Review: What The Dub?!

What The Dub?! is a fantastic laugh out loud party game full of hilarity and fun. The game adds its unique take on the party game genre producing a game that stands out amongst its peers but may lack substance in the long run.

In’dub’itable fun

At its core, What The Dub?! is simply a voice-over exercise, you a player of What The Dub?!, is shown a particular video sequence from an old school film or show and asked what the characters say next, the player with the best answer wins and thus, wins the game. That is it. The gameplay and concept behind the game are simple, but that is what makes it so great. There are not several different complex mechanics you need to learn to play the game, much like other party games but instead a straightforward premise and concept that is genuinely hilarious. Thus, the game is easy to pick up for gamers and non-gamers alike and is the perfect party game. Dubbing the various video clips is an excellent concept entertaining all age demographics, making this game something special.

There are many videos to dub over, and each of them gives an early 20th-century vibe that makes dubbing particularly amusing. You can play the game solo, but the magic happens when playing multiplayer. The seriousness of the clips, combined with guessing and finding out your teammate’s comical dub, makes the game a blast to play, being funny from start to finish.

In Game Footage

Brilliant Gameplay but Limited Replayability

What The Dub?! also has a great vibe with energetic old school game show music with a great voice over, making you feel like you are on a game show from a bygone era. All of this compliments the funny but straightforward design and concept of the game, only adding to its appeal. However, although the game is simple and does an excellent job, it might not have enough meat on the bone at times.

Although the gameplay is impressive, there needs to be more of it. There is only one primary game mode: the simple dub mode spread out across single and multiplayer. The core concept of gameplay is a standout and could be incorporated into other game modes that may add to the game’s longevity through variety. Thus, at the moment, What The Dub?! doesn’t have much replayability. The game is likely to become relatively dry after several attempts. That’s not to say the gameplay is not good. It is outstanding. It is just too much of any good thing is too much. Constant repetition of this game mode may make the game boring in the long run.

Multiplayer Fun

Verdict

Overall, What The Dub?! is a standout out party game. At its core, it is a simple party game that wholly succeeds in everything it sets out to do. The fundamental dubbing concept behind the game is witty and makes the game hilarious and a standout in the genre. Nevertheless, there needs to be more of it, spread out across many game modes. At the moment, the game lacks replayability which will hamper it in the long run.

Review: Total War: Rome Remastered

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Reviewing a remaster is interesting. Do I review the game as a whole, hitting all the key points that a review of the original game would’ve hit and regurgitating a lot of material that fans of that game already know? Or do I only talk about what’s new – what’s been changed between the original and the remaster? After some deliberation, I’ve decided to do the latter, so this isn’t much of a review of ROME: Total War – look elsewhere for that. This is going to be what happens when you subtract a review of Total War: Rome Remastered from a review of ROME: Total War. A review of ‘Remastered’ in essence.

So what are the key points that Total War: Rome Remastered has improved? Well, it’s prettier now. It’s got nicer textures, new models and it works in 4K. The UI is more user-friendly and transparent (as in understandable not see-through – that would be a lot less user-friendly) and there a few new features, such as the ability to play as any faction from the start, a tutorial (which we’ll get on to later) and an array of new heat-maps and reporting.

But that’s about it. If you’ve played the original game then your experience with Total War: Rome Remastered will be very much the same as your time with it. If you haven’t played the original then there isn’t an awful lot to recommend this version as a jumping-on point. In the last 17 years the strategy genre has moved on and there have been a hell of a lot of Total War games to bridge the gap. As well-loved as ROME: Total War deservedly is nowadays, I suspect a significant portion of that is nostalgia and the game can be seen by outsiders as a relic of a bygone age.

The remaster really leant into this nostalgia. It’s for the people who loved the original game and want to play it again as a modern release. Which is fine – it’s great for them but it doesn’t seem to have targeted a wider appeal to the rest of the gaming community. Feral Interactive have done enough to call it a remaster but they have not done much more. It’s the equivalent of defrosting a month’s old stew and popping it in the microwave. Yes, it’s technically dinner but nobody is as happy to see it as a freshly made meal, or defrosting a pasta sauce and eating it with freshly cooked pasta and garlic bread (which I think are respectively: making a new game and doing a comprehensive remaster like Oddworld: New n Tasty in this metaphor that has got well out of hand).

Arguably, the main garlic bread added by Total War: Rome Remastered is the tutorial, which honestly rubbed me up the wrong way. It’s a nice-to-have, for sure, but in the same vein of the remaster being strongly focused on appealing to the existing player base – I don’t think it was intended to be used that much and that intention shows. The tutorial takes you through one turn of the game. There is a lady in the top left of the screen with a robotic customer service voice from what sounds like a text to speech engine (apologies to the voice actor if there was one in the loop). She talks you through the background of why you’re doing what you’re doing but an awful lot of the tutorial is her saying “Now read the instructions in the top right of the screen” or, most egregiously “Spend some time on this screen and mouse over all of the buttons to get the tooltip of what they do”. It just feels like a lazily tagged on feature that was done in an afternoon so they can write on the steam page that the remaster has added a tutorial.

And looping back to the first thing the remastered changed – after all of that remastering to make the game prettier, I’m not sure the visual aspects of the game are particularly remarkable. By 2004 standards? Sure. But in 2021 they look about how I’d expect a game from 2004 to look thanks to my rose-tinted glasses – ugly and outdated. It’s another example of the remaster doing the bare minimum to be a remaster. Yes, it runs in 4K. Yes, it has new textures. But it still looks old. With a remaster of such a well-loved game, I’d expect more. I’d expect it to look new. Much like the gold standard of remasters, Oddworld: New n Tasty, which rebuilt the game from the ground up to look and play indistinguishably from a modern release.

Feral Interactive knew exactly what they wanted to do when they set about the remaster of ROME: Total War and that is exactly what they’ve done. I can’t fault them for that and from that perspective, you could call Total War: Rome Remastered a 10/10 game. If you loved ROME: Total War, you’re the person the game was remastered for and you’re probably going to love it (and in all honesty, you’ve probably already bought it). If not, if you somehow managed to let ROME: Total War pass you by, then you’re probably going to let this pass you by as well.

Review: Infestor

Human beings and war are as inevitable as day turning into night. Two factors usually cause conflict; religion and money. When either or both are involved, people lose their minds and do silly and unforgivable things. Infestor uses conflict at its core and shows that no good comes from war.

Developed by Woblyware Oy and published by Ratalaika Games, this is a classic indie puzzle platform title. You control a green alien-like blob who assumes the role of any human it encounters. Use this special power to navigate the seventy levels, overcoming obstacles and avoiding death en route.

Best to avoid the spikes.

Infestor does its job well and offers some surprises.

Whenever I play a retro platform game, I know I’ll have to solve puzzles, double jump to new heights, and avoid a range of traps. I also expect enemies to block my path and try to kill me. Infestor offers all this at its core, and more! The green blob uses the strength of each human it possesses; shoving crates, becoming agile, carrying a gun, opening locked doors, and using a jet pack.

Each of these independent skills is great, but you must work out which human to use first to progress. This is where the puzzle element shines. Study the layout, pick the correct victim, and set about trying to complete the level.

