Rebellion, the world-famous independent multimedia studio, is pleased to announce the soundtrack to acclaimed survival action game, Atomfall, is releasing on vinyl for the first time in collaboration with SPACELAB9, the collector-centric vinyl imprint revered for transforming cult media into tangible art. Experience the chilling aftermath of the Windscale nuclear disaster with the Atomfall: Original Game Soundtrack LP.
Pre-orders are now open for the limited-edition vinyl at SPACELAB9.com and select retail partners.
Exclusive colored vinyl variants are also coming soon to the Rebellion Shop—strictly limited, once they’re gone, they’re quarantined for good.
Packaged in a gatefold sleeve featuring bespoke game art, this limited-edition vinyl album brings the thrills of Atomfall to your turntable, capturing the sonic paranoia of Britain’s post-nuclear landscape in a format built for those who crave immersion beyond the screen.
Collector Highlights:
Exclusive colored vinyl variants, each curated for visual impact and thematic resonance
Housed in a gatefold sleeve featuring bespoke propaganda art and in-game iconography
Includes a printed insert with liner notes featuring behind-the-scenes commentary from Ben Fisher, Head of Design at Rebellion
Created by composer Graham Gatheral, Audio Director at Rebellion, each track pulses with electronic textures and unsettling rhythms to evoke the essence of abandoned villages, overgrown woods and hidden bunkers that litter Britain’s ravaged rural landscape. Blending sci-fi intensity with folk-horror suspense and Cold War paranoia, Gatheral’s pulse-pounding soundtrack takes you on a perilous journey through the Quarantine Zone. From the eerie stillness of “The Wyndham Way” to the chaotic urgency of “Containment Breach,” each track evokes a world where survival is uncertain, and silence is never safe.
Graham Gatheral, Audio Director at Rebellion Games, comments: “We’re so excited to bring theAtomfall original game soundtrack to vinyl. Drawing inspiration from classic BBC sci-fi and the shadow of 50s paranoia, this album captures the essence of Atomfall to create a soundscape that is eerily familiar yet completely alien. The music drifts from disquieting pastoral tones into a world fractured by autocratic automatons, unexplained possession and the pull of unearthly forces.”
Atomfall marks the first of several upcoming collaborations between SPACELAB9 and Rebellion. As part of SPACELAB9’s ongoing commitment to preserving iconic game scores on vinyl, Atomfall joins a catalog that includes Fallout®, Skyrim®, and The Witcher 3®. Each release is crafted with collectors in mind—from archival-quality audio to immersive packaging that extends the game’s universe beyond the screen.
Having surpassed an impressive 2.5 million players since its release on Marcy 27, 2025, Atomfall has received critical acclaim. The game earned Best Innovation at the 2025 NYX Game Awards and Best In‑Game Accessibility at Develop: Star Awards 2025.
As someone who’s been around Pandora and beyond since Borderlands 2 (which, let’s be honest, still wears the crown), I went back to the first Borderlands and played every entry in the series on release. Borderlands 4 feels like a breath of fresh air, it’s both a continuation and what I’d call a soft reboot, and it nails the balance between old-school charm and modern refinements.
The new cast of Vault Hunters
The four new Vault Hunters are one of the strongest rosters in the series. Each feels unique, versatile, and worth investing in. To be honest this time round I had the hardest time to decide on my starting Vault Hunter.
Vex – The Siren – Hybrid DPS / summoner: good at both solo (since you have minions helping) and co-op. The element switching + minions give room to adapt. If you like being somewhat versatile and not just a straight damage-dealer, Vex is strong. She is the least experienced Siren in the series and it shows with the sense of exploring her powers with her.
Rafa – The Exo-Soldier– Rafa is fast, versatile. Good for run-and-gun, switching between ranged & melee depending on situation. Probably the most straightforward for players who like aggression, speed, and switching modes. But easily my least favourite in terms of writing, Rafa’s dialog can become quite unbearable.
Amon – The ForgeKnight – Tank / front-liner, good in melee, durable. Lots of options to switch between doing damage and absorbing / mitigating it. Best for players who like being in the thick of fight, controlling space via shields / melee, protecting allies or forcing enemies to come to you. Potentially my favourite writing, his calming, strong voice really contradicts his completely out of pocket comments.
Harlow – The Gravitar – Crowd control specialist. She seems designed for dealing with groups, positioning, manipulating the battlefield, and supporting co-op allies (overshields, etc.). Probably less “brute force” than Amon, more about finesse, controlling space, and leveraging status effects / entanglement. Harlow is my starting Vault Hunter and I enjoyed every aspect of her arsenal and writing. wacky nerdy comments and abilities decimate the battlefield made me very happy with my choice.
The Writing
One of the biggest improvements with Borderlands 4 is just how much better the writing is. Where Borderlands 3 struggled with pacing and often leaned too hard into forced humor, this entry dials things back with a story that’s more serious, focused, and easy to follow. That doesn’t mean it’s humourless, there are still plenty of absurd characters, sharp one-liners, and wild scenarios. But the comedy now feels like seasoning rather than the whole dish.
That said, Borderlands 4 truly shines in its side quests. These aren’t throwaway errands or simple fetch missions; they’re often multi-part arcs with their own twists, memorable characters, and emotional payoffs. Some are laugh-out-loud funny, others surprisingly heartfelt, and a few even dip into darker tones. What’s great is how naturally these quests weave into the world, they don’t feel like distractions, they feel like essential pieces of the Kairos.
