Review: Foodtruck Arena

A new entry into the car combat / football sub-genre, Foodtruck Arena places you in the shoes of a number of zany characters, as they aspire to become the world’s greatest Chef. To do this, they have to win a tournament where the Chefs compete against one another in a – certainly unique – rendition of football. 

As you can imagine from the name alone, you control various different food trucks as you attempt to guide a tomato (football substitute) into the net.  

This is broken down into two base game modes: tournament (the story) and free match. 

Inspired by the success of Rocket League, is Foodtruck Arena able to use this inspiration to carve out a tasty new side-dish in this genre?

The Bad news:

No.

Look – there is no way to sugarcoat this: Foodtruck Arena is not good. 

I went into this game intrigued – excited even – by the promise of a fun, humorous experience with solid gameplay and a unique style. 

Unfortunately the game doesn’t ever get going.

The absence of a tutorial, combined with extremely clunky movement, means that the game presents an instant wall for the player to overcome. Whilst the game itself has a very minimalistic control scheme, with basic movement options, as well as a jump and skill move button, the sheer awkwardness of simply directing and moving your truck makes the experience immediately painful.

Add in a lack of a tutorial to properly explain the different Chefs abilities (that do actually have strategic value), this game put me off straight away. 

All of this leads to incredibly sluggish and slow gameplay. You then add in the long loading times between matches, and it just gets worse.

The story and characters were an aspect that I was looking forward to. You start off with being able to play as four different characters (you unlock a further four as the game progresses), who all have incredibly distinct and inspired designs (albeit, very stereotypical). You also get a small biography on each character, that briefly details their backstory and motivation for wanting to be the world’s best Chef. 

There are also really cool comic strips that play at the end of each tournament. 

Sadly, this is the pinnacle of the game’s storytelling. There is no real story here, with the gameplay being the priority. Whilst I enjoyed learning how to use each truck’s skill, the sheer painfulness of just trying to steer the damn tomato into the net sullied any enjoyment I could briefly get from this game.

When the base gameplay just doesn’t feel good, this deeply affects just about every other aspect of the game. This was the case for me, sadly.

Constant own goals:

A recurring theme with this game is that whenever I found a positive – that I so desperately tried to latch onto – it was immediately undermined by a number of negatives. 

The cel-shaded design is cool, but when actually playing the game it looks kinda cheap and mobile game-esque.

The music for each character is actually quite good, but there just aren’t enough characters or modes to keep the gameplay loop interesting. Limiting the gameplay to a maxim of 2V2 doesn’t help. 

There is certainly a strategic aspect to gameplay, with the different abilities all offering unique advantages for the player, and the various arenas also having their own variables that affect gameplay. But this isn’t fun to experience when the base gameplay is so clunky.

Couch co-op and being able to map the control to a single Joycon is definitely a plus, but the fun of playing with friends is mostly just laughing at how frustrated they get with the game’s controls.

Also, there is no online play. The absence of a real competitive skill-climb is really disappointing, and again, makes this game pale in comparison to the likes of Rocket League.

All of this is a real shame. I think on paper, the premise of this game sounds really fun. Combining food with trucks and football sounds like an absolute blast. With smoother gameplay, a proper tutorial and online play, I could see myself really enjoying this game. 

Unfortunately, the developers have failed here to translate a good idea into a fun gaming experience. 

A tough one to recommend. 

Review: LoveChoice

Relationships are tricky and they take effort to make them work. When you first meet someone, it’s an exciting, yet nervous time. You want to be yourself, but you also want to impress. Mistakes are made, but how you deal with them shows your character. LoveChoice explores the highs and lows of meeting a new partner and you control how each situation blossoms or fails.

Developed by Akaba Studio and published by Ratalaika Games, this is an interactive visual novel title. It’s the winner of indie prize Asia 2019 for ‘best narrative’, so I was excited to see what was on offer. The gameplay comprises three short novels about young love. You’ll witness the early stages of each relationship and guide the process with your dialogue choices.

So messy!

LoveChoice loses its emotion in translation. 

I’ve played many visual novels across an array of themes, and the common mistake is poor translation. I worried that this would be the case with LoveChoice and was concerned about how much this would affect the story. Sadly, my concerns were realised almost immediately! The flow and pace of the text failed to match the theme, and most of the dialogue felt cold and disjointed. This callous style worked well with the moments of hatred or sorrow, but when adoration or love was expressed, it failed abysmally.

The core concepts regarding mini-games, dialogue choices, and outcomes weren’t impacted. However, there was a distinct lack of emotional integrity, and I failed to build a rapport with the lead characters. It’s a shame as the main elements were interesting and made it a fun interactive novel to read through.

How will the relationship end?

Short novels, multiple endings, and unusual mini-games. 

The bite-size novels with their unique views on love were intriguing to read. I loved how the blossoming relationships were shown and how relatable the choices were. Akaba Studio captured the ups and downs and pitfalls perfectly and this made the lack of emotion much more frustrating.

Like other visual novels, LoveChoice has multiple endings for each of its volumes. You experience positive, negative, and neutral finales, and reaching them requires some trial and error and logical thinking. Yet, unlike other VNs, you are free to interact with the scenery, move characters, and discover hidden Easter Eggs. This was fantastic and made me want to keep playing, even though I felt no emotional attachment to the plot. I enjoyed how it dropped the usual voyeuristic manner and broke the fourth wall.

The interactive elements were also aided by the unusual mini-games and point and click mechanics. You’ll grab floating musical notes, pick restaurants, match faces, search for clues, and so forth. They’re not groundbreaking by any stretch, but they broke up the flow of the story and encouraged you to be part of the narrative.

LoveChoice is emotionally sterile, but its visuals are beautiful. 

I may not have fallen for its written charms, but I loved the visual presentation. The soft colour palette and interesting backdrops were beautiful to look at. The hand-drawn images represented illustrations from a paperback book and supported each scene. The variety shown across each chapter was surprising, and I liked how it represented different eras and cultures. If the game was emotionally sound, these images would have been breathtaking. 

The audio encompasses the theme magnificently! With its slow and touching sounds, you’ll admire the surrounding beauty. I enjoyed how a variety of songs and sound effects were used to highlight the poignant emotions. It was interesting to see the developers using nothing but music and sounds to enhance what should have been touching moments. Nonetheless, it fell flat because of the poor translation.

A romantic walk among the stars.

A slow-moving cursor, but easy to play, mostly. 

