Review: Nioh 2 – The Complete Edition

First of all, I have to admit that this is my first experience with the Nioh franchise. Furthermore, at most, I have played the first Dark Souls game for about 20 hours, so I’m far from being an expert in this type of game. With that being said, I honestly couldn’t have been more thrilled as I played through Nioh 2 and experienced the brilliance of such a hardcore genre for the first time.

Despite being a sequel, Nioh 2 is actually a prequel to the first game, at least for the most part. From what I can tell, only the very last couple of missions from Nioh 2 actually take place after the first game, and they might potentially spoil one thing or another. Nevertheless, I didn’t feel lost or anything like that when I got to that point. I’m glad I did the research beforehand and went into this sequel blind. If you’re reading this and you’re on the same boat, then I honestly think you have nothing to worry about.

Nioh 2 is an ARPG set in Japan during the Sengoku Period, where players fight off against relentless hosts of yokai and humans. It’s a game with a tremendous focus on individual skill, and it’s also a game that offers players a vast array of possibilities in terms of coming up with different character builds. Whether you want to develop your character towards a slow but hard-hitting playstyle with something like an odachi or a battle axe, or whether you prefer something more akin to dual-wielding swords or tonfa that allows for a more fast-paced combat style, Nioh 2 certainly has you covered.

The customization aspect of Nioh 2 doesn’t end with the type of weapons that you choose to focus on though. There are also different types of armour that either favour you in terms of speed or defence, as well as yokai abilities that provide you with unique powers that can change the tide of a battle and save you in crucial moments. Not to mention, there’re also plenty of consumables ranging from damage resistance boosters to elemental damage imbuing scrolls, to even bombs, shurikens, and kunai. The best thing though, is the fact that you can even turn yourself into three different yokai forms temporarily, which grant you otherworldy abilities. Then there’re also ranged weapons, which are rather limited, with there only being bows, rifles, and hand cannons, but they still have their rightful place in everyone’s arsenal.

The coolest thing that made me really appreciate the depth of Nioh 2’s combat was not only the number of ways in which you can approach it but how flexible it is. Even late in the game, you can choose to switch your weapons of choice if you feel like it. The gear stats are more important than your individual stats, so you can totally make numerous viable builds even if you spent most of the game building your character towards a specific path. The game really rewards that kind of experimentation, and I found myself being able to get specific bosses where I was stuck, by simply changing my main weapon and learning how to move around and fight with it.

While most games might just give players a wide range of equipment and abilities to use, Nioh 2 goes even further with its combat complexity thanks to the use of stances. There are three of them, high, mid, and low, and they vastly change how fast you can move around and they fundamentally change how each weapon type behaves. In a lot of cases, being able to instantly switch between them in the middle of a tough fight can save your life. While the high stance allows you to unleash devastating attacks, they’re really slow and consume tons of stamina. On the other hand, the low stance favours speed but doesn’t really give allow you to deal much damage, but it does excel in triggered status effects on enemies. Meanwhile, the mid stance strikes a balance between the two, strengthening your ability to block attacks while also allowing you to execute more wide attack moves. The most optimal stance will always depend on what kind of enemy you’re facing, so while you can just play the game always using the same stance, if you master this system, you’re pretty much unstoppable. 

If you’ve played the first game, then you probably already know this, but I was extremely surprised to see how much Nioh rewards aggressive playstyles rather than a patient approach. Don’t get me wrong though, being overconfident and relentlessly striking your opponents without backing away can prove fatal, but it all boils down to stamina management. It’s vital that you first learn your opponents’ movesets, and then you use that knowledge to exploit openings in their attack patterns so that you can get the better of them. If you manage to continuously hit your adversary, you will eventually deplete their stamina and you’ll be able to deal a lot more damage to them. Likewise, if you keep blocking enemy attacks or you’re repeatedly attacking, you can also run out of stamina and leave yourself exposed to your enemies. 

Nioh 2’s combat is all about keeping a healthy balance between knowing when to run and when to dodge, and knowing when you should hit hard and when to pull back. I’d be lying if I said that I didn’t die countless times to bosses and even some regular enemies, but it’s all part of the learning process. The game can be extremely frustrating, but once you finally pull through and manage to overcome a roadblock, the satisfaction is immeasurable. To master the stamina system, you must learn the ways of pulsing, which is essentially timing a button press shortly after you execute any series of attacks. If you’re successful, you can regain a good chunk of stamina back while the enemy is still recovering.

Now, truth be told, while the game keeps getting progressively harder and harder, especially in the DLCs that are included in the Complete Edition, once I got the hang of the game, I breeze through most of the game’s bosses. I’m not sure if I just picked the right weapons for me, a combo of an odachi and an axe, but even the colossal yokai bosses, which are masterfully done and came into play in battles of epic proportions, still felt relatively easy. Nevertheless, some bosses did feel like they represented massive spikes in difficulty for me, and after beating them the game went back to being perfectly manageable. 

Still, although the smooth and continuous execution of attack combos by enemies can look stunning, there are plenty of human enemies that just seem to stand still while getting repeatedly attacked. I found this to be particularly common with revenants – the AI-controlled player avatars that you can summon to your world and fight. However, some human bosses also seemed to exhibit this kind of behaviour. I’m not sure how accurate it is, but it always felt like some sort of a bug, where the AI would simply stop responding accordingly to my attacks. Regardless, it’s a really minor thing and it isn’t prevalent throughout most of the game.

In contrast to other games like, let’s say, Dark Souls, Nioh is a much more linear game. All the action starts from the world map of Japan, where you get to pick your next mission, whether that be to advance through the main story questline, or to delve deeper into the game’s world through its numerous side missions. In the map, you can also visit your safehouse to craft new equipment or improve the one that you already have, as well as manage your massive collection of gear that you’ll surely accrue throughout your journey. The map pretty much serves as a hub for all things character-related and anything that you’d expect from a typical RPG.

Now, Nioh’s mission structure is definitely pretty linear, but it works beautifully. The levels are carefully designed and there’s a tremendous attention to detail. Most levels don’t feel like a corridor like most linear games, they feel more like semi-open areas where you slowly unlock shortcuts and explore small branching paths that hide some kind of rewards. With that being said, main missions can be pretty long, going up to 2 hours if you don’t die too much, with side missions usually taking about 40 minutes or so to go through. In any case, the pacing of the game is kept together thanks to the various shrines spread throughout the levels where you can replenish your consumables, level up your character, and even sacrifice items in exchange for loot. This is obviously fairly important to keep in mind, because if you die and fail to make it back to where you perished, you’ll lose all your experience and you’ll have to start grinding it back again to level up once more.

It’s worth noting that you’ll be revisiting some areas, at least that’s assuming that you’ll play through the side missions as well, which I honestly found to be worth diving into. However, when you revisit previous areas, they’ve usually changed in one way or another, like by blocking certain paths or by adding new enemies. It honestly didn’t feel like recycled content. Although main missions tend to present the best moments in the game, partially due to having a major unique boss at the end, the optional content still provides plenty of value. The side missions do help in deepening your understanding of the world and its characters, but they’re really there to help you acquire more gear and to level up your character faster.

In terms of the story, I’m afraid I didn’t find it to be that engaging, and I had trouble keeping track of all the characters’ names, but perhaps that’s just because I’m not really knowledgeable in Japanese history and culture. Furthermore, the story felt a bit rushed towards the end of the main campaign. Nonetheless, although it is enjoyable, the story isn’t really why you should be playing the game. That would be the gameplay. 

As a whole, the game just plays so smoothly and everything is so wonderful to look at in motion that I honestly struggle to let its few issues get in the way of a strong recommendation for fans of the genre. The boss designs are absolutely superb, but overall, every single yokai in the game is terrifying in its own way. The game always managed to surprise me whenever it introduced me to a new boss, which is usually done through a cutscene once you enter their arena. It always makes you fear for your life and wonder how long it will take you before you finally manage to beat the bloody thing.

Nioh 2 The Complete Edition includes the 3 DLCs that were released for the main game, The Tengu’s Desciple, Darkness in the Capital, and The First Samurai, and I’m honestly glad that they’re not an optional purchase. Although they’re all their own self-contained adventures in new regions and introduce new enemies, they all continue the player’s story that ended with the last main mission of the main game. That isn’t to say that the base game ends abruptly or leaves loose ends, quite on the contrary, but having played the DLCs, I’m thankful that I did as it provided a much more satisfying conclusion to the overarching story. 

It took me roughly 100 hours to complete the main game and its three DLCs, and despite a few moments of frustration, I’m really happy that I got to the end of it. It was such a hectic and satisfying experience, and I’m really glad that I gave the game a chance. With this being my first adventure into this beloved and polarizing genre, I honestly think that Nioh 2 was the right call to get started. It’s not perfect, but it’s definitely pretty good.

