Christmas is just around the corner, and the cost is already mounting up. When your loved ones ask for gaming paraphernalia, you begin to sweat. How much will the latest tech set you back? That is exactly what you worry about! Stress no more as PowerA has you covered with its stocking fillers.
Coming in at under £25 PowerA has made shopping for gaming mad people a little easier. Let me talk you through three of their latest products and why you may need them.
MOGA Mobile Gaming Clip 2.0 for Xbox controllers. £14.99
Mobile gaming has blown up this year and will only get bigger. It’s much-loved as it’s convenient, fun, and lets you play on the move. However, holding a phone and your controller is tricky business! Let that be a problem of the past with the MOGA Mobile Gaming Clip 2.0. With adjustable grips, this handy tool will hold a Bluetooth ready controller and an array of phones. Lose yourself in the action with this convenient and inexpensive accessory.
Twin Charging Station for DualSense Wireless Controllers. £19.99
Are you fed up with hearing the moaning of the controller running flat? Your gaming loved ones have forgotten to charge their pad again and now they have nothing to do! This needs no longer apply if you fill their stocking with the Twin Charging Station for DualSense Wireless Controllers. A convenient method of juicing your controllers and it looks stylish alongside your machine. Place your pads onto the connectors, lock them into place, and be ready to game whenever you want. Charge two controllers at once and never run empty thanks to the helpful LED indicator.
PowerA Dual Charging Station for Xbox One and Series X/S controllers.£19.99
Ploughing through batteries at an alarming rate, or running flat during a hectic all-out battle? Let these frustrations melt away with the awesome PowerA Dual Charging Station for Xbox One and Series X/S controllers. Each station has 4 charge-thru battery doors and 2 rechargeable battery packs. Get up to 40 hours of gaming fun from one charge, allowing you to focus on the action, not the batteries. A convenient LED indicator changes from amber to white when the pack is at optimum performance.
PowerA focuses on the little things.
These inexpensive peripherals will not break the bank but will enhance a gamer’s experience considerably. Take away the stress of battery life, or improve your mobile session with any of these stocking stuffers from PowerA.
Choosing the right controller for your Xbox has always been tricky. Do you stick with a wired connection for convenience, or go for a wireless/Bluetooth option? Then there is the list of brands to choose from! Do you pick top-end products such as the Wolverine V2 or the Elite pad, or do you slum it and pick up an unnamed brand? Whatever your choice, I urge you to considerPowerAbefore you make your decision.
This consumer-focused company loves nothing more than to help its loyal fanbase while delivering high-quality goods. Moreover, it offers an array of great value price points and some funky designs along the way. With Christmas 2021 around the corner, perhaps one of their latest controllers will take your fancy.
Spectra Infinity Enhanced Wired Controller for Xbox Series X/S£39.99
This officially licensed pad for Xbox is a one-of-a-kind controller. It offers a ton of customisable colours across three regions as well as two mappable buttons you can program on the fly. Its lightweight design won’t weigh you down and its three-way trigger lock offers super-precise action. You can plug in any headphones in the 3.5mm audio jack, but I recommend the LucidSound LS10X – Shock Blue. Enjoy a one-touch mute mic button, easy-to-use share button and dual rumble motors. This entry-level pad offers great value for money and is packed with features.
Fusion Pro 2 Wired Controller for Xbox Series X/S£79.99
This premium and well-constructed pad offers Elite-style customisation without breaking the bank. A large 9-foot braided cable allows you to play in comfort while forgetting the need for batteries. Mix things up with the interchangeable black and white faceplates with anti-friction rings. There is also a mappable Pro pack comprising four removable paddles, a three-way trigger lock, swappable sticks and a protective case. It also has a 3.5mm audio jack, an easy-to-use share button and is officially licensed by Xbox. This weighty pad feels well made and robust and screams high-end quality. Get all the features of a pro pad but at the fraction of the cost without skimping on the finish.
MOGA XP5-X Plus Bluetooth Controller for Mobile Devices. £40.00
Gaming on the go is big business. However, the only way to do it successfully is with a great Bluetooth controller and gaming clip. There are many on the market but look no further than the MOGA XP5-X Plus Bluetooth Controller for Mobile Devices. This goes perfectly with the MOGA Mobile Gaming Clip 2.0 for the ultimate convenience and experience! It is the newest addition to the PowerA lineup, and it delivers versatility to play Xbox Game Pass Ultimate on a mobile device. Its wonderful ergonomic design and a similar approach to the Xbox pad enhances your gaming adventures. Map the controller to your liking with two customisable buttons that can be switched on the fly. Moreover, you can play via Bluetooth or wired with the supplied USB-C cable. Subsequently, this is a truly versatile controller that will be a game-changer for mobile gamers.
PowerA offers quality and comfort.
PowerA offers the quality of high-end products while focusing on a low to mid-budget. These well-constructed controllers will amaze you with the features on offer and the build quality. Furthermore, the exceptional customer service team is on hand if anything was to go wrong! Therefore, overlooking one of these pads for Christmas could be a big mistake. Why not treat yourself or someone else to a PowerA accessory this year?
OH MY! This is so much better and more exciting to play than the first Jurassic World Evolution for Xbox One! I was and still am a big fan of the first one, but when I tried playing the Jurassic World Evolution 2, there are just so many things that they did better when making this game. Now I can’t stop raving about how much I prefer this game to play over the first one.
I don’t want to discourage anyone, but maybe if you felt something was lacking in the first Jurassic World Evolution, you may just be impressed by the second. It’s funny, sometimes in movies, it’s the first one created that is always better than any others made. The second is never that good. However, in games it’s like the next and newer games to come out are always going to be better and support better graphics and entertaining challenges. Also, fix problems that caused many to not like the game to begin with. So in the case of Jurassic World Evolution 2, this game really outdoes the first one in so many ways!
First I have to start off by explaining how much I enjoy having the ability to start from scratch during the original campaign mode. It’s the most helpful way to understand the game. Especially, it is very helpful for anyone beginning a simulated game just like this and wants a little idea on how to build up one’s park, the facilities, and have your own Jurassic World thriving.
I find this to be a major part of the game; I always find myself playing this part of any simulated game the most. Even if there are other modes and yet I do enjoy those, but the understanding and learning of how to play the game start with the campaign mode. Also, it opens up other activities when you complete this mode as well! Plus, don’t you want to know how to play the game correctly and build the best environment for all these dinos, or even how you’ll be able to find and add them to your park?
I felt so excited just after trying the game for a few minutes. By the changes in the way the game plays, and how to use different objects or build the park up, well it’s just so much easier! I feel I can do much more and understand the game so much easier. Moving things around to the location I need them to be positioned at and see everything from all angles and views, close or far with the zoom in and out button on the controller. When you do play the first campaign they have you on the first task working in Arizona. This is where you’ll be given directions on how to add certain buildings that need to help run every facility and keep things working as they should.
To be honest, I first had a few mistakes when I started. I can’t tell you I knew how to play right away, because I didn’t. One thing that I didn’t realize till I pressed a few buttons and tested each one, was how to zoom in. Especially, to zoom in during the first location and to make sure there is a path going from the power building and to others for electricity so each location on your park can have it evenly distributed. Another change from the first game that I do like and noticed is that there is no need for adding these annoying power poles all over. Just put down the path; a simple walking path and have it connect to each building by aiming towards the door. That’s all it takes!
Additionally, the path is very flexible, in a way that you can easily build a path that goes in all different angles. However, this can be a bit tricky, and it’s best to zoom in on the screen, as I’m finding out. Nevertheless, I did need to do this a few times, practice and it all made sense. I do think this is a feature I’m finding to be way better than what it used to be.
The second big change that was even nicer is that you’ll be able to still see the dinos in action and get super close, even as close to seeing them destroy your vehicle or attack you. Though, the part that really is awesome is that you can go all the way to find these dinos. Even traveling out in a helicopter! This is something you get to drive and let me tell you, it’s so easy to drive. No mechanical knowledge is needed and you actually take your tranquilizer dart and go to shoot them down. That way you can bring them to the habitat in the park you have set up for them. Now that is so much better than having it done in the background and you really don’t get to play rescue team or use any vehicle in any other location to retrieve these dinosaurs from all over.
