Review: The Messenger

The Messenger is a beautiful realisation of retro 2D platforming that proves that these games still stand up as gamings very best. The Messenger is a retro 2D platformer that leans on past ideas to create a fresh new platformer. That is outstanding for all intents and purposes.

Platforming Magic

When I first started The Messenger, I was instantly transported to a bygone era of the late 20th century where 8-16 bit platforming gameplay was all the range. You, the player, find yourself as a young Ninja, destined to transport a message across your home island. In the hope of saving the world from the apocalypse.

The game is stunning and breathtaking from the get-go in terms of graphics and art style. The Messenger leans on classic retro 2D 8-16 bit graphics and creates a familiar and new aesthetic. Aesthetically, the game is outstanding and is one of the very best looking games in the genre. The game also has excellent level design and variety, making every section of the game feel fresh and new. Furthermore, the game has a stellar story with one of the best narratives in the genre. Likewise, The Messenger has a fantastic variety of enemy types adding further variety to the gameplay and challenge.

Classic 2D Platforming

Ninja Reflexes Required

Thus, the game is challenging from a gameplay perspective and will challenge even the most veteran platforming players, which is a good and bad thing. The game is adhering to the challenge of its predecessors. But is far too hard for the casual gamer and will become quickly frustrating for many. Thus the game is best suited to hardcore fans of the genre.

Hardcore fans of the genre will enjoy the classic 8-16 bit tunes of platforming present throughout the game’s entity. The soundtrack is outstanding, with beats being catchy and a musical master class in retro bit music. The combination of classic retro graphics, music and excellent gameplay make for an outstanding game. It rivals and matches the classic 2D platformers of the retro era. It is hard to describe how nostalgic this game is. The game delivers on everything it sets out to do, staying faithful to the 2D platforming games of old while making the game relevant enough to make the genre stand out in the present age.

Although The Messenger is challenging, limiting its accessibility, the game is an incredible piece of art and should be recognised for this. It is a game chock full of retro era nostalgia that quite simply makes you feel warm inside.

Varied Level Design

Verdict

Overall, The Messenger is an outstanding game that stands out amongst games within the current era of gaming and amongst its predecessors. The game is the perfect package of retro 2D platforming nostalgia and successfully executes every element of 2D platforming that we love. Despite it being a challenge at times in terms of its difficulty, you have to pick up this game. You owe it to yourself as a gamer to play one of the best 2D platformers out there.

Review: Skycadia

Pirates are a scurvy bunch! They prey on the weak, steal whatever they want, and cause problems for whomever they encounter. It takes a brave person to tackle them head-on, a person who fears nothing and has an overwhelming sense of right from wrong. Yet, it’s not just the feel-good factor that drives these vigilantes, there is also the bonus of a bounty when each filthy dog is blown to smithereens. Skycadia asks you to play the part of a bounty hunter in its pixelated homage to Nintendo’s 1993 hit Star Fox.

Developed and published by Studio Nisse, this is a brightly coloured first-person flying shooter. You control three different heroic pilots who aim to clear the skies of the never-ending threat of insect pirates. You soar through the sky avoiding projectiles, Kamikaze bugs, and buildings. Your aim is to shoot down as many foes as possible, collecting the gold they drop, while staying alive for as long as possible.

Skycadia is a blast from the past.

The moment the game loads in you instantly get a twinge of nostalgia. The dated graphics, the arcade-style logo, and the rasp of the synthesised music all make for an eye-catching and overwhelming experience. You are given two options to enjoy in Skycadia. The first is Bounty Hunt. This is the main mode where you will spend most of your time. Second, you can fly freely in the Cruisin’ mode, where you’ll enjoy every low-poly image at your own pace.

Bounty Hunt is an endless mode that asks you to fly freely around a large ocean map. You must search for your foes, shoot them out of the sky, and take every piece of gold they possess. Each pilot has a specific ship with its strengths and weaknesses. Captain Sanders is the all-rounder, Big Bucket flies a hefty crate, and Lord Yolka is nimble and agile. The quicker they are, the less health they have! Lord Yolka must use his speed to avoid bullets and enemies that want to kill him, whereas Big Bucket can take a beating and still keep flying.

I loved the idea of using the quickest ship, darting in and out of the fight, picking off each pirate. In reality, however, it was tough to distinguish between foes, making the faster pilots nigh on impossible to use. This trait also transferred to the choice of weapons. You start with a machine gun, and you then unlock a Scattershot (a Shotgun) followed by a Chargeshot (a high-powered laser). The first was too weak to be useful, and the last was too slow to overcome the hordes of bugs, meaning the only viable option was the Scattershot.

What a smug bug!

An illusion of choices.

As you look at your choices, you are given the illusion that you’ll be able to select the vessel and weapon that suits your style. Sadly, this isn’t the case! Skycadia gives you the freedom to pick whichever pilot you like, and you can select your loadout, but you will always return to the highest health, and most useful gun. Big Bucket and the Scattershot will always be selected to give you the best chance of success.

So, what is deemed as a victory in a game with no story? In short, the amount of money you collect before you are destroyed. Each short game comprises lots of explosions, dodging, and collecting of gold. Once all your health is depleted, it’s game over, and you either restart to try again or return to the tavern.

You can see your stats in the tavern, how you compare on the global leaderboard, and how many times you have been killed in the Bounty Book. It was interesting to read but added little to the gameplay. It was nice to see how I compared to my friends or the big boys around the world, but I would have preferred a focus on another game mode to get my teeth into.

Argghhhh a flying centipede thing!

Skycadia has dated graphics that were great to see but are problematic.

The low-poly style will certainly not be to everyone’s liking. The garish and jagged lines aren’t pretty to look at, nor are the sharp and contrasting colours. Yet, there is something wonderful about this old-school experience. It sucks you in and transports you to the genre’s heyday. Unfortunately, though, I have to take off the rose-tinted spectacles and realise that this art style caused many issues. It was hard to see the opposition, depth perception was nonexistent, and the scenery was challenging to make out.

These issues are not going to go away. They cause you to be hit more times than I care to remember, end your playthrough, and generally annoy you throughout! But the pain is all worth it, as you soar around a wonderful pixelated sky, trying to pin down your opponents.

If it isn’t the bright colours giving you a headache, it will definitely be the synthesised audio. With high pitched electronic sounds, an upbeat soundtrack, and tinny sound effects, it was brilliantly reminiscent of early 90s gaming. Bugs flying into you made awful crashing noises. The rasping sound of your weapon crunching your enemies armour, and the inevitable explosion as you failed your mission were all great to listen to. Though the sound wasn’t always pleasant, but it carried the action perfectly and suited both the style and theme to a tee.

The pirates still attack at Christmas.

What, no brakes!!!!!

Who has heard of a plane with no brakes? The oversight was maddening! You can boost, roll, and shoot to your heart’s content, but try to slow down…..hell no! I admit, it’s not the end of the world, but it was a bit strange not having this option. It removed a necessary tactical element and made the action much harder in the process. If I put this to one side, the rest of the controls were great. You can choose to invert the analogue stick, and other actions use a couple of buttons. So other than the lack of brakes, it was easy to play.

With only one viable game mode, Skycadia’s replay value is dented, somewhat. Yes, the Cruisin’ option was fun, but this soon became tiresome. Bounty Hunts were always fast-paced and enjoyable, but I wanted much more of a challenge, and this sadly never materialised. If the developers had added a time trial, power-ups, squadron battles, or any other tangible option it would have gripped its audience much more. If you are a completionist you’ll spend no more than five hours on this, and that’ll get you your 100% status.

Skycadia is a fun casual experience that needs a bit more bite.