Whether you just want to play through the story once or beat the game multiple times by increasing the difficulty, or if you just want to play through the game with the help of another player’s spirit, then Nioh has definitely got you covered. If you were ever intimidated by this kind of game, I think that Nioh 2 provides the right tools for players to slowly get the hang of it and achieve a great sense of fulfilment when the game finally clicks for them. I highly recommend it.

Review: Power Rangers Battle For The Grid

Power Rangers Battle For The Grid is a fighting video game. When I was younger, Power Rangers was one of my favourite shows to watch. But back then we only had the Mighty Morphin’ Power Rangers. But upon playing this game I have learnt that there are many new versions of them.

Power Rangers Plot

Power Rangers battles

Power Rangers Battle For The Grid focuses on all power rangers currently in existence. Lord Drakkon is trying to get all the Battle Morphers. If he meets his goal, he will be able to control the world and the battle grid. You play as both Power Rangers and Monsters. The player takes control of whichever side wins the battle according to the story.

Power Rangers Gameplay

The game is like any other beat them up. Each button corresponds to a different Maeve. Using them in combination makes more powerful attacks. Each Power Ranger has a multitude of special attacks that can be used when you have enough special bar. In some battles, you have a partner. He can switch into combat or use the special assist attack. And an even rarer occasion you have access to the Zoids.

The difficulty level is where I have issues with the game. The normal difficulty seems near on impossible to be for an eBay. The easy difficulty seems far too easy. There needs to be a difficulty between the two difficulties to make it more enjoyable. That being said if you want to play for the story and I’m not too concerned about the gameplay easy is the way to go. There is an online mate which seems to be the main focus. Yet during my time reviewing the game I was unable to match with anyone.

If you are new to beat-em-ups there is a helpful tutorial that I completely missed. It was helpful in understanding the combat system and how the specials work. Even so, some enemies are unbeatable as they spam range attacks.

The Presentation

The graphics are acceptable but nothing special. The issue developers had was that you can’t do much with Power Ranger armour. To make it look impressive as it’s very bland. The monsters do have great detail and are far more interesting to look at. Unfortunately, the Zoids are off-screen so you never get to see them.

The soundtrack brings a lot of nostalgia back for a fan of Power Rangers. It has all the theme songs that play in the background. The sound effects are taken from the TV series. Which while cheesy makes the game a great package to play for any Power Ranger fan.

Replayability

Apart from the online mate. There isn’t much reason to reply. There is also difficulty levels but these can be frustrating and don’t add much to the game. Even with the complete package, there is not much content. Fingers crossed if they do a sequel to add a lot more content-wise.

Final thoughts

Power Rangers Dragon Armour

For a Power Ranger fanboy, this is a great chance to be a Power Ranger. Butts the combat is very limited and it would’ve suited an action game rather than a beta mark. The only incentive to continue on with the main story is to learn what happens. You are not awarded any upgrades or any reward for beating the enemies. It’s a deep shine but I hope they will learn from this in the next one and we can all enjoy it.

For a non-fan, this isn’t worth picking up. It is catered for those that love the series. As the combat is subpar and unfair at times. For that reason, I can’t give it a score higher than five but I’m willing to pick up the sequel should one be released.

Review: Pokémon Brilliant Diamond & Pokémon Shining Pearl

When a game that essentially formed your childhood is remade and re-released when you’re an adult, it takes more than a month to sit down and write a review for it. All the thoughts and feelings and excitement that little Kara in 2006 would’ve felt have come back and ignited my initial love for the Pokémon franchise. I have spent almost every day since release on Shining Pearl. And upon completing the Sinnoh Dex, almost crying over my third attempt at Cynthia, and spending an ungodly amount of time smashing into walls underground, I can say I think I’ve just about seen enough to sit down and finally be able to write. 

As I mentioned, when I was younger, I spent a ridiculous amount of time on Pokémon Pearl. I’d sit up at night with my DS under the covers, chasing mesprit around the map without a care in the world. Having maintained my adoration for the franchise for over 14 years, my excitement absolutely could not be contained upon the announcement of its re-release on Nintendo Switch. So what’s Sinnoh looking like almost two decades later? 

Let’s begin at the beginning

The start of this game almost brought a tear to my eye. From your first encounter with Professor Rowen, to running into your nemesis (and also best friend despite how irritatingly they show up at incredibly inconvenient times) it just screams Diamond and Pearl. Initially I was really skeptical about the new art style. I loved the original, pixelated art style.

So the 3D animation was a new change I wasn’t sure if I was ready to accept. It felt too much like Let’s Go, which I really didn’t enjoy. But after a while you seem to fall in love with the chibi style. I don’t know if I really like it, or if I just got used to it after sitting in front of the TV for so long. Obviously I want to claim I am in love with everything that makes this game a reality, but the art style is what holds me back. 

At times it feels slightly unfinished. When the challenge animation during gym battles spans across the screen it seems almost… blurry? Rather than the sharp, manga-esque style from the first release of the games. As I said, the art style is my only downside. I understand it shows phenomenal progression in terms of graphic and animation but it doesn’t feel quite right. If they had used the same style as Sword and Shield I probably would have massively preferred it. But due to how happy this game made me as a whole, I’ll have to forgive it this one time. 

The only legendary Pokémon worth catching…

We are the champions, my friend

I swear they have made this battle sequence far more difficult in this game than the original. I am almost certain that I did not struggle this hard when I was younger. And I didn’t think anywhere near as strategically then as I did now. On my first attempt I managed to reach the second member of the elite four without struggle, but after that things just went rapidly downhill. After breezing through every trainer battle, every galactic encounter and everyone on victory road, I thought the elite four would be a slice of cake. 

Oh boy, was I wrong. 

The elite four in Shining Pearl is unlike any trainer battle I have experienced in any Pokémon game. It’s knuckle-whiteningly frustrating. Groaning through gritted teeth. Threatening to snap your switch after angrily putting it down and having to walk away from it for an hour or so. Honestly, it really is a challenge. Sure, at the time I was angry enough to declare I was never going to pick up the game again, but I welcomed the challenge with open arms. It was about time we were given something that trainers actually struggled with. But Cynthia’s Garchomp is another level of difficulty. 

But nothing quite compares to taking that last pinch of HP from your opponent’s Pokemon. Nothing feels as enlightening as being announced the champion. It’s a feeling unparalleled by anything for all my fellow Pokémon fanatics. It’s glorious. All your hard work finally pays off. And then you return home and your mum mentions nothing about it and you just continue your adventure with no further recognition. Obviously…

Show your Pokemon the world as you explore (seriously – some of the walk animations are too cute to handle)

Sound of the Underground

I feel like The Grand Underground deserves a special mention. Despite carrying many traits over from the original game, there are so many new features which have been implemented to make it feel refreshing and if anything, far more interactive. When you first visit, you’ll notice how massive the map is, and question all the tiny boxes with question marks in. That’s what I did at least. What I didn’t expect to find was room after room of different biomes – much like the Wild Area in Pokemon Sword and Shield. The excited squeal that left me when I first stumbled into these rooms is something I can’t even begin to explain in this review. 

It’s a breath of fresh air for anyone who is hoping to fill out their dex. Gone are the days of sitting with a guide open. Describing when and where these Pokemon spawn at what time of day. Sure, it makes it easier which some people don’t enjoy. But seeing Pokemon in the wild rather than hidden in tall grass is something which any inner child would adore. 

There are several other elements to the underground which are new to this game. Thus supporting the many hours you will spend down there. Such as the huge amount of diglets following you around the map, gifting undisclosed pink sparkles when you run past. It took me a shameful amount of time to understand why and what these do. But you’ll notice that a bar underneath the minimap fills as you collect. Once this bar is full, a whistle will sound and things will start flashing. It’s all very exciting, but unless you know what’s happening you’ll probably just ignore it. I wish this element was explained in more detail because for all my shiny hunters out there – this is an extremely useful element!

There is nothing quite like seeing your favourite critters just milling about

The sweet sounds of childhood

The soundtrack to both Brilliant Diamond and Shining Pearl is basically nostalgia in a parcel for me. If you played these games when they first came out, you will recognise the majority of the soundtrack and it is honestly joyous. Every time I booted up the game I found myself singing along. Even hearing it coming from a housemate’s room at night brought a smile to my face. There’s something about it that just feels special and I am so glad they didn’t change it for the re-release. From the gentle tune of Eterna City to the tense, piercing sounds of encountering a legendary, it’s all there. 

