Review: Iron Harvest: Operation Eagle DLC

Iron Harvest was released on Steam back in September of last year, but it honestly feels like it’s been longer than just a few months since I last played the game. Although the game has continuously been improved through free updates, it did receive a small paid DLC back in December, the Rusviet Revolution. Unfortunately, I haven’t had the chance of checking that out yet, but thankfully, I was able to dig into Operation Eagle, the latest DLC, which is much more ambitious than the previous one. So, what is it all about?

The Operation Eagle DLC brings with it an entirely new single-player campaign, featuring 7 missions with over 25 minutes of fully voice-acted cinematics, and obviously, a whole new faction, Usonia. In case it wasn’t obvious by the name of the DLC, Usonia is essentially the United States of America version of Iron Harvest, or more specifically, the American Union of Usonia. Like every other faction from the original game, Usonia also comes with its own unique units, but, even more important, it brings air units into the game.

Although new units are always nice to have, it’s only Usonia that received unique air units. The rest of the factions just received the most basic ones. However, this is only relevant if you play multiplayer or skirmish. A someone who only cares about the main campaign content, I don’t necessarily mind it, but I understand why others might feel disappointed by this.

In any case, Usonia does feature some interesting units in their army. There’s a mech with machine guns that is effective against infantry, which makes it great for early game and is a cheap way to harass enemy infantry. There’s also the Knox, which is essentially a walking tower with all sorts of weaponry. It’s a mech destroyer, but it can just as easily get rid of infantry. Then, there’s my favourite, this one-of-a-kind stealth artillery tank. This one comes equipped with 3 barrels and they fire in quick succession. It’s a blast (pun intended) to simply sit back and watch these tanks unleash hell from above on enemy troops.

Now, as for the air units, Usonia does have their own set of them, but, other than an air carrier that dispatches autonomous drones to bombard ground targets, they aren’t really interesting. However, they do have quite possibly one of the most badass hero units. The George is a massive airship equipped with various turrets, that also has the ability to activate a medium-range flamethrower barrage. Unfortunately, you only get to use it once in the campaign. Usonia’s two other hero units are Captain Mason and Princess Sita. While the Princess comes with a rifle, she can use her pet bird to track enemy squads, but she can also summon a special squad of cloaked units that excel in melee combat. Meanwhile, the Captain is equipped with power armour that can transform into a turret if the Captain chooses to eject.

In terms of Usonia’s campaign, the story follows Captain William Mason, as he finds himself wrapped in an international conflict over who gets to control Arabia and its oil. Obviously, after Usonia decided to not participate in the Great War between Polania, Saxony and Rusviet, they see the ongoing power struggle in Arabia as an opportunity for Usonia to step forth from its isolationist stance and expand its influence across the world.  

This entire operation takes place throughout 7 missions and, although this might sound like too few for some people, I had a lot of fun with them and thought it was pretty well done. It took me around 7 hours to beat it, with the latter couple of missions taking me over an hour to complete. While some missions are more focused on base-building and defending objectives, others rely more on stealth and avoiding enemy patrols. If you’ve played the campaigns of the base game, you pretty much should expect more of the same, which is great. Overall, there’s a decent amount of mission variety, with map layouts that provide multiple opportunities for players to approach their objectives and eliminate the opposing forces.

Still, the ending did feel rushed, as it didn’t provide any real conclusion to the story. After finishing the campaign, I got the feeling that this won’t be the last that we’ll see of Arabia and Usonia. Nonetheless, I do have another caveat to make about the campaign. If you’re playing the game with native voice-acting turned on, you’ll run into weird situations. For example, in a single conversation, you might have a character speaking English, another that’s speaking Arabic, and a third one that’s speaking German. Without having some sort of translator in these conversations, these dialogues just break my immersion. Nevertheless, it’s just a minor thing to keep in mind, as it doesn’t affect the gameplay in any way.

As was the case with the base game, although it’s far from being perfect, the presentation, the voice acting, the gameplay, the mission design, and the soundtrack do not disappoint. Having played the base game when it originally came out, I still find myself listening to the music from that game up until this day. It’s just that good. I honestly can’t put into words how happy I am due to the fact of Iron Harvest simply being a thing. Not only it brought a wonderful universe into existence, but, more importantly, it’s quite possibly the only beacon of hope for the RTS genre in recent years. Unfortunately, the golden age of real-time strategy games is long gone.

Just like the base game, Operation Eagle might not be ground-breaking or a major milestone in RTS history, but it does have its place. The campaign is solid and, as a faction, Usonia does bring a few interesting units into the field. However, air combat, which is one of the biggest additions to the game, feels extremely underwhelming. Furthermore, skirmish players are left wanting unique air units specific to the original 3 factions. If you enjoyed the base game and just want a new campaign that feels extremely familiar, then you’ll probably have a good time with this DLC. However, if you were expecting air combat to be a huge game-changer, then I’m afraid you’ll be disappointed.

Review: Sturmfront – The Mutant War

Mankind can’t help itself. It can use its most gifted scientists to better the world, establish balance and cure illness. Instead, it uses the individuals to unleash pain, suffering, and wanton destruction. We are our own worst enemy and we always get it wrong. When the inevitable happens we need a hero to step up and pull us back from the brink. Sturmfront – The Mutant War: Ubel Edition explores this theme with its retro pixelated aesthetic.

This is a remake of Andrade Games work and has been developed and published by Red Art Games. This is a twin-stick shooter that is gory, full of violence and is peppered with heavy thrash metal. It’s influenced by late 80s early 90s gaming and it’s brilliantly simple to play. An uncomplicated plot sits in the background allowing you to focus on the arcade action and gratuitous violence.

So many mutants.

Sturmfront – The Mutant War: Ubel Edition transports to a glorious era.

The joy of early console gaming was the lack of complication, but the high level of difficulty. Sturmfront – The Mutant War: Ubel Edition captures both these elements in its gameplay. With several difficulty settings, an array of monsters to slay, and gargantuan bosses to annihilate, this is a retro trip you’ll adore.

The year is 1984 and a great plague has ripped through humanity. With mankind on the brink, and mutants evolving from the aftermath, something has to be done. Dr. Hartmuth Griesgram an eccentric scientist, unleashes his android prototype, the Sturmfront Battle Unit. You are Siegfried von Hammerstein, a semi-organic battle unit who must kill the mutants, purge their nests with fire, and save humanity!

Plenty of stages and weapons to keep you busy.

With no sign of how many hellish levels I was about to face, I went into this blind. I was pleasantly surprised by the number of stages I had to face. It was refreshing to see some interesting labyrinthine designs that kept me on my toes. As the game progresses you are introduced to plenty of weird and wonderful mutants. Some run at you like Kamakazi pilots and others are stationary but spray projectiles for you to dodge. This combined with the ever-spawning mutant nests is a recipe for hectic gameplay.

