Review: Shady Part of Me

No matter how alone you are in this world, you will always have someone with you. You can attempt to hide from them, but they are always attached to you. Your shadow has been forever by your side, experiencing the highs and lows of your life. Douze Dixiemes explores this premise in its light manipulating puzzle game Shady Part of Me (SPoM).

Published by Focus Home Interactive, this melancholy title has you controlling a lonely girl whose existence is dominated by the continued feelings of isolation and despair. A recluse child whose fear of the light has kept her in the dark. Her only companion in her “prison” is her silhouette, her shady pal enables her to journey to places otherwise off-limits. Alongside this solitary friend is a person known as “the other”. This controlling being is the authority figure in her life and offers no contact or warmth.

A familiar mechanic. 

Light manipulation is nothing new, many puzzle games of late have used it to great success. Projection First Light is one such title and one I’ve recently reviewedSPoM plays with the use of shadow alongside visual perception. What once appeared flat, turns into a climbing frame along another plain. Paths are forged through unseen layers and moving torches and boxes alter both the fore and the background.

Silence is golden!

It was a familiar and comfortable place to be, with a gentle learning curve. Her phobia of the light forced you into analysing the situation and thinking about how to venture through the shadow. Her shady partner loves the light and isn’t simply a passenger in this puzzle game. She can pull levers and change objects in the other realm. Each child works together to reach an illuminated circle. Both characters’ progress is delicately balanced, but not complicated.

A story veiled in mystery. 

Other than the opening cinematic that explains the main game premise, very little is uncovered. The world in which the girls live, changes in how it looks, and the atmosphere it creates. You never know if it’s simply a nightmare or something more sinister. “The other” takes many forms and tricks the mind into thinking it’s all a dream. No matter the reason for being there, the aim is clear! The two friends must work together to escape their fate.

Even though the story is kept a mystery, how the gameplay unfolds is a delightful experience. It never bothered me that I never pieced together every part, and that its conclusion wasn’t entirely fulfilling. The journey from beginning to end was a sombre awakening with some brilliantly designed puzzles chucked in.

A library full of questions, but no answers.

A monochromatic delight. 

When you are playing with light and dark, the world is going to be monochromatic by nature. The beautiful use of silhouettes and hidden imagery strengthened the dreamlike nature of this title. And a gothic art style powered through helping to enhance the melancholy and depressing tones set by the odd story. Each of the 4 chapters that you experience has a unique look and progressively deepens the insane and confusing nature of the storyline.

The power of words is an under-used commodity, but not in SPoM. Phrases and emotive tags are splashed across the world, giving hints and meaning to the actions that you are undertaking. It’s a clever approach from the developers, though it wasn’t always necessary.

The artistry wouldn’t have been as successful if it wasn’t for the wonderful audio. The mournful yet airy soundtrack keeps you going along this confusing and unnerving path. Its quiet and gentle tones patter away in the background, never overpowering the action or the storyline. It supports every other element with a strong yet subtle platform.

Allow your shadow to do all the work.

Easy to play and odd collectables. 

Whenever I play these perception manipulating titles, I get concerned that it’ll be a complicated mess. From the off, it’s clear that it’s going to be a pleasure to play. A simple tutorial offers advice covering all aspects of the game. A small amount of trial and error ensures you master everything within the first 5 minutes.

So with simple puzzles, and a short gameplay length, approximately 1 evening, you may think it lacks depth and replay value. You needn’t worry as the gameplay and story offer enough to keep you interested, and bizarre origami birds act as collectables to keep you coming back for more. These odd birds add a layer of gameplay that strangely does nothing to clear up the main story. I cracked a wry smile when it simply added another layer of mystery to this strange story.

A beautiful and touching story that’s worth a look. 

The gaming world is getting better and better with delivering touching tales and emotive plots. Shady Part of Me is a prime example of an interesting mechanic mixed with an excellent story. You may be disappointed, confused, or annoyed with the outcome. Don’t let it tarnish the journey you have taken. With a distinct art style, sombre music, and well-delivered pace, I can’t help but recommend you try this. Buy a copy here! Darkness and light must come together to help you escape your personal prison. Grab your shadow and solve the problems you face! 