Final thoughts

As a whole I don’t think I will ever be able to fully express my love for this game. I’ve played too many hours to declare it as subpar or not worth playing. If you were a fan of Diamond and Pearl back during their initial release then for nostalgia sake you will love this pair. It’s brilliant from start to finish. And there is enough new and exciting content that it doesn’t feel like you’re just replaying a game that hasn’t aged well. I personally think it is fantastic, and will continue to sing its praises for as long as I can.

Review: Demon Slayer Kimetsu no Yaiba – The Hinokami Chronicles

The massively popular anime series, Demon Slayer, now has a game to give fans the chance to perfect their breathing techniques and slay some Demons.

Developed by CyberConnect2 – who also produced the Naruto Storm fighting games – and published by SEGA, Hinokami Chronicles is a 3D Arena fighter that covers the first season of the anime and the Mugen Train movie. 

Arena fighters aren’t exactly held in the greatest regard, and so, despite being a big fan of the anime, I went into this game with tempered expectations. 

Was this going to be a hastily made cash-grab to capitalise on the popularity of the anime? Would there be a genuine competitive fighting scene that could sustain itself beyond the initial fanfare? And what level of Arena fighter ‘jank’ was I going to experience?

Let’s discuss.

The Hinokami Chronicles:

As mentioned, the story of the game covers the first season of the anime and the Mugen Train movie. Now, this is of course a condensed version of the series, but I was pleased to see scenes recreated in full within the games engine (which is faithful to the excellent Ufotable anime style). In comparison to another Arena fighter – My Hero’s One Justice 2 – which primarily used stills from the anime for cutscenes, this was a good start. All the voice actors are involved, and whilst not a direct replacement for watching the anime, the story itself does a good enough job of giving context and an overall picture of the narrative. Additional collectable “memory fragments” also add extra scenes for players that are not included in the main mission itself. I especially enjoyed some of the fragments that reflected the “Taisho secret” skits at the end of each episode. 

I really liked this approach; it kept the story moving at a brisk enough pace for the gaming medium, whilst also contextualising each mission and developing the various characters.

The overall presentation is excellent, however, the gameplay structure is more of a mixed-bag. Each mission is divided into small hub areas, with different collectables to find and a boss battle at the end. This structure is fine for this style of game, but there are a couple things that make each mission a bit of a slog. Tanjiro, who you will be primarily controlling, is so slow. Navigating through each area is tiresome because of the lack of speed, and add to this the fact that every collectable is immediately signposted onto the map – ala Ubisoft – and exploration is just not very satisfying. 

Collectables and “side-missions” – which is a very generous use of that term – are not integrated into the game in an engaging way. It all just feels like busy work that prolongs the interesting stuff, like the boss battles. To be more specific, one side mission consists of talking to a select number of NPCs who are out when they shouldn’t be – exhilarating stuff. Each unvoiced conversation ends with Tanjiro telling them to go in doors and the interactions themselves lack any sort of personality. This doesn’t add any  value to worldbuilding or the gameplay, but it is something you will be encouraged to do to unlock the panels for each chapter. These panels are another aspect of the game. Using the game’s currency, Kimetsu points, you can unlock panels for each story chapter (and for a few other things). Unlocking panels will give you quotes (for multiplayer), costumes and music. This in of itself is a decent incentive, however the activities in the main campaign used to do this are frankfully dull and feel like a waste of time. 

Occasional enemy encounters are welcome, but the majority of each mission consists of just going through each area check-listing every collectable on the map before moving onto the next cutscene. I think it would have been much better for the designers to integrate these collectables into mission rewards and battles, where the game is strongest, because the pseudo-open world gameplay isn’t great. 

Thankfully, for fans of the series, the game delivers on capturing the thrill of each demon encounter. Boss battles took me by surprise: they are engaging, unique and faithful to the anime, which with particularly unique Demon’s such as the Drum Demon, deserves high praise. Each encounter has a few unique mechanics in play, and this made me look forward to every boss. The anime encounters were always hype, and the game does a great job of re-capturing this. 

In the end, story mode does a decent job overall. In terms of capturing what makes the anime great, the story is excellent. Attempts for optional content; not so great. Nevertheless, it is how you unlock each character for versus and multiplayer, as well as additional costumes and other collectables, so you’re going to want to play it. 

The slaying:

I think the most important thing to deliver for Arena fighters is a combat system that is approachable at any skill level, whilst having just enough depth for more seasoned players… and just a little side of fanservice. Ultimately, the primary demographic of Arena fighters are the fans, not necessarily fighting game aficionados. 

Hinokami Chronicles, in my opinion, delivers on this front. The combat system features a few fundamentals, such as a throw, guard, dodge, jump, parry and, of course, basic combos. There is a bar that charges that enables you to deliver a super, or in this case, “Ultimate art”. Each character has their own strengths and weaknesses, but with the prominence of swords and a universal control scheme, it is not too difficult to pick up a particular character. Crucially, maximising combos, using boosts and certain skills in a sequence is important. Some skills end combos; others are great for starting combos, and high-level play encourages learning these systems.

Matches take the place of one v one encounters, with each player having a support character (unless you’re using a Demon). The support character can be swapped in and out of combat, as well as be called upon to support your combos or save you from an enemy’s onslaught. In certain encounters – such as against Yahaba and his zoning arrows – your support is a crucial part of your toolkit and a necessary method to break the enemies defence. 

This is all good. It also helps that movement feels fluid and responsive (on the PS5, I know PS4 unfortunately has serious issues with input delay). Animations for each super and form are very faithful to the anime and, as a fan, hard to not geek-out at. Whether unleashing water breathing’s 10th form, or zapping into the sky with the thunderous sleep-walking Zenitsu, it is almost impossible to not be stylish. The lack of haptics or any sort of rumble (at least in my experience) on PS5 is disappointing, as I personally enjoy the “feel” of each hit. 

The roster itself is definitely on the smaller side; owing to the relative infancy of the anime. At the time of review, the roster features 12 slayers and four Demons (with two more to arrive as free dlc). There are also six additional “academy” versions of some of the cast, but mechanically they play the same aside from having a different super; some of which are absolutely hilarious. This is cool but they are absolutely not different characters. There is already a confirmed season pass which will introduce new characters, and I think the support this game gets will determine how worthwhile the experience is in the long-run. 

The combat system has undeniably been created with a lot of love and the animations, fluidity and systems all provide a genuinely fun experience. That being said, a threadbare roster, online play locked at 30FPS – even on next-gen consoles and a subpar netcode do make me concerned for the longevity of the game. New characters will certainly help diversify the roster, with the free dlc Demons already adding more unique playstyles. But, at the moment the online experience is very mixed and this needs to be improved upon.

The Verdict:

Hinokami Chronicles is certainly a promising game, but still far from a complete package. The gameplay is fun, intuitive and easy to pick up. The style is beautifully lifted from the anime, and the story, whilst lacking an engaging open world, does manage to exceed when capturing the most pivotal moments. But, right now the longevity of the experience will be heavily based on A. how much you enjoy the characters and seeing hype animations and B. the level of support and patches this game gets.

I hope this game is supported by SEGA as whilst the game fails to justify full price – even for a huge fan like me – there is still a lot to love here.

Review: Cuphead: Mugman

Gaming is a strange hobby that brings out the best and the worst in people. Rage-quitting and profanities are commonplace. They are not nice to experience, but let’s not tarnish everyone with that negative brush. Fortunately, these shortcomings are overcome by wonderful friendships, addictive games, and beautiful accessories. The controller we use is an extension of our personalities, and many whacky designs can be found. PowerA has some stunning pads and the Cuphead: Mugman one is a true beauty.

This limited edition enhanced wired controller for Xbox is striking, easy to use, and partially mappable. You may turn your nose up at a wired option, but for gamers who play near their machines, it makes perfect sense. No longer do you worry about lag or charging issues, no, instead you plug in, play, and forget the worries of a wireless connection.

A vibrant controller!

Cuphead: Mugman is stylish and useful.

Whenever I see any third-party controllers, I shudder. They are usually okay, but they tend to fall short on many elements. Fortunately, PowerA has a reputation for affordable peripherals that don’t skimp on the quality. Retaining the latest share features associated with official pads, this Xbox licensed product is a pleasure to use. Furthermore, a handy wired volume control allows you to mute or adjust the chat volume on the fly.

When something looks this great, there is normally a catch. However, I’m yet to find it. It incorporates a 3 metre USB cable, anti-friction rings for smoother motion, a 3.5 mm audio port, diamond-textured grips, and two advanced gaming buttons. It offers a lot of tech for the money and compares favourably to the Xbox official accessories and its nearest rivals.

Amazing packaging.

What’s in the box?