I actually had fun capturing this type of raptor, it was so much better to actually do it myself and the helicopter is super easy to use with not many buttons to press, but everything is explained on the screen if you do get confused. Therefore, it’s nothing but easy peasy, even if you take a few times to understand. Of course, the screen will tell you the buttons on the controller to use and what you need to do. That is why I love the campaign as a start when playing the game. It’s always a great way to learn what you can do and how to play the game so you don’t get lost in the future modes or other tasks you may need to complete.
There was one issue I did have with the game. I don’t think it really is a big issue, but when you do play, you might notice this as well. The ability to take the tranquilized dinosaur by air and lift them to the location you’ve designed in the park for them. However, the odd way to do it, where you don’t drive the plane to lift the dino, but it follows the path you put down can seem a bit strange and would have been done if you could fly the vehicle and bring it over, or it just is automatic, by the team that works in your park. Though this is a small issue, I don’t think it takes away from the fun and exciting things you can do in the game. I just thought it stood out to me and felt a bit odd, that they didn’t do it a different way.
Again, everything is so much easier than in the past game; the first Jurassic World Evolution. Plus, it doesn’t just give you an easier way to play, but it also is still full of great graphics and realistic sound! Another major reason I love, LOVE this game is that the dinosaurs are still as real in how they look and how they act. Nothing is reduced and nothing is subtracted from the game, just because it’s been made WAY BETTER!
Undoubtedly, this game is everything a realistic simulated game should be! Nothing is left out with its detailed and perfect close-up to each dinosaur-creature that you have inside your park! I’ve always loved games like these. Just like if I was playing a zoo tycoon or zoo simulated type of game that uses animals. There is always something extraordinary with all the real-life quality that is provided in this game. So realistic in everything even with the major part of the game, the dinosaurs.
Plus, one can just enjoy some new discoveries, new dino-creatures to put inside your park, and even learn to take care of the dinosaurs you have captured. It really is even a great way to feel like you are really in the movies, doing what they did to keep the dinosaurs you can find and have lived in the park, alive and surviving anything! Plus, helping this park or environment strive by making money to fund and help replenish what needs to be built, supplied for the dinos, and much more! It’s a real-life simulated game that feels just like the movie Jurassic Park. Really makes the game so much fun with much to do and so much more to see and accomplish.
Before I forget to mention the obvious, there is one other feature that the creators of this game made clear to be heard when you begin the game. If it wasn’t that soundtrack from Jurassic Park that will get you excited, they added the familiar character voices. One in particular really stood out to me, Jeff Goldblum as he tells you what had gone on. In the beginning, you hear his voice. Plus, many other familiar voices with their images will appear on the screen. This also can make anyone, as it has for me, feel connected or as if you are taking part in something real, just like the movies!
Lastly, This is one terrific game! I am very much happy to have tried it. I possibly can consider it to be the neverending game. The ability to start over and recreate the park anyway I like, even in sandbox mode is what makes this worth playing! I will continue to play and can’t wait for what else I will discover or learn as I go further through the campaigns and tasks I need to complete.
First of all, before anything else, I should point out that my familiarity with Pathfinder before playing Wrath of the Righteous was pretty much next to none. Furthermore, I played the game on one of its easiest difficulties. As such, my experience with combat isn’t probably going to be representative of most people’s experience.
In Pathfinder: Wrath of the Righteous, players take on the role of the Commander of the Fifth Crusade against the Worldwound. To put it simply, the Worldwound is this massive rift in the material plane that connects the real world with the Abyss, the realm of pain and suffering that is ruled by various demon lords. It’s your typical epic RPG quest, where the main character goes against impossible odds to save the world, all while meeting new people along the way and stopping to do something else whenever they have the chance. It’s not like the world is at risk of ending or anything like that.
Regardless of some of its tropes, Wrath of the Righteous is a great game on its own. Even though it might often feel like the developers played safe with it, it’s still a pretty thorough journey overall. Furthermore, it’s a CRPG in every aspect of the word. There’s plenty of character customization options, both cosmetic and build-wise, there’s an entire skill-check and dice rolling system as you’d expect from a Pathfinder game, and there’s obviously also a myriad of quests with branching paths whose outcome completely changes depending on the path that you take.
If you tend to spend a lot of time creating your own character, then this will surely be a game where you can easily spend up to 2 hours figuring out who you want to be. However, funnily enough, what you pick at the start doesn’t really dictate who your character will be throughout the game. One of the cool things about Wrath of the Righteous is that the game allows you to continuously build upon your character and create its own Mythic Path throughout the entire game.
These Mythic Paths manifest themselves through your decisions, and each of them not only grants you access to a distinct set of abilities, but they also give you access to completely unique dialogue options that will drastically change the way that the story plays out. Whether you seek to become a living legend that aims to drive back the invading demonic hordes of the Abyss, a Lich, a Demon, an Angel, or an Aeon whose goal is to restore balance to the world, the game will always provide you with a pretty engaging approach to the events of the entire game.
The game features a pretty diverse cast of characters, ranging from demon lords, goddesses, the odd ally here and there, and obviously quite a few companions that come from various backgrounds. Each character has their own aspirations and something that haunts them, and everyone plays a part in the grand scheme of things. Wrath of the Righteous also has its healthy dose of political intrigue, treachery, twists, and mysteries waiting to be solved. There are just as many moments of comical respite as there are grim and more mature moments. Overall, the writing is pretty great, but, as a whole, it’s hard to talk about the story of the game without spoiling things, but I honestly found it to be the driving factor that kept me playing the game all the way until the way.
It’s also worth noting that, even though the entire game isn’t voice-acted, there’s plenty of the main dialogues that are, and masterfully so. Pretty much all the voice actors have done a wonderful job in portraying their characters. It just adds a whole new layer to the game and being able to put a voice to all the characters that will accompany you throughout your journey really makes the whole game much more immersive. Unfortunately, I guess it would be ridiculously costly to have voice acting in the entire game. Nevertheless, the game certainly doesn’t suffer from the lack of it.
It’s both an extremely complex game with lots of mechanics, but it’s also an extremely accessible one. Wrath of the Righteous offers plenty of difficulty modes and custom difficulty configurations that you can tweak to your liking. Personally, I couldn’t be more thankful for this, as I’m someone who likes to enjoy RPGs mostly for their story and characters, rather for how extremely challenging they can be. What matters is that, whether you just want to let yourself sink into Pathfinder’s world and its story, or whether you’re looking for a challenging CRPG, then Wrath of the Righteous has got you covered.
In terms of combat, you also have the option to play it in two completely different forms, in real-time with pause, or in turns, and you can switch between them as you see fit. The game feels pretty different depending on which mode you choose to play, but I never felt like one was better or worse than the other. It all comes down to personal preference, though I imagine that on higher difficulties the game is much more manageable if you play it in turn-based mode.
If you’ve played the previous game Pathfinder:Kingmaker, or any other CRPG, then you should know what you expect when it comes to combat. There’s a ridiculous amount of abilities, spells and scrolls, weapons, trinkets, and potions, that all interact in their own way and provide all sorts of different gameplay opportunities. Still, if you play the game on one of the easiest settings, then you probably won’t have to worry too much about what you’re using. Meanwhile, if you’re a hardcore RPG player, you’ll have plenty of options and ways to minmax your builds and come up with the ultimate party.
While a huge part of the game involves reading countless lines of dialogue, making your way through numerous dungeons, and slaying innumerable enemies, there’s also another huge part of the game that is completely separate from all that. As the commander of the Fifth Crusade, it’s also your job to manage your armies, expand your territory, establish outposts, and issue decrees to help further the Crusade. This is all done via the world map, where you can recruit new troops to bolster your armies, send your armies to explore along predetermined paths, face enemy armies in battle, as well as capture fortifications that will then serve as outposts for your endeavours.
In theory, this all sounds a lot cooler than it actually is. While I find the prospect of managing your armies and waging war against the demonic hordes to be interesting, this isn’t done in great detail like, let’s say, Crusader Kings or Total War. The crusading aspect is extremely limited in terms of gameplay, but I can appreciate the fact that it’s a part of the game that is easy to grasp. I’m sure that other people would have loved to have something more in-depth, but, alas, that isn’t the case.