The character writing for NPCs and Vault Hunters alike has also improved. Each of the four Vault Hunters has a distinct personality and voice that come through in dialogue, making them feel more alive than ever with NPC’s actually reacting wiht unique dialog depending on who you’re playing with. Banter during missions, callbacks to series history, and interactions with quest-givers all help flesh out who they are beyond their skill trees.
The Gunplay
The gunplay continues to get better and better through out the series with weapons feeling punchy and impactful. Loot drops are far more rewarding this time around. Legendaries are harder to come by, which makes finally getting one feel meaningful again. Grinding bosses with friends actually feels like hunting for treasure instead of picking through piles of throwaway gear.
My favorite new addition is the gun parts mechanic. Each manufacturer’s parts can slot into weapons, creating absurdly fun combos. My personal highlight? A Jacobs base weapon rolling ricocheting explosive Torgue bullets that also apply Maliwan status effects. Builds like that keep the loot grind fresh and addicting. It also means that perfect blue SMG can be far better than a Legendary one.
I played mostly solo but jumped into co-op with friends on PC, and crossplay was smooth overall. Frame drops happened when we all went full “Michael Bay” with explosion-heavy builds, but it never became unplayable. A few crashes popped up, though in fairness, some of that felt like the game struggling to keep up with us pushing it to extremes.
My Conclusion
Borderlands 4 isn’t just a return to form, it feels like the natural evolution of the series. A solid story, best-in-class side quests, rewarding loot, and some of the most creative Vault Hunter designs yet make this entry stand tall. It manages to respect the chaotic fun that defined the earlier games while laying down a stronger, more focused foundation for the future.
For long time fans like me, this is the Borderlands we’ve been waiting for since 2.
Hasbro Pulse is celebrating Transformers Day with a powerful lineup of Studio Seriesreveals that bring together icons from across the Transformers movie universe and the Transformers One animated film. From classic G1 nostalgia to modern cinematic showdowns, these new launches are ready to roll out into fan collections worldwide.
Here we take a closer look at Transformers Age of the Primes Titan Class The Thirteen Star Optimus Prime.
Unite your favourite characters from across the world of Transformers robots into your collection with the Transformers Age of the Primes Titan Class Star Optimus Prime action figure!
This 38 cm The Thirteen Star Optimus Prime action figure features 3-in-1 conversion between robot, truck, and battle station modes.
Includes Micromaster Autobot Hot Rod figure, MT-13 Microtrailer, tread unit, cannon blaster, shoulder blasters, ammo clip, swivel turret that becomes a blaster, Zodiac orb, and blast effects accessories.
The Thirteen Star Optimus Prime figure is inspired by the Transformers universe and features articulated head, arms, and legs for awesome action poses. Transformers: Age of the Primes opens up the world of the Primes, the very first bots in Transformers mythology, a pantheon of Thirteen beings, each with a unique ability and personality. Collect different characters to create your ideal Age of the Primes lineup.
Transformers Age of the Primes Titan Class The Thirteen Star Optimus Prime is available now priced around £159.99 and much more is available now on Hasbro Pulse. These would make awesome Christmas presents for the Transformers fan in your family!
Hasbro Pulse have created a song around this year’s theme of “Activate your Alt Mode” which you can listen to on Spotify or iTunes.
Hasbro Pulse is celebrating Transformers Day with a powerful lineup of Studio Seriesreveals that bring together icons from across the Transformers movie universe and the Transformers One animated film. From classic G1 nostalgia to modern cinematic showdowns, these new launches are ready to roll out into fan collections worldwide.
Here we take a closer look at Transformers Age of the Primes Deluxe Class The Thirteen Alchemist Prime.
Unite your favourite characters from across the world of Transformers robots into your collection with the Transformers Age of the Primes Deluxe Class The Thirteen Alchemist Prime action figure!
This 5.5-inch The Thirteen Alchemist Prime action figure converts between robot and Cybertronian armored car modes in 17 steps. Includes a 2-piece Lenses Artifact accessory.
The Thirteen Alchemist Prime figure is inspired by the character from the Transformers universe and features articulated head, arms, and legs for awesome action poses. Transformers: Age of the Primes opens up the world of the Primes, the very first bots in Transformers mythology, a pantheon of Thirteen beings, each with a unique ability and personality.
Every battle, every bot, and every power in the Transformers universe can be traced back to one of The Thirteen. Collect and combine different characters to create your ideal Age of the Primes lineup.
Transformers Age of the Primes Deluxe Class The Thirteen Alchemist Prime is available now priced around £24.99 and much more is available now on Hasbro Pulse. These would make awesome Christmas presents for the Transformers fan in your family!
Hasbro Pulse have created a song around this year’s theme of “Activate your Alt Mode” which you can listen to on Spotify or iTunes.
Hasbro Pulse is celebrating Transformers Day with a powerful lineup of Studio Seriesreveals that bring together icons from across the Transformers movie universe and the Transformers One animated film. From classic G1 nostalgia to modern cinematic showdowns, these new launches are ready to roll out into fan collections worldwide.
Here we take a closer look at Transformers Age of the Primes Voyager Class The Thirteen Prima Prime.
Unite your favourite characters from across the world of Transformers robots into your collection with the Transformers Age of the Primes Voyager Class The Thirteen Prima Prime action figure!
This 17.5 cm The Thirteen Prima Prime action figure converts between robot and Cybertronian truck modes in 20 steps. Includes Star Saber Sword and Matrix of Leadership accessories.