So, where did the green blob come from? The two human factions on colony 31-5B share resources, and this created tensions. A war broke out and one side created a biological weapon. The green blob results from this land squabble and sadly every human he touches dies!

The story is absurd, but it’s as simple as the gameplay.

When a game coins its style as a puzzle-platformer, you believe there will be an element of difficulty. Infestor does little to challenge you in any way across its seventy levels. The small maps and linear approach give away the solution with no logical thinking required. Yes, there was some trial and error and exploration required, but this hardly tests your resolve.

For me, the joy and difficulty were locked behind the timing and precision aspects. Avoiding giant presses that squash you, or leaping from multiple surfaces. It required patience, a good memory, and a fair amount of accuracy.

If you’re a veteran of the genre or someone who wants a tough platform game, you won’t get that playing Infestor. Instead, you’ll have a gentle experience of killing innocent humans as you make your way through each level.

Shoot ’em when their back is turned.

An old-school game gets an old-school style.

This 2D pixelated retro classic has a simple but clean-cut image. Vivid colours, varied sprites and basic level designs ensure that it’s interesting to look at, yet not overwhelming. Sadly, the levels lacked a unique look. Each stage could have easily been mistaken for another and I was desperate for the developers to mix up the background, but it never materialised.

The audio is equally old-school, thanks to the 80s inspired synth soundtrack that blares out. I loved how the electronic sound with its upbeat tempo accompanied everything you did. A basic 8-bit sound effect library accompanied each action and it was glorious. Shrill noises when you jumped and gutless thuds of your weapons firing, it represents retro gaming in a nutshell.

Its look and sound epitomise arcade gaming, and Infestor wouldn’t look out of place at an amusement arcade. If you have a soft spot for retro gaming, this will tick many boxes and will be right up your street.

Poor human, just another body for the pile.

Not as responsive as I’d like.

When you play a platform game, you need its controls to be spot on. This is especially true when one of the key mechanics is precision. Sadly, Infestor lacked the responsive element required. It’s serviceable, mostly, but will leave you frustrated when actions aren’t acknowledged. This leads to death, failure of levels, and exasperated huffs. It doesn’t prevent you from playing, it simply taints the experience a little.

Like most Ratalaika Games titles, this one is an easy 1000 Gamerscore. Completion takes around an hour, and all the levels are finished in only three hours. Sadly, this impacts the replay value. With no NG+ mode, there is little reason to return. Luckily, the first playthrough is enjoyable enough to make it worth your time.

Infestor has some interesting ideas but its lack of challenge lets it down!

With an absurd story, simple concept, and unique mechanics, Infestor has some interesting ideas. It’s fun, colourful, and will test your approach. Unfortunately, however, it won’t be difficult enough for most and should have incorporated a harder mode.

I enjoyed my time with it and I think it’s fun when played casually. I recommend it, so buy it here! War is a terrible thing, it only brings; blood, sweat, tears, and a green blob.

Review: Talent not Included

Actors or thespians as they are otherwise known are adored the world over. Admired for their talent, looks, and style, but for most, it wasn’t an easy path into the spotlight. Rejected repeatedly and having to do whatever it takes to get noticed is tough. Talent not Included unusually tells this tale.

Developed by Frima Studio and published by Frima Original, this is a medieval platform game with a quirky approach. Set in a mock theatre, you play the part of three desperate actors who will do whatever they can to get their lucky break and fulfil their ambitions.

Leap the lasers.

Talent not Included has a simple yet clever concept.

Challenging platform games are two a penny, and it is hard for gamers to sift through the mountain of titles at their disposal. With 2D side-scrolling adventures to 3D immersive, open-world journeys, little has been missed out. Talent not Included hasn’t followed the crowd, instead, it uses a fixed screen view and a simple but clever key concept. A central cylinder with multiple moving parts rotates at the end of each section. When this happens, it creates a new portion of the level. It’s a unique and wonderful twist to the genre that keeps you on your toes and takes you on a journey even though you stay in the same working space.

The game is split into three acts, one for each character. Each comprises fifteen stages and three boss fights. Once all acts are complete, you must face the main boss, the villain of this bizarre performance. Set in the world of Notthatmuchfurther the three actors must dress as a knight, rogue, and mage. Each has a unique set of skills and must face an array of traps and monsters to get to the goal.

A unique approach, but familiar mechanics.

Its core concept is unique and I can’t recall other games taking a similar approach. But its mechanics and objectives follow a familiar pattern. As mentioned, each actor has a unique set of skills; spinning dash attacks, rolling through spikes, or floating in bubbles and shooting magic. Yet, every other move comes straight out of the platforming rulebook 101. Double jumps, wall climbing, dashing, and more. If you are a fan of the genre, this will feel wonderfully familiar even in its strange setting.

The objectives for each stage are also standard fare. Each level requires you to score the highest amount of points available. You do this by killing enemies, collecting hearts, and gathering sweets. If you avoid getting hit, you’ll build a multiplier of up to 5X the base amount. As the score is tallied up, you aim for three stars which are represented by a golden mask. Two stars are silver, and for completing the stage you are awarded a wooden mask.

Burning bullets, what could go wrong?

A gentle learning curve and predictable bosses.

Talent not Included has a gentle learning curve and its difficulty follows suit. Opening with basic tasks such as; leaping a chasm, jumping spikes, and killing simple enemies, fools you into a false sense of security. This soon ramps up, however; Dodging fire laden bullets, tackling robotic hellhounds, moving platforms, killer wizards, and more. The gloves quickly come off, and what starts as a fun-filled platforming experience soon turns into your worst nightmare.

Each hero has a boss to face; an angry mage, a gigantic bull, and a fiery knight. They’ve taken a disliking to the actors and want to rip their heads off ASAP. Fortunately, they are the most predictable foes you’re likely to encounter. At first, you may struggle against them, but once you know their pattern of attack, it doesn’t change and killing them offers little challenge. The hardest part of this game is overcoming the obstacle to face them.

Talent not Included is a colourful and whimsical treat.

The world of the theatre is over the top, in your face, and very fancy. Talent not Included incorporates all these elements in its brightly coloured, extravagant cartoon world. With a healthy mix of sparse scenes and busy landscapes, it doesn’t overpower you with its imagery. Well designed sprites and smooth performance make this a pleasure to play even when you die repeatedly.

The theatrical elements continued with the whimsical and medieval-themed audio. The lighthearted soundtrack matched the shenanigans that unfolded on the screen, and the theme equally well. The sound effects were good, mostly, but the character noises were annoying and could have been toned down. Overall for an older title, it aged well, and its presentation stands up against the high end modern indie games.

Dodge the traps and collect the sweets.

Accessible to all, though tough to master.

I love when a game makes it easy to play and is accessible to all. This inclusive approach piques your interest from the first level and allows gamers of all skill sets to enjoy the action. Tutorial hints are issued as new mechanics are added, ensuring you know what you are doing throughout. Yet, even with this hand-holding, it’s tough to master! Precision and timing are a must if you are to be successful in the latter stages.

This increase in difficulty ensures that there is plenty of replay value. You’ll constantly die, lose your score multiplier, and miss out on the maximum three masks. Cursing your luck, you’ll reset the action and retry the stage. This addictive and frustrating gameplay begs you to return to play it. Completionists will need to be perfect to gain 100% status, as all masks must be earned to claim you have defeated it. Best of luck with that!

