Clever Online Tricks to Save You IRL Money

A lot of money-saving tricks online are related to online shopping. You save some money and then something gets delivered to your door, or perhaps you even just download or stream something, so you never see a physical object. Getting online can be a great way to save money offline too, though. You can find ways to save money when you go to the grocery store or when you next go to see a movie, whether you make your purchase online or you save money at your destination. Next time you’re looking for some bargains, try these tricks to save money.

Find Online Coupons

Sites like Groupon have been popular for multiple years now. They offer you the chance to find deals on a variety of things, including lots of services and events. You could save money on a hotel stay or a trip to a spa, as well as things like a course to learn something new or an evening out with your family. You can also find lots of online shopping savings, whether you’re looking for new things for your home or you want to get some new jewelry. If you’re buying a deal on a hotel or a personal service, you can take the voucher on your phone or print it out to show it when you arrive.

Image from Pixabay – CC0 License

Use Comparison Sites

Comparison sites allow you to search for deals on various bills and expenses you might have. These days you can find comparison sites for different services; for example, looking for the best internet in my area will help you easily save money on your internet bills. From home insurance to health insurance and even utility companies, you can compare the service in your area and find the best deal to save some money.

Watch Out for In-store Sales and Offers

Not all of the best offers can be found online. Sometimes you have to go into stores if you want to be able to make some awesome savings. But just because the savings are found in stores, it doesn’t mean you can’t learn about them online. One of the best things that you can do is sign up for the newsletters for your favorite stores. When they have special offers or sales available, they’ll email you to let you know. They might even give you a discount that you can use in the store so you can save even more.

Look for Second-hand Purchases

Buying things second-hand is often a great way to save money. And doing it locally can save you even more, helping you avoid the need to pay for postage and packaging. If you can pick up your purchase or get it delivered to you, you can save more. But looking for purchases online can make it a lot easier to find some local bargains. There are all kinds of listing sites and apps that will help you to discover the very best savings opportunities. You can save on everything from furniture to clothes and buy from members of your community.

Get Good Deals on Tickets

If you’re someone who loves to go to live events, getting online could help you to find some great deals on tickets. When you buy tickets in advance, you’re much more likely to save money, even if you’re only going to see a movie. Tickets On Sale is a legit site that can help you to save on sports, theater, and music events. When you get good deals on tickets, you’ve got more money to spend on other things, like your meal before your event, snacks, and drinks, or even a great outfit to wear.

Find Stuff for Free

As well as getting second-hand stuff by looking online, you can even find free things. Sites like Freecycle allow you to seek out things that people don’t want anymore, and that they’re willing to give away for free. A lot of people have stuff that they no longer want or need but that they don’t want to have to throw away or deal with the hassle of selling. They know if they offer it for free, someone will most likely come and take it off their hands. Before you spend money on something, check to see if you can get it free first.

Image from Pixabay – CC0 License

Learn New Skills

The internet can teach you pretty much anything. A lot of people pick up new skills by watching a few YouTube videos showing them how to do something. You can also find plenty of articles and blog posts explaining how to do things in detail. A new skill could save you plenty of money out in the real world, both at home and elsewhere. You can learn how to fix your own car, how to repair and sew clothes, how to do DIY around your home, and much more. All of these things could prevent you from spending too much money on unnecessary things.

Find Cooking Tips

Food is often one of the biggest expenses that any household has, and it’s a necessity so you can’t just cut it out of your budget. Fortunately, the internet can come to your rescue and help you to save money on your groceries. You can discover a huge number of tips, tricks, and recipes that make it easy to spend less on food and drink. Find ideas for how to use up leftovers, plan meals and avoid any food wastage. The right tips will help you to make a smart shopping list before you go to the grocery store and make your food last too.

Look Up Your Local Library

A visit to your local library is a great way to save money, but did you know you can find them online too? Many libraries have online databases that show you which books, movies, and other media that they have in stock. You can also often create an account and reserve something that you can borrow so you can go and collect it. Some libraries offer ebooks and audiobooks that you don’t even need to go in for, and you can even visit your library to borrow things like tools or kitchen supplies so that you don’t have to buy them yourself. Look up your local library online to see what online and offline services they offer.

Going online can help you to find lots of ways to save money offline. Take a look at some of the sites that are built to help you save money.

Review: Mega Party: A Tootuff Adventure

Mega Party: A Tootuff Adventure is a charming series of minigames for you, and potentially a few friends to enjoy. With over 40 levels across three chapters, there is plenty of mayhem to keep you entertained. Causing havoc in the neighbourhood by completing tasks, Tootfuff and friends fill up their stupidity meter. There is more than enough to keep you and your pals entertained for hours. 

In terms of controls, things are simple so anyone can pick them up. Involving a lot of button mashing, I’d argue this game to be fun for all the family. The tasks featured in minigames come in a variety of forms, such as defacing posters or ringing doorbells before running. No matter what you do, your core task is just to disrupt the day to day lives of townsfolk. Tootuff features a small open-world aspect, where you have to interact with NPC’s to progress. In addition to wreaking havoc in the streets you also get to cause chaos in school.

Campaign contradictions

Of course the campaign can be completed solo. But the game features a two player option or even local multiplayer madness. There are two game modes for local multiplayer, Duel of Death and Mega Duels. Both of which support up to four players, and can easily be praised as one of the highlights of this game. Duel of Death is a tournament style selection of minigames, where players compete to become champion. Mega Duels however allows you to select which minigames to compete in. 

Despite the campaign being engaging upon first playthrough, it isn’t necessarily something you would pick up again. You can replay different sections of the story through different game modes, but as a whole it wasn’t that compelling. The story seems lacklustre in terms of narration and story – but there’s enough to keep you busy at first. I’d definitely recommend finding a few friends to play with since that would make it significantly more entertaining. 

Complete customisation

Additionally, there are a lot of opportunities for customisation in Mega Party: A Tootuff Adventure. From the beginning of the game you are able to create your own character, rather than just playing as Tootuff himself. You also have a rival to face off with at regular intervals in the campaign. These all add layers to your experience with Tootuff, all whilst revelling in an abundance amount of toilet humour. To younger kids, these jokes may seem too ‘childish’, but I definitely let out a laugh or two. 

Final thoughts

As a whole, the game isn’t visually outstanding, and there isn’t much to say for it. But as far as local multiplayer comedic games go – this certainly takes the biscuit. It’s not something I’d necessarily pick up on my own, but with friends this easily becomes a hilarious gaming experience. In competitions to see who can be champion of the idiots, there is no shame. It’s enjoyable and accessible for everyone, and for that factor alone I would definitely recommend Mega Party: A Tootuff Adventure.

Review: Beach Buggy Racing 2: Island Adventure

Beach Buggy Racing 2: Island Adventure builds on everything we love about the first Beach Buggy Racing. But, much like the original, it fails to reinvent the wheel within the arcade racing genre. Beach Buggy Racing 2: Island Adventure is what it says on the tin. You race beach buggies across a vast range of courses and modes throughout the game. Beach Buggy Racing 2: Island Adventure, much like the first game, has a great selection of courses and modes. From medieval-themed tracks to time trial modes, the sheer variety adds considerable replayability and variation to an otherwise simple game.

A Classic Arcade Racer

Likewise, the game is fun and addictive to play, offering the fun and fast-paced but silly gameplay we all expect and love from arcade racers. The game has a large variety of powerups and builds upon the first Beach Buggy racing game. The fun and addictive nature of the game combined with the easy to pick up and use controls make the whole buggy racing gameplay experience smooth and fun. The game looks excellent on consoles with a cartoony fresh look.

Despite the praise, Beach Buggy Racing 2: Island Adventure, much like the previous game, sticks to tried and tested formula found in classic arcade racers and does not try anything new.

