You find yourself in a monastery surrounded by crosses and tombs. It doesn’t take long for you to spot your first prey. You chase your next victim, but they manage to paralyse you using a cross. But they didn’t move quick enough, you hit them with a follow-up attack and they die…well sort of. They do come back. Rinse and repeat until you lose. This is A Way to be Dead.
A Way To Be Dead is a multiplayer horror arena game. It was developed and published Crania Games. They have two other games to their name: Beyond Extinct and Roots of Insanity…There is definitely a horror theme to their creations. Both of their previous games have received mostly positive reviews. So how does A Way To Be Dead fair?
Before getting into the review, the game is still in Early Access Game. So what I played may have changed and I hope it does as it has limitless potential on how it can be improved.
How Does A Way to be Dead Play?
There are two areas you can play in, one is a hospital and the other is a monastery. Both are very dark areas so there are very few cues at the hospital level that you are in a hospital. Once the area has been selected you are presented with either playing as the killer, as a victim or playing with the AI. If you play as a killer you host the lobby and if you play as a victim you connect to a killer’s lobby.
If you play as a killer you have to protect either graves or stones from the victims. Each killer has a unique ability to transform into a stronger version once the ability is charged up after killing victims. The monastery killer equips a large scythe while the hospital’s killer transforms into a four-legged monster. If a victim secures a key they can then escape the area. Should they escape its game over. But honestly, it’s game over as the killer doesn’t move fast enough to intercept the victims. This makes everything you’ve done worthless and really put me off playing any more of the game. Especially after killing the victims multiple times.
This makes everyhing you’ve done worthless
If you play as a victim, you have to avoid the killer and either destroy rocks/coffins or plant bones into graves. Once you’ve done this task enough you receive a key. You now have two exits to make your way to. You are also not alone, as there is up to 3 other victims who will be either helping each other or focusing on their own escape. This could be a great time for the victims to coordinate their attack. But currently, there is no reason to as escaping is so easy.
A Way To Be Dead’s Issues
The main issue is the escaping mechanic. This is an area that needs to be improved. Such as whoever has the key movement speed is reduced and is highlighted to the killer throughout the escape. That way it provides more technical fun for both sides.
There is a levelling up system, but they only upgrade stats by 1%. In its current state it doesn’t feel completed and can bring a lot to the game if it is fleshed out.
A Way To Be Dead Presentation
The detail on the victims is very low, but the models for the killers is highly detailed. This isn’t an issue, since the victims are supposed to seem like generic victims from a horror film. I honestly can’t remember the audio quality, it worked well with the game.
My only concern with the presentation is that it is far too dark. For the killer, this isn’t an issue as they can use a special view that highlights all key objects such as victims and the objects you need to protect. And for a horror game it isn’t particular scary.
A Way To Be Dead’s Final Thoughts
Since this is an early access game it is rather unfair to do a full review. Should the game be updated with new features I’ll update this review. But in the meantime, it doesn’t feel very fun. And I feel no reason to play it again. For this reason I’m giving A Way to be Dead a 3. But that will go up if the updates improve the game.
Whenever I picture a sci-fi game, I instantly jump to the thoughts of aliens, spaceships, and other unimaginable things. I rarely think of a Quantum Leap style title, and this was why Transient: Extended Edition took me by surprise. With its spattering of random images, futuristic approach, and bizarre story, it has a distinct Lovecraftian and Cyberpunk air about it.
Developed by Stormling Studios and published by Iceberg interactive, this is an adventure title that comprises many genres. You’ll experience an array of mini-games as well as exploring many realities. Furthermore, the action demands an eye for detail as well as a logical mind.
That’s a little ominous.
Transient explores some interesting avenues.
Transient is instantly recognisable as a title that likes to mix things up while taking risks. Normally, I would applaud this approach. However, the developers may be guilty of trying too much at once. Subsequently, every element is interesting to experience, but they rarely go as far as you’d hope, and everything feels underdone.
The story is probably the strongest piece of the jigsaw, even though it’s extremely far-fetched. Set in the not so distant future, in an enclosed citadel called Domed City Providence. Humans have enhanced themselves with robotic parts and here is where the Cyberpunk theme is most prevalent. You control Randolph Carter, a member of a hacker-for-hire group called ODIN. They accidentally stumble across the terrifying truth that potentially will be the end of mankind and Randolph’s sanity.
The truth has never been so odd.
Much of the action revolves around the protagonist piecing together clues through an array of realities. He must enter virtual worlds, explores the here and now, and utilities an ability called PHI to discover secrets. Each realm he enters provides you with information and clues to solve riddles and puzzles. You must hack computers, scour for documents, and read every article to progress the story.
The gameplay relies heavily on a series of puzzles to unlock doors, find hidden items, and access secret files. The fun and logic-based problems will not challenge a methodically minded player. However, this combined with the unusual environments and selection of mini-games offers enough diversity to keep you going.
The chair where the magic happens.
Here is where my problem lies.
My aforementioned complaint about underdone mechanics is where my issues lie. Transient doesn’t appear to know what game it wants to be. It flits from detective drama to problem solver, and then from adventure game to futuristic zombie experience.
Yes, it does each of these layers well, but it fails to explore each thoroughly. Consequently, I wanted much more! The puzzles were interesting, but they were rudimentary at best. Moreover, the riddles required little thought process, and most answers were available in the documents you find. Fortunately, the best moments were when the adventure went hand in hand with the story. It was genuinely intriguing to watch the plot unfold, and the many twists and turns will take you by surprise.
Transient: Beautifully futuristic, but with dated aesthetics.
Transient was originally released in 2020 and wasn’t considered a high-end title. Roll on 2 years, and sadly it looks dated. The character models are serviceable, but they won’t wow you. Furthermore, the textures are rough, and little imagery appears unique or original. Yet, this doesn’t mean it’s horrible to look at, because it isn’t. It is wonderfully futuristic and many of the areas are interesting to explore with plenty of variety. The developers have done a great job of creating a captivating world, unfortunately, though it simply falls short of modern standards.
The graphics may not have met my expectations, yet the audio did. The brilliantly atmospheric sounds transport you to the future while sucking you into this grim existence. This is then complemented further thanks to the excellent, albeit occasionally “hammy” acting. The combination of overbearing characters and a gruff protagonist was great, as it added many dynamics to the storyline.
This world is full of quirky moments.
The blend of genres was easy to manage.
Transient has an awful lot going on and at times it is overwhelming. However, this was more to do with the amount of information rather than the blend of genres. Thankfully, the game seamlessly transfers from one play style to another, and this was fascinating to experience. Moreover, its excellent UI and simple menu system help to alleviate some of the overwhelming feelings.
Alongside the story, Transient excels in both its replay value and its longevity. Thanks to its interpretive plot, every playthrough can have a different meaning. Furthermore, there are collectables to find, a tough achievement list to crack, and the need for a speedrun if you are a completionist.
Transient has its fingers in many pies.
I adore Stormling Studios ambitions, and they very nearly got everything right. Sadly, though, it’s a case of many fingers in many pies. Transient’s potential is plain to see, but its gamble hasn’t paid off. It’s a good game, but it could have been so much more! I liked it despite its shortcomings and I recommend you to buy it here! Can you unravel the truth, or is it too late?