Review: Road To Guangdong

INTRO

Road to Guangdong is a 3rd-person dialogue-based, 1st-person car driving simulator. It released in August of last year for Nintendo Switch and PS4. It also went on to Xbox One at some point. It was developed y Just Add Oil, and published by Excalibur Games.

With the basic info out of the way, is this game any good? Let’s find out!

STORY

After the death of Ba Ba, Sunny and Ma Ma have to go on a country-wide trip to 6 different locations to convince her remaining relatives (and a few friends) to join a family reunion dinner at her restaurant. Convincing them to attend, however, is easier said then done. . .

The dialogue in Road to Guangdong is absolutely beautiful, for starters. The game is brimming with beautiful characters and wonderful dialogues that showcase the character’s personalities. The character designs are interesting, their struggles and the ways to solve them make going through the game worthwhile, and that’s all I got.

GAMEPLAY

The goal in Road to Guangdong is to reunite the whole family (and friends), and subsequently get all of the family recipes in the process. The game is part dialogue-based, and mainly a Zen driving-Car maintenance hybrid experience.

The game’s dialogue has several choices, and choosing the right/wrong option at the wrong time is very well the difference between getting more people to attend the reunion, and missing out on the best ending. Speaking of endings…

When I first played the game last week, I took up too much time and gas and money in game to make it to my first destination (Si Fu’s dojo). They were the only ones who made it to the family reunion in my ending that I got as a result. The game was only made by 5 people, and it shows. The driving is boring, since you need to do it at a slow-enough speed to get to the next garage or destination. And also, it’s easy to accidentally guess the wrong options, ruining your chance at getting one or more people in a location to join the reunion and making the ending less satisfactory as a result.

Thankfully, the Asian-inspired soundtrack and music is beautiful to listen to, aside from one or two punk songs that would actually fit in a rock-based game or Rocket League.

Maintaining your car requires a good amount of Petrol and Oil. Getting to locations you can get them at is where

CONCLUSION

Road to Guangdong is a decent game IF you’re just driving around listening to the music. Getting the parts needed to get the car running, and keep it running is where the game falls just short.
Decent enough to warrant a buy, for sure.

Review: Horace

Horace was a lot more of a roller coaster than I was expecting when I saw the cover, which to me almost looks like a LEGO knockoff. No, Horace was a full-fledged assault on all front experience. Story, gameplay, music, it’s all here! Well, maybe the music is pretty unimaginative, but it’s still pretty good. The gameplay also has its downsides, but overall solid. Actually, the story can get a bit messy too.  

So yeah, maybe it’s a mixed bag, but it’s a very full bag. 

Starting with the gameplay, Horace is a pretty interesting platforms as it starts off slow and then ramps up over time, constantly introducing new gadgets and gimmicks to keep it interesting. The whole time you’re getting used to each new mechanic, you’ve also got to worry about collecting junk, it’s Horace’s purpose after all. It also determines which ending you get, but it seems rather unnecessary. The problem comes with the pacing. Everything just goes on for a little too long, and furthermore the endless rule of x number the developers employ just seeps into your brain. You just keep seeing it all the time, almost every single level. The game could have done with some trimming and some level design that flowed a little better and have me noticing the get three this, do this four times, and so on.

There’s also a bunch of mini games that show up throughout the story, completely mandatory, and there’s a lot of them. Lot of repeated ones too, and others that show up once but intrude on the story at the most inopportune times. There can be a thin line between platformer bosses and mini games in most game, but actually having a mini game in the final boss is a bit much. 

As for the story, I loved a lot it. It was funny, charming, had twists and turns. The whole thing is told from Horace’s perspective and in his voice, which I’m sure saved a lot of money, but also created some hilarious jokes by use of this narrative device. The whole game is also very British and that style of humour permeates the tone of the game in a really fun way. 

It all starts with Horace’s birth, the tutorial is integrated well into the story, as are the later tutorials even mentioning the button pressed in universe. So much is set up and built upon and done so in an intriguing way, which is saying a lot because there are so many moving parts in this story. All the characters had dialogue that was particularly well written, probably more so than the plot, which started losing steam after a certain big event. There were a lots of risks taken, and in typical British fashion the ending it bittersweet. I think it could have been a little less bitter and a little more sweet, or perhaps had a little more closure, but overall it was satisfying. 