As you first handle the packaging, you are struck by the vivid colours and amusing imagery. Its packaging and content are a real head turner and it’ll stand out on any display. Its great presentation continues as you open the box. A well-protected controller is nestled in a plastic mould alongside the monstrous USB cable. You are provided with a clear manual that explains the button mapping and how to maintain the accessory.

  • Cuphead: Mugman controller
  • A 3 metre USB cable.
  • User Manual.
Comfortable and easy to use.

Pro-tech at a low price.

Button mapping has long been exclusive to high-end pads and pro gamers. PowerA decided that enough was enough and created a cost-effective solution. The Enhanced Wired range has two mappable buttons that enable players to make adjustments on the fly.

Thanks to the in-depth instructions, you will set it up with ease. The buttons are located to the rear of the pad and they lay where your fingers naturally rest. With a little practise they are simple to use and offer you a tactical advantage like no other.

Cuphead: Mugman is beautiful and well built.

I loved the long list of features that are standard for this pad. However, its build quality is what truly amazed me. Cuphead: Mugman is lighter than an official controller, but it feels sturdy and well built. The 3-metre USB cable looks robust and the additional buttons are hard-wearing. Furthermore, the audio jack delivers clear sound and the volume dial is responsive. I loved its striking design and features and recommend you to buy it here! Stand out from the crowd and become a pro gamer at a fraction of the cost.

Review: Hot Wheels Unleashed

As you load up Hot Wheels Unleashed it’s hard not to think that you’ve hit the jackpot, as it’s not only been a long time since the series has seen a release on consoles but it’s stuffed to the brim with creative features that can have you occupied for hours before you even get behind the wheel. 

Perhaps as an apology for the length of time away, Unleashed puts an impressive effort into transporting Hot Wheels fans back to the living room of their childhood home where their imaginations would take the toys beyond their physical limits and give them a life of their own. With the ability to not only create your own tracks and race with your own paint job-created cars, you can also design your own basement to race them in. Furthermore, you can collect and upgrade your favorite cars while the game’s great graphics allows you to appreciate even the smallest details of the cars, down to the trademarks written underneath them.

With nearly 100 missions and 79 cars to choose from you’d think the expansive single-player mode would be equally inspiring, but unfortunately, in trying to make this as close to the real thing as possible, the racing potential is bound by the limitations the physical sets provide, and for those who don’t have that nostalgic connection with the little metal vehicles, the actual racing is a very slow burn that until you unlock its fastest cars, will likely have you wishing you left it mint and in the box.

The loot box system allows you to purchase cars for 500 coins and then if you wish to – which you obviously wouldn’t with this beauty – you can scrap it for 300 coins or parts which you can purchase new loot boxes with or upgrade other ones.

Unfortunately, so beholden to the brand is this title that no unlicensed video game would choose this combination of gameplay and level elements without nostalgia backing it up. Whether it’s that every car handles almost identically, the fact that the AI has incredible road etiquette, or the unimaginative tracks that repeat themselves ad nauseam, it was only the game’s fastest cars and in-game loot box system that prevented me from giving up on the dull single-player mode before I even reached halfway.

It’s a shame as there is clearly potential for something more if they were to just take off the Hot Wheels branded hat. There are great-looking environments that are completely wasted by tracks floating in the air instead of running through and around obstacles that are just waiting to be integrated. Instead, the majority of the tracks claim yet another tiresome loop to be its greatest feature. 

One of the few stunt features is the R2 button which allows you to rotate your car in order if there are anti-gravity features in the level. In my case, I was just trying it on a large jump…..and didn’t land it on the track.

What’s even more puzzling is that imaginative designs and fun track features, such as snakes with opening and closing mouths, do exist in boss races, but there are only 5 in the entire game – out of 100 races. It’s almost as if the developer needed a campaign mode long enough to gradually unlock its collection of cars but didn’t want to overuse its best track features early on, hence making a large number of them feel gut-wrenchingly similar.

This effect wouldn’t be so bad if the 11 AI-controlled cars provided some entertainment on your way to the finish line, but despite racing quickly, they act like sedated ghost laps and rarely ever crash, which considering the series’ previous focus on large and impressive crashes, seems like a missed opportunity. 

And for the love of all things awesome, make sure you don’t crash, as the game mechanics barely forgive a jump or turn not completed perfectly – despite the fact that you can ride with your eyes closed for 90% of the track due to its barriers. This harshness is a consequence of Unleashed‘s overreliance on drifting, which increases your speed twofold by upping your speed around the corners and filling your boost meter. It’s a decent system to wield as a player, but it turns out that the robotic AI is pretty good at it too, meaning that if for whatever reason you aren’t receiving the twofold benefit for more than a few seconds, you are not only going to find it almost impossible to catch up, you are likely to finish dead last. A respawn button does alleviate this issue to a degree, but it is a ‘feature’ necessary due to the lack of different ways to actually race.

It perhaps comes as no surprise then that I actually enjoyed the time attack modes quite a bit more than any single player race – which for most arcade titles would quite be the damning assessment, but for Hot Wheels Unleashed, it manages to escape relatively unscathed. 

When the racing does fire on all cylinders- through its fun on-track features and the speed from its supercars – it combines brilliantly with its upbeat soundtrack.

Stealing the show are the game’s track creator and online multiplayer modes that allow you to play your own custom-made tracks and those made by the online community. The track editor has endless options for wacky and out-of-this-world creations to be put together, shared and played randomly online with others or played in a single-player time attack mode. Sadly though, this is the extent of which these features are supported currently with no online leaderboards or tournaments at the moment, despite them being the best on-track parts of the game by some margin. 

As a big proponent of offline single-player experiences, I seldom say this, but it’s a shame this game didn’t shift more of its creative focus online as without each car having more distinct features (than just top speed and acceleration stats), this game needs innovative and varying designs to best convey its sense of speed. 

Fans can rejoice that Unleashed is more than just a Hot Wheels title in name, encompassing everything the product is about, and while criticizing its narrow gameplay might be like complaining that water is wet, I can’t help but feel that the game leaves an unnecessary amount of potential on the table which ultimately prevents this game from being anything more than occasionally great.

CBeebies Christmas Show -The Night Before Christmas

This year’s CBeebies Christmas Show is The Night Before Christmas and we got to see it.

The show will be sprinkled with plenty of CBeebies magic, festive music, stunning dance performances and a star cast of CBeebies presenters and on-screen talent, making it a cinema event that is sure to be a spectacle for all the family. Inspired bythe classic poem, ‘The Night Before Christmas’, audiences will follow the adventures of Holly and her brother Jack on Christmas Eve as they send their wishes to Father Christmas. But then they have to deal with the mischievous Wish Taker who steals those wishes, leading Holly to travel far and wide in search of them. Will she succeed and ensure Father Christmas has all the wishes in time for Christmas Day?

The CBeebies Christmas Show is in cinemas across the UK and EIRE to ensure the whole family can start the festive period with plenty of CBeebies magic!

Filmed at the Theatre Royal Plymouth earlier this year, The Night Before Christmas stars a number of CBeebies favourites including Justin Fletcher as Father Christmas, Little Monster as Little Elf, Evie Pickerill as leading lady Holly and Ben Cajee as her brother Jack.

Having seen all the previous CBeebies Christmas Show’s, including some during their special cinema showings, we really enjoyed The Night Before Christmas.

As usual the cast are great, the musical numbers are memorable and the whole family will have a lot of fun!

Following the theatrical run, the CBeebies Christmas Show will be available on BBC iPlayer and CBeebies, but if you can catch it in the cinema then you will be treated to extra content with Justin which the kids will love.

Experience the magic of the CBeebies Christmas Show on the BIG SCREEN as it hits cinemas across the UK. Find your local screening here: https://www.cbeebieschristmasshow.com/
 

Review: Word Forward

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I believe there are so many, including myself who feel that word games are great because they are puzzling, giving you that brain boost you want any time of the day. Of course, the other reason to play is that it’s always just fun to play! This is especially true for the game Word Forward. It’s a game that brings all the features of a few different word-style games in one! It’s also very tricky and requires full concentration and strategic planning to complete any of the puzzles fully. So don’t expect to get through each level with ease, it will take time, and that is what makes this an excellent puzzle game.

Word Forward brings something more to the table than just a challenging aspect that everyone yearns for in a game. It also pulls the player into the game because of its distinctively unique gameplay. Causing the player to want to spend their time figuring out what they need to do to accomplish the level and even trying to obtain every bonus achievable in each board. It’s actually how I felt when I started playing this game for the first time. I didn’t understand what the entire game was all about. Right there I already had my brain working out! Then, include the levels and how much concentration you need to put into the game, it’s definitely a reason to feel as if you are running a marathon with your brain.