Usually, visual novels are my go-to genre when I want to relax. The simple and limited controls allow me to enjoy the mindless action. However, LoveChoice demands more attention! This wasn’t a problem as the controls are simple to learn, yet, sadly, the slow cursor impacts the mini-games and makes this element more frustrating than I’d have liked.

Thanks to its three stories and multiple endings, LoveChoice has some replay value. Sadly, though, you are unable to skip through previously seen dialogue, and this was tedious. A moderate achievement list requires you to find all Easter Eggs and see every ending, so completionists must invest a considerable amount of time. 

LoveChoice is well written but poorly translated. 

The feeling of being lost in translation is something we all experience. Sadly for LoveChoice, it dominates its core concept. Devoid of emotions and with no rapport with the protagonists, it feels soulless. Even though it’s flawed, I enjoyed many elements and recommend you to buy it here! Will you play Cupid, or will you watch love fail? 

Review: Draft of Darkness

When facing down a zombie hoard, you might not be all that comforted to know that your only defense is a deck of cards. Regardless, that is exactly where Draft of Darkness puts you.

The game casts you as one of a selection of characters deep in the heart of a unique, procedurally generated map filled to the brim with monsters just waiting to tear you limb from limb. Players are tasked with exploring the map in search of items and allies to increase your strength, fighting through ghoulish creatures and hostile robots with every step.

Combat is turn-based and is mediated through your card deck. All characters involved in the fight will be placed in a turn order as dictated by their speed. On each playable character’s turn, you’ll be able to spend your limited pool of action points playing cards, switching weapons, or using items. Different cards have different effects, such as dealing damage or applying status effects, with more powerful cards typically costing more action points to play.

Expanding and refining your card deck is the primary gameplay loop of Draft of Darkness, and it adds a substantial level of complexity to what could otherwise be a fairly straightforward system. More powerful cards can give you an edge in combat, but they typically also cost more action points and thus have to be used more sparingly. In contrast, if you fill your deck up with low-powered cards to ensure you always have something to play, you’re less likely to be able to draw the heavy hitter you need to finish off your opponent.

Adding to the game’s complexity is item economy. Winning battles and looting chests can recover various useable items, such as pills to recover lost health. Making this system more strategic, however, is that some items will do different things in and out of combat. For example, the healing pills will recover more health if used outside of battle, but as a single-use item, you may regret using them up if one of your characters has a sudden run of bad luck in a fight. Deciding when and how to use the few items you can scavenge is a vital part of keeping your party alive.

Together, these systems build in a surprising level of strategy to your actions. Combat can feel a little slow-paced, particularly some of the harder encounters, but the constant focus on planning ahead really helps to keep you in the moment.

Outside of combat, there are also quests and puzzles to explore. As well as a nice change of pace from the card game, these aspects help to keep pushing you forwards and making you explore new areas. Given the somewhat repetitive and laid-back nature of combat, the puzzles in particular are an excellent change of pace, and give you a nice bit of variety in the type of content you’re engaging with. The puzzles are never particularly difficult, but they’re a fun addition all the same.

Where this game really excels is in its atmosphere. Draft of Darkness is sold as a horror experience, which you may not expect to mesh particularly well with the slow, measured pace of a card game. In some ways this is true – the monsters you encounter along your journey don’t offer much terror beyond the occasional surprise attack – but in terms of sheer dread, the soundtrack really sells it. Even when you’re exploring enemy-free rooms, the continuous, discordant music and sounds is always there to keep you on edge. It’s not so oppressive as to be overwhelming, but the sound design really works to back up the narrative.

All that said, Draft of Darkness isn’t a perfect game. There’s quite a steep learning curve initially to get used to the type of cards on offer and the general flow of combat, but once you’ve settled into things it does get a lot smoother. On the more technical side, the walking speed can feel quite slow, particularly if you’re using a keyboard to navigate rather than a mouse.

The biggest concern for me as the game currently stands is that it can start to get old quite quickly. There are special events and encounters that really help to make you want to push on, but at the moment they’re quite scattered and due to the random nature of procedural generation, it’s impossible to say if early-game players will stumble across the content they need to get hooked into the narrative.

Overall, these issues really are minor. Further, the game is currently in early access, so it’s likely that further changes will be coming to Draft of Darkness that may resolve them altogether. Horror game or not, there’s not a lot here to scare players so if that isn’t your type of thing, this title may still be worth a look. On the other hand, if you go in seeking something very dark and tense, then the slow pace of the combat is likely to dash your expectations pretty quickly. As it stands, I’m excited to see where this game goes in the future; parts of it still feel a little underdeveloped, but the existing content is definitely a solid promise of good things to come.

Review: Dustwind: The Last Resort

Out of a pandemic and into the apocalypse, Dustwind – The Last Resort is an action RTS that’s going to have you scratch and claw your way through warring factions, plungers, and more bleak outlooks than you can chase Mad Max with.

Originally released on PC in 2017 as Dustwind, this real-time tactics/team deathmatch title has seen some improvements over the years, including a single-player mode and now further changes in its port to consoles. Similar to Fallout Tactics in tone and theme this apocalyptic RTS is an isometric sandbox of toys where you can pause and plan your strategy step by step or run around like a headless chicken and shoot everything, the choice is yours!

The established game (Skirmish mode) provides a detailed attacking system that goes as far as letting you focus on specific body parts and it goes hand in hand with its quickfire missions where the goal is simple – choose a team of 4 rugged mercenaries with varying guns and stats that best fits the mission and defeat the enemy post haste. Scoping out an area before cleaning out the entire area with your team, is satisfying and feels like a polished formula – if not a bit rough around the edges in its actualization. It is, however, highly accessible and is appealing in bite-sized chunks.

The tutorial, strangely, is keen to introduce overpowered deaths and amusing quips in short minute-long missions as if its trying to sell you something completely different to what’s actually on offer. The truth is laid bare following said tutorial though as a series of disappointments each worse than the last begin to show themselves.  

The joy of the skirmish mode missions (which includes 6 modes such Last Team Standing, Team Deathmatch, Free For All and Capture the Gas) comes to an abrupt halt with a Campaign mode that abandons the pick-up-and-play format completely and awkwardly attempts to fit the gameplay system into slow RPG progression and poor storytelling. This forces the gameplay and controls – which were already teetering on the edge – over the cliff of playability, producing boringly narrow missions and sluggish gameplay. 

There’s also no avoiding the 2nd, but still post apocalyptic-sized, elephant in the room – its visuals – which despite using the Unity engine make it look like it could run on your 10-year-old low-spec PC with all the graphics settings turned down. Poor graphics are far from a reason to discount a game entirely of course, but what can are the long loading screens for small maps filled with few enemies and a poor frame rate.