That’s the thing with this game, it’s full of heart and hard work, but everything just doesn’t come quite together for me. It’s like a 1000 piece jigsaw puzzle and around ten of them are just missing. Speaking of which the pixelated art style does wonders for the game’s character and really sells some of the game more emotional moments. It certainly gave Horace a really great happy face. The music and sound design are also great, but it uses a lot of recognisable compositions. Maybe I have liked them better if I hadn’t heard them so many times before elsewhere, but they were well implemented. 

In conclusion, Horace is certainly a game worth experiencing and I would recommend it to anyone who knows their way around a platformer. 

And I mean that, this game can get pretty tough, but maybe it’s just that I’m bad at platformers. 

The story, gameplay, and presentation are all almost totally spot on and even if you don’t like platformers you should get someone to play it for you so you can experience the story for yourself. 

Review: Starlit Adventures

Is there any greater sight than looking up at a clear night sky and seeing the twinkling stars above you? This glorious sight fills your heart with joy and shows how small our little planet is in the great scheme of things. Could you imagine looking up and seeing nothing? The jewels of the night sky missing, stolen from your life forever more! This nightmarish concept is the backbone of the plot of my latest review title Starlit Adventures.

Developed and published by Rockhead Studios, this free-to-play single-player platform action adventure is a colourful family friendly affair. Originally released in May 2018 for PlayStation, its popularity ensured that it would port to Xbox One, and it eventually arrived in July 2020. It’s a title that is easy to pick up and play and is aimed mainly at lower skill level gamers and a younger audience.

A cute story. 

The plot oozes charm and a sickening cuteness that puts most kid’s TV programs to shame. Colourful and adorable creatures live peacefully in their own world when an evil bunny-like monster known as Nuru appears and steals all but one star that these animals protect. His disgusting actions rid the sky of its stunning sparkle and allure, and it’s your responsibility to right this wrong and begin an adventure to return the stolen stars back to the night skies.

Oh, that’s shocking.

Two game modes and 64 levels stand between you and your destiny of destroying the menace known as Nuru.

The story mode. 

It follows a standard platform adventure routine. Grab the collectables and take on a main boss at the end of each world. A variety of unique gameplay mechanics must be understood and used correctly to progress. You may prepare for a stage incorrectly, and have the wrong tools for the job at hand, but it matters not. You merely have to reach your goal, alter your approach and outfit and start again.

Infinite Tower. 

It’s exactly as it sounds, it’s an endless trial of monsters, treasure, and challenges. It compliments the main game perfectly and acts as a welcome distraction from the demands of the story mode. 

Microtransactions…… ARGH!!! 

Whenever you have a free-to-play game, there is always a catch. It’s the pay-to-play wall that surrounds nearly every aspect of the gameplay. Levels can be opened up, but this costs in game currency. Costumes that are required to progress also cost you money. It’s an unnecessary evil, especially in a family “friendly” title. Credit can be purchased for minimal sums of cash, but the transactions soon add up. You can ignore all of this and earn your coin by levelling up and grinding results. However, I don’t see many children having the patience to replay levels merely to buy another cosmetic item. 

If I were a rich man……

Costumes and collectables. 

This cute platform adventure is as much about getting to the end of each stage as it is the costume you wear to get there. Each level has; jewels hidden behind destructible blocks, stars to find, monsters to kill, keys to collect and sticker packs to grab. This is the point where the game deviates from its entry level player model, as a lot of these collectables require planning and skill to collect. 

The correct choice of costumes matters, as the wrong one could prevent you from progressing. Each different outfit allows for a special skill to be used, whether it is; throwing bombs, dropping fire, shooting electricity or flying. Each has its use on every stage, and some levels can only be fully overcome when the correct outfit is selected. There is a catch, however, as most of them are hidden behind the aforementioned pay-to-play model, or require an awful lot of grinding to get them for free. It’s a shame as it taints a great concept with an unfair approach. 

A colour explosion. 