Talent not Included is addictive and deceptively simple.

I admit I was hooked on Talent not Included from level two. Its deceptively simple approach got to me, and I kept muttering “just one more try”. Its addictive gameplay should come with a warning, and the hours melt away as you lose yourself in the medieval theatrical world. It’s a game that has aged well, and I recommend you buy your copy here! Three actors, one theatre, and many monsters. I guess now’s the time to shout “Break a leg!”

Review: Snakeybus

When I think of rampaging arcade driving games, the first thing that springs to mind is Crazy Taxi. With its fast-paced, adrenaline-boosting action occurring at every turn, it keeps you on the edge of your seat. Objective after objective is thrown in your path, and the only aim is to score as many points as possible. When I saw Snakeybus and realised its core concept was similar, I thought this should be fun.

Developed by Stovetop, LLC, and Stage Clear Studios and published by Digerati, Snakeybus is a casual arcade indie game with a twist. Drive around different levels, collect the passengers at the bus stop (naturally, you are a bus, after all), and drop them off. As you run through each drop-off zone, your bus extends in length, and so the madness begins.

Think 1997 and Nokia’s Snake, that’s Snakeybus’s core concept.

If you are old enough, you will remember the glory days of Snake on the Nokia 6110. Moving your pixelated snake around a tiny green screen…. amazing! Snakeybus takes this idea and expands it to create a fuller experience. Unlike the guaranteed death in Snake when you touch your body, in this, colliding with yourself is nothing more than a slight inconvenience.

The main aim is simple, keep on moving! This is it, no bells and whistles, all you must do is drive. But that is easier said than done when your constant twists and turns trap you within your elongated bus body. The serene and slow-paced action soon turns into a nightmare as you lose space, can’t find gaps, and crash at every turn. The moment you can’t move is game over, so you dust yourself off and begin again.

Avoid the snaking bus.

Lots of maps, several game modes, and torturous monotony.

The developers were kind enough to offer four game modes, lots of vehicles, and many maps. The game modes are as follows; Classic, Time Race, Aerial, and Endless. You’d think that with four gameplay options available, there would be minimal repetition….. wrong! Except for Endless, the others follow the same pattern with minor differences in the action. Endless has no goal, and the lack of focus and challenge bored me within five minutes.

The vehicles and maps are unlocked by earning points as you play. It offers little in the way of a challenge as the highest-priced item is 16,000 points. On average, you’ll earn 2,000 points a game, so you’ll have everything unlocked within an hour. The lack of difficulty made it mind-numbingly painful and eliminated any slither of enjoyment.

There was a speck of light at the end of the tunnel, however! The level selection added a much-needed boost to what was otherwise bland and tedious. A variety of locations are at your disposal once you unlock them, that is. Each has unique obstacles and adds an element of interest as you first “explore” them. You’ll drive through; Paris, a dorm, a museum, and more. You must dodge cars, leap jumps, avoid buildings, and so forth. Sadly, you’ll tire of this as well, and only completionists and reviewers will endure it to get the 100% status.

Take a first person look at the chaos.

Snakeybus soon becomes a bore. 

No matter who you are or what you do, one person in your life bores you to tears. Usually, it’s at work. They enter the break room, and the place empties! Sadly, you are not quick enough, and you are left listening to their tales of buses, trains, and other inane drivel. (Disclaimer; fans of buses and trains replace those words with football, cars, or whatever you find boring).

What I’m trying to say in my last paragraph is that I’d rather spend an afternoon listening to my boring colleague than attempt another hour of Snakeybus! Its gameplay disappointed me and became tiresome quickly. It’s always a shame when a potentially good game misses the mark so badly.

Dated graphics and glitches galore.

Now, I know indie developers don’t have the budget of the bigger studios, and I give leniency towards the smaller guys to balance things up. But even I have a limit on what I accept. Modern games should aspire to perform to a good standard. Disappointingly, this is full of glitches and bugs that ruin the already lacklustre gameplay. The vehicles liveries shimmer and change colour. You fall through the map and collide with invisible entities. Frankly, it’s not good enough. If you combine this with its subpar PS2 graphics, it’s honestly not a modern-era standard. Graphics don’t make a game, but when you have little else going for you, they should be optimised to a higher level. 

One redeeming quality from this title was its well-designed audio. With crunching sound effects each time you crashed and collided, and amusing sounds of people cheering as you picked them up, it worked well with the theme. The music choice was strange, however. It has a calm tone and was contradictory to the action. Strangely, it somehow worked and was enjoyable to listen to as the madness ensued.

Bendy buses have nothing on this beast.

Serviceable controls and easy achievements.

Another plus point was the ease to pick up the controls. A well explained controller layout describes the button mapping, ensuring no tutorial is necessary. The controls weren’t as responsive as I’d liked, but this led to some amusing scenes as the bus jumped miles in the air or crashed into a ravine. It added a comical element to the gameplay, and though it may frustrate some people, it made me chuckle repeatedly.

Unfortunately, Snakeybus wasn’t for me, and I won’t be returning to play it. It lacks challenge and doesn’t combine the best elements of either Crazy Taxi or Snake. Some parts were fun (for the first hour), but it was lacking finesse and the polish I come to expect from a modern title. The easy achievement list will be completed in under two hours, making it a completionist’s dream. For £10, it doesn’t prove to be value for money, even if you get a couple more hours out of it than I did. If the developers had added multiplayer or additional modes that had a different focus, then maybe it would be worth investing your time into.

Snakeybus wasn’t for me.

I hate being tough on games, as I strongly believe that what doesn’t work for me will work for someone else. I was left bored and disappointed with Snakeybus and wanted it to step up to the next level, but it never did. With all the gameplay revolving around the same mechanics, and little variety offered, it soon became tedious and tiresome. I don’t recommend it, but if you want a copy, click here! It was a nice attempt to blend a retro classic with a modern arcade title, but it sadly missed the mark by a country mile. A few redeeming qualities will interest some gamers, but for me, it’s a title I won’t consider playing again. 

Review: Skate City

For many people, sport is more than just a hobby, it’s a way of life. Whether you are throwing yourself down a mountain, riding a wave, or grinding rails, you lose yourself in the moment. When you are free to do your thing, nothing in the world matters. It is just you, your board, and the great outdoors. Skate City aims to replicate this feeling with its chilled out vibes and addictive gameplay.

Developed by Agens and Room 8 and published by Snowman, this is a side-scrolling skateboarding fanatics dream. You are free to explore three cities, pulling off whatever tricks take your fancy. You can also take on challenges at each location, trying to score a maximum of three stars per stage. Whichever you choose, you are guaranteed a fun and relaxing time, even when you repeatedly fall on your face.

Skate City ramps up the difficulty pretty quickly.

The phrase practise makes perfect reflects every aspect of Skate City’s gameplay. Starting out in LA, you are introduced to the fundamentals. You are told how to jump, spin, grind, and perform a plethora of tricks. You then move to Oslo and finally Barcelona. The further afield you travel, the more challenging the game becomes. No longer do you focus on dodging the odd fallen bin, or rough piece of land. No, you must leap humongous chasms, and avoid crowds of people.