The Thirteen Prima Prime figure is inspired by the character from the Transformers universe and features articulated head, arms, and legs for awesome action poses. Transformers: Age of the Primes opens up the world of the Primes, the very first bots in T
ransformers mythology, a pantheon of Thirteen beings, each with a unique ability and personality. Every battle, every bot, and every power in the Transformers universe can be traced back to one of The Thirteen. Collect and combine different characters to create your ideal Age of the Primes lineup.
Transformers Age of the Primes Voyager Class The Thirteen Prima Prime is available now priced around £34.99 and much more is available now on Hasbro Pulse. These would make awesome Christmas presents for the Transformers fan in your family!
Hasbro Pulse have created a song around this year’s theme of “Activate your Alt Mode” which you can listen to on Spotify or iTunes.
Hasbro Pulse is celebrating Transformers Day with a powerful lineup of Studio Seriesreveals that bring together icons from across the Transformers movie universe and the Transformers One animated film. From classic G1 nostalgia to modern cinematic showdowns, these new launches are ready to roll out into fan collections worldwide.
Here we take a closer look at Transformers Age of the Primes Deluxe Class The Thirteen Solus Prime.
Unite your favourite characters from across the world of Transformers robots into your collection with the Transformers Age of the Primes Deluxe Class The Thirteen Solus Prime action figure!
This 14 cm The Thirteen Solus Prime action figure converts between robot and Cybertronian armoured car modes in 28 steps. Includes a Forge of Solus Prime Artifact hammer accessory that attaches to the figure.
The Thirteen Solus Prime figure is inspired by the character from the Transformers universe and features articulated head, arms and legs for amazing action poses. Transformers: Age of the Primes opens up the world of the Primes, the very first bots in Transformers mythology, a pantheon of Thirteen beings, each with a unique ability and personality.
Every battle, every bot and every power in the Transformers universe can be traced back to one of The Thirteen. Collect and combine different Transformers figures to create your ideal Age of the Primes line-up.
Transformers Age of the Primes Deluxe Class The Thirteen Solus Prime is available now priced around £24.99 and much more is available now on Hasbro Pulse. These would make awesome Christmas presents for the Transformers fan in your family!
Hasbro Pulse have created a song around this year’s theme of “Activate your Alt Mode” which you can listen to on Spotify or iTunes.
Mario Kart has long reigned supreme in the kart racing world but now a challenger appears in the form of Sonic Racing: CrossWorlds. Can this Sonic spin off make some waves in this genre? Or does it come crashing off the track?
Chaotic Addictive, CrossWorld Racing
The Sonic franchise has tried multiple times to get into the racing genre, with All Stars Racing being the most recent attempt to break Nintendo’s stranglehold on the genre. These attempts have been mixed, to say the least, but now, as Sega try to break the mould with Sonic Racing: CrossWorlds, they have decided imitation is the best form of flattery. This game takes a lot of what Mario Kart does best but brings it back to the roots of kart racing, with superb results. The newest trailer for the game doesn’t even try to hide the fact they are aiming to recreate Mario Kart’s success and boy, have they ever! Sonic Racing: CrossWorlds is a fantastic fun thrill ride of a racing game with a vast amount of content at launch.
With the release of Mario Kart World, CrossWorlds acts as the perfect alternative option if you are seeking a pure kart racing experience. The game launches with a grand prix mode, a race park mode and time trial mode alongside online and private multiplayer modes. The grand prix mode serves as your main campaign, so to speak, although there is absolutely no story there whatsoever. However, you’re not here for that, you’re here to race. With over 24 four tracks spread across the eight grand prix there is more than enough to tickle your fancy. The main selling point of this game is the implementation of multiple tracks in the same race and this is achieved to perfection. It is an absolute joy at the finish line to see the portal illuminate the screen, transporting you into another world.
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The time trial mode serves as a personal test, as you try to master each track. This is as addictive as it is frustrating, as you desperately try to eke out as much speed from your vehicle as you can. The racing park mode is also a great addition, allowing you to play against any of the 23 racers that are available at launch. These park modes range from team based coin collecting games to extreme rules modes where all the worst power ups are available and then some. What makes these modes so unique is the ability to select a rival and challenge them. Whether you want to challenge Sonic, Shadow or Dr Eggman himself, this adds a new layer of personal challenge with players, which I found totally and utterly addictive. At the time of this review, I had only managed to find a few online games but these were an absolute blast and I suspect upon launch, the online modes will be vastly populated. It’s also wonderful to see that crossplay is available across all platforms immediately upon launch.
Overall, whilst there is no story on offer here, most players aren’t playing this game for that; they’re playing for the tracks, the tournaments and the races themselves and I am so happy to say that Sonic Racing: CrossWorlds has delivered. It comes with a huge amount of content at launch, with even more promised in the from of post launch content and crossover characters like SpongeBob and Joker from Persona.
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Imitation yet Innovation
If you have ever played a kart racing game, you’ll feel right at home here. There are all the usual gimmicks here on display: drift around corners to accumulate boost, collect power ups to attack enemies and all the usual boost pads and jump sections are also here. Collecting coins and gaining a hundred of them gives you a speed boost. You’re probably reading this thinking this is exactly like your bog standard kart game and it is, but it feels so fluid and wonderful. Racing around the tracks feels so immersive and exhilarating. Performing tricks during massive jumps is so addictive. Punching through the portal into a brand new world for a new lap feels truly breath taking.
This is all taken to another level with the difficulty options included at launch. Driving the difficulty up to Super Sonic Speed is a true challenge and made me end up with some true white knuckle moments. Throwing projectiles and using abilities feels as satisfying as ever. There are some great visual indicators regarding boost, speed and incoming threats as well. The one complaint I have towards the base gameplay loop is the unforgiving nature of the coin system. Ever so slightly bumping a tight bend or corner, or even grazing the paint of another racer results in coins lost and whilst the coins are handed out a plenty, it’s still vastly frustrating. The lack of a true tutorial and too few accessibility options is a big disappointment but hopefully the latter can be addressed in post launch content.