Classic Racing Fun

Running out of Gas

Notwithstanding the positives of the game, everything listed above is nothing new in the genre. Most arcade racing games nail the gameplay and aesthetical elements of thier games. Beach Buggy Racing 2: Island Adventure is not a bad game but does not add anything new to the already saturated genre. Therefore, it fails to stand out. The game sticks so close to the formula that classic gameplay elements, such as powerups, actually manage to break the game. 

Beach Buggy Racing 2: Island Adventure has far too many powerups. The sheer quantity of powerups often becomes overwhelming, creating chaos rather than fun, with most powerups being heavily overpowered. Similarly, although the game has a charming soundtrack, there is no variety. Each course’s soundtrack felt like a remix of the classic beach buggy track, with no real depth. Despite racing across a volcano or through a medieval world, the soundtrack sounded near-identical. From this perspective, the soundtrack is relatively poor.

Now it might sound like I’m not too fond of this game, but I am. It successfully does everything a good arcade racer should do. However, that is its problem. The game sticks far too close to the proven arcade racing formula tried and tested by classics such as Mario Kart. Adding nothing new to the genre and, in some cases, even overdoing it.

Racing in the desert

Verdict

Overall, Beach Buggy Racing 2: Island Adventure is not a bad game. It is a good arcade racer that offers excellent reliability, graphics and fun and addictive gameplay. But it is the same old same old, and does not add anything new to the genre. Thus, it does not stand out within the genre, and therefore at best, it isn’t very impressive.

Review: Buildings Have Feelings Too!

Have you walked around your town and thought, what happened here? The once thriving area is now desolate, dilapidated, and in need of some tender loving care. The buildings are falling down, and businesses are failing. The beautiful architecture can’t save them, and someone or something has to step in to save the day. Buildings Have Feelings Too! tells the tale of one shop that has had enough. It must salvage what remains of each district and improve the attractiveness of every area it visits.

Developed by Blackstaff Games and published by Merge Games, this is a puzzle, city building, simulation title with a twist. You will visit many districts with one aim; you must improve the environment, build new shops, and help each structure be as “happy” as possible. The core concept appears simple from the offset, but it soon evolves to be a complicated and well thought out affair.

No one wants to be near a stinky chimney.

Buildings Have Feelings Too! is surprisingly challenging.

As you launch into Buildings Have Feelings Too! you’ll feel a little overwhelmed. Chucked in at the deep end, you must work through a well-organised tutorial to teach you the fundamentals. The more you play, the more it appears unplayable and complex. But fear not, these negative feelings soon dissipate as the game mechanics slowly fall into place.

You must visit several regions, completing many tasks that are issued to you by the rundown buildings. Improve houses, choose your industrial site, and feed the masses. Each can be upgraded by fulfilling certain criteria, and it is your responsibility to make the most appealing district possible.

Each property has positive and negative attributes that will impact on its neighbours. Polluting industrial zones have no place being next to residential areas. If you cannot plan correctly, you will not be able to improve the region, and you will not progress the story.

It quickly becomes a cluttered nightmare.

You may think, “this sounds easy, pick your shops, plan where to put them and move on!” That’s exactly what I thought once I got to grips with it. How wrong was I! It quickly becomes a tactical nightmare. You will juggle each of your properties around, desperately trying to increase their appeal to upgrade them to three stars. You run out of room, have the wrong businesses, or don’t have enough bricks to pay for repairs. It’s tough, takes a considerably patient approach, but importantly it’s addictive and fun.

The difficulty doesn’t stop there! A red X of doom hovers above structures that desperately need repairs. If you leave this too long, the building is shut down and you must pay to reinstate it. Alongside this, you will be blessed or cursed with positive and negative effects at random. Depending on your luck, these will aid you or hinder your approach on each stage. This element of chance will not be to every strategy fans liking. But I enjoyed the randomness on it, it kept you on your toes, and made you adjust your plans regularly.

So many options, which will you choose?

A progression tree.

Each type of building has its own progression tree that starts at the basic structure and spurs off as you fulfil its prerequisites. This kept the gameplay flowing at a steady pace and ensured that gamers didn’t get ahead of themselves. I liked how Blackstaff Games drip fed new elements and mechanics as you entered each region. This reduced confusion and helped to keep you focussed on each task as they cropped up. Buildings Have Feelings Too! could have run away with it, but fortunately this approach kept the action reined in, mostly.

What I enjoyed about the free flowing regions and the progression tree, was the ability to return to previous “completed” areas to add new building types. This allowed you to reinvent a district to increase your appeal score and make sure that you maximised the bricks in your inventory. It wasn’t essential to do this, but gamers who are a bit OCD, or those who strive for perfection will love this quirk in the gameplay.

Complex UI, but simple to navigate.

My aforementioned opening concern wasn’t helped by the complex UI and many sub menus you encounter. Luckily, the setup for each is straightforward, and they appear worse than they are. You soon become familiar with each category, and the icons that go with them. It really is a game about allowing yourself to learn its finer points, and not one that you can jump in and be a master within the first five minutes. If you disregard the menu system, what you’ll find is a delightful to look at 2D picture. The buildings are beautifully designed, with hilariously placed arms and legs. The well designed backdrops vary for each district, and the crisp art style makes this lovely to look at.

Buildings Have Feelings Too! has a somewhat bizarre audio. When you read the dialogue between the characters, you realise they are in trouble. Their world is falling apart, and they need a hero to help them change their luck. Yet, when you listen to the upbeat and cheery music, it’ll make you think that they have nothing to fear. Mix this in with the comical noises that the structures shout, and it all appears to be lighthearted and without concern. I liked how it was presented, and I think it works better than a down trodden sombre affair. It just seemed that the two failed to connect and were at odds with each other.

Oh no! The red X of doom!

Clumsy, yet easy-to-use controls.

As the gameplay focuses solely on moving across the horizontal axis, it didn’t surprise me that this was easy to control. Yet, what I found was the analogue stick was clumsy to use. However, when I used the D-pad it allowed for a more accurate and smoother approach. This would certainly be better with a Mouse and Keyboard, though the controller was perfectly serviceable. Flicking through the menus was surprisingly easy, as was selecting upgrades and altering uses. For all its complexities regarding its gameplay, this didn’t leech into its control system, and this allowed you the time to get to grips with its finer points.

With so much back-and-forth action between the regions and a difficult achievement list, this will keep you playing for hours. This is before you consider the challenge that you’ll face from each new district you manage. The constant attack of negative effects, and the impact of building maintenance ensure that you are in for a tough ride. A large progression tree, and plenty of different businesses to select from make this a game that’ll demand you keep playing for a long time.

Buildings Have Feelings Too! is a city management game with a twist!

Don’t come into this expecting a Sim City or Cities: Skylines style game. Buildings Have Feelings Too! is a city management game with a twist! Each of the venues has; aspirations, hopes, and fears. You will need to adjust each neighbourhood to get the most out of it, and this will lead to you changing your approach repeatedly. No region is the same, and you will take a trip from the Victorian Era to the modern day. If you are up for a fun, but challenging management game, I recommend you try this. You can own a copy by clicking here! Can you bring back the life and sparkle to each dilapidated area? Complete the tasks, shuffle the businesses, and make each district as appealing as possible.

Review: Rain on Your Parade

We see them around us every day, from light white wisps, to oppressive dark thunderous entities. Clouds surround us at all times, they bring rain to quench our thirst and shade when the sun is blazing. What I don’t associate clouds with is mischief and trouble making. Rain on your Parade will change your perception towards the clouds forever.

Developed and published by Unbound Creations, this schadenfreude game will have you sniggering from beginning to end. A single-player adventure game that asks you to complete many objectives before you move on to the next level. Fifty stages of madness await you in this cheeky and comical title.

