlock. Also, the PC version is the better choice to play this game, even if the Switch port tries its best. The lack of a mouse can be felt and if you’re playing on docked mode you’ll encounter some frustrations, as the touch controls are by far the most convenient scheme. Even on handheld, though, you’ll see that the UI is not perfectly implemented to take into account the smaller screen. However, any way you decide to play, you’ll find that Loop Hero is a beautiful experience that takes advantage of its pixelated SNES graphics and throws in some great music too, to create a singular, atmospheric loop that’s as fun as it is memorable.

No problem is enough to detract from all the things Loop Hero gets right, thankfully. It’s full of ideas, excellent in their implementation and unusual in their concept. It merges different genres successfully and will rule your every thought for some days. The enthusiasm can wane over time, the narrative is a bit sparse, but this is a delightful game, full of heart and character, bursting with originality and excellent mechanics. If Loop Hero sounds even a little fascinating to you, just go for it and you won’t regret it.

Preview: Who’s your Daddy?!

When a product has been available for nearly six years and still it’s being worked upon, it makes me excited. If you then add in a simple concept and exciting and amusing theme, it should be a winner. Well, this is the basic background for Who’s Your Daddy?! a ridiculous conceptual title that has captured the interest of the gaming community.

It has been developed and published by Evil Tortilla Games and was Kickstarted with a $1500 backing. It is a Game Preview multiplayer parody simulation title similar to DEEEER Simulator or Goat Simulator. In its current build, it has many locked areas, and it’s missing some key elements. However, this doesn’t stop you from playing, and there is some enjoyment to be had.

Who’s Your Daddy?! is absurd.

Who’s Your Daddy?! stands out from its peers because it lacks a story. Its core gameplay revolves around online or couch co-op multiplayer action. This idea is wonderful in theory, but in reality, it can quickly become tiresome. Luckily, though, its absurd set-up helps to alleviate the monotony while adding a sick but amusing twist.

The action spans four game modes; 1v1, 4v4, Daddy’s Nightmare, or custom rules. Whichever you choose, you get a short match that follows a similar pattern. You must pick team Daddy or team Baby, and then all hell breaks loose. The Dads must care for their babies as they pick up deadly items and try to kill themselves. The babies, however, must escape their father’s attention and cause as much mischief as possible. Whatever happens, you are guaranteed to giggle as things rarely go to plan.

Who’ll blink first?

Conceptually great, but lacking balance. 

The idea behind Who’s Your Daddy?! is equally brilliant and ridiculous. Snatching items from your toddler while forcing food down their throat is both rewarding and sinister. Likewise, it’s bloody amusing to pour petrol everywhere and burn down the house as a baby. Furthermore, it was excellent fun to evade capture by sneaking through crawl spaces or consuming potions of invisibility.

However, much of the enjoyment is tarnished by some very noticeable issues. Sadly, each taints the game’s balance, and this makes it infuriating to play. 

The first noticeable complaint lies within the 4v4 lobby. The description implies balanced sides, yet every game I played had me as a daddy taking on 7 babies. Aside from the constant laughter as 7 rugrats crawled around ruining my life, it was impossible to win. When you have no fighting chance, there is zero enjoyment to be had.

The second problem is that most of the map is locked. Now, I know this is still in development, but the playable area simply isn’t big enough. Furthermore, what has been created unfairly favours the baby. Nearly everything is deadly, and there isn’t enough to counter it. In short, team Daddy will always struggle.

Finally, the action is confusing. Now, I enjoy a nonsensical title, but there is little structure to define how you win. Free for all action is all well and good, but I want goals. Going forward, the developers should structure each match to define the winning criteria. In its current build, I believe its longevity will be adversely affected.

If only it was always this clean.

Who’s Your Daddy?! isn’t groundbreaking.

I’ve covered many of these simulation titles and all of them look similar. Where Who’s Your Daddy?! stands out is its differing perspectives. It was great to compare the world through the eyes of each team. As a baby, everything is larger than life and this was a great move. Whereas, the adult has full scope to plan and move objects out of reach. This element of the game was well delivered while retaining a colourful and cartoon approach.

