Review: Roguebook

Repetition is the name of the game. Well, the name of the game is Roguebook, but repetition is a big part of the experience. Prepare yourself to try and fail, and then try again only to fail again. This process shouldn’t discourage you from trudging on though. You’re supposed to lose. Only a great mind or near impossible RNG could hope to get you a win on your first run. 

Welcome to the Roguebook

You’re trapped in the Roguebook, the name of the book you’re imprisoned in, as well as the game you’re playing. A handful of heroes all find themselves captive within the Roguebook’s pages. The only hope for escape is to overcome the challenges and hordes of enemies residing in the book of lore. Which there is no shortage of. Even when you’ve beaten the game for the first time, you’re far from done. That’s if you want to see and do it all. 

Roguebook is a roguelike (Hence the name, I’d imagine) deckbuilder where your death means something. Not just by way of your death being permanent between runs, but also through its role in progression. Failure is a part of Roguebook’s gameplay loop. It’s expected of you to take a good couple L’s if you want to get anywhere. That’s because with every death you gain an advantage for the next run. 

The roster of characters level up at the end of every trip into the book, provided you’ve selected them for your party of two. As they level up they gain cards which are permanently added to their inventory. Such as Seifer’s Absorb Soul card which when dealing the killing blow to an enemy, will replenish some HP. As the group levels up they gain access to more powerful gems that you can either buy with gold, or find in gem stones by chance out in the field. Either way, you’ve got to get out there. Fight and explore till you come back with something to show for it. 

Ink and Blood

Roguebook is interesting in the way that it requires you to explore the world, or more accurately, the book. The only way to move around is to fill in the blanks so to speak. The world has empty squares that are inaccessible to you until you reveal them with the tools essential for filling in the pages of books. Paintbrushes and ink. The only way to step on a block and traverse the tome is to make use of these tools. And the only way to get your mitts on some ink and paint is to fight. Every normal battle has a chance to drop a type of ink or paintbrush effect. Whether it reveals three or four spaces in a straight line, or allows you to pinpoint or expand a brush’s area of effect. Elite battles, however, always drop paintbrushes, giving you a fitting reward for the increased risk and challenge. 

Now of course you’re not shoehorned into this explore and fight loop. You could make a beeline for any given chapter’s boss battles and use your default number of paintbrushes to dodge the fights leading up to them. However, it’s always in your best interest to slowly reveal the world and the secrets it holds. So unless you’re going out of your way for a challenge, the game works best as a journey to find everything. 

Paintbrushes and ink are your best friends. Without them you’ll be going nowhere fast. And without the ability to explore the environments, you’ll be missing out on a lot. Like new cards, relics, gems, gold and health canisters. Through your travels you’ll also be picking up pages of the roguebook itself, called embellishments. Though, I couldn’t really wrap my head around how you’re in the book, walking across it’s pages while picking up it’s pages. Anyway, these pages you collect act as attribute points for a skill tree. Spending these points grant permanent buffs, and increase the chances of finding useful items in game, such as health canisters. Everything you collect in your many runs will be vital if you wish to have any hope of becoming powerful enough to escape the Roguebook. You’ll need every advantage you can muster. 

Once Upon a Time

However, Roguebook is not just filled with relics that grant heroes advantages, and gems which you slot into cards for extra benefits like, reducing its cost to play. It’s also brimming with stories ripped right out of the roguebook. These are small narratives in the form of scrolls, which pose dilemmas to you. One story, for example, might have you choose between sharing a drink with an ogre at a feast or gorging yourself with food. The former has an equal chance of a bad or good outcome, as do many nights of drinking. The latter however, increases your max health, but you draw one less card every turn during your next battle. 

These narratives do not always have a pleasant option though, some come with all risk and no reward. This leaves you with the choice of whether or not to interact with the scroll at all. You could potentially gain an invaluable gem, or end up in an unexpected fight for your life. 

In terms of story though, its a little paper thin. You get a short cut scene before you start, hyping up the roguebook. A little bit of basic dialogue about where you are and that you need to escape. However between that and the little slices of story found in the narrative scrolls, it didn’t feel like enough. At least not enough to get me engage in any kind of plot.

Each run is procedurally generated. So while you might see familiar cards, gems and narrative scrolls. When and where you find them are different for each expedition. However, at times it can feel like you’re at the mercy of RNG and in those cases the generation did feel a little questionable. Some runs there might be a health canister drought, and others will see lackluster relics strewn all across the field. Therefore in the early stages it becomes a lot harder to achieve victory on your own merits. While the key word in RNG is random, the runs where nothing went my way, lost some of the balance I felt should be present in every playthrough. 

Read ’em and Weep

The battles in Roguebook are unsurprisingly where the game is at its best. The wonderfully large number of cards (around 200) across the four playable characters make it so that each and every playthrough has a different array of options available to you. Even when those presented to you, aren’t your first choice, they still give you a fair shot at success. I can’t think of any instances where cards felt completely useless. Everything gave you a leg up. Everything had a purpose and every hero had a range of cards suited to them and their play style. Be it Seifer’s rage-based offensive capabilities, or Aurora’s buffs and frog ally cards.

However, on the downside, I felt that there could have been more synergy between heroes and their cards. Outside of Aurora’s buffs to increase the power of her allies there was very little interplay between cards. The best of the bunch, and my favourite hero was Seifer. When on the receiving end of damage, he goes into a rage, revealing a secondary effect for his cards. Most of the cards available did one of four things for the most part. Inflict damage, block damage, summon allies, and add power to yourself/reduce an enemies power. There are exceptions to the rule like inflicting bleeding damage or ensuring the next hit is critical. But a little some more variation in what unique cards did, or how heroes could play off of one another would have been highly appreciated.

So Much to Do, So Little Time

This title is generous in its variation of layout, number of gems/relics and the cards you add to your arsenal. However, it’s even more generous with post-game content. New game plus is where you’ll be spending most of your time. Once you’ve beaten Roguebook for the first time, you find that there are modifiers that add a little extra challenge. When you stack that modifiers increasing the levels of your new game, they present a considerable challenge. There are 20 levels of epilogue to enjoy that add challenges. Such as one that removes any clear path to a boss, forcing mindful exploration, lest you strand yourself in the book’s pages. You can combine these modifiers in a number of ways, allowing your to curate your own personal Roguebook hell.


The repetition of exploring, fighting and dying sum up Roguebook fairly well. Yet, it never felt aggressively repetitive. I always felt a sense of progress between each dive into the book. The procedurally generated world, and plentiful new game plus, held enough variation that I could confidently say I enjoyed every dip into the book of lore known as the Roguebook. It’s not perfect, but it’s definitely worth it.

Review: Bai Qu: Hundreds of Melodies

Life has a way of throwing out some negative experiences, but from these dark times, light and beauty can be found. No matter how strong you are, friends can be the crutch that prevents you from falling deeper. What would you do if your new friends also hit hard times? Would you be dragged down with them, or would you be the rock they desperately need? Bai Qu: Hundreds of Melodies explores this idea with its bittersweet plot and real to life imagery.

Developed by Magenta Factory and published by Ratalaika Games, this is a touching visual novel about love and friendship. A story that is supported by over one hundred CG images, Bai Qu: Hundreds of Melodies is fantastic to look at. It contains a long plot of around ten hours that has multiple endings to give the reader the impression that they are influencing the story.

It’s time to get uncomfortably close.

Bai Qu: Hundreds of Melodies is a well-paced and touching story.

The story is told through the eyes of Wei Qiuwu. He is a Chinese college student who spends his summer visiting his father in the hospital. During his trip, he befriends another patient called Li Jiayun. She catches his imagination because of her love and talent for music. The plot takes you on a journey around the vibrant city of Nanjing. Here the pair are joined by many eccentric characters. The story soon takes a turn for the worse as Li Jiayun’s health deteriorates, and Wei Quiwu becomes the crutch for his father and his newfound friend.