The lower the difficulty, the slower the action and the fewer monsters you’ll face. This is one game that goes from zero to hero quickly, and the increase in the challenge is certainly noticeable. The harshness is balanced out by introducing power-ups for your machine gun and an array of new guns. Mortars, rocket launches, splitter rifles, plasma cannons, and more await. It was a joy to mow down each horde of enemies with either your main weapon or your flamethrower. Powered by gasoline, your secondary tool fried monsters and their nests alike, but you had to use it sparingly. If you run out of fuel, the mutants keep coming! Plan your attacks and don’t leave yourself exposed to failure.

Shoot the booby boss.

Learn the truth and destroy the bosses.

Other than the opening scene that sets the tone, there is little in the way of a story. Red Art Games overcame this with hidden soul skulls that were found on every level. By touching a skull it would tell you snippets of the war and the truth behind its origins. I loved how this pieced together the plot and added a layer of deep lore to the gameplay. Sadly, though, it wasn’t always easy to read the information as monsters kept attacking you. The developers should have paused the action to allow you to read the brilliant back story.

An arcade game would be lacking if it didn’t have enormous bosses to overcome. There are five to annihilate, each has a special ability and you must work out the pattern of attack. Once you know what it’ll do, it’s easy to defeat them, but the challenge comes from finding the weaknesses.

Awesome 80s arcade look.

I know the pixelated, rough, arcade look isn’t for everyone, but it worked well in Sturmfront – The Mutant War: Ubel Edition. Using a mainly earthy tone, the imagery won’t overpower your senses. The bird’s-eye perspective allows you to plan and have a clear view of the madness that is unfolding. The gameplay never stuttered, even when the screen was overloaded and the action ran smoothly at all times.

The audio is an arcade lovers dream! It’s OTT, loud, and will make you smile throughout. A doomed society needs an aggressive soundtrack and the thrash metal delivers that and then some. Combine this with thumping bullets, ear-piercing explosions, and shrill lasers, and it’s utterly incredible. A booming voice bellows over the action as you run out of ammo, or pick up objects which added to the arcade charm. But, what I loved most was the Arnold Schwarzenegger acting for Siegfried. When you need an all-action hero to save the day, who better than Arnie?

Let the fireworks fly.

Two control methods, both as easy as each other.

I’m not ashamed to say I’m normally terrible at twin-stick shooters. Practice makes perfect and I can at least play them without embarrassing myself now. Luckily, if you take this on, you can be as awful as me and still complete it! With the traditional twin-stick approach, or using the A, B, Y, X buttons use, you are free to select your favourite setup. It was excellent as it made playing much more accessible, though I found the analogue sticks to be more accurate. Everything else was easy to understand and a basic tutorial gets you up and running quickly.

Though there are plenty of stages to take on, this is still a relatively short game. It took me about three hours to complete it on normal mode, and it’ll take around four hours more once you up the difficulty. A moderate achievement list is a challenge to complete as you’ll need to be perfect at the toughest difficulty. The longevity is impacted by the lack of additional modes. If there was a horde or survival option, I’d return for more.

Sturmfront – The Mutant War: Ubel Edition is a brilliant retro title.

If my only complaint is I want more, it shows I enjoyed it, and I’m greedy. Sturmfront – The Mutant War: Ubel Edition is a great retro title that captures the 80s and 90s charm perfectly. Fast-paced and uncomplicated gameplay is matched nicely with snippets of a story and interesting lore. An element of tactical nuance is required during the harder playthrough and the latter stages, making this more than a mindless shooter. I loved my retro trip and recommend you buy it here! Mankind has screwed up, and a hero is needed to bring us back from the brink of extinction. 

Review: Ranch Simulator

Most gamers have had the experience of being burned by a game with “simulator” appended at the end of the title. At this point, the word is less a descriptor of a genre than it is an indicator of a generally poorer quality title. Fortunately, Ranch Simulator appears, at first glance, to be an exception to the rule, but the early access nature of the game means its sitting at a critical juncture where a great deal of more content is necessary.

Right off the bat, Ranch Simulator surprised me with just how well polished it was. The experience opens with unexpectedly deep character customization that rivals titles with far greater backing. Seriously, players can customize nearly everything they’d want to about their character. After the initial loading screen, this attention to detail continues. While there is plenty to critique from Ranch Simulator, there isn’t much to be said against its aesthetic.

I think during the entirety of my play, I encountered only a small handful of visual bugs. An oddly conspicuous one is the character’s arm clipping through the hoodie clothing option, which isn’t the end of the world, but it feels at odds with the otherwise polished nature of the visuals. But, these tiny imperfections are easy to overlook when considering the gorgeous lighting, rendering, and general finish within the game.

Ranch Simulator starts off on a simple enough premise. The player has been left a dilapidated property and has to use a bit of elbow grease to fix it up. During the tutorial, the mechanics feel fairly engaging if a bit shallow. There’s really only a handful of tools and items to use such as an ax, a crowbar, a lawnmower, and the like. You start the game by fueling up your UTV, heading to the store, grabbing a handful of chickens, and setting up a coop for them. This is followed by tearing down and rebuilding the old house on the property.

But that’s it, and it’s also where the problems with Ranch Simulator become apparent. After the tutorial ends, most of the content has been laid out in front of you, and a sense of purposelessness begins to creep in. It’s odd because at some level a simulator game is always going to be relatively purposeless. By their nature, they put players at the steering wheel and in control of their own experience, but a modicum of guidance would be nice. As it stands, the game doesn’t feel like it’s offering you freedom, but instead just leaving you to flounder.

To make matters worse, the world of Ranch Simulator feels completely empty. There’s maybe a total of 3 NPCs, and a smattering of animals throughout the woods, but in general it doesn’t feel lived in. Here, again, the intended experience diverges wildly from the actual experience. Ranch Simulator doesn’t give the relaxing feel of taking a break from busy city life, it instead feels overwhelmingly isolating and borderline depressing. There’s just nothing there.

The fundamental issue in Ranch Simulator is that there is a marked dearth of content, but the content that is available is relatively well done. It’s hard to condemn the game completely because the developer’s efforts shine through the finished content, but even what is finished struggles simply because it stands alone. Sure, the demolishing mechanics function better than expected. Yes, the visual aesthetics are great. I could list about a hundred successes in Ranch Simulator, but I could also list about a hundred features that need to be included.

Ultimately, Ranch Simulator is refreshingly polished for the genre, and it does genuinely feel like the developer’s care about the state of the game, but there’s not enough to keep your average player interested for long. It’s like an immaculately designed and decorated apartment with no furniture at all. Sure, it’s nice to stand there and take it all in for a minute or two, but there’s nowhere to sit.

Dino Rise – T-Rex: Battle of the Giants from Playmobil

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Playmobil have a new range of Dino Rise sets, here we take a look at the T-Rex: Battle of the Giants set (70624).

Equipped with firing cannons, barrel catapult and removable armour. Ian can ride the T-Rex.Attention – the T-Rex is attacking! The T-Rex? Oh no, that’s a hypermodern fighting robot and whoever is controlling it is up to no good.

