Review: MotoGP21

I love riding a motorbike, it’s fast, dangerous, and loud, very, very loud! But, I don’t love motorsports games. I’ve found that they pretend to be realistic, they don’t get the balance right, and the sounds of the engines are awful. I’ve recently tried and reviewed Ride 4 and Monster Energy Supercross 3. They made me realise that modern sports titles are approaching the genre from a more technical viewpoint, so when I was offered MotoGP21 I put aside my negative misconceptions and hit the install button.

Developed and published by Milestone, this is the latest in a long string of games that have followed the official racing scene. If you have played the previous iterations, you’ll find some very familiar settings, but you will also be treated to some new ideas that alter the gameplay for the better. Word of warning right at the start, however, this isn’t a game for the faint of heart.

MotoGP21 is ultra-realistic and hard as hell.

Motorbike games are a tough nut to crack, they require finesse, patience, and an understanding of bike engineering. MotoGP21 has this nailed with its multiple engine setups, braking system, and its ridiculously challenging gameplay. You’ll experience the usual career mode, quick play, and multiplayer options. Alongside this, you get all the riding aids you’ll need, as well as curve assistance, tyre wear, brake temperatures, and an ultra-realistic first-person viewpoint.

If you put the difficulty of the game to one side for a moment, you can simply admire the beautiful nature of this mechanical beast. How Milestone captured the sense of speed in each race is beyond me. Playing this in first-person is an exhilarating experience that blows your mind! The world melts away into a blur as you scream down straights, and hammer into bends. Crashing your vehicle looks painful as hell and makes you wince as you slide along the tarmac and into the gravel pit.

No chicken strips here.

Familiar gameplay with fresh mechanics.

Fans of MotoGP20 will feel at home the moment they load into this. Create your rider and get to work on your career. You’ll find the usual factory and satellite teams, and the ability to create your own franchise. You can also customise your rider, and adjust the setup of your machine. Most of this is what you’ll find in any racing game and is the minimum standard for the genre. What shocked me, however, was the detail that the developers went into. The weight of the bike feels good, and leaning into curves was challenging and required an understanding of speed and balance. You must observe tyre and brake temperature to ensure they maintain their optimum performance.

For all its difficulty, and trust me there is a lot, it’s the most accessible biking game I’ve played in a long time. A well-designed tutorial talks you through the fundamentals, new mechanics, and some advanced riding techniques. It doesn’t place training wheels on your bike, but it helps to get you on your way.

An array of AI difficulties blended with the choice of riding aids assists or hinders you as much or as little as you wish. Yet, even when you have the AI reduced to its lowest setting, its bloody hard work, and victory or even a podium is a rewarding experience. MotoGP21 isn’t the sort of title that you can pick up and expect to master in five minutes. Even fans of the franchise will have to familiarise themselves with the mechanics before they fling themselves into the bends. If you are going to give this a go, you’ll require patience and a lot of practice.

Wheel to wheel racing.

Some nice touches.

As you’d expect from an official game, it has the full race calendar with each correct track available to select. The accuracy in the layout and look is simply breathtaking. Every curve, bank and gravel trap is a replica of the real thing, and this is as close as most of us will get to experiencing race day. Milestone went one step further with their realism by adding in the penalty lap and a manual bike retrieval for the moments when you crash.

Why not make an already tough game harder by penalising you for exceeding the track limits? This is where the penalty lap comes in! A larger loop around the same track allows you to continue racing. You’ll get used to this as you are learning the ropes as you’ll be off the track more than you are on it. What you’ll also be familiar with by the end of race day one, is crashing! Hit a curve too fast and you crash. Hit the brakes too hard and you crash. Touch the gravel or grass…..you’ve guessed it, you crash! If you have selected manual bike retrieval, you no longer instantly spawn, instead, you must run to your floundering machine, jump back on and get back into the race.

Both these new elements were fantastic and realistic in theory, but there was a glaring flaw with both in reality. The AI appears to be immune to the new mechanics! You make a mistake, take your penalty lap, yet the computer never has to. Watch the AI slide off the track and crash, yet they magically spawn on their bike. It was an unfair and unbalanced element that needs to be sorted.

It’s beautiful until you look at the riders.

For all its stunning details, excellent track layouts, and ultra-realistic riding style, sadly, the rider models are pig ugly. Yes, you rarely see their faces, but it’s a small thing that was instantly noticeable. Pushing this minor issue aside, you are treated to a clean UI with a HUD for all the key information. The simplicity of the screen allows you to focus on the riding (or crashing) and nothing else.

I’m never going to be a fan of the bike sounds produced in any motorsports game. Yes, they react to the engine and the gear selection, but they always sound crass and tinny. The shrill nature of it is a real turn off, especially if you ride in real life. Everyone who loves bikes loves the ear-splitting noise they create. Sadly for me at least, MotoGP21 didn’t get this element right.

Head down and feel the speed.

Tough to play, but a well-designed setup.

There is no getting away from it, riding a bike at high speed is no easy feat. This is reflected perfectly in the challenging control setup that you experience. Moving the bike has to be smooth, planning your approach to corners must be on point, and you must balance front and rear braking. It’s a fine art to get right, and the developers got this spot on. You’ll understand what must be done, but to master it, it will take a lot of practice.

Like with most sports games, the replay value is found in how much fun you are having. If you are a massive fan, you’ll lose hours to the career mode, and playing friends online. It’s competitive with a lively community that loves the sport. I had no issues joining online lobbies and found it to be one of the least toxic online games I’ve played in a while. For completionists this a tough title to finish. A large achievement list requires a lot of skill and dedication to complete, so best of luck.

MotoGP21 was too difficult for me, but I still adored it.

I admit I wasn’t very good at MotoGP21, but I still adored it. It was an adrenaline-pumping game that pushed me to my limits from smashing into the ground to racing with the aggressive AI. If you are a fan of the sport or are great at the genre, you’ll absolutely love it. If you have patience and want to experience an in-depth racing game, then you won’t go far wrong with this one. I recommend it, and you can buy it here! It gives RIDE 4 a “ride” for its money, and was certainly much more realistic, even if that makes it considerably harder. Grab your leathers, pick your bike, and become the number one rider in the world.

SEGA To Unveil their “Sonic 30th Anniversary” Plans today at 5PM BST

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This is a huge time if you are a fan of the fastest blue hedgehog in Sonic as SEGA will be revealing all their plans to celebrate their mascot Sonic The Hedgehog this evening in an event starting at 5PM BST

We know there is a new animated series coming as well as the sequel to the smash hit LIVE Action film, but personally I am hoping that a brand new game for the speedster will be announced or at least a way to celebrate him on the newest generation of consoles.

Either way, you will not want to miss all the reveals SEGA has planned!!