Bai Qu: Hundreds of Melodies explores its ideas in a slow-paced and relaxing manner. The relationships between the characters have real depth. This allows you to understand the bonds that are forming while enjoying the well-structured story. You’ll experience a range of emotions as it evolves and you may be conflicted about the over-sexualised images. This tale of love, loss, and friendship is oddly juxtaposed with smutty pictures of tight tops, enormous breasts, and sneaky underwear shots. It wasn’t offensive, and in some scenes, it would be suitable, but to have it thrust in your face repeatedly was a step too far.

The summer has taken a weird turn.

Limited dialogue choices and poorly translated words.

I’m no visual novel aficionado, but I have played enough to know the normal structure. It, therefore, stood out as odd that this one contained limited dialogue choices. There are multiple endings to experience, but I can’t see how the plot will alter too much when your influence is reduced to a handful of options. I like when you have the chance to change the direction of the story as it gives you a sense of ownership over the plot. However, this visual novel feels like a traditional book from beginning to end. This is great if you want a relaxing and laid back experience, but for gamers who want a bit more buy-in, it appears cold and standoffish.

I also instantly highlighted many poor grammar choices and incorrect uses of words from the opening scene. Now, this wasn’t an issue as I could read between the lines, but when a game relies solely on its text to sell its ideas, it should have been proofread at least one more time. The poor turns of phrase also impact the emotional attachment to the lead characters. It was clear what the intent was in all chapters, but the badly translated text was occasionally cold and gave the protagonists a lack of depth.

Bai Qu: Hundreds of Melodies has a fantastic style.

Now, I may not like the constant sexual images, but I love the CG art that is used throughout. These crisp images add realism and work perfectly with the plot. The touching narrative is enhanced by the true to life surroundings. In my experience, it’s rare for a visual novel to present such detail. With clear influences of Anime and Manga, the female characters have larger-than-life assets that will appeal to many players. Animation is shown through small changes in facial expressions and images fading in and out of the shot. It’s basic but works well alongside the constant flow of text.

The audio adds a wholesome atmosphere to this touching tale. There are moments of drama and suspense and these are reflected nicely with a sudden change in tempo and mood. The soundtrack acts as a nice distraction from the lengthy and in-depth story.

Limited choices = a simple control setup.

Is this real or a dream?

Grab a drink, get comfy, and put your controller on your lap. Set the pace, select auto, and watch the text unfold before your eyes. With limited dialogue choices, the use of a controller is kept to a minimum. You may as well sit back, relax, and take in everything that Bai Qu: Hundreds of Melodies offers. 

With its multiple endings and many CG images to see, this has some replay value. There is the option to skip text that has been consumed, so you needn’t waste your time unnecessarily. The story captures your imagination, so reading it again isn’t a chore. You’ll need to play it several times to unlock all twelve achievements. I suggest setting aside around twenty hours to finish this off.

Bai Qu: Hundreds of Melodies is a wonderful tale of friendship and sorrow.

The well-written plot will resonate with most gamers, even if the translation is off. The beautiful imagery, matching audio, and slow pace, allow you to relax and enjoy its many twists and turns. The skimpy outfits were a step too far and weren’t necessary, though I’m sure many players will appreciate the “artistry”. I enjoyed my time with it and recommend you to buy it here! Sit back, relax, and soak up the wonderful images and touching plot. 

Review: Where the Heart Leads

Do you ever wish you could redo the big decisions made in your life, even just out of curiosity? Let’s be honest – not even Doc from Back to the Future screaming at us at the top of his lungs not to mess with the past would stop us.  

Thankfully, Armature Studio is here to help with Where the Heart Leads, a butterfly effect story adventure that allows us to explore this fantasy situation throughout our protagonist’s life with each choice affecting narrative paths, characters and even the design of the levels.

I adore the artstyle even down to the animation of entering a building and the camera view of the building interiors.

You are in control of Whit, our protagonist, who falls down a huge sinkhole on a fateful night and soon starts to relive his life infront of you, with the game asking you to navigate the difficult and formative decisions that shaped his life. He is a down-to-earth, run-of-the-mill guy without a particular calling in life – the perfect candidate for some sweeping changes.

Fans of narrative games will notice influences from Life is Strange and Everyone’s Gone to the Rapture, for its gameplay and character interaction respectively, but these are not just ‘borrowed’ features from similar genre-games, quite the opposite, in fact, they feel improved upon and better implemented than in the aforementioned critically acclaimed games.

With a melancholic soundtrack and beautiful cartoon visuals setting the mood, Where the Heart Leads combines a mundane country setting with the surreal context of Whit’s situation and feels much like a dream-like state, shifting around the environments in a manner where you can’t quite be sure if its real-life or imaginary.

When I said I wanted a bath, I didn’t mean literally.

What is immediately obvious though is how grounded and relatable it is, grabbing your attention and never relenting. Sure, you are living someone else’s life, but the sheer number of moral choices available start to echo your own personality, and the issues that come up – the pressure to be the best father possible to your children or child to your parents and how to navigate fractures in your family – all hit the same emotional chords as they do in real life. At times uplifting and others heart-breaking Where the Heart Leads provides a tremendous interactive human drama on a scale rarely seen in video games.

These guys don’t forget the decisions you made earlier in your lives. The length of time this game spans – Whit’s entire life – is a first for me and is really quite epic.

A lot of what makes it feel different is not in its breadth of choice, but is due to its pacing. Normally, an atmospheric story-game with minimal gameplay draws out its most atmospheric sections for greater emotional effect, but can on occasion, slow down the proceedings to a crawl and adversely affect the experience. Where the Heart Leads, on the other hand, manages to foster its emotional sentiment while maintaining its pace, allowing you to while away the hours without becoming bored. 

Secrets man, who needs them?

Furthermore, the game does a great job building the characters and narrative naturally. This isn’t just a ‘Yes’ and ‘No’ game of twenty questions, the sense of realism and the developer’s quoted amount of ‘thousands’ of decisions make it feel like a life that could have gone in any direction, not just the one subscribed by the developer. I attempted to maintain a healthy equilibrium of happy wife, kids and family by sacrificing all personal opportunities to further theirs, and was so satisfying when Whit reminisced about one of my successful decisions as I felt like I had actually helped someone dear to me achieve something rather important. Funnily enough, I may have ended up being too willing to let others expand their horizons with characters making mistakes that I could have informed them better on with better advice. But like in life it’s only natural to cheer on your family regardless of the consequences.

All it takes is a couple of different decisions and the direction of the town and/or people can be completely changed, as well as your experience of it as access to certain areas are tied to these decisions.

Almost every major component of this picture – the tree, the traffic lights, the shop sign in the background – is made by you and your brother and you can change how it looks. But remember, there’s a whole town of people you need to please with this art…..

Take one example where Sege, Whit’s eccentric and perpetually poor artist brother miraculously has two options to sell some of his artworks. One option would give him more cash but would also see him disheartened as the works are dismantled in front of him, and the other displays them across town, potentially to the chagrin (or pleasure) of residents. Then Sege needs to find himself a place to live. Does he move into the loft apartment downtown with ample space for his art while potentially bankrupting Whit and family who need to cover part of the rent or does he continue to live cordoned off from society in a trailer on Whit’s wife’s spare land?

It’s quite hard to describe how epic it felt to be the maker of this heartfelt emotional rollercoaster, with each of these decisions feeling grounded but also very meaningful due to the connection you feel with the characters. 