Okay, I might be a bit of an exaggerator when it comes to games, even many other things. However, a game like this one wouldn’t be a puzzle if there isn’t any kind of brain sweat or a feeling that the brain is actually working out in some way. For example, It could just be a need to be quick to build a chain connection with letters like in this game, planning before proceeding; building a strategic plan. That to me is what makes a game, especially a puzzle game that much more worth playing! So thankfully, this game makes me feel all of that and worthy to continue forward.

As mentioned above, this is one game that may not quite resemble a particular game fully. Even if it may have a slight resemblance to so many others, it’s just different. Especially on how you play, moving tiles; squared style boxes with letters using one’s finger or a controller. Also, many other special features included within this game also make it very unique and original from others. Including, the sound that plays in the background. It was the first thing that really caught my attention as it sets a more interesting beat than a traditional boring tune. I felt it reminded me of the Pacman Championship Edition, providing a techno-style beat playing in the background while you’re building up a strategic plan of attack on each game board. It really sets a brilliant mood, even for a word-style puzzle game.

Now how do you play? Well at first it starts you off with the word START. This is the word that allows you to understand the game and is a tiny practice before the actual first gameboard begins. There is even a helpful detailed mapping of the controller used with the system you are playing on. This all can be found on the right-hand side. There is one other thing before continuing about the game that I’d like to point out. This game has a difference by the variation of Nintendo Switch consoles being used. I have been playing the game on the Nintendo Switch Lite and the directions will appear mainly for the original Nintendo Switch causing some of the buttons mapped out on the controller to be a bit different from the Nintendo Switch Lite. Nevertheless, it will play still pretty well, but the ability to swap letters is the only button mapped on the directional menu, which won’t be possible to use. However, you can still switch tiles with your finger on the touch screen. It will allow you to swap letters whenever you want to.

That was just one possible option you can adjust in the settings. There are a few others, such as the upbeat dance music playing in the background, which if it becomes too much it can be turned off. That also is the same for the sound effects. There is even a return to the start and to go back to the main menu. It’s very nicely designed to provide you with a simple adjustment no matter which game you play, it’ll always be available. To find this check below on each board; puzzle with the three horizontal lines, one above each other on the bottom part of the gameboard.

Moving on to the very first game and the many more, 499 more puzzles will follow and all be played the same way. So with the real game in front of the player, on the screen, you will have to find many different words and solve each puzzle by clearing the entire, ENTIRE board. Not only as many as you can complete, but every letter must also be used or removed to show an empty screen. That is the only way to win.

At first, I felt that using my finger to select each word was simpler to play, especially on the Nintendo Switch Lite. However, if you have a regular system with a controller, using the mapped-out buttons, it works fine too. Yet, the touchscreen method is so much easier and faster.

Now after going ahead and building a few words. It became very obvious on the directions one can go to decide where to move from the starting letter to the next, to build the word, from a diagonal position, horizontal, vertical, and a mix of each, it’s practically a piece of cake to know how to play each board. Oh wait, that sounds easy and might be like another similar game, very easy to play, but I will introduce you to the tricky part.

Above, I mentioned there are plenty of puzzles! From the first unlocked puzzle, you move on after completing each board, to unlock others. Also, you can always return and try to beat the last score and get that highest mark; gold stars for fully completing each level perfectly. You may even think that after playing the first games, that there is an order of how hard one puzzle may be, starting with easy to hard. Yet, this isn’t true! I actually felt the first was a bit trickier, while the second puzzle was a piece of cake, and finished it super fast!

Actually, I was astonished, well maybe just surprised how fast I was able to follow through with the puzzle in a short amount of time, like under 2mins while the other took 30. Of course, after a few restarts. So it practically is all on the player, not the game. It can get trickier on whoever plays and how well you know words in general. Plus, for some who want to be a bit of a cheater, you can even use a dictionary on the side to help you speed the word building up. However, that is only a tip if you get really stuck and have no idea what letters may work together to form a word. Plus, there is no time, by the way, ticking and making you rush, thankfully!

Also, you possibly can think of this game as almost like looking at a square board for Boggle. Each letter is mixed up in the puzzle and you need to put it together to create a word, but it can only be used one time. After you finish that one word it disappears. So choose wisely cause without those letters anymore, there is no chance to make another. Oh and that isn’t all, the challenging aspect of this puzzle game continues!

As mentioned, the player; you put together a word and they disappear, leaving the other letters to be figured out into words. Well now you must make sure you can reach and build something or the board will practically not be completed, and have to be restarted if you get stuck. Therefore, if you want to play it safe, don’t start from the center or any way that it would remove and leave a blank, white space from all other letters. For example, if you play a word from the center, it leaves this giant gap that won’t reach one side to the other, making it even harder to connect letters and build words. So planning is a must, which I found out a few times and had to restart over, again and again!

Thankfully, this puzzle does have a few additional features that act as an aid for the player. Right below the puzzle and above the setting menu. This is where the player can choose a few different options to help figure the puzzle out and win, cause without these special additions, it would never be so easy to complete a puzzle, repair a mistake use of certain letters needed for another, or help at least get the rest of the letters to form a word from one side to the other. Even at first, I was a bit boggled by what they did. After testing them all, this all diminished and I felt well aware of what I can do to play the gameboard and beat it, finally!

So what did I discover? I found out that each letter, two normally on the first square boxes; tiles can replace ones in the puzzle, not empty spots but actual letter tiles. The bomb will explode one of the tiles that you don’t want to use at all or can’t figure out how to work with it. So it’s gone; removed completely! The one unique title, which reminds me of Scrabble or Up words, is to the left of the bomb and has the many letters going vertically on the tile. The best part of this one is that you can make it any letter you need it to be!

Allowing you to replace a tile with that one to complete a word. The last one to mention is the center option, the middle choice tile. This one is unique, I didn’t even understand what it was. As the screen shows, it’s a bunch of squiggly arrows pointing to the right. Now, what does this mean? Well after testing it out, they actually change the entire board. I mean anything you have on that board, each leftover letter gets moved off and is changed fully.

Say goodbye to the words you may want to put together, so make sure you put them completely together before selecting this option. It will change everything and leave you with a new board of letters to work with. If possible, this would be the last choice or first if I really have nothing to build on the board right from the start or end.

Another wonderful bonus, one to be thankful that is included in this game is tokens. You as the player have the option to use a few or all the tokens in a game, which allow you to switch one letter tile to another letter from any distance or location on the puzzle board. These tokens can also be earned as you play and make great words. To locate these tokens, check the top of the game board. They look like arrows that go in a circular or like going around in a rotating style. For my time playing, they really are helpful, but beware! If you end up using them up too fast, there won’t be any other to get you out of a difficult uncertain word-building situations. Making it another reason to plan and plan well! Strategy is a big part of this game and very much needed!

Anyhow, you want to play, the game can be played as the player likes, free to use or not use anything that is provided or build words that are acceptable as you want to complete each puzzle. Just one tip, don’t forget to plan as if you’re getting ready for battle. If you love scrabble, try to be as competitive as you’d have to be during this word game. Working the best, largest words you can, while having words 3 letters or more to make out of every letter left on the board. Never go in the game thinking to find one word and it will all work out. Since it doesn’t always pan out just as you were hoping and will end up making it tricky when you get near the end.

Before I finish up on the game. I did want to add that the graphics are quite remarkable! It’s unique to the touch, not a simple diagonal striped color screen. Instead, there is some interaction with the touch of the screen, any corner or side, and not just the tiles. When you touch the screen it causes a ripple effect, like if it’s water. Pretty neat and original! Love it as a fidget relief and just a relaxing addition to the game.

Lastly, this game is quite new to the puzzling style games out there, and I LOVE IT! A puzzle game that is always the same is okay, but now is so much better and makes for a game to be even more exciting to figure out and play in general. If you have a brain waiting to work a bit harder, this is the game you need to play! It’s going to really make your brain sweat and feel so happy and successful when you are able to fully complete a challenging puzzle entirely!

Review: LS10X Xbox Gaming Headset

Gaming is all about the experience, so the best quality sound for your buck is essential. You’ll look at the available headsets and wonder which one shall I buy? Wired or wireless, how much should I spend, and does quality or a brand name matter? LucidSound LS10X wired headphones offer a great audio experience at a price point that doesn’t break the bank. However, how does it compare to other accessories and more importantly, are they good for long gaming sessions?

Set at a comfortable price point of around £40-£50, these headphones are affordable and officially licensed for use on Xbox. Moreover, they can be used for any device with a 3.5mm audio jack thanks to the detachable boom mic and dust cover. This was an excellent feature as it makes them multipurpose, so you get even better value for money!