Kill the frog pigs. You must, even if you don’t want to.

Despite all this, the biggest transgression this port makes is the number of glaring omissions from the PC version. You might think that online multiplayer would be the first and most obvious inclusion considering it’s been the main feature of the PC version ever since it launched, but you would be wrong – it hasn’t even been included at all! Offline single-player-only is a slightly bizarre choice when it shuts out the option of playing other players across multiple consoles and expanding the game as a whole, but what even of the map editor that features in the original version? That might make for some fun times when all by your lonesome? Wrong! Out the window with that, you, the screaming baby and the bathwater. 

The skirmish mode is the only mode worth playing and that alone, especially being single-player-only, is hardly worth the price of admission. One can only hope that those who do end up purchasing this version receive an online update.

As is almost always the case for a PC port the controls are a bit of a mess, with way too many features forced to fit the PS4 controller to make sense. The rigid and jerky movement of the characters suit a point-and-click control system down to a tee, but with a joystick the poor animation and lackluster attacks make it feel like a stop-motion movie with stickmen wailing away at each other with almost zero feedback. Knowing that you’ve got a long road of grinding ahead of you makes it that much less appetizing. Moving the map, an essential part of the entire experience, can also only be accessed and adjusted in the start menu rather than during the action like on PC, slowing down the action even further. 

It takes cajones changing the entire make-up of a game and for that, credit where credit is due, but this title should have further developed the decent deathmatch formula instead of stripping down its best parts and offering it for the same price.

Dustwind – The Last Resort has all the trappings of an enjoyable RTS if you consider fewer features, poor controls and a boring single-player mode but minor issues. While I am unable to confirm whether this lazy port runs better via backward compatibility or not on the PS5, its barely worth your consideration as your money is far better spent on the superior PC version, and as such the console version should only be chosen as – you guessed it – the last resort.

Review: Wake’n’Shake Dynamite Alarm Clock

Here is our review of the Wake’n’Shake Dynamite Alarm Clock from Geemarc.

Features

  • Extra loud alarm (95dB spl at 1 meter)
  • Red extra bright flash (12 LEDs)
  • Time format : 12/24 hours
  • Programmable alarm
  • Duration of alarm : up to 1 hour
  • From 5 to 60 minutes snooze
  • 5 alarm settings :
  • Off
  • Vibrator
  • Ringer + Vibrator
  • Vibrator + Flash
  • Ringer + Vibrator + Flash
  • Lamp function (red light)
  • Large red display
  • Dimmer switch (Low/Mid/High)
  • Volume and tone control (3 levels)
  • Vibrator control (2 levels)
  • USB charging for smart phones and other electronics


What’s in the box?

The box contains the clock, the shaker, a manual and a power supply.

A Closer Look

Final Thoughts

When you first see this clock you think its a bit of a novelty, but it’s much more than that. A lot of people do have trouble waking up in the morning, no matter how many alarms they have set. And for a phone alarm or normal alarm clock you could probably sleep through it, even if it was going for a while.

This is where the Wake’n’Shake Dynamite Alarm Clock comes into play. Once set and when the alarm goes off there are four alarm modes to choose from.

You can have just the shaker going off – this would be located under your pillow so that the shaking should wake you up – this should also mean that your partner won’t be disturbed.

You could also have the shaker and sounds go off, or the sounds and a strobe light, or for those who really think they need it, the shaker, the sounds and the strobe light. If this last option doesn’t wake you then nothing will!

Setting up the alarm and the snooze duration is very simple and you can adjust various other settings as needed.

You can also choose to charge your mobile phone from the USB port on the back of the clock, which is very useful.

If you need to really ensure that you wake up and get up when your alarm goes off and your current alarm isn’t cutting it, then take a look at the Wake’n’Shake Dynamite Alarm because you won’t sleep through that!

The Wake’n’Shake Dynamite Alarm Clock from Geemarc is available now priced from around £45.99.

You can learn more from the Geemarc website.

Review: A Day Without Me

Humans love to be social, and when they are isolated, their minds play tricks on them. Imagine waking one day to find your world is turned upside down! You are alone, there is destruction at every corner, and no one can tell you what has happened. A Day Without Me lets you experience this with its dark and sinister theme.

Developed by Gamecom Team and published by ChiliDog Interactive, this is a twisted puzzle-adventure title. With a dark and horrendous plot, you’ll spend your time confused and scared to continue your journey. Yet, somehow you’ll delve deeper into its murky and sinister plot.

Red means danger!

A Day Without Me is shrouded in mystery! 

I spent much of my time scratching my head while running around this small town. A Day Without Me offers little information regarding its plot, and this becomes no clearer at the end. The shrouded mystery is made up of many puzzles that force you to explore the town. You’ll search for clues, discover grisly sights, but the more you find, the muddier the water becomes. 

The gameplay revolves around demonic beings, voices in your head, and death. Burning and crashed vehicles litter the streets and blood is splattered as far as the eye can see. Subsequently, it’s a gruesome experience that blends fantasy with mental health problems. The protagonist is haunted by apparitions and hissing voices, and this makes for an extremely uncomfortable experience. It’s oddly addictive in a macabre way and you’ll play it to clarify what has happened.

Hopscotch of doom.

Confusing puzzles and plenty of deaths.

Gamecom Team wanted their title to be super confusing, and they succeeded. With limited guidance and cryptic clues, you’ll scramble around for answers to the many puzzles. You must play hopscotch, have fun in a park, activate switches, run from a boulder, burn graves, and more. Solving each problem sends you deeper into the madness that is A Day Without Me, and things quickly spiral out of control. 

Gentle souls and those with a weak disposition may find the gameplay very uncomfortable. With images of death and suicide intertwined within the action, it’s not the most pleasant title. Yet, these are key components that support this bizarre theme. As more layers are added, you’ll try to piece together the game’s meaning. However, its complexities and odd elements create a surreal experience.

A Day Without Me is dated and rough around the edges. 

The pastel tones and bloody imagery contain enough detail to create an interesting world to explore. However, its dated style won’t wow many gamers. It reminded me of a bizarre-looking Untitled Goose Game, but with considerably more gore. The demonic scenes are shown with consistent blood-red colour and this enhances the feeling of danger. The cold blues and soft greens highlight the protagonists’ isolation and this matches bits of the odd theme. 