Call the publisher ’cause we’ve run out of superlatives! This stunning story sets a new standard for choice-based adventures with incredible depth both in the number of lateral branching choices, but also in its realistic storytelling and characters. There are some areas that could have been improved or added, such as voice-acting, but as they fall on the side of ‘would have been nice’ rather than ‘necessary’ it’s hard not to call this an almost perfect game, one that has made an indelible impression on me and one that I won’t be putting down for quite some time. 

Review: Kowloon High-School Chronicle

Kowloon High-School Chronicle is a mad grab-bag of a game. Half Tomb Raider and half Japanese high school simulator lovingly joined together with all of the precision and grace of Jeremy Clarkson with a chainsaw and prit-stick.

You play as Kuro Habaki, a member of a treasure hunting society bent on recovering lost artefacts from an ancient advanced civilization (think proto-space suits and that skull from the Indiana Jones film we don’t talk about). By day you’ll be talking your way through high school drama, avoiding the pitfalls of being the new kid in class and building relationships with your classmates. By night you’ll be working for your society, exploring the ruins below the school with the classmates you can convince to come along, hunting for treasure, solving puzzles and fighting the creatures who protect it.

The tomb raiding sections are honestly superb, it feels like a cross between James Bond and Indiana Jones. It’s a fairly standard dungeon crawler, where you navigate through a linear series of chambers to get to your objective. To pass through a room you’ll need to solve a puzzle written on a giant stone tablet. These are relatively simple but written a little cryptically, so you feel smart when you solve the puzzle but don’t have an awful lot of difficulty in doing so – like you’re bowling with the barriers up but the barriers are invisible and the bowling ball is made of knowledge. The puzzles are along the lines of ‘When the row of nether gods face south from the sunrise, an island to the heaven surfaces’ – meaning you need to face a set of Anubis statues away from an image of the sun to raise a platform to allow you to cross some water.

Intermixed with the puzzle-solving is some tasty RPG turn-based combat. After all, these tombs aren’t undefended. Creatures have made the labyrinthine chambers their home and the ancient civilisations left mechanisms to defend their treasures. You have a series of starter weapons that you aim manually like a first-person shooter: a knife, a gun and grenades, all managed stamina bar that determines how much you can use each of them within a turn. The enemy has a similar system on their turn. Then it’s a simple matter of killing the enemy before they kill you – easy. Or, when the enemy happens to be a nightmare scorpion (regular readers may know I have a significant phobia), it’s time to dock the Switch and play through squinted eyes from another room – less easy.

The other part of the game is less superb. And, much like Sakura Wars, another Japanese game I reviewed for this site which is a mix of RPG action with relationship building and talking, the balance of those two sections is skewed significantly towards the talking, meaning that the fun tomb raiding and RPG fighting in Kowloon High-School Chronicle is the minor part of the game, and you have to sit through a lot of high school nonsense to get to it. I accept this is a strange criticism for a game that promises to be a high school simulator in its title, but I was excited to have my expectations subverted in the opening tomb raiding section, only for the game to whip the rug out from under me and revert rapidly to type.

Through this section you’ll be chatting with other high-school students, mostly women as it’s one of those games where you build ‘relationships’ with the characters with which you interact. The main way of influencing the game in these sections is through dialogue options where you choose one of nine different emotions you wish to convey in your response. I find this system quite awkward for two reasons, firstly the word for the emotion is written in a cryptic and difficult to read font, meaning the first few choices I made I had no idea what I was doing or what the symbols were showing, and secondly because the emotion word doesn’t give a lot of information about what you’re going to say, meaning you’re mostly working with guesswork. It’s much like the dialogue choices in Fallout 4 that drew a lot of criticism. I didn’t see much reason to not choose ‘Joy’ every time and maintain a positive and friendly attitude with everyone.

On top of that, there are a few quality of life issues. The movement controls are different from every other game you’ve played: left and right turn you 90 degrees, back turns you 180 degrees and forward moves you forward – so you have to spin to the direction you want to go and then go forward. It’s not inherently awful but takes some getting used to.

The other thing is the HANT system, which is basically the Pip-Boy from Fallout. It announces useful information about combat: when your turn is over, what you have selected, that sort of thing. Except it’s in Japanese by default, with no subtitles when the rest of the game is in English. So a random Japanese lady is yelling at you when you’re already in a high-pressure combat situation. At least until you go and change it to English in the menus. The HANT also launches a little tutorial piece of text whenever you find something new in the game, for example, the first time you have to jump. This takes control away from you and takes a least 10 seconds to navigate itself through the menu to give you the tutorial. This gets frustrating after a few times, especially as you can’t skip it and it’s giving you unnecessary and obvious information. It’s like the game desperately doesn’t want you to experiment or work anything out for yourself.

Kowloon High-School Chronicle lost me with its title, won me with its opening action sequence and lost me again with its high school simulating. If you like a high school sim, Kowloon High-School Chronicle might be the perfect game for you, with the simulation broken up with some brilliant RPG puzzle and combat sections, all driven by a genuinely interesting premise. However, if, like me, you’re not a fan of the genre, Kowloon High-School Chronicle is unlikely to win you over and may feel disappointing when there are some generally fun nuggets of gameplay buried in with all the rest.

Review: Beasts of Maravilla Island

As we grow, the illusion of magic and fantasy fades. What we once believed becomes a dream and the sensibilities of adult life take over. But for those people who dare to dream, their lives can be fulfilled with true happiness. The sights that they see and the feelings they experience are out of this world and unimaginable. Beasts of Maravilla Island captures this perfectly with its touching but short story.

Developed by Banana Bird Studios and published by Whitethorn Games, this is a 3D adventure game with a magical twist. You’ll experience a surreal and heartwarming story as you explore the unchartered mythical island of Maravilla.

This is where your journey starts.

Beasts of Maravilla Island leaves you feeling warm and cosy.

I rarely connect with a game emotionally, but Beasts of Maravilla Island left me feeling warm and cosy. The touching story has you controlling a young wildlife photographer who wants to walk in her late grandfather’s shoes. Armed with his journal, camera, and love of animals, she returns to the island of Maravilla, believing it to be nothing more than a dream.

She quickly discovers that this secret land is full of mystery and wonderment. To fulfil her grandfather’s wishes, she must capture images of the animals that live in this place. By doing this, she will prove to the world that this wonderful island exists.

Seeing the world through the lens of a camera. 

The world you explore combines part open-world, part linear approach in order to progress the story. The freedom to explore is limited by natural obstacles. The areas that are open to you must be looked at through the lens of your camera. Here you capture the images to fill the empty pages of your journal. Take selfies, close-ups, or environmental shots. Whatever your subject and whichever you decide to keep is entirely your choice. The linear structure revolves around the behaviour of the main creature for each of the three sections; monkeys, otterdiles, and a Griffin must be snapped for prosperity.

Taking photos isn’t challenging, but finding the mysterious creatures can be tricky. You must complete basic puzzles by manipulating light and sound to create new paths and to force creatures to move. Only by doing this can you hope to fill the journal and complete your grandfather’s wishes. The puzzles will not push you, so don’t come into this expecting a tough time. No, instead they add a fun layer that enhances the exploration element.

An island spirit is ever-present, leaving you to interpret why it haunts your journey. Is it simply keeping the island safe from a strange visitor? Or is it the animal spirit of your grandfather protecting you and observing your adventure? However you interpret it, it’s nice to see and adds magic to the gameplay.

Observe the romantic monkey gestures.

Beasts of Maravilla Island has a cartoon aesthetic that ages it.

I loved exploring the world created in Beasts of Maravilla Island. The neon and bright colours, unusual creatures, and vivid environments make it wonderful to look at. However, its cartoon aesthetic dates its presentation. The blocky images and occasionally rough textures detract from an otherwise polished finish. Some minor glitches require the game to be reset, but I’m hopeful these will be patched out.