Reminiscing and longing are fundamental human emotions that we all tend to have, whether we like to admit it or not. It is a part of what makes us so vulnerable, so when a game can tap into these emotions successfully, it can produce a narrative that becomes very hard to forget.
OPUS: Echo of Starsongtells the story of an old nobleman by the name of Jun, who reminisces of his younger days in the Thousand Peeks galaxy. In his youth, Jun explored asteroids called lumen caves, which held a fittingly named valuable resource called lumen. After one particularly unsuccessful expedition where Jun had exploded some caves that belonged to the similarly noble East Ocean, he was exiled from his family and nobility. In an attempt to restore his family name and status, Jun joined forces with his guardian Kay, a young woman Eda and her pilot Remi to discover the secrets that the Thousand Peeks galaxy held.
Jun’s fate is in your hands
OPUS: EoS is a mashup of a visual novel, a two-dimensional side-scroller and a puzzle game all in one. Stylistically, OPUS: EoS is beautifully crafted and unique. The 2D elements of the visual novel and side-scroller often morph as you play into a 3D environment that compliments the drama and the plot magnificently. These morphs tend to occur during high-suspense moments and the art style itself lends itself well into these moments. It sports an anime-like style for the 2D character art and sprites during conversations and these morph into 3D low-poly character models during area exploration and action scenes. The combination of both 2D and 3D elements made both the characters and world of OPUS: EoS simply come to life in the best way possible.
The art for the backgrounds and environments in Thousand Peeks is simply stunning. Whilst the style itself doesn’t lend itself to realism, the world of OPUS: EoS still manages to create atmospheres that feel realistic. The lumen caves for example, whilst they are all different in capacity and under control by several groups and corporations in the galaxy, the caves themselves are presented in a way that feels isolating and closed-off from the outside galaxy. They’re lonely and suffocating; dull grey and black walls and machinery only illuminated by the rich aqua colour of the magical lumen embedded in the walls. The caves themselves are reminiscent of the galaxy outside: lonely, suffocating and full of secrets, especially if you are in the shoes of Jun or Eda.
The characters themselves are very likeable throughout the story. As you learn more about the pasts of Jun, Eda and the others, the more they begin to feel like real people with real concerns and motives—and it’s very easy to sympathise and form a connection with the main cast because of their rich backstories and hidden lore. Each character clearly has a purpose, and none are subject to stereotypical box-checking agendas. An overarching theme that I loved as a result of the bond between the main cast was the found-family aspect. Eda, Jun, Kay and Remi are all brought together by the desire to find purpose in their world—and the way that their concerns and fears of abandonment and the feeling of being useless in a situation are incredibly well written and struck deep chords with me personally as I played.
Eda and Jun’s first encounter
In addition to the lore of the characters, the world-building and development of the Thousand Peeks galaxy and the surrounding lumen caves and civilisations is wonderfully brimming with detail. As the story is being told from the perspective of Jun’s older self, each location you visit and “memory” item you obtain has valuable pieces of information and smaller details about his journey as well as his developing friendships with Eda and Remi. They can be easily missed if you tend to rush through areas without fully exploring, however so it pays to keep an eye on the walls as you pass through each location for interactable content.
Find and collect pieces of Jun’s past that shed light on the universe around him
Perhaps the most important aspect of OPUS: EoS is the music. The plot has a firm connection to sound and music, with lumen itself being powered by song and the abilities of Eda. The music is simply magnificent and ranges from more mellow pieces that you could imagine space may sound like to some more sinister and lively pieces depending on your situation. Music plays a key part in both the story and gameplay mechanics, and it’s clear that each piece was conceived with purpose and consideration into the plot. There are various puzzles that require the use of music, but one that stands out uses Jun’s sceptre to align markings on gates using the frequency and volume of Eda’s songs. Sometimes you’ll need more than one song to get through the gate which requires some exploration, but overall, the puzzles themselves are not extremely challenging.
The exploration mechanic is fairly simple. Using the galaxy chart, you can choose which areas to travel to and explore. However, you will need to keep a keen eye on your ship’s fuel and armour. If you fail to plan your fuel usage you could end up stranded in space with limited resources, which isn’t ideal. You can replenish your fuel using exploration kits that you can find in abandoned locations on the map, or they are purchasable from shops. As you travel, you may also encounter some random events that you can either run from or take on—these can range from assisting random ships to stopping pirates from hijacking ships for a reward. These choices employ dialogue checks and RNG dice rolls, so it really is down to you to gamble on your resources or not.
The more you explore, the more locations you’ll discover
Whilst this is the third title in the OPUS series, you can fully enjoy OPUS: Echo of Starsong without having any prior knowledge of the series or world that the games take place in. Without spoiling too much, OPUS: EoS is an incredibly well-made and emotional journey. You can very easily reach over 10 hours of gameplay simply due to how detailed and gripping Jun and Eda’s stories become. One of my only criticisms is that the first chapter and some of the second can feel a little stiff as you learn about the universe.
For me, OPUS: Echo of Starsong had everything I could possibly want in a game. Rich storylines, interesting characters that genuinely have purpose and have their own motives, wonderful world-building and simply magnificent music. In fact, OPUS: Echo of Starsong holds a very rare accolade of being one of the very few games that have brought me to tears by the end—in a completely good way of course. OPUS: Echo of Starsong taps into your emotions with ease and utilises them exceptionally well to create a story that is not only beautiful but equally as heart-wrenching. OPUS: Echo of Starsong is a phenomenal tale that you simply must experience.
As we age, our memory is not as good as it once was. We become forgetful and our decision making can be dubious at best. However, we don’t let this stop us and it merely becomes a bit of an inconvenience. This everyday occurrence is the core premise of Wytchwood and can be seen throughout its whimsical story.
Developed and published by Alientrap, this is a crafting adventure title. It’s a game that perfectly balances exploration, interesting characters, and a never-ending to-do list. You must complete quests, appease strange beasts, and venture deep into a fairy tale fantasy world.
Wytchwood will make you smile.
The thought of endless back and forth combined with inane tasks normally fills me with dread. Yet, this is the core premise of Wytchwood and I was left smiling throughout. I don’t know if it was the colourful world, exuberant characters, or mad quests that worked, but I didn’t care. I was invested from the opening gambit and I allowed its absurdities to take me on an insane journey.
You control the old witch of the woods who awakens to discover her mind is a tad hazy. Matters are made worse when she is accosted by a talking goat. Surprisingly, the story somehow gets weirder from this point! You are told of a contract you have struck with this hooved demon. To fulfil it, you must capture 12 souls and this will awaken the sleeping beauty under your house. Once the contract is complete, the goat will disappear and your memory and the many mysteries will become clearer.
This area is depressing!
Layers upon layers of quests and crafting.
The world revolves around your house in the woods. This central hub allows you to access portals from across the world. Sadly, though, the gateways remain locked until certain tasks have been completed. This linear approach may be frustrating for some, but it stops you from getting ahead of yourself and I appreciated it.
You may think you like the idea of an open-world adventure. But too much freedom in Wytchwood is an overwhelming and confusing thing. Because of its layers of tasks and the sheer magnitude of crafting options, you can quickly become swamped down. Luckily, however, the aforementioned linear style keeps this under control, mostly.