The robot fighting machine is on destruction course. Who is going to stop it? Suddenly intrepid Ian blocks the machine’s path, and he’s not alone. Ian sits on the back of a real T-Rex with titanium strong protective armour, equipped with cannons and a catapult. Together with the dinosaur and super advanced combat equipment, the two bravely face the machine.

A battle of the giants begins! Get ready for an action-packed dino adventure! Arm yourself with your dino team in ultimate combat gear against the battle robots and save the world.

The set includes the following:

Figures: 1 teenager, 1 villain; Accessories: 1 T-Rex, 1 battle robot, 1 Deinonychus, 6 projectiles blue, 3 projectiles red, 3 energy stones, 1 ton, 2 leg armor, 1 armor with seat, 1 head armor, 1 rocket launcher with armor, 2 helmets, 1 chest armor, 2 arm armor, 1 pair of arm cuffs, 1 change wig.

Recommended for ages 5+, the Dino Rise T-Rex: Battle of the Giants from Playmobil is available now priced around £69.99, and you can learn more from the Playmobil website.

Dino Rise – Pteranodon: Drone Strike from Playmobil

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Playmobil have a new range of Dino Rise sets, here we take a look at the Pteranodon: Drone Strike set (70628).

The Pteranodon is equipped with scrap parts in the net as projectiles. Kaidan can ride the Pteranodon. Even at lofty heights, the vicious robotic machines are on the move.

A drone makes the airspace unsafe. But that’s no problem for Kaidan and his agile Pteranodon. The pterosaur is at home in the sky. With its projectile net, it can knock out approaching enemies in a flash. Of course, his good friend Kaidan is always with him on his back.

There’s no stopping this clever human-flying dinosaur duo. Attack from the air – repelled!

The set includes the following:

Figures: 1 teenager, 1 villain; Accessories: 1 pteranodon, 1 drone, 1 tripod, 1 remote control, 1 back armor, 1 net, 7 net hooks, 2 projectiles, 2 throwing mines, 2 helmets, 1 headset, 1 chest armor, 1 pair of arm armor, 1 change wig.

Recommended for ages 5+, the Dino Rise Pteranodon: Drone Strike from Playmobil is available now priced around £29.99, and you can learn more from the Playmobil website.

Dino Rise – Spinosaurus: Double Defense Power from Playmobil

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Playmobil have a new range of Dino Rise sets, here we take a look at the Spinosaurus: Double Defense Power set (70625).

Equipped with firing cannons and removable armour. Samu and Ayla can ride the Spinosaurus.With its razor-sharp teeth, the spinosaurus is one of the largest and most dangerous dinosaurs.

But this Spinosaurus is no ordinary dinosaur, but something very special. Since he was freed from Dino Rock, he and his friends Samu and Ayla have been fighting side by side against the perfidious fighting machines that try to destroy everything.

Thanks to Uncle Rob’s clever fighting equipment, the Spinosaurus also has a special protective armour and firing cannons that make him even more threatening. Will the human-Spinosaurus team with combined power manage to stop the robots from destroying nature?

The set includes the following:

Figures: 2 teenagers; Accessories: 1 spinosaurus, 2 leg armor, 2 back armor, 1 head armor, 2 projectiles gray, 2 projectiles orange, 2 projectile attachments, 1 control seat with tank, 2 interchangeable hairstyles, 2 helmets, 2 chest armor, 1 pair of arm cuffs

Recommended for ages 5+, the Dino Rise Spinosaurus: Double Defense Power from Playmobil is available now priced around £49.99, and you can learn more from the Playmobil website.

Review: ParcSlope for MacBook and iPad

Here is our two minute review of the ParcSlope for MacBook and iPad from Twelve South.

ParcSlope is a dual purpose stand that elevates MacBook screens and angles iPads for more comfort and productivity. With ParcSlope, MacBook users enjoy better ergonomics and increased airflow for a cooler, quieter MacBook. iPad users will love the feel of the 18-degree sketching/typing angle ParcSlope creates. Precision curves, special ridges and built-in cable management make this sleek metal stand a must-have for MacBook and iPad users.    

  • Raises MacBook screen to a more comfortable viewing height
  • Angles iPad for desktop sketching and creative work
  • Increases airflow and cooling around MacBooks
  • Built-in cable management for grab-n-go use

What’s in the box?

The box contains the ParcSlope and some instructions.

A Closer Look

Final Thoughts

Anyone who uses a MacBook or an iPad to do work on, or anything else really, will at some point find it uncomfortable to use, maybe because to the angle of the keyboard, or the environment you are using the devices in.

This is where the ParcSlope comes in. It’s a stand designed to fit either a MacBook or iPad on with a really great angle for keyboard use (its 18 degrees for those of you wanting specifics) and position of the screen for viewing.

The ParcSlope is a one-piece metal stand that is very lightweight and is easy to carry around.

The MacBook fits perfectly on the stand and is held in place, and its very comfortable to use, even for long periods of typing.

The ParcSlope for MacBook and iPad from Twelve South retails for around £50 and is an important addition to your desk set up.

You can learn more from the Twelve South website.

Review: Astro Aqua Kitty

Whenever I picture creatures used in mining situations, my mind jumps to dwarves, rabbits, badgers, or any other subterranean being. It doesn’t conjure up the image of space cats, blasting through rocks and killing enemies. Yet, this is the theme and plot for Astro Aqua Kitty. It’s a fun-filled game with multiple playing options and many foes. Strap yourself in, we’re about to go mining for some gems.

Developed and published by Tikipod Ltd, this is a retro shoot ’em up adventure title with a hint of RPG elements. You must control a pair of heroic mining cats as they delve deep into water-filled asteroids. The sequel to the well-received Astro Kitty UDX, Astro Aqua Kitty builds on these strong foundations. Its latest iteration uses all the well-designed mechanics but blends them into a larger and more open environment for you to explore.

With so many options available, Astro Aqua Kitty plays to your strengths.

I’m not always a fan of games that have plenty of gameplay options. The freedom to customise the game can overwhelm you and can put you off before your adventure begins. Fortunately, this wasn’t the case with Astro Aqua Kitty! Yes, it offers plenty of choices from the start, but none are overpowering, and they definitely won’t confuse you.

You open with the choice of eight cats. Four are pilots and four are engineers. Each of these kitties has unique skills and the challenge lies in picking the right pair for your gameplay style. Alongside this, you are to select your difficulty and whether you wish permadeath to be a feature. The four difficulty settings make this truly accessible.

One of the many missions that lie ahead.

All the kitties want to do is mine for gems.

Mining space gems should be an easy task, but when money and great treasures are involved, it rarely is. With marauding pirates to deal with and an array of monsters to defeat, this is no simple day at the office. Your cat crew must explore eight large labyrinthine stages that culminate with epic boss fights. The traditional approach reeks of classic arcade shoot ’em up titles and I loved that about it. With little in the way of a story, your focus is directed towards the many micro missions you undertake.