The fact that you can only move your party and your armies along predetermined paths isn’t really an issue, as this is done so that, no matter where you go, you’ll always end up finding new locations that you can visit. What bothers me about this part of the game are the army battles. These are turn-based and take place in a square grid, which resembles Heroes of Might and Magic quite a lot. No matter how many units of each type you have on your army, they’re always placed on the board on a stack, so everything ultimately boils down to a game of numbers.
The premise of managing your crusader armies might be enticing at first, but after about 30 hours, I was starting to get really tired of it. Most of it just boils down to slowly building up a powerful army, whose growth is limited by the weekly flow of recruits. Afterwards, you’re just throwing yourself at the enemy hoping that your numbers are sufficient to beat them without suffering too many casualties. It’s tiring and time-consuming, mostly because these battles involve almost no tactics at all.
Also, fortress “sieges” aren’t actually sieges at all, as they play out exactly like any other aspect, rendering the whole idea of attacking an enemy fortification completely trivial. It also doesn’t help that a lot of units that are available to you are just cannon fodder and can barely do anything to a lot of enemies. Unfortunately, there are only about a handful of unit types that are worth getting in your army, which doesn’t help in making things interesting.
The best part about the whole crusade management aspect is actually completely unrelated to combat. As a commander, you also get to engage in council meetings to decide on various matters related to the crusade, whether that be how to assure a steady supply of troops and resources, or to figure out how to deal with a rebellious group within the army. These instances provide quite a lot of worldbuilding, but each decision that you make at these meetings also has its pros and cons and can affect how the game plays out in some way.
Still, although there are a lot of ways in which your choices can drastically change the outcome of the story, there are also a few choices in the crusade management part of the game that just feel hollow. It’s almost as if they’re only there for roleplaying purposes, which I guess is fine. In the moment, they might sound like they’ll have a huge impact on how the game plays out based on what other characters are saying, but, gameplay-wise, barely anything, if anything, changes at all.
Unfortunately, even though there’s a lot of good to be said about the game, the game has plenty of issues. While I was lucky enough to not run into any game-breaking bugs, I still had to face my fair share of problems. Thankfully, a lot of them seem to have been fixed as I played through the game, but I still experience things such as, not being able to loot or interact with certain items with my main character, or being unable to loot specific enemy bodies.
Besides that, there are also your typical pathfinding issues, where characters can often just keep going in circles when there isn’t a way for them to reach their target, and when you order someone to disable a trap, they can also just run into the trap, as the AI seems to be unable to simply avoid stepping on it. Still, I also have this really odd issue where the game keeps disabling the media keys on my keyboard, even after I close the game. Sometimes my keyboard also just completely stops working, and the only thing that can fix both of these problems is to unplug and replug the keyboard.
After almost 158 hours I finally reached the end of the game, and despite a few hurdles along the way, I thoroughly enjoyed it. I’m even considering going back to it eventually and opting out for an entirely different path, just to see how much my decisions can really change the outcome of the story. However, this is such a time commitment that it will probably take a while for me to get back to it.
I have to admit that, although there were times where the game felt like it was dragging itself for too long, there were also just as many occasions where I wished that the game would allow me to explore certain scenarios for a little bit longer. I’ve just finished my playthrough a few hours ago, but I’m already missing some of my dearest companions. While I found the ending to be appropriate and the playtime to be more than enough to satisfy me, I still wish there was more. It’s just that good.
Whether you’re looking for a captivating narrative with relatable characters, or whether you’re looking for your next dose of challenging combat in Pathfinder fashion, you probably won’t be disappointed by what you’ll find here. Also, the soundtrack is absolutely fantastic, it’s so good that I’ve repeatedly found myself humming parts of it ever since I started playing the game. Nevertheless, Pathfinder: Wrath of the Righteous is an astronomical CRPG that is, unfortunately, plagued by bugs.
Having said all that, I should point out that ever since the game was released, it has received numerous updates, so it’s clear that Owlcat Games are committed to fixing the game. However, unless you’re really craving some Pathfinder, or if you don’t have anything else to play at the moment, I’d honestly recommend waiting however long it takes to fix most of the bugs.
Time Loader is a 2D platformer starring a little robot that tries to change the past by meddling with some time travel shenanigans. At first, it seems just a bit somber, with a sad soundtrack and some cutscenes that present the core story which is about saving a kid from dying. It really gets sadder as it goes, diving into darker themes and involving a house fire that burns everything to a crisp. It is strange to see such a narrative woven into a game of this type, but it is also interesting and gives meaning to your actions in the gameplay moments.
Sadly, the presentation fails to maintain the intended spirit of the story, with some of the dialogue coming off too chipper to be fitting. All in all, though, it is a welcome approach, brought down a bit by the very simple cutscenes that don’t convey the appropriate feeling in full. Additionally, the visual design of the main character, the robot, is bold in its simplicity. It’s not a “mascot” protagonist, it doesn’t have cute features -or any features to be honest. It just looks like a little machine, a metal tool created to assist in everyday tasks around the house. Because of its design, the robot isn’t allowed to showcase emotions or any kind of personality, and therefore can’t create a bond with the player. However, Time Loader is more about the overarching story and less about its main character.
The gameplay is based on physics, as the little robot you control has to take into account the textures it stands on as it moves, the angle, its stance, and really everything that has to do with gravity and movement. The physics are well-implemented in general, with some aspects lacking polish that can lead to frustration. For instance, if the robot is standing on a surface that has gaps on it, it is not entirely clear how it’ll behave when it attempts to jump.
Another issue that arises has to do with perspective; it is not always apparent if a platform is reachable or if it’s a part of the background. Apart from moving and jumping, you can grab things using the robot’s built-in pincers, but this mechanic needed a lot more work to be satisfying. As it stands, it is very clunky and leads to annoying parts where you can’t grab something even though you should be able to. Going further, you will unlock some more features, some additional skills for your robot, and their acquisition is well-paced so that you’re never bored with your available skill-set. Annoyances aside, Time Loader presents some excellent platforming puzzles that are well-designed and interesting, albeit very easy to solve. If you enjoy this type of games, you will surely have fun for the 2-3 hours it takes to finish this one.
Visually, this game is a little treat. You will explore a house that is detailed enough to seem lived-in, and every different part of it is designed fittingly to simulate the various rooms and environments. The basement is moody, dark and a bit scary, the kitchen is full of everyday items that are used as platforms or barriers, the garage seems huge compared to the small robot you’re controlling and, generally speaking, this is a pretty and visually effective game. The music is eerie, melancholic and can get somewhat tiring after a while, but it fits the theme of the story and creates an appropriate atmosphere. The sound effects are very nice, simulating distinct textures as you roll on them and bringing to life the home you’re exploring through some realistic everyday noises.
The biggest problem, that impacts the experience a lot, is the frequent occurrence of bugs and glitches that hamper your progress, making you restart from a checkpoint and replay the same parts two or three times. Some items get stuck in the environment and cannot be used as needed, while others trigger the next scene when they shouldn’t and lead to never-ending glitches that force you to restart. If some of those hiccups get ironed out, Time Loader could really shine and offer a unique platforming experience that is fun as it is engaging.
In the final parts of the story, we see some ideas that are overly ambitious and don’t manage to hit as hard as the developers intended them to. Still, it’s better as it is, because the story gives you a sense of purpose and it is interesting enough to keep your attention until the credits roll. It’s easy to recommend this little game to anyone that’s interested in puzzle platformers with a focus on physics, but it’s a little disappointing that Time Loader’s unique approach is brought down by technical problems.
Your gaming library is loaded with hectic and fast-paced titles, and that’s fantastic. You can join friends on a battlefield or race strangers across the globe. However, occasionally you want something a little more relaxed and slower-paced. You don’t want blood to fly, or people to lose their limbs. No, all you desire is a calm and cute environment. Alchemic Cutie delivers this and much more in its vivid yet laid back gameplay.
Developed by Sebastien Vakerics and Thomas Cashman and published by PM Studios, this is an adventure RPG. Set on a colourful and whimsical island, this slow-paced title demands you explore and care for your jelly farm. Fans of Stardew Valley and Harvest Moon will adore the style and premise. Subsequently, this has the opportunity to become a time sink and a cult favourite.