The colourful images and surreal creatures are supported by a great soundtrack. Wholesome and magical music accompanies you as you explore each chapter. The environmental sounds have a realistic tone that brings the jungle landscape to life. I admire how the developers enhanced the dreamy theme with airy and light sound effects that added to the fantasy story.

Have you ever seen a neon frog?

Simplicity at its best!

With its clean UI and labelled controls, Beasts of Maravilla Island is simplicity personified. The well laid out and basic control mapping is mastered in minutes, meaning there is no need for a tutorial. I loved its straightforward approach as it allows you to snap photos immediately.

The one area that is sadly lacking is replay value. Once you’ve completed the story and taken the photos, there is little else to do. The small achievement list is easy to complete, but beware as its currently bugged! A playthrough can be as short as two hours, but if you take your time and capture every creature perfectly, you could lose yourself for hours.

Beasts of Maravilla Island is a wonderfully relaxing game.

With its simple puzzles and basic controls, Beasts of Maravilla Island is accessible to all. It tells a touching story that has to be seen to be believed. I loved it and recommend you to buy it here! Can you fulfil your grandfather’s wishes? Visit the island, capture the photos, and let the world know what you have seen. 

Review: Zack 2: Celestine’s Map

Zack 2: Celestine’s Map is a game that features a world full of magic, secrets and supernatural creatures. You play as one of three different characters; Zack, Meggy and Amice, as you traverse through the lands to save your brother from the evil wizard Celestine. Sounds like an interesting plot, doesn’t it? Well, that was my thoughts exactly until I booted the game to find out how messy, incomplete, and terrible this game was.

Zack 2: Celestine’s Map was hands down the worst game I’ve ever played. Everything from its user interface to gameplay was just a pain to manoeuvre through. Firstly, let’s talk about the interface. Everything looked so messy. This huge banner at the top blocked HP bars and what I presumed to be the MP bar at the upper left-hand corner. It just kept popping out from time to time as I pressed buttons on my keyboard. The map just looks plain ugly and so does the weapon wheel at the lower right-hand corner. The fonts used in the game also look really ugly and out of place. It just feels so aesthetically disastrous.

The gameplay is also so bad right from the get-go. Everything feels so clunky and just torturous to play. The character you control seems to be in a running motion but has a move speed of what I presume to simulate the movement of a snail. He literally runs as fast as he walks. It wouldn’t be far fetched to say that even my grandmother could run faster than this dude. Opening chests in this game also really feel more like breaking boxes instead. To open chests, you have to hit them with your sickle. They then crack open as if you’re breaking a wooden crate. Really, it just feels so wrong to be breaking chests with your sickle. It feels as if the game developers were didn’t give a crap about the intricacies of their game at all. The main character is even as tall as a tree as if he was a titan from the Attack on Titan series. Everything about this game just makes me feel uneasy.

Just a horrible experience overall

This game was so bad, I couldn’t even last 1 hour of playtime. First impressions are usually extremely important in the gaming industry today. With thousands of games in the market, first impressions are usually what hooks a player to a game and determines if they decide to continue playing or request for a refund. Zack 2: Celestine’s Map doesn’t just butcher its first moments but has a crappy gameplay to boot as well. At a price of around 10 USD, I’d rather get a value meal or two at MacDonald’s than play this game. Really and truly disappointing.

Review: Cardful Planning

Tread cardfully (pun intended) into a card-flipping puzzle adventure title. Walk Home Games takes inspiration from those tricky internet flash games we all played in high school computer class (looking at you World’s Hardest Game) and adds a touch of Undertale, visually. Traverse through rooms in a dungeon, avoiding spikes, arrows, and other pixelated hazards and try to clear them all. If you’ve played a puzzle-like card or flash game before, there’s not much new to be introduced here. With that being said, Cardful Planning, in early access, has some substance and tricky puzzles to pull your attention.

Be Cardful

Use W,A,S,D to move on the keyboard, Q to interact with objects, and SHIFT to dash. That’s all you need to know for the most part, minus later pickups and abilities learned along the way. The game is 50 levels, or rooms, broken up into a Hub world. You can unlock later levels with out necessarily needing to 100% clear each section. That’s a nice touch for those who may get stuck and want to see other parts of the game. The playing card aesthetic comes into play, when a number value is needed to unlock the exit. Other cards are needed to be picked up, much like a key in a dungeon crawler. Their face value will add to your card’s value, thus enabling level progression.

Be Cardful in planning the path you’ll take.

Moving each square flips the card. So, until you unlock the dash ability, you’ll move in a face up, face down, face up pattern. Take note, that in order to pick up other cards on the board, you’re player card must be face up. This makes it a little more tricky to move about the board to land right side up on the right space while dodging flying arrows and projectiles. There’s not much else, but it’s a simple game still in development so hopefully there is more to come.

The level progression and difficulty spikes in Cardful Planning are done quite well. The rooms do get harder as you go, but sometimes the difficulty might scale back a bit after a tough room. This is a nice reward after a tough challenge to be able to cruise through another room or two. The overall difficulty curve is linear, and the later levels do provide a solid challenge for the worthy.

Console Port and Control Thoughts

This is currently a Steam-only title. I’m hoping that there are plans for console ports (mainly Nintendo Switch due to it’s embrace of indie titles). While the game handled nicely on Steam, I’m still not the most comfortable with SHIFT to sprint. It’s a little tricky to have your left hand responsible for movement and most actions. It’s embarrassing to admit since I play so many FPS titles, but it is what it is. It just always feels like implementing a sprint mechanic lends itself more favorable with a controller than a mouse and keyboard. And for those who share my disposition, there is full controller support for this game. Console ports also reach out to a wider audience. (EDIT: The recent announcement of the Steam Deck may make this title more accessible on the go.)

Your card value is indicated in the bottom corner. Collect plus value cards to yield the amount needed to unlock the door to the next room.

Other than that, Cardful Planning can feel a little stiff at times. You do move from space to space, so it’s not there’s not exactly an analog set of directions here. Stiff controls can inhibit a puzzle adventure game, with rage mechanics. The mistakes may not always fall on you, and you’ll blame the game for many deaths. This is lifted with the “Chill” playthrough option, but infinite respawns can make the playthrough a slog if there’s not much incentive to stay alive and completely finish a room on with one life.

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The title theme, which is also played in the trailer, is a music track I’ve heard before. The early release of Warfork used the exact same track so it sounded odd to me to hear it again in a completely different game. I’m assuming that this track will change, and am kind of hoping so since it feels a tad out of place. It sounds spacey and futuristic, for a title with crossbows and dungeons. The in game music, is much better and matches the mood.

The visual presentation give me real Undertale vibes.

The only other thing maybe would be the option to map the buttons, since there is no controller option. While many would most likely not change anything, having the option to do so is almost a necessity amongst PC games. It’s like a customizable wardrobe in a Battle Royale, or 2D Fighting game. We play on PC for a reason, no?

Bottom Line

It’s a simple game, and that’s totally ok. It’s nice to be reminded of those internet puzzle and rage games, getting more attention in this ever-continuous retro revival. And I’m always happy to add my two-cents to a new project, whether it’s in my area of expertise or not. The puzzles got more complex, but it’s up to the player if their attention is held long enough to complete them all. After a playthrough, there’s not much to return to, aside from the fewest deaths and speed run modes, but that’s just how these games are. Give it a flip!

Join the Devs Discord here!