The naughty little cloud loves to rain on your parade.

There have been a string of games recently that ask you to be an obnoxious pest as its sole purpose. The Untitled Goose Game and Donut County are both prime examples, and I loved them for it. When I saw Rain on your Parade, I knew it would be right up my street. After all, who doesn’t want to be a rain cloud causing mischief?

The plot is surprisingly touching. It opens with a grandfather talking to his grandson. He is telling the tale of a naughty rain cloud and tells of all the fun it had. He paints a romantic picture of its antics, and its existence. But the story quickly fades into insignificance as you soon discover that the cardboard cloud is nothing more than an irritating a$*hole.

You never seen a sophisticated cloud before?

It isn’t just about annoying people.

The gameplay starts out in a simple way; soak X amount of people, or destroy a certain object. This escalates to more extreme objectives and multi-layered tasks. The levels then stray away from the task focussed approach and adds in an arcade style high score round. There are also moments where you must avoid detection and steer clear of certain characters. The variety kept the game fresh, and you didn’t know what to expect from one stage to the next.

There is something gloriously sinister about this game. You are floating around looking cute, but all you want to do is ruin people’s days. As the game progresses, the methods of destruction alter. No longer do you rely solely on H20. No, oil, fire, rockets, thunder, snow and more help you fulfil your evil plan.

Simply put, the shenanigans are marvellous, and will make you giggle! Silly dialogue, ironic statements, and making people run around screaming, it’s very immature, but it’s fantastic.

It’s not all rain and fun.

Rain on your Parade isn’t as straightforward as it appears. The latter levels take some planning to be successful. This doesn’t mean the early stages are a walk, or float in the park! You must manage your water supply, select the corrects substances to pour on your victims, and focus on how you achieve each goal. It can become hectic, but it’s mostly silly fun that won’t stretch you too far.

The floating protagonist may be naughty, but he isn’t evil. In this tale that role is reserved for Dr Dryspell! He is your arch nemesis and will do anything within his power to destroy you. Selected stages have you compete against him and his weapons of doom. You must dodge his arsenal of guns and go about your cruel tasks in order to progress. He’ll rue the day he met you, as you successfully thwart each of his plans.

Even dinosaurs had to put up with clouds.

Stylish and simple to look at.

When I saw the trailer I was struck by the vivid colours and the simple art style. Its look reminded me of Donut County, because of its unusual character, loud tones and clever stage setup. I loved the world that Unbound Creations has designed and adore the Paper Mario style used for the rain cloud. It’s a great example of an indie developer sticking to the basics, but still presenting a high-end product.

The audio also does well to keep you interested throughout. It’ll make you laugh as each person screams when soaked, or the explosions go boom as your plan works out. Its jovial nature works with the comical theme and gives the action a slapstick edge.

Both the image and the sound work wonders at enhancing the childish atmosphere that Rain on your Parade thrives off. Each element complements the other and helps to support the mischievous core concept.

Strike!

A child could play it.

What made me smile most about this was my kids played it with ease. They enjoyed watching me play it and laughed a lot. But the moment they were handed the controls, they giggled non stop. It’s a pleasure to play as little skill is required and kids can play it without supervision! It’s a win, win for everyone involved.

It’s not the most complex game I’ve played, yet it has bags of replay value. With secret objectives to discover, a moderate to tough achievement list, and a NG+ mode, there’re loads of reasons to return to play. If you also consider it’s free if you subscribe to Gamepass for both PC and Xbox, or around £12 to buy, it’s great value for money.

Rain on your Parade won’t rain on your parade.

Playing Rain on your Parade will make you chuckle, smile, and be happy to be alive. It’s a casual game where naughtiness is rewarded and chaos the goal. Society wants you to be nice, so allow this to indulge your mischievous side. Don’t miss out, buy your copy here! I recommend you download it now, after all, what harm can a little rain cloud cause?

Review: Dead Dust

The Wild West is a lawless and fearful place. Only the toughest survive, and money and guns do all the talking for you. This gritty landscape has formed the backbone of many films, TV shows, and games. So, it never surprises me when a developer uses it for their project. Dead Dust is a pixelated rogue-like twin-stick shooter that is as addictive as it is frustrating.

Developed by HugePixel and published by ChiliDog Interactive, this 2D retro Western twin-stick shooter will test your reactions, luck, and patience. You must explore many levels, killing each bandit you encounter, and collecting all the loot you find. It follows a simple concept, but its difficulty is anything but easy.

Dead Dust follows a loose story.

You are a bounty hunter named Shlango. You receive a telegram explaining that a highly influential man’s daughter has been kidnapped. Your journey begins, and you are asked to cross the perilous deserts to rescue her and bring her safely home. This is too dangerous a job to be undertaken alone. Luckily, Shlango has a group of trusted friends who will aid him throughout his quest.

This is Dead Dust in a nutshell. The story has little impact on the gameplay and only serves to set the scene. This didn’t bother me too much, as I was more concerned with trying to stay alive. HugePixel has created a game that will test your resolve and will kill you repeatedly. I know this brutal approach isn’t for everyone, but I found it to be oddly addictive. Between the screams of rage, cold stares at my controller, and repeated swear words, I kept returning to play.

Your team of heroes.

Grab the loot and kill everything in sight.

Money makes the world go round, and fortunately, there is no shortage of loot. Barrels can be destroyed, and bandits and Indians drop coins for you to collect. Gather everything you find as you’ll need it to purchase goods from the local barkeep. These conveniently placed taverns sell weapons, first aid, and ammo. If you fail to use them, you reduce your chances of victory greatly. So don’t miss the opportunity when it arises.

Cash isn’t the only item you’ll find lying around. Spears, hatchets, and guns can be picked up and wielded. Each of the melee weapons can be thrown with deadly force, and they are strangely more powerful than any bullet you fire. The overpowered tools were brilliant to use. Find your enemy and chuck it in their direction, if it hits them, they won’t get up! I loved the brutality of it all and spent my time lobbing axes and spears like a hero possessed.

Rogue-like element makes it unfairly difficult. 

Your band of heroes all work independently. There is no pooling of funds, nor do they share weapons. If one dies, then they are out of the adventure for good. Death was a bitter pill to swallow, especially when you had nearly cleared the stage and had bags of loot. You take your last breath, fall to the ground, and all your progress is wiped. You select another hero, spawn randomly, and start your quest again. It’s a Western version of Groundhog Day, but with more bloodshed, and a lot less comedy. 

I cursed the difficulty of the rogue-like genre! It does wonders at teaching you to be patient, but it’s also unfairly harsh. I know the Wild West is supposed to be deadly, but this takes it to a new level. As much as I struggled with the challenge, it worked perfectly with the simplicity of the gameplay. If the developers had taken a different approach, it would have been too easy. The game simply comprises some exploration and lots of killing, so it was refreshing that a minor tactical approach had to be considered.

Loot, blood and a bar.

A warm, pixelated world.

The pixelated approach used in Dead Dust shows clear influences from the 80s arcade era. The bird’s-eye perspective makes it easy to observe the action. But a lack of camera rotation restricts your field of view. I found this to be a poor choice from HugePixel, as it prevents you from looking ahead and creating a plan. However, what I liked was the warm yet vibrant tones, the design of each level, and the pixelated appearance of the sprites. The game lacks a polished finish, but it matters not. It contains enough detail to make objects easily identifiable, and the game was pleasant to look at.

The audio is as gritty as the gameplay. An aggressive original soundtrack screams; danger, excitement and trouble. If you close your eyes, the music is instantly identifiable as associated with the Wild West, and it transports you to this hot dust bowl immediately. The sound effects are equally good. Booming explosions, rasping gunfire, and the twang of melee weapons being thrown. It was glorious to experience.