Xbox Confirm their E3 Briefing to take place Sunday June 13th at 6pm BST

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It is that time of the gaming year where every gamer gets a peak at what all the major platforms have been working on for the last year but also what they have in store for the year ahead. With the world slowly coming out of the Global Pandemic, the world is still a digital one for such briefings and again Xbox will be hosting their big briefing on Sunday June 13th as confirmed, following leaks, today by the official Xbox Twitter accounts:

By the promotional imagery above and from what reports have already said, this will be a joint Xbox and Bethesda briefing which in itself is very interesting now that Microsoft owns Bethesda Softworks and rather than treating it as another Xbox Studio, this briefing is placing both Xbox Side by Side with Bethesda for their announcements, no doubt because there is expected to be some huge news from both. From the image we can see that HALO Infinite, the delayed and originally planned launch title for the Xbox Series X/S console launch in November 2020, will be taking a frontal position for Xbox and seeing how similar the layout of the picture is to Bethesda’s STARFIELD logo, I would imagine the long awaited reveal of possible gameplay as well as the rumoured Xbox and PC exclusivity deal for Starfield and potentially more Bethesda titles, will be announced.

Now a lot of titles from Xbox Studios announced in 2019/20 have still yet to surface, no doubt down to the global pandemic having an impact on development schedules so this briefing will be the biggest opportunity to get updates on titles like Forza Motorsport 7, Senua’s Sacrifice 2 and more on HALO infinite as well as everything else that the 15 Xbox Studios have been working on over the last 16 months at lease with what I would expect to be a focus on brand new IPs as well as building on the newly adapted focus on Xbox exclusive games, finally adopting the model that PlayStation has been so successful with for two console generations now.

So, order a takeaway and make a cuppa because if you are an Xbox gamer or just a gamer, this is one briefing, you will not want to miss!!

For more information head to the official Xbox News site: https://www.xbox.com/en-US/xbox-bethesda-games-showcase

Xbox ‘Games with Gold’ Titles for June Announced

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The line up of free titles with ‘Games with Gold’ for June has been revealed and…..well, they are free at least:

Xbox Live Gold members will have exclusive access to these games for a limited time as part of Games with Gold. So will Xbox Game Pass Ultimate members, who receive all the benefits of Gold plus access to over 100 high-quality games with Xbox Game Pass.

  • The King’s Bird ($19.99 ERP): Available June 1 to 30
  • Shadows: Awakening ($29.99 ERP): Available June 16 to July 15
  • NeoGeo Battle Coliseum ($9.99 ERP): Available June 1 to 15
  • Injustice: Gods Among Us ($19.99 ERP): Available June 16 to 30

PS Plus Titles for June Announced

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PlayStation have revealed their June line up of free games for all Active PS Plus Subscribers and well…it is pretty good!

Operation: Tango | PS5 version only

Team up to save the world in this cooperative spy adventure, challenging you and a friend to join up online** to complete dangerous missions across the globe in a high-tech near-future world. Combine skill sets from different points of view – playing either Hacker or Agent – to overcome asymmetrical challenges, working in tandem with only your voice to link you. Teamwork is crucial, and communication is key! Note: Operation: Tango requires both players to have access to a working microphone.

Virtua Fighter 5: Ultimate Showdown | PS4

Sega’s iconic one-on-one battler gets a feature-rich remaster, overseen by Yakuza and Judgment developer Ryu Ga Gotoku Studio. Debuting on PlayStation Plus and PlayStation Now, both Virtua Fighter veterans and newcomers will be able to test all-new online modes such as ranked matches, tournaments and leagues, while enjoying overhauled visuals and redesigned UI. There’s no better way to enjoy this groundbreaking fighting series.

The game will not only be available on PlayStation Plus for about two months – June and July – but it’ll also be releasing on PlayStation Now in June! PlayStation Plus members can enter Virtua Fighter 5’s arenas starting Tuesday, June 1.

Star Wars: Squadrons

Master the art of starfighter combat in frenetic multiplayer space dogfights, and learn what it means to be a pilot in a thrilling Star Wars single-player story set after the events of Return of the Jedi and seen from alternating perspectives of two factions. The New Republic fights for freedom. The Empire demands order. Take control of iconic craft such as the X-wing and TIE fighter, customize loadouts and cosmetics, divert power between weapons, shields and engines while immersing yourself in the cockpit. You’ll also have the option to play the entirety of the game in virtual reality on PS VR!

All these titles will be available from Tuesday June 1st!

Review: Crossroads Inn

Simulation games are big business, you name it, it’s been simulated. Throughout my short reviewing career, I’ve played some weird, wonderful, and frankly absurd games from this colourful genre. The one job that I hadn’t tried in a virtual setting was barkeeper, that was until I played Crossroads Inn. It’s an interesting take on the role of a ye olde bar owner and his rabble of unruly clientele.

Developed by Kraken Unleashed and published by Klabater, this is more than a simulation game, it’s also a resource management come RPG adventure. You soon discover that the life of a barkeeper isn’t all dancing girls and jugs of mead. No, it’s stressful, full of issues, and you are constantly filling your shelves with stock.

What a welcoming sight.

Crossroads Inn is a challenging and political nightmare.

I loaded into this expecting a good old knees-up down the local boozer. Oh, how wrong was I! The medieval world you exist in is in turmoil. The king has just died, and there are rumours that foul play is afoot. His heirs all mysteriously died at a young age, leaving the throne empty and the people leaderless. Those in power are vying for their chance to seize control, but unbeknownst to them, an illegitimate son is hiding in the shadows. You are this young man, and instead of taking your rightful place on the throne, you are learning how to run your uncle’s bar.

The story follows this man’s legacy, and his struggles with the rich, the poor, and everyone in between. The bizarre story takes many twists and turns, and you must become the best barkeep on your way to possibly becoming the king.

The gameplay is split nicely between a simulation game and resource management.

Once you get over the seedy and political nature of the plot, and you overcome the many backstabbing snake-like characters you encounter. You can get to grips with what makes Crossroads Inn great. The brilliantly balanced gameplay is split between simulation elements and resource management. There is also a hint of RPG traits during discussions. You can choose two game modes to fill your time, Story and Sandbox. The Story takes you on the aforementioned journey from rags to riches. Whereas Sandbox has you focusing your energy on a singular tavern and what it takes to make it a success.

You are free to hire staff, level them up, expand your pub, decorate it, choose the menu, etc, etc. There’s lots to take in, and plenty to do. Alongside this, you must manage a plethora of resources to ensure that business ticks along nicely. You will control the flow of stock, take on missions, manage relationships, all while balancing the books.

It was quite the handful to play, and like a house of cards, one mistake could make the whole thing come down. Keeping everyone happy is nigh on impossible, so you make the most of every situation. Its in-depth nature makes it a complex beast to master, and it isn’t the easiest title to get to grips with. You’ll try, fail, and try again until you understand the fundamentals.

Check out this beauty of a tavern.

Crossroads Inn comprises confusing tasks and pointless conversations.

As you undertake the story mode, you are given tasks that form a long-winded, but much-needed tutorial. In theory, this is fantastic and should have been a great help. Sadly, though, it wasn’t always clear what was needed to complete an objective, and you’d waste money and time on unnecessary items. This lead to frustration, plenty of exasperated huffs, and many shakes of the head. This was unfortunately made worse with the constant crashes that wiped progress as the game reset to the dashboard. Hopefully, the last issue will be patched out before release, so you may not experience this problem.