Skycadia’s gameplay, style and presentation are all great, mostly. Retro gamers will fall for its charms and will get lost in its low-poly world. It’s an excellent albeit short casual experience that will transport you back to the 90s. There are a few areas that need improving, but overall I recommend you buy it here! Help the three heroic pilots take down the swarm of bug pirate scum. It’s a never-ending battle, but at least you are paid handsomely for your efforts.

Evercade Announces Arcade Collections For Handheld and Evercade VS Systems

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Blaze Entertainment is delighted to announce a brand new arcade range of Evercade cartridges.

The four new cartridges will feature arcade games exclusively, from classic hits to some rediscovered greats. These new cartridges follow the now traditional Evercade formula of providing something everyone loves and something new to discover.  

All four cartridges will be available individually to purchase and are playable both on the Evercade Handheld and the Evercade VS. All cartridges are also going to support save states, just like the existing collections.  The new purple spine denotes the separation from the main console-focused collections of Evercade cartridges and the numbering system is reset for this new arcade line. But it still has the same great attention to detail with the cartridges coming with a bespoke manual and cover and provided in a bespoke plastic clamshell case, to fit in with the rest of the Evercade line.

The price point of these cartridges is also in line with the existing Evercade price point of £14.99/$19.99. 

All these collections have been curated by hand and feature the latest in commercial arcade emulation, and all games have been officially licensed from the license holders to provide Evercade gamers the most accurate and playable experience available.  

These collections will be available for Pre-Order on May 28th and will be released alongside the Evercade VS on November 3rd 2021.  

The four collections feature some of the greatest hits of the arcade era with titles such as Double Dragon 2 and 3Bad Dudes Vs Dragon NinjaCrystal Castles and many other great titles that became synonymous with arcade and home video gaming.  This has also meant that Evercade has been able to delve into the vaults to provide some great games to rediscover. Including a selection of games from the Gaelco back catalogue, a Spanish arcade developer who operated in Europe from 1985 to the early 2000s, and some great titles that you might not expect from the world-famous publishers of Technos, Data East, and Atari.

Review: Karma Incarnation 1

Stories of romance and tragedy have been told through the ages. People are fascinated by other’s pain and misfortune and vie for the underdog to save their one true love. This theme is as popular today as it always has been. Karma Incarnation 1 has jumped on the bandwagon, using this heart-wrenching concept at its core.

Developed by Other Kind Games and Auralab and published by ChiliDog Interactive, this is a puzzle game with a humorous narrative. It’s bizarre, surreal, confusing, and mentally taxing. A short game that offers very little in the way of hand-holding. You are left to solve each problem in this strange tale.

Disco time.

Karma Incarnation 1 tests your logical thinking and observation skills.

Part adventure, part point and click puzzle title, Karma Incarnation 1 isn’t a walk in the park. You must wander around many levels of an alien environment, helping the locals, and slowly moving towards your end goal. You are required to scan the surrounding environment, looking for clues, and finding further puzzles. Like with many of these games the problems and solutions are obvious, but this doesn’t make working them out any easier.

It tells a tale of astral beings who have found love in the most unlikely of places. The pair are inseparable until one fateful day when evil monsters ruin their peaceful existence. The pink entity is swallowed whole as the white one escapes with his life. He is told that his love is alive, and can be saved if he reincarnates as a dragon and destroys the monster. Willing to do anything, he begins his transformation only for an error to occur. His soul has been reborn as a worm named Pip, not a fearsome beast.

This sets the tone for the whole game. Throughout you are tickled with; humorous cutscenes, interactions with odd creatures, and strange tasks to help the locals.

Funky space aura.

Pip’s appearance changes depending on his actions.

Karma Incarnation 1 isn’t a straightforward linear tale. Yes, the action follows a set path, but depending on how you behave, and the things you do, influences others. Karma affects all beings, but none more so than Pip. If he’s bad, his appearance alters, impacting how others interact with him. This idea was simple, but sheer genius. The narrative of the game alters depending on what you do, and this opens up additional storylines for you to enjoy.

Alternatively, this can be quite a confusing aspect to understand. It isn’t always clear if a behaviour or action is good or bad. And this can sadly alter your gameplay unintentionally. What is also frustrating is the lack of guidance. It can be tough exploring stages when you have zero idea of what to do, or how to proceed. There is a hint system, but it seemed to offer advice when it wanted, and not when it was needed. This difficulty was rewarding in a sadomasochistic sort of way. There was lots of time wasted and many profanities muttered, yet it was worth it when the solution was found.

A stunning yet bizarre look.

You are instantly struck by how beautiful this looks. With hand-drawn images and contrasting tones and colours, it looks great! The small areas you explore vary in look and design and you quickly flit between shadowy caves and bright icy tundra. The dream-like theme continues with the characters appearance and the odd thought bubbles that convey the dialogue. There is a lack of complexity to the images and much of it appeared tribalistic in its style.

The gameplay is split between two views, and the first is Pip’s worm vision that sees the world as it should be. The second is a psychedelic space aura that sees an alternative reality. Both add to the weirdness of this game, and you will flit between the two to help overcome the many puzzles you face.

The audio continues this bizarre theme. There is a lack of dialogue, instead, you hear inaudible ramblings. These emphasise emotion and progress the story alongside the thought bubbles. There is a nice variety of sounds and music depending on which zone you visit. I particularly enjoyed the environmental sounds as Pip slid his way around the world. The developers took a minimalist approach, and this was great as it let you focus on each puzzle.

Beat the drums and make the flame burn.

Oh, how I hated the controls.

Karma Incarnation 1’s controls are awful, as they are clumsy, unresponsive, and badly mapped. Undoubtedly they’d work better with a Mouse and Keyboard, sadly you are stuck with a controller. It was just about serviceable, but you are constantly reminded how clumsy they are. You’ll experience slow movement, button-mashing to perform actions, and plenty of mistakes as you select the wrong action. It was disappointing, as it tainted an otherwise very enjoyable experience.

This is a short game and will take between four and five hours to complete, which includes all the achievements. This quick playthrough alongside a lack of additional modes dents its replayability. Other than the aforementioned control issue, you’ll really enjoy it. Though it lacks a reason to return to it, it’s still worthy of your time.

Karma Incarnation 1 is odd, enjoyable, and a great indie title. 

I love when a game does something unusual and Karma Incarnation 1 certainly does that. With a bizarre story, surreal aesthetic, and challenging puzzles, this will keep you working until the end. I won’t sugarcoat it, the controls are terrible, but the rest of the elements work well, so this setback is forgivable. I really enjoyed it and recommend you buy it here! Solve the puzzles, overcome the monster, and bring the lovers back together. 

HONOR Launches the HONOR MagicBook 14 and 15

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HONOR has officially announced the global availability of the upgraded HONOR MagicBook 14 and HONOR MagicBook 15. Available with the latest 11th Gen Intel® Core processors and Intel® Iris® Xe graphics, the new HONOR MagicBook Series offers an upgraded user experience and unparalleled performance, all packed into a lightweight and powerfully compact body. Boasting 10.5 hours12 of battery life, an Eye Comfort HONOR FullView Display for enhanced eye protection and supported by the latest Wi-Fi 6 and a 2X2 MIMO dual antenna design for faster and smoother wireless transfer speeds, the HONOR MagicBook 14 and 15 Series is now available in UK, Germany and France starting from 849.90 €. 

“The all new HONOR MagicBook Series reflects our ambition to become a global iconic tech brand by offering innovative, high-quality products with proven reliability” said George Zhao, President of HONOR. “Featuring one of the world’s best processors for thin-and-light laptops – the latest 11th Gen Intel® Core™ Processor, the new HONOR MagicBook Series offers enhanced performance and is the ideal device to help users supercharge their work, study, and entertainment.” 