Review: The Fabled Woods

I went into The Fabled Woods with very little idea of what to expect. I purposely hadn’t read anything about the game, so all I knew was that it was a short, narrative experience and that it came with a separate soundtrack file. Putting those two pieces of information together with the fact that the game clearly takes place within a wood, I was fully expecting some sort of walking simulator with a perhaps pretentious story musing on the nature of humanity or love or something equally ethereal. The game’s opening even starts as you might expect from such a title: awakening in a sunny wood with a soothing voice telling you the opening of a story.

Imagine my surprise, then, when about two minutes in The Fabled Woods took a sharp left turn with a dream sequence in a hellish red void where you’re listening to a woman being brutally murdered.

As it turns out, what The Fabled Woods actually entails is a two-hour-long pseudo-horror mystery story that you uncover as you walk through the titular trees. The tale is revealed through a combination of narration from the three primary characters, Larry, Sara, and Todd, and surreal memory sequences. Through them, you can learn about a series of grisly murders and reveal the truth behind the mystery of the woods.

The first thing most players are going to be struck by is the visual design. The forest that makes up the bulk of playtime has been carefully crafted to look appealing, with bright, warm sunlight and lots of greenery to enjoy. The creative intent is clear: such a beautiful woodland is helping to hide the dark secret at its heart. The contrast really builds on the horror of the story and in that regard, the visuals are a stunning success.

I will say, however, that I really struggled with the game’s graphics initially. There is a lot of chromatic aberration distorting anything that isn’t dead centre of the screen, and there isn’t currently any settings option to turn it off. Combining that with the soft haziness used to evoke a warm afternoon, a lot of what you’re looking at is uncomfortably blurry. I also encountered a few places where trees and bushes looked like repurposed assets that hadn’t been incorporated entirely cleanly.

That being said, once you get used to the slightly out-of-focus visual filter, large sections of this game are stunning to look at, particularly with regard to the lighting system.

This tree’s main branches didn’t move with the stick mesh they were supposedly attached to

Unfortunately, the game is not entirely solid from a mechanical perspective either. For one, if I dared to play for more than a few minutes, it started to sound like my reasonably high-spec computer was filling up with bees, despite the fact that the game is relatively simple in terms of mechanics. I also found the game chugged particularly hard during a brief section in the forensic anthropologist’s office, likely caused by the light motes carefully dotted throughout the room. The game’s lighting is dynamic and arguably its most attractive feature, but its current implementation is a huge drain on processing power.

There are also a handful of bugs to watch out for. One reasonably harmless one I stumbled across twice was the wrong voice line triggering when I interacted with an object. Ultimately these issues didn’t derail gameplay at all, but The Fabled Woods is so focused on its story that missing pieces of it, when it is already so short to begin with, was disappointing.

Much more troubling for me was a moment when an event failed to trigger. At various stages in the game, a new path will open once you have completed a specific section of story; without that change physically occurring in the game world, there is nowhere for the player to go. In my initial playthrough, one of these events didn’t trigger, meaning that I was trapped where I was, with no idea what I was supposed to do.

Not only did this mean that I was stuck, looking for a path that didn’t exist, it negatively impacted the entire rest of my time spent with the game. While I was able to work out reasonably quickly what had happened and was able to fix it by rebooting the game, I could never be completely sure that the same thing wouldn’t happen again at a later point. As a result, any time I still hadn’t quite finished a section, I didn’t know if I had missed something or if the game had glitched again. Fortunately, the game is so short that the issue didn’t persist for long, but it entirely crippled the sense of expanding exploration The Fabled Woods was shooting for.

So, with slightly shaky mechanics and mildly appealing graphics out of the way, we’re left with the story. The Fabled Woods is presented as an interactive narrative and it’s very clear as soon as the game starts that it is the story you’re supposed to be focusing on. With that kind of a baseline, I had reasonably high hopes going in for what I was about to uncover; unfortunately, I was setting myself up for disappointment.

The Fabled Woods’ story is not utterly without merit. It has the bones of an interesting premise, and the people you meet, particularly Sara, manage to eke out a surprising amount of character for how little time they are given. This is backed up by some really solid voice acting from all three main characters.

The core issue is that the game is simply too short to tell a compelling or shocking mystery. Short stories can be surprisingly impactful and the same can be true of short games, but in my opinion The Fabled Woods sits just a little too shy of a fleshed-out narrative. There’s so little time to work with that the story twist supposedly hinging the entire endeavour has very little weight, as well as being rather predictable. The solo developer clearly has a lot of creativity behind him and there’s a lot here to indicate his potential; as it stands, however, the biggest impact The Fabled Woods had on me was making me wish that I was out hiking somewhere in nature.

With the current bugs and the relatively high price tag for the experience you end up getting, I sadly can’t recommend The Fabled Woods as it is now. That being said, I am excited to see what the developer does next. With a bit more experience and time, I think we could end up getting something really special.

A Closer Look at WYNONNA EARP Complete Seasons 1-4 Boxset

The WYNONNA EARP Complete Seasons 1-4 Boxset was released this week and we take a closer look at it.

Based on the popular comic series, Wynonna Earp follows the life of the great-great granddaughter of legendary lawman Wyatt Earp. She inherits his famous gun ‘peacemaker’ and the demon-fighting family curse that comes with it. With the help of her younger sister Waverly, Agent Xavier Dolls, notorious gunslinger Doc Holliday and Officer Nicole Haught, Wynonna must rid her hometown of the Revenants, all 77 of them, to finally break the curse. 

There are four seperate cases in the box, one for each season.

Season 1

Season 2

Season 3

Season 4

The boxset looks great and I can’t wait to sit down and binge watch the whole thing!

Wynonna Earp: Seasons 1-4 boxset is available on Blu-ray & DVD now from Dazzler Media.

Find it on Amazon: www.amazon.co.uk/Wynonna-Earp-Season-1-4-Blu-Ray/dp/B092JLCXS8

Review: Blitz Breaker

Robots are the future! They are hard-wearing, intelligent, and don’t answer back. We all think of robots as advanced objects, but what happens if they are basic and can only perform limited tasks? Blitz Breaker lets you take control of a simple droid where your only goal is to escape.

Developed by Boncho Games and Ratalaika Games and published by Eastasiasoft Limited, this is a retro puzzle platform title. The protagonist must jump and dash his way around a maze of obstacles and traps. With limited health, death is never far away. The delightful pixel art style transports you to early console gaming, and the concept is simple to understand. You must move quickly, avoid the spikes, and find the exit.

Can you avoid the squid?

Blitz Breaker is straightforward and addictive.

With over one hundred handcrafted levels and hectic gameplay to tackle, this can be played casually. I instantly feel for its old-school charms and set out to beat each stage. The aim is to collect coins that bolster an ever reducing score. If you reach the exit with the required points, you’ll be rewarded with a star. This is it, nothing complicated, just good old-fashioned addictive action.

Here’s the twist, Blitz the robot can’t walk! He must dash in four directions, only stopping when he collides with an object. You will plan your approach, working out routes that avoid being killed while getting to the exit as quickly as possible. It sounds easy, right? It is, mostly, but it requires a cool head and razor-sharp reactions. Pull the trigger too early and you’ll be in the spikes. Hit the wrong direction on the analogue stick, you guessed it…. death!

So many spikes!

The difficulty builds and builds.

Blitz Breaker balances its difficulty perfectly. The opening world acts as a tutorial to familiarise yourself with the fundamentals. You’ll experience; magnetism, sprawling stages, circular saws, bullets, and more from here. The challenge increases, however, Blitz remains the same simple robot. Spaces become dangerously tight, and one false move could be your last. It’s frustratingly brilliant, it will make you scream, but you’ll be smiling at every stage.