Neither element is overly complicated, or high-end. But both work fantastically well together to help drive the atmosphere of the story.

The most dangerous train ride ever!

Twin-Stick Shooters are not usually my friend. 

I’m usually very vocal about my dislike of twin-stick shooters, mainly because I’m terrible with the controls. Yet, somehow I found Dead Dust to be extremely easy to play. The aiming was responsive and smooth, using items and picking up objects was straightforward, it made a pleasant change. Also, because of its basic concept, I picked up the fundamentals almost immediately, its high level of accessibility means that this can be attempted by players of all skill sets.

Rogue-like games have a sadomasochistic draw and will keep you playing forever. They enrage you, make you want to quit, but yet, you want just one more try. Every part of this got under my skin, and though I wanted to put it down, I couldn’t. At the time of writing the review, there was no visibility of the achievement list. I’m going to guess that it’ll be a standard affair and will add a layer of replay value for completionists.

Dead Dust brings the Wild West to your living room.

Adventuring into the Wild West is a dangerous job for any man or women, but Dead Dust brings this reality to your living room. Nicely presented and easy to play, this is a title that I recommend you try. A copy can be purchased here! Can you and your team of heroes save the girl? Kill everyone, explore each level, and ride your horses until you bring her home safely. 

Review: 41 Hours: Prologue

Texelworks hypes up their upcoming May 2021 First-Person Shooter (FPS) experience. 41 Hours will take you through an immersive journey including time travel, portals, super-human abilities, and other puzzles. Let’s not forget the ‘realistic guns’ mentioned as well. The release of the first two chapters of their campaign on steam titled 41 Hours: Prologue give players a taste of what’s to come. And a lot is being offered, but is that necessarily a good thing? After my experience, I can say that fixing a few bugs upon user feedback won’t add much polish to this already mess of a title. There are clearly way too many motifs, mechanics, and themes going on here and nothing feels truly fleshed out or finished.

Full Disclosure: There are many FPS references here; I’m a big fan of the genre. Also, 41 Hours borrows a lot from other games.

Let The Countdown Begin…

You play as Ethan, an obsessive scientist that goes on a gun spree to track down and protect the love of his life, accompanied by Clara, a.k.a. Lea. She aids you with her psychic powers to teleport around, explode near enemies, and open worm holes to travel between places. It’s quite handy to have a partner to send out to take care of enemy swarms, though her actions are a little clunky. I did take damage staying in the open moving my cursor to the enemy swarm for her to destroy. While not much plot-wise is explained in the prologue, the game follows a 41 hour countdown, hence the title. But what are we counting down? Why 41? Could we have gotten another hint to draw some extra interest to actually purchase this title?

The gameplay is broken up by comic book cinematics. I normally have no issues with this, since cinemas will show a title’s age more than the gameplay usually. However, the illustrations feel so different from the 3D rendered world you play in. The color is more saturated and cartoonish, compared to the actual game itself. It’s like I’m in two different genres here. Also the dialogue is bland, and the story isn’t explained very well. I predict that the player will skip through these for the most part.

First Person(ality) Shooter

For a protagonist, Ethan seems rather clean and well put together. There’s no toughness to his appearance, nor seriousness in his voice. Maybe I’m biased since this title steers more towards the dramatic realm and I enjoy fast-paced games with one-liners and personality (Duke Nukem, Doom). Upon taking damage, and jumping over rocky terrain, Ethan’s grunts and groans sound weak and almost pathetic. It’s as if the developers wanted Ethan to be a bit relatable as a human, but I’m not sure if it works here. I’m fighting off tons of enemies; I want to feel more so like a badass rather than some average Joe.

Huge World, But Why?

The game has you travel through huge worlds to get to way points. I don’t understand why the maps are so vast. Health and ammo pickups are all near the roads and pathways, so are these extra acres of trees really necessary? And since waypoints highlight your objectives, there is no need to explore any of these copy and pasted forests. You already know where to go. I recently played Ion Fury. It was built on the 20+ year old Build engine. There are secrets to find and cracked walls to blow up, circling the player back to previous areas without causing any backtracking. Exploring immersive environments should reward your curiosity with better weapons or armor pickups. I found little to no reward with 41 Hours: Prologue. The graphics do look good, but that doesn’t help the experience.

Broken Enemy AI

The enemies you fight in the prologue are basic soldiers, and two types of robotic machine gun drones. There really isn’t much of a variety. Sometimes a tiger or bear may jump out and get you, which caused more deaths than you would think. The second you fire your weapon, or the enemy faces your direction, get ready to eat a machine gun sandwich. The invisibility mechanic won’t hide you for long since it stops the moment you pull the trigger, which seems like a missed opportunity for some serious stealth combat. The only thing I could thing to do is hide behind a boulder or house, since the enemies are mainly hit-scan.

After many deaths, I decided to try to flank the enemy hoards off the beaten path from the woods, since there is so much of it. This did not help. Once you break a certain line towards each waypoint, enemies will simply respawn around you no matter your location. The trees even seem to cover the enemies more than you. Now you are taking shots and sifting through trees to find where you’re getting hit from. The game even tells you to stay on the path since that’s where the majority of the health and ammo reside as I said moments ago. So again, what’s the point of this huge level layout? I played 41 Hours: Prologue on the easiest difficulty setting and got my face melted.

The objectives take up so much of your screen real estate.

Audio Miscues

I had to equip the silencer on my guns, solely to mute out obnoxiously loud barrel noises when firing my guns. When you play an FPS, the weapons should have a sense of weight to them. Crunchy sound effects should make it satisfying to pull the trigger, not cause you to turn the volume down. I love using the AWP in Counter Strike or the Flak Cannon in Unreal Tournament for those reasons. The only way to tell if my shots landed, are if a makeshift x appears on screen where you are aiming down your sights like when playing Call of Duty. Also, the drop-tuning rusty guitars in the Game Over music feels ripped straight from Borderlands. There are no Post-Apocalyptical Western themes in this game. The in-game battle music felt over dramatic and corny. I’m a big sound guy, and the overall audio didn’t impress.

Just Pick It Up

Ethan has powers of his own. Like Clara, he can temporarily turn invisible to hide and sneak by, as mentioned previously. The most notable, however, is his telekinesis. There are parts of the game where you must lift and stack up huge objects to access portals, and climb buildings. Half Life introduced this concept of picking interactive objects up back in 1998, and it was still done better then vs. now. This was easily the most infuriating part of my playthrough. You can’t turn objects around, only stack them in the direction they face. Things will never line up properly and your storage box staircase will topple down, wasting your time.

Surely there is an easier way to reach the portal above.

Bottom Line

We are at an age in Video Games where the technology to do what you want with is pretty much there. Whether crafting a massive open world sandbox title or a 2D pixelated platformer, the tools are available. With that in mind, attempting to push the limits visually should not be the driving force of your game. If there are lingering flaws that inhibit the experience, the game will quickly be forgotten when something new comes out later, with better visuals. Borrowing mechanics from other releases to attempt to add variety is not a good cover up when those gimmicks aren’t fleshed out enough. Though nothing is completely broken, there are a lot of issues with 41 Hours: Prologue, and I don’t think the development team will be able to fix much with roughly a month left until it’s already delayed release date.

Review: Chiki-Chiki Boxy Racers

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Chiki-Chiki Boxy Racers is a cute budget-friendly racing game you can play with up to 8 players! From its bright visuals to its voxel art, this game feels like a retro racer but with a modern twist.

Gameplay:

Chiki-Chiki Boxy Racers is a simple racer that features four race tracks for each map – the city, jungle, and beach. Players race to unlock different vehicles with a total of 20 to unlock. 