The mischievous nature of the gameplay is enhanced by the naughty soundtrack. The blend of baby noises and catastrophic booms will make you chuckle. If you then add in the sounds of machinery as well as the playful splashing of kids enjoying the swimming pool, you have a bizarre and eclectic blend. Fortunately, this was another layer that works brilliantly and it can only improve as the game expands.

Not the safest option.

The controls are lacking. 

Much of the action relies on a floppy physics-based style and this will frustrate some players. I didn’t mind this, as it has little bearing on the gameplay. My problems, however, lie somewhere else. As the dad, you are tasked with loving and protecting your child. Yet, you can’t pick them up, other than to feed them. Moreover, you can’t prevent them from leaving a room, nor can you put them back in their crib. The developers need to alter this to even up the playing field. Other than these issues, the controls are well mapped and are responsive.

Four game modes is a good return from an inexpensive title. Though they are conceptually similar, they are unique enough to add to the longevity and replay value. This will improve further still as the game expands and more elements are added. Sadly, its current build is limited and this forces you to play casually rather than for hours.

Who’s Your Daddy?! needs a lot of work.

I appreciate that bringing a game to market is a long and arduous task. Furthermore, I also understand it’s easy for me to highlight the shortcomings. Yet, Who’s Your Daddy?! has lots going for it, it just needs a few tweaks. If the developers can get the balance right and expand the action, this will be an enjoyable title. The graphics are good; the sound adds to the fun, and the concept is ridiculous. It has a bright future and you can experience it here! Being a parent is tough enough, but these babies don’t care! Can you protect them, or will they get their own way?

Summary.

Who’s Your Daddy?! is a conceptually amusing title that’s held back by its imbalance. The developers have some minor elements to focus on to make this reach its potential. Its graphics are as expected, but I loved the combination of each perspective. Furthermore, its audio is fun and lighthearted while having a mischievous twist. If a defined goal is added to the action, and Team Daddy is given better powers, the gameplay will be improved vastly.

(Reviewed on the Xbox Series X. Also available on PC, Mac and PlayStation.)

Review: Battle Brothers

Now, I love a challenge as much as the next gamer, in fact, maybe a little more. Call me sadomasochistic, but I don’t care! With challenge comes reward, and I like to think my effort makes a difference. However, Battle Brothers pushed me beyond my comfort zone. It’s a title that keeps taking, and taking, and taking! Yet, I couldn’t put it down!

Developed by Overhype Studios and published by Overhype Studios and Ukiyo Publishing Limited, this is a tactical RPG that’ll break you. It opens with a warning about its difficulty, yet I stupidly thought I was better. I ignored this message and jumped right on in, and this was the first of many mistakes. Annoyingly, Battle Brothers is brutally hard, but oh so moreish, and subsequently, you can’t walk away. Due to a lack of hand-holding, you will experience an awful lot of trial and error, and you’ll fail more than you’ll succeed. Yet, this matters not as you dust yourself down, and try again.

Battle Brothers is a balancing act of finances and violence.

Going to war with your band of brothers is an honourable thing. You have each other’s backs and will stop at nothing to get the job done. This is the core concept behind Battle Brothers. It’s a medieval tactical RPG that blends business simulation with all-out warfare. The story opens with bloodshed and the loss of your commander. Consequently, you must step up and take control of your mercenary army, and the fate of this group is now in your hands. With limited resources and a small team, you must build a reputation while becoming wealthy.

Sounds simple, right? Wrong! Everything that could go wrong will go wrong. Contracts will be failed, men will die, and you’ll run out of cash almost instantly. Yet, if you can overcome these obstacles, you may be able to build a renowned group of heroes that every town and village can rely upon. Set in a vast Germanic world, you must march from village to town to complete contracts, trade wares, and hire fighters. You must decide the path you wish to take and decide whether you wish to be honourable, or profitable, or hopefully both.

A battlefield strewn with bodies.

The world is your oyster.

The developers have allowed you to decide your own path. You hire who you wish, or more likely, who you can afford. You’ll equip them as you like, and pick your perks, formations, and missions to undertake. These planned moments lull you into a false sense of security, as luck plays a massive part in this tactical title.