Silence and the sound of nature are combined to increase the feeling of loneliness. The lack of noise and music is deafening, and the gameplay is filled with tension because of it. The fleeting moments of music are fantastic as they add drama and energy to an otherwise slow-paced title.

Stay away from the fire!

The controls are the least of your concerns. 

A Day Without Me has many confusing elements, but fortunately, the controls aren’t one of them. With well-labelled interactive items, you’ll easily pick up objects and move around the world. The buttons are responsive and the slow gameplay makes completing each task a cinch. 

Sadly, however, where this is lacking is its replay value. Once you work through its short story, there is little reason to return. There are collectables to find, but these add nothing to the game, nor were they a challenge to locate. You’ll need around one to two hours to complete this, and once finished, you won’t return for more. 

A Day Without Me: bizarre, surreal and very confusing!

I’m still reeling from the bizarre story and weird images contained within A Day Without Me. With no closure, I’m unsure whether I’ve interpreted the plot correctly and this annoys me. I did, however, enjoy its puzzles and gruesome ways and recommend you to buy it here! Solve the puzzles, complete your journey, and discover the surrounding mystery, perhaps!

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

Review: WRC 10

Motor racing fans have an array of games at their disposal. However, followers of rally racing have a narrower field to select from. The go-to franchise has to be World Rally Championship and I’m fortunate enough to look at the latest iteration, WRC 10.

Developed by KT Racing and published by Nacon, this builds on an already exceptional racing franchise. Utilising its strong foundations, you experience a wonderful blend of modern and retro racing. Reusing its well thought out formula is a great idea that creates a nice comfortable consistency. However, it also replicates many of the minor irritations from previous titles.

Keep away from the obstacles.

WRC 10 shows the sports excellent historical roots. 

Whenever I play a sports game, I turn to the major franchises as this guarantees me a deep-rooted and interesting career mode. This always complements the other elements and creates a well-rounded experience. Skill levels are always considered and driver assists even up the playing field. Now, I was surprised when KT Racing took a slightly different route! The excellent Anniversary Mode ignores these rules and follows a dog eat dog idealism instead.

It makes for a baptism of fire and separates the men from the boys or the women from the girls. It was chastising and left me reeling in disbelief. Fortunately, though, you can experience the classic cars in quick play if you can’t overcome the shock difficulty curve. 

This would be fine if the most intriguing concept within WRC 10 wasn’t locked within the Anniversary Mode. The Private Team option and livery editor are both unlocked after tackling this beastly option. It was a little confusing and held me back from truly enjoying everything on offer.

Same mistakes, new game. 

I’ve been a sports gaming fan for years and yet I’m irked by the repetitive mistakes made by the developers. They treat every player like they’ve never played the game. It’s infuriating, as I don’t wish to recap the basics that I’ve covered for the last twelve months. WRC 10 assumes that every player wishes to start in the Junior or Series 3 events. In reality, experienced plays want to skip the apéritif and starter and go straight to the main course.

Nonetheless, what truly excited me was the roster of vehicles at your disposal. Petrolheads will adore the championship-winning rides that are available to be selected. Audi, Lancias, Peugeot, Toyota, VW, Ford and more are available. These iconic rides add further depth to an already overflowing title. Moreover, it was enthralling to race in a selection of much-loved vehicles across world-famous venues.

The landscape is utterly beautiful.

Customise your co-driver and an odd choice of races.

Alongside some other minor elements, WRC 10 has introduced a customisable co-driver. This made an interesting twist on a character you spend many hours with and added a layer of realism.

Another element that added to this was the introduction of tyre strategy. Combining a selection of rubber based on the track you were facing was an interesting tactical twist. You can gamble for more speed, increased tyre life, or improved grip. This was, however, undermined by the bonus objectives. Therefore, it was bizarre that this was a key strategic element, yet the bonus system ignored this interesting mechanic. Nonetheless, this was shortsighted by the developers and perhaps they should have forgotten about the bonus tasks.

I was surprised by the selection of tracks on offer. With the introduction of the stunning Estonian and Croatian rallies, but the exclusion of the Arctic Rally, it seemed the developers missed the boat. There were also key tracks from previous titles sadly unavailable. I’m unsure why KT Racing decided to exclude some much-loved locations, especially as there is a tab highlighting ‘other rallies’. I’m not sure whether these will be added later, but for now, it remains a mystery.

WRC 10 looks incredible and runs fantastically. 

Whatever your thoughts on racing games, there is no denying the quality of WRC 10. Graphically, it’s fantastic and the gameplay is ultra-realistic. The tracks look amazing and the cars are mechanically sound. I love the dated liveries and the crazy crowds during the retro races. The claustrophobic nature of the tighter courses is great, and I adored the technical challenge within these courses. It retains the excellent quality I’ve come to expect from this triple-A franchise and runs smoothly with no glitches or frame rate issues. 

The fantastic visuals are supported by some ear-splitting and meaty sound effects. Somehow these have improved on last year’s efforts and I loved the roar of the engines and the squeal of the tyres. Every race is accompanied by the custom sounds of your co-driver. They bark instructions, shout when you crash and make the odd sarcastic remark. All of these elements combined heighten the sense of realism and make for a great experience.

Get through that cloud of dirt.

Reactive tracks and excellent controls. 

The car handling and reaction to different surfaces have always been wonderful in the WRC franchise. WRC 10 is no different, and I loved drifting on mud, sliding on gravel, and powering through tarmac. The cars skit and slip as you’d expect, and this adds to the challenge. The array of driver assists make the gameplay accessible and reduces the learning curve considerably.

Your desire to return will depend on your love of online racing or the detailed career mode. Both options offer hours of thrilling action and fans will lose themselves in this adrenaline-fuelled world. Completionists beware! Finishing this isn’t easy and you’ll need skill and determination to get every achievement. 

WRC 10 evolves from a wonderful foundation.

With a vast selection of modes, an in-depth career, and excellent online play, WRC 10 offers the full package. Its only let down is the Anniversary Mode that holds the keys to the best feature. I loved it and recommend you to buy it here! Choose your vehicle, select your track, and race your heart out. 

Review: Evil Genius 2: World Domination

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It’s time to take over the world, again. Rebellion Games returns with the follow-up to 2004’s acclaimed Evil Genius. That’s a noticeably large gap in-between releases, due to studio changes and other logistics involved. The question is whether this will be a benefit or a detriment to the newly-released sequel. Does Evil Genius 2: World Domination live up to the expectations? Will it take an evil genius to make that judgement? There’s only one way to find out. (Disclaimer: I have not played the first release so comparisons will be based on observation over experience.)