Each stage comprises a large number of quests. These involve a variety of tasks; wipe out hosts of enemies, collect crew members, and finding missing objects. Each job ensures you fully explore the surrounding areas and this gives you the chance to earn more gems and gain much-needed XP. As the game progresses the difficulty ramps up considerably. It is essential that you improve your ship and crew quickly. If you fail, you’ll get your arse handed to you.

Upgrades, weapons, and an array of skills.

I loved the level of detail the developers went into for their RPG elements. As XP is earned and gems are mined you are free to improve your pilots and your vessel. There is a plethora of firepower, each with its stats and pros and cons. These weapons have a grading system and the further you go, the more powerful they become. If you are impatient, use your gems and buy new weapons from the shop.

As your kitty pair level up, their ship can be improved and their skills activated. Each level you advance earns you one point that can be spent on either your pilot or engineer. You must decide which upgrade works best for your team and spend them accordingly. Gems can also be exchanged for permanent improvements to your vessel’s health, energy, or shield. I adored this approach as it enhanced the experience and made this more than just another shoot ’em up title.

Float carefully and destroy the monsters.

So many enemies and monstrous bosses.

This wouldn’t be a shoot ’em up titled if there wasn’t an overwhelming number of enemies. Wave after wave of water-loving beasts hide in the cavernous mazes you explore. They hug walls, explode, and continually shoot projectiles at you. It was manic, unpleasant, and blissful hell. This makes this genre great and only the player with the quickest reactions will be victorious.

You can’t have an army of vile creatures without screen-filling bosses, can you? Astro Aqua Kitty has its fill of pesky overlords that want to annihilate you. As the stages wear on, the challenge they pose increases exponentially. You must study their movement, find a weakness, and exploit it.

Astro Aqua Kitty looks great.

So many modern retro-inspired shooters stick with pixelated looks, wearing it as a badge of honour. Astro Aqua Kitty is different. Its up to date style, crisp lines, and vivid colours make it a pleasure to look at. Its large maze-like stages are wonderful to explore, but the vast emptiness takes away from the claustrophobic nature of the original and perhaps dilutes the gameplay. For all its great imagery it suffers from frame rate drops and slowdowns. This only occurred when bosses were defeated! Sadly, it was noticeable as you stuttered to a glorious conclusion.

The audio was great as it added a dynamic quality. The soundtrack was enjoyable to listen to, well-composed, and had plenty of variety. I loved its futuristic and electronic approach and this matched the space theme. The sound effects were as expected but were delivered to a high standard. The whizzing of laser beams and the crunching demise of each enemy was brilliant to listen to.

Pick your crew and prepare to mine.

Shooting enemies and piloting a ship is not a problem for this pro crew.

This is one shoot ’em up that is easy to play. Limited button mapping enables you to master this in minutes. A short tutorial helps with the fundamentals and a gentle learning curve allows you to practice without pressure. The controls are responsive and the layout uses a well thought out design.

With many options to explore and combinations of weapons to use, each playthrough will differ. There is a strong desire to return and try each style and this increases both its replay value and longevity. The choice of difficulties will push the most hardcore of gamers and a strategic mindset is required at the later stages. A moderate achievement list will test completionists, but this doesn’t add much to the overall experience.

Astro Aqua Kitty is a worthy addition to your library.

From its humble origins, this series has grown to an expansive space adventure. This change in direction removes some layers of intimacy and dilutes the gameplay slightly. I enjoyed what was presented, but occasionally I felt lost in the underwater levels. It is great to play and fans of the genre will love it. I recommend you buy a copy here! Choose your team, jump in your ship, and mine some gems. Just try to avoid the monsters that lurk in the dark.

Review: Yooka-Laylee

3D platform games were all the rage in the mid-90s. With many much-loved franchises stemming from this era and many modern series influenced by these games. It never surprises me when titles use these well-established mechanics, but I always worry when a new game comes to market that it won’t live up to my expectations. Yooka-Laylee is heavily inspired by these early console games, so I’m intrigued to see how it’ll compare. Already reviewed in 2017 by Diogo Miguel you can see how his thoughts differ from mine by reading it here!

Developed by Playtonic Games and published by Team17, this is a colourful 3D platform game. It is laced with sarcasm, good old-fashioned wit, fun challenges and many tasks. Using the well-appreciated double protagonist approach, it was clear to see that Yooka-Laylee was influenced by the wonderful title Banjo-Kazooie.

Run lizard run!

Yooka-Laylee has a lot to live up to!

This is one of those genres with die-hard fans who expect everything to be right. Now, I like the genre, but I wouldn’t say I love it, so I’m going to be more forgiving than most. What I expect to find as I delve deep into this colourful, vivid world is plenty of collectables, lots to do, many side quests, and memorable characters. Fortunately, it has all these elements in abundance, so we’re off to a great start.

The story revolves around a crazy evil villain called Capital B and his duck sidekick. They have created a machine that’ll steal the world’s book supply. They want one singular novel known as the “One Book”. Possessing this ancient object will make them become the most powerful beings in the world. As the book is taken, its pages hide in several worlds. You must enter each tome, collecting the pages (pagies) and recovering the book before it’s too late.

Classic mechanics but not enough worlds.

What leapt out at me immediately was the modern take on the classic mechanics. Each of the protagonists brings their personality to the party and they each have abilities that’ll help you progress. The usual; jumping, fighting, and double jumps are utilised. Alongside this, you have bat sonar powers, speed rolling, the power to shoot harvested fruits, and more. The abilities were genuinely interesting and their implementation harked back to the glory days of the genre.

These abilities don’t come for free and a sleazy snake salesman known as Trowzer (yes, he’s a trouser snake. Hilarious, right?) sells you each one for a small number of quills. These feathered pens form the main collectable item and work perfectly with the literature theme. As the new skills are drip-fed, you access more pagies and otherwise locked areas. This, alongside expanding each book, kept you busy throughout your fifteen to twenty hours of gameplay.

Don’t let space stop you.

The gameplay doesn’t quite match its peers.

Even with its many twists and turns, large worlds, and an array of ability, it always felt that Yooka-Laylee was desperately clinging to the past. Yes, it has some interesting moments, such as; the special ability transformations from Dr Puzz an octopus scientist, or the tonics and RPG-style ability modifiers purchased from Vendi the living vending machine. Yet, it felt dated, unoriginal, and uninspiring.

This thought process was confirmed when Banjo-Kazooie inspired game show challenges made repeat appearances. Now, there is nothing wrong with referencing major titles, but to constantly see them in a different franchise held back the creativity. It’s a shame as I desperately wanted this to be original. But its lack of worlds and reliance on other games mechanics held it back considerably.

A 2017 title that has aged badly.

Whenever you think of your favourite game, you always see the best in it. Your rose-tinted view hides the dated aesthetic and the moment you return to play it, you realise it hasn’t aged so well. Unfortunately, Yooka-Laylee has aged badly, and though it is serviceable and has a bright cartoon appearance, it’s rough around the edges. The third-person perspective combined with the juddery camera makes this uncomfortable to observe. The gameplay is also rife with visual glitches and this was a shame as it damaged the end product considerably.