Stylish and well built.

LS10X are lightweight and comfortable.

When you game for hours or listen to music while commuting, you want comfortable headphones. Fortunately, the LS10X sit over your ears beautifully and create very little heat. Furthermore, the lightweight design makes it easy to forget you have them on your head. I prefer a more substantial feel, but for gamers who like a less evasive design, the LS10X headset is perfect.

Created in an array of colours, you are spoilt for choice. Black, red, blue, and green can all be chosen to complement your gaming set-up. No matter which option you choose, you are assured of great build quality. The over-ear cups are wonderfully padded, and the rubberised cable is long enough to allow for easy gaming. The mic is chunky, solid, and well-designed. Finally, the headset gives the impression that it will last the normal gaming demands without concern.

What’s in the box?

Delivered in a professional and striking box, the LS10X sets a great first impression with Xbox emblazoned upon it. Therefore, you are assured from the off that this is a quality item. As you break the seals, the packaging is a little flimsy, but this matters not. A cardboard mould holds the headset still for both transit and storage. Alongside this, you get a user manual, an LS sticker, a warranty guide, a boom mic, and a dust cover.

  • LS10X headset.
  • Boom mic.
  • Warranty guide.
  • Dust cover. 
  • Instruction manual.
  • LS sticker.
Comfortable with excellent sound quality.

How good are the LS10X’s?

Few people buy headphones to look cool as most want excellent sound. If you can get both, perfect! However, something usually must give. The LS10X headset has remarkably good sound quality as well as an excellent microphone, yet there are limitations.

Its custom-tuned 50mm drivers offer a nice and comfortable range of tones, yet its bass level lacks depth and feels flat in some explosive situations. This may be off-putting for a small group of gamers, but it was only noticeable when you compare it to a higher-end headset such as the LS15X or LS50X’s. Other than the bass issue, the sound was crystal clear and took me by surprise.

The microphone was also surprising. I expected a detachable mic to have connection issues and to be tinny. However, my voice sounded good and there were no signs of crackling or distortion. Furthermore, the dual mic controls and an LED display ensure you are never caught out.

The LS10X is a great quality headset!

If you are looking for a good quality headset for yourself or a gamer in your life, then look no further than the LS10X. It offers great features, simple controls, excellent build quality, and comfort at a low price. It’s an excellent wired headset and one I thoroughly recommend. Don’t break the bank while trying to get style and quality! At under £50, you’ll be pleasantly surprised while getting a lot of accessory for your money.

Review: Bright Memory: Infinite

You might have heard about Bright Memory: Infinite, as “that really pretty action game made by a single developer”. The first iteration, named just “Bright Memory”, was a short game that boasted impressive visuals and frenetic shooting/slashing. It looked cool, but didn’t play as it should. Now, the same solo developer expanded on their ideas and made a new version of the game.

Bright Memory: Infinite is this new, updated form and it is an upgrade for sure, but still leaves room for improvement. Some problems are especially annoying, others are just a bit old-fashioned, but in general this is a good, fun experience, worth playing if you’re a fan of the genre.

It’s a linear game, almost on-rails to be frank, that pits you against SWAT-like enemies, giant mythological creatures and old-timey soldiers donning swords and shields. You are Shelia, a woman wearing some super tech that allows her to be a super soldier of sorts. Shelia can run on walls, double-jump, make enemies fly via telekinesis, she can shoot guns and slice with swords. So, the shootouts look somewhat like this: you pull the sniper-wielding enemy with your telekinetic arm, you let him float thus making him useless in battle, you dodge bullets by blink-stepping sideways, you run towards a soldier, hit him with a sword uppercut, raise him and keep attacking on the air.

The fights are always full of adrenaline; fast, unrelenting, difficult enough and just plain fun. The guns kick as they should, the sounds are satisfying, there’s a lot of gore and dismemberment, movement is fluid and the sword feels great. Bosses shake things up and make you more dodgey than normal, and some enemies that hold shields or wear armor have you depleting their shield bar first by countering their attacks. Also, you can upgrade your skills and attacks in a very simple skill tree. There’s some light platforming too, and the controls are decent. There’s enough variety here and most systems are well-made enough.

The first problem is found in the narrative. Well, it just doesn’t make any sense. I played through the campaign twice and still cannot tell you what was happening. Some big, sci-fi phenomenon is disrupting the world, a huge hole in the sky or something like that. Then, some organizations do things for reasons, and they fight too, and then the world is connected to another dimension or another time period, or both, and monsters start showing up. I really don’t know why this happened, or how it resolved. I don’t know who the characters are and why they fight. I wasn’t expecting this to be a story-driven game, but it should at least make sense and provide a backdrop for all the action. Shelia is cool, I would like to know more about her and to care about her fight.

Then, there are some smaller things. The pathfinding, for instance, is too old-fashioned. All levels are linear, to a fault so, and still you can’t find your way. You will hit invisible walls, you will find an open door but to get inside you will have to kill all enemies, you will see giant arrows painted on walls to indicate a wall-run spot. It’s all a bit too overused at this point and we have seen better ways of guiding the player. Also, the story is very short, around 2 hours, and the gameplay doesn’t get the opportunity to unfold. Everything happens way too fast and then it’s over.

Other annoyances occur in QTE segments, that are not clear enough and lead to death more often than not, in unskippable cutscenes that repeat every time you lose, in the enemy AI that is too simplistic -some of them just stand there, looking but not attacking. Weapon switching is too slow, the level design is not very engaging, the character models are stiff and wooden. However, these problems, although they do impact the experience, are not enough to completely destroy it. It is still a fun game, really cool, quick, and very pretty.

Visually, it is a treat. It’s not an AAA title and it shows in some areas, but for a game of its caliber Bright Memory: Infinite hits all the right spots. Visual effects ramp up the immersion -huge storms, lightning strikes and rain everywhere. You will battle your way up on an airplane’s wings, you will drive a car through the rain, you will see and do impressive things in this 2 hour ride. The enemy designs are interesting too, as are the environments. It’s a mix of approaches: a part futuristic sci-fi and one traditional myth. The result is exciting and the short running time makes sure that it doesn’t get boring, because there’s not enough variety in visual style to keep it going for long.

All is well, mostly. Fun mechanics, strong visuals, good sound effects (albeit, a forgettable soundtrack). Then, we hit the game’s most striking mistake: a stealth segment. Bright Memory: Infinite is made of steel, blood and lightning. I play this game for a sci-fi power trip. I play to jump, slice, dodge and kill. I surely don’t play to hide with a knife in hand. This is exactly what this game does, though. At some point, it takes away all your fancy moves and leaves you walking slowly and hiding from enemies. There’s an instant fail if you get caught, you have no skills, no weapons. The enemy AI is not good enough to make things interesting.

The level design is not either, as it’s absolutely linear. So, we’re left with an ill-advised part of the game that is making all the mistakes it could make, and then lasts for quite a long time. If this was a longer game, a stealth part that takes away your powers might be a good choice to spice things up. In a game that takes around 1 hour and 30 minutes to end, this is a wrong decision and one that really hammers the pacing of the action.

Anyway, problems aside, this is an impressive piece of work. Even if you don’t take into account the fact that it’s made by a single person, it’s still a decent game. For fans of lightning-fast action that mixes melee combos with ranged combat, it will be a fun little treat. Just know what to expect.

Review: Happy’s Humble Burger Farm

The temperature is dropping and snow clouds are forming, so Christmas is on the horizon. You’d think that developers would make the most of the season by selling cutesy games to a younger audience. However, this isn’t always the case and therefore, I was understandably surprised when Happy’s Humble Burger Farm was released. This eerie cooking horror title is strange as hell and will make you uneasy throughout.

Developed by Scythe Dev Team and published by TinyBuild, this is a dated horror title. Set in a creepy, oppressive world, you must serve burgers while avoiding every sinister apparition. The overbearing corporate environment captures the beauty of every person’s mundane working existence. You’ll repeatedly complete the same tasks, serve faceless individuals, and enjoy being no more than a number.

Happy’s Humble Burger Farm should have evolved the cooking element. 

When a title coins itself as a cooking horror game, you’d expect the food elements to be key. However, Happy’s Humble Burger Farm utilises it in a minimalist way. It sadly lacks challenge and an unlimited supply of ingredients reduces this further still. If you love stressful food sims like Cook, Serve, Delicious, you’ll be frustrated by the lack of depth. As the game progresses, you are given more tasks to complete, but these don’t push you. 

