Review: Ravensword: Shadowlands

I love a great fantasy tale. Good Vs Evil, and the constant back-and-forth action that eventually falls the way of the light. It’s easy to lose yourself in such a world. Aiming to become the hero of the realm, to right the wrongs, and bring peace to the Kingdom. Ravensword: Shadowlands follows this to a tee. A vast evil presence, a disastrous battle, and one hero who must reclaim what is rightfully his and thwart the beast.

Developed by Crescent Moon Games and published by Ratalaika Games, this is a clichéd, old-school RPG that has the look and charm of a 90s PC classic. Its bold colours, wooden acting and tinny audio will win no awards. But somehow I got hooked on it and I loved its retro, rustic style.

Ravensword: Shadowlands reminded me of Tolkien’s Lord of the Rings.

The game opens with a dramatic video that sets the scene for the story ahead. Its pace, lore and delivery were Tolkien-esque. It reminded me of Lord of the Rings, albeit a poor man’s version.

Ravengard has fallen, and the Kingdom of Tyreas stands alone against the might of the dark elves. The Ravensword, is lost! Sadly, dark times are ahead. A war is raging and man pushes the elves back. An Archmage and a Demon have struck a deal. But the mage was deceived by his apprentice! Every soul that fought that day has been taken by the Demon. All but one, that is. He is the descendent of an ancient King’s bloodline. A man who may wield the Ravensword, the only hope that humanity has of defeating the darkness.

It’s super dramatic, I know. It’s been done to death and offers little in the way of originality. But I dived straight into my role as the new hero of this ancient and mystical land.

Don’t fear the skeleton, simply shoot it.

It’s an instant cult classic.

We’ve all watched films that are so terrible that we’ve loved them. Whether it’s; the awful plot, bad acting, atrocious costumes, or the lame choice of set. They make us laugh, and they become instant cult classics. This is exactly how I see Ravensword: Shadowlands going. Every element of the game is just about serviceable. However, more often than not it’s a comical mess that’ll make you chuckle.

The single-player RPG adventure has some standout layers that deserve to be highlighted. A large open-world map begs to be explored. Many caves and treasures hide in the shadows. If you fail to explore the surrounding land, you’ll miss out on the many rewards. There is an array of; creatures, monsters, and pre-historic beasts waiting to be discovered. Slaying them earns XP, meat to eat and equipment to sell.

Your hero is a blank canvas, and whatever you wish to specialise in is your choice. XP increases your level, which allows you to improve attributes and talents. Do you wish to be a master of a bow, sword or magic? Perhaps you want to sneak about in the shadows, or be an expert on horseback? The choice is yours, and it’s wonderfully empowering. Your character is set around your preferences and game style. And nothing else.

The pièce de résistance has to be the quests and the many subplots. Ravensword: Shadowlands has a main and linear narrative that must be followed. Side quests can also be accepted to help the people of each settlement you find. These missions and the multi-part quests add depth to the story and increases its longevity.

The horse fears no evil.

Glitches, tears, and as flat as a pancake.

Early PC and console gaming was great. However, the technology tethered it to its blocky, flat, and glitchy existence. Modern gaming shouldn’t suffer from these issues. Unfortunately, Crescent Moon Games failed to get the memo. Its presentation is an insult to the senses. I was left wondering if it had been optimised for modern systems.

There are some positives to the graphics. Mainly the variety in landscapes, and the interesting colour combinations. Magical and enchanted moments use a bright and vivid tone. Whereas, earthy tones made up the bulk of the colour palette.

The negatives cannot be overlooked; flat textures, poor render distances, ghosting, screen tears, animation delays and so on. Sadly, the list could go on! Even with its atrocious faults, I just got on with it. The issues were confusing, but they made me laugh repeatedly. Not one problem broke the game, yet, they simply don’t belong in a newly released title.

Sadly, I can’t be so generous about the audio. It was mostly diabolical, except for the music. The tunes that accompany the action flit from whimsical medieval folk song to tense battle moments that set the scene. From the sublime to the appalling, the sound effects are terrible! They are flat, lifeless and dull. The creatures share sound files, making them merge into one entity. I recommend not using headphones as the tinny and shrill noises are ear piercing, and will hurt your head.

Someone needs a dentist.

Confusing layout.

Ravensword: Shadowlands chucks you straight into the action with a simple tutorial that helps with the fundamentals. After that, you are on your own. A bizarre layout for; map use, accessing the inventory, and other tasks, make it a confusing game to play. Fortunately, the fighting controls and mechanics worked well, even if the animation and audio failed to keep up.

Will you return to play this? Sadly not! Though it has the talent tree, the freedom to choose your attributes, and which weapon you prefer. The gameplay isn’t unique enough for it to make a difference. The achievements are unlocked through natural gameplay, and there is little chance you’ll miss them. For all its faults, I enjoyed my first playthrough, so I’m not too disappointed.

Ravensword: Shadowlands will divide opinions.

I liked my time with Ravensword: Shadowlands, but that’s because its shortcomings tickled me. It’s not the best indie RPG available, but I found it oddly addictive. The characters appear to have done 10 rounds with Mike Tyson; the audio is likely to make you deaf, and the controller layout is odd. However, this is countered with; interesting quest lines, a large choice of weapons, a selection of talents, levelling up, and a large world map. This won’t be everyone’s cup of tea, but I liked it. If you want a copy, buy it here! Do you have what it takes to stop the Demon and save humanity? Follow the Archmage’s advice and face that Demon head on!

Review: Aground

If I could sum up Aground in a nutshell, it would be Minecraft meets Steamworld Dig. Essentially, Aground is Minecraft but in the 2D art style of the Steam World Dig franchise, although it doesn’t break the formula and reinvent the wheel in terms of the survival genre. Aground is a charming 2D survival game full of nostalgia. That is sure to delight fans of modern survival games such as Minecraft and nostalgic retro era games.

Retro at its Core 

From the outset, Aground is a stunning game, not graphically but from an art style standpoint. The game takes the classic retro 2D pixel art animation that we all love and uses it to its fullest. The art style is incredibly charming, from the pixelated bit animation of the game’s characters to the beautiful 2D backdrop of the games in-game world. The art style is stunning. Likewise, the music also takes cues from this era of retro pixel art with a fantastic 8bit and 16bit soundtrack that makes you feel like you are playing a game from the 1980s/’90s. From a purely nostalgic standpoint, Aground is flawless. The game uses the sentimental but appealing art style and soundtrack from the retro pixel 2D era of games. It gives it new life mixing pure nostalgia with the relatively new survival genre. 

Out in the World

A Classic Survival Game 

As mentioned, Aground is essentially Minecraft at its core and has seemingly taken inspiration from SteamWorld Dig. The game has all of the Minecraft elements you expect, such as crafting, digging and trying to survive. Thus, the game is very similar to Minecraft and plays out similarly. Like its inspiration, it has easy to pick up controls, a fluid crafting system and addictive but straightforward gameplay. It also has a decent upgrade system allowing you to upgrade your character.

Nevertheless, its striking similarities to Minecraft means Aground doesn’t reinvent the wheel and, at times, is too simple with little challenge. In this regard, Aground falters, but this is not necessarily a bad thing. Aground sticks to a proven formula but adds a nostalgic twist. The game takes everything we love about the more laid back games in the survival genre. Such as Minecraft, and adds a nostalgic flair to it, taking us back to our youth’s sentimental nature. The game has an odd but incredibly charming mix of contemporary gameplay and past nostalgia, balancing both perfectly. In this sense, the game stood out and was an absolute delight to play. It transported me back in time with a genre I love.

Mining for Treasure

Verdict

Overall, Aground is a fantastic game. Although it doesn’t reinvent the genre and is relatively unchallenging, it adds a retro nostalgic twist that is sure to please both fans of the contemporary survival genre and old school gamers looking to feel their youth’s nostalgia. It was an absolute pleasure to play and should be picked up by anyone looking to find a new survival game and those who love the retro era of games.