While undertaking her main quest, the witch must help untold amounts of people and creatures. She must utilise tools that she begs, borrows, and steals to obtain much-needed resources. These, in turn, are used to craft magic spells, potions, and protective charms. There is a monstrous list of items and craftable objects, and this adds to the challenge of the game. Yet, the difficulty doesn’t end there as resources are area-specific and this ensures plenty of back and forth during every task.
What is hiding in the dark?
Leave no stone unturned.
In a title that is obsessed with crafting, you must thoroughly search every location. The witch is like Mary Poppins and she can carry an endless amount of weight. This was fantastic, as you could store as many ingredients as you could find. However, danger lies around every corner and death undermines your progress.
I didn’t expect a little old lady to be battle-ready, so, unsurprisingly, this frail witch is low on health. Subsequently, she gets her ass handed to her repeatedly. If you die, and you will, you respawn at your hovel but you lose much of your inventory. This was an annoying but essential mechanic that demanded a tactical mind while ensuring the gameplay wasn’t too easy. Losing your stuff was a setback, so using the chests in each area was essential.
Wytchwood is a beautiful game to play.
Utilising an isometric viewpoint, Wytchwood’s action is easy to follow. The game takes in a vast amount of locations, from swamps, mountains, graveyards, fields, and more. Each captures the fantasy theme perfectly, and they all look wonderful and unique. I loved the fairy tale imagery, the large spaces, and the use of visual novel style still pictures. The combination of different approaches helped to break up the adventuring element and gave the gameplay some rigid structure.
The whimsical atmosphere continues with the fun, yet bizarre, audio. There is a distinct folksy soundtrack that plays throughout and this is wonderfully complemented by the strange and magical sound effects. I found it easy to lose myself in the fairy tale charm and was easily swept along for the ride. Though I loved everything I heard, I was left a little disappointed by a lack of narration. I didn’t expect there to be a fully acted story, but to receive nothing was slightly underwhelming.
Not all areas are as beautiful as this one.
Lots going on, but easy to handle.
Wythchwood asks you to juggle many elements at once and this could have been confusing. Fortunately, however, a brilliantly thought out UI enables you to manage your resources while tackling the endless list of tasks. Alongside this, you’ll experience an array of simple commands that are easy to understand. Furthermore, thanks to the clear instructions, you’ll rapidly master the fundamentals.
It’s true that the story plays out linearly, but you are free to select which tasks to complete first. Consequently, you feel in command of how the story plays out, and this adds to the replay value and longevity. Alongside this, you may craft as much as you like while trying to tackle the large achievement list.
Wytchwood is a whimsical must-play title.
On paper, I should have disliked much of what was on offer. Constantly walking back and forth is normally tiresome, yet, in Wytchwood, it’s fascinating and enjoyable. The brilliant blend of craftables, characters, and areas makes this a moreish and unforgettable title. Its brilliance took me by surprise and this was a gem I’m glad to have discovered. Unsurprisingly, I loved it and you must buy it here! Can you solve the mystery of the sleeping maiden? Hunt down the souls, banish the goat and get your memory back.
Here we take a look at the Marvel Ultimate Spider-Man 3D Deco Light from Lost Universe.
This incredible Marvel Spider-Man Hand Wall 3D Deco Light has your friendly neighbourhood Spider-Man punching through the wall to light up your room.
Complete with a cracked effect sticker, this wall light depicts Spider-Man’s hand firing cool to the touch, fibre-optic web from his wrist to illuminate your room.
The Spider-Man Hand Wall Light is easy to install and comes with full instructions.
It’s powered by three AA batteries (not included) and measures approximately 22cm x 15cm x 5cm.
An ideal additional to any Spidey fan’s bedroom, this Spider-Man Hand 3D Light will make your wall brighter than a teenage science wiz!
For the ultimate wall décor, why not pair this with a matching Spider-Man mask wall light?
The light is very easy to fit to the wall and use within a few minutes and will bring joy to any young Spidey fan.
Do you have some room in your busy day to play a creepy and kooky game? Possibly one that includes a character lineup of a familiar cartoon cast? You’d probably know them better by their actual names which are Wednesday, Pugsley, Gomez, and Morticia Addams.
Well if you are looking for a fun and entertaining game that is full of action, adventure and even includes teamwork, you should try the Addams Family Mansion Mayhem. It’s a great resemblance to the cartoon version and most recent Addams Family movies. By the way, I hope you have all your fingers available because snapping the theme song would be lovely, but it is a bit hard while holding a controller to play the game.
What To Expect
Addams Family Mansion Mayhem is entertaining whether played alone or with a bunch of others, up to 4 can play. Furthermore, the game allows the player or players to choose to be any one of the four family members from the movie. Each choice of character can be chosen freely, no matter the number of players. Every character may appear different, as they are one of the four family member characters. However, no one has a better or a more powerful ability than the others.
Now for the game, there is one main goal, to save the house while discovering relics and solving puzzles to reveal some interesting facts about the family. Plus, this game is packed with so many different levels to play through. Each location can actually fit every player as they are quite large and spacious. Honestly, it looks like we got zapped by a shrink-ray machine and now we are smaller than the items we would use daily. It’s quite a unique view, no way to control the point-of-view, at least everyone can see where they are in the game with that much of a distant view.
This will be the same view while playing the mini-games option where you’ll play against friends or family members. It’s unique, but so is the Addams Family so a perfect fit! Of course, the strange and kooky design of the game continues throughout the many differently themed levels, which are super action-packed and adventurous. Fighting our way through and completing objectives per level. In addition to the game’s design and play, the music and sound effects perfectly fit the game, bringing that complete reminder that this is the Addams Family game.
The Good and The Bad
There are a few things about the game that I found to be a bit lacking. To start, the game after playing through the first few levels, felt more to be a fast game that doesn’t complicate or challenge the player too much. The levels are large and spacious as mentioned before, but they also aren’t hiding much that can’t be discovered easily. Not to say this is going to be the result for each player. Depending on who’s playing and if they play games very often, well that could determine fast and easy or long and hard it might be to play.
Additionally, with the many character option and the additional friend playing, you can easily gain more help and work together to find the way to obtain each level’s objective and complete the game a bit sooner. Nevertheless, I don’t feel that this game is meant to be that hard because it is for kids from 10 and older. So it could be simple for this reason, but I still feel that some 10year olds will want a bit more challenging levels or more to the game than what is given.
The second problem which stood out to me is that its view is way too far from the character. Gratefully, we can see everything in the levels, even the round light that surrounds the character, and can make it easy to know where we are located at all times. On the other hand, I wish we could have a bit of a closer view, maybe if just in the single-player mode. Don’t get me wrong, I am glad that the cameras can rotate and move automatically, so the player can just move with the character facing the right way each time. I just wish we can get a bit closer to the action.
This may be just a slightly negative feeling I have because the view is still great for a multiplayer view, with so many in the game at once. However, I think it could be zoomed in a little bit more when a single player is playing. Plus, the ability to see the scenes in the background just can be somewhat strange on a few levels. To also mention it’s not the place we move upon, that’s fine. It’s the surroundings or background location which is odd and maybe makes no sense if this is what the house appears inside to look like? I would think more of a realistic background than a mystical tan and white swirl design as one example. I feel that this could use improvement to fit the levels a bit more.