When I saw conversations impacted the gameplay and the surrounding relationships, I was genuinely excited. This RPG element was something unusual, and not what I expected to see. Imagine my disappointment when it amounted to nothing more than an RNG moment of chance. Yes, the response either helped, or hindered progress, but there was little skill involved other than selecting the one with the highest success rate.

Crossroads Inn is more of a success than a failure, and I really enjoyed setting up my bar and micromanaging the day-to-day tasks. This for me is where it excels, and Kraken Unleashed should have focused their attention along these lines rather than diluting their gameplay.

A medieval spectacle.

With so much going on you may be worried that it’s going to be a horrendous mess to look at. Worry not, a well-designed UI keeps the screen as clutter-free as expected. I loved the dark tones and earthy colours that enhanced the medieval theme. The choice of a bird’s-eye perspective, or tabletop view, made playing it very easy, even when the action got hectic. The character models and world map are detailed, interesting to look at, but won’t wow you with their art style.

As you’d expect, the audio is a delightful mix of medieval tunes and folk music that transports you to the era. The wonderful sounds were sadly interrupted by the constant sound of your patrons complaining about food and drink. There was no pleasing these moaning fools, and sadly this is something that you’ll have to put up with throughout your time as a bartender.

It’s brawling time.

Unresponsive and cumbersome controls.

Having originally been released on PC, there was always a risk that this would be tough to control. Unfortunately, my fears came true as this can be tough to play. From the slow-moving cursor to unresponsive actions, and the menus freezing for no reason. It was a shame as it impacts the gameplay, and makes an already challenging game much harder. Where it excels, however, is the ease at which you can move between the menus when they don’t freeze, that is.

Between the story and sandbox mode, there is plenty for you to see and do. You’ll lose hours of your life setting up the perfect tavern, ordering in stock, and making each visitor happy. You’ll enjoy the politically charged story, and the many characters you meet, even if the conversation choices are a moot point. A challenging achievement list makes this hard to complete, and you’ll want to return to it repeatedly to get the 100% status.

Crossroads Inn is a great game with a few negative points.

I thoroughly enjoyed my time with Crossroads Inn, even if the negatives were frustrating. The story kept me interested, and the in-depth management system challenged me throughout. If you love simulation or resource management games, then you’ll adore this. I recommend you try it, so buy it here! Can you make the tavern of your dreams in sandbox mode? Or will you become the king that you are destined to be? Only time will tell. 

Review: Techno Tanks

I love an in-depth game as much as the next person. The levels of details and the amount of planning required tests you to your limits. Yet, at times I simply want to pick up a controller and lose myself in fast-paced arcade action. This is what Techno Tanks allows you to do. Plenty of short levels of tank battles await you in this vividly coloured arena shooter.

Developed and published by EpiXR Games, this arcade tank game is hectic, and requires a fair bit of skill. The concept is straightforward, observe your foes, plan your attack, and blast them from this planet. But the execution is anything but easy.

Don’t get the chop!

Techno Tanks is a classic addictive arcade title.

Whenever you look at the great arcade games from the past, they all have familiar traits. They are vivid and wonderful to look at; the audio is loud, and the gameplay lulls you in with its simplicity. Techno Tanks ticks all these boxes. When I began playing, I didn’t appreciate what was on offer. I bumbled through each stage with little thought. As the difficulty increased, I realised some tactical elements made it much more than a basic arcade game. This small additional layer changed my impression of the gameplay, and I began planning each level before a shot was fired.

The action is split into two styles; arcade and retro. The first allows you to take on each of the fifty levels with unlimited lives. This was fun, but it lacked any true challenge, so I focussed my attention on the latter option, retro. Here you are given five lives and an option of game modes. Invisible enemies, only bombs, normal, hard, faster, and a different camera angle. The altered rules changed how you approached each stage and gave the gameplay a fresh impression. It was a genius move by EpiXR Games and increased the longevity no end.

Sneak around those corners.

Arcade games are nothing without friends. 

I spent most of my time in solo mode, but you can challenge up to three friends to all-out warfare. This was fantastic fun, extremely competitive, and amusing to watch when four adults were screaming about the loss of their virtual tank. 

The main mode can also be played in couch co-op which was an excellent option in theory. Sadly, there is a game-breaking, or more accurately cheating issue with this option. For reasons unknown, the computer players have no beef with player number two. They will unleash all the fury of hell on number one, but two is left alone unless hit in error. It was a great way to cheat your way to the end, but a massive oversight when trying to play as intended.

It was disappointing as the co-op mode added a new layer of tactical thinking. Sadly, this quickly went out the window when you knew victory was all but assured.

Techno Tanks is like Tron on acid!

If you’ve seen Tron you’ll know how bright and vivid the electric colours are! Techno Tanks takes this idea and multiplies it by ten. Clean-cut but interesting levels present themselves in a bird’s-eye or 3D isometric perspective. The dark and cold environments are juxtaposed with neon tanks and glowing projectiles. The colours were overwhelming but great to look at, as we’re the simple vehicle models. It’s without a doubt an arcade title, but it has a wonderful modern polish.

What I equally liked was the electronic drum and bass soundtrack! The loud and upbeat audio keeps you on edge from level one to fifty. The style is not my thing, but I really liked it in this setting. I also enjoyed the loud in your face sound effects of your missiles and bombs. The OTT nature was enough to hurt your ears, but it worked so well that I forgave it.

All out warfare.

Two control methods, both the same!

Now, I’m all for alternative control methods, freedom of choice is a great thing. Yet, what I don’t like is when nothing differs. I tried both options many times to check I wasn’t going insane, and I got the same result every time. It was bizarre, didn’t affect the game, but it baffled me it was there in the first place. Other than this minor indiscretion, the controls were really tight. The buttons were responsive and controlling your vehicle was a joy.

Techno Tanks saving grace for replay value is its battle mode with friends. This was great fun, and I wish they had focussed more energy on this area. The main mode was excellent while it lasted and was challenging if you didn’t cheat. But, once you have all the achievements you are unlikely to play this mode again. If the developers had implemented an NG+ option, this would have increased the longevity. I played this without cheating and finished it in around two hours. Add in the multiplayer gameplay and this proves to be good value for money. 

Techno Tanks is a fun casual title.

There is no doubt that Techno Tanks is fun, fast-paced and addictive. It’s wonderful to play casually and even better with friends. I can’t get over the co-op cheating option, nor the two control methods that amount to the same thing. These two minor elements hold it back and have sadly affected its overall score. This being said, I enjoyed my time with it and you should buy it here! Jump in your neon tank, plan your approach, and destroy your enemies. 

Review: Kandagawa Jet Girls

Some genres are made for certain forms of media – video games and adventure, movies and action, and seemingly, high school anime and any activity that requires a swimsuit. With an opportunity to make a still-jiggly, but slightly less seedy game (as the developer of the Senran Kagura series), developer Honey Parade released Kandagawa Jet Girls, a jet-skiing yet kart-like racer that pits pairs of high school girls in competition across Tokyo.

Well, of course

The title, based on its anime, unfortunately, suffers from the same issue many licensed products also befall to – the gameplay is second in priority to the already established story.