The fun and upbeat audio were to be expected, and I enjoyed the song choices. The lighthearted tunes matched the comical and immature nature of the gameplay. It was surprising that none of the characters had voices, instead, random and annoying sound effects attempted to infer emotion during each cutscene. The sound grated on me throughout and I ended up skipping vital text to avoid listening to the noise. This was a shame, as the text contained the witty banter I loved. This one oversight reduced the enjoyment factor considerably.

Scream if you want to go faster.

Sensitive controls cause many issues.

Half of the challenge in platform games is the intricacies of traversing each level. This fine movement requires accurate controls and a well-designed button layout. This was lacking on both counts and you will be infuriated by the sensitive controls combined with the poor camera angle. Aiming when shooting projectiles was almost impossible, as was lining up jumps. Undoubtedly this poor decision undermined the enjoyment that was had in each of the quests.

Twenty hours of gameplay is a good return for a title in this genre. There are also plenty of side quests, secret arcade games and collectables to be found. So there is an awful lot to keep you playing. A moderately difficult achievement list will make you return repeatedly as will the multiplayer mode. This would have considerable replay value if it wasn’t for the drawbacks to its gameplay.

Yooka-Laylee had such potential, but it’s dated and lacks originality.

Yooka-Laylee had the potential to be a great retro-inspired 3D platforming title, yet it missed the mark. Heavily reliant on other franchise mechanics, it fails to create an identity to make it stand out. Other than its issues I enjoyed playing it, because of its retro style. I felt let down as I guess I just hoped for more. If you love the genre, buy a copy here! I’m on the fence, but its benefits outweigh its negatives, so I recommend it. Can you find the pages and stop Capital B from taking over the world?

Review: Galactic Mining Corp

It’s 7 pm on a Monday evening, you’ve been sent a review code for Galactic Mining Corp and, as you’ve just finished your dinner and don’t have any plans for the evening, you decide it’s time to sit down, put your reviewer hat on, and play the damn game. The next thing you know it’s Thursday morning, you’ve spent 60 hours on the game, you’ve not slept, you’ve not showered, you’ve not eaten and you’re close to dying of thirst. You’ve been fired from your proper job for not showing up two days in a row and your friends and family have called on an international man-hunt because of your disappearance. This is the series of events that genuinely happened to me, for real, in the actual real world and I hope it serves as a serious warning to the addictiveness of Galactic Mining Corp.

I find that when I play a game to review, I make a few judgements early on. Those judgements do develop over my time with the game, but I generally find that my final conclusion doesn’t stray far from the gut instinct decision on my first impression. Maybe I’m just hyper-decisive. However, when it comes to Galactic Mining Corp, my stupid gut couldn’t have been more wrong, because I initially thought that the game was as boring as the pleasantries at the start of your fifth video call of the day. But, after sticking with it for an extra few hours, I can comfortably recommend the game.

Galactic Mining Corp is a rogue-lite, base building, management, mining thing… A wildly irresponsible space entity has left you, a stupid boring human in charge of a Galactic Mining Corp (roll credits). You’ll need to build up your base to keep the company above water, employ a diverse range of aliens to run things and then go mining, which allows you to build your base and hire more people, which allows you to mine more efficiently, and so on… It’s a never-ending cycle in the style of Cookie Clicker which, as any veteran of that particular time-sink will tell you, means the game is as addictive as crack cocaine.

The game introduces itself quite gradually, hence my initial feeling that the game was a bit shallow and dull. However, after not a huge amount of time the game unlocks more and more features to keep you entertained until you’re left with a clear view of a landscape of things you need to do, exactly how many times you need to do them and an idea of how much each of those will make your life easier. I’ll try and give an overview of some of the landmarks in that landscape a bit later on and how they come together to make a complex web of a game in which you are the all-powerful spider.

The core gameplay of Galactic Mining Corp is very simplistic – it’s mining, but not like you know it. You control a drill the hovers mindlessly above an indifferent planet. That planet is made up of blocks, all the way down to the core. When you click, the drill moves towards the mouse pointer and mines everything in its path. Some of the blocks are easier to destroy than others and the harder they are to destroy, the more damage you do to the drill. If the drill loses all of its health you start again from the surface. If you manage to drill all the way down to the core, the planet levels up, making it deeper and more difficult on the next run. I think you can see why I found the game pretty boring in the first instance.

However, tick forward a few hours and I can see that that gameplay is the tip of a titanic-sinking iceberg. I’m not going to go into a huge amount of detail about the additional things you’re able to do but here are a few shaving from the iceberg to cool your tall drink of curiosity:

  • There’s a galaxy map – it costs gold to explore new sectors which have new intergalactic bodies to mine
  • When you get to the core of a planet you can spend those cores on unlockables, such as basic gold generation
  • The blocks you mine are collectable – once you have an amount of a block you can research it to help unlock new rooms
  • Rooms! – They give you upgrades to your drill. mostly multipliers for things like elemental damage (oh, some planets do elemental damage)
  • So much more, like SO much more

Every single step of the core gameplay has additional layers of complexity that progress you forward. Going for a mine unlocks an upgrade which then makes your next mining trip more efficient and that then continues exponentially until you’re auto-generating a literal tonne of gold every few seconds. Every single time you go out mining you want to rush back to base to see what that’s unlocked and then you immediately want to go out and try your new unlock in the field. Addictive is an understatement.

Galactic Mining Corp is one of those games that takes a little bit of perseverance to really hook you but, once it’s got its talons in you, it rewards you with a sweet rush of dopamine every single round. It’s a fantastic game to have on in the background when you’re listening to a podcast or similar and is definitely an addition to my ‘keeping my brain and hands busy for an hour’ game rotation.

Review: The Sinking City

It’s the 1920s, and the world is evolving with technology and new discoveries. Yet, many people are still old-fashioned and like to work traditionally. People have respect for the authorities but are suspicious of private detectives. Too many questions have them on edge, and they’d rather answer with their guns than their words. You get to experience this existence in a grim and dark tale in the world of The Sinking City.

Developed by Frogwares and published by Bigben Interactive, this is a seedy detective game set in a dank world. Inspired by the works of H.P. Lovecraft you experience a typical blend of weird ideas and horror creatures in his Cthulhu Mythos universe. It’s a typical gritty detective drama that firmly sticks with its American writer’s inspiration throughout.

Don’t spend a night in this motel.

The Sinking City tells a tale of new friends and sordid deals.

The Sinking City explores some bizarre and surreal subjects within its 1920s facade. You control a gruff ex-naval diver called Charles Reed. On leaving the forces, he became a private detective. Travelling around America he uses his special powers to solve mysteries, but these abilities have come at a cost. Visions haunt detective Reed and he dreams the same images every night and cannot solve the riddle. This makes him travel to Oakmount, Massachusetts, and this is where the tale begins.

Oakmount is a fictional island on the Eastern Seaboard. A great flood has decimated this once-bustling city, causing carnage and the roads to be partially swamped with water. This disaster brought together two different beings, and the locals hate the Innsmouthers a fishlike people and any newcomers that come to their city. You travel to this wrecked place to meet with Robert Throgmorton a half-man, half-ape being. It is reported that he knows what causes the visions in your head, but your visit hasn’t come at the most convenient of times. Only he can help you, but his knowledge and assistance come at a price. Luckily you have the skills to assist him.