Review: Pathologic 2

Picture the scene; the world you live in is a dank cesspool of; oppression, fear, and death. Hatred burns deep among the neighbouring people, and everything you do is constantly judged. A plague runs riot, and the town where your father lived is poisoned by this curse. This is the brutal existence of the characters in Pathologic 2. A survival game where you must; form bonds, save lives, and battle infection to stay alive for 12 days.

Developed by Ice-Pick Lodge and published by tinyBuild, this is a single-player oppressive survival game that will test the most hardcore of gamers. The sequel to the much-loved but problem-riddled Pathologic. Will the 2nd instalment learn from the past? Sadly not, but it’s enjoyable in a macabre way.

That’s some twisted art.

Pathologic 2 has a bizarre opening.

The game begins on the final day of the story. Fires are burning, people are screaming, and bodies are strewn around. You are offered the chance to rerun the 12 days, attempting to rectify the mistakes made. You control Dr Artemy Burakh who is known as the Haruspex. Returning to your father’s home, and your childhood town, your welcome upon arrival is less than warm. Attacked by 3 men hell-bent on revenge, they lose their lives and so the fear and uncertainty begin. It transpires that two people have been killed; the first was a prominent leader, and the other was your father.

The gameplay revolves around; the brutally difficult survival elements, the forming of relationships, and saving people’s lives. The game follows a bizarre day-night cycle to tick you away to the 12th chapter. You must observe key attributes; hunger, thirst, stamina, exhaustion, reputation, and infection. This wouldn’t be so bad, but resources are scarce, and your stats drop at an alarming rate. Add in the lack of autosave facility and it’s clear that Pathologic 2 is out to get you.

Do you dare enter the creepy mask building?

Preventing death is your aim, but can you stop yourself from dying?

With the game giving you the freedom to pick your missions, you can explore and talk to whoever you wish. This non-linear approach gives the impression of an open-world adventure. In reality, you are more likely to die because of the journey you have taken. It’s a tough balancing act, but if you get it right, you are rewarded with a fulfilling story.

You will meet many interesting characters, such as; a child gang known as Soul-And-A-Halves, and Mark Immortell who discusses the punishments that are inflicted when you die. Just in case the game wasn’t tough enough, death incurs penalties; lower health, you are quicker to exhaustion and a reduced hunger bar. These will make you wince, and it makes the gameplay much harder.

Unfortunately, where there is a plague, there is death. In Pathologic 2 it’s your job to save as many people as possible. You must attempt to stem the flow of infections with a medical-style mini-game. It was an interesting and detailed process, but a correct diagnosis relies on limited supplies. It can frustrate you when the success rates are reduced by the harsh game mechanics, and not your knowledge or ability.

Blood on the bed, and a ghostly portrait…..nothing to see here!

Pathologic 2’s brutality is its blessing and its curse.

Every element of Pathologic 2 will test your patience and your survival skills. Looting, crafting, and the mini-games all require an eye for detail. No matter the time spent scavenging, there will never be enough supplies to go around. With limited time available, you will need to make some brutal decisions on who lives and who dies. It’s unfair, heartbreaking, and is a sobering experience. The townsfolk die before your eyes and there is nothing you can do about it.

This hardcore and non-linear approach will leave some players with a bitter taste in their mouth. You’ll believe you’ve missed out on many opportunities, and the game appears unnecessarily harsh. I loved how horrendously cruel it was, and its survival of the fittest attitude. You soon become immune to the cold nature of the world around you. People’s lives soon become a commodity to increase both your reputation and your purse. Just remember, you’re the doctor and what you say goes.

It looks as dark and gritty as it plays.

I applaud Ice-Pick Lodge for their depiction of this cursed town. Grimy townsfolk wander the streets looking for scraps of food and a way to survive. The earthy tones and dull colours add to the sombre and oppressive landscape. Images of death hang around like a bad smell, and the gritty and shadowy world makes you uneasy. I loved the presentation, but boy, did it make me feel on edge. It’s a horrible place to be and looking at it from a first-person perspective only made it seem more real.

This was supported brilliantly by an eerie audio that changed to match each setting. The environmental sounds were perfect, with animals yelping and the wind whistling by your head. The crunch of your feet on the ground, or the howl of someone crying matched the theme and solidified the sorrowful events the town was experiencing. Pathologic 2 steers clear of obvious jump scares, but the sudden change of audio will naturally make you nervous. I admit I jumped countless times, and shamefully it was usually my imagination and nothing more that caused the shock.

Things are heating up.

Lots to learn, but a novel tutorial teaches you.

With so many mechanics all in play at once, it can be complex and overwhelming. Looting, crafting, fighting, and all the survival attributes to observe make this a meaty game to take on. Luckily, the quirky intro acts as a tutorial to unravel all the fundamentals. You’ll learn; how to attack, trade inventories (by swapping hearts), gather water, and navigate the map. You’ll still have lots to learn, but you’ll get to grips with this through trial and error and lots of talking.

You never truly feel comfortable with what you are doing, and there is always a worry you’ll make a mistake. I think this is part of the charm, as you are constantly working on how to be better at the game.

There are so many missed opportunities each day that this begs you to play it repeatedly. You can easily uncover new minor narratives every playthrough. Add in the punishments for dying, that’ll change your approach, and you’ll always be looking at the same scene differently. You have a large achievement list to unlock and hours of brutal gameplay to experience. If you can stomach the harsh reality of Pathologic 2, there are plenty of reasons to return.

Pathologic 2: A Wonderful Nightmare.

Pathologic 2 is one of those survival games that will destroy you mentally and physically. It’s unfairly difficult, it will punish you for minor indiscretions, and will hold a grudge forever. In short, it’s a bit of an arse! But somehow I still loved its evil and sadistic ways. Presented in a touching and sinister way, you’ll instantly warm to the hardship the townsfolk are experiencing. This isn’t a game for the faint of heart, yet I recommend you try it. If interested, you can buy it here! Being a doctor is no easy task, especially when people have the plague and you are short of supplies. Do your best, help who you can, and survive the 12 days.

Review: Monster Hunter Rise

To fans of the Monster Hunter franchise, especially to those who played Monster Hunter World, this game may seem like a lesser version. That is far from the truth. Monster Hunter Rise is a stunning standalone addition to an already beautiful collection. Whilst maintaining the charm of older Monster Hunter games, Rise presents new challenges and a simpler experience for fans. 

Kamura and kittens

Kamura Village is a smaller quest hub than what you are probably used to. But the characters within are what make it seem so timeless. You meet a range of people as a hunter, from quiet timid types to loud, exuberant NPCS. Despite it’s small size, Kamura is packed with action and quests. Although the lovable cast of the franchise is concentrated and thus some favourites have been axed, their disappearance is made up for. For veterans of the franchise, it’s sad to see a lack of the Meowster chef, but the substitute rice palicos are adorable enough to make up for it. I happily sat and listened to their songs every time I ate a meal, and advise you to do the same. 

Palicos and Palamutes

Palicos are not the only sweethearts of Monster Hunter Rise though. When you’ve finished creating your hunter right at the beginning of the game, you are able to create your own Palamute. The introduction of this new companion allows the player to take a load off and travel faster through maps by riding their dog, essentially. As well as being a faster way to move, Palamute’s assist you in battle, much like your Palico partner. So whilst you’re out risking everything to attempt that quest for the third and final time, your animal associates join every step of the way. 

Slingshot into action

Another new addition Rise presents is the wirebug travel aid. Rather than the slow, grinding trek to get from point A to B on the map, hunters are able to zip across large gaps using this. This has massively reduced the amount of time spent lugging heavy weapons across the ground. It is rechargeable, so can be used throughout play. When monsters flee during battle, and annoyingly disappear halfway down the map, you can sling yourself down in style. Between the wirebug system and your Palamute, travel never seemed so easy. This also reduces the heavy grinding feeling most Monster Hunter games present, and the very thing that has turned players away. 