Initially providing the player with hope that this might not be the case is the game’s presentation whose relatively in-depth story through visual novel sections are paired with crowd-pleasing visuals and an energetic soundtrack. Anyone who enjoys even the basic storytelling beats of a high school anime will surely fall for its charm. Furthermore, given that there are up to 12 chapters (each with cutscenes and a race) for 7 teams and around 125 different races, you’d expect that the game would have you hook, line and sinker.

Bursting your balloon, like the hundreds of beach balls you’ll be shooting for enjoyment when miles ahead of everyone else, is the story’s outrageously easy difficulty that negates any potential joy from being had in between cutscenes. As an example, it’s possible to completely destroy the competition in 90% of the races with blowout wins of 10-20 second margins and then feel utterly helpless in the remaining 10% with overly harsh tracks that you’ll wonder where the consistency or your ability to play video games went.

Compounding this issue is a conveyance of speed so slow that it uses speed lines – at all times – to hide the pedestrian pace of the races, like Mario Kart being stuck on 50cc instead of increasing in speed and difficulty with each cup. Add a low frame rate that’s especially noticeable when racing ahead of the pack, and you’ve got a perfect storm for a forgettable video game adaption.

I’ll have you know that these lines are not wrinkles, they are speed lines


What confuddles most about these racing game faux pas though, is that they are entirely avoidable. In fact, their solutions have already been implemented elsewhere in the game. The missing adjustability of the difficulty and customization modes that allow you to upgrade your machinery to achieve impressive and exciting speeds already exist in the single track mode.

Quite why they decided to conceal the most enjoyable gameplay in the least developed part of the game is beyond me, but worse than that, the single-player modes are as barebones as some of the characters’ uniforms – with single track, time trial, and an online multiplayer Vs mode being it. Considering the effort put into the story it’s a shame this aspect isn’t equally plentiful, with tournament cup modes and also offline multiplayer sorely missed. Even the feature that the concept of the story delivers on a silver platter – 2-player co-op gameplay with one as the driver and the other as the shooter (similar to that in Mario Kart: Double Dash) – is also unfortunately omitted.

When the stars do eventually align for some fast competitive racing, there is little beyond standard karting mechanics and gameplay. Bland tracks, while based on actual places and rivers in Tokyo, are very similar, and their width removes any incentive for precision driving. In addition, weapons provide little sense of control, making races a ‘footrace’ to the next power-up. This isn’t by any means unusual for a kart racer, but the best entries in the genre provide unique aspects that allow for creativity in your approach and precise or advanced controls that allow for skilled runs for those who desire it. 

One of the better features of the racing battle system. Unfortunately for Jet Girls, the rest of the features are a bit hit-and-miss

Pulling off special moves after jumping off a ramp and weapons that change the camera view to your rear, while putting your jet-ski into auto-drive, in order to shoot at your rivals are two interesting inclusions that do provide some semblance of individuality in the gameplay, but much like in other areas of the game, these are isolated and don’t make a larger impression. Money for your upgrades, for example, can be earned in amusing minigames, such as jet ski cleaning and treadmill running, further showing that the developer can create quick and exciting mechanics, but they are over far too soon.

On one hand, Honey Parade and XSEED games should be applauded for not simply cashing in with a visual novel release like most anime tie-ins, but on the other, in trying to expand into something more interactive, they bit off more than they can chew, and due to a lack of execution and ambition, they are unable to elevate the title from being more than just an average racer and a complimentary story game for it’s source material.

Focused more on its appearances than how it plays, Kandagawa Jet Girls is a wet, but not so wild jetskiing racer whose big wave never arrives. The warm and cuddly story and the fan service-level clothing customization may please the anime’s fans, but those looking for an immediately enjoyable racing experience with depth and execution should look elsewhere.

Review: Bad Dream: Coma

Remember playing around on newgrounds.com back in the day and seeing those strange Creepypasta-like flash games next to the eponymous Salad Fingers series? This game will make you feel right at home. Desert Fox brings another addition to the praised Bad Dream series. In Bad Dream: Coma, the player navigates around a hospital in search of a missing nurse, but soon traverses through graveyards, parks, and other strange and creepily atmospheric areas. This is a point-and-click adventure title made for lovers of the genre, by lovers of the genre. Not only is this experience a lengthy and bulky one, but there’s more than simply finishing the puzzles and progressing. Proceed, and click, with caution.

It’s Just A Dream.. Right?

The story begins with the player sleeping in bed and awakening on a bridge overpass leading into a big city. Is this a dream? Or is there something more sinister going on? The first thing the player will notice is how creepy the presentation is. There are old newspapers blown about and broken bottles all over the road. The city looks derelict and abandoned, as if there is someone, or something, pulling the strings from behind the scenes.

Just because you can kill the birds, doesn’t mean you should.

This segment serves as a solid intro, and has minor puzzles to complete to familiarize the player with the game’s mechanics. It’s a nice way to set the tone without showing all of the game’s cards at once. After the first chapter, the game really opens up in terms of what you can interact with and in what order. The story also comes more into play.

Grotesque Imagery

As the adventure continues, the player will be exposed to different areas and puzzles to solve, broken up into chapters. They are quite substantial, and could each serve as a stand alone adventure on those flash game sites from way back when. Each chapter has it’s own setting, sometimes revisiting previous places, with beautifully hand-drawn puzzles and characters to interact with. Paired with creepy music, the game does a good job edging the player to try and progress, if anything, to see the next chapter and what lies ahead.

A small taste of what the player will be exposed to, visually.

There are some horrific situations to get into, some being rather graphic, so be ready for some horror and gore. The shocks and scares can come out of nowhere, and events can take a turn for the worse. Some actions made even me feel uncomfortable executing (see video at the top of the page). The overall mood is Bad Dream: Coma’s biggest attribute, as it should be. Without atmosphere, point-and-click games will drop interest rather quickly after a few minutes.

Click Around And Find Out

The usual “click on this” or “use this on that,” motifs are found here, hence the genre. However, this title throws a curve ball. You can do things such harm animals and other humans, which will change the player’s image and yield different endings. So be careful and don’t resort to clicking on everything when stumped, for you may be punished for your recklessness. This was implemented nicely and forces the player to calculate their moves properly.

There a lot of actions that change the player’s status, rather than advance the plot. Click carefully

With that being said, Bad Dream: Coma is a rather difficult playthrough, reserved for the point-and-click veterans. Those who don’t think outside the box will spam click everything out of frustration which may result in some bad in-game choices. A walkthrough will most likely be necessary to yield the good ending. For a game so in-depth, it would have been cool to see more endings possible due to event outcomes, rather than what’s derived of the players use of violence.

Bottom Line

There’s not much more to elaborate on without diving into spoiler territory. For those who are into horror and point-and-click adventures, Bad Dream: Coma is an easy sell. It has received a lot of positive reviews, and for good reason. Just be ready to use your brain a little since the puzzles can be cryptic at times.