A deeply detailed world full of mystery and jumpscares.

The first thing to strikes you is the level of detail in the surrounding areas. Bustling communities romp around the foggy, eerie streets. An array of buildings and houses form this sprawling metropolis, and the variety is truly breathtaking. You are forced to wander the water lined roads to progress through the many main and side quests you undertake. This was marvellous, to begin with, but as the game wore on it became tedious. So thank goodness for fast travel is all I’m going to say.

As you traverse the grey streets filled with merchants, beggars, and vehicles, you lose yourself in the oppressive atmosphere. You’ll become distracted by the high rising structures to then be scared half to death as monstrous creatures rise from the ground. These jumpscares got me every time, even though I knew they were coming. This was down to the Silent Hill and early Resident Evil elements that have been weaved into the aesthetics. I loved these elements and though it dated the gameplay slightly, it matched the sinister theme and 20s era perfectly.

Don’t allow the insanity to take hold.

Charles Reed: A detective like no other.

The protagonist is no ordinary man, and it wouldn’t be very Lovecraftian if he was. He can understand crime scenes by observing images from the past. He uses his Retrocognition to study items and piece together clues from any crimes he investigates. It was a fantastic way to play with the supernatural and was in keeping with the cosmic thoughts. Yet, like many other clues you are afforded, it’s cryptic in its approach and is extremely confusing to work with.

As you solve each crime, the resulting information is placed in your Mind Palace. Here you work through your findings, connecting the dots and coming up with allegations. Like most of the gameplay, this isn’t a simple yes or no response, instead, your decision impacts whether people live or die, or if you are a good or bad person. It was ingenious, added depth to the story, and made you consider every decision you made.

It was a shame that not all problems were enjoyable to solve. Many of the side quests and the research missions were confusing, with ambiguous cryptic clues to work out. There were many times where I had to guess my way to the answer, as I did not know what was required of me. It was unfortunate as no detective game should require blind guesswork to progress.

One of the many monsters you’ll face.

The Sunken City is disgustingly beautiful. 

No matter the problem solving, drawbacks with the cryptic clues, and other minor indiscretions, the surrounding world is oppressive and beautiful. Its vast and overbearing presence is intimidating and makes you want to explore it further. The variety found in each of the boroughs is fantastic and it ranges from disgusting slums with beggars and burning cars, infestations, and upmarket areas amongst the rubble. The design is truly breathtaking and looks incredible.

This doesn’t mean it’s without fault, as there were some glitches and duplication of NPCs. This was disappointing and took the shine off the final product. I wish the developers had spent some more time adding a range of character models. In its current form, the repetitive nature broke the immersive atmosphere immediately.

If the horrendous beauty of The Sinking City doesn’t capture your imagination, its striking audio and wonderful acting will. The era-specific music was great to hear and instantly transported you to this alternative fantasy horror world. The stunning sound effects helped to fill the void as you traversed vast areas. The screaming of the monsters, the mindless drivel from the NPCs and the environmental noises were all great.

To top it off, though, you are treated to some brilliant acting throughout. Every main character added layers of emotion and drama to the plot and every discussion and cutscene was a pleasure to experience.

Don’t enter the water.

Lethargic and dated combat. 

With the freedom to explore as you like, and many surfaces to climb over, up, and through, it was a good job the control system was simple to understand. Many sub-menus divide up the workload, making it easy to perform the required tasks. Whether you wanted to; make objects in the generous crafting section, scan the map, read through clues, or research in the archives, it was all stored in its own menu. 

It was simple to work through, and the button mapping was straightforward. Yet it was still problematic! Combat was painfully slow and was reminiscent of PlayStation One adventure games. It felt clumsy and underdeveloped and even when Charles was levelled up he was slow and underpowered. I had no expectations that he would become a superhero. It simply felt unrewarding. 

This is one of those detective games where the outcome doesn’t change, but the road to getting there can take many directions. This approach vastly increases the replay value and you’ll return to make alternative choices time and time again. With twenty to thirty hours of gameplay to work through, plenty of quests, and an amazing world to explore, this is great value for money. The moderately sized achievement list is challenging to complete. Those wishing to get them all will have to dedicate time and effort to the cause, increasing their playing time considerably. 

The Sinking City was a pleasant, if not weird, experience. 

I had no prior knowledge of The Sinking City when I started it, and my expectations were low. It’s fair to say I was pleasantly surprised, and I thoroughly enjoyed my time with it, even if it was bloody weird throughout. With a fantastic world to explore, excellent audio, deep and interesting characters, and a strange Lovecraftian inspired tale, this is a must-have game. Yes, it has its problems, but these fade into insignificance when weighed up against the positives. I loved it and recommend you buy it here! Odd visions, an eerie city, and untrusting locals make Oakmount an undesirable but necessary city to visit. Work with Robert Throgmorton, abide by his demands, and unravel the mysterious images in your mind. 

Review: Lacuna – A Sci-Fi Noir Adventure

Lacuna – A Sci-Fi Noir Adventure is, from what I can tell, DigiTales Interactive first game, and they couldn’t have possibly made a better debut. Lacuna is an adventure game through and through. At first glance, it might look like a point & click adventure game, but the game plays nothing like it.

As someone who tends to avoid point & click adventure games, I found that Lacuna is probably the closest thing to what I’d consider being the perfect adventure game for people who don’t have the patience for point & click adventure games. Usually, I tend to avoid that type of games because I just don’t enjoy having to hunt for interactable things and attempting different combinations with a myriad of items that end up in my inventory just to solve a few puzzles. 

I kind of hate being unable to sit through an entire game like that, because there are a lot of them with pretty compelling universes and stories. Thankfully, Lacuna has none of that, as it takes a different approach to problem-solving, which is the perfect fit for people who are solely interested in experiencing a great story. We’ll talk more about that soon enough.

In Lacuna, you play as Neil, an agent of the Gharian Central Department of Investigation (CDI). The game takes place in an alternate universe during the mid-1800s, where Humanity has already colonized a few planets and moons in its solar system. Unfortunately, humans are still human, and so, despite having spread across the stars and being much more technologically advanced than us, they’re still plagued by greed, prejudice, and a great deal of social inequalities. 

On the surface, Lacuna’s story revolves around an ongoing political struggle for the independence of Drovia, a Gharian colony. However, as an agent of the CDI, you find yourself involved in a much deeper plot that’s tangled in a series of conspiracy theories and which implicates a multitude of persons of interest, each with their own agenda. I feel like if I was to be more specific, I’d probably end up spoiling part of the game for you, should you decide to play it, so I’ll say is that you can rest assured that there’s plenty of detective work to be done, crimes to solve, investigations to be conducted, and choices to be made.