You may set up your army for one type of fight but accidentally stumble into something completely different. Your team may be armed with bows, but these are ineffective against shields. You could pick smaller and quicker weapons, but these will cause little damage. Or finally, you could go in with maces and be slow and cumbersome. It’s best to plan for all eventualities, but even this isn’t always possible.

Money makes the world go round, and you never have enough of it. Luckily, you are free to explore the kingdom as you see fit. You can work with small hamlets to pick up tiny contracts and build a fine reputation, or you can trade and help noble houses to get a name for yourself. Whatever you pick, the world is your oyster and, as long as you have money and food, you can explore to your heart’s content.

The world map is enormous.

Distinctive layers.

The gameplay is split into three distinct layers; the world map and settlements, party management, and finally, the battlefield. These entities take some getting used to, but once you understand the finer points, they are easy to navigate.

The world map and settlements. 

This is where you spend much of your time. This wonderful 2D map is covered by a fog of war. The further you explore, the more secrets you discover, and each playthrough is unique thanks to the map seeding system. You’ll discover hidden tombs, creepy graveyards, and dilapidated buildings that house criminals. Fortunately, the world is full of surprises and will keep you focused throughout. 

The settlement screen comprises an array of shops, taverns, and men willing to join you. Here you can pick up contracts, kit out your crew, or improve morale by getting drunk in the alehouse. These boltholes offer a welcome break from the unrelenting action as well as adding some structure to the gameplay. 

Party management. 

This was one of the most in-depth elements that define your chances of success. Here you can set formations, choose equipment, level up your warriors and select perks. I loved everything on offer, however; it was let down by its fiddly nature. Sadly, there is no way to compare weapon stats and everything feels drawn out. The developers needed to tidy this section up while making it more user friendly.

Battlefield. 

Blood is spilt, soldiers killed, and brothers die in this wonderful 2D turn-based arena. You must utilise the environment to your advantage as you challenge unrelenting waves of warriors, the undead, and peasants. It’s an exciting game of chess that can fall apart in moments. 

Can you distance your archers from your foes? If you can’t, they will get battered as they flee the Zone of Control. This one hex movement trap prevents friends and foes from escaping one another. It’s another example of the brutality of Battle Brothers, and another rule you must remember as you tackle each contract.

A confusing Ui with plenty going on.

Battle Brothers has a Monty Python-esque appearance. 

Unsurprisingly, this brutal title is gruesome to look at! Skulls are cracked, limbs decapitated, and blood spilt as each war is fought. Yet, there is a distinct Monty Python-esque appearance in the character models. Your icon hops across the world as you travel between cities. Furthermore, each of them has a unique look on the battlefield. This eye for detail was fantastic and added some colour and fun to an otherwise miserable blend of earthy tones and broken bones.

With so much death and disaster, you may worry that the audio is overbearing and sombre. However, worry not as the folksy soundtrack adds to the medieval and Germanic theme. I loved how the music transported you to the era while adding a lighthearted edge. Furthermore, the realistic sound effects add energy to each scene. Whether it was the horses neighing or the clash of weapons, each moment was wonderful to experience.

The User Interface needs work. 

With so much going on, there was always likely to be issues. Sadly, this was seen in the overly complex UI. Thanks to its cumbersome ways, it taints the action. The poor controls don’t detract from the amazing gameplay, but they make it considerably harder to master. Unfortunately, this is further compounded by the lack of a tutorial! You’ll have to put aside hours to learn the fundamentals while preparing to fail repeatedly. Consequently, a harder game is much harder still.

No matter how tough it is to play, you won’t be able to put it down. Battle Brothers is an addictive title that gets better the more time you invest. It oozes replay value while demanding you adjust your tactics and approach. Luckily, the action never becomes tiresome, and this is helped further by the map seeding system and the large array of quests. Completionists will have to invest many hours as the achievement list is enormous.

Battle Brothers is an exceptional turn-based title. 