Review: King of Seas

Oh to be a mighty Pirate, sailing the seven seas taking what you can and giving nothing back. There are a number of ways that gamers can indulge this fantastical dream on the high seas with a couple of obvious ones springing to mind giving very different Pirate Experiences in Assassin’s Creed: Black Flag and of course, Sea of Thieves. A new contender to the throne however comes in the form of King of Seas by 3DClouds and TEAM 17, a very different experience is set to hoist the colours and shiver some timbers!

Now that I have run out of corny pirate’isms, I have to say that I have had my eye on King of Seas for some time now since its announcement towards the end of 2020. As an avid player and year one Pirate Legend in Seas of Thieves, I have been looking for a new fresh way to continue my fascination of the Pirate world. Where King of Seas manage to carve its own position in this genre makes it stand out next to the well-established Sea of Thieves, and gives an experience I found both challenging and rewarding the more into the world I dived.

In the world of King of Seas, Pirates once ruled the seven seas and Voodoo magic was everywhere until the Navy chased and hunted down the Pirates, forcing them to flee to the very outskirts of the seas they once ruled. The Navy than created a grand Kingdom of the Seven Seas and made sure to keep the threat of Pirates and use of Voodoo magic away from the world. Now Centuries later, betrayal and conspiracies will lead to the assassination of the current Ruler whilst his children are off testing their own worth on the seas, upon returning they are ambushed and the blame of high treason and murder is put on them. Believed dead in their sunken ship, they are rescued by some Pirate survivors and go on a mission to clear their names, find out who murdered their father and reclaim the throne itself!!

King of Seas is an Action Role playing game set in a deadly procedurally generated pirate world with the player choosing the play either as Marylou, the daughter of the King and someone who would rather go out partying all night than learning to be a Princess or Luky, the Prince who also likes to spend time away from royal duties to learn to use his pistol. Once chosen, the game will see the player taking one of the siblings on their journey to become a true Pirate. I absolutely love the story that is threaded throughout everything you will end up doing in the game’s campaign as it serves t both guide you in the world but also to slowly open the world up further and further as you progress more into this strange world. Being a procedurally generated world, each new game you start will be different to any previous ones with island and port locations being very different each time making sure that no two games will be the same.

Gameplay will have you running your own ship, starting off with the always sturdy and reliable sloop, small and nifty, it has only three canons and a tiny hull but it’s the best way to start off a pirate career. This career will have you mainly following some main quests and as you do, more of the story will be revealed and the world opened. What, how and when you decide to follow the main story quests is entirely up to the player as there is thankfully no forced timed completion style main quests. In fact, quite the opposite is true as the main quests simply train the player in the various elements that make up running your own pirate ship starting off with a focus on ship combat which thankfully the Sloop is the first starting ship to practice on.

The two main elements which remain the shame no matter the type of ship you are using, which I will come to a bit later on, are controlling the ship on the seas and managing that ship. Controlling the ship is extremely natura and intuitive for a console controller, each ship has canons on both sides with RT for right side canons and LT for left side canons. Sails are controlled with the bumpers as RB lowers the sails for more speed whilst LB raises them to help sharp turning and slowing down. Ships can also have special abilities thanks to some cheeky Voodoo magic spells and differ from ship type to ship type but believe me, once you have summoned a giant shark attack to slow down and damage an enemy ship or launch a massive firework display that damages all ships around yours, well it just never stops being fun. Damage is measured in three ways; sail damage, hull damage and crew damage. Sustain too much damage to the sails and you may not be sailing anywhere, take too much to the hull and you will sink, both are fairly obvious but it is the crew damage that might surprise you the most. Lose too much or all of your crew and you may find your ship performing rather terribly, less canons being fired when you need them most!

Managing your ship and choosing which quests and jobs to take on, takes up a lot of time. Managing your ship is vital as you can customise many areas and all come together to reflect how strong your ship will be on the seas. Different types of Crew, sails, hull and canons will all have an impact on how well and frankly how long you will survive out there. Different types will boost or add elements such as hull strength and sail strength or boosting cargo space and crew spaces. Some will be simple ship upgrades and others will have more magical boosted elements for your ship and all can be purchased at the various ports you can dock at across the seas from the carpenters. You can sell any you do not need for important gold for buying new upgrades or investing in that all important better ship type. Starting with the sloop you can then move up the Flute class, which is more designed as a trading ship with a larger hull than the sloop but slower at sailing. The Brigantine is next followed by the Frigate, which is the fastest of all the ships and ready for battle with 12 canons per side but makes for a poor trading ship with its tiny hull size where as the Galleon is the largest both in number of canons and comparable hull size for cargo. How you want to play be it out there fighting other ships or utilising the worlds full on real trading economy, buying good to sell for increased prices depending on the port you take them to just allows so much freedom.

Pair that with visiting the local port tavern to pick up side jobs which can vary from taking out a specific target to delivering a package or cargo to a destination or providing escort security for another ship, all give such freedom of choice to do and make of the this world whatever it is you want from it and because the main story quests do not force you into anything once they have helped you unlock the ability to buy another ship, any ship you own remains at the Pirate main port allowing you to return and switch to any type of ship you own, still equipped as you left it, means you can tailor the experience to your liking every time you fire the game up. I relish this so much in a such a game because you can get lost in just doing jobs for people to earn the gold to get that next class of ship as well as spending time in the world trying to upgrade to have the best version of the ship you have by defeating other ships, searching ship wrecks and finding discarded loot on the seas. Eventually you can even start fishing to sell your catch for extra gold.

All the systems in play are so beautifully crafted as well to be deep and as rich as you want them to be, for example the combat is always fun either when defending your ship or when you just go and be the best Pirate you can by attacking other ships but there is a price to pay if you get it wrong. Pick the wrong ship at the wrong time in the wrong place and you might find the nearest port security boats will come after you or become infamous enough and Pirate Hunter ships will attack you on sight. A 1v1 ship battle is fairly easy to handle depending on your ship build but when a number of ships attack, do you stay or run, something that will be determined by the ship build you have and which special abilities you have to either help in a group fight or help you get out of there to fight another day.

It is truly staggering just how much there is do in the world that pairing the main story and abundance of side activity to take on, there is a mountain of hours of gameplay with King of the Seas. There are different difficulties as well which up the rewards but also the risk so starting with Ship’s boy, Gunner, Captain which serve as your “Easy, Normal and Hard” modes when you start out increase the risk deliciously well. On Ship’s boy for example if you are sunk you do not lose any cargo or equipment and simple respawn at the Pirates home port in a fresh ship with a fresh crew ready to try again. Move up the difficulties and there is a price for losing your ship especially if you bought it as you can lose anything that is equipped so will need to rebuild your ship build or even lose the ship itself meaning having to replace it as well at great cost. There are two ultimate modes which are locked until you complete the story in Corsair and King of Seas which is the toughest of all the modes as it also features a perma death penalty!