Even with all this pressure and difficulty, you’ll find that you won’t stress. The repeated falling and crashing comes with the territory of attempting crazy jumps. If you fail, and you will, you simply brush yourself off, get on the board, and try again. Its simplicity and short stages make it super addictive, and missing out on three stars isn’t acceptable. You tell yourself you’ll definitely nail it this time, hit the reset button and attempt to learn from your mistakes.

It’s time to ride at night.

Earn points by being the best.

Pulling off the biggest and best moves isn’t just about bragging rights! The harder you play, the more points you earn. Each of the game modes allows you to collect points that can be spent on unlocking the additional cities, cosmetics, and special moves. The more stars you collect, the more points you earn. Customise your rider and his equipment with many choices available. They sadly add little to the gameplay, but they make you look slick as you grind past unsuspecting pedestrians.

The endless mode allows you to take on unlimited laps of each venue. In this setting, time will melt away as you perfect your tricks, complete each objective, or attempt to make videos to send to sponsors to earn more points. If you tire of this, you are free to ignore the tasks, and simply ride around each city losing yourself in its environment.

If, however, you fancy some structure to your gameplay, you can try to master each challenging stage. These comprise; races, escaping the law, landing tricks, getting a high score, and so on. The events are tiered in groups of three, you must complete each set before you can move on. So, pay attention to the details, practise those tricks, and complete all the objectives.

Hang time

Skate City’s cartoon style is basic but pleasant to look at.

Skating games usually adopt an immersive open-world 3D approach where you are free to explore every portion of the map. Skate City went for a basic style with a 2D side-scrolling perspective that was pleasant to look at. The well-drawn images of each person stood out against the changing backdrops you passed. A nice variety of landscapes are used in each city, as is a selection of colours and tones to represent the different times of the day. With smooth animations and crunching tumbles, this was a wonderful game to look at.

I’ve mentioned its relaxed and chilled vibes, and that stems from the soundtrack that was used. The well-paced music and upbeat sounds don’t pressurise you to act rashly. I was surprised when I heard the audio as I expected something more aggressive, but I really enjoyed the direction that the developers had taken. This choice prevented the game from becoming another frustration inducing, controller smashing endeavour that seems to be all the rage.

That’s one hell of a landing.

Easy to play, but confusing to master.

From the off, you’ll be comfortable playing this. None of the actions or tasks is difficult to perform individually, but the challenge comes when you try linking combos, or you must complete specific tricks. If you are comfortable with the lingo for each trick, you’ll master this a lot quicker than I ever could. With a long list of moves to perform and specific ways to pull them off, it would never be easy for me to perfect this. Fortunately, a guide talks you through it all, but it doesn’t look very professional constantly stopping the game to see which trick to do next. However, once you familiarise yourself with the controls, you’ll be racing around the streets without a care in the world.

Skate City is one of those casual games that will constantly draw you back in to play. With limited places to visit you may be worried that the action will become stale quickly, but I never tired of it. With the freedom to do what you want and a difficult achievement list to complete, there is enough to keep you coming back for more. Priced at £12.49, this proves to be great value for money, and it’s a game that will keep you going for hours.

Skate City is one indie title that you shouldn’t miss out on.

With so many games demanding that you dedicate your life to them, it was refreshing to find one that allowed you to play at your pace. You have the freedom to do as you wish, and I loved its casual nature. With a gentle learning curve and an ever-increasing layer of difficulty, this offers enough for players of all abilities. The indie market is a tough nut to crack with many games getting lost in the churn of new titles being added to the pot. You shouldn’t miss out on the joy that Skate City brings, so buy a copy here! Grab your board, select your outfit, and take to the streets!

Review: New Pokémon Snap

Nothing seems as relaxing as bimbling through fields taking photographs of adorable critters. So Pokémon snap is one of those games you can pick up and spend an entire afternoon on. Despite the concept being extremely simple from the get-go, the game is surprisingly addicting. Featuring favourites from every generation, players are able to snapshot all of their favourite Pokémon across a variety of landscapes. Despite this, many people are questioning if New Pokémon Snap is worth the hefty price tag. 

All your favourites in one place

New Pokémon Snap is a wonderful dose of nostalgia for all previous fans of the franchise. If you’re prepared to visit the same paths and photograph hundreds of Pokémon several times, then this game is for you. Although the virtual creatures sure are adorable, these routes get repetitive. Unlike the majority of Pokémon games, New Pokémon Snap has no real progression. Similarly, you have to fill out a ‘Pokédex’ style album, but you don’t get to catch any Pokémon. Or own any for that matter. Rather than catching them all, you have to capture them all. 

Upon first play, it’s exciting to encounter your favourite Pokémon in the wild. Much like the excitement of the wild zone in sword and shield. Seeing Pokémon in their natural habitat is especially exciting if you’ve spent years with this franchise. It’s adorable. From Bidoof building dams to Scorbunny asleep upon Torterra, it’s hours of adorableness.

But how cute does this game have to be in order to keep you engaged? The novelty seems to wear off quickly. When starting up you’re tasked to run the same route about three times before you are able to progress. Then begins the grind. You have to take a number of quality photos in order to get enough points to gain levels. But it’s hard to capture quality moments when most Pokémon have the same animation in each route. If you’re prepared to sit and play essentially the same level for about 40 minutes then buckle up – but there’s not a whole lot to keep you progressing.

Gotta capture them all

A very quick tutorial walks you through the games controls. It’s very easy to grasp, and the Switch’s motion sensor is utilised. It’s engaging in the fact it feels like you’re actually holding the character’s camera. Much like the Sheikah slate in Breath of the Wild. There are elements where you feel embedded in your character, since it feels very hands on and you’re almost in complete control. But once again, the novelty wears off after the first few hours. If you’re like me, and use a controller rather than using the console handheld, the controls feel a little slow and clunky. With some Pokémon moving extremely quickly, they are almost horrific to chase.

I spent an ungodly amount of time trying to photograph an Emolga in flight. There’s no way to change the speed of your pod, so if you miss a shot you’ll have to restart. This adds to the game’s repetitive nature and just adds a level of frustration. Plus, not every Pokémon you encounter on a route will be there the next time you visit, so keep an eye out for those little wonders. 

The tutorial also takes you through how to take a ‘perfect’ photo. Which is essentially the main challenge of the game. Framing and background are all graded by the professor. A better quality photo leads to more points which eventually unlocks more routes and islands to discover. You have to be quick to get these perfect photos though as your subjects will get startled and run. Eventually you learn about Fluffruit, which you’re able to throw at Pokémon in order to position them in a more visually appealing stance. Don’t be fooled though, not everyone is thrilled to have apples thrown towards them and they won’t always eat. No matter how many fruits I threw at Meganium, it wouldn’t stop for a snack.

These fruits do help unveil hidden Pokémon though, which is helpful in nighttime routes where not everything is visible. They also unlock a variety of unique reactions which once again helps that level progression. 

Pokémon Online

Players are able to connect to the internet to edit their photos and share them. Which can be tremendously amusing. The online community for New Pokémon Snap definitely utilises the editing feature to make their photos occasionally hilarious to look at. You can add filters, change the exposure or douse your photos in stickers to make them unique to you, and also bring a smile to other players’ faces. If sharing online isn’t for you, you can just sift through your own photos in a personal album designated to your game. Each photo is saved with your favourite’s highlighted on your species page, so you can always revisit favourites. I have a particularly charming photo of a Bidoof which I took on my first route and continue to revisit. 