In The Name Of Evil

Select one of four geniuses to plan your global conquest. Choose between an operational labor exploiter, a war mongrel, an almost robotic scientific egoist, or a spy villain. After selecting your anti-hero and choice of landscape to bas your lab out of, it’s time to get to work. You’ll see the contour boundaries of your evil lair filled with sediment, in which you can send your minions to clear corridors and rooms. It gives you an architectural sense of creativity being able to scale each and every room size. Just keep in mind you have the proper space for a door; doors are not sizeable.

It’s time to create a new world, but not necessarily a good world.

From there, via tutorial, you’ll be introduced to all of the nuts and bolts of Evil Genius 2, and there are quite a few. Learn about recruiting and grooming henchmen, going on scientific and global crusades, and gaining intel from prisoners with your technologically adept interrogation means. The tutorial lends itself well to teach you all of the mechanics with voice narration as well. However, I did find myself clicking around, building required rooms, and expansions to satiate the tutorial goals and losing a bit of focus during the process. This is mainly due to the specific sizes, positions, and general requirements to be able to construct certain things which aren’t always clarified.

A Wrench In The Machine

One mechanic that took me a minute to get used to was the [confirm all]. When carving corridors, laying down floor tiles, and installing engines, etc., be mindful to press [confirm all]. That way your changes will be permanent. When adding one thing to another, it gives the illusion that your edits are final, like in Sim City. I would complete objectives, and try to add to my expansions, and [confirm all] wouldn’t accept the changes. Either something was misaligned, a room wasn’t the right size, or other vague reasons. I would mistakenly revert the changes which deleted everything I did in the past few minutes. This created headaches and the feeling of having your time wasted, even after completing an objective. Similar to what I mentioned in the tutorial, this issue could be derived from my lack of competence, instead of the overall game design. Tt was still a huge paint point nonetheless.

You can add multiple things at once, but if you don’t ”confirm all” you can accidentally erase minutes of progress.

Evil Personality (or lack of)

While Evil Genius 2 has a lot going for it, in terms of bells and whistles, one area that could have been explored more was the overall presentation. The graphics are clean and in detail, and it’s captivating to watch all of the henchmen hard at work under your command, but the music, and personality don’t add much to the experience as a whole. The dialogue cutscenes are there mainly for the sense of being there. With the concept of playing a vibrant Evil Mastermind, I expected some jokes or one-liners to compliment the cartoony design. Sadly there wasn’t much there. The music isn’t very memorable either, which is important in games with an emphasis on building, scaling, and patience. This was a huge missed opportunity, and I wonder if the previous title had that spark I’m looking for in this one.

Getting some real Fortnite vibes from the visuals.

Bottom Line

Evil Genius 2 gets a lot right. The visuals are in good detail, and the overall gameplay is engaging and challenging. The issues come from whether that spark of joy is sustainable or not. The lack of a decent soundtrack and any humor or personality may sway those on the fence in the wrong direction. Those whom have experience playing both titles seem to prefer the first one, and I can understand why.

Review: The Amazing American Circus

All the greatest stories revolve around tragedy. Whether it’s a breakup, death, or war, it makes for an intriguing time. The Amazing American Circus is no different because death is where the story starts. A failing business and a son who doesn’t care, but from sorrow comes light and soon a phoenix rises from the flames.

Developed by Juggler Games and Klabater and published by the latter, this is a blend of tycoon, RPG, and deck-building titles. Set in a bygone era where entertainment is hard to come by, you are the son of the ringmaster for Jones Circus. Your father’s untimely passing forces you to take control of this decrepit Big Top and the performers it hires. You are forced to entertain wave after wave of people as your crew become stronger and the shows become larger.

A circus is exciting but The Amazing American Circus is anything, but!

Adults and children all agree that a circus is a wonderful theatrical stage. With death-defying tricks, exotic animals, and freaks of nature, the crowd are supposed to be amazed. Imagine my disappointment when The Amazing American Circus failed to capitalise on this notion. Yes, the ideas are fantastic in practice, and there is something wonderful about the setting and the blend of genres. Yet, this falls by the wayside when the challenge is negligible, and many mechanics counteract one another.

The central story sets up an intriguing endeavour. You are convinced to take on the rundown circus to win a grand prize of one hundred thousand dollars. To be successful, you must travel the country, wowing your audience, and hiring the best acts. You’ll manage your crew, level them up, feed them, and choose who must perform. It’s a fantastic blend of strategy and tactics that should entertain from the off. However, once I had my tactics set, I rarely changed approach, nor did I bother with any new acts.

Make your way across America.

Deck-building, teamwork, and plenty of long-winded battles.

The deck-building element will attract an array of gamers to try this unusual take of a well-trodden mechanic. You will combine your performers to whittle down the crowd’s boredom meter while building to the grand finale. You must choose whether to attack your foes or defend your team. You’ll use an array of performers, from jugglers to strongmen. Each has strengths and weaknesses and must be used wisely to tackle the crowd. Then there are the buffs and debuffs that come from the correct management of your team. It’s a hefty mix of elements that should create a mouth-watering experience. Yet, it doesn’t!

It isn’t helped by the lack of reward or desire to mix up performers. In theory, you can hire an eclectic blend of acts that bring fresh tactics with them. Nonetheless, this brought unnecessary risks and undesired challenges. The adage if it isn’t broken don’t fix it couldn’t be more relevant. This sadly makes the gameplay plateaus early on and you grind out  victory during each long-winded battle.

The card battles should have been interesting tactical encounters. Yet, they quickly become drawn out experiences that fail to evolve. The constant back and forth of chucking balls or defending from jeers from the crowd soon became tedious. Having to deal with this across three acts became a chore, and I felt the excitement draining from my body. It was a shame, as theoretically it should have been great, but with no reward for taking risks, I lost interest very early.

Who doesn’t love a freakshow?

The Amazing American Circus has a Monty Python quality, but with unnecessary clichés. 

When a game is set in the 18th century, there is always the risk of outdated clichés rearing their ugly head. Sadly, The Amazing American Circus falls into this trap multiple times, notable in the depiction of Native Americans. The unnecessary stereotypes matched the era but could have been toned back with the same impact.

Other than this slight faux pas, you’ll witness a nice hand-drawn title that has an air of Monty Python. The crisp lines and sepia tones complement the wonderful character animations. The art style created a pleasant distraction from the tedium of much of the action and it captures the razzmatazz of circus life. It’s just disappointing that other elements suck the energy from it.