Safeguard your Digital Wellbeing with Eye Comfort HONOR FullView Display for Enhanced Eye Protection 

Featuring a 14-inch stunning Eye Comfort HONOR FullView Display, 100% sRGB colour gamut and a screen to body ratio of 84%, the new HONOR MagicBook 14 delivers an immersive viewing experience, bringing vivid colours and true-to-life imagery to help users capture every detail on their screen, whether it be for study, work or play. 

Perfect for those who spend long hours in front of a screen, the new HONOR MagicBook Series comes equipped with TÜV Rheinland Low Blue Light Certification, TÜV Rheinland Flicker-free Certification and all new DC Dimming technology. Designed to minimize harmful blue light, the combined features relieve eye fatigue and strain, safeguarding the digital wellbeing of users and ensuring enhanced eye protection and a comfortable viewing experience all day long. 

Superior Portability in a Sleek and Lightweight Design 

Boasting a sleek and lightweight design, the HONOR MagicBook 14 weighs just 1.38 kg3 and is only 15.9 mm4 thin, easily fitting in most bags and allowing users to enjoy ultimate portability and unparalleled performance on the go. The 1920 x 1080-pixel fully-laminated screen reduces the reflection of light off the LCD panel, creating an immersive and true-to-life display even under direct sunlight. Available in Space Gray, the lightweight aluminum body with a azure blue chamfer design ensures a sleek finish to make it compact, slim, and stylish, perfect for any occasion. 

HONOR MagicBook Series Gets a Boost with Powerful New Processors Available with the latest 11th Gen Intel® Core™ i7-1165G7 processor5, the new HONOR MagicBook Series takes performance to a whole new level. Compared to the previous generation, overall performance is up by 21% percent, with a maximum frequency of 4.7 GHz. 

Designed to support heavy duty and complex tasks, the all-new Intel® Iris® Xe graphics delivers richer gaming experiences and greater speed for designers and creators when processing multimedia files, including photos, videos, and different editing software, in addition to 16 GB of DDR4 dual-channel RAM6 and 512 GB of large storage. 

The HONOR MagicBook Series comes packed with a Supersized Cooling Fan and dual heat pipes, enabling efficient heat dissipation to maintain a manageable temperature even during intense gaming, while Performance Mode (Fn+P) is available for heavy duty tasks, such as using advanced design software, boosting productivity to the maximum. With Microsoft Windows 10 pre-installed (including a 1-month free trial of Microsoft 365), users will be able to utilize many of the most popular productivity programs and games in the market with the HONOR MagicBook series. 

Powered by a massive 56 Wh high density battery, the new HONOR MagicBook Series offers superior all-day battery life7 boosted by 65 W fast charging to supercharge study, work, and entertainment. With 10.5 hours8 of battery life for local 1080P video playback on a single full charge, users can rely on its durable, first-rate performance, enabling all day productivity. For those on the move, the new 65 W Fast Charger weighing at just 200 g can power the device up to 44% in just 30 minutes9, while Reverse Charging is available when the HONOR MagicBook Series is shut down, helping users charge their smartphones and other devices while on the go. 

Cross-device Multitasking and Multi-Screen Collaboration 

The HONOR MagicBook 14 and 15 are both equipped with Wi-Fi 6 and a 2X2 MIMO dual antenna design, enabling wireless transfer speeds of up to 2400 Mbps, approximately 2.7 times the speed of Wi-Fi 510. 

Complete with multi-screen collaboration, it’s easier than ever to work between your smartphone and laptop. Users can do cross-collaboration between their HONOR smartphone and HONOR MagicBook Series with a simple tap. Multi-screen Collaboration allows users to view their smartphone screen and files on the laptop; users can simply drag, drop, and edit their files, using the same keyboard and mouse11. The laptop also allows users to pick up exactly where they left off without having to jump between devices, making multi-tasking easier than ever. A handy fingerprint reading power button enables instant access when starting up the device for a more secure and effortless login experience. 

Pricing and Availability 

Starting from May 18th, the HONOR MagicBook 14 11th Gen Intel® Core™ i7-1165G7 16GB+512GB and i5-1135G7 versions will be available to purchase in UK, Germany and France via UK, Germany and France at an affordable price of 1199.90 € and 849.90 € . 

For those looking for a larger screen, the new HONOR MagicBook 15 comes with a stunning 15-inch Eye Comfort HONOR FullView Display, 100% sRGB colour gamut and a screen to body ratio of 87%, weighing just 1.56 kg and available with latest 11th Gen Intel® Core i5-1135G7 processor. Starting from May 18th the HONOR MagicBook 15 will be available in UK, Germany and France via UK, Germany and France at an affordable price of 949.90 € . 

For more information, please visit HONOR online store at www.hihonor.com

Review: Golden Force

Golden Force is a game that sets out its stall very early on. When starting up a new playthrough, players will be dropped onto a ship in a storm and confronted with a handful of minor enemies against which they can learn the three main attacks: strike, slide, and dash. It may appear at first as a standard tutorial, with the ship’s captain calling out the various controls, but that illusion is broken inside of a minute when the ship is attacked by an enormous kraken and you are plunged into the first boss battle.

Given the difficulty of this game – players can only take a total of five hits before it’s game over – this is a pretty high barrier for entry and it may end up turning a fair few players away. That being said, it’s also a good indicator of what Golden Force has to offer and it does serve to let players know what they’ll be getting into; if you find yourself having a bad time taking on a difficult fight from the offset, you’re not going to have much fun in the rest of the game.

For anyone who does get through the opening challenge, the rest of the game takes the form of a series of platforming levels, with each island consisting of four main runs and one bonus one. Each fourth main level is home to its own boss, which players will need to defeat to unlock the next island and progress through the game. Individual levels aren’t particularly long, but the firm limit on the number of hits you can take and how uncompromising your own hitbox can be can make them very challenging. Occasional checkpointing does help to prevent players from losing too much progress too often, but there isn’t ever a lot of room for error.

To make things a little easier, there is a levelling system of a sort via the shop, which allows players to spend collectables to permanently improve their health or combo length, or to buy temporary buffs to damage or health. While the permanent improvements can prove very useful, obtaining the necessary collectibles to unlock more than the first level of each demands an extensive amount of work and time. Similarly, the temporary buffs, most of which only last for a couple of seconds, are extraordinarily expensive in contrast to the amount of gold you can collect in each level.

In part, this is likely to encourage replayability, something that is also backed up by the ranking system present in each level, but the prices are so high that many players are likely to ignore the temporary items entirely.

Outside of the game’s mechanics, there is technically a storyline – that the eponymous ‘Golden Force’ team is on the hunt for more money – but it’s so inconsequential to the gameplay that it doesn’t really matter. It gets a minute or so of screen time at the very beginning, but after that players are free to ignore it entirely and go about the business of beating up waves of enemies.

Overall, Golden Force’s main draw lies in its challenge. Despite ostensibly being a platformer, traversing each level never gets particularly unique or difficult; instead, the focus is combat. Simple though the controls and enemies may be, the precision with which players will have to navigate each level is going to be appealing to anyone who likes that kind of perfectionism.

Not all of this challenge is entirely earned, however. Golden Force has a number of technical issues that hamper its ability to really shine, most importantly some slight imperfections in registering inputs correctly. This is most notable with the dash, a darting directional attack, which can be very slow to read changes in the directional keys being used, leading to the avatar moving in the wrong direction. In a fight, that isn’t much of a problem, but for sections of platforming, it can lead to unavoidable deaths.

The same minor imperfections can be found on some platforms wherein the invisible structure contained within the game’s code that the player is standing on doesn’t entirely match up with the artistic structure drawn by the game’s graphics. While this was a problem I only encountered a few times in several hours of play, each time it led to the loss of one of my very limited lives through my being unable to see where the edge of the platform I was standing on really was.