Each world culminates with a big boss level. Unlike other platform titles, Blitz Breaker asks you to run, not fight this mechanical beast. You’ll make error after error as you try to evade its grasp. It follows the same mechanics for the standard level, but the added pressure of being chased makes it considerably harder. What is also challenging is the secret “warp” levels that you can attempt. These dark and eerie stages up the ante by adding more traps and expecting a higher level of precision. They are not impossible, but they stand out from the standard levels because of the challenge they pose.

Blitz Breaker is a colourful pixelated title.

With so many games pushing consoles and PCs to their limits, it’s nice when you get a basic title to play. Blitz Breaker has a wonderfully retro aesthetic that’s pleasant to look at. With its vibrant colours, simple art style, and cute sprites, you’ll enjoy what you see. The early stages lack complexity and this may disappoint some players. However, as you progress, the levels quickly become larger and more difficult to navigate.

There are no surprises in how the audio is presented. The synthesised soundtrack is sharp, basic, but adds to the atmosphere. The upbeat music inspires you to act quickly and recklessly. You’ll push yourself to the limit as you attempt to navigate the traps as fast as possible. The music matched the theme perfectly and was a well thought out element.

Dodge the dragon.

Two game modes and cosmetics to unlock.

Accuracy is key to being successful, so it was a shame that the movement only covered four plains. The lack of flexibility makes completing some stages very challenging, which will frustrate most gamers. The simplicity of the control setup ensures you’ll know how to play this quickly. However, practice and a good memory are needed to finish this title. 

Precision platformer games are renowned for getting under your skin, Blitz Breaker is no different. Its addictive gameplay and requirements to be perfect will keep you playing. With two game modes to experience, plenty of stars to get, and cosmetics to unlock, there is a lot to do. The achievement list is small and will take around two hours to complete.

Blitz Breaker is a fun and challenging old-school title.

The simplicity risked making this far too easy, yet Blitz Breaker pushes you all the way. With limited controls and tight spaces, you’ll have a difficult time collecting every star. I enjoyed it and recommend you to buy it here! Blitz wants to escape but needs help to find the exit. Do you have the skills to assist him? 

Review: Wildermyth

Have you ever wished for an RPG with a near-limitless pool of stories that you could play through? An RPG where every run would feel unique and grounded, despite relying heavily on random procedural events? If the answer is yes, then I congratulate you for finally finding that RPG. Wildermyth is the kind of game that I’ve been craving for years, without even knowing, and I’m sure that I’m not the only one in that situation.

Wildermyth is a multi-party RPG with tactical turn-based combat and an impressive array of stories. It’s procedural storytelling done right, and it manages to bring to life some of the most engaging characters that I’ve ever had the chance of meeting in a video game. But who are these characters? Well, they start as ordinary people, but they eventually become folklore legends, known to all across the land and throughout several decades. In this aspect, Wildermyth is excellent, because your heroes grow and learn just as you do, as a player. One of the greatest things about Wildermyth, is the fact that your heroes age, and during their lifetime, they’ll experience events and make choices that can completely change who they are.

In Wildermyth, heroes can fall in love and develop bitter rivalries with each other. They can have children who will become a part of your group once they’ve become of age. They’ll often question their life choices, if fighting evil is all there is to life, or if they’ll ever find someone to love. There are just as many sad moments as there are happy ones and, whatever might happen, the game still manages to plug a bit of humour here and there. It’s quite remarkable how the game manages to add so much substance to characters that started as nobodies.

In terms of content, Wildermyth offers five main campaigns, including one that serves as a tutorial of sorts. Each campaign is divided into multiple chapters, that split up the story and expand the map as you progress. Besides that, you can also play different kinds of procedurally-generated campaigns. These only feature random events, they contain no main story. There are also four difficulty modes, but you can also create a custom one if you so desire. Whether you’re in it for the story, for a challenging combat experience, or a bit of both, the game has got you covered. Still, I’d like to point out that this isn’t a complex game in terms of combat.

Now, although each campaign revolves around a huge plot and the pursuit of a major global goal, there’s much more than that to them. In contrast with most RPGs, Wildermyth doesn’t have side quests in the typical sense. Instead, there are tons of random events that can trigger opportunities for your heroes, should you choose to pursue them. These are essentially optional endeavours that expand upon the world and give your heroes the chance to evolve and become something far greater than your typical warrior, hunter, or mystic.

Some random events can even incur physical transformations on your heroes. These start small, only affecting one of their limbs, but you get to choose if you want their transformation to progress even further at the end of each campaign’s chapter. This usually involves some sort of trade-off. For instance, if a transformation spreads to an arm, that hero will no longer be able to use two-handed weapons. Still, transformations tend to be worth the penalties not only due to the stat bonuses that they bring, but also because of the abilities that come with them. Heroes can become imbued with the ability to shoot lightning that can stun enemies, vine attacks that shred enemy armour, amongst many others which I won’t spoil. There’s plenty of surprises waiting to be found, rest assured.

There’s plenty of dialogue between your party members between fights, as they traverse the world, and also during random events. These are neatly presented in a form of comic-book styled segments, beautifully illustrated in the game’s characteristic papercraft style. These segments serve as the game’s only means of presenting its stories to you, and they’re wonderfully written.

Whether it’s the overarching narrative that spans multiple generations of heroes, or the small stories involving local folklore, Wildermyth has the substance to keep you engaged throughout multiple playthroughs. Never once did I find myself skipping dialogue or wishing for something more interesting. As a result of that, the procedural campaigns flow naturally, and each of them features plenty of emergent storytelling opportunities. Sure, you’ll run into the same events multiple times, but since each party has their unique legacy, it always felt like I was experiencing a completely new storyline.

I’ll never forget the time when one of my heroes got too greedy when trying to remove a rock from an altar, and ended up with a shard right in his eye socket. I’ll also never forget that time when my favourite archer refused to marry a waterling, whom she had just met. It was love at first sight for both of them, but giving in to her desire for love would mean abandoning her friends and the world to its fate. Lili will also be forever in my thoughts, as he willingly sacrificed himself to save the rest of the group. Wildermyth is full of such tales, part of them come and go at random, but the player will always have some input in regards to its outcome.

As such, I found it easy to get attached to my band of heroes, and I was genuinely sad when I got to see my heroes retire or tragically perish in combat. After spending their entire lives fighting for the greater good, they’ve more than earned their rest. However, a lot of times they pass on the mantle to their sons and daughters, and they can still return in future campaigns as a Legacy Hero, so I guess that their fighting spirit does live on. 

In terms of gameplay, Wildermyth is your standard turn-based tactics game with a cover and hit-chance system. Each hero has two action points, which they can use to move and attack. In this case, only an action point is consumed if you decide to move within a specific radius, if you go further than that, you’ll consume your last action point. As for attacks and abilities, some are free to use once per turn, others only consume one action point, and others consume all your action points. 

Despite how mundane the combat might initially sound, there are things that do make it quite interesting. The best thing about the combat in Wildermyth, is how Mystics work, which are the game’s version of wizards. They use interfusion, which allows them to link themselves with scenery objects and use them in various ways. Different pieces of scenery have unique effects. Some explode and splinter on impact, others ricochet between nearby enemies, while others can shield allies or shackle enemies. Besides that, the transformations are also a big part of the combat and what makes it really unique.

If there’s one thing that really disappointed me, that would be the combat arenas. Unfortunately, they all feel and look pretty much the same. Apart from a few exceptions, there’s nothing different about them when it comes to how each fight plays out. Likewise, the objective in each encounter always tends to be “kill all enemies”. Therefore, I do wish that there was more variety in regards to this aspect. Not even the defence missions are different, despite the fact that you have to essentially defend a town from an entire enemy army.