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Suprising Developments
I expected a lot of the same when it came to Sonic Racing: CrossWorlds but there were some additions that blew me away. The kart customisation is the best on offer in kart racing games. Period. The system is so much deeper and more complex than I anticipated. There are literally hundreds of different machine parts which affect speed, boosting, power and handling on offer. Some are specific to each category, which makes picking the right kart a thought provoking challenge. Thankfully, unlike previous Sonic racing titles, characters are not locked to one specific type of kart. I have spent hours trying to craft and create the ultimate racing machine – never did I expect this game to have such a wonderful customisation system!
Similarly, the gadget system is simply phenomenal. When first playing the game you start with only a few gadget spots available but by completing tournaments and winning races, you can upgrade your gadget plate to allow up to six different gadgets. These gadgets range from attribute boosts, to specific power increases or coin boost upgrades. There are a vast amount of gadgets for you to choose from and it’s so much fun experimenting with different upgrades to see how they help or hinder you on the track. For what most people may view as a basic kart racing game, the surprising amount of depth on display is great to see.
Gorgeous But At A Cost
Sonic Racing: CrossWorlds is a gorgeous looking game but it hurts the gameplay to some extent. Every world is vibrant and colourful and drop dead beautiful, from a dinosaur inhabited world to a pirate themed world. The different areas exploding onto your screen when you punch through a portal are something to behold and I could watch them all day. The lighting and the colour pallets in each world are wonderfully varied and mixed. It would also be remiss of me to not mention the water effects on some of the tracks which look stunning. The problem with some of the visuals, however, lies in the tracks themselves. As some tracks are so chaotic with colour and detail, it actively harms the racing experience. It can be far too distracting, resulting in a power up hitting you that you had no idea was coming. It’s a minor gripe but one that can sour the experience on some tracks. That being said, this is still a beautiful looking game, with every character looking phenomenal and dripping in detail. The Halloween track needs to be experienced with as little as knowledge about it as possible; it’s just mesmerizing.
Unfortunately, the sound design and soundtrack end up being a real mixed bag. The sound design is solid enough without ever standing out above the crowd. It’s robust and does its job, with power ups booming in and out of ear shot, engines roaring and boosts igniting. The real problem lies with the soundtrack. The main theme, ‘Cross The Worlds’ composed by Takahiro Kai is good enough as the main theme but it never really hit the heights I wanted. It sounds and feels relatively generic, whilst some of the track music is so monotonous it’s hard to remember much of it. It’s a disappointing effort that hopefully can be remedied with further tracks and songs being added to the game.
Verdict
When Mario Kart World decided to go in the direction it chose, Sega must have been rubbing their hands together. Sonic Racing: CrossWorlds is your quintessential kart racing game with great content and a unique and interesting gimmick in the form of the CrossWorlds. What appears to be a very simple kart racing game has far more depth and difficulty than meets the eye, with a plethora of modes, tracks, racers and upgrades. Granted, there are some minor gripes with the tracks sometimes feeling overwhelming, and some punishingly unfair moments. Still, if you are looking for a classic kart racing game with fun mechanics and great online and local co-op gameplay, then this is for you! Sonic is back and with a bang!
I love a franchise-specific product. For example, I’ve recently looked at the Borderlands 4, Ripper glasses. The Signature level glasses were comfortable, stylish, and oozed franchise-inspired elements. Today, I’m focusing my attention on the Epic performance level Fallout Vault 33 glasses.
A stylish option that won’t appeal to everyone. However, if you love steampunk and aggressive angular design, these will be right up your street! The gunmetal finish and slim frame are attractive. Moreover, the patented lens technology delivers game-changing benefits.
Improved reactions, reduced fatigue, and increased productivity are some of the benefits. On top of this, you’ll enjoy fewer technology-related headaches as dry and itchy eyes become yesterday’s problem.
What’s in the box of the Fallout Vault 33 glasses?
The packaging is understated but recyclable.
The Fallout Vault 33 glasses will drive franchise fans crazy. Easter eggs and a striking style await investors.
The hard metal case is secure and the perfect tool for Fallout lovers.
A soft case and microfiber cloth are provided.
Technical aspects.
GUNNAR has 3 performance levels: Signature, Epic, and Legendary. The Fallout Vault 33 glasses sit smack bang in the middle. The result is improved building materials and a smudge-resistant layer for your amber, clear, or sunglass lens. If you opt for the amber choice, you’ll have 100% UV and 65% blue light protection: the sunglasses deliver 90% blue light and the clear version 35%.
Alongside this, you can order prescription lenses at checkout. -5 to +5 can be ordered as standard. No matter which one you select, you’ll enjoy an oleophobic coating. This helps reduce glare and unwanted smudge marks.
Health benefits.
Though I adore the unusual style and the incredible accessories, it is the health benefits that appeal to me most. Reducing fatigue headaches when slogging away at my computer appeals. No matter if you are stuck to your phone, TV, monitor, or tablet, the Fallout Vault 33 glasses will improve your work and gaming lifestyle.
The patented lenses prevent your eyes from drying out. Additionally, every blocked blue light ray improves your fatigue levels. The outcome is a refreshed worker who can comfortably work for longer. Alternatively, you’ll feel sharper as you tackle global players in your favourite FPS.
Build quality.