Alchemic Cutie breaks no new ground.
Thanks to its strong influences, Alchemic Cutie has the chance to be an excellent title. Sadly, however, it relies heavily on the key concepts from Stardew Valley and this stunts its creative flow. Moreover, every task has a deja vu feeling to it and this, unfortunately, doesn’t break new ground. This, however, doesn’t mean it should be overlooked. No, I was merely hoping for a slight twist in the action.
So, it’s not that original, but I’m not willing to write it off because of that. The story revolves around a delicious little island called Wimba. This beautiful tropical paradise hides secrets in plain sight and hosts a few residents. Subsequently, it houses an array of shops and restaurants, but most importantly, it’s the home to an impressive collection of wild jellies. These gelatinous beasts are the key to progressing the story and they are cute as hell.
You control the protagonist who is newly qualified in the alchemic arts. This skill is essential when it comes to taming jellies and exploring the island. Luckily, using these powers is extremely straightforward! All you must do is aim your cursor and click, and your only restriction is a generous stamina bar. You’ll capture jellies to send to your farm, harvest fauna, and cut down grasses. Completing these tasks will drop essential items and gems that can be spent in any of the shops or restaurants.
Time to spend your cash.
Loads of quests, but very little guidance.
One thing that Alchemic Cutie isn’t lacking is quests and objects to collect. I would normally be screaming about how great this is however, I can’t! Annoyingly, a lack of guidance leaves you confused and stabbing around in the dark. This is further compounded by the exploration elements. This should be phenomenal, yet I couldn’t comprehend how to progress.
Wimba’s secrets are locked behind shrines that require crystallised jelly relics to open them. Your tamed jellies need care and attention to survive, and a mixture of happiness and overfeeding forces them to end their lives and turn into a statue. Bizarre, I know, but let’s go with the flow. It sounds simple to manage, yet I rarely succeeded. Failure wouldn’t normally bother me, yet, without the relics, you can’t progress the story. So, unfortunately, I experienced a mundane cycle of jelly farming, side quests, and resource gathering, only to fail again.
The vicious cycle of minor tasks and failure are Alchemic Cutie’s Achilles heel. What should make it an enjoyable and in-depth game full of lore and interesting twists and turns undermines it. If the developers had been more forthcoming with a tutorial, then this cloud of confusion would have been lifted. Subsequently, players are left disappointed and frustrated by the lack of guidance.
What secrets does this jelly hide?
Alchemic Cutie is very similar to Stardew Valley.
Alchemic Cutie unashamedly wears its influences on its sleeve. Its uncanny resemblance to Stardew Valley was a little too close for comfort. However, I have no issue with it per se, it simply reduced the originality. Other than that, it was nice to look at with the standard vivid colours and pixelated imagery. Wimba island has a nice variety of regions to explore and the bird’s-eye perspective made it easier to see all the action. You won’t be wowed by its style, but equally, it won’t disappoint you.
The same can be said for the cutesy and lighthearted audio. The upbeat tunes help to break up the monotony of each day, but they offer nothing new. Both the audio and graphics were serviceable, but I wanted them to deliver so much more.
Winter has hit the island.
A well-constructed UI.
There is plenty of content to contend with, so a well-constructed UI was essential. Luckily, the developers hid the menu system behind a clever notebook. Your journal covers every aspect of the gameplay and provides you with jelly information, a map of the island, and so forth. This was an excellent move, as I’d have been turned off by anything more complex. This is also supported by responsive controls and an easy to learn button layout. Therefore, if you can get to grips with the fundamentals, you’ll experience an easy to handle title.
The action may not be as clear as I’d liked, but it’s moreish and demands you keep playing. Caring for your jellies takes time, resources, and an eye for detail. Completing quests and unlocking the secrets is easier said than done and you’ll lose hours to finishing these tasks. Moreover, a thorough achievement list will require dedication if you wish to get them all.
Alchemic Cutie is good, but it’s sadly lacking in key areas.
I enjoyed what Alchemic Cutie offered, but it was sadly lacking in key areas. Its lack of explanation damages its potential and I think this will put many gamers off. I liked it despite its shortcomings and recommend you to buy it here! Can you unlock the secrets of Wimba Island? Tame some jellies, complete the quests, and help the residents.
Card games can be fun, especially if you’re using them to defeat an enemy or another group of players, can even be a friend! Monster Train First Class is just as it sounds, monsters on a train. You as the player are given a variety of cards to pull from the deck and play against the other enemies that are attacking.
The game starts off very easy, perfect for one to get a hang of how to play the game. If you happen to be a first-time player of any card game such as ones that require you to build a strategy to fight the other teams or enemies, this game will be a perfect one to try out! The entire card game is easy to learn, with a high chance of winning right on the first battle! That is even if you never played a card game like this or didn’t have much of an idea how to play.
It honestly isn’t too difficult to play, but this is true for the first few rounds. So even if you make a mistake it’s very easy to get back on track and defeat the enemies attacking you. When I first tried, I might have come close while playing to being defeated. However, to my surprise, I still was able to win the game and this is going in a bit uncertain what I needed to do. Plus, it only took a few minutes to play the first round.
Oh yes, there is no need to worry about concentrating as much when it comes to playing the right card. True again for the first few rounds, but as you move on, it’s time to get thinking and focusing on what you’ll need or what to have ready for a winning attack. No matter where you’re at in this game, you’ll be granted access to know about each of the cards you are about to play. Everyone is very well explained, and it’s easy to understand what the card will do to the enemies or your own team created from the cards played.
Additionally, with the small number of cards to look through on each turn, you can decide which to play and how many you can play till you have to end your turn. Each time a card is played it’s put in another pile, the discard pile. For those starting out, a tip I can suggest about the cards is if one is said to cause damage when used on the enemy, that is a card one must play first or sometime during your turn. Especially, if you have others in your hand, it’s best to play these when you can and on the enemies that have the least amount to go to be destroyed. Always aiming for the same player will reduce the hits they can give you as it will reduce the number of enemies on one side, faster.
To be honest, when I started playing for the first time, I didn’t really understand the cards. I learned by playing that there are plenty of unique cards, with different abilities to use in the game. So it took time to understand, and yet can be difficult for anyone to understand a few that really don’t tell you much or if you need to recall what a card can do.
Thankfully, there is a button you can push on the console to make the details of what the card is meant to do, appear right in front of you. Instead of just using the card on an enemy, to heal, and provide a protective team of monsters on your side, you can easily reveal what the card or cards will do for you once played. Plus, when you do finally play the card if it’s attacking the enemy, or adding a new member to defend you, these actions happen right away!
Like many games, even those that are RPG-style, when you battle in those games just as you are doing in this game, but with cards. You can see the special effect, attack/hit, or anything else you choose to occur right away. No waiting or having to plan each attack before it takes place on the screen. Additionally, this goes the same for the opposite side, if you’re using an attack card it could cause the attack granted on any member of that team you are trying to aim for.
While talking about the cards, there is a limit of cards one can play on their turn. After you finally played enough cards that your points will allow you to. You will then have to end your turn. This is where the enemies you are fighting will begin to play and try to defeat you and any of the monster-style team members you have placed on the screen.
The background scene design where you are battling is that of the title of the game. The battles take place on a moving train. So as you’re trying to defeat the enemies boarding the train, it will appear as if it’s moving in the background. It doesn’t add or do anything to cause you to feel rushed, as it’s just the scene not to be a distraction or cause another obstacle for you to work through. Plus, being a game that uses the word Hell a bunch of times, it’s clear that its theme revolves around a devilishly dark and monstrous or Hellish-style game. This must be why it’s a game that features horned and devilish-style monsters with fire-style attacks.
The other thing to understand about this game, which is a big part of the game. You will have to be aware of the fire that’s lit on the top level of the train. This is what decides if you’ll win or lose. Now I at first was scared because the boss, the last to arrive on the train, got up there quite quickly and so did many other enemies that I had to defeat. However, I didn’t realize that the fire I’m trying to keep protected is very much a weapon too. Since the cards I did play weren’t as powerful, especially to defeat many of these enemies arriving on the train.