Final thoughts

As a whole, New Pokémon Snap is a cute little safari run. For the first hour or so. But after completing the same level time and time again the novelty and fun wore off. The rewards don’t really pay off the frustration of seeing the same things several times, and with no core story it’s hard to stay engaged and want to progress. Although it’s adorable, it’s too repetitive to enjoy for hours on end. You have to invest a lot of time to unlock new islands, and I simply don’t have the patience. If you enjoy Pokémon enough to take hundreds of photos of them and nothing else, then sure, this is for you. But if, like me, you enjoy Pokémon for more than just their cuteness, maybe give this one a miss.

Review: Knight Squad 2

Fighting in an arena as entertainment has been around since the time of the Romans, and probably earlier. The thrill of the fight, the jeering for blood, and the ecstasy when declared the winner, are all a rush. Knight Squad 2 aims to replicate this with its multi-mode, all-out fighting action.

Developed and published by Chainawesome Games, this single and multiplayer title has you competing against up to seven other players in short, sharp events of varying styles. A sequel to the well-received 2015 game Knight Squad, Knight Squad 2 aims to build on its success with new modes, and a more polished finish.

Send in your army of souls.

Knight Squad 2 will make you hate your friends.

There are few games that make close family and friends, hate each other while playing. The competitive edge takes over, and the red mist descends. Monopoly is one title, and Knight Squad 2 is another. A brutally competitive game that rewards; aggression, quick thinking, and a tactical approach. The best gamers will prey on the weak, and will earn their victories however they can.

With many modes available, I will not bore you by going through each one. You’ll be offered the chance to play solo, duos or in a squad. Each of these is self-explanatory, but as you team up, the competitiveness increases, and the arguments are never ending. It’s a fantastic experience for a small group of friends to play either locally, or in an online lobby.

Its main positive is also its biggest problem. 

When a game’s main positive is its gameplay when playing with mates, then it’s going to have huge implications for gamers with smaller friendship group. A lot of the fun comes from annihilating your pals and mocking them relentlessly. Sadly, this is removed when playing strangers as the lobbies have no VOIP, and you have no relationship with the people you are playing against. The action quickly becomes shallow, and dare I say it, dull. 

Saying that, the game modes are still entertaining against bots and strangers online. But it doesn’t hold your attention the same way as battling against friends, does. It’s a real shame, as it has such potential to be a great title. But with no one to virtually high-five upon victory, or jeer at when they’ve had their a*5e handed to them, it quickly loses its appeal.

Victory tastes good.

Fun, fast-paced and varied action.

While the game piques your interest, you’ll experience a wonderful mix of quick events that are; frantic, fast-paced, and vary from match to match. Your knight starts out with a basic sword and nothing more, and if he’s hit, he dies. Depending on the game mode you are playing, this could be the end, or you’ll simply lose all your progress and respawn. Power-ups that upgrade your weapons and defences are strewn around each stage; bigger swords, bows, shields, mines, drills, horses, and more. These all improve your knight and improve your chances of victory.

Everyone will have their strategy to win, and this makes each battle unique. I loved the challenge that this created, and whether you were; painting the floors, capturing the flag, being the last to survive, or playing soccer (football for us Brits), no game was ever the same.

Knight Squad 2 has a polished finish and is easy on the eye. 

When I first saw the sequel released, I was concerned that it would be difficult to follow the fast-paced action. Happily, I was wrong! The bird’s-eye perspective, vivid colours, and detailed characters make playing this super easy. Everything is moving at a million miles per hour, yet the gameplay never suffers. It really was great to play and it’s easy on the eye. I also enjoyed the amount of arenas that were available for selection. The labyrinthine zones have a unique look and style. This was a clever decision by the developers, as it added layers of challenge and reduced repetition.

The audio was good, but never really amazed me. I liked its aggressive and upbeat tempo that contained a medieval twist. I also admired the clever and amusing use of sound effects that accompanied every action. But sadly, it felt predictable and I would have liked to see a more unique approach being used.

Don’t let anyone survive.

It’s amazing how easy it is to play.

I played the original, but it was so long ago that I struggle to remember much about it. I was pleasantly surprised when I jumped into my first battle just how easy it was to play. Knights are sprinting around, arrows are flying and explosions boom left, right, and centre. Yet, it’s a piece of cake to play. You need no tutorial, and though you may need to work on your tactics, you’ll be able to compete and enjoy yourself from the first match.

The aforementioned issues that require friends are the driving force behind Knight Squad 2’s longevity. There is plenty to do, ample game modes, and a full and challenging achievement list. So Chainawesome has pushed the boat out with its content. However, this may not be enough to keep you playing. I wanted a sense of community, and without your friends around, this is sadly lacking.

Knight Squad 2 offers lots, but it will not be for everyone.

With its large amount of content, many game modes, a variety of arenas, and fun gameplay, Knight Squad 2 offers lots to its player base. Yet, even with this amount of content, it won’t be for everyone. If you have a large friendship group that is willing to play, you’ll have a great time. Solo gamers playing with strangers will have fun, but the experience will not be as fulfilling. It has more positives than negatives, so I’m recommending you buy it here! Knights are born winners, put on your armour, grab a sword, and prove you were born to be a knight.

Review: Game:Pad 4 S CAMOUFLAGE PS4 Controller from snakebyte

Here is our review of the Game:Pad 4 S from snakebyte.

The wired GAME:PAD 4 S for PS4 is the best choice for gamers who also want to express their style while playing.  Thanks to its unique ergonomic design, the GAME:PAD 4 S offers perfect handling in all gaming situations. Dual vibration motors convey the action perfectly, while the dual analogue sticks and trigger buttons guarantee precise control at all times. 

Features

  • Wired Controller for PS4 (3 meter cable)
  • Two vibration motors enhance the haptic feedback
  • Analog joysticks and triggers for precise control
  • With touchpad to expand the control options
  • Share button for uploading and sharing game clips
  • Also compatible with PS3

Who are Snakebyte?

Established in Germany 1997, the snakebyte group is a leading global provider of consumer electronics. The Company has offices in Germany, Shenzhen, the US and Hong Kong and develops and distributes a wide selection of products specializing in connected media devices, gaming, simulation, drones & RC products. In addition, the Company provides its services in the OEM/ODM sector, working with partners to realise their goals and stay ahead of the competition. The snakebyte group have high levels of expertise in hardware engineering and software development, experts at creating an ecosystem in which technology and media can co-exist and provide state-of-the-art experiences for the consumer.

What’s in the box?

The box contains the controller and some paperwork.

A Closer Look

Final Thoughts

The Game:Pad 4 S CAMOUFLAGE is a nice to use wired controller for the PS4.

As this is a wired controller it needs to be connected to a spare USB port on your PS4. There is 3m of cable provided so that should give you enough room to sit comfortably near, or slightly further away from your console.

The controller feels comfortable in your hands, even for extended play sessions.

The Touch Pad is responsive and works well too.

Unlike some other wired controllers, the Game:Pad 4 S uses dual vibration so you wont be missing out on anything if you are not using the standard PS4 controller.