Durable hinges, advanced polycarbonate lenses, and integrated hybrid frame materials make this product stand out. Moreover, the interesting design, pleasant colourway, and amazing accessories will impress. The hard and soft cases capture the image of the game perfectly. Additionally, the microfiber cloth is a collector’s piece in its own right.
The retro-futuristic square frames may not be everyone’s cup of tea. However, lovers of this style will rock the look with ease. Everything about this pair of glasses is impressive! The accessories are colourful and fun, and the glasses are strong, comfortable, and perfect if you have a distinct style.
Are the Fallout Vault 33 glasses worth it?
GUNNAR creates eye-catching and memorable products every year. However, this is one of my favourites. I love the retro design and the gunmetal finish. Additionally, the accessories are amazing. If you then consider the impressive health and performance benefits, you’d be silly not to invest!
DUCK: Dangerous Ultimate Cartridge Kidnapper has a glorious retro edge. Furthermore, it is devilishly naughty as each game is designed to test and trick you. However, it is badly flawed as you cannot surpass the second chapter. Sadly, this leaves you frustrated and missing around 80% of the games.
This mini-game title was developed by Duck Team and published by Valkyrie Interactive LLP. It is both a single-player and a couch cooperative title. I didn’t test the latter option, but I imagine it would be fantastic if the game weren’t broken.
DUCK: Dangerous Ultimate Cartridge Kidnapper tells a silly story.
Discovering a mystery game will entice any hardcore gamer to become giddy. This is exactly what happens when a duck finds a 100-in-1 gaming cartridge. Unfortunately, it is a trick by an evil spirit, and the duck must complete every game to escape the curse.
Sadly, my duck never found freedom as the game continually crashed. A 3D maze where keys must be found caused the action to hang and crash to the dashboard. This was infuriating as I lost my progress, cool, and desire to keep playing.
It was great when it worked.
When it works, DUCK: Dangerous Ultimate Cartridge Kidnapper is fantastic. The mini-games are silly and enjoyable. Moreover, they are challenging and will make you bite your lip in rage. You’ll test your reactions and button-bashing ways. Moreover, games of luck and memory will push you all the way.
The approach is delightfully basic, lending it an old-school edge. Though it won’t win awards for depth, I liked the NES-style action.
DUCK: Dangerous Ultimate Cartridge Kidnapper is rough around the edges.
Retro games have vibrant colours and ugly graphics. DUCK: Dangerous Ultimate Cartridge Kidnapper delivers this and much more. The cutscenes are amusing, and the handheld console framing gives off nostalgic vibes. Although it is dated by design, the animation is smooth, and it was great to watch.
The audio is loud, uncomfortable, and brilliantly synth. It captures every retro element, and I applaud the developer for their soundtrack and sound effects. However, it is a shame that they didn’t focus on getting the game right in the first place.
Clear controls.
Every mini-game requires a different control setup. Luckily, a clear tutorial and the option to practice are available. This helps you master each silly game.
Due to bugs and crashing, replay value and longevity are nonexistent. If they iron out the problems, this game could reach cult status. Sadly, that won’t happen!
DUCK: Dangerous Ultimate Cartridge Kidnapper should be avoided.
The odd bug can be forgiven, but game-breaking issues can not. Crashing to the dashboard is unforgivable, and this should never have made it to market. Accordingly, it should be avoided at all costs. However, if you want more information, it can be found here!
After the resounding success of Indiana Jones And The Great Circle, Indy returns in a new adventure entitled The Order Of Giants. Does this DLC deliver another classic Indy story? Or are you left wanting to play the main game all over again?
Gotta Get Those Giants
If you are familiar with my review for Indiana Jones And The Great Circle, you’ll know that I am a huge fan of the series and a huge fan of the game. I truly believe the base game is one of the greatest games ever made. So when Bethesda and Machine Games announced a story expansion pack, my excitement could not be contained. Thankfully, my faith in the developers, to continue the success of the game, has been rewarded. The Order Of Giants is absolutely phenomenal. This downloadable content brings everything that made The Great Circle so memorable, whilst innovating and making some refreshingly new cinematic moments.
The Order Of Giants takes place in the Vatican City portion of the game, which if you’ve played, you will know is towards the start of the game. Now, with the DLC, Indy can encounter Father Orlando Ricci, a young scholar who is searching for a legendary figure known as The Nameless Crusader. Ricci has been barred from entering the palace built by Pope Paul IV, due to his obsession with the legend and believing a secret chamber lies beneath the palace. If you know Indiana Jones, this is more than enough to tickle his fancy and interest. But Indy isn’t the only one searching for this legendary figure, as a secret organisation seeks to keep Indy and others from discovering the truth.
From here, this story takes you through hidden chambers, sewers, crypts and the main location of the DLC – Rome. The final climactic area, which I won’t reveal, is a breath-taking arena which is something truly to behold. If you are looking for more of a classic Indiana Jones tale, this is your game. The Order Of Giants packs mystery, action and some real thought provoking puzzles. My one and only gripe about this story content is that there’s not enough! It can take a player around four hours or less to complete. I just hope this isn’t the end of Machine Games telling Indy stories!
Why Change Perfection?
If you have played The Great Circle (You will have to have completed up to a certain point to access this content) then this once again is more of the same when it comes to gameplay and combat. From a first person perspective, The Order Of Giants blends action, stealth, platforming and puzzles to complete and utter perfection. Indy will punch, whip and shoot his way through enemies, whether it’s bursting straight into a fight or sneaking and eliminating enemies methodically. The level of freedom you are given in both the base game and this content is staggering and really makes you feel like you are in control. And yes, you can still pick up and quite literally smash an enemy over the head with anything Indy can get his hands on!