I found it extremely difficult to successfully use wirebugs when I first played through this game. I kept overshooting where I needed to go, and ended up plunging myself into a new realm of monsters to fight single handedly. This new element is definitely one which needs practise. I found it easier to use after playing for a few hours and it became clear that the game was designed around this feature. You can even use wirebugs in Kamura village. I spent a lot of time slingshotting myself around and ending up sat with Yomogi for a pre-hunt snack. 

Classic combat

Combat within Rise is as fluid as you’d expect from a Monster Hunter game. You are able to eventually choose from a list of weapons, which as expected affects your attack. Unlike other games, long animations and cutscenes have been reduced during gameplay. Hunts are still long, enjoyable battles of brawn and you are still able to enjoy the open world.  The downfall of these intense battles though is the dropping in frame rate when engaging in intense fighting. Massive quick attacks and the effects that go alongside cause the Switch to struggle. There is so much happening on screen at one time, it is easy to get lost in what you’re doing. Unforgivingly, potion consumption and preparations for battle can still land you in immeasurable pain. It’s lucky you have new battle buddies to take the brunt when you need to heal. 

Rampage is a riot

A new style of combat has also been embedded within this game. You are tasked with defending a large tower either on your own or as a team. As herds of beasts hurtle towards you, you must pace cannons and traps to prevent destruction. Rampage (as the style of gameplay is titled) is an adaptation of the siege feature in previous games. Rather than having the indescribably massive monsters attacking though, you are faced with herds of species you’ve encountered already. You aren’t tied down with artillery as you’d expect to be, but this tower defence is more a test of how fast you can travel between weapons. It better be fast, or you will cause the village to face the wrath of a hundred beasts. 

Rampage holds the potential to carry the most impressive elements of combat in the game as a whole. When facing challenges with your friends in co-op, things become extremely stressful. Luckily it pays off when a huge monster keels over before you. Rampage is exhilaratingly exhausting, and when you’re juggling a team and all the artillery you definitely feel the challenge. There are 31 creatures to find and face, which is a smaller roster than Monster Hunter Generations Ultimate. But it’s not a small number at all. Oppose to Monster Hunter World, which was quality over quantity, Rise feels a little too dependent on future updates. There’s enough action to sink your teeth into whilst the game is fresh, but if you expect it to be completed, that isn’t the case. 

Final thoughts

As a whole, Monster Hunter Rise is a beautiful and extremely enjoyable game. With dozens of hours of gameplay, there is so much to explore. Capcom have once again bought the franchise to life with this release. The game helps new players feel like masters from day one, and old players are able to refresh their love for the title. Future updates will aid the game into becoming something remarkable, but even from release this game is absolutely amazing. If you adore action packed RPG’s, this is for you, and is most certainly one of the best that the Nintendo Switch has to offer.

Review: Breathedge

When you consider the idea of surviving in hostile environments, what crosses your mind? Death Valley, a trek to the North Pole, or maybe you imagine what you’d do if you were stranded at sea. These are all fine options, but how about we up this a level and attempt to escape from an accident in deep space. Every resource is scarce, and any mistake will probably cost you your life! That’s what I call an extreme situation, and this is the premise behind Breathedge.

Developed by Redruins Softworks and published by Hypetrain Digital, this is a science fiction survival title with a twist. Recently reviewed by Wil Raterman for the PC version, it can be read here for comparison. Breathedge takes you on an adventure through space, where the priority is; to collect resources, craft tools, and explore the surrounding areas. It is a doomed situation, but Redruins Softworks attempted to lighten the atmosphere with toilet humour, and well timed one-liners. 

Space is cold and heartless.

Gangster robots and an unsightly crash.

The dark humour is chucked straight in your face with an unfortunate accident involving your grandpa’s ashes and a hearse. Robot mobsters wish to know how the incident occurred, yet you defy them by spitting in their faces and spinning them a yarn. The truth must come out, and so the story begins. You see, the world through the eyes of “The MAN”. The crash occurred, the spaceship is ruined and you only have a chicken and a witty AI as company.

You do not know what caused the accident, nor does it matter. Your aim now is to survive for as long as possible, and journey to the place where you’ll be rescued. Like all survival games; ArkSubnauticaStranded Deep and so forth, this relies on you scavenging for anything useful. You start with a spacesuit and little else, you must collect: metal, rubber, ice, aluminium, and more. You will use these objects to craft tools that will be required to survive. So, in all honesty, it’s pretty standard fare.

Breathedge borrows heavily from Subnautica.

The key concept of survival blended beautifully with exploration, and this is where Breathedge shines for me. The 3D world can be explored freely, and your only restriction is how much oxygen you have to breathe. This is where Subnautica’s influence is most apparent. The world is wonderful and vast, yet you must plan how you will explore it to its fullest. Running out of O2 is a nightmare and unlike Subnautica where rising to the surface replenishes your tank, Breathedge enforces you either; take plenty of canisters, return to your base, or die.

This was a big problem because one of its major plus points is heavily tainted with the tedious requirement to trek back to your home, or risk losing it all by dying. Canisters weren’t difficult to find or make, but they used up precious resources just so you could explore a little further. It was a vicious circle; gather supplies, waste them, and gather more. Though you could see progress was being made, it was painfully slow.

So many resources, and only this little tool.

Broken gear.

Anyone who has played a survival game knows that half the fun is the grind. Moving from primitive to high tech, and reaping the benefits of your hard work.. Nothing irks you more than when there is no reward for your effort, and everything you craft breaks. Sadly, this is the route taken by the developers. Everything is painfully brittle, you venture out, start mining resources and your tool breaks. “F*&%ing H&^%” you scream, turn around, head back to home and build another to try again. This is the cycle of resource gathering from start to finish, and it doesn’t get any easier.

That may annoy, but you learn to adapt. Multiple tools are created and you shout “Ah ha, in your face broken object mechanic.” Yet, what you can’t get around is the truly diabolical difficulty curve that strangely goes hand in hand with each upgrade you equip. Bigger oxygen tanks, increased boosts, stronger suits, sounds great right? Nope, the objectives simply move further away, and the radiation gets stronger. Increasing your tech doesn’t feel like a step forward, you are metaphorically treading water, permanently! It’s a major oversight, and something that veteran players find abhorrent. Grinding away with no progress is soul destroying and only serves to stretch out the gameplay and to manipulate the difficulty curve.

When is a survival game, not a survival game?

I may seem very negative, but that’s only because I wanted to enjoy what was on offer. Everything was serviceable, and the exploration was fun, once you worked out the oxygen issue, that is. However, what was truly strange was the later chapters. It led me to thinking, “when is a survival game, not a survival game?” The answer? When the developers go off track and turn it into a linear adventure game.

I couldn’t compute why the gameplay ditched its core concept for a 10 to 15 hour exploration of the finale to the plot. It was strange, belittled all your hard work, and left me feeling uneasy. I wasn’t bothered about the; who, what, and why by this point. I certainly didn’t want closure! It was a weird move that undermined the few positives I could find in the early chapters.

Home sweet home.

Every space cloud has a silver lining.

If you dig hard enough, you’ll find positives in everything. The silver lining in this rather gloomy space cloud is the visual presentation. The first-person perspective works brilliantly with this genre, and you get an instant sense of the vastness of the surrounding environment. The depth of colour creates an impression of isolation, and the detail of the damaged vehicles show the reality of the catastrophic accident. The UI is simple, and the use of the submenus keeps the display clutter free. The movement is smooth, I encountered no bugs, and this part of the game was a pleasure to experience.

The audio didn’t fare so well, sadly. I loved and loathed it, mainly because of its slapstick style humour and distracting ways. Its positives came from the delightful piano music that helped to emphasise the sombre situation and the loneliness of space. The slow tunes were great to listen to as you floated towards your destination. Unfortunately, the immersion was destroyed with the gutter comedy and tiresome one-liners that were ever present. Some gamers will despise these from the off, and others will find them amusing initially. Eventually, however, everyone will despise them as they sully the desperate atmosphere, turning it into a comedic side show.