Visually I love how the art style just brings the world to life helped by a fantastic musical sore that does a great job of making you want to watch Pirates of the Caribbean all over again. Reviewing this pre-release build did have some issues for me, there were times in the later stages of my playthrough that the game would start to slow down and even freeze forcing me to restart the game and I did get one annoying audio bug of my ship sounding like it was sinking when it wasn’t which again meant another restart to clear it. But there are some wonderful little details such as when you stop to loot a ship wreck, the little animation of crew members jumping from your ship to the ship wreck always makes me smile. I am having such a incredible time with King of Seas that I will be putting many more hours into it to try and build the best fleet I can and working towards conquering all the seas before me. If you are a fan of Sea of Thieves than this will compliment it even though it is a very different Pirate experience but this is one you will want to invest your time in because it really just so rewarding on every level.

So fill your tankard with Grogg and hoist the colours, there is mighty Pirating to be done, YO HO me hearties YO HO, GARRR!

Review: Jay and Silent Bob: Mall Brawl

If you are a gamer of a certain age, you’ll remember the glorious NES and Mega Drive franchises of Double Dragon and Streets of Rage. Now I’m well aware that we have had modern iterations for current consoles. But I’m referring to the amazing pixelated side-scrolling games from Techno Japan and Sega. The premise of both was simple, the violence gratuitous, and they were easy to lose hours to. Now you may think, “why are you discussing Double Dragon and Streets of Rage?” Because Jay and Silent Bob: Mall Brawl has been heavily influenced by these classic 8-Bit titles.

Developed and published by Interabang Entertainment, this a side-scrolling beat ’em up title. Keeping old-school gaming at the heart of its premise, there is little that complicates its approach. You take the role of either Jay or Silent Bob as you make your way through the mall. In theory, this shouldn’t be problematic. In reality, every goon blocks your path as you try to escape.

Don’t mess with the Easter bunny.

Jay and Silent Bob: Mall Brawl replicates 90s vibes.

From the opening cutscene, I knew I was going to be transported back to the days of the NES and the Mega Drive. With its garish looks, simple backdrops, and wonderful pixelated sprites, this captured my childhood instantly. But as an adult, I could enjoy the subtle elements of comedy that have been hidden amongst all the noise. The sexual innuendos of shop names and achievement titles will make you chuckle throughout. There are plenty to mention, but I suggest focusing on the carpet store!

The gameplay revolves around the classic side-scrolling beat ’em up action. That is except for one moment of shopping cart madness. This fast-paced racing section was unusual, came out of the blue, and was a welcome break from the constant fighting. It was, however, frustrating as hell! Following the same pattern throughout it was more a test of memory and reactions than anything else. It was by far the toughest portion of the game and will make you groan in annoyance.

Nine stages, many bosses, and two difficulty settings.

When you break it down, Jay and Silent Bob: Mall Brawl is a short game to play. Nine levels comprise many boss fights, an array of enemies and much wanton destruction. Both Jay and Silent Bob are playable characters, and you can take this on solo or couch co-op with a friend. If you are like me, you’ll be on your own changing between characters on the fly as each gets knocked down. If your character gets killed, and they will, you simply wait a few moments and they’ll spawn back to life. This added a small layer of tactical nuance to the gameplay as patience was a must if you wished not to restart each level.

On your journey through the mall, you explore arcades, food areas, kitchens and more. You’ll also get to experience the classic lift fights that all Streets of Rage fans love. As you move through each area, you encounter many foes; ninjas, chefs, pretzel monsters, the Easter Bunny, and so forth. It was entertaining and bloody stupid, but that’s why I loved it.

Don’t let the barrels hit you.

Mega Drive and NES graphics on a large screen, why not, eh?

Seeing the vivid colours and bright text flash up on a large screen never gets old. Jay and Silent Bob: Mall Brawl has captured this aesthetic perfectly, while still offering enough polish to make it palatable for a modern audience. The animations are smooth, but still have that retro stutter that we all love. The backdrops are all similar but have enough variety and detail to prevent us from getting bored. In short, it won’t wow you with realism, but it’s a trip down memory lane that’s great to experience.

The same can be said for the 8-Bit synthesised sound that accompanies you throughout. Loud, crass, and absolutely marvellous. It is 80s and 90s gaming personified and everything you want to hear from an old-school inspired title.

Let’s take this fight to the arcade.

In Jay and Silent Bob: Mall Brawl attack is the only form of defence.

Now, this is one area that I think needs improvement. The basic controls were easy to pick up. That’s fantastic, as you can jump straight into the action. Sadly though, this simplicity comes at a cost! With no block action, there is little finesse in what you do. Yes, you can dodge, but in the harder mode, and later stages, a defensive style is a must. This was an oversight, and for future games to the franchise, it would be nice to see this implemented.

With solo and couch co-op gameplay, and two difficulty settings, there is plenty to keep you playing. Each playthrough takes little time to complete keeping the action fun every time you revisit it. If you are a completionist, you’ll need to be a perfectionist! A tough list asks that you complete both modes without dying once. I think I’ll give that a miss.

Jay and Silent Bob: Mall Brawl is a great albeit short blast from the past.

You can’t help but fall for the old-school charm in Jay and Silent Bob: Mall Brawl. With its comedy elements, classic foes, and variety of levels, it outweighs the small drawback from the lack of defence. I enjoyed my time with this and recommend you buy it here! Make your way through the mall, avoid the goons, and love the 80s and 90s vibe. 

Review: Shadow Man Remastered

It seems that Nightdive Studios can’t be stopped when it comes to bringing back old games from the dead. Over the past few years, the studio has done a lot of great work in terms of game preservation, and now, the latest title to benefit from such treatment is Shadow Man

Nightdive Studios have done an excellent job with this remaster. Not only did they vastly improve the game from a technical standpoint, by remastering the soundtrack and sound effects, by vastly improving texture resolution and adding dynamic lighting and shadows, but they also added new levels and enemies. Furthermore, they’ve also improved the gameplay and controls, although I can’t personally attest to that, as I never played the original game. So, having never played the original version of Shadow Man, and after hearing countless great things throughout the years, I gladly embraced the opportunity to check out this remaster. 

It’s important to remember that this is a REMASTER, and not a REMAKE (some people seem unable to distinguish between the two). The game has undoubtedly been improved in numerous ways, as mentioned previously, however, the remastered version remains truthful to its original style and design. Even if I wasn’t aware that this was a game that was originally released in 1999, after having played it for just about an hour, I could tell that this was a game from the late 90s, and I don’t mean this in a bad way.

If you have fond memories of the original game and want to revisit it, then I honestly think that you won’t regret purchasing this remaster. Not only do you get the best version in technical terms, but you also get to experience some new content that Nightdive Studios have managed to add.

Now that I’ve finally finished the game, I think it’s fair for me to say that Shadow Man was probably ahead of its time in terms of ambition and scope. At its heart, it’s an action-adventure game with plenty of platforming and exploration. Nonetheless, it could also easily be described as a metroidvania, although a very rough one.

The story in Shadow Man serves as a central driving force for the entire game. The fact that the whole thing is entirely voice-acted also makes the game so much more immersive. In Shadow Man, you play as a Michael LeRoi, the current Shadow Man, one amongst a long lineage of warriors that protect the thin veil between the world of the living (Livingside) and the Deadside. The Deadside is the place where everyone ends up after they die, with no exception, and is also where the majority of the game takes place. It’s your task to put an end to an ancient prophecy that predicts the end of times, by stopping an evil group of individuals that aim to create an immortal army with which they plan to invade Livingside.