A separate issue, though no less frustrating, is the intense frame drop problem that appears whenever too many enemies or items spawn in the level. This is particularly prevalent in boss battles when there are a lot of projectiles and mini-enemies to dodge, and whenever you uncover a gold goblin, which drops coins as it runs away from you.

The problem is only magnified if you try to use the co-op multiplayer system, which allows two players to connect remotely and work together to get through a level. The performance trouble here was so bad, in fact, that I was entirely unable to play a complete level in co-op and so I can’t reliably review the system’s merits or failings. Unless a future update manages to patch out the severe lag and frame drops currently bugging it, Golden Force’s multiplayer is a non-starter.

In many ways, Golden Force is a solid call-back to the earlier days of platforming, complete with beautiful retro graphics and a killer soundtrack, and if you remember those old games fondly, give this title a shot. However, that being said, this isn’t a nice, easy game to relax with at the end of the day and that is only compounded by irritating performance issues. Hopefully future updates will resolve the latter, but if you’re not looking for a challenge, I’d suggest searching elsewhere.

Review: Go To IT

It’s time to take a look at another early access title. Black Deck Crew and Gamera Interactive, let you finally live your dreams of running your very own tech startup. You will spend your day-to-day answering emails, managing finances, assigning projects, and recruiting new employees. This is all presented in a cartoonish visual style, influenced by social media and flash games. While the tasks in Go To IT seem mundane, things will really begin to stack up once your business grows. Being Mr. Manager may not always be as glorified as it is coveted. But how do these real-life emulations hold up when captured into a simulation game?

Get To Work!

Start off by creating your character with a selection of gender-friendly aesthetics and professional attributes. Start as a Specialist, Businessman, or Founder & CEO and decide which time period in tech to operate in, from the 1990s to present day. It’s honestly hard to tell any differences from which time period you pick. You also get to choose whether your character is to be design, coding, or management heavy, and get to work. You will receive potential employee CV’s, project requests, and tutorials all via email. This looks nice, but a game that is information heavy presents important messages with relatively small font. The emails can also be a bit too text-heavy. It’s hard to sift through and tell find what’s important to retain. I found myself skimming through the emails and clicking on all of the projects without realizing the importance of reading everything.

You’ll spend most of your time on this screen. Employees on the left, projects on the right, and your workspace in the middle.

Eventually, it will be time to add more employees. You can use the PR tab to attract resumes. Candidates have positive and negative attributes, which is a nice touch. For Example, Emma Olson may be really good at completing projects without creating any bugs, but is claustrophobic and loses stamina faster in a full office. This creates a lot of unique personalities to work with and it’s intriguing to see how your team will mesh. Keep in mind, if someone is not a fit, there is no termination option. You can only allow a two-week notice. You won’t be able to immediately replace someone if they are not the right fit. The human resource side is Go To It’s biggest strength. Now, lets dive into the operations and financial areas.

KPI Dashboard

There are a lot of different types of services that your company may provide. A nicely designed KPI system within the game showcases money spent, projects completed, and other useful data that anyone familiar in an office setting would understand. Employees three main stat lines (design, coding, and management) can be increased depending on the tools you buy to help them perform. Project requests will show which of the areas that it leans towards. You can then make the decision as to whether to accept or reject. This adds some strategy since it may not be wise to accept everything and overwhelm your team, or waste time on a project you may not be able to finish.

The statistics are drawn nicely to show everything from money earned, to individual performance.

The issue here, is that the extra equipment you can buy for your employees doesn’t seem to have any real impact on their performance. Their base stats are what gets the job done here. For example, Dave has high Management, but low Design. Buying Dave a tablet, which is meant to strengthen Design, doesn’t really yield any real increase in practice. Or maybe it does, but the improvement is so minimal that I wasn’t able to notice during my playthroughs.

Net Gains And Losses

The main goal of Go To It is to yield profit. Completing projects will reward your company money to pay business expenses, employees, and monthly rental spaces. In the beginning I found myself staying even, but had issues staying above the surface each time I expanded my company. I wasn’t able to find a way to grow my business and pay for everything properly and had to resort to taking bank loans out. Then I couldn’t pay my loan in time and took another loan out to pay for my first loan, thus creating a vicious cycle. Either projects weren’t being offered quick enough, or they were too complicated to be able to finish in time, regardless of staff. All of that time and money spent was wasted.

Try not to go bankrupt

You will reach “Game Over” if your company goes bankrupt. This will happen on a first playthrough. When I played a second time, I paid more attention to the projects, staffing, and bank loans in the early game to avoid the same outcome. Sure enough, come expansion time, I wasn’t able to pay off my business expenses properly. This stopping point is where the difficulty curve may need some extra attention from the developers.

Bottom Line

While, the concept of Go To IT may seem more trendy than creative due to the tech boom in recent years, there is some content here. However, it seems as if the developers put that extra love in some of the wrong places. I like the different attributes assigned to each person, and the chemistry or toxicity that ensues from assembling your team. On the other hand, a lot of important things, such as upgrading employees’ statistics seemed to lack any substance. I spent a lot of time just clicking around on the interface and not paying close attention to the details for these reasons and lost focus. While the issues I found may be fixable before the title’s full release, I’m not sure if this is everyone’s cup of tea. And if it’s your cup of tea, there are others out there with healthier ingredients.

Review: Tony Hawk’s Pro Skater 1 + 2

The outcome of video game remasters seems to vary quite drastically from title to title. And, the distinction between a ‘remake’ and ‘remaster’ isn’t always that clear. 

Tony Hawk’s Pro Skater 1+2 is undeniably a remaster of the immensely popular classics that came out in 1999 and 2000. However, this impressive package isn’t just a next-gen port, that only offers some subtle graphical and performance upgrades; it is perhaps one of the most faithful remasters out there.

A blend of old and new:

All of the levels from the original two games have been faithfully recreated; retaining the spirit and structure that made these titles so popular in the first place. Change comes in the form of a modern palette; that perfectly honors the timeless style of these missions, whilst bringing the gameplay up to   present standards. 

This balance between old and new, is something that the developers have successfully achieved throughout nearly every aspect of this remaster.

The soundtrack, for example, features classics from the era such as “Guerilla Radio” and “Jerry Was a Race Car Driver”, but also adds more recent tracks, such as Fidlar’s “West Coast”, that still fit the game’s distinctive tone. 

Unsurprisingly, the music is a core part of the game’s experience, and I found myself consistently impressed by the quality of depth within the soundtrack.

The gameplay itself is fantastic. The movement is responsive and weighty; every mistake; every ‘ollie’; every trick, feels deliberate. Such precision in movement and responsiveness in player input, adds an incredibly satisfying sense of responsibility; when you make a mistake; when you pull off a ridiculously awesome air trick(my skateboarding vernacular is lacking, I know), this is ultimately down to you as the player. I found this incredibly empowering.

Sticking to the principle of ‘blending the old and new’, the core gameplay loop harkens back to the ‘arcade’ style of the original games. You’re still, generally speaking, looking to hit high scores and collect certain objects, but there are a few nick tricks to play with.

Later additions to the series such as reverts, wall plants and spine transfers, are also included here. This adds more depth to the remaster, without detracting from what made the originals so great in the first place. The player has the choice to change the control scheme to only feature maneuvers from the original games, if you wanted to really take things back further. 

As a matter of personal preference, I found that collecting different items across the arenas became quite repetitive. After a few runs, it started to feel like busy-work between trying to achieve high-scores. However, the engaging gameplay meant that this never became more than a minor, momentary grievance. 

Simple to learn, difficult to master:

Picking up the board, doing a couple tricks and rocking out to an awesome soundtrack was how I spent most of my time playing the game.