I’ve experienced many strategy titles and turn-based games, yet Battle Brothers stands out. It’s unbelievably difficult while being super rewarding. Moreover, no playthrough is ever the same, and this keeps you playing. I loved its brutality and theme and recommend you to buy it here! Will you be able to run your company of mercenaries, or is death all but guaranteed? Hire troops, buy the best equipment, and become a hero. 

Review: Trash Sailors

Trash Sailors is one of those games with a really brave name. It’s the sort of name that REQUIRES the game to be at least good. If it isn’t, the jokes, remarks and headlines available to smarmy game journalists like myself will write themselves. Take Quantum Break, a game that was ambitious, star-studded and (eventually) quite fun. Alas, it launched hideously broken and had “Break” in the name so every gaming news outlet could knock off at 2pm after bashing out the ‘hilarious’ articles on that turn of events. So let’s see how easy my job is today and whether Trash Sailors is, well, trash.

Trash Sailors pitches itself as a sailing ‘simulator’ for the most generous definition of the world simulator that I’ve seen since Surgeon Simulator called a heart transplant successful if the new heart was tossed in the general vicinity of an empty chest cavity. The aim of the game is to sail your ship from the start of a course to the end without sinking – gaining points for avoiding damage, completing the course quickly and collecting trash. 

Various posts around a small rickety raft can be manned by yourself and up to 3 friends through online co-op or, if you don’t have any friends, 1 AI-controlled robot. Everything on the boat requires trash to function so you’ll need people fishing trash out of the water, compacting it into usable materials, fixing the raft with those materials and putting them into the engine as fuel. You’ll also need someone steering and people prepared for various events, such as fixing the lights, fighting creatures and fishing maps out of the water. Having a series of posts that all have different functions that need to be performed with significant time pressure feels a lot like Sea of Thieves. With 4 competent people, you can go for a leisurely sail with the craft handling like a well-oiled machine, prepared for anything the world can throw at you. With 1 incompetent person, you can handle the craft about as well as that time Chris Hemsworth crashed the USS Kelvin into the Narada while piloting it solo in Star Trek (2009).

The main thing going for Trash Sailors is its appearance. I mean, look at the screenshots dotted around this page, it’s like the Mona Lisa had a baby with the Scream. I mean the art style of those pieces, the actual progeny of that union would be horrifying beyond compare, like a melting eyebrow-less witch-queen. All the art for the game is hand-drawn by some very talented people and every iota of time and effort spent is visible on the screen. Everything is so consistent that it’s like an artist’s sketchbook has come to life with almost visible pencil strokes and blending so smooth that it must have been achieved by a layer of Clearasil being applied after the initial design. 

Unfortunately, the gameplay sometimes makes me wonder if the fantastic drawings that make up the game’s assets should have been left in the sketchbook. For full disclosure, I have only played the game in the single-player mode with the AI assistant and I fully accept that isn’t the optimum way of playing it. You would have a lot more fun in multiplayer, but the game ships with a single-player mode so that’s what I’m reviewing.

As a single-player game, there is just a bit too much going on to keep track of. If you leave the raft without any steering you WILL crash into something so you always need to be steering. This can either be done by manually steering by yourself and leaving the robot to the other duties (like randomly fishing out trash) and then running off the wheel during a clear bit of water to compact that trash and deal with other problems. This is what I did. Alternatively, you can put the robot on steering and do everything else yourself. However, when the robot is on steering duty it doesn’t actually steer, it just allows you to steer remotely while doing other tasks which, for me personally is a bit too much to think about. It’s chaos. And I don’t mean fun Overcooked style “chaos but everything is ostensibly fine”. I mean a “there is literally no way of doing this well” sort of chaos.

As a multiplayer game, I’m sure there is a lot to recommend Trash Sailors to the same cohort of gamers that enjoy some Sea of Thieves (although, I do think it might be a bit too easy with 4 people doing what is essentially 4 jobs). But, as a single-player game there is not a lot to recommend it. Absolutely beautiful but chaotic, difficult and almost unfair, I didn’t have a lot of fun with Trash Sailors beyond the first few levels. To make an easy play on words, Trash Sailors is far from trash but you might want to sail on by this particular ‘simulator’ as a solo player.