Being still the first time playing, I did notice, how my cards weren’t as powerful as the fire I have to keep from being destroyed on the top floor of the train. It is one powerful fighter! The best part is that the fire on that floor doesn’t require any buttons or activation to set it off. It will begin attacking freely on its own and can take the most points from the enemy aiming for it. Instantly defeating them!
A few times when I was playing, I honestly felt GAME OVER was going to occur, but it didn’t! That blazing fire I’m protecting is way more powerful than the cards I can play. I found that to be a bit strange but I guess it’s a blessing I won’t be ending the game so soon.
Nevertheless, the major part of winning this game is trying to protect the fire from being destroyed, that is if they can really destroy it. Another relatable design to fit the theme of the underworld and these devilish monsters battling. Additionally, since I haven’t yet mentioned it, but the music is also quite fitting with the scenery, theme, and characters. Everything seems to play right together.
Another thing about the game is that the train can take different paths as you view the map. This is something you’ll notice at the end of each battle. It’s also able to be seen on a map, a route you can travel before entering another battle. There is either a choice of moving to the left or right as you go down the tracks. While it doesn’t make much of a difference, but there is a reason to know which side you’d like to travel on.
They all have a few different merchants and places to purchase or sell items, as well as upgrade a few too! Two of these buildings for example that you can visit are called PyreRemains and Merchant of Magic. These markets do different things and knowing which side you want to travel, as there are other locations to visit can aid in the cards you’ll play and how much more equipped you’ll be in the next battle.
Other than all I’ve mentioned, this game is basically the same throughout. You practically can get a routine going and keep moving down the tracks on the map as you fight your way to win! As mentioned before, it’s not too hard to understand or difficult to play. Everything is explained clearly as you play, and there are even a few additional features that help you speed through the opposite sides’ battle time and get you to yours quicker.
Lastly, this game provides plenty of battles, multiplayer challenges, and plenty of shops to visit for items to buy or upgrades to help aid you in this card-style battle. Plus, like many card games, it takes a bit of planning to make sure you use the right card at the time of the battle, leaving room to use those for the next attacks and invaders boarding the train. So it just can be a perfect strategy card game for beginners who never have played anything like this before and wants to move on towards the more challenging battles that require one to be a bit clever to win the round, as they do get challenging!
We are in a very interesting time for the FPS genre as for the first time in years, especially on consoles, we have all the big hitters releasing with CoD Vanguard and Battlefield 2042 both having releases just a week apart and then the return of HALO with Infinite in early December. The intriguing part is that each franchise is daring to do something different but also similar. In terms of CoD Vanguard, the series has headed back to where it began with a World War setting rather than Modern or Future warfare. The question is whether Vanguard can return CoD to its former glory which the other franchises are also trying to do. The answer is simply, not quite.
It really is that simple an answer as CoD Vanguard does exactly what you expect a CoD game to do and, in some ways, the “no need to fix what is not broken” has become the mantra almost for each release with only the popularity of Warzone, the free to play Battle Royale, changing the way in which releases of Call of Duty now interact together. I came to Vanguard hoping for something different as Battlefield took a short break to reinvent itself and HALO Infinite is back to try and reclaim the crown of FPS king, something it has not been able to really achieve since 343 Industries took over from Bungie. Call of Duty on the other hand has almost been unchallenged in recent years and therefore has not had a reason to try to do anything new outside of Warzone.
The campaign, which used to be a big part of a CoD release is very much scaled back in Vanguard but as always is my first mode to play. Disappointingly, the campaign only runs for 5hrs, it is very short and quite frankly a play once and forgettable experience despite the story being quite novel. In the early days of CoD, the WW setting would have players replaying big set pieces of historical moments of the wars, most commonly the D-Day landings on Normandy. Vanguard however focuses very much on the final days of WW2 and sees the formation of a “Special Forces” team, sent on a mission to capture documents on a Nazi war project known as Phoenix. Each member of the team has a unique skill and history but are brought together for the first time in the opening mission or prologue to the campaign.
As to be expected, the campaign relies on gameplay that leads to a big set piece whilst cutscenes tell the narrative of the story so cased by the opening which sees the team on board a train, working their way through taking down numerous Nazi soldiers to reach the depot where the documents are held, but it ends with the team’s capture that leads to the interrogation of each member. The result is that the player will then experience an almost origin story to explain why that character is part of this unique team up as the story of the end of WW2 unfolds. I really like this angle as we experience the end of the war from the viewpoint of the Nazi’s, even using the reaction to learning of the suicide of Hitler to see how the Nazi leadership deal with that and the impending loss to the allied forces.
Where the campaign does fall flat is in the imbalance of the tone of the story at times which can range from very personal stories of the characters and how they came to be a part of the war and this team to over-the-top set pieces that imply this six-person team could have single handedly wiped out the Nazi forces if conveniently placed ammo crates were stashed every 20 meters. The narrative does showcase the brutality of the Nazi regime, even looking at the racist element to it with some very straight to the point moments and even suggesting Hitler was inspired by Madison Grant and early American racism. It can be uncomfortable to see such themes used but then when it comes to Nazism, there really is no way to do it and not water it down to a degree and Vanguard at least tries to keep that part of the narrative on track. Though only around the five-hour mark, it was a satisfying ending to the story but as the very long credits rolled, nothing about it made me want to revisit or replay it and I am unlikely to return to the story campaign at all, but it was nice to know the story of some of the operators players will then get to use in the MP.
The MP of Vanguard truly is the break and butter of this game and will be the Multiplayer and this is where I have dropped a lot of hours in the last week since Vanguard released and I am happy to say I have really enjoyed my time with this so far despite some server issues. Across the 16 maps, the usual MP match types return with Team Deathmatch, Domination, Search and Destroy, Free for All, Kill Confirmed along with new mode Patrol. The variety that Vanguard brings to these modes is the ability to have a traditional smaller Team Vs Team experience or you can opt in for much larger big team battles of 24 Vs 24. In Cold War I used the filter to actually trim down the modes I wanted to play over the ones I did not enjoy but so far in this first week since release I have dived into any mode possible, including the Duo Team of Champions Hill, which sees teams of 2 taking on other teams to become the last team standing, which is a mode I was not very impressed with in the PS5 beta but now actually enjoying it a little more.
The Armory is also a nice touch, allowing players to truly customize their weapons and loadouts as you would in Warzone with the ability to build a weapon pretty much to your own gameplay taste with components that can boost aspects of the gun but also some that might have a negative impact to finetune it how you want. This also brings a big weapon grind and when the vast number of weapons available to be unlocked and then grinded through to unlock the various component types to customize it, you could really lose yourself in that grind, not to mention the natural grind for all the gun camos to unlock as well. This might be a factor that the hardcore CoD MP fan will relish but for me, I found I gravitated towards a gun in each class and worked on it to try and find the build I was happy with but can see it will take a very long time if there is a desire to have every gun in every class ready to go.
Gameplay is fast, with quick deaths and quick respawns to keep the kinetic energy high whilst playing. I am not a big fan of forced crossplay but so far on Xbox Series X I have not felt too disadvantaged against PC players with M&K and have really enjoyed going into big matches and doing quite well. The speed of the action can be thrilling but also frustrating as the quick respawns can be helpful and a hinderance and too many times the player or players I have just taken out will instantly respawn behind me to get their revenge. Many maps have pure camping spots and whilst I have no real issue with strategic “zone defending”, when I have opted to have full game chat audio on, the reaction to it from others can be funny and shocking. Some server issues have plagued the launch sadly, which is now common and especially in recent days the “Server Snapshot Error” problem has been a pain so hoping in the weeks and months to come these issues can be ironed out.
The most forgettable mode for me in Vanguard is easily the Zombies mode, which in previous games I have dabbled in but mostly ignored unless friends wanted to play it and here it is even more lackluster for me. To players who do enjoy the Zombies mode than this will probably be quite disappointing. Played on the map called The Beginning or Der Anfang, teams will travel through one of seven portals to complete an objective mission such as harvesting crystals, defending a moving relic or trying to survive an attack. Compared to previous Zombie modes, this feels very disjointed and very much cobbled together from other games to have it included even if there really is not connection to the rest of the game other than it being a good place to level up guns to be used in the MP. Much like the campaign, this mode feels like an aside to the MP, something to have because players expect it to be there but for now, just a week after release, it fails to other anything to make it the reason you fired up Vanguard to play in the first place. But it is there as something to do, which is better than not having it, it just fails to offer the same gameplay fun as MP.