Whilst gameplay and combat have remained their perfect same, the puzzles have managed to achieve something I thought impossible – they’re even better! There are a total of six major puzzles that players will have to solve in this additional content and they are real mind benders. The puzzles are so intrinsically tied to the overarching plot of this tale that it really makes every move you make feel so impactful. Some of these puzzles will take some players a long time to solve, so this is a real step up in difficulty from the base game, which for me, is fantastic. My personal favourite revolves around a ball on fire that you have to navigate through a maze! The platforming remains as strong as ever and has been woven into more of the puzzles, making for even more jaw dropping moments! And of course, there are many notes to find and photos to capture. Gameplay and combat in The Order Of Giants have been crafted to perfection.
Rome, In All Its Glory
Once again, Machine Games have made one hell of a gorgeous game. The new added locations drip head to toe in stunning realistic detail, with of course Rome the true highlight. Even though most of the story takes place underneath Rome, every location feels as iconic as the next. I waxed lyrical about the lighting in the base game and once again I am here to tell you that it’s the best lighting in the industry. Clicking Indy’s lighter in a darkened crypt, hidden chamber or corridor to illuminate the area is something truly to behold. Magical at times. The new characters added look as good as Indy himself and the facial animations are once again industry leading. The snake puzzle is a true highlight of visual fidelity, detail and depth. Machine Games are firmly at the forefront of visual presentation.
Similarly, the sound design and score are back with a bang. Every punch, whip crack and shot fired sound exactly like they do in the films, making you genuinely feel like Indiana. Everything sounds fantastic, from the puzzle doors unlocking, to the climactic fight at the end of the story. All of the characters are once again voiced to perfection, with the new additions perfectly complementing Troy Baker’s performance as Indy. Finally, the soundtrack, composed by Gordy Haab, returns with all its glory, whilst also providing some great new additions. A real tour de force in audio presentation.
Verdict
Simply put, Indiana Jones And The Great Circle: The Order Of Giants continues the original game’s perfection with another brilliant story of mystery, action and comedic moments along the way. New and fantastic thought provoking puzzles, coupled with perfect combat and platforming, make this additional story content a must play. I just wish it wasn’t as short as it ended up being. Indiana Jones has never been this good. Bethesda and Machine Games, I eagerly await/pray for a sequel to this magnificent game! Play it!
It sets an uncomfortable tone when a game’s first screen is dedicated to trophy unlock FAQ because the developers wish to address community feedback. But hey, that’s indie development; not every team is going to have the same resources, and communicating with the audience is appreciated, so you click X to continue anyway.
Only the game doesn’t proceed.
So you hit it again. Same result. You press again, and again, and again. No luck. Fiddling with the sticks? No dice. Other buttons. Nope. Waiting a bit longer? Nothing. All the while there’s an animated loading icon in the bottom right corner, but the game never deigns to let you enter.
Given your limited options, you decide to close the game. Enter again, and you’re met with the same issue. You press buttons, wiggle sticks, but once again, you can’t actually play.
At this point, you’re mildly amused, so you pull out the stopwatch on your phone, wondering if you just have to wait it out. It might be loading? Maybe? A hidden install perhaps?
You stop it after ten minutes. There are limits to your morbid curiosity.
Exit again. Enter again. Voilà! The main menu pops up. Now you can play.
Not the most auspicious of starts for God of Weapons, developed by Archmage, a small outfit from Vietnam. Once inside, you’ll be met with a familiar roguelike gameplay loop; choose from a variety of playable heroes (each with their own stat discrepancies) and ascend the tower of Zhor, massacring enemies on each level.
The titular weapons prove to be the most interesting part of the experience. After clearing a floor of the tower, you’ll be able to spend any money earned on swords, crossbows, magic staffs, and more, adding to your arsenal. The amount you’re able to carry is limited by your inventory space though, forcing you to rearrange items or potentially leave them behind.
Thankfully, you’re granted additional carrying capacity each time you level up, allowing you more flexibility within your character build. You can also fuse multiple of the same weapon into one stronger version, and the placement of items within your inventory may activate bonus effects. This micromanagement scratches the same itch as Resident Evil 4’s iconic briefcase, taking a beloved mechanic and attaching it with meaningful gameplay effects so as to encourage experimentation. It’s great fun, and I found myself spending way too much time fiddling with the inventory in the hopes of squeezing just a few more items in.
Outside of arsenal tetris, God of Weapons stumbles quite a bit. Much like Achilles: Survivor, your character autoattacks, meaning actual minute-to-minute gameplay involves simply moving around the arena and executing a dodge if need be. It’s not very engaging, and it feels like the developers could have found more ways for players to influence the actual dungeon-crawling. Each tower floor is completed after surviving for a minute or so, meaning you’ll quickly be thrown back into the significantly more stimulating inventory management, though it’s disappointing that I’m so eager to escape direct control of my character.
Resources acquired from runs can be used to buy access to more weapons, adding them to the pool you can purchase during your runs. These enhanced items will allow you to conquer harder difficulties, which come replete with fiercer enemies and bosses. Completing objectives grants you new characters to choose from, which can help tailor your run strategy to a certain playstyle. Archmage should be commended for having such a wealth of unlockables, and it certainly kept me coming back despite my other misgivings.
God of Weapons is a bipolar experience. On one end, you have a fantastic inventory management system that asks you to make tough decisions while building out your character’s kit. On the other, you have lackluster gameplay that’s only exciting if you enjoy watching damage numbers grow larger. These ideas fail to coalesce into a singular vision, ultimately making the project feel like a missed opportunity.