Floating through space is fun.

There is no denying it, zero gravity space exploration is fantastic. The sense of weightlessness is captured perfectly. You float around with limited control over your movements, enjoying the ride from structure to structure. It would have been a peaceful experience if it wasn’t for the ever ticking oxygen clock. For all its shortcomings, the control setup isn’t one of them. The UI was easy to handle, it had responsive controls, and it was a pleasure to play on console. It’s a shame that everything else wasn’t to this standard.

I would normally scream about the replay value, and how you should return to discover everything. This will not happen. It’s rare that I don’t get on with a survival game, but Breathedge had made it onto that short list. It’s playable and enjoyable in places, but it doesn’t have enough redeeming qualities for me to say you’ll want to return to it.

Breathedge took a gamble, and it didn’t pay off.

The survival genre has been around for long enough that developers should know what works, and what doesn’t. Oddly, Breathedge captured all the genre bad points and rolled with them, anyway. Then, there is the strange change of direction that must be considered. In all honesty, it’s a bit of a mess, and I won’t be recommending it. However, if you want to buy it, you can here! Tough and unforgiving mechanics will leave you frustrated, and an odd story marries up with some weird gameplay choices. If you want a survival game, there are better options available.  

Review: Penrose Wireless Planar Magnetic Headset from Audeze

Here is our review of the Penrose Wireless Planar Magnetic Headset from Audeze.

Legendary Audio Performance for Xbox, PlayStation, and PC.

Features

  • Audeze 100mm planar magnetic drivers
  • Lossless 2.4GHz low-latency wireless connection
  • Bluetooth and wired analog connection options
  • Detachable broadcast quality microphone
  • Comfortable memory foam padding

Specifications

StyleOver-ear, closed-circumaural
Transducer typePlanar Magnetic
Magnetic structureFluxor™ magnet array
Phase managementFazor
Magnet typeNeodymium N50
Diaphragm typeUltra-thin Uniforce™
Transducer size100 mm
Maximum SPL>120dB
Frequency response10Hz – 50kHz
THD<0.1% (1 kHz, 1mW)
EarpadsContoured memory foam: artificial leather
MicrophoneDetachable broadcast quality mic
Battery typeLithium-polymer (15hr battery life, 3hr charge time)
Wireless Connection2.4 GHz Wireless (16bit/48kHz) + Bluetooth
Wired Connection3.5mm analog audio, USB-A-to-C charging
Weight320g (including battery)

What’s in the box?

The box contains the Penrose Wireless Planar Magnetic Headset, 2.4GHz Wireless Dongle, Detachable Broadcast Quality Microphone, USB-A to USB-C Cable, 3.5 mm to 3.5 mm Cable,Quick Start Guide and a Warranty Card.

A Closer Look

Final Thoughts

The Penrose is all black apart from a green band around the ear cups (green for Xbox).

The microphone is small and is easy to fit and remove, and also move into the perfect position for playing. The quality of the microphone is really great, with excellent quality speech heard by the people on the other end.

There are separate volume controls on the headset for both volume and the microphone so you can get it set up exactly how you want it.

Connecting the Penrose to whatever end device you want to use is fairly simple – you can used a wired connection, Bluetooth or the included Wireless dongle if you want to use it with a PC or an Xbox. Everything you need is included in the box and it doesn’t take long to get it all set up and running.

The sound quality on the Penrose is excellent – whether you are playing a game or listening to music, I found it to be very clear sound and I could really feel explosions going off around me when I was playing COD.

Battery wise I got about 10 hours from a single charge – which for me was more than enough. You will just want to remember to plug it back in to charge when you are not using it.

My only real criticism of the Penrose is that it’s not the most comfortable headset I have ever tried. It’s got quite a squeeze to it meaning that extended playing resulted in me having to take it off for a while to give my head a break.

There is also an Audeze HQ app that you can use to tweak and fine tune various settings for you headset.

The Penrose is a really great gaming headset – its got everything you need and you won’t be disappointed. Take it out for a spin now!

The Penrose Wireless Planar Magnetic Headset from Audeze is available now priced around $299 and there is also a version for PlayStation consoles too.

You can learn more from the Audeze website.

Review: Moon Raider

If you were a world-class scientist who was about to visit space, would you want to; discover new life forms, a new home for us to live on, or be known for travelling the furthest distance? They all sound amazing, and I bet the one option that didn’t cross your mind was to fall in love with an alien Queen! Moon Raider wants you to exist in this mad fantasy science fiction world.

Developed by Cascadia Games and published by Drageus Games, this is a 2D retro platform title that takes you on a journey inside the Moon. You will experience all the usual platforming mechanics in this colourful pixelated story of love and family.

Moon Raider sticks to the tried and tested mechanics.

Moon Raider has a bizarre story to support the out of this world gameplay. Dr Cavor rescues the former Moon Queen Selene from the thuggish Selentine’s. Her reign was ended by her people and the doctor refuses to sit by and allow her to be placed in danger. Taking her back to Earth, the two fall in love where they have a daughter. Tragedy strikes! Selene falls ill, as she relies upon the gems of the Moon to keep her healthy. The only choice to keep her mother alive is to travel to her former home and take 200 gems to heal and sustain her.

So, it will not win any awards for originality, but it sets the tone nicely for the 10 areas that you’ll have to explore. The Selentine’s were considered advanced beings, but you soon discover that they are primitive. Their only concern is their supply of gems, which you are happily stealing. You must traverse each room; breaking boxes, shooting aliens and deactivating laser beams. The further you get, the harder it becomes, but the difficulty never gets to where it is unplayable.

Explosions and gems!

Familiar gameplay.

If you’ve tried any of the many indie platform games that are available, you’ll feel instantly at home with this. The pixelated landscapes wind around in a maze-like fashion. You will find; dead ends, secret rooms and crates full of crystals. Ultimately, however, your aim is to move through a door to the next room. Any enemies that you face can be ignored or killed, the choice is yours. But shooting them rewards you with gems, so the small amount of effort is worth your time.

Every area is blessed with an end-stage boss. These 10 overpowered beasts will; shoot laser beams, impale you with spikes, and do their best to kill you instantly. But with a little patience and some keen observation, it will ensure they are defeated quickly. The fighting is enjoyable, but isn’t the best part of Moon Raider that accolade is given to the movement mechanic.

Powered by gems, you will be gifted with the ability to soar through the air like a burning bird. You’ll reach otherwise unobtainable heights and find many of the collectables that were out of reach. This special ability can; destroy obstacles, kill enemies, and allows you to sprint around the world. Just be warned that it runs out, and when that happens, you drop like a stone through water.

Dying, the unavoidable annoyance.

Death is an unavoidable annoyance in most games, and in Moon Raider, it’s no different. A small health bar and no additional lives mean that dying is a concern. Fortunately, you don’t lose too much progress as you spawn at the start of each room. As the stages wear on, though, they become increasingly complex. Losing all your hard work is agony, and it hurts like a kick in the balls.

It’s painful, annoying, and will make you grimace. But it simply serves as a reminder that the platforming genre requires; accuracy, skill, and patience. Spiked traps, laser beams and overly aggressive aliens all try to ruin your adventure. You must plan your approach, take your time, and collect all the healing gems. After all, you are the only one who can save your mum’s life.

Keep moving, you don’t want to freeze.

Moon Raider looks nice but doesn’t stand out.

What I loved about Moon Raider was the variety in level design. Each stage had its theme and style, with its hazards to overcome. The bright and simple look was pleasant enough, with attractive sprites and smooth movement. The stages are well lit, with enough definition between each object to spot the traps and collectables.

It was done to a good standard, but it doesn’t stand out against the many similar titles that fall into this category. Luckily its odd story and flying mechanics make it memorable. Otherwise, it could have been just “another” platform title.