Vanguard is an interesting enter to the series, it tries to tap into where Call of Duty started by having a World War setting but it fails to do anything to really stand out. You can even launch the more recent COD games from it if you own and play them which is a strange move if you want new players to play Vanguard by offering them other CoD Games to play. Of course, there will be the interactivity with Warzone as weapons and the new map will encourage and feature more Vanguard in the free to play mode and come December 2nd, the battle pass will fully unlock so fans can collect all the items they are currently unlocking with MP play.
Visually Vanguard does make great use of the new gen console power in terms of loading times and how great it looks and sounds on Xbox Series X and the Series S, with a sensible installation size, for now at least but Vanguard is exactly what you would expect from a Call of Duty game but it is very much more of the same, a short story campaign that you can play once and never feel the need to return to, a MP based on massive weapon grind to get the best out of it but is still fun but not amazing to play and a Zombie mode that wouldn’t have been missed if it was not included but because it is, it provides something else to do until you get bored and return to the MP.
The problem with Call of Duty sticking to this tired formula is that its rivals in Battlefield 2042 and HALO Infinite are now back and both are looking to do what they do best but better, and Vanguard is Call of Duty doing the Call of Duty you already know which may not be enough to satisfy more than just the CoD Faithful.
Shmups are a go-to genre when you want a quick fix. The brutally fast-paced action and guarantee of death are offset by the rewarding and addictive gameplay. The 90s was a great decade for console shooters and Sega and Nintendo battled it out for the best game of the era. In 1991, Gynoug was released on the Sega Mega Drive to mixed reviews. More recently, Japan exclusively had access via the Wii virtual store, and today it has been re-released on modern consoles.
Developed by Masaya and published by Ratalaika Games, this is a classic shoot-’em-up title. Set in an undefined era between modern-day and the Middle ages, this is a battle of good versus evil. It comprises six stages that demand you must collect power-ups, defeat minions, and slay bosses. Its challenging gameplay and deceptively simple approach make it an irresistible game that you can’t put down.
Dodge the projectiles.
Gynoug hasn’t changed a bit.
Like the recent re-release of Gleylancer, Gynoug hasn’t changed a bit! In an era of remastered or reimagined games, I expected there to be a modern polish. However, both developer and publisher resisted the urge and fans can enjoy every grainy image on their modern machines.
You control the angel Wor who must stand up for the survival of his entire tribe. He uses his powers of good to confront Iccus and prevent the spread of the evil spirit. How’s that for a grand story? Amazing, I know, but don’t get carried away by its grandiose appearance. Sadly, the plot has little relevance to the action and merely helps to set a theme and the scenery.
Though the lack of a story was disappointing, it does set up a brilliant fantasy world full of revolting creatures. Demonic beings unleash bullets and projectiles at an alarming rate! You must down your foes while dodging everything that is thrown your way. It’s hectic, challenging, and can be downright unfair. You’ll die repeatedly, lose your progress, and complain about the difficulty. Yet, you’ll pick up the controller, again and again, to try to better your score and to get one stage further.
Blow that statue to pieces.
Power-ups, bosses, and cheats.
A shoot-’em-up would be nothing without its power-ups and gargantuan bosses. Fortunately, Gynoug has it all! With an array of weaponry to pick up and spells to cast, your foes won’t know what’s hit them. However, unlike traditional shumps, Gynoug makes you work for your all-powerful upgrades. You must pick up red and blue orbs to add strength to your weapons and spells. When you die, you lose an orb from each colour and, subsequently, you become weaker. It’s a bit unfair, but what are you going to do?
Having the most powerful weapons and spells is essential when facing each enormous boss. These hulking demonic beings fire an array of projectiles at you. Therefore, you must dodge, weave, and shoot to defeat them and stay alive.
If you are old enough to remember the original Sega Mega Drive, you’ll know the enjoyment of unlocking cheats to level the playing field. This version has gone one step further by allowing you to cheat freely. Purists will hate this option, but I loved how reckless I could be and how much easier it was to play.
Gynoug is gothic, dark, and disgustingly great.
I adored the gothic charm that oozes from every one of Gynoug’s pores. The demonic imagery blended with Greek mythology was amazing to look at. The dark and grainy style worked perfectly with the theme and I enjoyed the minor tweaks on every stage. The side-scrolling perspective is brilliantly old-school and I couldn’t help but fall for its charms.
If you’re a fan of shrill synth music and crass sound effects, then look no further. The loud and obnoxious audio is brilliantly retro and screams “look at me”. Moreover, this in your face soundtrack fills the action with energy that prevents it from becoming tiresome or boring.
It doesn’t get much weirder.
A poorly explained UI and controller layout.
There is much to love about this classic title, but how the controller layout has been executed is not one! There is zero explanation regarding power-ups or the button layout. No tutorial is provided, and this leaves you guessing what to do. However, once you understand what’s required of you, you’ll find it easy to play.
Shoot-’em-ups are a moreish genre that demands to be played. You’ll sink hours into this without knowing it, as practice is required to best your foes. Moreover, completionists will need to play every level and score over one million points if they wish to finish this hellish title.
Gynoug is a brilliantly old-school title.
There may be some gamers who wanted this to receive a modern polish, but I think it’s unnecessary. Its brilliantly old-school approach works wonders on new consoles and I loved its simplicity and dated look. I died a lot, needed to cheat, but thoroughly enjoyed it and recommend you to buy it here! Grab your power-ups, use your spells, and stop the evil from spreading.
My video review with footage captured from my Xbox Series X, enjoy!
Back in my senior year of high school, my English teacher called me up after class and showed me an assignment that I’d recently turned in. She said that my paper was well-written, but unfortunately, it had nothing to do with the prompt that I’d been assigned. She said that this left her feeling conflicted, because although the work I produced was high quality, how was she supposed to grade it when I didn’t follow the instructions that I’d been given?
This is similar to how I feel about Midnight Protocol. The game is awesome and delivers such a unique experience, but it’s so vastly different from what people expect from a typical video game, that I’m honestly unsure about my feelings for the title.
In Midnight Protocol you play as a master hacker who’s recently been freed from prison and is looking to get revenge on those who wronged you. You do this the only way you know how, by using your leet hacker skills to delve into the seedy underbelly of the digital world and track down a mysterious hacker known as Kraken.
In most games, hacking takes the form of a brief mini-game, and it’s usually illustrated by either shooting something, reaching the end of the stage in a set amount of time, or even just a quick time event. But in Midnight Protocol, you’re breaking into computer networks and using keyboard commands like /forward1, /trojan, and /sldown4 to accomplish your goals.
Just like an old computer, no mouse is needed for this experience.
(typing /help shows you a list of commands, this is incredibly helpful)
All commands in the game are done exclusively through your keyboard (the game even tells you at the very beginning to not freak out because there’s no mouse cursor), and as someone who hasn’t taken a computer class in quite a long time, I was initially drowning in all the information I needed to know to even move my character forward one space.
The story is told via emails between you and other characters.
(The story is told via emails between you and other characters..
However, my time with this game ended up being incredibly positive, because even though it took me a while to understand what the heck was going on, once you do get the hang of things, there’s an incredible amount of depth. And as I became more experienced, my fingers were zipping across the keyboard, inputting commands like I was a master hacker from one of those cheesy 90s movies. Make no mistake, I was still awful, but hey, at least I felt cool.
Midnight Protocol is entirely turn-based, and mercifully this means that I can spend however long I need to look up commands and plot out my moves accordingly. You want to be smart when you play because the further you go into the game, the more it expects from you, and you need to constantly stay on your toes. At the start of the game, you can move your character from node to node without any real trouble, but as the difficulty ramps up, you start encountering obstacles like firewalls, ICE programs, and viruses, and you start being hunted down by enemy A.I. which will actively pursue you during missions.
If you’re a masochist, this game can be played in real-time.