The difficulty arises from the minxy creatures and bizarre beings that surround you. They’ll shut off the lights, explode in your face, or switch off the appliances. This becomes an annoyance and does keep you on your toes. Moreover, a tricky timer demands you work effectively, otherwise, you’ll be slapped with negative interactions. These mustn’t be ignored, as they will ruin your day. So don’t make any mistakes!

Errors cause the ghastly visions to become stronger and more aggressive. You’ll work while ignoring the creepy images in your peripheral vision until you hear a creepy mooing sound. This psychotic moment was scary as hell and was truly uncomfortable. I wish the developers had pushed the gameplay further towards these mind-boggling moments while keeping the cooking at the fore.

Will someone please turn on the lights?

It hides no secrets. 

Whenever I tackle anything within the horror genre, I expect to be kept on tenterhooks. Happy’s Humble Burger Farm has other ideas, however! It doesn’t like to hold anything back, and it makes no secret of its core ideas. Subsequently, you are aware from the beginning that you must escape the vile simulation you exist in. Therefore, this gave the developers creative licence to scare and shock their player base throughout.

Sadly, though, much of the anticipation and scare tactics fall flat because of a lack of direction and some unfortunate bugs. The gameplay is deliberately open-ended as you live to work and work to live. You serve an oppressive corporation that only wishes to get richer, no matter the result. Yes, being hounded by ghoulish creatures was unnerving, but you quickly get used to it. 

What’s a game if there is no clear goal? 

The action doesn’t revolve around a day/night cycle. No, instead your only focus is to complete your shift in the restaurant. Here you’ll earn money to spend on snacks that in turn help you to work faster. Once your tasks are completed, you must explore New Elysium City or return to your grubby apartment. If you choose the latter option, you’ll sleep, wake up, and repeat the cycle again.

The small city has little to offer in the way of entertainment. Yet, there is a coffee shop with a lively band playing music 24/7. Here you can grab a coffee, enjoy the vibe, and get a boost on your movement. You can also visit the hellish looking pawnshop to buy decorations or mascots for your apartment. Alongside the two venues, you are free to explore a foggy and dank landscape. Look close enough and you will find pamphlets and propaganda posters that piece together the weird story.

I enjoyed searching for the little nuggets of information while progressing the story. You’ll unlock new tools that open up blocked paths, and this adds to the intrigue and longevity. However, the aforementioned lack of cooking does taint the experience, slightly.

The creepy play area looks nice.

Happy’s Humble Burger Farm is dated. 

A dated appearance isn’t necessarily a bad thing, but its PS1 looks were a little jarring. Its weird style and dull colour scheme take some getting used to. Therefore, I appreciate many players will be put off almost immediately. If you can look through the ugly exterior, you will see how the style complements the theme and story. With faceless characters and repetitive imagery, your mundane existence lacks an interesting edge. Furthermore, the gloomy world invites you to explore while filling you with dread.

The horror layer is enhanced further still thanks to the creepy audio. Every character makes bizarre noises that are uncomfortable to listen to. Furthermore, the restaurant buzzes and creeks, and the ghostly beings scream, crawl, and shuffle around. It’s pretty horrific, and this was one element the developers got just right.

So many fun mascots.

A detailed control layout. 

Happy’s Humble Burger Farm opens with a complex controller layout. It initially appears overwhelming, and this was off-putting. Fortunately, my fears were eased as a quick tutorial highlights the fundamentals. However, once you start playing, little guidance is given and this can be confusing. Sadly, a handful of bugs and glitches only serve to enhance the uncertainty. If the developers can iron out the problems, then this will make it much more enjoyable. 

If you get hooked on its surreal ways, you’ll experience a six to ten-hour title. This can then be enhanced with an endless mode and the desire to unlock the achievements. If the developers explored a multiplayer option and evolved the cooking mechanics, this would be a very moreish game.

Happy’s Humble Burger Farm left me wanting more. 

The review seems very negative, but I actually enjoyed it. Happy’s Humble Burger Farm is unlike anything I’ve played, but its shortcomings left me wanting more. I was frustrated by the cooking element, yet the creepy monsters and psychotic elements were great. If Scythe Dev Team develops it further, then it will be a fantastic game. I enjoyed it mostly and recommend you to buy it here! Can you escape the simulation, or are you destined to serve burgers forevermore? 

Review: Pukan Bye-Bye!

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

I always forget that players’ abilities vary, and what could be tough for me will be easy for others. However, I like to think I’m pretty average, so my thought process and skills aren’t too far off the mark. This theory about ease and difficulty forms the core concept of Pukan Bye-Bye! and the game’s description mocks you in a tongue-in-cheek way.

Developed by Artalasky and published by ChiliDog Interactive, this is a retro side-scrolling platform title. Set across an array of levels, players must overcome obstacles, traps, and their own rage to progress. It is deceptively simple and made me squeal repeatedly.

Pukan Bye-Bye! is horribly tough. 

I don’t care if I sound like a petulant child, but Pukan Bye-Bye! is bloody horrible to play. I hate it, hate it, hate it! Yet, I couldn’t put it down. Like OkunoKA Madness or Super Meat Boy, this has a distinct sadomasochistic undertone. You’ll die repeatedly, fail stage after stage, and scream profanities, yet you’ll desperately want to get the protagonist to the finish line. 

The gameplay doesn’t offer anything more than its peers, yet it still stands out. The combination of traps, brutality, and stage design makes it a rewarding and cathartic experience. On the surface, each level looks easy to finish. You scan the environment, plan your route, and begin your journey. Yet, things are rarely this straightforward and traps, monsters, and illusions all lie in wait. 

Push those blocks.

Drip-fed mechanics and a test of memory and reactions. 

What I loved about the difficulty curve within Pukan Bye-Bye! was the drip-fed mechanics. Not only did this balance out the difficulty, but every five levels, new monsters or traps were added to the mix. The new elements always took you by surprise and were a great way of keeping the action fresh.

Alongside these new elements, the developers tested your memory recall and reactions. Every stage remains the same, no matter how many attempts you made to overcome them. This forces you to learn the pitfalls and finer details of each level. Moreover, you must leap gaps, land millimetres from spikes, and hit moving platforms. It’s hellish, tough, and will test the hardiest of players.

Use the skulls to bridge the gaps.

Pukan Bye-Bye! is a stylish indie title. 

Many developers want their game to stand out and Pukan Bye-Bye! has achieved this. Using contrasting colours and some monochromatic imagery, the simple minimalist approach is nice to look at. I admired the retro aesthetics, the clean-cut UI, and the interesting stage design. The movement of the protagonist and traps were clunky, but this added to its dated charms.

Where it falls short, however, is its lack of music. Much of the action is set to silence, and this gives off a flat vibe. Yes, there are some basic sound effects but these barely mask the lack of high-energy tunes. I had an expectation of 80s synth-inspired songs, so to get nothing was disappointing. 

Hit the switch and leap through the exit.

Unresponsive controls. 

In a game all about reactions and precision, you’d expect the controls to be on point. Sadly, you die repeatedly thanks to the unresponsive controls. You’ll move, try to jump, and fall to your death. This happens too much to be user error, and it makes a tough game much harder. Subsequently, many gamers will quit without playing it thoroughly. Other than the movement issues, the rest of the layout is well-designed, straightforward, and easy to understand. 

Hardcore games rely on a stubborn player base that is determined to battle through the pain. Its sheer brutality vastly increases its longevity and only the toughest of players will keep playing. Moreover, the necessity to be pinpoint accurate and agile as a ninja separates the wheat from the chaff. Furthermore, its replay value is reliant on blind determination rather than any form of enjoyment.

Though it made me angry, I liked the challenge, but; it wasn’t perfect. You collect coins on every stage and these have no bearing on the game. Also, there is no speedrun option and this could easily have been incorporated. If the developers had implemented either of these ideas, it would have exponentially improved longevity.

Pukan Bye-Bye! needs a tweak. 

Much of the action is perfectly serviceable and is enjoyable and challenging. However, its shortcomings leave much to be desired. The controls are unnecessarily frustrating, and the collectables are pointless. Yet, the graphics are good, the level designs are interesting, and the drip-fed mechanics keep you focused. There is no doubt that Pukan Bye-Bye! will enrage you, but this is one of its alluring charms. I liked it in spite of its faults and recommend you to buy it here! Study the levels, remember every trap, and make it to the portal alive! 