A deep tutorial, simple, responsive inputs and progressively more difficult maps provide an encouraging experience for new players. Simply speaking, you can very quickly reach a level of ‘competency’ within the games, but through increasingly more difficult challenges and map layouts, the game reminds you: there are levels to this.

Progression in this game is immensely satisfying. A deep roster of skaters, seemingly innumerable unlockable cosmetics and new maneuvers to master, mean that there is always something to be working towards. This is great. And when combined with fantastic gameplay, you quickly start to recognise the absolute brilliance of this remaster. Key word being ‘master’. This is absolutely the pinnacle of skateboarding video games. 

I haven’t even mentioned the level editor(which whilst initially daunting, quickly showed its brilliance) and online multiplayer – which adds another layer of competitiveness. 

As I am writing this -and becoming increasingly self aware of how much I am gushing over this game – I feel obliged to ‘try’ and point out one area that I felt the game was sorely lacking.

The game’s character creator is just not very good. Which is especially disappointing, because of how polished the game is in just about every other aspect. There is hardly any depth to the creator, with the bizarre absence of sliders meaning that you are working with pre-set choices. 

Does this one blemish mar the whole experience? Absolutely not, but it does feel like a glaring oversight, in what is otherwise an absolute masterpiece.

The best remaster ever?

Tony Hawk’s Pro Skater 1+2 absolutely sets the bar for what a ‘remaster’ should be. Staying true to the original’s strong foundations, this remaster modernises the classics; managing to retain the best aspects of the originals and place them in a package more in line with our modern expectations.

This is truly the definitive skateboarding video-game experience. If you’re like me – desperately un-coordinated and comfortably not a ‘thrill-seeker’ – you can still experience the absolute adrenaline rush of the sport, within the comfort of your couch. Oh, and the soundtrack is full of absolute bangers – oh, I mentioned that already, didn’t I?

Just brilliant.

Review: Baldur’s Gate: Dark Alliance

Few genres age well. Usually, the gameplay becomes dated; the graphics look horrific, and playing them quickly becomes a big mistake. RPGs, however, are timeless. The well-written stories, the memorable heroes, and the glorious quests are all worth another look. I don’t mind returning to an original game, even on a modern console, but when a remake is released, I jump at the opportunity to give it a go. This is exactly what happened when I saw Baldur’s Gate: Dark Alliance. This re-release has stuck to the original mechanics, settings, and story, but has a 4K makeover for 2021.

Developed by Black Isle Studios and published by Interplay Entertainment, this is a classic D&D RPG with a Hack ‘n’ Slash twist, that is viewed from a tabletop perspective. Baldur’s Gate: Dark Alliance is a great example of an RPG adventure title keeping things simple, allowing the action and the story to do all the talking. I remember when this was first released, I loved it then, and couldn’t wait to see how it would compare all these years later.

It’s chilly in such a skimpy outfit.

Baldur’s Gate: Dark Alliance shows its age.

I will not sit here and say that this is a masterpiece. Yes, in its day, it was well-received, was afforded plaudits from the gaming community, and was much-loved by its fanbase. Yet sadly, its whole premise is dated, the simple approach doesn’t push you enough, and recent RPGs have a lot more depth to them. This being said, I still adored my time with it, and once I got started, I couldn’t stop playing.

Originally released in 2001 for the PlayStation, Xbox and GameCube, this RPG adventure Hack ‘n’ Slash title was set in the Forgotten Realms campaign under 3rd Edition Dungeon and Dragons Rules. It was the first console release in a long line of Baldur’s Gate games, having been PC exclusive. It had a basic but well-written plot that finished on a cliffhanger ending, allowing the developers the freedom to create the much-anticipated sequel. 

Using a linear quest line your hero must move through four acts of this fabled tale. You begin your adventure in the medieval town of Baldur’s Gate. From here, you will travel across the world to different locations. You are offered the opportunity to complete side quests for extra gold and items. These are free-flowing with the only restriction that they must be completed before each act ends. The plot tells of dark powers, friendships, love, loss, and treachery. It is not the most complex of affairs, but it keeps you hooked from beginning to end, and the twists and turns keep you thinking throughout.

Three heroes with their own style.

Baldur’s Gate: Dark Alliance allows for a few player-based choices. The main one is which of the three classes you wish to use for your journey. Archer, Sorcerer, or Dwarf. Each has unique skills, pre-set strengths, and methods of attack. You must select the one that best matches your gameplay style and try to make them as strong as possible. Like with most RPGs, earning XP and levelling up is a must if you wish to tackle the more powerful creatures. You can unlock traits that will help you en route, and at set intervals, you can choose to increase your attributes. The limited customisation helped to keep the gameplay balanced, but felt too restrictive and won’t be to everyone’s liking.

This short game attempts to increase its longevity with a range of difficulty modes. Four are available; Easy, Normal, Hard, and Extreme. There is also a mode known as “The Gauntlet” which only becomes available once the game is finished. The Extreme difficulty is accessed through a New Game Plus option and allows you to select an additional adventurer for the main story. Even with the extra settings, the gameplay doesn’t change, making the action feel repetitive in places.

Magic and lizardmen.

Weapon choices and healing potions.

The Hack ‘n’ Slash element will not be to everyone’s liking. During the easy difficulty, you simply slash away, mowing down enemies and looting their remains. How you wish to take them down is up to you, and an array of close quarters and long-distance weapons are at your disposal. Depending on who you have chosen, you will use magic to help eliminate your foes. The battles can overwhelm you, and a poor approach can leave you fearing for your life. Oddly, using your shield was a pointless affair. It takes so long to swap between shield and weapon that you may block the first attack, but further blows are impossible to avoid.

This is where plenty of healing potions come in handy. Get battered by each enemy, swig from a flask, and carry on. The lack of tactical nuance lends itself to the Hack ‘n’ Slash model but leaves you feeling unfulfilled. This was further emphasised with poor accuracy and enemies that flee as you approach. You’ll quickly discover that you lose more health through terrible accuracy than an inability to fight. You’ll also chase foes around a dungeon-like something out of a Benny Hill sketch. Yes, it was amusing, but it was also frustrating as you and the computer enemy ran around like headless chickens. 

Baldur’s Gate: Dark Alliance’s 4K upgrade doesn’t polish out the dated presentation. 

Whenever we hear the phrase 4K upgrade, we instantly expect a modern aesthetic. Sadly, this isn’t always the way. Baldur’s Gate: Dark Alliance certainly has a crisper more polished look, but it can’t escape its dated approach. Poor lip-syncing, robotic animations, and NPC’s that spin in circles all return to the fore. Yet, I still loved its look. The tabletop perspective makes crawling each dungeon a wonderful experience. The dank colour palette adds a sense of oppression and doom, and the character models have a classic D&D appeal. Your enemies are varied and walk around unpredictably. Sure, it isn’t the modern spectacle I was hoping for, but it brings the old game back to life and makes it appealing for new gamers and fans alike.

The glorious thing about older RPGs was the ability to build suspense and atmosphere with little music. The silence is deafening, and only the wonderful acting and sound effects can be heard throughout. The cutscenes and narration help to tell and push the story on at a nice pace. Though the acting was a little wooden, the variety of characters you meet overcomes this slight negative. What I loved, however, was the sound of the eerie wind blowing, the screams of monsters, and the OTT noises that came from your magic and swords. This is what old-school RPGs are about, and though it may be lost on the new generation of players, veterans will adore what is presented.

The beauty of 4K polishing.

The controls are still clunky!

When it was first released, I remember thinking that the controls weren’t as responsive as I’d have hoped for. There was always a feeling that it would be better with a Mouse and Keyboard. Unfortunately, time hasn’t changed these thoughts, as the remake is still as clunky as the original. Hitboxes can be a little off, and this impacts each fight. Yet these drawbacks won’t stop you from having a great time! The fundamentals are easy to learn, with a clean-cut UI, a simple inventory system, and an uncomplicated button layout. This is one game that you’ll master in no time.