It continues its retro influence with its basic and to the point audio. A surprisingly quiet soundtrack plays alongside the jumping and shooting action. The synthesised music allows the loud and almost overbearing sound effects to be at the fore. Ear piercing noises play constantly. Your laser-firing, gems being collected, boxes smashing, and so forth. It’s shrill, painful, but works perfectly with the science fiction theme. I liked how the audio was integrated, but I would have preferred the music playing a bigger part in setting the scene.

Plan your route and stay alive.

Its lack of difficulty and ease of controls makes it a newbies dream. 

We all have to start somewhere, right? No one wants to cut their teeth on Okunoka Madness, as it’s far too challenging. Moon Raider is a fun and accessible title that allows gamers of all skill sets to enjoy themselves. Easy to learn fundamentals and well-designed levels allow you to casually work through each stage. Cascadia Games have done well to balance the challenge with the enjoyment factor.

Platform games are more than simply leaping chasms and killing enemies. The best ones force you to explore the world around you, searching for hidden collectables. Luckily, this has that element in abundance. Secret rooms, bonus areas, and locked up aliens that need rescuing. What more could you ask for? Without this, there would be little replay value. But it’s extremely enjoyable searching every nook and cranny and it’ll keep you returning for more.

Does Moon Raider tick all the boxes?

Moon Raider’s biggest issue is strangely also one of its strong points. Its simplicity and familiar mechanics make it super accessible, but also prevent it from making its mark. It has a nice art style, in keeping audio and an unusual story. I liked the difficulty curve, and how it can be played casually. It has plenty going for it, so buy it here! Can you save your mum by gathering all the gems on the Moon? You must, you’re her only hope! 

Review: Chronicle of Innsmouth: Mountains of Madness

Mountains of Madness is an adaptation of the H.P. Lovecraft novella, and a new entry into the Chronicle of Innsmouth series. It takes you on a macabre journey into the depths of the occult. It’s a flawed adventure, but with a love for the works of Lovecraft. A love, fans of the genre will really appreciate.

Head scratchers galore

Playing through a mystery can be a solid experience all on its own. The sense of danger that builds as the story reaches its crescendo. The threads leading in all directions before coming together down the line in the most unexpected ways. Red herrings, secrets, and long, dark nights. All of these elements are found in Mountains of Madness, they’re a big part of the draw. However, add in a healthy dose of Cthulhu and heaping tablespoons of the occult and you’ve got yourself a wonderfully dark jaunt through a lovecraftian mystery.

Any good mystery relies heavily on its puzzles and riddles. Mountains of Madness does not mess around in this department. There were some seriously tricky puzzles here; at least for me. However, I feel it handled the difficulty really well. It wasn’t an overly frustrating experience, in fact it was engrossing. I kept a notebook nearby for all the clues, and it made me feel like an active part of the story. By the end of it all, I felt like some mad researcher with pages on pages of scribbled notes, numbers and symbols scattered across my desk. Being this engaged made it all the more satisfying to solve these puzzles. I’ll admit though, there was one puzzle that seriously left me scratching my head. It took me longer than I’d care to admit to figure it out.

What is going on?

For the most part, you play as Lone Carter, when not with Lone the game has you hop around between a fair share of its characters. You even spend a little time playing as a young Lovecraft, pretty wild.

Lone is a private investigator following up on a disappearance. It leads him to the strange town of Innsmouth. When you first lay eyes on him he’s severely injured. By the looks of it, missing an arm and leg. Needless to say, I didn’t think I’d be spending much time with him past that point. The next thing I knew he was awake, good as new but missing a fair bit of his coat and pants; those same limbs bare, yet unscathed. Thus began the first of many questions I’d have before the credits rolled. 

Imperfection

Mountains of Madness does a fair job of balancing questions and answers. Especially considering the universe its set in is filled to the brim with mysteries on a cosmic scale. However, at times it did feel as though it withheld quite a lot to be revealed later. Toward the end you are bombarded with new information that for a newcomer to Lovecraft, like myself, would be a little disorienting. The plot was never lost on me, but I feel the exposition could have been laid out a little more evenly throughout the story. Because of this the pacing felt a little off. Once I had reached the climax, I found myself surprised, I was sure I still had a good hour or two to go before it was all over. However, a couple of cutscenes and my time with Lone was at an end. 

Speaking of cutscenes, Let’s talk about the voice acting. If I’m being honest it wasn’t that great. Sometimes I could swear it sounded like those text-to-speech voices. At first I was sure it was due to the dialogue. It’s got this early 20th century style of speaking that’s very fitting for the setting and time period, with all the decorum that one would expect. I thought perhaps this type of speech just sounded strange to my 21st century ears, but that theory didn’t hold up under scrutiny. Take for example the 2015 film, The Witch. Here everyone speaks like something out of old world literature. It’s set in 17th Century New England and it sure sounds like it. But their dialogue is still believable, because of the quality of delivery. So it leads me to the conclusion that delivery lies at the heart of what I disliked about Mountains of Madness’ voice acting. 

Deliciously Dark

I quite liked the dark and morbid style of the title’s design. The colours are dark and drab, adding to the atmosphere set by the story. Dark greens, grays and browns are the majority of the palette, with bright shades of colour few and far between. There’s a sense of despair in the artwork. This growing despair is also carried over to the music, in the beginning there’s some decent background music. Lone Carter visits his offices and is surrounded by smooth jazz, and noir inspired tracks. As the locations and tone start to change, so does the music. It becomes more ambient and ominous, like the tolling of church bells in the forest around the cemetery. 

That is one area Mountains of Madness does not disappoint. Atmosphere.

It’s far from perfect, but Mountains of Madness will definitely be a good time for fans of point-and-click adventures, and of the tales of H.P. Lovecraft. If you’re a fan of both, this is perfect for you. Challenging puzzles, atmosphere and a solid mystery are the order of the day. 

Review: Terraria

INTRO – A LONG Time Coming

The journey to get Terraria onto Google Stadia was a long one, and at one point the game even got cancelled by the creator himself after a lockout. Now, it’s here! AT LAST, it’s finally – FINALLY – here!

It has been announced that a follow-up, Terraria 2, is planned for the future. A spin-off of the game called Terraria: Otherworld was under development, but was officially canceled on April 12, 2018.

Terraria is the world’s 14th most sold video game, with over 35 million sold copies as of March 2021, including paid mobile downloads But, is the game really worthy of all that high honor?

And, is this game good, bad, or somewhere in the middle-ground? Let’s find out from scratch together!

STORY – A Dark Souls-level Mess of Texts and Enemies

The Lore of Terraria serves as the game’s back-story.

While Terraria was initially released without a clear story component, its developers at Re-Logic wrote and released a story connecting its characters and gameplay elements in celebration of the 8th anniversary of Terraria’s release.

The story was released on May 16th, 2019 as images of inked parchment, via the official Terraria forum.

Many entries in the Bestiary contain pieces of Lore, which in-turn, makes a more-complete lore, provided you manage to remember everything, including the area lore texts.

This is where the Minecraft comparisons begin within me, folks, and spoilers, it’s not the last time I’m gonna compare this game to Minecraft or other games within this review.

If I’m gonna be honest, though, the inevitable comparison to Dark Souls will rise up right here, as item and bestiary descriptions are required in order to understand this game’s lore, much like Dark Souls or DOOM Eternal‘s Codex Entries.

GAMEPLAY – A Sandbox-Action-Adventure Hybrid

Google Stadia’s page on this game describes the game as this. Let the description speak as to this game’s quality:

“The world is at your fingertips as you fight for survival, fortune, and glory. Delve deep into cavernous expanses, test your mettle in combat, or construct your own city – In the World of Terraria, the choice is yours!

Blending elements of classic action games with the freedom of sandbox-style creativity, Terraria is a unique gaming experience where both the journey and the destination are completely in the player’s control.