The buttons on the controller are all circle shaped with the words printed on them rather than showing symbols but this shouldn’t cause any issues.

There is even a share button included on the controller for sharing your gaming clips with the world.

This is a great controller if you want a spare or are just looking for a replacement to the standard PS4 controller, and it really looks good in camouflage blue!

The Game:Pad 4 S from snakebyte is available now priced around £29.99.

For more information, please visit mysnakebyte.com and follow snakebyte on Facebook, and Twitter.

Review: Resident Evil Village

Fans of the horror genre don’t frighten easily! Clichéd jump scares don’t affect them, and they’ve seen enough blood to last them a lifetime. They are a particular bunch, and each loves a specific style. Old-school Dawn of the Dead or new-school 28 Days Later. Whatever your poison, I think we can all agree that Resident Evil ticks a lot of boxes for fans of the genre. Resident Evil Village is the latest instalment in a long line of much-loved games. I couldn’t wait to try it, and once it finally installed (darn you slow internet), I strapped myself in, dimmed the lights, and prepared to soil myself repeatedly.

Developed and published by Capcom Co., Ltd. this horror adventure puzzle franchise is hard-hitting from the off. Designed to test your mental prowess, ability to plan, and composure, Resident Evil Village is guaranteed to keep you up at night and make you cry like a baby. Even with its three difficulty settings, this isn’t one for the faint of heart, so when you decide to take this on, be prepared to be scared senseless.

A high-grade pedigree.

Now, I rarely like to open with a history lesson, but Resident Evil’s franchise deserves a little recap. This twenty-five-year-old series began life on the PlayStation in 1996. Receiving praise for its revolutionary approach, and amazing storylines, a sequel was all but guaranteed. Roll on to 2021 and we have seen seven main titles that have spanned a variety of consoles, many spin-offs, films, novels and more.

The series hasn’t strayed far from its original storyline, evolving slowly as the years have passed. Starting with The Umbrella Corporation’s inhumane creation of the “T-Virus” and mutagens, to Biological Warfare and the fallout that we see in the modern era titles. There have been many protagonists and supporting characters throughout, but none more so than; Chris Redfield, Jill Valentine, Albert Wesker, and Ethan Winters.

The franchise began as an over the shoulder shooter that concentrated on action, shooting, and scaring you half to death. Resident Evil 7: Biohazard changed tact, moving to a more immersive first-person perspective, focusing on exploration, puzzles and survival. This change in direction brought along high praise from industry experts and fans alike. Unsurprisingly, Capcom Co., Ltd. retained this style and used it as the platform for their latest iteration Resident Evil Village.

That’s enough of the history lesson! Before we start this, let’s make sure we’re ready; snacks, check. Drinks, check. Multiple changes of underwear, check, check, check. Excellent, we’re ready, so let’s begin.

Ladies are supposed to be nice.

Zombies have never been so frightening.

Throughout the series, the zombies and mutant creatures have gotten more ferocious, and they are now smarter than ever. An array of hideous beasts await you on your trip through this dank and eerie landscape. From crawling menaces to flying monsters, they are guaranteed to send shivers down your spine. The snarls, growls, and screams indicate that they are less than happy, and none of them wants to be your friend. It’s fair to say that Capcom has outdone themselves in the fear factor, and I jumped often and shrieked countless times.

This horrendous experience continues throughout, and you are haunted by every boss you face and their taunting ways. I didn’t get into this thinking it would be a peaceful affair, but everything wanting to kill me, including the local wildlife, was a disconcerting time. It’s a never-ending battle of wits and firepower. You must balance your desire to shoot and to run away. Resources are limited, and it was all too easy to unload your last rounds into a worthless foe. If you wish to survive, you must play smart and reserve your small supply of ammo.

Mother Miranda and the four lords.

Get used to the phrase Mother Miranda and the four lords! These ungodly creatures hold the key to completing your mission. Ethan Winters must overcome puzzles, obstacles, and zombies to face each of these ghastly beasts. Each boss has its own lair that it resides, and you must pluck up the courage to face each one to get a step closer to finding what your heart desires.

Mother Miranda and her four underlings were atrocious! Rarely do games affect me the way Resident Evil Village has, and this was down to the callous and cold nature of each of these abominations. They have one aim in mind and they are hell-bent on achieving it. You are only one man, and attempting to defeat a group of demonic beings could be a tough ask for our hero.

It’s time for your close up.

I expected Resident Evil Village to have an open-world experience.

I came into this imagining a large open-world experience that would allow me the freedom to explore as I wished. In reality, what I was treated to was a semi expansive exploration game that relied on a sneaky linear approach. Locked doors, blocked passageways, and specific keys hinder your progress. This was no surprise to me, as I knew the gameplay would push you towards the next goal. Yet, I wasn’t prepared for how rigid it would be!

You are teased with the look and feel of a vast open space, but in reality, the game funnels your time on a plot and course it wants you to take. Whether it was specific tasks, puzzles, or keys, you are restricted to how the developers want you to play it, and not how you wish it to be. This didn’t worry me too much, but I would have liked a little more freedom to explore what looked like vast areas of; towns, farmland, and overbearing estates.

Ethan soon becomes a killing machine.

Poor Ethan, he’s gone through a rough time in Biohazard, and that doesn’t look to change in the latest iteration. He can improve his chances of survival by crafting goods, upgrading equipment, and buying supplies from an odd specimen know as the Duke. The crafting mechanics are wonderfully simple, yet they will drive you mad. There are never enough resources to go around, and running out of ammo, health packs, and other essential gear is all part of the rich tapestry of this Resident Evil game.

The Duke is an obese, rude, and blunt man who is oddly helpful. This merchant will sell you new equipment, upgrades for your weapons, and will buy items you wish to sell. Not only is he a merchant, but he also acts as a guide in these dark times, Your very own Jiminy Cricket if you will! His advice and guidance help to keep you on track, and he brings some much-needed comedy to sombre and dangerous times.

Some many weapons at your disposal.

Resident Evil Village has collectables, treasure, and livestock.

When you are fighting wave after wave of zombies, I’m sure the last thing on your mind is collecting valuables. But this is an option available to you. You gather as many objects or as few as you wish. It doesn’t hinder your progress, and all can be ignored. But if you fail to collect the craftables, you’ll soon run out of ammo! With your weapons rendered useless, sadly, you are likely to die.

Alongside the collectables, you will seek; wells and livestock. Murdering the local’s animals sounds harsh, but they’d have probably been munched by zombies, so who cares. Slaughter them, gather the meat and move on! This portion of the game increased the sense of an open-world game, but no matter how far it pushed, it reverted to type, and you were forced to follow the linear structure at all times.

Fans of the franchise will love the twists and turns, and many puzzles.

What I loved about this title was its ability to deliver on what was expected, but still, chuck in something unexpected. I spent much of my time gritting my teeth, drawing large breaths of air, and horrified by the events that were unfolding. Even with its “guided” gameplay, you will be treated to many twists and turns.

Alongside these curveballs, you will experience a variety of puzzles. They will test your logical thinking, memory skills, and patience. Many must be solved to progress the story, and these usually involve you collecting keys, parts, and other random objects. Other puzzles reward you with rare items, and though these are more challenging, they can be ignored if you are not interested.