The gameplay is pretty straightforward and doesn’t really offer any special features outside of turbo and a few obstacles. I also noticed that each race isn’t timed, so you can’t try to beat your best score either. So personally, I think the single-player experience is pretty limited and lacks in replay value. With that being said, the controls are easy enough for anyone to pick up and play, making this a great game to play at parties or just something to kill a little bit of time with a friend.

Chiki-Chiki Boxy Racers also has a party mode with 4 different mini-games. I love mini-games, but there really isn’t much going on here with the gameplay other than just driving around. Overall the controls are easy, but the mini-game maps are so tiny, it makes it hard to control your car in such a small space. But I will say they are a bit fun if you play with a lot of players since it becomes a bit chaotic.

Pros:

  • Can play online or local-play with up to 8 players.
  • Adorable graphics and fun music.
  • There are several language options.

Cons:

  • Doesn’t offer much in terms of gameplay. You’re likely to play it once and not pick it up again.
  • Controls feel weird during the mini-games.
  • While budget-friendly, it’s not worth $10.00 in my opinion, but it’s a cute quick party game to pick up if it’s on sale.

Conclusion:

There really isn’t much more to say about this game other than it’s cute, simple, and needs more content. While the graphics and music are charming, there isn’t much to the gameplay, so I wouldn’t recommend this game for solo play. If you pick it up on sale, Chiki-Chiki Boxy Racers is a cute quick party game you can play with friends.

Entertainment: 3/10

Replay value: 2/10

Graphics: 8/10

Sound: 6/10

Kid Friendly: Yes

Platform:Nintendo Switch
Developer:The Pocket Company
Publisher:Sony Interactive Entertainment
Released:August 30, 2018
MSRP:$9.99
ESRB:Everyone

Review: DARQ: Complete Edition

Dreams are a weird and wonderful state. You can experience some beautiful times where your mind takes you to some spectacular places, but then there are the moments that you wander the other direction. Your thoughts trail to the shadow and gloomy part of your brain. Your fears become a reality, and the only way to escape them is to wake up. What would happen if you couldn’t open your eyes? If you knew you were asleep and there is nothing you can do about it! DARQ: Complete Edition takes you on a journey through this horrific and dark existence.

Developed and published by Unfold Games, this single-player adventure puzzle game will; play with your mind, terrify you with tension, jump scares, and the unknown. It’s a mind bending title that asks you to alter the laws of physics to escape the nightmare that you now live in.

DARQ: Complete Edition is a simple concept blended with odd and sickening images.

What DARQ: Complete Edition does so well is its straightforward and easy to understand main concept. Within moments you know what is required of you, and you set about your task with little guidance. The story is broken down into 7 chapters that flow into one another. Each begins when Lloyd the protagonist lays down on his bed. The moment his eyes close, the action and the horror begin.

Lloyd is a boy who realises the moment he starts to dream. Some may think that this is a wonderful revelation, and would enjoy their new existence of this outer body plain. Lloyd is unfortunate, his night time visions are dark, twisted, and full of danger. Locked in this imaginary world, he soon learns that he must bend the laws of physics to wake up from his sleeping prison.

No need to fear the many scary masks.

Each chapter sent shivers down my spine!

It’s rare that a game makes me shudder with discomfort, but DARQ: Complete Edition successfully brought me out in a cold sweat. It doesn’t use traditional horror tactics of blood and gore. No, it plays with tension, pace, and sound to make you feel uneasy at all times. Mutated people scamper around each chapter, and some will interact with you, others won’t. The worrying thing is, you don’t know who fears you, and who you should fear.

Bandaged zombies, a blindfolded woman in a wheelchair, and a body with a brass horn for a head await you in the depths of Lloyd’s mind. These are but some of the nasty sights you will see, and each one will stick with you long after you switch your console off. The weird obsession with mutilation doesn’t stop there! Severed heads, hands and legs, all form key objects to solve the many puzzles that you’ll face. It’s bizarre, surreal, and I want to know what has caused Lloyd to have such a disturbed mind.

A unique style of puzzle, but familiar mechanics.

I enjoyed the unusual and unique approach that Unfold Games had taken with their puzzles. The core mechanic requires the player to flip the world around by pushing buttons, clambering walls, and using levers to move in set directions. As you alter the world around you, new pathways open, and you must explore these to; gather items, find clues, or solve further challenges. It was an interesting and fresh take on what is considered a well trodden genre.

However, for its innovative approach, it still relied heavily on standard puzzle mechanics. The tests that you must overcome don’t require too much effort, and all, bar one has no time pressure attached. Though the one that requires quick thinking is absolutely terrifying, and I wish the developers had made more of this scare tactic than any of the others they incorporated.

The hardest part of this title has to be the ease with which you can miss one small item or clue. With no hint option, or any sign of where you have gone wrong, it can leave you trying to find the proverbial needle in a haystack. Most of the time progress is only hindered by one minor hiccup, and this can make for a frustrating and unappealing time. As long as you are thorough in your approach, you should alleviate this issue.

What could be in here?

DARQ: Complete Edition is a monochromatic and tense title.

Nothing says oppressive and tense better than a monochromatic palette. The use of shadow and low light created an ominous atmosphere that was difficult to stomach. The world around you is a twisted place that will have you looking over your shoulder repeatedly. The odd creatures that you encounter will have you scowling with disbelief and fear as you question how you should overcome their presence. Equally surreal were the variety of landscapes that you must traverse; streets with battery powered machines, a vintage train, a creepy house, and more. The lack of colour made each environment appear similar, but the well defined details kept it from feeling repetitive.

The audio matched the eerie and skin crawling theme. With little reliance on music, DARQ: Complete Edition used sound effects to portray its ideas. A constant noise of echoing footsteps forms the backbone of this creepy audio. Every other sound you hear is loud and aged. Using ancient machinery is matched with rusty components and slow moving parts. Doors creak, and pistons slowly move under pressure. The sound effects give the game a wonderful sense of depth, and the noises that the creatures made will haunt me for some time.

A leap of faith.

A clever use of UI.

This was a joy to play and control, and I think that’s down to the UI. A simple and crisp radial menu helps to keep items in one place. Objects are easy to pick up and store, and completing the puzzles was simple, mostly. There were moments where you had to alter the landscape to complete your challenge, and this was tough. But this was overcome with some practise and luck. The rest of the controls are basic, and if you have a logical mind, you will pick this up and play with ease.

So, once you plough through the 7 chapters, what else is there to do? As this is the complete edition, you have access to 2 bits of DLC. These add two extra levels that follow the same mechanics, but they are much more challenging. The Crypt and The Tower will test you with many more mini-games, as well as some more horrific images. If you loved the base game, you’ll adore the 2 extra levels. The replay value doesn’t stop there, though. A tough achievement list requires you to have an eye for detail and quick logical thinking. It won’t be easy, but it’s a joyful experience trying to complete every bit that is on offer.

DARQ: Complete Edition does well with its unique approach.

Unfold Games took a gamble with their core concept. The constant rotation of the landscape could have been a mess and been a total bust. I think they balanced this element well with the other standard portions to create a unique puzzle adventure experience. The creepy monsters and eerie audio are the cherry on the cake of this horrific and surreal game. I loved it and recommend you buy it here! Can Lloyd escape the nightmarish world he is trapped in? Bend the laws of physics, solve the problems, and find a way back home.

Review: #DRIVE (Nintendo Switch)

Get in

There is something about taking a long drive, music blaring, with no destination in mind that just puts me at ease. #DRIVE for Nintendo Switch takes that formula, inserts it into the endless runner genre, and tasks the player with collecting items to unlock new environments and vehicles.