Terraria offers more content than ever – including the brand new “Journey’s End” Update!
Presenting an impressive catalogue of 5,000+ items, 25+ NPCs, and 400+ enemies and blending elements of classic action games with sandbox-style creativity, Terraria is truly a unique adventure!”

So yeah, Terraria on Google Stadia includes all DLC, 5,000+ items, over 25 NPCs, 400+ enemies, and a Sandbox level of craftivism that few other games of both its’ size and its’ larger competitors can only dream of rivaling.

Basically, Consider Terraria a sort of guide game. I say this as you’ll be experimenting as to which items do what, which items or criteria summon which bosses, and which bosses summon which NPCs to your town upon defeating the bosses. Not to mention, there’s also a crafting system sorta like Mojang’s Minecraft. Unlike Minecraft, though, you’re given some basic essentials to start out, such as a procedurally-generated world, for starters. There’s also enemies and bosses to fight, unlike Minecraft to an extent.

All of this, combined, makes for a memorable experience. . . for better or worse.

FINAL THOUGHTS – A Very Interesting Game

Terraria is a game you’re going to get lost in due to the amount of content it provides.

Essentially, if you going into this for the lore, prepare to be somewhat confused and rather disappointed. Otherwise, there’s plenty to do and experience compared to other games such as Minecraft or Dark Souls or DOOM Eternal. This is a worthwhile game.

The Philip K Dick Estate Team Up with The Folio Society for Limited Edition Complete Short Stories

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In 2019 the Philip K. Dick estate approached The Folio Society with a new idea for a truly spectacular project. The result is The Complete Short Stories, a four-volume set celebrating the extraordinary creative output of a singular mind. Limited to 750 copies, this box set features a dizzying array of special features, including a two-part presentation box, bindings and endpapers designed by La Boca. A work of art on every level, The Complete Short Stories is an essential set not only for science-fiction aficionados, but for anyone with a passion for illustrative art and twentieth century literature.

In a unique project for The Folio Society, twenty-four illustrators were commissioned to create their own take on one Philip K. Dick short story, chosen for them from the 118 tales. With such a variety of artists selected, the illustrations produced for this set span a wide spectrum of styles, approaches and mediums. Each artwork is a step into a new world, making this, the first illustrated edition of The Complete Short Stories, an irresistible visual feast.

©The Folio Society

The Folio Society edition is introduced with an essay by American novelist Jonathan Lethem, in which he examines how, taken together, Dick’s stories build a view of the universe that is both deeply paranoid and oddly joyful, lovingly constructed from the building blocks of science fiction.

The interior of the box for this spectacular set is lined with two specially designed papers; a multi-coloured ‘glitch’ pattern generated from the words ‘Folio S’ and ‘La Boca’, and a starry night sky, chosen to reflect Dick’s fascination with space travel and technology. Every aspect of this production has been designed with care and a consideration towards the ground-breaking nature of Dick’s work.

Philip K. Dick 

Philip K. Dick was born in Chicago in 1928. At around the age of 12 Dick read his first science-fiction magazine, which led to a lifelong engagement with the genre. After a brief stint at the University of Berkeley in 1949, he worked in a record store, Art Music Company. He wrote full-time from 1951, when he sold his first short story, and went on to produce 44 novels and five collections of short stories. Dick struggled to achieve mainstream success, his non-science-fiction novels being returned by his agent in 1963, but received enormous acclaim in the science-fiction world for his works exploring metaphysics, theology and politics. Dick died in 1982.

La Boca 

Specialising in illustration and image-making, La Boca attempt to create worlds immersed in retina-teasing colour and tactile atmospheres. They are not averse to a little strangeness and abstraction, but their aim, always, is to connect with an audience. The studio have worked with a wide range of clients, on projects ranging from record covers for underground record labels, through to international advertising campaigns for global brands.

Twenty-four Different Artists 

With six full-colour illustrations in each volume, every illustration in this beautiful set showcases the skills of 24 extraordinary artists. With such a variety of artists selected, the illustrations produced for this set span a wide spectrum of styles, approaches and mediums

Chris MalbonAshley MackenzieGeorge Wylesol
Tavis CoburnAudrey BenjaminsenAlice Tye
Dave McKeanYehrin TongAnna Mills
Simon PradeGeorgia HillDamien Jeon
Jeremy WilsonRaisa ÁlavaKatherine Lam
Greg RuthRaid71Kristian Hammwerstad
Charles ChaissonViktor HachmangCorey Brickley
Hilary ClarcqG. SaundersAnna Millais

The Complete Short Stories 

By Philip K. Dick 

Introduced by Jonathan Lethem 

Illustrated by 24 different artists 

Bindings and box designed by La Boca

Available exclusively from The Folio Society – www.FolioSociety.com

Price:  UK £495.00 | US $745.00 | CA $945.00 | AU $1,150.00

Production Details:

Limited to 750 hand-numbered copies

Review: Narita Boy

Picture the scene. You are sitting at home, minding your own business, playing a game, and suddenly you are sucked into your computer. The machine and yourself become one; you are now the young hero who is called upon to save the day. This is the premise behind Narita Boy, an 80s inspired, pixelated, synth-wave fuelled adventure.

Developed by Studio Koba and published by Team17, this mystery puzzle adventure has you controlling the hero Narita Boy. A sword wielding adventurer who is awash with a striking blue hue. This is the colour of positivity, and all things that are good. You must battle the forces of the red army. These evil beings wish to take over the 3 colours that make up this world. If they succeed, the war is lost, and everyone is doomed.

Narita Boy has a simple story told in a convoluted way!

The young boy gets dragged into the digital world created by Lionel Pearl. He is a genius hardware and software developer who has spent his days making this glorious retro landscape. His program is attacked by a virus known as HIM! This malicious pest seeks to take his work and make it his own. By doing so, he’ll steal Lionel’s memories, and unbalance the peace in the virtual world. Up steps Narita Boy, an unlikely hero who must defeat every enemy he faces. He will learn new code to improve his skills, this is essential as it’ll increase his chances of survival against the red army. 

This is Narita Boy in a nutshell! Studio Koba confuses the situation with its convoluted dialogue, techno waffle, and many characters that diluted the plot and muddied the waters. I mostly spent my time with a confused look on my face. My task was relatively simple to achieve, yet I spent my time working out what the NPCs were saying to me. It was sadly an avoidable mess. However, it doesn’t prevent you from playing the game, but it tarnishes the enjoyment factor a little. 

Don’t let a few gaps put you off.

So much potential, yet it plateaus. 

With inspiration from 80s classics such as Castlevania and Double Dragon, this had such potential to ooze retro charm. Unfortunately, it’s constant back-and-forth style rarely takes off. Quests follow a similar pattern; go to point A, meditate or defeat monsters, and return to point B. The simplicity rarely challenges and lacks any depth for you to get your teeth into. It’s 8 to 10 hours of enjoyable, repetitive gameplay. This will probably put off gamers who crave some variety, but the monotony is worth your time. If you can stomach it, you’ll experience some wonderfully smooth animations, interesting attacks, and aggressive synthesised music. 

Though it plateaus early, it isn’t all doom and gloom. No, it contains some really poignant moments as you find each of Lionel’s stolen memories. You’ll be treated to a trip through the pivotal moments that made this genius who he is. From his earliest childhood memories, to visions of the current day. You’ll learn what makes him tick, and these moments are worth trudging through the reasonably flat gameplay. 

The game treats you to some odd and surreal moments that break up the tedium. You’ll travel through some glorious neon backdrops as a glowing stag, or an enormous hulking robot that’ll smash up everything in its path. It’s a nice distraction, but it doesn’t take away from what haunts Narita Boy! And that is its painfully simplistic gameplay.

Just surfing on a floppy disc.

Disappointing combat, and simple puzzles. 