The main positive is its four difficulty settings, and these truly add longevity to the gameplay. But this is also its major negative. The gameplay feels repetitive as you simply repeat the same story with no differences. Yes, the increase in the challenge makes you approach each act differently, but there are no surprises along the way. The achievement list also adds replay value, but will only interest completionists, or fanatics. If you wish to get 100% status, you must be prepared to make the ultimate sacrifice and try to complete it on Extreme! Best of luck with that.

Baldur’s Gate: Dark Alliance is a blast from the past.

With so many games concentrating on making non-linear open-world experiences, it was refreshing to be reined in by this old-school classic. Baldur’s Gate: Dark Alliance may be restrictive in its approach, but I loved how it pushed me along. With many short quests to undertake, a constant sense of achievement, and a modern polish, the developers have done a wonderful job in updating this much-loved title. I enjoyed my blast from the past and recommend you buy it here! It’s time to choose your hero, enter Baldur’s Gate, and save the world.

Review: Giga Lounger

Here is our review of the Giga Lounger – the first one-key automatic inflatable lounger.

Exclusive and innovative design with an integrated AirVorTech electric air pump, which can automatically inflate the air lounger with a simple touch. Very easy to operate by yourself, even kids can handle. It is easier to inflate than traditional air bed, takes only 60s. Relax and enjoy whenever you want.

Key Features

Integrated electric pump& power bank
Inflate with just one click and 60s fast inflating
150kg bear weight
Super foldable
Wear-resistant material

What’s in the bag?

The bag contains the Giga Lounger and a USB cable.

Operating the Giga Lounger

Operating and using the Giga Lounger is a simple 3 step process:

Step 1: Fold the vent to adjust the hardness of the lounger according to your preference. 

Step 2: The top buckle is designed to strongly seal the air outlet.

Step 3: Start the AirVorTech electric air pump with one-click, and inflate quickly in just 60s.

A Closer Look

Final Thoughts

The Giga Lounger is small and very lightweight – it’s easy to carry when its in its carry bag. When the time comes to inflate it, its just a case of removing it from the bag, unrolling it, opening the vent and pressing a button. It really does inflate fully within 60 seconds.

All you then need to do is adjust the top buckle if needed and then just sit back and relax.

Deflating it is simple too, although not as much fun as inflating – just open the buckle and all the air will come out in a few seconds!

Charging the Giga Lounger is just a case of plugging in the supplied USB cable. A single charge works for about 25 inflations so you will get a lot of use out of a single charge.

There is also a USB port for use in charging your devices so you wont run out of power when relaxing. Obviously this will use the battery so you will need to charge the lounger sooner if you use the onboard power.

There is also a pocket for putting things in and a wind rope that you can use to anchor the lounger in place if needed.

The lounger is very comfortable and you can use it on grass, in a pool, on the beach and more, the choice is yours! It’s made of a hard wearing material so it shouldn’t tear or get damaged easily.

You should definitely check out the Giga Lounger if you want something comfortable and portable to use in a variety of different situations and locations.

The Kickstarter campaign is running now and until June 2nd, you can check it out here.

You can also learn more from the Giga Lounger website.

Review: Orbital Bullet (Early Access)

I bloody love roguelites. They’re a genre that I never think about when compiling lists of my favourite games because you play them completely differently to most other games: playing in relatively short sittings and taking a lot of runs at the same but randomised section and never really thinking about a story or ‘completion’ – which is remarkably similar to my opinion on my time at university. However, now that I think about it, there are so many roguelites (and rogue-likes, for the pedants) that I adore: The Binding of Isaac, FTL, Hades and, now, Orbital Bullet.

Roguelites are perfect for someone like me, with a short attention span and not a lot of spare time. You can sit down and play a complete experience, picking up from nothing and quickly being back in the swing of the game. This feature of the genre means that they have to be tight. They have to be perfect. They have to be well designed – they can’t have anything extraneous or pointless. They have to give you a reasonable cross-section of the whole game in a half-hour sitting, like an episode of Rick and Morty compared to one of Game of Thrones. All of this design comes together to provide a brilliant player experience and Orbital Bullet is no exception to this rule.

One key feature of a roguelite is the difficulty. They’re hard. You’ll fail time and time again so you’re forced to level up and face tougher challenges – in a harrowingly accurate representation of the real world. I used to think that I didn’t like difficult games but my love of roguelites and my recent time playing, loving and completing Bloodborne suggest that I might secretly be some kind of masochist. As a faithful example of the genre, Orbital Bullet is hard. You won’t get much further than the first level on your first few playthroughs and that’s all part of the charm. The enemies hit hard, you hit soft and you can’t heal at all until you’ve levelled up, meaning your health bar is all you’ve got. Any damage you take is permanent so you’re always on the path to a gruesome death (again, some hard-hitting parallels to real-life here).

The difficulty is compounded by some wonderful enemy design. It is highly varied so you need to learn the trick for tackling every single one of them. Some need you to double jump before attacking because they’re floating on the ceiling. Some need you to jump on them to remove armour before attacking them with weapons. Some have massive face-armour so can only be attacked from behind. It’s this wonderful collection of unique and detailed enemy types that makes every play-through different, with each combination offering a new challenge.

The way Orbital Bullet offsets some of this difficulty is through its progression system. There are two parts to this; the in-game upgrades that only apply to a particular run through, and the between-game upgrades that are permanent and affect every future run. Like the difference between trying to impress at a party by either wearing a fancy suit or getting a comprehensive sleeve of tattoos.

In the first category, there are in-game pickups that apply random effects to your character and weapons, such as a health boost on certain criteria or stun ammunition. That ammunition is remarkably ineffectual when thrown by hand so there weapon pickups throughout the game, allowing you to pick a pair of weapons that you like. The weapons also have types (bullet, explosion, etc.) which tie into the upgrade system. There are shops that allow you to buy weapons and other paraphernalia, along with unlocking weapon blueprints which we’ll get on to later.

Then, there’s the level up system which is 50% generic, 50% innovative, and exceptional. The generic part is a very standard tech tree, with 4 randomised options along the bottom to get you started. Upgrades are things like increased weapon damage, explosion radii, etc. However, the next tier of the tree is where things get innovative. Not only can you choose upgrade options from the tech tree, but you can also define the tech tree itself. At certain points of the game, you’ll find modules of the tech tree that you can slot into the next level. You’ll have a choice of two and then unlocks proceed as normal. It gives you a bit more choice to completely customise your character to your play style. The upgrade system also follows the normal upgrade rules, where you can only unlock things from higher tiers when you’ve unlocked the lower tier, meaning choosing a module with the upgrades you want in the correct positions, to buy them quickly, is also important.

All of the upgrading we’ve covered so far is just what happens within the game, with a new run starting you from scratch with all of those systems. However, like any good roguelite, Orbital Bullet also has permanent upgrades you can buy between games. These are more overarching level-ups – things like the ability to heal (thank the gods). Beyond this holistic system, there are also 4 classes to choose between, each of which has a specialist thrown weapon and class-specific level-ups. As mentioned earlier, there is a weapon unlock system. Once you’ve bought a blueprint for a weapon from a shop you can use it between games to add it to your arsenal of weapons that are possible to pick up in the game.