Incursions, calamities, and infestations are also another big part of the game, as they serve to keep the pressure on by giving the player little breathing room. Whether your heroes are travelling, scouting unknown territories, building resource outposts or defences, time is always ticking. As time goes on, enemies will infest the lands and they’ll also mount up incursions that will target specific areas on the map. Furthermore, with time, your enemies also become more powerful via the calamity system. These can either be completely new enemy types, or enemy-specific buffs.

With that said, you can definitely choose to go straight for your goal, as that doesn’t allow your enemies to grow that powerful. However, in doing so, you won’t be able to liberate the lands and claim their resources. This not only hinders your ability to craft better equipment, but also leads to shorter periods of peace at the end of each chapter, which limits what kind of events can trigger in that space of time.

As you slay infested animals, mystical creatures, and ancient clockwork machines, your heroes will also gain experience and level up. This allows them to unlock passive and active abilities, further deepening the customization aspect. Nonetheless, there’s also plenty of loot to be found and equipped, or salvaged for resources if you find no use for it. Having said that, in Wildermyth, once a character equips a piece of equipment, they claim it as theirs forever. There’s no constant swapping of equipment here. This seems like an odd design decision, as even when you replace someone’s weapon, you can’t even give their old one to someone else. It’s just lost forever. In a way, this forces you to keep a balance between all your heroes, and not just give the best gear to the same ones, which might be the reason why equipment is permanently locked.

In any case, the roleplaying aspect is undoubtedly the biggest selling point of Wildermyth. Even though I wish there was more to it when it comes to combat, the game really is something quite special. It has that “just one more” vibe to it and, because of that, it’s extremely addicting. It can also be enjoyed in short bursts, as combat encounters aren’t that long and you can save at any time.

Wildermyth also supports modding, which not only lets you add more cosmetic customization options, but also lets you add new events. There’s also co-op, but I haven’t gotten the chance of trying it. Still, I’m currently playing through the third main campaign, and with 22 hours in the game, I have no intention of stopping playing anytime soon. I highly recommend Wildermyth to any fans of RPGs, but especially to those who are more into the roleplay aspect of the genre than anything else. If the game clicks with you, and I’m sure it will for a lot of people, then you’re in for quite the treat.

Review: The Dungeon of Naheulbeuk

Dungeons and Dragons is a much-loved board game franchise. It is followed by young and old and inspires players to allow their imaginations to run wild. Set in fantasy lands filled with orcs, goblins, wizards, and warriors, you can create the adventure of your dreams. Rules are set in stone and only the Dungeon Master has the power to change the landscape. It’s a serious business and its player base spends hours preparing for their next outing. The Dungeon of Naheulbeuk: The Amulet of Chaos – Chicken Edition is a satirical game that pokes fun at its D&D concept.

Developed by Artefacts Studio and published by Dear Villagers, this is an isometric dungeon-crawling adventure. With an absurd story to enjoy, and colourful characters to control, you’ll chuckle endlessly. With nine chapters filled with inside jokes, swear words, and toilet humour, there is the possibility you’ll miss the point. However, I loved its childish approach as it pokes fun at the faithful D&D community and everything in between.

Get used to this sight!

The Dungeon of Naheulbeuk is a fantastic turn-based strategy game.

I adored how the story played out and all the whimsical jibes that came with it. But the pièce de résistance was its approach to battles. With many characters making up your party, you have an eclectic squad to tackle any fight you encounter. Wizards and archers add range, whereas your paladins, ogre, dwarves and thief prefer a melee attack. Positioning is key as flanking and backstabbing are key tactical manoeuvres. You’ll consider the environment of each battle, using boxes and rubbish to cower behind. Every fight felt unique and matched the wonderful storytelling.

The story revolves around seven archetypal D&D RPG characters who undertake a quest to find a mystical statuette. Their mission rarely goes to plan and they work with a range of characters to journey through the dungeon. The Dungeon of Naheulbeuk is legendary for its mystery and stories tell how no adventurer has explored it. You quickly discover this to be codswallop as it houses; shops, a large tavern, and a bustling community. It’s gloriously bizarre and you never know what’ll happen from one moment to the next.

It’s all about teamwork and loot.

What makes this great is the constant need to explore the surrounding environment. With destructible doors and loot-filled boxes, taking your time and being thorough quickly pays dividends. Arming your odd fellowship with the best equipment will improve your chances, but the best gear isn’t easy to come by. You must decide who to equip to improve your chances of victory. Do you load one character up to be a tank, or do you spread the armour and send them all in?

As you become familiar with each character and their abilities, you realise that teamwork is essential. With direct strikes, an array of magic, area of damage attacks, opportunity strikes, blocking, parrying, and more, working together is key. My D&D experience mixed with years of Xcom action should have helped me, but it oddly felt more of a hindrance. This is because the battles are fluid, so you must remain flexible in your approach. You’ll learn to judge each battle by the available squad and the environment in which it takes place.

The start of every battle.

An RPG with limited character customisation and choices.

It’s always strange when RPGs have limited character customisation. You receive XP as usual and increase levels as expected. But the option to improve your character is limited to a handful of attributes. This was disappointing, as I hoped for a more in-depth experience. However, I enjoyed the tiered ability options that altered how you used each character. This was clever, as it allowed me to create a squad that matched my playstyle.

With a linear story and no dialogue options to alter the direction of the plot, it was devoid of many elements I expect to find in an RPG. It’s foremost a tactical game, and my, what a tough one at that! Fights quickly become a headache and you’ll feel as if you are battling with one hand tied behind your back. It’s brutal, but it adds to the longevity. There is a sense of achievement when you succeed, but your victory only arrives after much swearing and cursing.

The Dungeon of Naheulbeuk looks fantastic.

I’ve played many dungeon crawlers and countless tactics games, and this is up there as one of the best looking ones. The level of detail is incredible, as are the thorough and complex floors you investigate. The characters have a familiar look that connects it to its D&D roots. The gameplay is smooth and I experienced zero issues. The UI contains the correct information to help you manage any situation and it’s clear and concise which helps to keep the display clutter-free. You can move the camera freely and this allows you full visibility and understanding of the gaming environment.

The audio is equally good, with its upbeat fantasy-inspired soundtrack and over the top sound effects. The acting is exceptional with most of the game relying on speech heavy cutscenes. You’ll be crying tears of laughter as the relentless jokes form the backbone of the fellowship’s relationship. I enjoyed the booming narrator that helped to guide the story from A to B while breaking up the continuous humorous banter.

Time to get the team together.

A tactics game full of replay value.

The Dungeon of Naheulbeuk has an incredible amount of layers to understand, yet it’s surprisingly easy to play. Its thorough tutorial combined with the well-designed UI, ensures you are given the tools required to master the fundamentals. I was surprised by how well it performed using a controller. The simple button mapping and well-labelled screen prevent the action from becoming confusing. 

Its brutal difficulty isn’t the only reason you’ll keep playing this. No, it’s got a challenging achievement list that’ll make you wince. The game is tough enough without asking you to complete additional brutal objectives, so completionists beware, this isn’t for the faint of heart. There is also a selection of difficulty modes and an “Ironman” option that is guaranteed to get controllers smashed. No matter how funny the one-liners are, the hardest option will make you scream.

The Dungeon of Naheulbeuk falls short as an RPG but excels in all other aspects.

The lack of RPG elements came as a surprise but it didn’t ruin what is otherwise a fantastic game. With its tongue-in-cheek and whimsical nod to D&D, you’ll be left smiling throughout. Your eclectic fellowship enables you to vary your tactical approach, while your selection of abilities should give you the upper hand. A tactical mind and luck from the RNG gods are required if you are to be victorious. I loved it and recommend you to buy it here! Can you work together to make it through the Dungeon of Naheulbeuk, or will you fail miserably? 