Katanaut, unintentionally, pulled the rug out from under me. I try not to read game descriptions when reviewing, so when I was dumped into a space station with a Kasa hat and a katana, I assumed we were in for a one-hit-kill die-and-retry sort of experience. But when I did die, I spawned right back at the start of the space station with everything reset. I was struck by an unexpected roguelike. This was tough to swallow as I’m in the midst of what the doctors call ‘Roguelike Saturation’.
So, for a roguelike (or lite in this case) to break through that, it needs a strong enough spice to cut through the repetition and keep me moving forwards. Katanaut‘s spice is undeniably its sense of style. Its world is a mixture of bright, futuristic interiors and horrific, mutated remnants of humanity. Blood and gore twinkling in the neon. Style can only do so much, mind you, but it has some good gameplay notes and interesting designs throughout, even if there’s definite clunkiness in the mechanics.
U.S.S Horrible Monstrosity
Katanaut‘s opening plot is a tale as old as time. Our behatted protagonist, Naut, is sent with a couple of friends to explore a giant space station, and figure out why it’s doing nothing but floating around making snarling noises. Given that they’re bringing multiple swords, guns and psychic powers, Naut & Co. clearly aren’t expecting a friendly reception. Sure enough, the station is full of mutated humanoid monsters, who have become stuffed full of tentacles or have burst outward into aggressive tumours. All around, not a particularly fun place to be.
The first thing that leapt out at me was the general design of things, which is generally great. These ripped apart remnants of human beings come in quite an impressive amount of flavours. By which I mean, enemy variation is good. Each enemy generally has their own attack patterns, and are immediately identifiable. If it’s a space suit held together by long tentacles, it’ll erupt into a little parasite fella, for instance. Map design is nice too. Space stations are quite often just dull, grey shapes. Katanaut works hard to liven things up, like the greenery in the garden level or the neon in the commercial zone.
Combat-wise, you have two main tools in your arsenal: your sword and your gun. Guns use ammo, unsurprisingly, but you get ammo back with katana strikes. This is a great idea as it encourages getting in close and slashing, then dodging back and blasting anything still standing. It keeps the pace nice and high. Weapons can be upgraded as you go, and you get a choice of skills each run to keep things fresh. There are a fair few combinations. I had a weakness for drones, so that I could keep up constant damage while I was dodge-rolling everywhere.
Loop-De-Loop
Unfortunately, I think Katanaut‘s swordplay lets the side down somewhat. It just doesn’t feel great. Enemies barely react to sword strikes, so it feels like we’re just wiping our katana against them. Sometimes the sword just straight up doesn’t hit them, too. Guns feel significantly better, especially the shotguns. When I’m in a throng of melee enemies though, the power of the katana gets lost. What doesn’t help is that one of the basic swords can effortlessly parry most blows just through its standard attack. So the best strategy is to jump straight into an enemy and mash the attack button until everything is dead.
Stamina dints that a little bit, as once that’s out you can’t swing anymore. But that strategy carried me through both my successful runs. It doesn’t help the repetition factor of Katanaut. A factor that’s the Sword of Damocles above roguelites. What also doesn’t help is that Katanaut only has limited changes between runs. Unless I missed something (which is very possible), it was all the same biomes and bosses each run. As most of my deaths were against the bosses, this meant that every run began with some near identical busy work until I could have another crack at the boss.
Still, the bosses carry on the great design. The first boss is a disgusting amalgamation of viscera that howls and swipes at you, while summoning long-ranged portals. Half of them are also weak to parrying, but the designs are nice. It also has lovely dribs and drabs of world-building around the place, and there’s a definite sense that Naut is being consumed by something otherworldly. I do find it frustrating that the resolution of the plot is contained behind different difficulty levels, though. Higher difficulties mostly just add new effects to existing levels. There are new monster designs, which is something, even if the bosses are the same.
Katanaut – Stylish, If Clunky
What I did like about Katanaut was the amount of NPCs you’ll randomly bump into. They all give cryptic little dialogue messages. At one point, Naut would start randomly slaughtering these NPCs. The friends he came here with start talking about him like he’s becoming someone – or something – else. It’s these little titbits that kept me coming back, though the sharp increases in difficulty likely mean I won’t experience them all. Katanaut has a great sense of style, and that spreads to the world that it’s building around its protagonist.
I won’t lie, the body horror helped too. I’ve been on record before saying that I love it. It’s like we’re playing through some alternate universe The Thing where everything looks sort of human but also really, really not. It’s just a shame that the melee combat feels so clunky, and that it falls prey to repetition. On a final note, I found it interesting that Katanaut was published by Acclaim Entertainment, Inc. A publisher that went bust in the early 2000s after a string of weird marketing stunts, now revived.
I guess we should be thankful that they didn’t offer a copy of the game to anyone who’d volunteer to play host to a weird, alien tentacle parasite.
I’m not a stranger to KiiBOOM products. I love the style, build quality, and impressive game-changing tech. However, something I don’t think about too much is the switches I am sent. Yes, actuation distance, responsiveness, and comfort are key to any review, but I’m usually happy with the preinstalled but hot-swappable options. This review flips my thinking as I was sent not 1, but 2 KiiBOOM switch sets to look at.
Though each set has unique attributes, I am going to look at both in this article . The first set is the Strawberry Jello set. The second set is the Flick switch set. Both are 5-pin pre-lubed products and can be used in any hot-swappable keyboard. Moreover, they are easy to handle and fitting them requires no soldering and little DIY knowledge. Consequently, they are the perfect option if you wish to transform your peripheral with little effort.