There is one last thing, maybe not very negative, but a personal wish about the music at the beginning of the game. I honestly wish the game had during the start-up; start menu the Addams Family theme song to play. I so wanted to snap my fingers and sing along. It’s something I’ve always loved hearing and listening to during the movies and it would be great to hear when the game started. It would really make me feel joy and bring excitement when starting to play the game each time.
Now, let us talk about the better features that made the game hard to stop playing. Especially during a snowstorm. First I want to start off with the variety of characters and their unique abilities. Just having a choice of characters that can provide some additional features of their own and abilities is quite interesting. You don’t get stuck with the same character, but instead a variety of characters unique to each other.
Another is that the level design is very interesting, and as I mentioned love the large view for a multiplayer option, seeing everyone and space to move around the level. Also, I do like that it’s simple for everyone to play without getting lost where to go next or feeling pressured to move quickly. Since there is no timed level in the game, but there are in the minigames. However, in the regular levels, there is no pressure to accomplish each level super quickly in a short amount of time. It’s very straightforward with some special areas to find special bonuses and discover mysteries. Some are quite puzzling, but as always makes for a bit more fun!
Also, the levels are filled with their own objectives to complete. Making it a bit more fun to play. So it’s not just the player or players fighting their way to the end. It’s more like the players trying to complete goals while finishing the levels. Oh, and the little mysteries of the Addams Family are while loading at the end or before the game. You will learn a little more about the characters and the house when you finish or start a game. It’s a few facts that come freely while playing. That also is kind of fun about the entire game!
In addition to the gameplay, I do love that the controller’s buttons are well taught at the beginning of the game. However, if you don’t even know the buttons, without playing level one. Well, you can easily figure out how to move the character, even if you forget! As it’s quite simple to pick up a controller, no matter if you start from the middle of the game or if you are just playing one level to help someone. It’s just that simple, perfect for everyone who wants to pick up the controller to play at any time!
One last positive feature that stood out to me, which is the multiplayer option. Playing a separate game option of different party-style minigames. This is something where you are free to jump and bump all over each other to win. The battle to win in these mini-games can be competitive and fun. A great way to break the boredom and play through some fun entertaining mini action games as a family or with friends.
I always love that ability to battle it out together and enjoy playing through games where you can see who has what it takes to win! It also is a great idea to play during a family or friends game night. Especially for my family, which we are all about games, and when it’s a video game we can play together more often by battling it out and seeing who will come out on top, as the winner!
Final Thoughts
This is such a wonderful game that really is great for kids and adults. It is so much fun to play with a group of people, friends or family and even by one’s self. Nevertheless, you can do so much with the many options to play. For example, the multiplayer choice gives you an option to play separate games to compete with 2-4 others. While, the single-mode is a game on its own, where others can join if they like.
In addition, with many other characters than one hero to be, you can play as any of the Addams and see what they can do and the unique ability they bring to the game. Play as one character throughout, play again as another. Same with the battling of minigames, try each character, and so on. It’s a game that isn’t difficult, just a bit easy but still quite entertaining and perfect for those who like to play a simpler, but fun game that can be fully -completed!
Four line of dialogue and just over six minutes of screen time in the original Star Wars trilogy, and for Forty Years, the character of Boba Fett has captured the imaginations of Star Wars fans across the decades. I certainly grew up fascinated by this mysterious Bounty Hunter and loved seeing his origin story fleshed out in the prequel trilogy not to mention jumping and shouting at my TV when the character was brought back from the dead seemingly in the Mandalorian show, absolutely blew my Star Wars Fanboy heart. So, when it was announced that following the finale to the Mandalorian, that he was getting his very own Disney Plus TV series, well I was happy as a Jawa finding a Droid without an owner.
I chose to wait for the second episode to air as well before putting my thoughts down as the first episode was shorter than I had expected but filled with so much awesome that I wanted to ground that excitement to see if the story telling of the first episode would carry into the second but obviously, we must start with how is began and I really liked the opening to this series:
Episode One – Boba Fett holds Court
Since his appearance in the Mandalorian, the first question I hoped this series would answer would be to explain for the first time since Return of the Jedi in 1983 that was left unanswered, how did Boba escape from the belly of the Sarlacc! To explain this mystery, the show has chosen to go with a very interesting way of telling the story, one which for anyone who has watched Arrow will recognize right away and it just works so brilliantly for The Book of Boba Fett.
What we have is two stories being told in one series, first we have the “modern day” story of how Boba Fett with Fennec Shand, played brilliantly by the also returning Ming-Na Wen, seizing control of Jabb the Hut’s empire but then we also have the flashback story of how Boba escaped the Sarlacc stomach and what happened to him before the events of The Mandalorian. This first episode opens with Boba inside a Bacta Tank, used for healing injuries such as the one we see Luke put inside during The Empire Strikes Back. Whilst inside the tank, Boba dreams of how he escaped the Sarlacc pit by using the breathing oxygen of a Storm Trooper, also a victim of the Sarlacc Pit, to refill his own oxygen before punching a whole in the guts of the Sarlacc and using his flame thrower to burn his way out to then push his way up through the sand to surface on the desert of Tatooine. We then see him fall unconscious from the effort before Jawa’s happen upon his body, thinking him dead they strip him of his armour leaving the body which is then found by a tribe of Sand People who take him prisoner.
Now all of that happens in just the opening eight minutes of the episode, successfully answering how did Boba survive and escape and not only is it a fantastic opening to his own series but immediately explains to the audience who would have been asking. I must give credit to Temuera Morrison who has completely brought the character of Boba to life after originally playing Jango Fett in the Prequel trilogy, just the very fact they chose and were able to bring him back as this character so many years later is just sublime as is his performance and it was a clever decision to also have Boba remove his helmet for a lot of the dialogue scenes as a juxtaposition to how in The Mandalorian which works best when the helmet is kept on for the character.
The clever way in which we get to see the events that lead to Boba appearing in the Mandalorian first before switching back to the present time in the story with Boba trying to assert his dominance to rule his new crime organization which also shows us the Code that Boba sticks to. He wants to rule his empire with respect and not fear, he chooses to walk the streets rather than being carried like a King unliked the previous heads of the organization. For someone as feared as Boba Fett, it is very interesting to see this idealistic approach which shows perhaps a more mature version of the character, perhaps shaped by the experiences we are also getting to see in the flashback scenes. This is helped so much by the character of Fennec, who serves as not only Boba’s number 2 but also his counsel and protector, who will follow Boba’s instructions but not afraid to raise concerns about possible threats to his new rule and it is very clear, that Boba’s position as leader is not absolute at this point. An attempt on Boba’s life during his walking around the people gives the chance to remind the audience just how lethal Fennec is as well but also a tease that Boba is still not back to full health as the battle leaves him requiring his Bacta Healing Tank whilst protected by his two Gamorrean guards.