Speaking of detective work, this is where Lacuna differs the most from other adventure games. Instead of relying on puzzle-solving that is done through actual in-game puzzles involving different items and combinations like a lot of games, Lacuna’s problem-solving is directly tied to the game’s narrative. In essence, you’ll find yourself investigating different situations and trying to learn more about certain individuals and cases. At the end of these investigations, you’ll eventually have to submit a report about your findings, where you have to pick a series of options according to what you learned. However, while the game does provide enough clues for you to learn what really happened, you have to piece things together by yourself by studying the evidence, which makes the game much more engaging because you can completely come to the wrong conclusion and you’ll have to deal with the consequences.

Nonetheless, these reports aren’t the only choices that you’ll be making as you play the game. You’ll also run into people who are facing their own troubles. They might be able and willing to help in your investigation or not, depending on what you decide to do for them. Will you follow the law, stick to protocol, and ignore their pleas for help, or will you turn a blind eye and do a good deed? If so, did you help them just to get access to the information that they had, or did you do it as an unreciprocated act of kindness? These are all questions that I asked myself while playing the game.

The writing and the unfolding of the narrative are the starts of the show in Lacuna. The game really gets you thinking. You know that a game is really good and compelling when it makes you think hard about the choices that you’re about to make. Some of these choices are even on a timer, so you have to make up your mind fast. Obviously, these dialogue choices aren’t just for show. They affect how the story plays out and, to some degree, this does leave room for at least a second playthrough.

Now, to be honest, there are a few things that I don’t particularly like about Lacuna. For example, although the game does give the player freedom in terms of dialogue choices, everything else about the game is pretty linear. Each level is essentially just a series of corridors that you traverse as you progress, so there is barely any exploration. Furthermore, even though the controls aren’t bad, I feel like the game could’ve used a simpler control scheme. Instead of having to use the WASD keys to move around, using the mouse to click to move would probably feel much better. On top of that, holding the Shift key allows you to sprint, and I honestly can’t tell why you’d ever want to walk in this game, so why not just make it default instead of forcing players to hold down that key the entire time?

In any case, every complaint that I can think of is just way too small and nearly insignificant when you compare it to the game as a whole. I found myself completely immersed in the game’s narrative to the point where I completely lost track of time as I was playing the game. It took me about 5.5 hours to beat the game, and I thoroughly enjoyed every single moment of it.

I highly recommend Lacuna if you’re into narrative-driven games, and if you aren’t, then I’d still recommend that you at least check the free Prologue. Between your entire arc of Neil, the characters that you meet throughout your journey, the intrigue surrounding the world, the city views, or even the news reports that you can read on your cell (smartphone), there’s just so much good stuff in here to take in and appreciate.

Review: Siege of Avalon Anthology

I want to open this review by saying, before we go any further, that if you are someone who enjoys watching a story unfold or who misses the late 90s/early 00s surge of isometric RPGs, then please go and play Siege of Avalon Anthology. This game has its faults without a doubt and I’ll be digging into them here, but behind the surface issues there is a brilliant story that was so beloved by its fans that two decades after it was first released, it has been rebuilt from the ground up by community developers. I’m not going to be spoiling the story here so you can read on if you want to know more, but please don’t let my nitpicks put you off a fantastic game.

Siege of Avalon was initially published in 2000 in six separate chapters, then was later re-released as a single product with ‘Anthology’ tacked onto the end of its name. Told via an isometric point-and-click setup, the fantasy story places you at the heart of a war, desperately trying to defend the titular citadel of Avalon from the hordes of Sha’ahoul while beset by betrayals and deceptions.

After a simple character select screen to choose your gender, your class (Fighter, Scout, or Magician), and your starting stats, players are greeted by a handful of pages of text explaining the general state of the war and that you are travelling to Avalon to find your brother. From there, you’ll find yourself bouncing between quests and commanders as the story spirals out organically from trying to save your now-missing sibling to personally juggling the fate of the world itself. Unlike modern RPGs, players aren’t given many opportunities to make decisions for themselves, but the story and characters are compelling enough that just watching it unfold is a joy in and of itself.

Without any voice acting, players are going to be faced with a lot of reading, particularly at the beginning, but an effort has clearly been made to keep things as to the point as possible without sacrificing the atmosphere the developers were shooting for. Backing it up is a decent soundtrack, which changes depending on the area you’re in and can do a lot of the heavy lifting when trying to set the mood.

More than anything what this game succeeds at is immersion. Every character that you speak to – of which there are hundreds – feels like a real person with a place in this world, and you can find out bits and pieces about almost everyone. After years of playing games like Skyrim or Breath of the Wild where all guards say more or less the same thing unless they’re part of a particular quest, I found that there was a huge amount of joy to be found in chatting with the wide array of characters inhabiting the kingdom of Avalon. The game world isn’t large in comparison to more modern titles, but in my experience, there was more substance to be found here than in games ten times its size.

That’s the good, and I really can’t stress enough how good most of this game is. However, it’s not a perfect title and this wouldn’t be a fair review if I didn’t explain its downsides too, so:

The biggest issue Siege of Avalon Anthology has is a product of age, and it’s not what you might expect. Let me demonstrate with my first experience of this game: I started up a new game having never seen any gameplay footage. I chose a Scout character and upon getting control of her, I was almost immediately handed a bow and quiver that my character was insufficiently strong to wield, though I could equip it. I set that aside as a problem for later, and instead followed the quest line down to a training yard of sorts and was told to attack a target; I dutifully clicked on it and my character ran up to hit it with her fists.

At the time, I shrugged it off. I’d already been told that I wasn’t strong enough to wield the bow properly, so I assumed this was the game’s way of showing that. Perhaps having the bow equipped gave me a minor damage boost but I couldn’t use it at range – with no experience to draw off and nothing in the game giving me better directions, I had no reason to believe I was doing anything wrong.

My conviction wobbled a little once I started fighting actual enemies and I realised I was doing a pitiful amount of damage when they were capable of taking out half my health bar in a single blow. Still, the game didn’t give me any hints. I am not exaggerating when I say that I spent hours playing Siege of Avalon Anthology like this, chipping away at my enemies’ health while I darted in and out of their attacks, unable to take more than two hits before I was bounced back to the menu screen and had to start over. I became a master of dodging, of running back and forth to the infirmary, of extreme patience as I hacked my way through a village of soldiers inexplicably more powerful than me. I levelled up enough to properly equip my bow and saw no change; I kept going all the same. By that point I had invested so much time in such punishing gameplay that I refused to give up.

It wasn’t until I did a quick internet search for controls – for an entirely unrelated issue, as it happens – that I discovered the truth. The reason I was doing so little damage while taking so much is that your character doesn’t receive their equipment bonuses and abilities unless they enter combat mode, done by pressing the space bar.

Siege of Avalon Anthology never tells you this. There is no prompt, nothing to indicate you might be doing something wrong, no in-game character to break the fourth wall and give you a clue. I was so sure that I must have missed a text prompt somewhere that I started a new game just to be sure, but I still saw nothing. 