Each mission has different kinds of security measures you’ll have to deal with (some levels have lots of firewalls, some are on a strict timer, etc.), and you’re given something called a deck to help handle each new problem. In layman’s terms, you’re able to buy new abilities and power-ups on the black market, and you can choose up to five abilities to place into your deck before each mission. Certain missions can have very specific ways to beat them, so if you’re having trouble, you can change out programs to find a more effective deck, and it’s also just fun swapping out programs and learning what they do and how they work.
For example, the jackhammer card allows you to break through firewalls faster, the leech makes it easier to drain money from bank accounts, and the cloak is great if you’re terrible at the game and need a few extra turns to get stuff done (this was my favorite ability). Decks add a ton of variety to the game, and it allows you to tackle the same level in radically different ways which can add a lot of replay value..
Midnight Protocol feels like it’s designed for a very certain type of person. If you play games to relax after a long day of school or work, this is not for you. But if you enjoy the cerebral challenge and the feeling of mastering a game’s systems and mechanics, then you’ll have a great time with this title. Midnight Protocol expects a ton from the player, but those who put in the time to master the systems will be handsomely rewarded and will have an experience that is radically unlike anything else on the market.
When two gaming franchises come together in a collaborative effort it doesn’t always work out as planned. For every game that fits like a glove in Professor Layton vs. Phoenix Wright: Ace Attorney, there’s another where the narrative seems like a collection of one-way conversations taking place in separate universes – like in Project X Zone.
Neptunia x SENRAN KAGURA: Ninja Wars, two very niche franchises that are well-known for featuring light-hearted humor, bouncing body parts and hot spring scenes jump onto the scene with more of the same, but this time with an action RPG twist.
Using the Neptunia universe as its platform NxSK takes its parody and pokes at the gaming industry – along with the ninja goddess concept – and places Asuka and co. (from the Senran Kagura series) into the equation as a rival countries’ group of ninjas who have a long history of fighting with The Purple princess and friends, basically, just for laughs.
It perhaps shouldn’t come as much of a shock then that the character development focuses more on commenting on the characters’ current physical development and expanding on the few adjectives listed in their loading screen bios rather than any decent gags or overarching plot. You could argue that this a pitfall of trying to introduce two franchises worth of characters in a short period or perhaps or its simply showing their skin-deep character depth.
There are lots of self-referential comments from protagonist Neptune, which confuses all the other characters.
While that isn’t necessarily a bad thing – at least in the eyes of fans – what does get my goat is how this is presented, in a visual novel animated so off-puttingly that I wanted to skip the story altogether after only a few chapters. The character designs and voice acting are decent enough, but the animation is supremely lazy, with the occasional blink and robotically animated mouths that continue to move at the same speed and pattern, even when characters pause between sentences. Considering how smoothly animated characters are in co-developer Compile Hearts’s previous Neptunia games such Neptunia Virtual Stars released just one year prior, it’s really disappointing.
Sneaking in like a well-endowed ninja with a copy of Jekyll and Hyde in their back pocket though, the fighting gameplay comes to the rescue and is addictive enough to grab and keep your attention for the length of the story. Lots of cool artistic accents like small camera lifts and tilts are welcome details in smooth attacks that flow well into another and, to a degree, share a resemblance with Samurai Warriors 5‘s visual presentation, with its almost cell-shaded anime characters and a traditional Japanese instrument-filled soundtrack keeping the tempo moving.
With 10 ninja/samurai characters all with different weapons and skillsets, there are lots of satisfying ways to attack the few enemies that the game offers, but much like the story, there isn’t much depth beyond that, with few unlockables for both weapons and abilities.
This ninja cat is essentially an athletic Wolverine, which a few of the characters are like, which is obviously freakin’ awesome.
In terms of the attack-based interface, cues are taken from the FFVII remake with melee attacks assigned to the ‘square’ button and ‘L1’ and ‘R1’ shortcut menus for special moves and temporary status effect boosts respectively. One of the great things about bringing up these menus, similar to FFVII remake, is that the scene goes into ultra slow-mo which allows you to appreciate the beautiful slashing accents and kickass moves afforded to you.
Unfortunately, this hack and slack/RPG fusion has its issues in that NxSK omits the key features that make those specific aspects work so well in the prior-mentioned games. Without large maps, a decent enemy count and multiple controllable allies on the field at the same time, the fighting mechanics’ potential is restricted, like a beast forever waiting to be unleashed. Jekyll makes a further appearance in an unadjustable and overly easy difficulty level that renders the game’s item, gem and equipment systems almost completely redundant – assuming you aren’t just running at the enemy in straight lines.
In a way, it’s almost more disappointing that the fighting mechanics exists as a singular pillar of quality (on an island of mediocrity) rather than the overall game being entirely average, as I would love to be let loose with these fighting mechanics in a more fully fleshed out context – either through an expanded single-player mode with maps rather than dungeons, or even a co-op multiplayer.
Those who do enjoy what story is given to them will likely enjoy the remaining features of the game which includes, amongst others, a mission mode full of one-off dungeons and a ‘Peaches and Cream Meditation’ mode where one of the thinly-dressed cast of female ninjas balance on a peach, controlled by rotating the PS4 controller. No, that’s not a typo, and failure to keep your bearings on said fruit will have you fall into an ‘interesting’ position on the ground. It’s not particularly graphic, which may upset those who prefer the two series’ forays into adult rating content, but it does a good job of showing who this game is tailored towards.
Look at that peach….
In attempting to mix, match and accentuate the two franchises, NxSK results in a short and forgettable filler episode, with neither of the two’s best aspects able to shine through particularly well. It should be said that it’s not without redeeming features, as both fanbases will find replay value in the enjoyable action gameplay, but it’s far from likely to command a casual’s attention as a standalone attraction.
Formula Retro Racing is one of the simplest racing games to enjoy when you need some reason to hit the gas and go as fast as you’d like! In addition to being a simple racing game, the controls for the vehicle are not as complicated either. Making it a perfect game for players who aren’t searching for something that is all about the details or design of the game. It’s also a game that is free from mechanic job knowledge. So you don’t need to know anything complicated about the vehicle’s parts or be required to learn how to repair or fuel your racing vehicle.
It’s practically a game that’s dedicated to just racing, putting that foot on the pedal, and going as fast as you like. Of course, using some reason, you will still need to avoid turns as this can cause damage to your vehicle. As well, it’s best to avoid other racers, which also may damage your vehicle badly, but maybe you could be lucky enough and it will just wreck the other racers’ vehicles!
Once playing, you’ll notice the choice of vehicles. There are many different colors, which are not limited to just five, but plenty. Many are a simple one-color design, with that similar style in vehicle design. On the other hand, there are a few with different patterns to choose from. Nothing too spectacular, just like having a choice of a simple racing stripe added to the design.
When choosing a track, which starts with the simplest, going to the most challenging styles. You’ll notice that it’s not too complicated as well as the scenery around each course. The racing tracks are all designed a little differently. From being as easy as you’ll be going in a simple circle, without too many turns or it could be challenging where the track could take you all over, like a rollercoaster. Nevertheless, these tracks aren’t very distracting from the race. Not even the background will cause you to lose concentration, as it’s just such a simple designed layout throughout this game.
For the music, the soundtrack that plays is like a very arcade, retro-style fun! It brings the game together and makes for that perfect retro appeal! Nothing but a great way to motivate the player and push them to win.
Oh yes, before I forget. Even for those players that want to play a fast game any time of the day. You can count on this racing game to allow you to have a fast pace game that won’t take too long to play and be exciting! Since there are plenty of simple race tracks that you can choose from. However, if you have more time to play, there are a few difficult ones, which are longer. Either way, each will give you something to fill in that gap of free time you may have.
I do want to point out one other thing I like about this game. I find myself enjoying the low poly graphics. This is something that makes this a better game choice for many players and myself included. I suffer from vertigo and going around in circles, having too many high graphic designs or lights flashing can be difficult to look at. So to play a racing game that doesn’t have any of this, but still brings that arcade racing fun, well that is a winner right there! I don’t have to worry about controlling the camera to make sure I can always keep my vehicle in view. I don’t need to worry about the pain of having my vehicle spin and heading in the wrong direction. So I’m grateful that this isn’t that type of game! It’s one reason I highly love playing it.