This opening episode though short, gave a brilliant look at the criminal underworld of Tatooine in a time where new adventures and stories can be told in the Star Wars Universe. I am intrigued to see how Boba and Fennec try to establish their rule but a little more excited to see the flashback scenes, with the episode leaving us seeing how Boba saved the child of the Sand People leaders who hold him captive, earning their respect by the end of 38-minute episode. We had great action, some comedy, and a lot of world building with fantastic cast performance. Visually stunning and showing once again that Disney + Star Wars TV shows are the best Star Wars experience fans can have right now, it is fair to say it is both fun and frustrating to experience classic episodic weekly television and I am hoping for a lot of the seeds that were sown in Chapter One of this series to continue into Chapter 2.
Chapter 2 – Boba Fett faces new Challenges on Tatooine
It really feels like I have been waiting since last year (apologies for New Year’s joke) since watching the first episode, such is the joy of traditional episodic TV. I was very pleased to see that Chapter 2 has a long run time that the first with a good extra ten minutes to tell its story and I was hoping to see more flashback story and present-day story telling as we see the rise of Boba Fett continue.
We return to the present day with Boba trying to get information from the captured Assassin who tried to kill him, though he refuses to talk but Fennec uses Jabba’s old Rancor trick to rather quickly change the assassin’s mind who happily confesses that it was the Mayor, whose representative had refused to bring tribute to Boba unlike others, had hired the Assassins to take out Boba. I loved this scene a lot with its cheeky nod to something fans will instantly recognize as well as a lovely reminder that once again, it is the former throne of Jabba the Hut that Boba has now claimed as his own.
This episode also cements the fact that Boba’s rule is not set in stone yet and not only is the Mayor not accepting or respecting his claim to the throne and title as Daimyo, but now we see some very powerful players also arriving to claim the territory in The Twins, part of the Hutt family and cousins of Jabba, who believe that they have a right to claim the territory of Jabba. This whole scene, played out on the streets of Mos Espa is a chance for Boba to stand firm to state his right to rule with the Hutts retreating to no doubt try another day but not before introducing us to a new character in what I could only describe as the Brock Lesnar of Wookies, who Boba identifies as a Gladiator from the Death Pits of Duur. This opening twenty minutes is all about power posturing and letting the audience meet the different players in the game in a mini ‘Game of Thrones’ style political drama with different powers all claiming the right to take over Jabba’s old empire.
The one element to this series that I am really enjoying is the focus on the flashback story, told when Boba goes back into his Bacta healing tank and has “dreams”. We see Boba now being trained in how to use the Tusken battle staff, something we saw him use when we first see him in The Mandalorian. A good portion of this second episode is dedicated to this flashback stories and I am so pleased because for me, this is the more interesting story than the present day story arc because not only do we get to see how Boba came to be where he was when we see him in The Mandalorian which then leads to him claiming the title and power of Daimyo but we also get to see and learn as much about the Tusken Raiders as we do about Boba.
There is an almost Māori element to the Tusken tribe that has captured Boba, the respect that he shows them and they in turn are showing him respect since his helped rescue the leader’s youngling. Seeing Boba learning their fighting technique, something only valued Warriors in their tribe would be taught. This is a great look at Boba as a character once again, the training sequences show his patience and willingness to endure to improve and become a better fighter but his respect for these Tuskens when all we think of Boba is a relentless and merciless Bounty Hunter is a tremendous contrast to see.
That side of Boba is not lost however, and when a mysterious Train speeding across the sand suddenly open fire on the tribe killing their creatures and members. After helping them to burn their dead according to their tradition, Boba becomes the Fett we know as he spies a Speeder Bike gang and requests the tribe leader allows him to take one of their Rifles and his practice staff and we see Boba walking across the desert to the bar the gang are in and he makes short work of them, beating them roundly before having a drink at the bar, then stealing their speeder bikes as he has come up with a plan to stop the Train from attacking the tribe once and for all.
Even without his Mandalorian armour, Boba Fett is a vicious and deadly fighter but the softness when he interacts with the Tuskens adds such a new dynamic to a character, we know so very little about, even from his time in The Mandalorian series. There is a lovely fun element as Boba tries to teach the Tusken warriors how to ride the speeder bikes to execute his plan of attacking and hijacking the train in one of the best action sequences I have seen yet in a Disney + Star Wars series. The visual effects are incredible with a blend of CGI and physical stunts making the whole sequence feel more like a old west train heist…just with laser pistols.
Temuera Morrison physical performance is simply outstanding here with it being as impactful as his delivery of dialogue, he just has such a presence on screen that even when the story jumps back to the present day and he is in his full armour, we know the man underneath it, we know that under the stillness and quietness Boba may show those who would threaten him, he is still a deadly warrior capable of clearing an entire room on his own should he choose to. The flashback story is only helping to grow this legend of Boba Fett with so many layers that in just two episodes, has already grown in my eyes and no doubt other fans. There is no real indication of how far in the past the flashback scenes are but by the end of this episode, Boba is rewarded for his help by being dressed in the traditional clothing of the Tusken and taken through the ritual resulting in him being shown how to craft his own weapon, both of which is how we see Boba in the Mandalorian before he reclaims his armour.
So far, The Book of Boba Fett is just outstanding Star Wars storytelling, which is no surprise seeing how once again the team of Jon Favreau and Dave Filoni are once again leading this show. The quality of these Star Wars shows is still putting to shame the last trilogy of films making Disney + the best source of Star Wars content just as it is with MARVEL right now.
The wait for next week’s episode will be worth it, but the first two episodes have certainly set the tone and I for one cannot wait to see where this story goes.
Ubisoft announced that its Ubisoft+ subscription service will be coming to Xbox in the future. Originally launched for PC, the service allows access to more than 100 Ubisoft titles at a single monthly cost, with games and DLC available on launch day, and monthly rewards including cosmetics, boosters, in-game items, and more. But that’s not all — Ubisoft also announced that Rainbow Six Extraction will be a day one addition for Xbox Game Pass and PC Game Pass members, allowing them to play on Xbox consoles and PC right from the game’s launch on January 20. Rainbow Six Siege, already available as part of Xbox Game Pass, will be available to Xbox Game Pass Ultimate and PC Game Pass members the same day, giving PC players the chance to squad-up for even more Rainbow Six action with their friends.
Chris Early, Ubisoft’s Senior Vice President of Strategic Partnerships and Business Development said: “By making Rainbow Six Extraction available to Xbox Game Pass and PC Game Pass members on the day and date of its launch via Xbox Game Pass, we’re demonstrating that we believe in the value and choice that game subscriptions offer to players. Rainbow Six Extraction for Xbox Game Pass and PC Game Pass members is just the beginning. Ultimately, we will offer the Ubisoft+ subscription service to Xbox owners so that they can enjoy the full extent of our Ubisoft+ game library, including new releases, on their consoles.”
Sarah Bond, Corporate Vice President, Game Creator Experience and Ecosystem at Xbox added: “With Rainbow Six Extraction, Xbox Game Pass and PC Game Pass members are getting another blockbuster added to their library on the same day the title launches, and because Rainbow Six Siege will be on both Xbox Game Pass and PC Game Pass as well, the Rainbow Six community and fans of tactical shooters will have plenty to look forward to playing together, no matter where they play.”