The thing that sets Orbital Bullet apart from other roguelites is right there in the name: the ‘orbital’ feature. I’ve never seen anything like it. It’s 2D but not. You spend the whole game on a series of columns, swapping between new columns for new levels, like an ancient Greek parkour enthusiast. Each column is divided into several floors and you’ll work your way up to the top of the column. On each floor, you play on a circular track around the column, like a 2D plane rolled up into a circle. Each floor has a couple of these tracks in concentric circles which you can swap between. This makes every floor feel like a distinctive combat experience which you need to complete before moving on to the next. The concentric tracks also add an interesting element to the combat. Generally, you’re safe from the enemies on the other track as their attacks follow the 2D plane. So you can wipe out one track without worrying about the other. However, in later levels there are enemy types that can attack between planes, adding a new dimension (quite literally) to the combat and whipping you out of your complacency quickly enough to give you whiplash.

All in all, I’m very impressed by Orbital Bullet. It’s one of those games that I went into with zero expectations and was completely blown away by. It’s a true roguelite and feels fantastic, with some great features to make it stand out from the rest of the genre. I don’t have anything negative to say about Orbital Bullet. It’s a rare 10/10 from me and its definitely joining my roguelite rotation.

Review: Meters Level Up! Gaming Headset

Here is our review of the Meters Level Up! Gaming Headset.

Designed to be used via USB for all PC’s, Laptops and PS4 (no driver required) for zero latency. Xbox via jack connection. The fully immersive custom designed Virtual 7.1 surround sound can be installed by an easy driver download via the Meters website.

Specifications

  • CHIP SET: CM108B
  • SOUND CHANNEL: VIRTUAL 7.1
  • OPERATING VOLTAGE: 5V
  • TRANSMISSION: USB2.0
  • OPERATING TEMPERATURE: -15o TO +70o
  • SPEAKER SIZE: 50MM
  • SENSITIVITY: 108±3DB
  • RATED POWER: 20MW
  • IMPEDANCE: 32Ω±15%
  • MAX POWER: 30MW
  • FREQUENCY: 20~20KHZ

What’s in the box?

The box contains the headset and detachable microphone, cables and a carry bag.

A Closer Look

Final Thoughts

One of the things you notice about the Level Up! headset is the functioning VU meters on each side of the ear cups. They can also light up and change colour too, which is a nice little touch, although you wont be able to see it yourself when you are wearing them.

Connecting the headset to whatever device you want to use is as simple as just plugging in the cable in and you can use it.

Putting the headset on and wearing it, even for prolonged gaming sessions was very comfortable and the headset itself is easily adjustable.

The microphone is removable and is easy to move around to suit your needs. The quality is very good and speech comes through very clearly. There is also a chat cable included but the quality of that wasn’t very good so I wouldn’t recommend using it.

If you are using the headset on a PC, you can download some software to enable 7.1 simulated sound. The software looks and feels a little outdated but it gets the job done.

Sound wise the Level Up! produces good sound – just not great sound, especially at high volume. The sound quality is better when listening to music rather than playing games, which is a little strange considering it’s a gaming headset.

The remote functions on the cable control the microphone, the lighting on the VU meter and also the volume, these are easy to use.

The Level Up! headset is a good headset, but it’s quite pricy for a wired headset with only good sound rather than great sound, especially that sound better listening to music than for gaming.

The Meters Level Up! Gaming Headset is available now priced around £99 and comes in Red, Carbon or Silver (which is the model reviewed).

You can learn more about the Meters Level Up! Gaming Headset here.

Review: Rabisco+

In life, several things must be presented as one; Simon and Garfunkel, Tom and Jerry, Ant and Dec, peanut butter and jelly (jam), and the moon and the stars. Can you imagine if one appeared without the other? How odd would that be? Well, Rabisco+ tells a heartbreaking story of when the moon lost her stars.

Developed by Green Dinosaur Games and published by Ratalaika Games, this is a 2D precision puzzle adventure title. You control a small alien-like blob who must avoid traps and enemies on its way to gathering all the lost stars.

Rabisco+ is super cute but quickly becomes a nightmare.

Other than the tear-jerker opening cutscene, you instantly note how cute Rabisco+ is. With simple hand-drawn lines, and a basic premise, this title doesn’t overcomplicate the matter. Instead, it offers an easy-to-understand game that slowly builds in difficulty.

With ten worlds to explore, and one hundred levels to defeat, there is plenty to keep you going. You start with simple level designs and helpful hints to teach you the fundamentals. You navigate multiple labyrinthine stages, each with unique enemies. You’ll face; laser beams, spikes, moving blocks, spinning fireballs, and more. The further you progress, the greater the combination of these foes you will see. It quickly goes from dodging one obstacle to avoiding multiple traps in a split second. In short, the peaceful experience soon turns into a hellish nightmare.

Reach for the stars.

Multiple modes and collectables.

I enjoyed the gameplay, and style of Rabisco+. But what stood out for me was the amount of modes at your disposal. You are free to saunter along, taking your time, and slowly collecting each star. Or you can collect a stopwatch and change the dynamic to a speed run game. There are no penalties if you are slow, but the nature of a ticking clock adds pressure and a competitive edge. Finally, there is a hardcore mode that removes every checkpoint. This option is for the most hardy gamers out there, or the most insane. With everything wanting to kill you, failure was all but guaranteed.

So, you’ve picked your mode, know who your foes are, what else is there to do? Gather collectable items, that’s what! Each world has a gem hidden among its maze-like stages. Collecting them isn’t an issue, finding them is. With no hint to which level they are on, you must search high and low until you find them all. You must also find every star, keys to unlock doors, and a different coloured crayon. The crayons unlock the next world, and without them, your progress will be thwarted.

The stars are easy to find, as are the keys. The challenge comes as you attempt to gather them without dying. A logical approach must be taken, and planning is a must. You’ll need quick reactions to dodge every enemy you face. Even the best players will fail, and I admit this game made me mutter some obscenities.

Avoid the lasers.

Basic imagery and vivid colours.

Gamers are always looking for realistic graphics and something to push their next-gen consoles. You won’t get that with Rabisco+. I didn’t mind the simple imagery, in fact, I think it works perfectly with this style of game. The 2D tabletop perspective allows you to view most of the action. You can easily plan your route and calmly take on each stage. The hand-drawn images and varied stage design were interesting to look at and prevented a basic game from becoming repetitive.

What I found odd was the choice of music that accompanied this danger-filled world. When everything is out to kill you, you expect the audio to be sinister, angry, and to set a dark mood. Instead, you are treated to a Mario-esque upbeat and calm piano score. It was strange, but I really enjoyed it. Referred to by the developers as inspired by Bossa Nova music, the calming Brazilian tunes work brilliantly throughout.

No one likes moving spiked blocks.

The controls caused issues.

Whenever a game uses precision as one of its key elements, the controls have to be responsive. Sadly, this wasn’t always the case. You’d drift slowly after moving, causing you to hit spikes or be struck by projectiles. These loose movement controls caused much frustration and were especially bad when you attempted the hardcore mode. You can adjust to the issue so it’s an annoyance and not a game-breaker.

With the speed run and hardcore options available, there is plenty of replay value to be found. Twenty plus enemies are encountered, and the variety in stage design ensures you keep playing. An easy achievement list is unlocked early on, making this a completionists dream.

Rabisco+ is a fun indie title.

Though Rabisco+ won’t be to everyone’s liking, it offers enough to be appealing to indie fans. A gentle learning curve, the need to be accurate, and a good dose of luck make this an addictive casual title. I enjoyed my time with it and recommend you buy it here! The moon is lost without her stars, collect them all and make her feel complete again. 

Review: Atelier Mysterious Trilogy Deluxe Pack

With 22 main series releases to its name, but the majority on prior console generations, KOEI TECMO set about re-releasing its PS3 ‘Arland’ and ‘Dusk’ stories in deluxe packages on newer consoles. The ‘Mysterious’ trilogy is its most recent with Atelier Mysterious Trilogy Deluxe Pack including improved versions of Atelier Sophie: The Alchemist of the Mysterious BookAtelier Firis: The Alchemist and the Mysterious Journey and Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings.