Review: Police Stories

The police force divides opinions and you either love them or loathe them. No matter your thoughts, you must admire them for putting their lives on the line for justice. There are a few bad apples, but you get that in every walk of life and behind every cop partnership is a story full of mystery, regret, and doubt. Police Stories replicates this with its grimy and gritty plot and stereotypical characters.

Developed by Mighty Morgan and published by HypeTrain Digital, this is a top-down old-school shooting adventure. Played solo or couch co-op, you control two cops who will stop at nothing to ensure justice is served. It’s a challenging title that offers two difficulty settings and three game modes.

One bad guy down!

Police Stories gives off early GTA vibes.

I was instantly drawn to Police Stories because of its interesting mechanics and its early GTA vibes. Loading this in brought back memories of playing my PlayStation One and I was sold on its charms because of this. The concept of the main story is simple: work with your partner to arrest the bad guys, use reasonable force if necessary, and collect evidence. Each mission you’ll earn points and this gives you a level rating.

The concept may be straightforward, but achieving victory isn’t easy! Running into a building all guns blazing is a terrible idea and one that will get you killed. You must work with your partner to open doors, use tactical equipment or issue covering fire. Shooting first and asking questions later is not acceptable. You must fire warning shots, scream for people to surrender and risk being shot at. It’s stressful, difficult, but rewarding when it all comes together.

Two cops and a clichéd backstory.

The gameplay revolves around the partnership of two street cops called John Rimes and Rick Jones. Their backstory is as clichéd as doughnuts and coffee and though it adds depth to the characters, it offers nothing you’ve not heard before. The main story comprises eighteen missions that ask you to infiltrate gang hideouts, rescue hostages, collect evidence, arrest criminals, and save civilians. It can be hectic, and this is where good reactions and a tactical approach ensure you succeed.

Alongside the story mode, you can take part in quick play and custom missions. These modes follow the same mechanics already experienced but are great if you wish to experiment or enjoy a casual session. Your approach to each mission will alter as you unlock new equipment. You gain sixteen items that offer stealthy advantages, better aiming and quicker arrests. Using your gear wisely will give you the upper hand, so don’t be frivolous.

He’s got you covered.

Police Stories old-school aesthetic was fantastic.

I adore the art style used in Police Stories. The simple pixelated characters, the fog of war and earthy colours were great to look at. The claustrophobic corridors and maze-like stages added suspense and tension that complimented the theme and difficulty of this game. Identifying friend or foe in the fog of war was simple thanks to a coloured hue. The top-down perspective was a nice nod to early console games, but it was problematic when criminals appeared from darkened corners. Perhaps a map of the area would help to eliminate this issue.

The audio was also good but offered little more than I expected. Heavy and hard-hitting tones dominate the soundtrack. The adrenaline-pumping music gets you in the mood for each mission and has an air of 80s synth. The sounds effects were nice and matched up to the action and equipment being used. Screaming orders at criminals or your partner never got old.

Both the visual and audio presentations were simple, yet this straightforward approach worked perfectly. The nod to the old-school games will be appreciated by many players and its smooth uncomplicated manner makes it a joy to play.

That took a little persuading.

Better as a co-op game.

The controls are fiddly when playing solo and impact the tactical element of surprise. Police Stories excels as a co-op game and you get the most out of it when teaming up. The clean UI and simple radial menu make playing easy once you master the fundamentals. With an on-screen crosshair you know where you are aiming and this helps considerably. You will need to invest time to get the most out of this, but it’s time well invested.

When I initially saw the eighteen missions I was disappointed. I thought it would be over in a flash and would lack replay value. How naïve! I was wrong. With random enemy placement and different events during each mission, no playthrough is the same. With plenty of game modes, a challenging achievement list, and couch co-op, there are lots of reasons to return.

Police Stories is challenging, addictive, and full of old-school vibes.

The deceptively simple approach will lull you into thinking this is easy. However, you’ll die repeatedly, fail horrifically, and receive painfully low scores. Once you understand the fundamentals, you’ll have a great time. I enjoyed it and recommend you to buy it here! Put down the coffee and doughnuts and arrest the low life scum. 

Nine Affordable Ways To Stay Safe Online

The number of people losing money to cybercriminals has been on the rise in recent years. With so many people accessing the internet via their smartphones, the focus has shifted from computers to mobile devices. Whether it is an Android or iOS mobile device, finding ways to protect yourself is essential. 

According to the Center for Strategic and International Studies report, individuals and businesses lost an estimated $1 trillion during the coronavirus period. Unfortunately, if you aren’t careful, you could also become a part of these grim statistics.

This article introduces you to the crucial tips to avoid online scams.

Photo by Markus Spiske from Pexels

1. Update Your Devices Firmware

It will help if you keep your iPhone up to date with the latest version of iOS, web browser, and software. With that, you will enjoy protection against malware, viruses, and other online scams. In addition, you can make sure that you get the newest versions of your firmware and software by turning on automatic updates.

2. Install a VPN

A virtual private network or VPN is a technology that establishes a private connection between your computer and another network. A VPN works by encrypting data to protect it from prying eyes and replacing your actual internet protocol (IP) address with an IP address in another location.

A VPN for iOS works by downloading a related app and installing it on your phone. After configuring the app according to your phone’s VPN protocol, you can turn it on for your online protection. It also keeps your kids safe online by reinforcing what you taught them about being responsible online.

3. Steer Clear of Phishing Scams

Scammers have devised ways of obtaining information from innocent users like you. First, they send you a message or email with a link. Then, when you click on the link, the scammer gets your data and uses it to defraud you.

The messages could be in the form of text messages, email, or phone calls. Knowing how to identify these messages can help you avoid getting scammed. At the same time, you should avoid clicking on the suspicious links sent through these messages.

4. Keeping Social Media Account Details Private

It is essential to keep personal information away from the prying eyes of scammers. On social media, scammers can use your profile to discover and change your passwords or answer your chosen security questions. Maintaining online security is as simple as locking your privacy settings to block your address, birthday, and mother’s maiden name.

5. Don’t Install Suspicious Apps

It would help if you only install the apps your phone manufacturer recommends. If you install a suspicious app, you may end up losing the password to your online bank account. Once this information lands in the wrong hands, it can result in you losing all your savings.

6. Never Provide Personal Information

Some fraudsters will send you messages pretending to be your bank soliciting information. A bank would never require you to send your identity and account information via email. Any message you get requiring you to provide that information is a scam.

Another example of suspicious emails is those purporting to be from suppliers. They wouldn’t be unusual if they contained invoices and other general business documents. However, if the information they are asking for is too sensitive, don’t believe them.

7. Keep Your Passwords Securely

At the basic level, you should keep your login credentials away from prying eyes, even from your trusted friends. As a precaution, you should also make a habit of changing your passwords regularly. If you use a wireless network, you should avoid broadcasting your SSID and password.

8. Use Public Wi-Fi With Greater Care

Public Wi-Fi is one of the ways through which scammers can access your device. Therefore, you shouldn’t use just any public Wi-Fi as it could be a trap to get your data. You may use public Wi-Fi for general web browsing but never for banking or shopping.

9. Exercise Caution When Shopping Online

Online shopping is now the in-thing across the world. Unfortunately, there are so many shopping sites that you might not know the ones to trust. Avoid websites that want to collect your banking information and use it to scam you.

Conclusion

Staying safe online is entirely up to you. It would help if you started by updating your phone’s firmware and applications. Additionally, you should install a VPN app and avoid falling prey to phishing scams.

Fraudsters creep around the internet looking for naive individuals to scam. That’s why you should avoid installing suspicious apps, divulging private information, and using public Wi-Fi for shopping and banking. If you do that, you will stay safe and avoid the simple tricks that scammers use to defraud people.