Rainbow Six Extraction launches on January 20 and will be available on Xbox Game Pass and for PC Game Pass members when it releases. Rainbow Six Siege is already available on Xbox Game Pass and will be available to PC Game Pass and Xbox Game Pass Ultimate members on the same day. For more news on Rainbow Six Siege, the launch of Ubisoft+ on Xbox, and Ubisoft’s other games and services, stay tuned to the Ubisoft News hub.
The phrase “virtual services” gets bandied about a lot these days, but that doesn’t make it any less confusing. We sort of think we know what it means, but we’re not quite sure. It pops up in so many different places, it’s hard to pin it down to a precise definition.
Virtual services are a relatively recent technology. They’re something that the business community introduced to the world in various forms over the last twenty years. Today you can get virtual assistants, virtual address for mail boxes, and even virtual offices.
Virtual suggests “not quite real,” though, which is a rub for some people. When they buy a virtual service, they want to know that they’re getting something worth their money in return.
What Are Virtual Services?
A virtual service is another name for tech-enabled service that another agency performs instead of you doing it yourself in-house. The technological underpinnings can be simple – as is the case with virtual assistants who just use a phone – or more complicated. Ultimately, virtual services encompass anyone that provides businesses with services through some sort of technical means, but is not a part of that business.
The concept is actually quite sophisticated. Companies that adopt it get multiple benefits, each of which is specific to the firm itself.
Why Businesses Use Virtual Services
There are all sorts of reasons why companies might opt for virtual services. They offer a host of benefits that are simply inaccessible in-house.
Perhaps the most obvious is that they help to improve customer service. In many cases, the primary person or “key man” in the business isn’t available to operate the telephone or respond to email. Instead of just allowing communication to go unanswered, virtual services step in and fill the gap. When a customer or client calls, they pick up the phone and then, essentially, do their masters’ bidding, carrying out conversations according to their instructions. They can do things like schedule appointments, quote prices, and forward complaints. In fact, because real human beings do this job, they’re able to do most receptionist-type tasks.
Businesses also use virtual services to enhance their services. For instance, some brands can’t afford swanky offices downtown. For that reason, they often use virtual mailboxes. These give them mailing addresses that appear to indicate that they have a prime location when, in fact, they’re in cheap offices out of town. The virtual mail house then sorts their mail and either forwards it in the post or emails it.
Some brands need virtual services for the flexibility that they offer. Firms that hire an in-house marketing team as full-time employees can’t just stop paying them on the spot with no explanation. Employees’ rights, union action and the law all weigh against them.
For that reason, they will often just outsource these services, only paying for what they need in chunks. For example, a smoothie brand might ask a marketing company to do their web design and SEO.
Then there’s the time issue: the sheer amount of work that goes into the most basic (and mundane business tasks). Firms spend much of their week simply carrying out routine operations, without focusing on meeting customers’ needs or innovating at all.
Virtual services are tools that time-stressed companies can leverage to free themselves from some of the drudgery. For instance, recruitment companies can reduce the pain and hassle associated with finding people to work for them. Influencer outreach firms can cut down on the search costs associated with finding a suitable partner to work with on social media, and so on.
Lastly, virtual tech is often a money-saver. It’s far cheaper to buy services a la carte and then get them delivered over the cloud or via the telephone than to employ directly.
Perhaps the best example of this is in the area of IT support. If you want to employ a team of IT professionals to take care of your network, it’ll set you back hundreds of thousands of dollars per year. However, just getting an agency to do it might cost you $10,000 per year, and sometimes less.
Virtual services are an innovative new technology because they involve new methods of organization for producing goods and services. As such, they are becoming more important. Businesses are starting to see how they can help them in their daily operations. Of course, they’re not a panacea. You can’t outsource every task your firm performs. But you can certainly reduce a lot of the effort associated with running a business and being successful.
My video review with footage captured on my Xbox Series X, enjoy!
If 90s gaming taught me anything, it’s that no problem should stand in your way! This was the decade for some of the greatest beat-em-up titles. Therefore, when I’m offered a game that takes inspiration from this era, I jump at the chance. Breakneck City captures the difficulty, vivid art style, and wonderful synth music of the 90s, and I know that older gamers will love it.
Developed by Renegade Sector Games and Eastasiasoft Limited and published by the latter, this is a low-poly beat-em-up title. You must venture through an array of environments, hunting down goons and tackling bosses. It focuses on some well-trodden mechanics and though it isn’t revolutionary; it is fun to play.
Breakneck City treads no new ground.
You may be disappointed that the gameplay lacks originality, but I wasn’t. I loved the nod to a much-loved genre, and the familiar characters you must face. I also enjoyed the ability to play both solo and couch co-op and this expands its appeal further still. The action spans six grimy levels as you face off against many enemies. You will explore city streets, a nightclub, skyscrapers, and more. Each location comprises hordes of goons and a boss who must be stopped, no matter the cost!
You control either Sidney Flintlock or Justine Jacobs who are slightly peeved about their favourite video store. A vicious gang attempts to burn it down in an act of revenge as its owner refuses to sell up. The crime-fighting duo takes matters into their own hands while taking to the street to crack some heads and restore some order.
Let your fists do the talking.
Use the surrounding environment.
Unlike many of its peers, Breakneck City demands that you use the surrounding environment to your advantage. It was fantastic to throw your foes off a balcony or to kick them down a flight of steps. Further, still, you can swing off poles, break hot pipes and scold them with steam, or ram them over rails. These options added depth to the gameplay as well as a distinct 90s action feel. I adored thinking of new ways to mix up the fighting, and this was helped by the introduction of weapons.
Both heroes can shoulder barge, dodge, kick, and punch their way out of trouble. Yet, there is only so far that this will get you. Consequently, when goons run at you with pipes, knives, bats, and more, you must work out how to disarm them. Fortunately, a couple of swift blows to the face allow you to steal their weapon, and suddenly you become even more badass. Sadly, though, this isn’t the end of the story, as each weapon breaks sooner rather than later. This was annoying as they always broke too soon and this left you wanting more.
Bring it on!
Sadly, it’s not perfect.
I enjoyed most things about Breakneck City, however; I was disappointed by some elements within the gameplay. First, was the lack of tools at your disposal! There are stools, chairs, boxes, and more lying around, yet you can’t pick them up. In a situation where you are fighting for your life, I’d grab anything close to hand. However, the two heroes ignore the skull-breaking items and continue to use their fists. Second, the health boost items are sporadically placed, and this causes you no end of issues. You can go for ages with no items available, and then, like a bus, three turn up at once. It was ridiculous and badly thought out.
My final issue falls at the feet of the bosses. I have no concerns that the army of goons can be easily swept aside. Yet, I expect the bosses to put up a bit of a fight. Annoyingly, this rarely happened, and you’d mow through each of them with no challenge. The developers should have made this much harder as it would have added to the longevity and the enjoyment.
Breakneck City epitomises 90s gaming.
Many gamers overlooked the Sega Saturn in favour of the PlayStation One. I understand why, but this fantastic console produced some iconic games with distinctive aesthetics. Luckily, Breakneck City’s low-poly imagery and pixelated finish are both reminiscent of this wonderful machine. You will explore 3D environments that are unique, vivid, and full of surprises. Sadly, though, there are a few issues and glitches, however, these add to the 90s vibe. Luckily, I didn’t experience anything that was game-breaking and I enjoyed everything on offer.