The audio combines a tasteful and colourful soundtrack with wooden acting. The lifeless delivery of the lines undermines a well thought out and nicely written script. I did, however, love the music and its jovial sound. It was era-specific and matched the theme. Sadly, this wasn’t enough to save this title from its shortcomings.

Work together to reduce their boredom meter.

Micromanagement, a nice UI, and surprisingly good with a controller. 

Combining deck-building, tycoon management, and RPG elements was always going to create a complex title. The Amazing American Circus is an information dump that takes some sifting through. But, once you understand the fundamentals, you’ll manage your circus-like a pro. Thanks to its excellent UI, you’ll fly through the micromanagement moments with ease. This is also helped by the well thought out and surprisingly easy-to-use controller layout. 

For the right gamer, this offers an intriguing proposition! If you are willing to experiment with your troupe and take unnecessary risks, you’ll experience unique battles and more variety than I ever did. There is also a large achievement list that requires multiple playthroughs to complete. Unfortunately, I don’t think enough people will be willing to experiment to get the most from this.

The Amazing American Circus is a bit of a damp squib. 

I hate to be negative, yet I was left disappointed by The Amazing American Circus. Unlike its peers, there is no reward for mixing your team or taking a risk. This sadly undermines many of its fine qualities and turns you off almost immediately. If you combine this with the unnecessarily long battles, you experience something more arduous than fun. There is a player base for it, it simply won’t comprise me and I don’t recommend you to buy it. If you are interested, a copy can be purchased here! Wow the crowd, manage your performers and run the Amazing American Circus. 

Review: Terrain of Magical Expertise

Terrain of Magical Expertise or TOME for short deserves a place alongside Tom Clancy’s High Altitude Warfare eXperimental squadron (HAWX) or First Encounter Assault Recon (FEAR) on the list of painful acronyms that were clearly determined backwards from the cool thing the acronym was supposed to spell. Sure, there is some terrain in the game but, as you’d probably expect, it’s the characters that have some magical expertise, not the terrain. Although, for reasons we’ll get onto later, shifting that magical expertise 6 feet under the terrain might be a good move for the enjoyability of game. The only saving grace for this appalling naming convention is that the game is named after the game you play in the game and that game in turn is named after the web series that inspired the game. So it’s the creators of the original series you have to blame for the name, not the fictional TOME developers or the developers of TOME. Clear? Good.

In TOME you play as White Hat, a hacker who has been hired to play the fictional MMO RPG of TOME (that’s a lot of acronyms). TOME is under threat from hackers who are using exploits and other hacking terms that I’m familiar with and know how to use to gain an immoral advantage in the game and spoil the fun for everyone else. As White Hat your job is to play your way through the game and take down the hackers, giving them a taste of their own medicine by combining your hacking skills with mastery of the mechanics of the game to take out the elite hacker trash, swinging a ban-hammer like Rockstar cleaning up a GTA Online server.

As fascinating as playing as a hacker sounds – the idea of being almost all-powerful thanks to your access to abilities beyond the scope of the game and well beyond those of your enemies – the execution of playing as a hacker doesn’t quite live up to those expectations. When you start the game you only really have access to one hack: the ability to stop an enemy from taking their turn. Unfortunately, playing a hack takes up your turn so you’re not benefitting much from stopping the enemy’s turn. If it’s a 2v2 fight you’re essentially removing a combatant from each side of the fight, leaving you with an equally challenging 1v1 fight to win.

More hacks get unlocked through the game but whether you can stomach playing far enough to unlock them is a big question. I chose the magic class because I’m not an idiot. Magic always has more interesting abilities – I’d take an Eldritch Blast over a bag full of ball bearings anyday. I’m not sure if it’s choosing the magic class that screwed me over and the game isn’t quite built for it, like how in Dark Souls choosing the magic class leaves you underpowered. But as your hacks are pretty impotent and magic isn’t much of a backup, the fights are hard. On your turn, you can do a melee attack for one damage or your main attack (magic in my case) for more significant damage. However, doing magic attacks takes mana which recharges unbelievably slowly. This means you’re left able to do a couple of magic attacks at the start of a fight and then waiting for several turns where you can only do your 1 damage melee attack while you wait for your mana to recharge.

I’m sure these complaints are early game issues and as you play more, unlock more and become more powerful they become less of an issue but that isn’t enough encouragement to push through it for me. As it stands, I have no motivation to progress that far because the early game is a difficult, frustrating and boring slog.

It would be a lie to say I enjoyed my time with TOME. There is an excellent idea buried somewhere deep in the design brief for the game but there is barely a vestige of that idea demonstrated in the final product. If you play for long enough you might be able to find something great in TOME but I don’t see much in the game to compel you to get that far.

Review: LEGO Super Mario Adventures with Luigi Starter Course

Here is our review of the LEGO Super Mario Adventures with Luigi Starter Course.

Introduce children to the interactive LEGO Super Mario universe with this Adventures with Luigi Starter Course (71387). An awesome gift toy for trend-setting kids, it features a LEGO Luigi figure that gives instant expressive responses via an LCD screen and speaker. Players earn digital coins for helping LEGO Luigi complete spinning seesaw and flying challenges, interactions with Pink Yoshi and defeating Boom Boom and a Bone Goomba. The nougat-brown-coloured bricks in this Tower biome also trigger different reactions from LEGO Luigi, and the ? Block offers extra rewards.

What’s in the box?

The box contains 7 packs of LEGO and some simple initial instructions.

Building It

The in the box instructions give you enough detail to build the first set which is Luigi himself. You need put in 2 AAA batteries and download the app. Once you have done that you need to sync Luigi with your device and the app by pressing the Bluetooth button on his back.

The first thing that will then happen is that the app will update LEGO Mario – this took a few minutes to do so now would be a good time to sort the other bags of LEGO ready to build.

You can even see he is being updated by the image of a phone on his chest!

You can then step through the app to build each element. The app even shows a representation of the specific bag of LEGO to open and then walks you through step by step building it, even giving you the opportunity to have a 360 degree view to make sure you have built the thing correctly.

Now it’s time to play!

Final Thoughts

The starter kit comes with a lot of pieces to build and without the app you might have some problems (unless you like building LEGO without instructions). The app is actually brilliant, it tells you want pieces you need to build each section, with 360 degree views and then a little video at the end of each one showing what it can do.

The app also gives you tasks and challenges you can compete in, gives the ability to upload pictures of your creations and so much more. When you buy another set you can add it to the app very simply.