Given how dark and grim the game is, both in terms of looks and setting, I must admit that I was quite surprised to find a bit of humour in the game. Although it certainly contradicts the events and mood of the game world, it certainly adds a lot of character to Shadow Man, and I can see how a lot of people remember this game so fondly. The soundtrack also plays a huge role in setting the right tone for the game. It vastly changes between the game’s different areas, but it always manages to remain particularly eerie and unsettling, especially when the game throws a few horrifying sound effects into the mix. I was constantly on edge whenever I got into a new area.

In terms of the actual gameplay, although there is plenty of combat to go through and quite a decent amount of weapons to choose from, I didn’t find it engaging at all. For the most part, I made use of the game’s automatic targeting system, but you can also use a first-person aiming mode to shoot at enemies while remaining still. In spite of that, enemies don’t pose that much of a threat, not only because you can easily dispatch them from a distance with your weapons, but also because the AI leaves a lot to be desired. On top of that, you can always abuse the quick save feature if you find yourself in trouble.

It’s fairly easy to dodge enemy ranged attacks because they’re somewhat slow and you can just easily move out of the way. As for melee enemies, you can just as easily get rid of them before they get within attacking range. Still, some enemies can feel like bullet sponges, taking too many hits to kill until you get more powerful weapons. Besides that, enemies aren’t that smart and have rudimentary behaviour. For example, with enemies that have melee weapons, they simply pose no threat if you’re at a different elevation, even if it’s just tiny enough so that they can’t walk on a straight horizontal line, enemies can’t even make the tiniest of jumps. Also, sometimes there might also be enemies grouped up, but even if you attack one of them, only the one getting attacked starts running towards you. The other enemies nearby will just sit and watch while you kill their friends. It’s also possible to completely cheese enemies by just corner peeking. Likewise, although boss fights can be difficult, they don’t really pose that much of a challenge in terms of mechanics, it’s more of a case that they just have a lot of health. 

Despite everything, although this might be a great remaster, I do think that the game hasn’t aged that well. I don’t have any complaints in terms of how you control your character, move around, and fight, it’s more the intrinsic elements of game design that, in this day and age, just feel outdated and rough. For instance, exploration is a big part of Shadow Man’s gameplay experience, but, for something that resembles a metroidvania, it just feels too convoluted for its own good. Sure, it might have been fine back in 1999, but I’m looking at this through the lens of someone that is playing the game for the first time in 2021. Allow me to explain.

The world of Shadow Man is divided into multiple different zones, a lot of which are blocked by these gates that require you to collect a certain amount of Dark Souls to unlock them. In essence, these Dark Souls are just one of two in-game collectables, but unlike most games that feature collectable items, these aren’t optional, as you have to retrieve the overwhelming majority of them if you want to finish the game. So, why is that a problem? This is a problem because they are scattered throughout the entire game, and, in metroidvania fashion, you’ll be forced to go back and forth between areas to collect them. The issue is that, a lot of times, you won’t be able to see or reach Dark Souls when you’re first near them, only later when you acquire specific items or abilities that allow you to retrieve them.

Unlike most metroidvanias where new abilities and items allow you to directly progress further in the game, in Shadow Man, you’re forced to continuously backtrack and search for any missing Dark Souls in areas that you’ve previously been to. The reason why I’m not fond of this system is because, due to the lack of a map, I often found myself having to go through every single section that I’ve already been to, just to see if I could acquire any of the previously uncollected Dark Souls with my recently acquired items and abilities. This not only makes the game extremely longer than it could’ve been, but it also makes the whole process of progressing through the game a lot more tedious.

I had a hard time figuring out if I was actually where I was supposed to be and doing what I was supposed to do. The game doesn’t give you any clear objectives or guidance other than what is said during dialogue. Instead, it lets you roam each level freely, and, in this case, this is both good and bad. It’s good because it gives the player the freedom to progress at their own pace and discover the world on their own, but it’s also bad because you can easily feel lost and unsure of what to do or go next.

I spent a lot of hours wandering aimlessly, trying to figure out where I needed to go next, where a Dark Soul could be hiding. Still, while I found that navigating each area was confusing at first, particularly because there’s no map, I quickly learned my way around. With that said, the amount of backtracking is excruciating, and the sense of getting lost in long stretches of various levels can be overwhelming. This state of affairs, the fact that progression is directly tied to acquiring collectables, makes it so that the pacing of the game is a bit of a hit or miss. There were times when I just got frustrated and had to look at an old guide from 1999 to figure out what I was missing. Although I have 23 hours in Shadow Man Remastered according to Steam, my last save game is around the 14 hour mark. Nevertheless, I feel that without a guide and a map, it would’ve easily taken me 20+ hours to beat the game on my own.

I do want to point out that, although there are a few things that I’m not really a fan of, and even though I never played the original version, Shadow Man definitely feels nostalgic. I say this not only because of its distinct visual style, but also because the way that the game plays reminds me a lot of the old Resident Evil and Tomb Raider games. Now, what I mean by that is that it feels clunky and cumbersome by today’s standards, but it’s still a blast to play once you get past the initial adaptation period.

Shadow Man is a game that I both thoroughly enjoyed and hated at the same time. I hated it due to the multiple reasons that I’ve already stated, but mainly due to the lack of guidance and the constant need to backtrack to previous locations every time that I unlocked a new item or ability just to pick up any leftover collectables. Meanwhile, I enjoyed it due to its grotesque visuals, the old-school level design and platforming sections, as well as the sense of exploration. If you don’t mind being left on your own, then you might enjoy Shadow Man. However, if you like to always have a clear objective in mind, with the game clearly pointing the right way forward, then I’m pretty sure that you won’t enjoy playing Shadow Man. This is undoubtedly one of those games where people’s opinions vary wildly depending on what kind of games they prefer to play.

For the asking price, I think that Shadow Man Remastered is well worth it. This is true both for people who want to revisit the game after all these years and those who were always interested in trying it out but never got the chance. As long as you don’t mind some heavily dated aspects, then you’re in for a pretty cool adventure of the likes you probably haven’t seen, or played, in recent years. Shadow Man is undoubtedly a relic of a bygone era that deserves a chance.

Review: Siege Survival: Gloria Victis

Your home and its people are under attack. Enemies invade and pillage mercilessly. Everyone and everything else has already fallen. It’s now down to one last stronghold to keep the invaders at bay.

Siege Survival

While the soldiers fight to protect the last castle they have left, they’re running dangerously low on supplies, weapons, and defenses. It’s now up to you, a handful of civilians whose lives have been uprooted, to keep them going. The civilians now need to work through the trauma of invasion to support the troops protecting them and the keep.

Siege survival: Gloria Victis is a brutal exercise in survival and defense against mounting odds. It has you make difficult choices and manage your resources to not only ensure your survival, but the victory of the soldiers fighting the encroaching enemy.