This is a game about high-energy and ass-kicking ways. Therefore, you want a soundtrack that suits the action. Fortunately, the loud and upbeat synth music does just that. Its booming soundtrack demands you keep going while the sound effects make you wince. I loved the classic audio that matches the theme and genre.
Disco time.
It’s all about the timing!
Though much of the action demands manic button-bashing, there is some finesse required. As hordes of enemies surround you, and tougher goons appear, you must get your timing spot on. Luckily, the responsive controls help, and this element adds some difficulty to an otherwise easy game. Furthermore, it was enjoyable pushing your foes around while experimenting with the scenery. I think the developers did a wonderful job of making this easy to learn and this allows you to jump straight into the action.
Sadly, Breakneck City lacks replay value. Once you complete the six levels, there is little reason to return. Luckily, though, each stage is relatively long and there is the chance to play couch co-op, so this adds to the longevity. If you are a completionist, you’ll love the short and easy achievement list. Subsequently, I finished this in under an hour and completed every level in around two to three hours.
Breakneck City is a nostalgia-fuelled title.
Relying on bygone eras isn’t always the best inspiration, yet Breakneck City is a wonderful example that must be played. If you love 90s gaming and beat-em-ups, you’ll adore what’s on offer. Yes, it isn’t that challenging, but it’s fun, full of energy, and looks great. I thoroughly enjoyed kicking ass and I recommend you to buy it here! Will you be victorious, or will the evil gang get their way? Fight through every level and only stop when you have your revenge.
We are just over one month away from the release of Horizon Forbidden West, the much anticipated sequel to Horizon Zero Dawn. Overnight Guerrilla Games has announced a brand new spin off game for the officially announced Next Gen PSVR2 called ‘Horizon Call of the Mountain’ by releasing a new Teaser Trailer:
Horizon Call of the Mountain, created for PlayStation’s Next-Gen VR hardware, is an upcoming brand-new adventure in the world of Horizon. Embrace a new level of immersion in an unique experience, designed to push hardware technology, innovation, and gameplay.
This new story set in the world of Horizon, will be told through the eyes of an entirely new character. You will also meet Aloy, other familiar faces, and new characters along the way. My eyes are certainly looking forward to learning more about this game alongside the also announced PSVR2 for PS5.
Since the PS5 launched in November 2020, fans of PlayStation VR (PSVR) have been expecting and waiting for the news of the next generation version of PSVR for PS5, many reports suggested that it was being worked on but it was left for the original PSVR to try and work with the PS5 which left many disappointed.
But overnight Sony PlayStation finally announced the next generation version of the PSVR experience alongside the first game planned for it, Horizon Call of the Mountain, a spin off from Horizon Forbidden West. PSVR2 will look to utilise the power of the PlayStation 5 console and the new VR kit has some impressive new specs:
Visual Fidelity: For a high-fidelity visual experience, PS VR2 offers 4K HDR, 110-degree field of view, and foveated rendering. With an OLED display, players can expect a display resolution of 2000×2040 per eye and smooth frame rates of 90/120Hz.
Headset-based Controller Tracking: With inside-out tracking, PS VR2 tracks you and your controller through integrated cameras embedded in the VR headset. Your movements and the direction you look at are reflected in-game without the need for an external camera.
New Sensory Features: PS VR2 Sense Technology combines eye tracking, headset feedback, 3D Audio, and the innovative PS VR2 Sense controller to create an incredibly deep feeling of immersion. Headset feedback is a new sensory feature that amplifies the sensations of in-game actions from the player. It’s created by a single built-in motor with vibrations that add an intelligent tactile element, bringing players closer to the gameplay experience. For example, gamers can feel a character’s elevated pulse during tense moments, the rush of objects passing close to the character’s head, or the thrust of a vehicle as the character speeds forward. Additionally, PS5’s Tempest 3D AudioTech makes sounds in the player’s surroundings come alive, adding to this new level of immersion.
Eye Tracking: With eye tracking, PS VR2 detects the motion of your eyes, so a simple look in a specific direction can create an additional input for the game character. This allows players to interact more intuitively in new and lifelike ways, allowing for a heightened emotional response and enhanced expression that provide a new level of realism in gaming.
Currently this is all that has been revealed, we do not know what this kit looks like just yet nor do we have pricing or a release date for this or Horizon Call of the Mountain, but PlayStation appear set to ramp up the run to the release of this so I would expect more information to follow soon.
Whilst PSVR had little interest for me with the PS4 generation, I have to admit now that we are into the new generation of consoles and being so impressed with the PS5, the next gen of PSVR has more of my attention but absolutely will depend on the games and experiences available for it.
When Clockwork Aquario was canceled in 1994 in the midst of the Street Fighter 2 craze, its designer Ryuichi Nishigawa – Wonder Boy creator and co-founder of game developer Westone – would be forgiven for thinking that it would be the last we’d ever hear of the company’s final foray into the arcade market.
It is said that life comes in cycles and although it took 27 years, a recent clamoring for retro titles brought about the re-release of two of Nishigawa’s more famous titles (including Monster World IV), and ultimately led to indie publisher ININ reaching out to him to see if they could revive the long lost project in Aquario. Incredibly, the near-finished assets still existed – even after Westone’s liquidation in 2014 – and ININ went through the painstaking process of manually reproducing any missing files, and releasing it to current platforms.
This is akin to discovering a treasure trove of gold on a long-lost pirate ship and is nothing short of a gaming miracle, but as a game that usurped Duke Nukem Forever for the longest recorded development period (Clockwork Aquario’s 27 years to Duke Nukem’s 15) you might assume that it’s too good to be true, that this must just be a clever marketing ploy from a small opportune publisher, after all – how could a great game ever fail to see the light of day?
Luckily, the fact that it was made for the arcades meant that the 2D action-platformer was already based on the timeless pick-up-and-play formula, that’s to be enjoyed in short bursts and repeat playthroughs. It’s the original candy in the candy store.
It’s also designed like one with a brilliant vibrant colour design and sprite animation that jumps off the screen at you as you run across its levels, making you none-the-wiser that this title’s development started in the same year of the original Playstation’s release. A 16-bit poppy soundtrack that swings between Sonic the Hedgehog and Michael Jackson-inspired tracks combines well with the aesthetic, which imparts bop-inducing grooves and motivates you to continue which the sometimes-punishing difficulty can otherwise make difficult.
Each level also includes a mini-boss that either drops enemies on your head or raises them from the floor. I call them ‘mini-bosses’ but they are actually far more difficult than their larger counterparts as you can’t spam a button to defeat them.
Enemies come in a variety of different shapes and sizes and provide a fun combo gameplay mechanic by allowing you to daze, pick up, and then throw the enemy. It is with these combos that jewels spawn to fill up a ‘one-up’ meter which, when full, provides an extra life to your character. It initially seems trivial, as you read that the easiest mode gives you 9 credits (which essentially allows for 36 hits before you need to start anew), but as it’s so easy to fall into a poor run of form even on the easiest difficulty, these extra lives are essential to your progress.