Additionally, there is one other strange reason why I like this game. Maybe it will sound a bit odd, but on the other hand, I do have to come clean and tell you something a bit awful on my part, but maybe I’m not alone? I do enjoy crashing and bashing into other vehicles. No, this isn’t what you need to do in the game or written as a part of what you have to do to succeed. Instead, I just enjoy doing it as much as possible. Even if I’m not the greatest racer, I like to play like a ram and crash into other vehicles while trying to move ahead of the other players. I guess I just really enjoy playing bumper cars when going fast in any racing game.
However, this could be a positive thing, where if you hit them just right, they may blow up. Allowing you a chance to get ahead of them or it might just cause a little damage to your vehicle. I know it may sound odd, but after any stressful day, this just might give you a slight satisfying feeling from destroying other racers. Okay, I’m glad I came clean and actually I guess you can say I am a big fan of a little bumper car-style action. Especially, if it’s just for fun.
Lastly, this game is an excellent retro, low poly-style racing game. It’s got plenty of exciting racing courses, plenty of challenging modes, and vehicles to choose to ride. If simple and just plain racing is what you crave, this is the game you have to try!
BARRICADEZ ReVisited is a Switch port of a PC game that honestly should have been so much better. Let’s talk about why. BARRICADEZ ReVisited by FlyPenguin Inc. is a scrolling-based mix of tower defence and survival. You play as an invincible robot tasked with protecting a baby in a cradle; this baby happens to be the last hope of humanity. Set against a wasteland dystopian backdrop where every night monsters come with one aim – kill the child.
Gameplay Modes
BARRICADEZ ReVisited has four modes. Story Mode, Challenges, Practice and Red Moon Rush. It is advisable you check out the Practice Mode before trying anything else. This is the only place you learn the controls and how to play the game. It is unfortunately the controls that lower the score of an otherwise wonderful little game. I honestly recommend the PC version over the Switch port. This is because the controls are designed with a mouse in mind (and occasionally even references pressing the escape key). This makes for very cumbersome gameplay when trying to move a ‘mouse cursor’ with a joystick. The touchscreen is also totally unused. You do eventually get to grips with it and its limitations, but it certainly reduces the enjoyability factor of gameplay. The Practice Mode is well thought out. It starts basic by introducing you to movement and progresses through the more advanced features such as crafting and upgrading.
Challenges, once unlocked, offer a fun ‘quick game’ mode alternative to the main story. There are six in total. Ranging from only defending the baby using certain traps to surviving for days against vast numbers of monsters. These challenges are fun, but also serve as a useful learning curve for the main game.
The Story Mode is a slight misnomer. There is no real story to speak of save for the background to the game. As a protector robot you must protect the last hope of humanity from hordes of monsters that attack each night. The story is a nice setting for an intriguing mix of tower defence and survival. You have it all available in this mode. You’re challenged to last 56 nights by going underground to gather resources and craft items which can eventually be upgraded. With these resources you can build a wide variety of structures, traps, and weapons to defend the baby each night. During the day you can repair these items, collect and reposition them and of course build more. It’s a lot of fun, working out patterns for the crawler monster types to never get anywhere; placing the best traps and devices to kill the ones that will cause damage as you wait until morning. There’s a good variety of traps from basic spikes through to platforms that will catapult monsters into carefully placed firepits, swinging axes, flamethrowers, and arrow shooters. Similarly, there’s a nice variety of monster types so that each night never feels the same.
Finally, Red Moon Rush is then the game’s equivalent of ‘hard mode’. In the main Story Mode, you get what I consider a ‘boss’ coming every seven nights. As each week progresses, these get harder and harder. In Red Moon Rush you only get the ‘boss levels’. I’d leave this mode alone until you’re comfortable with the crafting and building system.
UI
I mentioned earlier that my main gripe with this game is the controls on Switch and unfortunately this is most prevalent in building and crafting. The UI is clearly designed for a PC and there’s a lot of ‘clicking’ involved to cycle through tabs. It’s cumbersome at best and at worst it’s repeatedly pressing the wrong control or moving the joystick and ending up in a totally different menu system. This is a real shame because when you can get it to work it is actually a great feature. As you expand your arsenal you can build and engineer new things, combining items and ensuring your weapons remain stocked. It is fully fleshed out as well, there are no half-measures here.
Crafting in BARRICADEZ ReVisited
The gathering and crafting side of BARRICADEZ ReVisited often feels like the primary focus, without it you cannot build anything to protect the baby from the monsters. For me, it was the more cathartic part of the game. Set against a wonderful score the plucky little robot heads down into the caves to gather materials. All the usual suspects appear; wood, stone, sand, iron, copper, and many, many more. As well as these you can find chests that contain pre-made defences and traps. There are special blocks, presumably derelict buildings from the now wasteland Earth, which contain a random selection of an even wider range of resources. It was difficult to work out some of the crafting recipes as there is no clear guide. It became frustrating when I had an overwhelming amount of one resource and absolutely none of the other I needed to build a trap. This is more of a me problem but on numerous playthroughs this was the case. I wonder if either a) the algorithm behind resource drops needs tweaking for such low-level items or b) it isn’t as low-level as the items list makes it out to be in which case that needs altering to make it clearer.
BARRICADEZ ReVisited Review Conclusion
Overall, BARRICADEZ ReVisited is a fun tower defence game with a truly fantastic survival/crafting element built in. The graphics are just fine, and the music is a joy. The variety of gameplay is great, the variety of monsters is even better. Time control helps you manage your building and every seven days you get a more challenging boss to overcome. Similarly, as you progress things get harder overall keeping the game fresh and challenging. However, don’t play this game on Nintendo Switch. The controls are terrible for a console that has a touchscreen and joysticks and it ruins what is otherwise a solid game of this genre.
Source of Madness is a strange and intriguing game. Would you like to walk through a world of eldritch horrors, odd creatures and ominous areas. What’s more, all of this, the textures, enemy behaviors, is all controlled by neural network AI. It’s certainly a unique concept for it’s genre, but is it something worth playing? Let’s find out.
Note that this is an early access review, and as such may not be representative of the final product.
Gameplay
The game is a roguelite, so the basic gameplay loop is as follows. You spawn by choosing one of three characters, then you purchase upgrades using blood you’ve acquired in past runs. These can be new classes, upgrades to existing classes, health flasks etc. Next you leave the main hub and progress out into the world. It’s a side scroller, so you head out and fight enemies and battle your way into the next zone, fighting a boss at the end of the zone.
The game has been compared to dark souls and diablo, and it’s not hard to see why. The creepy atmosphere of a grim dark fantasy world. The tough and strange enemies. Even the text when you enter a new zone matches dark souls. You have two ring slots, which give you your spells, on left and right click. Being in early access the content is not fully fleshed out yet, with only the first act fully completed. Combat can feel a little too floaty and odd at times. Escaping combat and moving around the map can feel a little janky at times.
Presentation
This is the strongest area for Source of Madness. From the music, the creepy monsters and the strange levels, this game is oozing with thematic horror. It really makes the game shine. Plus, its textures are apparently AI controlled, however that works, which is definitely an interesting feature. I did find my eyes getting strained after around an hour or so of play. I think it’s because of the way everything blends together. Otherwise, the presentation is spot on.
Design
Firstly, the sound design is perfect. Hearing the distant screech of monsters, among other ominous sounds, really adds to the theme. The feel and look of your spells as you cast them is satisfying. The procedurally generated areas remain varied and interesting enough to encourage further playthroughs. The UI is intuitive and works well. All of this provides a great experience, though it is not without its faults.
Your spells awkwardly collide with your enemies in a way which doesn’t feel impactful. At times it is hard to tell what is an enemy, and what is a corpse or just an obstacle in your way. It’s hard to tell if your getting hit sometimes. I would swear I took a hit then check my life bar and see that I didn’t, and vice versa. Finally, while the game is visually varied, the difference between spells doesn’t seem fully fleshed out yet.
Overall, Source of Madness is promising title, held back by a few design choices. It’s perfect for those looking for a good hit of Lovecraftian horror. It’s certainty a title to keep an eye on as it’s development cycle continues. A promising early access title.