A steady hand is all you need.

Resident Evil Village looks incredible!

The games that are optimised for the Series X blow your mind! I never imagined they’d get so much performance from such a small machine. I knew Resident Evil Village would look great, I simply wasn’t prepared for how good it would look! Every aspect is finished to an incredibly high standard. The objects look realistic, the lighting creates shadows that alter when moving, and the characters are so realistic you could be watching a film. If you then take into consideration the array of colours, tones and environments that have been used, it’s a visual treat that keeps on giving. I don’t like to gush about games, but this deserves all the praise that can be heaped upon it.

Capcom Co., Ltd’s. decision to keep the first-person viewpoint was a genius idea. This immersive perspective has you petrified from the moment you take control. Creeping around buildings, through foggy fields, and long-abandoned villages are eerie at the best of times. But chuck in low-lighting, a weak torch, and horrendous zombie mutant beasts, and you have a recipe to make adults cry.

Hollywood style audio. 

The visuals scared me, but I can’t get the eerie audio out of my head. Playing this with headphones is a must, but be warned, the sounds of the zombies will haunt you long after you finish playing. Classic horror techniques are used to perfection. Creaking floorboards, slamming doors, sounds from distant rooms, and the blood-curdling screams of each monster were truly disturbing. Let us not forget the earth-shattering noise from the guns, the swishing of melee weapons, and the environmental sounds that all add up to create this truly upsetting and damned atmosphere.

The sound effects are amazing, but what I found truly spectacular was the acting. There are few games that deliver this to an exceptionally high standard, yet Resident Evil Village achieved this level. From the gruff, aggressive, and macho lead characters, to the meek and vulnerable supporting cast. Each played their part perfectly to sell the horror story.

Bow before your lord!

So easy to control that a child could play it, but I wouldn’t advise it!

As far as I know, Resident Evil has always been easy to control. Resident Evil Village unsurprisingly follows suit. With the opening thirty minutes acting as a petrifying tutorial, you’ll have the fundamentals nailed quickly. It’s so easy to pick up, a child could play it. I don’t recommend doing that though, as they’ll likely be scarred for life. The aforementioned crafting system requires little skill and aiming and shooting is standard fare.

The simplicity of the approach allows veteran of the franchise to continue on from where they left off. New players, however, can focus on the action with no concern for a complex control system.

When a game is this scary, why wouldn’t you want to play it again? Three difficulty levels are available for you to choose from to increase longevity. A complex and challenging achievement list will demand perfect playthrough’s, thorough exploration, and a keen eye for detail. On top of this, there is a separate online mode called Resident Evil Re:Verse. At the time of writing this review I hadn’t played it, but it’ll allow players to battle each other as iconic characters from the franchise. Redfield and Redfield Vs Wesker, what’s not to love?

Resident Evil Village will drip with accolades.

I’m not willing to beat around the bush, Resident Evil Village was simply fantastic. Biohazard received accolades and plaudits across the board, and I can see the same happening with its sequel. Every element fits together to create a well oiled horrific scaring machine. A brilliantly written story with twists and turns, and surprises for returning players. Amazing graphics, excellent audio, accessible controls, and mountains of replay value. Every gamer needs this in their library, so buy it here! Dim the lights, turn up the sound, and prepare to never sleep again! 

Wonder Boy: Asha in Monster World Coming May 28th

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ININ Games and STUDIOARTDINK are delighted to announce the official release for Wonder Boy: Asha in Monster World for the Western retail release for both physical and digital Nintendo Switch and PS4 versions will be on May 28th 2021 for North America, Europe and Australia. 

The retail editions for Nintendo Switch and PlayStation 4 will be available for €39.99 / $39.99 / £34.99 and include the original Monster World IV exclusively.

Screenshot 1

The digital Switch and PS4 versions, by STUDIOARTDINK, will be available in EU and US through the online stores for €34.99 /  $34.99 / £31.49 (GBP to be confirmed). Furthermore the Steam version will release a month later on June 29th. The game will be available for €34.99 /  $34.99 / £31.49 (GBP to be confirmed) on Steam. The digital versions won’t include the original game. 

Two friends saving the world

Asha, with her companion, Pepelogoo, must free the four spirits confined by evil forces whose origin she discovers throughout her journey. While the story remains true to the original 1994 game it is a full remake of Monster World IV, with cell-shaded 3D graphics and 2D gameplay that stays close to the beloved original, including enhanced visuals and refined play content.

Limited and exclusive physical editions

Three limited editions for Switch and PS4 can exclusively be pre-ordered at Strictly Limited Games. All three editions include the original Monster World IV:

  • The Limited Edition is available for €39.99 and includes exclusive color manual & reversible box art.
  • The Collector’s Edition includes terrific items like the Monster World Map, 2x soundtrack (Original & Remix), Artbook, a Squishy Ball Pepelogoo and more (€99.99). 
  • The Mega Collector’s Edition celebrates the origins of the game and includes everything from the CE and even more fantastic items like the Asha and Pepelogoo Figurine (18cm / 7.1″), Asha Pixel Pin, a Vinyl Sticker for your console and more (€179.99).

Evercade announces The Bitmap Brothers Collection 1 for Evercade Devices

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Blaze Entertainment is delighted to announce another brand new collection that highlights some of the best games in the history of British video game development with The Bitmap Brothers Collection 1 for Evercade devices.  

This new collection, in partnership with owners Rebellion, features 5 of the best games from the British development team that was dubbed as “rock stars”. The games on this release come from the home console releases of these titles, and are:  

  • The Chaos Engine
  • Speedball
  • Speedball 2: Brutal Deluxe
  • Speedball 2100
  • Xenon 2: Megablast

The Bitmap Brothers hold an esteemed place in the British Games industry. Starting in East London in 1987, despite not actually being brothers. Debuting on the scene with Xenon for the Atari ST and Amiga in 1987, they were the first developers who used the pop-culture era of the 80s to give themselves a “cool” image. Exuding style and displaying great creativity in curating their public image, the trio of Mike Montgomery, Eric Matthews and Steve Kelly became as synonymous as the games themselves, making The Bitmap Brothers a legendary gaming name.  

In this collection, we will be able to play a wide range of games from the iconic developer from their early beginnings with combat sports title Speedball and its sequel, Speedball 2: Brutal Deluxe, the follow up to the aforementioned founding shoot ‘em up, Xenon 2: Megablast and the much-lauded, top-down steampunk shooter The Chaos Engine. We round off this collection with one of the later releases from the team with the PlayStation release, Speedball 2100.  The collection has been curated by the Evercade team and the current rights holders, Rebellion in order to create a great collectible package with the Evercade collectible clamshell, retro-styled case with a bespoke cover and manual. The collection will be number 22 of the Evercade lineup and will be released in September 2021. Pre-Order announcements will be made on Evercade social media later this week.  

“It’s great to bring the Bitmap Brothers to Evercade,” said Evercade Marketing Manager, Sean Cleaver. “It’s one of the collections that we’ve been asked about from the beginning of Evercade and one we’ve been excited to bring to the Evercade devices. The Bitmap Brothers hold a special place in the heart of many gamers from the late 80s and early 90s, not just in the UK but around the world. And with the upcoming release of the Evercade VS, it’s a great showcase of multiplayer and co-op gaming from one of the British Games Industry greats.”