For a game that has been out for 3 years, it looks great. Well designed levels are met with detailed and cute character models. A vivid colour palette and varied backdrops make this a colour explosion with little visual repetition. The animation and movement is smooth, and I noted no issues while playing, even when the screen was filled with enemies and treasure. 

Whenever I play a cutesy family friendly game, I expect a light-hearted and wholesome soundtrack to match the theme. That is exactly what is delivered throughout. A nice pace and tone flows alongside the action, giving everything a sickly sweet aura. The sound effects are crass, in your face, and will make your ears ring. Shrieks, squeals and high-pitched noises accompany most things. Every part reminded me of The Sims, and though it wasn’t as memorable, it was just as enjoyable to listen to. 

Brrrrrrr so chilly.

Different costumes, same controls. 

No matter the outfit you wear, the approach is exactly the same. Jump, shoot, special attack and destroy the blocks. Once you understand the fundamentals, it is easy to play. Certain costumes have their own special attacks, but you’ll learn how to use those as and when the time comes. The simple approach means a child can play this with no guidance or supervision. 

With so many outfits to choose from, collectables to find and high scores to beat, this has plenty of replay value. A friend’s leaderboard allows you to compete with online friends, and the infinite tower pushes you to keep going further. If you combine this with the grind for in game currency, there are a lot of reasons to return to play. 

Does the pay wall ruin it? 

I despise microtransactions, and would rather pay for a game outright. I don’t mind cosmetic items that offer no stat boosts, but necessary equipment hidden behind a pay wall should not be allowed. Luckily, the in game currency can be gained relatively easily. Even with its pay-to-play model, I recommend this as it’s fun to play and offers some challenge for younger players. You can download a copy here! A starless sky is never a good thing. Begin your adventure, grab each stolen item and defeat Nuru once and for all! 

Review: Decay Of Logos

Rising Star Games invites you into what they claim to be a “vibrant interconnected fantasy realm.” What’s really present here is the lovechild of Dark Souls and The Legend of Zelda: Breath Of The Wild, with quite a few birth defects. Play as an elf-like and relatively silent protagonist in order to restore peace to their homeland. Explore dungeons, fight enemies, equip armor and weapon upgrades, and get ready to die. The territory is quite familiar here, for this title introduces nothing new and doesn’t refine any existing mechanics or themes.

Exposition

Upon beginning a new file, the game introduces a tiny bit of backstory. The protagonist’s home village is on fire after an attack and it’s only necessary to retaliate. I assumed this to be the tutorial, since I was immediately thrown into combat, but found no hints or guidance. As someone with little to no Dark Souls experience, I quickly realized what I was getting myself into.

Your home is destroyed. Time to team up with your elk friend and go fight evil.

After this brief intro, you are then taken to the main game. Interactive magic stones placed along the pathways will tell you about the controls and game goals. It would have been nice to have some of this knowledge beforehand. I actually died fighting the one enemy from the beginning since I had no time to figure things out. The burning exposition could honestly have served as an intro cinema instead. This would have saved some confusion.

From Point A To Point B

Once you get into the campaign, you’ll find a relatively generic story arc: Find those who destroyed your home, and eventually put yourself in position to rid the land of all evil. As you progress, you’ll encounter other characters and discover new quests to move the plot forward in this seemingly empty world. Decay Of Logos is very linear, at least as far as I could endure. There isn’t much variety as to how to play the game. Having trouble at a certain checkpoint? Too bad. Try again and again until you finally make it through. Tired of walking the same pathway? Well, there’s no climbing mechanic to help you find shortcuts. With little emphasis on side quests or a fully explorable environment, you can easily get stuck stuck at certain points and lose interest.

Respawn and Repeat

With long distances between checkpoints, and death imminent, you will respawn and cover the same ground many times over. Any Dark Souls fan will be used to this, but those coming from Zelda: BOTW are in for a rough time. Fortunately you won’t lose items or quest progress upon dying. But this means that there is no need to play it safe. You can easily run past most enemies without a need to encounter them a second or third time. And that I did, for the combat has faults of its own. For example, the hit boxes failed to register at an alarming rate. Neither the player nor the enemy took damage in several encounters despite contact being made. The time spent enduring the glitchy combat mixed with the same hallways being traveled is unnecessary. This is exacerbated with the inescapable slowdown that Decay Of Logos suffers from.