In execution, #DRIVE is an enjoyable game in short bursts, but is not a game that is worth sinking tens of hours into.

Owner’s manual

The premise of #DRIVE is simple: select a vehicle, select a locale, and see how far you can drive before wrecking your car. There is no way to control the speed of the vehicles, so your focus will solely be on braking and avoiding a full-on two car explosion.

The game starts off in Dry Crumbs, an approximation of the southwest United States. But, by collecting postcards, a lot of postcards, new levels are unlocked. You will drive in the snowy UK countryside, Germany, Asia, and even Mars. However, depending on how quickly you pick the controls up, it’ll be many hours before you see all that #DRIVE has to offer.

Photo credit: PM Studios

Unlike many games in this genre, there is no pay-to-play or microtransactions. Everything that you earn has to be done through good ol’ game playing. From the eight locations to the 100+ vehicles, you are going to need to put in time to unlock everything.

Along the way, there are encounters with police and chances to pick up various power-ups: a snowplow to move cars out of your way, a doughnut (or different treat depending on your locale) to toss at the police when they catch up to you, gas cans to keep your vehicle topped off, and body shops to repair any damage you have incurred.

The power-ups are an enjoyable way to break up the monotony that most endless runners have, giving some semblance of strategy to each playthrough. 

A fresh coat of paint

Visually, #DRIVE utilizes a graphical style that suits the game perfectly.. The low-polygon art style is very eye-catching on both the docked and undocked Nintendo Switch. It is not going to compete with the Forza’s of the world, but that would be overkill for a port of a mobile game.

Photo credit: PM Studios

The sound, however, can be quite hit or miss. Every locale has its own soundtrack and the music is both fitting and enjoyable the first few times that you hear it. But, the longer you play, the quicker you realize that you are  listening to the same 30-45 second loop of music until you crash. There is some sparse voice acting by the driver, delivering very 70’s movie-esque quips as you go on your journey. The lines are well-delivered and enjoyable at first, but much like the short jingles, you will be able to recite the lines from memory before they are even finished being spoken in game.

How’s she handle?

The controls for #DRIVE are very simplistic. The player controls braking, steering, and drifting the car.  The acceleration is done automatically. 

There are two control schemes from which to choose. The first utilizes the left analog stick to control the steering, the “B” button to lay on the brakes, and the “A” button to perform drifting. The second scheme uses the shoulder buttons to steer, brake, and to control the drifting. In my experience, the second scheme works the best in practical use. If there was a way to re-map the buttons from the first scheme to the shoulder buttons that would be ideal, however none is available.

This baby can fit so many cars in it

The star of the game has to be the vast amount of vehicles. A primary motivator from the start, and a measly choice of two cars, is to unlock over a hundred vehicles. 

Cars are rated in three stats: speed, acceleration, and grip. A car with low speed and high grip is the best option to push you towards heights. “But, Wyatt” you say, “this is a driving game. Don’t I want the fastest car available?” Surprisingly, in #DRIVE, the faster the car moves, the easier it is to cause a game-ending wreck.

Photo credit: PM Studios

None of the vehicles are licensed, but if you are any type of an autophile, you will recognize class cars from Volkswagen, Lamborghini, and others. 

In addition to the replica cars, well-known vehicles from classic movies and TV shows could become your ride. Half of the fun is unlocking and looking at these vehicles, so you will get no more spoilers here.

Lemon or Le Mans?

#DRIVE is not the next blockbuster video game, but, what it does, it does well. If you are looking for a game to play in 15 minute spurts, this game will satisfy you.

If you are looking for a more realistic driving game with greater depth, I urge you to look elsewhere.

Review: Tetra Cube

If I wanted to describe Tetra Cube in a single word, it would be ‘simple’. Those of you looking for a title you can quickly fall in and out of without the need for long tutorials or complicated storylines could definitely do worse than this game. Using only a handful of basic mechanics, the development team have built a fairly solid roguelike real-time strategy game that is easy to sink a few hours into. On the other hand, however, players hoping for a more in-depth, layered experience are probably better off looking elsewhere.

The story, such as it is, follows Nae and Dio as they explore a research facility under attack by a mysterious Cube. As Hunters, their objective is to track down the Cube and gather information on it, rescuing any trapped researchers they find along the way and destroying the facility’s corrupted defense robots. Early on in their journey they come face to face with the Cube, who manages to critically injure Nae, a cybernetic construct known as a Homo deus, before fleeing deeper into the facility. From there, players will need to juggle resource management to ensure Nae has a steady supply of batteries to compensate for her injuries, with health and upgrade demands, all the while exploring new areas and fighting the aggressive robots the pair come across.

The general mechanics of gameplay are not dissimilar to other real-time strategy games like XCOM: each character has a limited speed dictating how far they can move in a turn and can make a single attack or action each round. Within this framework, Tetra Cube does reasonably well, with clear visuals to demonstrate what moves are and are not possible and what the effect of an action will be. This is further simplified by the lack of an accuracy mechanism, meaning that players don’t have to factor in random chance when plotting out their moves; if they make an attack, they will know exactly how much damage it will do to the target.

Given the overall simplicity of Tetra Cube’s core mechanics, combat encounters can become surprisingly thoughtful moments of strategy. Trying to mitigate the threat posed by enemies by breaking sightlines or moving out of range is an excellent way of preserving your oh-so-limited health bar, but it also means that you might be putting yourself in a position where you’re not able to deal damage of your own. Balancing the two, especially when there are multiple enemies and NPCs involved can frequently become an exercise in intense planning. Making this particular nail-biting is the game’s lack of any revival mechanic, wherein if either Nae or Dio drop to zero hitpoints – of which they only have a handful to begin with – it’s an instant game over and players will either need to start again from scratch or load an earlier save.

However, the limited gameplay structure has its drawbacks too. As much as there are complexities to be found in combat if you search for them, the vast majority of your time spent with this game will involve moving through very similar-looking environments, fighting only a handful of different enemies, and using the same collection of attacks over and over again. Combined with the excessively grey colour palette and the tremendously repetitive musical loop, Tetra Cube’s charms can wear thin very quickly.

To some extent, this is a double-edged sword; players who are well versed in the RTS genre are unlikely to find anything here unique enough to draw their attention, while those who have never really been interested in the genre beforehand aren’t likely to have that preconception swayed by the little Tetra Cube has to offer.

It is very important to note, however, that this criticism needs to be taken in context. Tetra Cube isn’t being marketed or sold as an AAA title and players should not judge it as such. While, yes, a lot of the design choices are very simplistic and there isn’t a huge amount of variety to be found in gameplay, for the cost of entry there is more than enough here to keep you entertained for a few hours. Judging this game on a cost-to-value basis, Tetra Cube really hits the mark.

If you’re hoping to find an immersive, extensive RTS experience then you’ll need to look elsewhere, but if you just want to spend a bit of time outsmarting robots and learning about a mysterious Cube, maybe give this game a shot.

Review: Synergia

Synergia is a cyberpunk yuri visual novel that ticks all the boxes for successful franchises in the genre – a mysterious lead character with a secret past, an oppressive government ruling an unequal neon city and more robots than you can shake a stick at – but it never hits any of the impressive highs of the series’ it’s trying to emulate.

Sharing more than a few similarities with the anime series Ghost in the Shell for its setting and main character was a wise move for rookie developer Radi Art, giving it credibility, but Synergia soon manages to establish its own identity with deep storytelling and character relationships.

The game plays out in a countdown of days towards a certain incident.

A disgruntled veteran cop, Cila, plays the heroine stuck in a rut, until she is given a new house android, Mara, to replace her corrupted one. This curious robot not only has human-like consciousness and an intelligence that was intentionally removed from previous generations, but she is free of the rules that androids are bound by to protect their owners. Despite being prohibited by law, Cila starts to develop feelings for Mara, which changes her life dramatically and sets her on a dangerous path with the powerful entities who are pursuing one possessing singularity.