The combat had such potential to be fantastic. Its strong foundations use Hack ‘n’ Slash mechanics at its core. Using the Techno Sword is a visual spectacle and the animations are smooth, vibrant and a joy to look at. This goes one step further with a high-powered beam and a shotgun being utilised as well. Sadly, this is the extent of the combat system. From such potential to repetitive; slashing, dodging and shooting. It was a shame, and I wish the developers had built upon the early promise. 

The disappointment doesn’t end there, sadly. Easy puzzles and limited platforming difficulty make up the rest of the gameplay. Puzzles comprise simple tricolour patterns that must be correctly selected. The clues are dotted around each section, and solving each problem allowed you to collect a key to progress. The challenge doesn’t increase in the platform portion; jump, sprint and climb your way to your goal. It’s mildly entertaining, but it’s failure to evolve holds it back and it doesn’t fulfil its potential. 

Its presentation pulls it through. 

Though I was disappointed with many elements, I was amazed by its presentation. In-depth and interesting landscapes make up most of the levels. Vivid colours, well designed sprites and dreamlike scenes accompany you as you venture across each coloured section. As mentioned already, the animation is wonderfully smooth, and fills you unfairly with hope of an amazing experience that sadly never materialises. 

The audio also gives the impression that an action-packed adventure filled with highs and lows awaits you. The synth-wave sounds, screams I’m inspired by the 80s! The robotic instruments and heavy beats match the neon hue and metallic look. Though I loved the audio, it didn’t match the flat gameplay, and did its best to raise me up before I came crashing back down with a bump. What was brilliant, however, was the “Altered Beast” style voice-over work when you died. The sharp and meaty voice captured the sense of failure perfectly, and though it became an irritant, it matches the game perfectly. 

When life gets too much, sit back and meditate.

Fiddly to play. 

Though it lacked the finesse of other platform titles, and it didn’t have the normal mechanics we’ve all come to expect. It still contained a considerable amount of complex moves. As you unlock power-ups, you are introduced to another combination of buttons that must be pressed. Memorising them all became a challenge. You rely heavily on the basic dodge and attack functions to make it through, and this means the combat mechanic is further stunted. 

Narita Boy had the potential to offer so much replay value. Unfortunately, the one playthrough was enough for me. Achievements can and will be missed, and only the most hardcore of hunters will replay this to get the 100% status. 

Narita Boy is a wasted opportunity.

I hate talking negatively about a game, especially one that has many plus points. But I can’t get away from the many missed opportunities that have slipped away. Everything about this is serviceable, and you have a game that can be enjoyed on a simple level. The memory portion is phenomenal, and should be commended. The audio and graphics are equally good, but I can’t overlook its failings. It plateaus so early on that I couldn’t get past the monotonous nature of its gameplay. Even its surreal imagery and crazy dialogue couldn’t pull this out of the rut it created.

There is plenty going for Narita Boy, but there is an awful lot that stacks up against it. It is available on Gamepass, so you can try it for free if you subscribe. A copy can also be purchased here! I’m on the fence, but I think the memories push it to a title you should try. Can you save Lionel’s world from HIM? Bring the colours together and become the hero of this digital land. 

BluOS Expands Music Streaming Services and Becomes the First to Bring MQA Content to Internet Radio

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BluOS, the premium multi-room music management platform by Lenbrook International, has announced a number of enhancements that will come with today’s release of version 3.14. Users will be prompted to update their BluOS players, at which time they will gain access to three new natively-integrated streaming services, exclusive access to Radio Paradise MQA-encoded audio streams and various performance improvements. The BluOS 3.14 update supports all BluOS Enabled devices from NAD Electronics, Bluesound, DALI Loudspeakers, Monitor Audio, and future products from Peachtree Audio, Roksan and PSB Speakers. 

NEW STREAMING SERVICES

Spotify (Free version), SiriusXM and SiriusXM Music for Business join more than 20 other streaming services already available to BluOS users, expanding the variety and sources of audio content that can be enjoyed on BluOS Enabled products.  

BluOS, Radio Paradise and MQA Partner to Deliver BluOS Users Exclusive MQA-Encoded Content 

Effective with the BluOS 3.14 software update, BluOS user globally will have exclusive access to Radio Paradise MQA-encoded audio, utilizing high-resolution 24-bit masters where available.  Radio Paradise is an independent, listener-supported Internet radio service with a focus on providing the highest quality audio experience to a passionate worldwide audience. This collaboration marks the first time an internet radio station will carry MQA-encoded content. 

Spotify (Free version)

In addition to Spotify Premium currently offered to BluOS users, we are pleased to now support the free version of Spotify. Spotify is one of the world’s largest music streaming service providers and features a library of more than 70 million songs. Spotify makes it easy to listen to the songs you love, discover new music and podcasts and creates personalized playlists. 

The integration of SiriusXM, the largest audio entertainment company in North America, allows BluOS users in the USA and Canada who are SiriusXM subscribers the ability to browse and select from hundreds of channels of commercial-free music, premier sports talk and live events, and the latest local and world news, on demand, from within the BluOS app. 

With BluOS 3.14, Bluesound Professional, the premium distributed audio ecosystem for commercial spaces adds SiriusXM Music for Business to its growing list of commercially licensed streaming music partners. Available to SiriusXM Music for Business subscribers in the USA and Canada, the service offers Bluesound Professional users a curated, licensed audio content to enhance client experiences in retail, hospitality and other commercial spaces. 

Other Feature/Maintenance Improvements

The BluOS 3.14 release also includes various feature/maintenance improvements. These include: 

  • NAD M33 and T 778 are Roon Ready for music management and streaming
  • New, more intuitive play queue design that deepens the listening experience with enhanced visuals
  • Roon improvements for grouping and signal path reporting
  • Updates to TIDAL, Qobuz, Amazon Music and Deezer
  • Improvements to library indexing for file permissions and handling unreadable audio files
  • Performance improvements for WiFi

Review: Totally Reliable Delivery Service

Do you ever question why your package has a small dent at your doorstep? Or maybe you wonder why it was delivered past the expected time slot. Well, We’re Five Games may not have provided an authentic representation of what goes on in the logistics department, but they sure put together an interesting and unique experience nonetheless. Customize your character and embark on a silly series of deliveries that can and will go wrong. Totally Reliable Delivery Service (TRDS) uses frustratingly and purposefully bad controls to test your patience. Get ready to laugh out loud or rip your hair out, depending on how you handle rage games.

Your Delivery Is On Its Way

When you boot this one up, you’ll host a game, or join an online server. Once thrown into the world, you can explore and take up delivery tasks to earn rewards based on your performance. Some are time based, and others are condition based. And by “condition”, your parcel can only take a certain amount of dings and drops before diminishing in quality, thus yielding a smaller reward. Use the reward money to unlock more areas of the map, vehicles to operate, and player customization options. Don’t expect a gold medal or a high reward each time though, even at the beginning. The controls are designed for you to make many mistakes.

The first couple of deliveries get your feet wet. From there you can go explore anywhere you like.

This another potentially polarizing title, so let’s start with the good:

What’s Totally Reliable

The world is quite fun to explore. I spent roughly half of my playtime simply driving around and seeing what is around the corner. There are many different towns, and geographical regions which adds a ton of variety to the missions. You could be driving a forklift through downtown carrying toxic waste. Or steering a helicopter over the mountains with one hand while the other holds onto the package that fell out. The inner kid in me got lost in the atmosphere when deliveries were clearly waiting for me. Your curiosity can be rewarded with hidden collectibles to find. I applaud the developers for creating an environment that is simply fun to hang out in. This leads to nostalgia and a return to the game after time away.

If you can avoid the tornadoes and other hazards, driving is quite enjoyable.