SNES Era Slowdown

I experienced a lot of slowdown playing this game. It’s not clear where it comes from and why. The graphics aren’t too complex, the draw distances don’t span very far, and there aren’t many enemies on screen at a time. I believe the dev team was small, but this doesn’t always excuse an unfinished product. Games such as Axiom Verge and Stardew Valley were each programmed by literally one person, and those are quality titles. Yes, the 2D pixelated graphics may be a reason behind their success, but you see where I’m getting at. While I don’t mind a little slowdown here and there, it becomes a huge problem when it lasts minutes at a time. As a result, this can make travel an absolute slog and the game borderline unplayable.

Equipped utility belt of potions looks like Christmas Tree lights

Bottom Line

It’s never enjoyable to read off a list of all of the things wrong with a game. I did my best to keep an open and optimistic mindset during my experience with Decay Of Logos. Unfortunately, I couldn’t find many good things to say and can’t recommend this title. It’s not necessarily a broken game, just very rushed and unfinished. The glitches, slowdown, and mundane collection of motifs that have been done to death don’t add up to anything worth seeking out.

Review: Dreaming Sarah

Dreams are a wonderful journey to a beautiful and magical place where our imaginations lay down the rules. They can also be a place of utmost terror where your greatest fears are laid before your eyes. Whichever experience you have, it is your subconscious trying to make sense of something playing on your mind.

This is the main premise of Dreaming Sarah by the developers Asteristic Game Studio and publishers Ratalaika Games. A side-scrolling 2D platform title that ventures into the realms of the surreal, you will; leap, fall, shrink and solve puzzles, all while trying to figure out the world you now exist in.

It’s an odd, dreamy realm. 

The game begins with our female protagonist waking on a lush grass bed. From here you are free to choose your path and how you wish to progress. Obstacles will prevent you accessing areas, and magical items must be collected to overcome them. Each of these objects form a piece of the puzzle that is Sarah’s mind. If you fail to collect them all, you cannot reveal the true meaning of our heroine’s dreams.

To crawl into the lava, or not to crawl into the lava? That is the question!

These items are truly bizarre, but once you finish the game, their odd status becomes clear. You will find; an umbrella to float, a pill to return you to the start, glasses to see the invisible and more. Each has a Through the Looking Glass feel to them and help to add depth to this strange dreamlike experience.

The freedom to move around the game with little guidance was confusing, but it emphasises the fleeting nature of the sleeping mind. The deeper you explore, the more sinister the atmosphere becomes. It quickly dawns on you that perhaps there is more to this than originally assumed. I for one was desperate to get to the end, I wanted to know if there was a greater meaning to this. This is how you will feel, and you’ll want to find all the objects to unlock the ending.

A game to play in one sitting.

You have little control over the recording of your progress, and you will search for it to save if you wish to take a break. This wasn’t so much of a problem as sections are relatively small. However, each time you load back in, you revert to the lush grassy bed. This was particularly irritating when you had stopped near the end of a section and had to redo all the work that had then been undone.

So many items in one person’s dream.

This mechanic reinforces the repetitive nature of dreams, but forces you to consider a one sitting playthrough. This isn’t an unachievable task, as a run will take approximately 2 to 3 hours if you don’t use a guide. Your journey will take you across some weird and wonderful landscapes; an eerie mansion, a blackened room with overseeing eyes, a spaceship that takes you to an alien bar, a lava filled volcano and more. It’s fantastically bizarre and will have you wondering what the heck you’ve got yourself into.

Simple pixel sprites. 

Pixel graphics are synonymous with the indie world. But the standard varies. Luckily, Dreaming Sarah falls into the better end of the scale. It has well detailed sprites and nicely designed landscapes. The developers combined this with an interesting use of colour and tone to give the game a dreamy ambience. The variety of different backdrops made this both an enjoyable and odd title to look at. Every element of the art style worked well with the surreal theme.

This dreamlike realm has been enhanced with a soft, haunting audio that plays throughout. The gentle sounds while away in the background, reinforcing the developer’s ideas. It’s a well paced soundtrack that shows the lethargy of this bizarre dream world. The minimalist sound effects allow you to focus your attentions on the odd story, and the fine combination of music and simple imagery.