With drama, a love interest and a detailed world, What’s there not to like?

Popping the initial excitement of your shiny neon video game is a user interface that’s about as effective as a book with a broken spine, dropping its pages all over the floor, like a discarded Testing department email. The most frustrating of which is that you can’t even do the most basic requirement of any visual novel – stop the text from automatically scrolling. Slowing the text speed improves the situation somewhat but is helped little by the unreadable ‘history’ page in the start menu. Adding to the list of presumably easy issues to fix, are the choice selection screens that have a counterintuitively dark coloration for your highlighted choice, making you choose the wrong option more than once.

Another common ‘quirk’ is incorrect text on pop-up screens

Once you have figured out how to work around these issues, the story begins to suck you in, introducing you to its fleshed-out world with a great human/android dynamic and well-written characters.

Aiding your immersion into the world is the dreary synth audio soundtrack that adds atmosphere and weight to each scene, and even though some tracks threaten overuse, they provide an effective reinforcement for the expectation of the emotion and mood of each scene.

Unfortunately, the visuals aren’t able to complement or match the quality of the audio, however, with distinct differences in quality. The location backgrounds and shots of certain scenes largely suffice but there are key scenes with characters that can barely be made out and character designs used during conversations, especially Mara’s, that are just plain awful in comparison to the design shown in other scenes. 

The saving grace of the game – the discourse between characters – builds up a picture of the complex and dark atmosphere hanging over the city; discontent with androids is being fostered by an anti-android government while inequality worsens and rebels and warring with the empire. These tensions rise consistently as the story progresses and develops an intrigue within the player for how the story will conclude. 

The narrative gives you 3 choices in order to affect the game and ultimately set the story’s route for either the good or bad ending. While it’s not an overwhelming amount of choice afforded to the player, they involve interactions with one of the most interesting characters in the game – a hacker by the name of SAL. Like the reference to the similarly named AI in 2001: A Space Odyssey, you aren’t sure of his motivations nor where your choices will take you.

Cila hardwires to androids allowing them to communicate within their minds, leading to some interesting situations

The uncertainty of where the story will head drives the narrative and keeps you interested – until an anticlimactic finish that refuses to take any risks whatsoever lets the air out of the balloon. Based on how they build up the main character and her capabilities, it should be full of fireworks and gut-wrenching moral choices but instead concludes with endings that are not only inconsistent with character motivations, but are unnecessarily optimistic, as if planning for a sequel, but at the same time leaves you with no intriguing loose ends or seeds of excitement for a potential sequel.

Synergia is a cyberpunk powder keg thriller that refuses to blow, with a context that simmers without ever committing to anything of real substance over its 2 endings and average 8-hour runtime. So while the relationships and character development represent a success for the title, the interface issues and disappointing endings render it little more than an above-average visual novel. 

Review: Balan Wonderworld

Platform games have gained a reputation across the years. They are; family-friendly fun experiences, or brutal as hell, and will make you want to scream with rage. I rarely have a bad experience with a platformer, so when I was given a copy of Balan Wonderworld, I was genuinely excited. It appeared to tick all the boxes that I love to see, and also, its team had previously worked on some big named franchises. So I strapped myself in for what looked to be a bright and colourful world to exist in.

Developed and published by Square Enix, this vivid Manga and Anime inspired platform game is as weird as it is colourful to look at. Set in a strange and surreal theatre environment, you become the star of the show. You are charged with collecting; gems, costumes and Balan awards. The labyrinthine stages allow for a small amount of open-world exploration. Yet, unlike most of its peers, the freedom is reined in considerably, and most of the gameplay follows a strict linear structure.

May the entertainment begin.

Balan Wonderworld brings the Razzmatazz of show biz, but lacks a spark.

Everything about Balan Wonderworld screams look at me! The cinematic sets the bar high. But sadly, it doesn’t live up to its hype. Most of its mechanics are badly implemented, go nowhere, and leave you wanting more. With a ridiculously odd control system, repetitive gameplay, frustrating death mechanics, and pointless collectables, it simply becomes dull before it takes off.

The lack of spark possibly stems from the bizarre and non-descriptive plot. I’m still trying to fathom out if the game is intentionally episodic in its design, or if each micro tale deliberately has no connections. The disjointed nature of the plot ensures you feel no empathy towards each chapters characters. It’s an unfortunate situation, as each of the stories are wonderfully told, and they deserve to be appreciated.

There is something quite amazing about chaos ensuing in the most unlikely of places. Balan Wonderworld captures this perfectly; a diver that is attacked by a dolphin who is possessed by an evil force, or a girl who is crazy about bugs being captured by a giant spider. These are but some of the well-designed scenes you will observe, yet the randomness of it all leaves you confused throughout.

Impressive cinematic.

There is something inherently wrong when collectables get ignored!

Platform games have always been about collecting inane objects; Sonic demands you collect golden rings, Mario loves coins and mushrooms. Anyone who adores the genre knows collectables are the heart and soul of the gameplay. When you simply ignore the items as they have no impact on the gameplay, you know there is an inherent problem.

Gems are hidden around every stage. They vary in colour and size and naturally you’ll gather everyone in sight. You’ll do that until you realise it’s a pointless task! These items are used to feed Kirby-like creatures who live in the main hub of the game. They spin a counter around, counting every time they’ve moved it one complete rotation. When you hit a specified number, the “Tim Tower” grows. Each layer adds new items for them to interact with and is interesting to look at for a few seconds.

The “Tims” eat the crystals that you throw down, this causes them to grow, lay eggs, and hatch more of them. The colourful, cute creatures do nothing other than wander around like a lost puppy. You soon forget about the gems as collecting them is a mindless and thankless task.

Incy wincy spider.

Balan statues, costumes and top hats. 

Alongside the gems, you must gather; Balan statues, a variety of costumes, and top hats. These additional collectables at least add to the gameplay and are required to progress. Yet, this doesn’t mean that they aren’t thwarted by issues. The Balan statues and costumes go hand in hand. The statues are hidden behind blocks, on random platforms, and most are a challenge to gather. You’re required to collect a set amount before you can progress, and a limited number can be found in each of the 36 playable levels.

Yes, you read that correctly, 36 levels! 12 worlds comprising 3 stages await. This gets added to once you finish the game making a whooping 48 levels available in Balan Wonderworld! What makes these chapters last longer is the need for specific costumes. A theatre wouldn’t be as extravagant if there weren’t an array of outfits to wear. Sadly, for all the variety in looks, each adds little to the gameplay and was the root cause of much frustration. Some could fight, but couldn’t jump, others had pointless mechanics that failed to apply to much of the action. If you die, you lose the costume you wear, and if you needed it to complete a level, then tough! You are forced to traverse the stage to collect it again. 

I applaud the developers for adding difficulty to the game, but this wasn’t the right way to go. So, how about that top hat, surely that’s worth going for? *cough cough* Not really. It’s a timed reaction challenge of Balan flying. You press a button when the shadows line up or mash the button when many shadows appear. You must time it precisely, otherwise you fail. Timing it perfectly, gives you….. gems for your “Tims”, brilliant.

Don’t mess with the angry beast.

Enough of the negatives, let’s look at the positives.

What instantly attracted me to this was its fantastic look and striking style. This admiration for the art style never waned. The striking colours, bold and distinct character design, variety in stage appearance, and cinematic were excellent. It had a Sonic the Hedgehog vibe to it, which was unsurprising given the team’s link with that franchise. The developers wanted Balan Wonderworld to look like a theatrical performance, and they nailed it with their presentation. The gameplay may not be challenging, but the maze-like stages will impress you with their appearance, and you will get lost if you try to gather all the collectables. This alongside the audio prevents it from being a disagreeable platform experience.