Win Some Nanoleaf Shapes Hexagons and Triangles

To usher in Star Wars Day today, Nanoleaf has created unique Yoda and lightsaber designs using its popular Shapes and Canvas ranges of customisable smart light panels and we have some to giveaway.

Available in Triangles and Hexagons, Nanoleaf’s Shapes range opens up exciting new opportunities for users to explore a range of different creative combinations and create an endless number of designs. With 16 million customisable colour combinations to choose from and panels that react to music and your on-screen activity, you can create your own patterns and designs to transform your work from home set-up, kids bedroom or any other space.

Each panel can be controlled by a simple touch, through your smart home system (compatible with Amazon Alexa, Apple HomeKit and Google Home) or via the easy-to-use Nanoleaf app.

Nanoleaf Shapes, from £89.99, Available through the Apple Store and nanoleaf.me

How to enter to win

We have a mix of Nanoleaf Shapes Hexagons and Triangles give away. All you need to do is enter below.

Win Some Nanoleaf Shapes Hexagons and Triangles

The contest closes at midnight on 18th May 2021.

This contest is only open to those in the UK – sorry!

Review: The Colonists

You work hard your whole life, just to feel unappreciated. The world around you is moving at a million miles per hour, yet you are stuck in a rut. You have two options; accept your fate and keep working, or break free, run away, and start a new life with like-minded individuals. In The Colonists, the self-replicating robots chose option 2!

Developed by CodeByFire and Auroch Digital and published by Auroch Digital, this is a cute strategy resource management simulation game with a robotic twist. You control an ever-growing army of robots who want to find their own piece of paradise and fulfil their dream of becoming humans. Scan the surrounding land, harvest the resources, and expand your fleeting settlement.

The Colonists returns to basics.

City building games have gone from strength to strength. Its fanbase loves the in-depth world you live in and the many options that are available to you. But casual players can be overwhelmed and confused. What I loved about The Colonists was the simplicity of its approach. From the start, it’s welcoming, easy to understand, and engrossing. Not that it has no depth, because it’s much more complex than it first lets on.

With multiple modes available to choose, and no real story to speak of, you are free to write your own narrative for each mission you undertake. The Campaign comprises fourteen stages, split across two routes; a peaceful existence where you expand your colony as quick or slow as you wish. The other is an all-out battle with other robots who inhabit the planet with you. The second mode requires quick thinking, forward planning, and a fair amount of luck to be successful.

You may also try Sandbox mode and Challenge Trophies. The first is self-explanatory and gives you the freedom to set your own rules, allowing you to build to your heart’s content. The second option will test the best colony builders with an array of speed-run challenges. This mode is not for the faint of heart. It’ll push you to your limits and test your patience!

A clean cut UI.

It’s all about the finer details.

Like with all city building games, the devil is in the details. Placing buildings without thought will only lead to failure. You must plan and ensure that you are getting the best out of every robot in your colony. Also, every building relies heavily on another to work correctly. You must ensure there is enough; food, water, energy, timber, stone, metal, etc. The list of requirements goes on and on, but yet, you never feel overwhelmed.

The relaxing nature of the game keeps you calm, even when it’s all going wrong. Your serene existence soon turns hectic as you advance your technology. Basic resources will no longer do, and you must combine many objects to create enhanced energy supplies and other much-needed items. You will feel you are spinning many plates at once, but you are always in control of any situation.

Energy, research and expansion. 

Energy makes the world go round, and this is no different in The Colonists. Every building and action requires an energy source. As already mentioned, the more advanced the structure, the more complex the power source. To begin there will be a vast amount of trial and error. But this is quickly replaced with knowledge and forward-thinking.

You never quite start mastering the game, as there are plenty of research routes for you to take. It is essential to move your robotic people from rudimentary log structures through to the futuristic space age. Progress isn’t quick, and you’ll need to choose your desired route and stick to it. It’s easy to get carried away, forgetting the aim of each mission. Staying disciplined and keeping your robots on track is the only way to be victorious.

I absolutely loved the expansion element. Creating transport links, increasing your borders, and moving from one island to the next like vermin living off the land. It was fantastic! You’ll create; roads, harbours, and railway links. Each helped to transport goods from one area to another. Your colony HQ is like the heart, and the transport links are the veins. If you fail to plan correctly, the goods will get jammed and your people will suffer. This for me was the toughest part of The Colonists. Having to ensure that you placed buildings next to the correct access point to optimise deliveries was a difficult task. With a little practise, you soon overcome this obstacle.

So many ways to improve your tech.

The Colonists is cute, simple, and colourful.

I’m a big fan of city-building games, but one of my pet hates is the overly complicated User Interface that you have to endure. Luckily, radial menus take away this pain. The clean and uncluttered menu system is a joy to work with. It’s easy to understand and wonderful to look through. With the menu hidden away, it allows you to focus on the colourful world in front of you. The vivid landscape is viewed from a bird’s-eye perspective, allowing you the freedom to zoom in and out and pan around any obstacles. With a Fog of War obscuring your view, there is a little mystery during each level. The cartoon style adds a layer of cuteness, to what could have been a cold and joyless environment.

When a game is ported from PC to console, I always worry that there will be performance issues, bugs or glitches. During my time I didn’t discover any problems, making it a pleasure to play. It ran smoothly even when there was a lot happening, especially during the battle stages.

What I found strange was the lack of audio! Yes, there is music, but it isn’t consistent, and comes and goes as it pleases. I enjoyed what I heard; it was in keeping with the theme and set the scene. I just wish that it was used a lot more. At times the action would lull as you were waiting for resources to arrive, or research to be completed. At these moments it would have been nice to relax with the wholesome soundtrack. Instead, you’d be welcomed by silence, and this was unfortunately disappointing.

Get those robots working.

The PC port works brilliantly on console.

My biggest fear when playing a game ported from PC is its control system. Usually, the lack of a Mouse and Keyboard makes for a clunky mess that frustrates and ruins the game. Fear not people, The Colonists has been given its own console mapping which allows gamers to pick up a controller to play it with ease. It’s brilliant, mostly, with quick button responses, and a lack of input lag. My only issue came when trying to exit radial menus. You must cancel each layer you have looked at before you can continue playing. I would have preferred a method to shut down the whole menu instead of having to back out of each one individually. Other than this minor setback, it’s a nearly perfect setup that makes playing it on console a breeze.

Unsurprisingly with so many modes available, this oozes replay value. Its addictive gameplay, ranked objectives, and multiple playing options make you keep playing. A large and difficult achievement list will challenge the most hardcore of completionists, and only the best players will succeed at defeating the Challenge Trophies. With hours of fun to be had, this proves to be great value for money.

The Colonists is a must-have for fans of the genre.

If you love city builders, The Colonists is a game that you must have in your library. Easy to pick up, but tough to master. This is a title that will get you hooked and demand you keep playing. Its campaign mode appears small, but the fourteen stages will eat away hours of your life. With many structures to choose from, a variety of approaches to take, and procedurally generated maps for the Sandbox mode, this is a game that keeps on giving. I loved my time with it and recommend you buy a copy here! The robots have had enough of being bossed around. Help them find their own bit of paradise, and help them fulfil their dreams of becoming human.