The JRPG series is known for its relaxed and slow-paced alchemy-led adventures where the combining of items is the main ingredient for its RPG gameplay. The first game, Atelier Sophie: The Alchemist of the Mysterious Book DX, set in European-esque environs, has Sophie, a young alchemist with little ability, discover a talking book that has lost its memories and requires you to gain experience as an alchemist by synthesizing items from gathered ingredients, in a static tetris-esque puzzle game, in order to help it.

She’s talking to a book and she isn’t crazy. I promise.

Fighting enemies in turn-based battles while collecting resources for your cauldron-based creations is another element that plays a major role in the title, but despite its significance and quality is the story’s least important, showing the underlying issue with 2 of the 3 titles in the trilogy – the priority and mix of story and gameplay is wholly unbalanced.

Initially starting with Sophie’s two best friends as battle partners, your team expands as the story progresses and your bonds with the characters, built through its slice-of-life pacing, wills those who complete the game to soldier through it.

Unfortunately, Sophie’s relationships are unable to prevent the game from feeling like its narrative would have been better suited to an anime. The story’s central premise (of helping the book uncover its memories) hardly inspires excitement and the repetitive and unenjoyable gameplay loop – grind, create items, cutscene, grind again – constantly halts any momentum the relationships create. This loop is made worse by the fact that everything about it is generic and forgettable. Bland stock enemies in tiny non-descript areas accessed via a menu as well as concocting your creations soon lose their novelty and start to sour the experience.

The first alchemy mechanic seen in the trilogy, but not the best.

The biggest issue Mysterious Book commits, however, is that for a game with heavy focus on story, there is almost no effort made to present an entertaining story. There’s no tension, momentum or highs or lows to speak of. The gameplay also provides little challenge and consequences for failure which removes any sense of achievement and ultimately gives you little reason to continue playing other than to see the characters interact. It seems odd to say, but the inclusion of even a single boss character seems like a poor choice here. The narrative is so relaxed and so adverse to providing any threat to our characters that by the time he is introduced as the game’s main boss, he’s not only the first boss to appear, but his background and motivations are unsurprisingly meek, and defeating the scooby doo-like for can only make you wonder why this was released in the guise of something interactive.

Photo mode is a new feature for the deluxe version. Just a shame it hasn’t got many people to take a picture of.

Funnily enough, prior to the most recent Atelier release, Mysterious Book was actually the bestselling entry of the series! Perhaps it struck a chord with the younger audience it’s aimed at, but it still doesn’t forgive the slightly confused priorities of a title that refuses to fully commit to what it wants to achieve.

The 2nd of the series, also originally released on the PS3, Atelier Firis: The Alchemist and the Mysterious Journey DX, corrects everything wrong with its first entry, showing that 18 entries into the series has provided developer GUST enough experience and tools to switch out the features of their yearly releases as they see fit. Gone is the reliance on one town and an interface that overly encourages fast travel, and in comes an adventure game with numerous explorable areas, a non-linear storyline with large optional areas to explore and numerous ways to achieve the same goal. There’s also a countdown that the main goal needs to be completed by which means you can’t complete all the main and side quests within a single playthrough, making each one different.

Mysterious Journey‘s target audience takes a bit of a drop with a new younger female main protagonist, Firis, who’s clueless and irritatingly infant-like personality makes sense narratively for the growth necessary in the character but makes it no less palatable. Players hoping for a more serious, more in-depth take beyond the “I will do my best” repetitive mantra and feather pillow-covered failure might be disappointed here. This and the less time dedicated to introducing and developing new characters, now dedicated to exploring the world, are perhaps the only downsides to this vastly improved entry.

Firis is born and raised within a village built inside of a mountain and whose only chance to fulfill her dream of escaping comes in the form of Sophie who blows a hole through the mountain town’s front door and in the same breath puts Firis on her path to her destined profession. Her town’s elder proclaims that if Firis can become a certified alchemist then she can leave home.

Firis’s Atelier. The size of a tent on the outside but bigger than any property I’ve ever rented on the inside. Jealous.

This ridiculous intro aside, the narrative propels the story ahead perfectly with Firis needing 3 letters of recommendation from existing alchemists to become certified. The game provides 5 opportunities to obtain a letter in whichever order you like, giving you the freedom to decide your journey, providing a thrilling tangible control of the story.

With more of a Dragon Quest-esque adventure experience, you can explore a world that brings with it some interesting features. Your atelier can be set up by any campfire dotted around the map, meaning your base can shift around with you and the world’s time and weather actually has significance this time around with rainy weather fogging up your minimap and NPCs going home and lock their doors at night. Sleeping also has a purpose this time as well, healing your party’s health stats, as well as their IP meter (also a holdover from Mysterious Book) which lowers with movement and ultimately can result in you fainting on the map if you don’t set up your atelier before it reaches 0.

The environments certainly don’t disappoint.

The battle system remains the same from the first game but synthesizing feels like a revelation in the second as its not only been improved, but the nonlinear nature of the story and the freedom afforded to you makes it feel less repetitive and enjoyable feeding back into a better-integrated gameplay loop.

While personal preference dictates this title is one decent protagonist away from being an excellent game, this RPG adventure has more urgency and purpose with varied environments, a good focused narrative with excellent adjustable elements and a well-adjusted gameplay loop making this a recommended entry to the world of alchemy and a great standalone option for a new fan.

The third title Lydie & Suelle: The Alchemists and the Mysterious Paintings DX is the third and last entry of the series and was the first to be released on the PS4. The protagonists are now two polar opposite female twin teens who run an Atelier with their comically useless father in a town that introduces an alchemist ranking system, facilitating the twins’ goal to run the most well-known and best Atelier in the world.

The slightly older main characters add a comical tone to the interactions and while it still lacks tension or any realistic threat to the relaxed atmosphere, it’s a welcome inclusion.

…to remove fast travel and allow for exploration….

Regrettably though, the gameplay reverts back to Mysterious Book‘s RPG fetch and synthesize style with an overbearing fast travel option for its tiny one-town map, but more importantly, omits one key feature – immersion. While Mysterious Book lacks the exploration of Mysterious Journey it at least keeps you and the majority of the characters in one area, justifying your time spent there and, to some degree, making you feel part of the town. Mysterious paintings, on the other hand, is the textbook definition of how not to design a town with a fast travel system as there’s no hub of activity and almost no reason to explore the beautiful but lifeless town outside of the fast travel points with few initiating events and NPCs. The number of fast travel points for such a small map would seem to suggest that the developers either knew of its lack of interaction or that the 50+ hour game is simply too long in the first place.

One of the beautiful paintings you can enter in Mysterious Paintings, which act as maps to find items and defeat meandering foes and bosses.

The 4 character fighting system with its accrued team combos is now replaced with a system of 3 attackers and 3 support characters that provide combos in pairs. With roles that can be reversed and with the ability to use your gathered materials to synthesize mid-battle, as well as certain environments providing boosts to attacks, there’s a lot more strategy and options for the player during battle.

The conundrum Mysterious Paintings finds itself in is that while it might have the best graphics, the most complicated fighting and synthesize systems and even the most entertaining protagonists, it lacks the flexibility to free its potential from the apathy-inducing gameplay loop and the lack of adventure that Keio Tecmo puzzlingly saw fit to return to.

Atelier Mysterious Trilogy Deluxe Pack is an inconsistent offering with three interesting narratives, with good character interaction and anime-styled visuals, but only one well-balanced game (Mysterious Journey) that isn’t beset by issues with variety and repetition. This, in addition to the lack of any overall story arc, makes it very difficult to justify the collection to anyone other than a fan looking for the improvements (QOL adjustments, full voiceovers, the original DLC and a photo mode) the trilogy offers over the originals.