Building and playing with the LEGO Super Mario Luigi set was a lot of fun, certain pieces have a special bar code piece that the camera under Luigi reads in order to activate sounds and visuals on him, including collecting coins and finishing a course. You can even make him go to sleep if you want.

Having a main LEGO piece that plays sounds and has visuals is a really great idea and a lot of fun to play with on it’s own.

And the great thing about any LEGO set is that you can build it however you want and play with it however you want. And that’s exactly what we did. We can’t wait to add more pieces into our growing world!

You an even sync Luigi with Mario (if you have him) – that’s a lot of fun too and will bring hours upon hours of fun!

The set is aimed at ages 6 and over and contains 280 separate pieces and the LEGO code is 71387.

The LEGO Super Mario Adventures with Luigi Starter Course is available now priced £49.99 and is a so much fun – my 5 year old trusty assistant loves it (even though it’s not really aimed at his age quite yet!

You can learn more from the LEGO website.

Disclaimer: The LEGO Super Mario Adventures with Luigi Starter Course was sent to us for the purposes of an honest review. All opinions are the opinions of our reviewer.

Review: Prinny Presents NIS Classics Volume 1

Nippon Ichi Software, most well known for the hugely popular Disgaea series of strategy RPGs, has released a new collection; re-casting the spotlight on two of their less well known titles. 

The first volume of the NIS classics collection contains Phantom Brave and Soul Nomad & The World Eaters, two strategy RPGs with 60+ hours of content (hundreds, for our completionist friends).

Released in 2004 and 2007 respectively, these two titles certainly have a lot of content on offer. But, is there enough on offer here to justify the full priced collection? And what changes have been made to these games – originally released on the Playstation 2 – to reach modern standards? 

Were these ‘classic’ games even worth revisiting in the first place? Let’s discuss. 

A tale of two titles:

Phantom Brave was one of the first Nippon Ichi titles to reach the West, whilst Soul Nomad came out to a much more lukewarm reception a few years later. 

You can immediately see why this is: Phantom Brave is a far more conventional affair, with a familiar bright and colourful JRPG aesthetic – where every character has either a bright green or purple hairdo – and the idyllic tropical island home of our main protagonist, Marona.

On the other hand, the darker palette employed in Soul Nomad feels more like something from a WRPG, with the much more gloomy tone distinguishing itself from familiar titles – as does your team-up with Gig, the malevolent spirit who summoned the threatening World Eaters in the first place. 

Where Phantom Brave received a sizable amount of releases on different platforms – and subsequent additional content to boot – Soul Nomad finally has the chance here to make a stronger second impression.

It is safe to say that this collection does offer two very complex and worthwhile tactical RPGs to sink countless hours into.

For those new to the genre – or just generally looking for a more structured experience – Phantom Brave provides a more accessible experience. You play as Marona, a young orphaned girl who has the ability to see and manipulate ghost-like phantoms. Unfortunately, this has led to Marona being deemed an outcast by society. 

Thankfully Marona has Ash, a Phantom who was saved by her now deceased parents. Their bond carries the adventure, with good writing and voice acting adding plenty of humour. 

The story itself isn’t anything new to JRPG fans, with the usual great evil rising to destroy peace. However, the characters managed to keep me engaged, along with the relatively straightforward mission structure. 

Soul Nomad on the other hand, has you playing the role of silent protagonist (who can be male or female). At the start of the game, you receive a black sword which happens to house Gig: an ancient evil spirit, who subsequently attempts to take over your body. Funnily enough, Gig was the original creator of the World Eaters – yes, the exact beings that you are quested to take out. 

You form a bond with Gig, which creates a fun gambit element to the game. By using more of Gigs power, you increase your chances at defeating the World Eaters, but at the same time, there is greater  risk that you will lose yourself entirely to Gig. 

Soul Nomad is a far less straightforward narrative experience, when compared with the largely linear Phantom Brave. You could, if you wanted, immediately give into Gig’s power at the start of the game. There are a few different endings that you can get, and paths to explore, depending on how much you choose to involve Gig in the narrative. I really enjoyed this structure. 

The contrast between the games is definitely a strength of the collection. Narratively speaking, both these games felt distinct and enjoyable, in their own way. 

Stories get the thumbs up from me, but how about the gameplay?

Engaging and complex:

… is probably the most apt description for both games’ combat systems. 

Again, both systems feel fairly distinct from one another.

Phantom Brave feels decidedly more classic RPG. The usual turn-based affair is altered in an interesting way, however, as Marona is the main conductor of combat. You are also not tied to a strict grid, unlike in Disgaea. 

Marona has the ability to summon the phantoms, who will fight on her behalf. This includes Ash. To add the Phantoms to the field, you bind them to various environmental objects, which will affect the characters stats in interesting ways. For example, binding a character to a flower will increase their spellcasting, which, whilst not great for a warrior, might benefit a healer or mage archetype. 

Challenge comes in a variety of ways. Phantoms only have a set amount of turns that they can remain on the field, and with a limit on the number of Phantoms, there is a lot to consider when using Marona. 

Tutorials do well to alleviate some of the combats complexity, but this is a thoughtful system that will punish you if you rush in without considering each move; as I learnt early on when I struggled to deal with an enemy tethered to a healing tree. 

Soul Nomad has you creating and controlling different units (think somewhat akin to Fire Emblem), which you house in different rooms. Position of each unit is important within the room, as it will determine how each troop behaves and there are a number of different combos to consider. 

These units deploy like an army on the game’s grid system, and when you attack, each of the soldiers within the unit will attack all at once. Rooms can also be used to increase stats and provide buffs by using  different trinkets. 

There is definitely more pre-battle prep required in Soul Nomad, but again, it provides a rewarding combat experience that can be explored deeply (for some crazy damage numbers).

Overall, much like the narratives, both games in this collection offer fun tactical gameplay, with their own quirks and equally deep systems.

Should you buy it?

After reviewing the story and gameplay, I must say I am impressed with how well both these games hold up to modern standards. The voice acting and the writing for the main characters is very good and the gameplay is fun and stays interesting. 

Sadly, there are some elements of these games that really show their age.

The character sprites, whilst delightfully designed and generally okay in handheld (not good, by modern standards), become extremely blurry in docked mode. This is especially evident with Soul Nomad: you can see that this game hasn’t been touched since the PS2 days. 

Also, I mentioned before that the voice acting is generally good for the main cast. Well for side characters, and other less important dialogue, both games suffer from some hilariously bad performances. This isn’t to say that on the whole the voice acting is bad; just widely inconsistent. 