The music is lighthearted, fun and wholesome. Its cheery disposition does its best to distract you from the many shortcomings you’ll experience. Each battle scene with a main boss has the classic ominous tone and song, and this did well to set the scene. Like many other titles that are influenced by either Manga or Anime, the protagonist screams like a banshee every time it jumps or completes an action. It’s annoying, but soon becomes white noise. On the whole, the audio does well to match the image, and it conveys the ideas that the developers had to a good standard.

Dumbed down controls and a tough completion.

Everyone wants an accessible game, but Balan Wonderworld takes it to a new level. One button and the analogue sticks are all you need to play this! Why, why, why? One of the main annoyances was the lack of control you had over each costume type. With only one action permitted per character, it’s ridiculously restrictive and absurdly bizarre. It’s dumbed down to the point of insulting its player base. The choice to oversimplify the matter was a major oversight from the developers and hinders the game’s ability to offer anything other than a basic experience. It made no sense while playing it, and I can’t see a way that it can be altered without changing most of the mechanics of the game.

If you get past all the annoyances, the finicky costume selections, and you want to keep collecting gems, you’ll find some replay value. But, if you are a completionist, you are in for a difficult time because of the costume mechanic. Collecting everything requires you to have certain outfits equipped. But if you are killed at any point, you’ll lose what you are wearing, making that run through pointless. I won’t be looking at completing this, and I doubt I’m on my own with this thought process.

Balan Wonderworld falls short of its potential.

This review has a massive negative tone! To say I’m disappointed with the finished product and concept of Balan Wonderworld is an understatement. I love the genre, and it was frustrating to see a developer of such a fine pedigree missing the mark on basic gameplay mechanics. It has some redeeming qualities in its presentation, and the gameplay is serviceable if you can get over the pointless monotony. But sadly, it’s a million miles away from where it should be. For these reasons, I cannot recommend it. If you fancy owning it, however, you can buy it here! It looks amazing, has a great soundtrack, but falls short across every other element. If you have the patience, you can collect all the Balan statues and see each of the 12 theatrical performances!

Review: Tools Up! Garden Party

For a business to be a success, it must roll with the punches and learn to adapt. When opportunities arise that allow them to expand while complementing their existing model, they must grab it with both hands. Tools Up! Garden Party does just that. Your team must; mow, repair, and tidy up to be considered the best workers around.

Developed by The Knights of Unity and published by All in! Games, the season pass and DLC is the first expansion of the well-received Tools Up! base game. A single-player and couch co-op multiplayer title, it’ll challenge you to organise your workload while working diligently as a team.

Tools Up! Garden Party has new mechanics, but the same core concept.

Tools Up! Garden Party was one title I wouldn’t miss. I’m a massive fan of all its contemporaries; Overcooked, Overcooked 2, and Moving Out. I reviewed the Tools Up! base game for another site a year ago, scoring it 8 out of 10. So when I heard about the new content that promised; new levels, additional mechanics, and the same infuriating madness, I couldn’t wait to start.

The game follows a similar pattern to its peers. A map allows you to select from the levels, with a score of 0 to 3 leaves up for grabs. Set objectives must be achieved to score the maximum points in the time that has been bestowed upon you. Once you complete a stage, the next one unlocks and you begin the madness again. The core concept is simple, and this makes the gameplay addictive.

Meet the team.

Three stages to the DLC.

The Knights of Unity have set out their vision in a road map that shows three stages to their new content. The season pass; Tools Up! Garden Party allows you full access as each becomes available. Part 1; Episode 1: The Tree House, Late 2021 sees part 2 released, and early 2022 welcomes part 3. Each comprises; fifteen new levels, extra animals, new characters, additional mechanics and guaranteed arguments.

It goes without saying, but you need the base game to enjoy what I’m reviewing. If you’ve never played Tools Up! you’re in for a treat. When you add in the Garden Party content, it simply sweetens the deal.

What’s Tools Up! Garden Party all about?

Played with up to four players, this couch co-op title guarantees laughter and arguments. The aim of the game is simple; grab the blueprint, work out the jobs that need doing, and set to work. As I’m sure you’ve guessed, it’s not as straightforward as it sounds, and many hurdles are chucked in your path to trip you up.

Racoons are sent to test you by stealing everything in sight, and dogs attempt to help you by digging the ground. Surfaces must be prepped, rubbish removed, and many items have multiple uses. If you then account for; slips, trips and falls, doing work on a garden is a dangerous and tough task. But, you can make it easier, if you work in a large team. This adds a few complications; items are spilt, arguments occur, and toys will be thrown out of the pram. The saying “too many cooks spoil the broth” is sadly, accurate.

Don’t get under each others feet.

Minimal change.

If it isn’t broke, don’t fix it, must be The Knights of Unity’s motto. Tools Up! Garden Party stays faithful to its base game, only deviating when necessary. Stars are replaced by leaves, the multistory building site is gone, a sprawling tree grows in its place, and 90% of the work focuses solely on garden maintenance.

I’m not sure if I find the content more logical than the last because I rarely struggled with a level. Not that it’s easy, that wouldn’t be fair or correct. I just found planning my approach less complicated than the multilayered gameplay from Tools Up!

A game to make you smile.

No matter the madness that unfolds before you, the vibrant colours and cartoon style will make you smile. With a variety of level designs, surfaces to walk across, and jobs to complete, it never becomes tiresome. The brilliant plasticine characters waddle around like they’ve not a care in the world. Their animation was smooth, but lethargic. Their costume details and smirking faces added a comical element to the game.

What won’t make you laugh, however, is the restriction on camera movement. Only when you hold the blueprint, can you alter the view. It makes playing slightly cumbersome and tracking down the plans to change the perspective becomes tedious. Other than this minor issue, it plays like a dream. You shouldn’t let this one negative element detract from the rest of the gameplay.

The cheerful atmosphere resumes because of the wholesome and jovial soundtrack that accompanies every level. The lighthearted music is at odds with the chaos that ensues on each job, but I loved its charming approach. The same can be said for the sound effects, they are; a little OTT, humorous, and match the actions perfectly. From the filling of water, throwing of goods, and the cheeky laughter of a racoon, it’ll drive you mad, but you’ll adore every second. There is little to dislike about the audio, and the only thing that’ll stop you from hearing it is the arguments happening in your living room.

Maze-like stages and mess.

Fiddly controls and addictive action.

Having not played this for around six months, I was a little rusty, to say the least. Even with the control layout at hand, I struggled. Patience is a virtue and given a little time you’ll be a handyman of the highest calibre. Once you get your head around it, it’s simple to play, and an absolute joy to lose hours to. As previously mentioned, the only major issue is the lack of free camera movement. This hardly breaks the game and is something you become accustomed to quickly.

With fifteen new levels to play through, additional characters to unlock, and high scores to aim for, there is plenty of replay value. If you purchase the season pass, you’ll have another thirty stages to wade through once they are released. Extra achievements specific to the new mechanics have been incorporated into the list. The tasks aren’t too taxing, but completionists will need to spend time and effort to unlock them all.

Tools Up Garden! Party is a triumph.

It would have taken a lot for me to dislike this add on. I mean, who doesn’t enjoy falling out with their significant other while trying to water a garden together? It’ll make you laugh, it’ll make you cry, and you’ll hate racoons by the time you finish. Simple to play, addictive as the first iteration, and a must-buy for fans of couch co-op games. I recommend it, so buy it here! Can you become a world-class gardener? Probably not, so why not join a team who will show you the way, and help you collect all the leaves?