This difficulty is partly due to the zoomed-in camera that has enemies appear from the screen’s periphery at quite a speed, but also because the game has a tight collision detection that makes indecision your biggest enemy in the little space you have to maneuver.
Picking up enemies ala Super Mario Bros 2, you can create combos that can help you keep your health, and lives, up
That is, of course, until you’ve played the levels enough to know where to avoid receiving damage during the largest waves of attacks, as the game itself is only 5 levels long (with a main boss at the end of each) which unfortunately bears the game’s biggest fault – its brevity – and unless you wish to repeat the exact same levels but with fewer lives on a harder difficulty, there is little motivation to bring you back and try again.
Disappointingly, while the combo system and platforming action can be strung together for satisfying periods during the scrolling 2D map sections when it comes to level end bosses that have a fixed area, the formula fails to provide any kind of challenge, with each boss giving you a different assortment of objects to throw, but then also leaves itself open to spamming the attack button to whittle their health down in a matter of seconds.
Getting hit by an enemy takes half of one of your lives but brilliantly, changes your character’s design and running animation. The above robot’s animation is done so well, you kind of want to get hit just to watch his broken parts jostle around as he runs….
Aside from said bosses, the majority of the other issues with the game stem from what is absent from the port with a lack of any extra features that might legitimately enhance the title. There is a multiplayer mode that allows co-op (which was also possible in the original), and there are 3 difficulty modes but there is nothing that might extend a complete speed run longer than 15 minutes at the very most.
Further replayability is also lost with the lack of online scoreboards, but while it might be asking too much to be expecting a game to have features that were never intended, it would have been nice to at least have some structure in the main menu which lists all the features like an open directory without any rhyme or reason.
This gaming miracle is more than just a historical footnote to marvel at from afar with a neat combo system and gorgeous 2D aesthetic that makes it a must-play for platforming enthusiasts. There are also some nice touches such as a remixed soundtrack and some notes from the developer which are all gravy and should most definitely garner the publisher some well deserved praise, but even so, it’s still a shame more effort wasn’t made to add more playable content, even if a lower price point attempts to soften the blow.
This has probably been one of the hardest films I have chosen to review and it after seeing it on its release I needed to time to process the experience because it left me feeling in a way, I honestly had not expected nor imagined I would feel. I had many questions heading into this film and somewhere answered and some were not. The problem for me is that some of those answers left me asking one question after I had seen The Matrix: Resurrections.
That question sadly is “Why did I not just see Spider-Man: No Way Home for a second time instead?” and it is one I am still asking now two weeks after seeing The Matrix: Resurrections. I did not enjoy this film and going by social media that is a feeling shared by far more than those who did enjoy the film. When it was announced that the series was being brought back after the original trilogy was resolved which left many fans either satisfied or disappointed. Now 20 years since The Matrix Revolutions closed that trilogy, I was intrigued to see how this universe could be refreshed for a whole new generation because I always felt it could as a fan of the original films, the video games and the animation and books that followed the story of The Matrix.
So, for me the question was never “why we had a new Matrix film on the big screen” but more how it would come back and how the original story could move forward enough to make it work in 2021. Naturally it also had to answer how it has brought back two main characters who died at the end of the last film with both Neo and Trinity shown in the trailers alive and well but back in the Matrix once more. To be fair to the story, their return was not only explained and justified but it made a lot of sense but the cost of it sadly led to why this film just threw me completely out of any immersion and left me not just disappointed but a little angry too.
That anger came in the form of the self-awareness that either made you wink back at the obvious attempt of the writing to acknowledge the criticisms of the original films or if like me, cringe in your seat and eyeroll for a good portion of the film. Being “Meta” is not always a bad thing especially in a film series based on enslaving humanity by making them believe the digital world their minds are in is the real world but here it just went so far past the “on the nose” limit for me personally. I can accept that Neo, now back to being Thomas Anderson has been made to believe that he is a video game designer responsible for creating The Matrix trilogy of games whilst believing he is still recovering from a mental breakdown where he believed The Matrix was real….like I said, you do give them some rope on this one. But where I had to draw the line was the moment, they mentioned Warner Brothers who wanted to make money from having a new Matrix Trilogy of games and Anderson being forced to work on them because “they will make them without you” anyway.
I was immediately thrown out of the story and the all the nods to what folks complained about with the original films just stuck out far too much to be able to get back into the story and highlighted all the elements of this new film that failed to work for me as well. Maybe it was a mistake to rewatch the original films before seeing Resurrections and remembering what I did love about them because I was made to feel stupid for doing so thanks to the film mocking “bullet time” on more than one occasion and the part of the film and story where this could all be allowed, as Anderson’s “Game developer team” discuss the original “games” with most of the winking to the audience taking place here, just carried on far too much.
There was also no wow factor to any of the fight scenes, and having watched this in IMAX 2D, none of it just blew me away as it had done previously and certainly not helped by the change in filming style of quick cuts instead of long set pieces for the action which though the fights are not boring, they just left me rather flat as did the musical score that just lacks what the original films in the series had. The story itself comes down to the love between Neo and Trinity more than anything else, though it has a twist to the end that you can see coming from the halfway point in the film, and for all the story does explain there are still elements clearly left hanging to justify another sequel.
Despite not really enjoying nearly three quarters of the film, it does have some redeeming elements such as the new cast which certainly refreshes the character line up. Neil Patrick Harris is just superb in his role as The Analyst, the therapist working with Thomas Anderson, and he has a great sinister edge to his performance that leaves waiting to see what this character’s next move will be. Jonathon Groff as a returning Smith with a new look which isn’t explains satisfactory was a return, I felt was not necessary, whilst Groff brings a new take on the character, the story featuring Smith once again just fell flat for the most part. Yahya Abdul-Mateen II as “Morpheus” for me is the weakest element just as having a returning Smith, having a “Morpheus” back just for the sake of having a constant reminder of the original character but not being the original character, it just does not work for the story makes it perfectly obvious that Neo only needs Trinity so by the end of the film, new Morpheus is forgettable.
The highlight is most definitely Jessica Henwick, who many may recognize from Colleen Wing from Netflix’s Iron Fist show in the role of Bugs, and her action scenes and introduction to the universe is absolutely the best part of Resurrections and gives me hope that the, should there be one, next Matrix film and story may work far better than this mess of exposition and recreating an origin story for two characters in Neo and Trinity that already served their purpose. This is a story that spends too much time passing commentary on the reception of the first films as well as trying to be so meta and self-aware of how bringing the film series back after so long will have fans reacting to it.
Overall there is enough that should this be the start of a new trilogy of Matrix films that the issues with this reintroduction could be fixed and a focus on new characters to drive the story could produce something good for fans but Resurrections has too many failings to justify a recommendation to go to the cinema and pay ticket prices to see it rather than watching it on home on your streaming service of choice, US had the chance to see this on HBO Max for example. I came away not enjoying it as much as I hoped to, perhaps summed up by what felt like a middle finger salute to the post credit scene of MARVEL MCU films as well with a right at the end of the credits scene that was simply lifted from an unfunny scene earlier in the film with a very unfunny joke that neither teased what could be next or helped send those who waited and hoped for something more home happy.
So, the answer to my question of “Why did I not just see Spider-Man: No Way Home for a second time instead?” is simply….I wish I had.