Review: Guild of Dungeoneering Ultimate Edition

Like most people who’ve been struck by lightning more times than they’ve passed math classes, I like to think of myself as a creative individual. It’s always been a favorite pass-time of mine to dream up little worlds, to live in them inside my head, and populate them with all manner of weirdos and miscreants with whom I imagine I’d be good acquaintances, at the very least. Of course, much of this fantastical make-believe is largely relegated to my distant past, as adulthood has granted me far more depressing scenarios to ponder in my free time. Guild of Dungeoneering, however, managed to evoke those ancient feelings beautifully, heaving my calcified whimsy gland from its tomb, dusting it off, and teaching it to play cards. Developer Gambrinous has crafted a quaint little deck-building roguelike, one which oozes character and charm despite its minimalistic art direction, and which displays a refreshing understanding of its own mechanical depth.

In Guild of Dungeoneering, you assume the role of a sort of omniscient architect, constructing a home base of operations – which you can upgrade with resources earned from completing quests – as well as building the very dungeons your disposable heroes must fight through to progress. You see, GoD’s “hook” is that you assemble the levels, and your characters traverse them of their own free will, fighting the enemies they want to fight and collecting the loot that speaks to them. Each turn, your dungeoneer will walk in a single direction, determined by the objects occupying the rooms they have access to. If there’s some gold in the left room and nothing in the right one, you can bet the dungeoneer is going to make their way to the gold ten times out of ten. This is precisely why I feel the game fails to accurately depict heros with minds of their own; their will is so easily manipulated by placing the right cards in the right spots that the game’s level construction mechanics quickly become about strategy and planning ahead, rather than working around the unpredictable whims of some bumbling adventurer. That said, the inventive brand of strategy Guild of Dungeoneering offers is good fun, and it employs a variety of systems to combine the inherent joy of creation with the right-brained satisfaction of a plan coming together.

Ultimately, GoD’s dungeon exploration is a numbers game, wherein your cute little heroes will inevitably die horrendous deaths without the proper stats. But of course, a hero can’t grow more powerful without fighting monsters in the first place, and thus the game’s core system of risk and reward is born. Do you place down a monster card, putting your hero in harm’s way for the chance to make them stronger? Or do you play a room, allowing them to move toward the level’s boss more quickly, but forgoing the opportunity to level up? This dichotomy is essential to the sense of agency GoD provides, and allowed me to feel as though I was genuinely contributing to the creation of my own journey, while not feeling overwhelmed by freedom thanks to the game’s smart limitations on card usage and enemy placement. The card battling mechanics here, too, make excellent use of combining simple systems with random elements to create a surprising amount of depth. For example, many of the cards you acquire grant a bonus to your attack on your next turn if you damage your opponent, so you’re often rewarded for tactical forethought. Indeed, nearly every facet of the game requires you to consider its interlocking mechanisms as a whole in order to succeed. To gain resources, you need to advance through dungeons, but to advance through dungeons you need to have access to the proper dungeoneers unlocked in the guild, and to unlock those dungeoneers you’ll need to be knowledgeable of each card and its nuances. I would’ve liked the guild construction to feel more impactful, as often it seemed to me more like a glorified shop than a player-conceived facility, but I appreciated that the guild’s simplicity allowed the combat and dungeon assembly to shine as the game’s center.           

I was frankly blown away by Guild of Dungeoneering’s visual and sound design. From just a few sketchy pencil drawings and an almost entirely monochromatic color scheme, Gambrinous has managed to cobble together a textured, vibrant fantasy setting which truly excels on the back of its brilliant sound and music. Enemies have little voiced grunts and wails, gold makes a suitably rich “clink” when collected, and a faceless bard serenades you with clever jingles about your success and – more often – terrible failure. Not only did they add immeasurable flavor to the game, but hearing these tunes upon finishing quests was hugely motivational when the owl bears and fire imps in my way proved nigh insurmountable. Depicting the characters and dungeons as paper cutouts on graph paper was an ingeniously economic design decision as well, as it effortlessly conjures verdant valleys and murky swamps – as a tabletop dungeon master might – without necessitating the developer’s creation of even a single tree.

In a world where roguelikes threaten to outnumber most insect species, I found Guild of Dungeoneering to be a refreshingly simple take on the genre. While its core conceit – that you’ll be dealing with heros who think for themselves – is largely false, I preferred the synthesis of its dungeon creation and card battling mechanics to whatever theoretical fun struggling against a headstrong AI might’ve been. Building out my home base was a bit underwhelming, serving as a far less strategic component than I would’ve hoped, but thanks to its charming aesthetic, engaging card battles, and tactical approach to creativity, GoD is a little game I can see myself returning to for months to come. 

Review: Shadow Tactics: Blades of the Shogun – Aiko’s Choice

Save-Scumming (Verb, Informal) – The act of saving a video game after every small amount of progress so any mistakes can be undone with minimal lost progress. An act often deplored by the gaming community due to a perception of removing consequence and difficulty from the game in question.

Shadow Tactics: Blades of the Shogun – Aiko’s Choice is two things. Firstly it’s the worst named video game I’ve ever seen – it has a title, a subtitle and a sub-subtitle. If you have a sufficient lifespan to type out the title into google and then still have the energy to read a description of the game, it’s hard to see where the title stops and the description begins. I honestly wouldn’t be surprised if it turned out this is all still part of the title. And this. The other thing that ST:BotS-AC is (yes, that’s what I’m calling it from now on, this review needs to have a statistically significant portion that isn’t the name of the game) is my proposal for the new dictionary definition of save-scumming for when that phrase is added to the next edition of the Oxford English Dictionary, something I’m sure they’re working on as we speak.

In ST:BotS-AC you play as Aiko and 4 of her shogun friends. Each of the shoguns has a unique set of skills that make them suited to a type of approach to a situation, be it stealth stealth, social stealth or bad stealth. It’s a stealth game if that wasn’t clear. The range of skill sets possessed by the group makes them perfectly matched to work together and complement each other’s abilities. But what sort of situation are they approaching? Lady Chiyo, Aiko’s former master has kidnapped 2 of your number, Yuki and Takuma. It’s up to you to escape the execution she has planned for the remaining members of your party and free your kidnapped friends.

ST:BotS-AC is an isometric real-time strategy game where you control your party of shogun. You generally have the objective of ‘get to this place’ and you need to work out how to do that without alerting any of the enemy guards. Some of your shoguns are better equipped for this than others, for example, Aiko can wear a costume to pass through guards’ cones of vision without alerting them, making getting to a location relatively easy, however, Mugen, the big and slow shogun is as stealthy as Homer Simpson wearing a brass band, meaning getting your whole party to the location is not as simple as it first appears. This is a genius move as it means you’ll need to use your stealthier shogun to clear a path for the less stealthy members of the party, really pulling the team together like a well-oiled machine.

To help you with this objective, you have a bunch of skills to assist in distracting and incapacitating guards. Firstly, the slighter members of the team can hop up onto a rooftop at any rappelling point, getting them out of sight from the guards. From up here, they can throw distracting items to pull the guards away from the less stealthy member’s path or simply drop down to do an assassination. As you would expect, all of the guards are looking at each other to some extent, making it a challenging puzzle to determine the right order to take them out or distract them to ensure you don’t alert the group. The game gives you a lovely present to help level the playing field – you can cue up actions to make sure you time them perfectly. Maybe you’ll use two of your shogun to take out two guards who are looking at each other at exactly the same time. This makes you feel like a stealth god and the whole adventure feel like a well-choreographed dance.

Obviously, when you’re choreographing a dance on the fly, things will go wrong. This is where the save scumming comes in. The game encourages you to save constantly – so much so that there is a counter at the top of the screen that tracks how many seconds it has been since your last save. ST:BotS-AC is one of those games where save-scumming is necessary, as you would have a miserable time going back to the start every time something goes wrong. And things will go wrong: a guard on the other side of the map will catch a glance of the bloody corpse you’ve just made, an assassination might be slightly mistimed so the guard can raise the alarm before they’re silenced by the toll of death’s ominous bell or Mugen might not be as hidden behind that cart as you think he is. Once an alarm has been raised it’s technically possible to switch things up to go loud and beat the level without stealth but this is a LOT harder and absolutely not how the game is supposed to be played. Being able to jump back to a few seconds before you cocked up is a life-saver in this game and something you will do a lot.

Shadow Tactics: Blades of the Shogun – Aiko’s Choice is excellent. Gorgeous looking, satisfying as hell and gloriously challenging, ST:BotS-AC will have you channelling the energy of a stealthy shogun in no time. Cueing up your attacks so 5 shoguns jump out of 5 bushes to take out 5 guards at exactly the same time feels so powerful and a 90:10 split of set-up to action makes every action feel weighty, important and gratifying. Being encouraged to save all the time makes the game flow much more smoothly than it could otherwise and removes 99% of any potential frustration. It also feels like the game saying “It’s okay. You can save as much as you want to and you’re still good at stealth. I want you to do it. I give you permission.” ST:BotS-AC should definitely be on your radar if it isn’t already.