Choices, Choices, Choices

From the moment you first jump in, Siege Survival has you make a terrible choice. Between protecting fleeing civilians or hoarding supplies that will be helpful to your starting position. This is the first of many tough choices. Not only those that are directly presented to you, such as choosing between people and suppiles. But also in which resources to use and when

Will you prioritize food and medicine, or weapons and armour? Will you rest your civilians, saving their energy for the next day’s work? Or will you spend your nights scavenging for anything that might help?

Even indecision can contribute to your failure. There was a situation where I only had enough food for two of three groups. The hungry farm animals that provide us with eggs, and fertiliser for our crops. The soldiers who need rations to stave off exhaustion and sickness. And the civilians who gather resources, build structures and scout enemy troops. I took too long to make my choice and not only did one of my animals die, but my troops were weakened through starvation and thirst, ahead of the next wave of enemies.

Day and Night

Siege Survival presents the brutal reality of invasion and the ensuing battles. The enemy is tireless and merciless, every day presents the possibility of another attack. You make use of the daylight to prepare yourself and your troops: building, repairing, crafting, farming, and cooking. All while managing the needs of the people, ensuring they get enough rest, food, and water. 

While the day is a vital part of your survival it would be impossible to prepare without the night’s activities. When the sun sets you have the choice to rest or scout. Scouting provides useful information on the enemy, such as defense stats and how many days until they mount their next attack. Though, most importantly under the cover of night you scavenge in the ruined streets of your now occupied city. 

This was a surprisingly enjoyable part of the gameplay. While searching for resources, you also come across random events, such as a grieving man you have the choice to steal from. Perhaps you leave the man to his grief or you justify your theft with the soldier’s needs. You clear blocked pathways with a shovel, and clear out rotting corpses with burning torches, all of which take up slots in your already limited backpack. 

While scavenging the city you also have enemy patrols to watch out for. Avoiding their gazes by hiding in bushes, or attacking them head on. Every action takes time, which there is never enough of. You’re always on the clock and the rising sun is a constant reminder of the coming day’s work.

Through all of this I gained some real sympathy for the civilians and troops in this world. Every night a mad scramble to get enough resources and every day spent preparing for the inevitable battles to come, while trying to keep your people alive. There’s rarely a moment for rest, with civilians sleeping in shifts to ensure preparation, often barely scraping by with enough. 

We Survived! What Now?

Siege Survival had some surprisingly addictive gameplay. There’s never no downtime when everything rests on your shoulders. You’ll be carefully considering every choice and every allocation of materials, if you want to survive. However, unless you’ve fallen in love with the gameplay, there might not be much of a reason to jump back in once you’ve completed the campaign. 

There are a fair amount of choices between game modes. Either increasing or decreasing the difficulty, making for fewer or more available resources, time in a day, frequency of attacks, etc. You also get modes that emphasize the scavenging or enemy attack segments. However, these never felt like enough alterations in gameplay to lure me back, once it was all said and done.

A Lot of the Same

While the gameplay loop is engrossing, it’s that very loop that also works to the detriment of its replay value. You spend each day in the castle keep, and each night in the occupied city. You see the same sights and landmarks which inevitably becomes repetitive. One might be able to overlook this if there was something to feast the eyes on. However, Siege Survival is filled with the same kinds of environments and locations and designs. While the dark and muddy looking visuals lend themselves well to the medieval setting. It does not give the player any visual stimuli after the initial hours of gameplay.

Siege Survival: Gloria Victis is a gripping game of survival and resource management. It’s brutal portrayal of the costs of medieval defense is unrelenting, and its gameplay hooks you from the first little fireplace built. 

Review: In My Shadow

In My Shadow is one of those games that doesn’t require a very long trailer to sell itself. A few frames in and you can see the game’s whole deal and, if you’re like me, that’s enough for you to want the game. And that ‘whole deal’ is really interesting. It has rolled a natural 20 for initiative. But does the execution live up to the high standards set by the promises made in the trailer? Read on to find out.

In My Shadow is a puzzle platformer like I’ve never seen before. It almost entirely separates the ‘puzzle’ and ‘platformer’ sections into two mechanics. The platforming all takes place on a wall where you play as the shadow of a nightmare child (more on her later) who is platforming across shadow platforms and around shadow obstacles (if ‘shadow’ has stopped feeling like a word then you should brace yourself for the rest of this review). ‘But’, I hear you cry out in anguish, ‘where do the shadows come from?’ Well, I’m glad you asked. This is where the puzzle mechanic rears its head. You make the shadows. You have a 3D area away from the wall with a light source along the edge. This area has a number of blocks in it which you can move left and right, to move the shadow platforms, and forward and backwards, to change their size. This is the mechanic in the trailer that sold me on the game. You control the platforming AND the platforms in a thematically perfect way. It’s such a wonderful idea, I’m surprised I’ve never seen it before

Unfortunately, this is where the nice things I have to say about the game start to tail off, as the premise is writing cheques that the execution can’t quite cash.

The least legitimate of the criticism I have relates to the aforementioned nightmare child. The game has a very distinctive doll’s house art style which fits nicely with the shadow based gameplay. However, the way that the child you play as is rendered in that art style is quite unfortunate. She’s a nightmare child. She has a massive head, huge inhuman eyes that feel like the cold dead eyes of a killer and a tiny mouth that can only make expressions in the general category of ‘horrifying’. The overall look is very Chucky from Child’s Play and made me very uncomfortable.

Moving up the scale of legitimate criticisms we have the difficulty. I’m not sure if it’s hard, finicky or some frustrating mix of the two. The platforming itself is quite floaty and imprecise which isn’t amazing when the route you need to take through the course to avoid being killed is often pixel-precise. This is compounded by the amount of control you have. As much as being able to construct the platforms is a great idea, when the challenge of the route is so demanding, you’re constantly asking yourself ‘Am I bad a platforming or do I have the platforms in the wrong place?’ The really irritating thing is that the game knows it’s easy to get stuck on a level so the developers have added a message saying ‘You can skip levels in the pause menu’ which pops up after a few failed attempts. It feels like a last-minute fix to a flawed design.

To turn the frustration factor up to eleven, the game has two more irritations. Firstly, in a prime example of the cardinal sin of platformer design, the time taken between attempts is just a little bit too long. When you die in a difficult platformer you want to get straight back into the game to give it another go. Having a few seconds between level resets significantly builds up your frustration levels and shifts the balance away from endearingly difficult and towards rage-quit difficult. Then, just to make sure the game is as frustrating as possible, the second irritation is added in: the music. It’s a piece of very depressing piano music that repeats after a few bars. It’s rather annoying and I think it would drive you mad even if it were the soundtrack to the most chill game in the world. This is especially annoying where the game has very little audio other than the music, so it’s entirely dominating one of the two senses you’re directing at the game.

In My Shadow is a game with great potential that wastes it all away smoking cigarettes behind the bike sheds. Its report card has a note at the bottom reading ‘Must try harder’. I’m sure it’s very possible to have a great time with In My Shadow but that isn’t the experience I had with the game. However, with such an innovative game idea, I think Playbae is a developer to add to your radar. Despite it all, I’m still excited to see what they do next.