What’s also done well is how the optimistic music and bright colorful environment juxtaposes the hectic and stressful gameplay. It’s a blow to your ego when your package explodes feet away from the drop off box, yet the world feels so pleasant. It’s like Getting Over It With Bennett Foddy, where the calm narration does nothing to coax you after falling down a huge hill where you spent twenty minutes trying to climb. Overall, the graphics, sound, and atmosphere check out in my book. Now it’s time to shift the focus to…

What’s Not So Reliable

A title with intentionally corrupt controls needs extra attention when playtesting. I discovered some bugs while playing that made an already cumbersome experience all the more frustrating. Many times my character got stuck in the delivery box upon completing tasks. Also, it’s difficult trying to grab objects and steering wheels. There is a lack of polish in TRDS‘s collision detection. Also, when using a controller instead of keyboard and mouse, I found many of my inputs were not responding. While it’s ok for a game like this to have more control over the player than vise versa, bugs and glitches will kill the player’s motivation to progress. It was hard enough to load a cylindrical container onto a pick-up without it rolling off. Why would I even bother trying the helicopter missions without the help of a second player?

The destination is right there. Carrying things from point A to B can be a slog without a vehicle.

And a second player may be a fix here. Even if it doesn’t help curb the difficulty it will at least give the player someone to suffer with. Unless you are playing in front of a YouTube or Twitch audience, or even a roommate for that matter, I’m not sure that single player will be a very enjoyable experience. A few weeks ago I took a look at Aqua Lungers and had the same conclusion, but I may recommend that solo over TRDS since there are no in game issues to dictate the player’s success.

Target Audience?

Lastly, though not as important, is the game’s sense of humor and overall marketing. It’s a very small complaint, but I don’t understand the fart and dirty underwear jokes. Is TRDS reaching out to a young audience? The controls are so difficult that I can’t imagine a kid enjoying this unless accompanied by their parent or older sibling. Maybe this title was meant for some family-friendly fun after watching Shrek with the kids. With local split screen and online cross play, there are many ways to play this game, which is a huge benefit these days. But still, I found the small bits of toilet humor out of place and not all that necessary.

Deliver to the top of the blimp? Yeah, that’s not happening..

Bottom Line

Rage games are clearly not my forte. I maintained objectivity to the fullest with Totally Reliable Delivery Service and am honestly not sure whether or not to recommend. The multiplayer options lend themselves nicely and allow for accessibility, but I didn’t find many players online to fully take advantage of this. I also wouldn’t play this locally on the couch when I have much better hair-pulling titles such as Overcooked. While the atmosphere is great on it’s own, I’m not sure how long the player will remained captivated if they can’t complete enough deliveries to unlock the rest of the world. If you seek a disorienting solo experience, try Octodad instead.

Review: Pumpkin Jack

Life would be boring if everything went as we wanted it to. No arguments, or wars, and everyone is content with their lot. Everybody is happy with the peace, everyone, except for the Prince of Darkness, that is! If he isn’t happy, then you know there are going to be problems. Pumpkin Jack explores this mischievous story and more. Hell’s greatest trickster Jack will do the Devil’s work no matter who, or what he faces.

Developed by Nicolas Meyssonnier and published by Headup, this spooky 3D platform game asks you to control Jack the trickster. The spirit of this swindler has been trapped in a scarecrow’s body that has been adorned with the head of a pumpkin. This new facade doesn’t stop him from commanding the respect he deserves, though. Creatures listen to his silver tongue and monsters fall to his blade. All that Jack cares about is completing his quest for the Devil, and he will do it whatever the cost.

Bring it on.

Pumpkin Jack has a colourful story that relies on old-school mechanics.

For all its crazy and colourful presentation, Pumpkin Jack is simply a well-designed platform game. Relying on tried and tested mechanics, fans of the genre will find a comfortable title to play. Yet, for all its pure platforming gameplay, it borrows heavily from Hack ‘n’ Slash games, mainly the all-out button-mashing combat. This combination of styles makes for a fast-paced and odd story that works well together.

With harmony and content spreading over the realm of man, the Devil decides he’s seen enough. Happiness isn’t what he wants in the world; hatred, famine, war, and more are the tonic that appease. He sends demonic creatures to upset the balance, but the world’s greatest sorcerer repels these dark forces. With the Devil’s plan thwarted, he makes one last roll of the dice and makes a pact with Jack. Complete the Devil’s work, and his former indiscretions will be forgotten. Who could say no to that? Jack agrees to the task, and so begins his adventure.

A creepy graveyard, can it get any more spooky?

An owl, a cowardly crow, and Jack’s confidence.

The story is prevalent throughout, but it fades into insignificance quickly. You know what you must do. The only thing is to work out how to do it. This is where the owl guide comes to your aid. Sent to observe your actions, this bird of the night offers tips and guidance on each level. He makes sure that you stay on track and explains new mechanics as they arise. He’s there to offer a “helping wing” if need be. This owl isn’t the only feathered friend that flaps by your side. No, a cowardly crow joins the team. He may fear his own shadow, but he is key to ensuring you get to the sorcerer, and complete your goal.

Pumpkin Jack mixes standard 3D platform sections with mini-game style encounters. You will need to detach your head from your body to solve puzzles and unlock blocked paths. These smaller sub-stages ask you to work methodically and slowly. You will be expected to; move objects, jump gaps, and flick switches, to ensure that you can progress.

Other fast-paced moments involve; knocking down blockades, jumping gaps, and maintaining balance. This mix of approaches kept the action fresh, making sure that the levels never felt stale. With most of the platform/adventure moments leaning on the jumping and fighting mechanics, it could have gotten old quickly. Though it plateaus early on, it keeps your interest with witty dialogue, moderately challenging levels and a good variety in the stage bosses.

Catch this.

Pumpkin Jack looks great.

A Halloween themed platform game isn’t the most original idea, and it’s going to be full of clichéd images. Pumpkin Jack is guilty of hamming up its looks. Think of the first thing that springs to mind when you hear the word Halloween, and it’s almost certainly there. Sadly, it’s devoid of the classic “sexy cat”, but other than that, it’s full of classic images. Magical green flames, cobwebs, spooky creatures, and more. Each is portrayed with a dark and sinister tone that matches the theme perfectly.

The stage design was one area that struck me as particularly well done. Large flowing landscapes give the sense of vast spaces. Collectables hide in the strangest of places, forcing you to explore the well-designed world. The traversing of towers and climbing aboard soaring platforms allow you to look upon the land below from a birds-eye perspective. It was a nice touch that I never tired of.

It wouldn’t be a spooky themed game if it didn’t have a classic scary soundtrack. Pipes and bells rattle out a haunting tune in a minor tone. This slightly upbeat yet sinister melody plays throughout, capturing that ghastly holiday sound. This is accompanied by atmospheric howls from the surrounding creatures, and weird noises from the weapons you yield. It’s a strange combination, but it works well in portraying the theme.

No one messes with Pumpkin Jack.

The tutorial and owl are key.

A standard platform game is easy to pick up and play. The only complication is usually the failure in your abilities. Pumpkin Jack’s mixture of mechanics makes it tough to learn. This is where the short-lived, but well designed tutorial is key. Once you run through it, you’ll have a grasp of the fundamentals, but new mechanics are added. Therefore, you’ll rely heavily on the owl to help. The combination of the two makes this a straightforward game to play with an interesting and gentle learning curve.

I love it when developers make the collectables difficult to find. It makes all the hard work and grinding for achievements worth it. Red skulls are hidden on each stage, these act as currency to buy cosmetics, so if you wish Jack to look dapper, you’ll have to seek those skulls. Alongside them, you will discover a mystery item. These are both linked to the achievement list, so completionists will need to keep their eyes peeled. This has replay value if you want the 100% status, but other than that it’s a short one playthrough game.

Is Pumpkin Jack a platform classic?

I wouldn’t say that Pumpkin Jack will ever be regarded as a classic of the genre. Not that it’s poor! No, it simply lacks the originality of the leading titles and fails to capture your imagination like they do. I enjoyed my time with it, and I loved the stage design, style, and characters. Because of this, I recommend you buy it here! The Devil isn’t happy, people aren’t fighting and his plan to spoil the harmony is thwarted. Can you complete his quest and set Jack free?