Some of the game’s dungeons can be punishingly dark, but bumping up your screen brightness solves most of the problem

Now, it’s possible that you’re supposed to work this out based on the fact that you can’t see your character’s weapon until they enter combat mode, but that’s not exactly bulletproof reasoning. For one, you can see your character’s shield, should they have one equipped, while outside of combat and it’s not outside the realms of possibility that the weapon hand could have simply glitched. Secondly, anyone like me who hasn’t watched any gameplay isn’t necessarily going to assume that you’re meant to be able to see the weapon in the first place.

The heart of the issue here is that Siege of Avalon’s original design, all the way back in 2000, relied on something that doesn’t exist in the realm of digital gaming: a manual. Games of old could trust that players would read the little instruction books that accompanied each release, meaning that they didn’t need to put explicit directions within the game itself. I haven’t been able to get hold of a Siege of Avalon manual, but I’m willing to bet that if I did, I would find a page explaining what combat mode is and how to activate it, as well as perhaps something explaining how to toggle the game’s x-ray mode that inexplicably defaults to off (hit X, by the way, if you’ve not stumbled across this yourself).

Finding out these controls existed utterly transformed my time with this game. I went from inching my way through an area to hacking and slashing a mile-wide swathe through the enemy forces with a blood-thirsty grin on my face. It is to the game’s credit that despite my deeply incorrect and fiercely punishing way of playing it was still engaging enough to keep me interested, but a lot more could have been done in this re-release to smooth out the learning curve.

There are a few other ways in which this lack of in-game guidance manifests itself. While there is a map for each area, there aren’t quest markers to point the way to where you need to get to. Instead, you’ll have to listen to what characters tell you and follow their directions. In terms of creating immersion, this system is brilliant, and you can find yourself noticing the smallest of details of world design as you figure out your way forwards. However, it can backfire whenever the instructions you are given either aren’t clear or simply aren’t accurate. The most noticeable of these for me was the bridge between Act I and II, wherein the only instruction you are given is to return to your quarters to sleep when what the game actually wants you to do is go to a heretofore unseen part of the castle and speak to the commander who just asked you to go to bed. How players were meant to figure this out in 2000 without easy access to an online guide, I have no idea.

Outside of the game’s design, there are a few quirks worth noting. Most frustrating to me was that the game would consistently crash moments after I opened it for the first time after a PC restart, although the issue was always fixed by force closing it and starting again. Similarly, the player character’s pathfinding leaves a little to be desired, and sometimes requires very precise guidance to navigate tight spaces.

One particularly amusing mistake – or perhaps very progressive creative choice? – is that even having chosen a female character model, all characters will refer to you as male. While this might be a limitation introduced by the age of the game, it is possible for NPCs to refer to you by your chosen name so it seems strange that other dialogue choices weren’t similarly interchangeable.

This was one of the first dialogue boxes my female character Katrina was faced with

As I said at the start, these are all very minor issues and once I got past my one-woman war against the controls, I can’t stress how much fun I had with Siege of Avalon Anthology. Even setting aside the nostalgia brought about by returning to such a beloved era of gaming, this game has a story that is well worth the time investment it asks for and the level of immersion it manages to achieve with such low technological demands is truly impressive. I would recommend that anyone with even the slightest interest in fantasy games gives this one a look – just make sure to look up the controls first.

Review: Hood: Outlaws and Legends

As I start to play Hood: Outlaws and Legends I’m struck by two questions: how would people from medieval times think about their extensive coverage in video games and how many online-only action PS4 games require a PlayStation Plus subscription and have a price tag attached to it? As I ponder the former, it turns out that there’s only a handful for the latter and even fewer with this theme.

As someone who isn’t particularly a fan of online-only service games, partly as I’ll have nothing to show for it when the plug is pulled on the project, Hood already has less room to win me over. As is the case for service games, however, the development is an iterative process and they are rarely in any significant state of completion like most offline-focused physical games.

Hood: Outlaws and Legends‘ format is PVPVE (Player vs Player vs Environment) with two teams of 4 players aiming to pull off a heist before the other on a computer-controlled map concealing a treasure chest. You need to find the treasure and then extract it in the slowest way known to man, by carrying it to a winch and then lifting it to victory – with a process that requires two people and leaves you as sitting targets. Your team can capture respawn hubs to keep your rivals within reach and prevent their victory.

There is a story attached to this game – or at least there’s one in its description online – but you’ll be none the wiser of it, with your loadout base and a menu for the title’s 2 modes the only information provided to you. After the completion of a map any spoils are divided between your own pockets and ‘the people’ with the game potentially trying to go down a Robin Hood route, but disappointingly this only affects your character upgrades.

With the simplistic structure providing not much of an impression, you’d expect the meat of the game – the characters, customization and gameplay – to deliver, but you’re met with generic action, with each character given a melee, special move and assassination button, but none of it feels more developed than an expendable feature consigned to a DLC release. The 4 characters at your disposal have a standard mix of styles – stealth, brute force and short/long range attacks – but despite this, they are balanced poorly overall with one character who can completely dominate the rest of the field.

Outside of the minimalist features, the visuals are quite nice, with environments dimly lit and players given a God of War off-center close-up camera angle and shaky camera movement. Unfortunately, its implementation with the attacking physics make your attacks feel loose and inaccurate with depth perception particularly difficult, and I was never quite sure when contact and how much damage had been made with my attacks. Perhaps linked to the previous issue is the seemingly varying damage that your moves will have on the same enemies, as was I sometimes able to one-shot kill AI characters with an arrow to the head and then in others only able to achieve half damage despite being a similar distance away.

The mediocre and bland action isn’t aided by the restricted game mode which lacks creativity and more than one way to achieve the same goal resulting in games inevitably breaking out into a moshpit of death when the treasure has been procured by one of the teams.

The computer-controlled enemies , the incumbents of the area, consist of knights, archers and a god-like sherrif (who also has the keys to the vault that contain the treasure) and seem like a perfect inclusion for the Player vs Environment map, but for PvPvE, they seem like a third wheel, eager to butt in the conversation, and are far from welcome. Chances are they were included as 8 players on the map are too few, and without the AI, the players might feel a little short-changed.

Another reason they might have been included is that they are one way/the only way for newcomers to get gain experience as there is no decent matchmaking system. I was regularly matched with teams of an average of level 80+ and rarely stood a chance. Even when I thought I was improving, players would look at my rating and leave the lobby prior to starting a match. This issue is far from unique to Hood, but its effect is magnified when it’s sometimes hard to even find a match of 8 people in the main mode and the other mode’s lobby is always completely empty.

While updates do come quite regularly, placing the fate of the game on yet-to-be-released content when the base game has such an average gameplay loop and no variety is quite the risk on part of the developer. Essentially, Hood has been released in early access and is exploiting the games as a service model, providing 25% of a game and the remaining 75% of the actual game as ‘extra content’ in the future – like you’ve gone to a car wash and are told that the soap won’t be coming for another 8 months. One can only hope then that the 3 seasons of planned content provide the quantity and quality currently lacking and arrive sooner than the already dwindling player base departs.