Why pick the KiiBOOM switch sets?
The Strawberry Jello set is available for $19.99 and has an impressive 50 million input guarantee. This is unbelievably good and will outlast most gamers needs. On top of this, they are a mechanical switch that is compatible with MX keycaps. This versatility is ideal if you don’t wish to change your familiar typing layout.
The pre-lubed switches deliver impressive fluidity for a high-end experience. Furthermore, I loved the clean and smooth movement and the polished acoustic control. These mechanical switches have a delightful soundscape that’ll appeal to retro gamers and office workers.
A slender actuation distance and responsive inputs are a must if you are a gamer. Alternatively, if you work for extended periods, you will not want heavy keystrokes affecting your work. Luckily, this KiiBOOM switch set has 40±5gf actuation force and 3.6±0.4mm total travel distance. Therefore, you enjoy high accuracy and pleasant feedback when using these switches.
Flick switch set.
The Flick switch set is available for $14.99. This pre-lubed linear mechanical set is the ideal option if you want to reduce cost without compromising on style and performance. They offer a 50 million input guarantee, and they are built to last. The 5-pin design is compatible with many major brands and can be incorporated with no soldering and little technical know-how.
Typing and gaming are a pleasure thanks to the smooth and consistent actuation distance. 45±15gf of actuation force is slightly higher than the other set, but the difference is minimal. This relatively light keystroke is ideal for marathon gaming sessions and lengthy office days. Moreover, the 3.6±0.2mm total travel distance delivers a deft touch for responsive movement when playing your favourite games.
Build quality.
Durability and high-end products ensure that the KiiBOOM switch sets are built to last. No matter which you select, you will not be disappointed. High-grade materials and a pre-lubed design help to reduce maintenance and wear and tear. The outcome is hassle-free gaming and typing for the life of the product.
Are the KiiBOOM switch sets worth it?
KiiBOOM delivers incredible switches with every product they sell. However, maybe you like the keyboard design but dislike the preinstalled switches. Thankfully, this is where the KiiBOOM switch sets come into play. You can customise your keyboard to your liking without worrying about soldering or technical know-how. This user-friendly approach is great and something that I appreciated. Furthermore, I love the durable design and smooth, responsive nature of each switch. Accordingly, I recommend buying the Strawberry Jello sethere, and the Flick switch sethere!
Based on R.L. Stine’s book series, Goosebumps: Terror in Little Creek is a puzzle-horror game where you must find out the mysteries pertaining to the small town of Little Creek. You take the role of Sloane, a curious teenager who goes out her way to solve the town’s mystery with her friends. A perfect setup for a spooky adventure that involves the mischief of monsters and magic.
Premise
As previously mentioned, you investigate the town of Little Creek as Sloane with her friends Harvey, Lydia, and Lizzy. Upon investigating the town, the gang sneaks into their local library. There they learn a group called the Monster Society are involved with the strange occurrences in the town. After Sloane goes to the basement of the library, she finds an ancient spellbook. This spellbook is one of your primary tools for puzzle-solving. As Sloane figures out the spellbook, her friends split up to the museum and theater. These two locations are the one of the most important in the game as they house two of this game’s major monsters. Those being the Masked Phantom from the theater and an ancient Mummy from the museum. As you progress through the game, you’ll find different spell patterns to unlock more areas of the town and defeat the major monsters.
Gameplay
With an introduction to the game out of the way, let’s talk about the gameplay. The gameplay is mostly puzzle-solving and stealth. Early on, you have access to a slingshot with different ammo types. It’s mainly used in puzzle-solving scenarios and dealing with enemies. My problem with the slingshot coincides with the game’s implemented stealth sections. If I had to sneak around an enemy in order to obtain an item, I could simply run past it and easily shoot it down with the slingshot. It felt like there was no threat at all from any of the basic enemies. The only ones that actually provided any semblance of challenge were the major monsters (Note: They are also unkillable, so your only choice is to avoid them). And of the various ammo types, some of them felt like they didn’t work half the time. For example, the noisemaker ammo is meant to draw a monster’s attention to where it was shot at. From the many attempts I’ve made using this ammo, the monsters would usually run towards my character instead of the spot I shot at.
I am aware that some of my criticisms of the game stem from it being too simple, but I am also aware that this game is targeted towards a younger audience. The puzzles weren’t complex, but I can see a kid stopping to think about what they need to do for them. I reached the end of the game at about 4 and half hours and was neither satisfied nor disappointed with my experience. It was exactly what I expected it to be, so I had no expectations of this game really engaging me. Of the few things I found nice about this game is that it did capture the experience of going through a Goosebumps story. The protagonists are kids to young teens who get caught up in the supernatural occurrences in their hometown. Not to mention that the unsettling nature of these stories is that monsters are in fact real and can be dangers to these kids.
Conclusion
Overall, Goosebumps Terror in Little Creek was pretty lackluster. Looking at the devs and publishers of the game, it kind of checks out that this game turned out this way. The developers PHL Collective and the publisher GameMill Entertainment are known for putting out low quality licensed kids games. Not to mention the pricing for Goosebumps, in my opinion, is not worth $40 USD for how short and barebones the experience was. On top of that, the game also has a $15 USD DLC pack that seems to only provide cosmetics, a 3D model viewer, and a concept art viewer. I can only recommend getting this game on a heavily discounted sale if you’re interested. Otherwise, I wouldn’t recommend this game, even if you wanted to buy it for your kids.