These were both clearly well made games at the time, but it is clear that, throughout this collection, both games have largely remained untouched. Phantom Brave fairs a bit better – due to the later releases on other platforms – but the extent to which this collection offers a ‘remaster’ of these games is minimal. I think for the price of the collection, I would have expected more work to have been done to improve both games’ overall visual presentation.

That is just a word of warning; if you’re hoping for two games that will feel at all modern, then this collection may not be for you.

However, what you will get is two very solid – and distinct – games. I genuinely enjoyed playing both Phantom Brave and Soul Nomad, and found the characters in each game to be especially interesting!

Review: Broken Blades

My disdain for rogue-like games has waned over the years, but the mention of the genre still fills me with fear. This is especially true when you include the words hardcore and 2D platformer! So when I was offered Broken Blades I put on my big boy pants and decided to face the challenge headfirst.

This has been developed and published by two Polish studios; Golden Eggs Studio and West Wind Games. It’s a brutal, procedurally generated 2D platform title that has a unique crafting mechanic and character progression system. It’s not a game for the faint of heart and will make you want to smash your controller within five minutes of playing.

Careful, that troll is brutal.

Broken Blades takes inspiration from some market-leading titles. 

I always enjoy it when a developer clearly shows its inspiration for its project, and Broken Blades is no different. It draws from games such as Dead Cells, Rogue Legacy, and Skull: Hero Slayer. Players that are familiar with these titles will enjoy the nods to these much-loved games. Yet, Broken Blades offers enough to be enjoyed on its merit.

With its horrifically difficult rogue-like elements, procedurally generated dungeons, unique crafting system, and character progression, each playthrough is different. The dungeons utilise a Metroidvania approach, and the labyrinthine levels ask you to search for gold, upgrades, and sword shards. You’ll encounter an array of monsters that want to kill you. You must be careful, have oodles of dexterity, and plan ahead if you wish to survive. Death undoes all your hard work, but get used to this as death is all but guaranteed.

So many traps.

Upgrade scrolls, sword shards, and monstrous bosses!

What I loved about Broken Blades were the random upgrade scrolls and the sword shards. With two options available per scroll, you can create the character of your dreams. You decide whether to increase health, armour, attack power, or tame wild animals. You must decide which approach you wish to take and hope that luck is on your side. 

The interesting crafting system asks you to combine random sword shards to create a mighty weapon. The buffs come at a cost though, as the larger your weapon becomes, the slower it swings. You must weigh up power and abilities with agility, but a weaker attack. There is no right answer, and many playthroughs require you to be flexible. This randomness was fantastic, and it ensured that every attempt was unique. 

Every stage culminates in a tough boss battle that is guaranteed to screw you over. You must identify their weaknesses while desperately avoiding their attacks. You’ll die repeatedly and have to clear the dungeon again! This may seem tiresome, but the challenging experience makes the eventual success extremely rewarding. 

Broken Blades is inspired by fairytales. 

I’m always a fan of fairytale-inspired games and Broken Blades implements this style perfectly. With its dark cavernous dungeons and fantasy creatures, the aesthetics ooze fairytale charm. The simple yet clean images move around the stages smoothly and I experienced no frame rate issues or stuttering. I enjoyed the variety across each dungeon, and this helped to stop the action from becoming stale.

The audio was sadly repetitive. This wasn’t helped by the brutal difficulty and the requirement to repeat levels. The upbeat synth music had a classic indie vibe, but its chirpy sound quickly became annoying. You’ll shut off to its cheerful ways as you die for the nth time. It’s not unbearable by any stretch, but more variety would have been warmly received.

You’ll hate the King of the bats!

Slow controls make it frustrating. 

The control setup was well thought out and was easy to master with both a controller and mouse and keyboard. Sadly, however, a latency issue impacts the gameplay. In a title where reactions matter, this was badly implemented. You’ll attempt to dodge blows or attack your foes, but your efforts will be in vain. You’ll fail because of these issues and this adds to the already harsh difficulty.

Your desire to keep playing this will depend on your sadomasochistic tendencies. The repeated failure of stages enforces you revisit the same bit of dungeon, albeit with different traps and foes. For some players, this will be too much, but for those that love the genre, they will enjoy the challenge this brings. This, combined with a moderate achievement list, ensures there is plenty of replay value.

Broken Blades is a well-designed but tough rogue-like title. 

Broken Blades core concept doesn’t stray too far from the genre’s much-loved formula. However, its unique crafting and character progression stand out against its peers. It’s a well-designed but tough rogue-like title that will punish its player base. I can’t say I enjoyed its brutality, but it’s good and I recommend you to buy it here! Upgrade your sword, collect scrolls, and try to survive. 

Sam Brace releases Panic

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Skinny Lister’s guitarist swaps Shanty Punk for Indie Rock as he debuts with an apocalyptic track penned in lockdown sounding like its time travelled straight out of 1998!

Skinny Lister’s electric guitarist and multi-instrumentalist, Sam Brace makes a major departure from the Skinny sound with an epic take on the apocalypse and loose comment on the current state of the world. Launching through California based Stay Free Recordings on limited edition 7” Vinyl with two colour runs, Panic sees Brace step out on his own for the first time as a solo artist.

“This is something I’ve been wanting to do for years but just never had the time to sit down and actually make it happen” commented Brace, “The process has been liberating and I’m absolutely thrilled to be able to get back to making music which I truly resonate with, although it has been endlessly fun running with Skinny for all these years, my influences are very much more on the David Bowie, Arcade Fire, Kate Bush, Elliot Smith and Radiohead side of things which I hope you’ll hear sprinkles of in the record. A full 11 track album is finished and I just can’t wait to release it!”

After spending most of the last 10 years on the road playing major festivals, headline world tours, as well as supporting the likes of Frank Turner and the Sleeping Souls, Dropkick Murphys, Flogging Molly and Chuck Ragan with Skinny Lister, Brace was ready for a break, and as Covid struck in early 2020, he was able to finally start work on writing a solo record.

Brace continued: “The songs have all been written and recorded by myself with my old mate co-writer, Adam Tarry who I used to be in bands with at school back in the day, at the start of lockdown one quite out of the blue, he sent over a video of him playing a Longpigs track and we got to talking about doing some originals together, he sent me a very basic verse and chorus which, over the course of the next couple of weeks, I turned into a fully formed, Panic. We’ve continued to work together and now have 11 tracks finished and ready to release later this year or early 2022.”

Find Sam Brace online at:

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Sam Brace Website 
Spotify / Apple Music / Amazon / Deezer