Talking to a dead-looking guy is standard protocol for a dream, I guess!

Easy to play platformer.

Platform games have got a reputation of being simple to pick up, but frustratingly difficult to master. Fortunately, Dreaming Sarah doesn’t follow this trend. The platform element allows the story and puzzles to take a front seat, meaning the difficulty is entry level, and will challenge no one. Sadly though, the actions are slow to respond, and the use of a radial submenu for the gathered objects was a bit fiddly. As the game is slow-paced, this doesn’t impact it at all, but it’s a noticeable issue, and should have been tightened up before release.

This isn’t a game that you will play for days on end, nor is it one where you’ll lose hours of your life. If you have a good mind for puzzles, and you get lucky, you will have this completed in a few hours. For the short time you spend with this, you will have an enjoyable and strange experience that is not found in other titles. A small achievement list will be mainly unlocked through natural progression, but some can be missed meaning some replay value can be had.

Odd, but enjoyable.

As you delve further into your run, you will wonder what you are playing. This thought soon passes and you will love the odd atmosphere and surreal imagery that is presented. The unveiling of the true nature of this story doesn’t come clear until the very end, so I suggest keeping with it. At around £4 it’s great value for money, so I suggest buying it here! Can you help Sarah walk through her mind and piece together the objects that stop her waking? Traverse many surreal landscapes, solve the puzzles and awaken from your slumber.

Review: Castle Kong

Castle Kong is a nice little homage to the legendary arcade classic Donkey Kong. Complete with 22 levels to slowly jump through, its brutally difficult in sometimes completely unfair ways leaving you lost for ideas on how to progress.
 

Castle Kong follows the typical donkey kong story tasked to save a princess; however, this time, replace the plumber with a pauper and the monkey with a king. And that’s about it, sweet but straightforward save the princess and avoid whatever the king might throw your way.

The story is not where the donkey kong inspiration stops, with Castle Kong takes a lot more inspiration from the original Donkey Kong, possibly to much. The speed of the game is painfully slow. When controlling the pauper, you gain minimal momentum when you jump and move at a gruelling pace making every jump seem like a leap of faith. And not to mention, if you miss a jump and fall a “level.” you die using up one of the very few lives that you have.

Castle Kong is painfully difficult with each run starting with three lives, and a single continue once you run out of lives its back to the start. This makes it almost impossible to progress to some of the later levels, especially with how unfair some of the enemy AI is. Most of my deaths felt incredibly cheap. I never felt challenged by the game; I just felt like everything was out to get me, and one wrong move would leave me trapped. And one miss-timed jump would end the run. To add to the annoyance of having to start the whole game over after running out of lives, the game takes about 15 seconds to go from death to playing again. Ultimately instead, the felling difficult or challenge castle kong is just annoying and overly punishing. 

The level design in Caste Kong is a lot more creative than the gameplay mechanics; however, tasking you to dodge arrows and cut down chandlers to progress gives some diversity to the gameplay rather than the classic climb the tower and gain score. However, the game does become stale after you run through the first few levels over and over. So you can have another go at one jump that took all your life’s the first time around. 

Stylistically the game does look great using a classic 8bit art style with bright, vibrant colours that pop wonderfully of the screen. Most of the character design is pretty standard but shout of to the king for looking particularly like Lord Farquad and making him even more detestable. However, my desire to save the princess and take out the king does not help me overcome painfully slow movement.

Overall, Castle Kong tries to recapture the original Donkey Kong’s original feel and succeed in doing that but maybe slightly too well, leaving the game to feel very slow.  Castle Kong is also frustratingly difficult, and the long respawn times make the temptation of switching over to something out very appealing.

Win The Great: Season 1 on DVD

We have two copies of The Great Season 1 to give away on DVD.

Created and executive produced by Academy Award® and Golden Globe® nominee* Tony McNamara (The Favourite​), “THE GREAT” is a satirical, comedic drama—and occasionally true story—about the rise of Catherine the Great (Elle Fanning – Maleficent) from outsider to the longest reigning female ruler in Russia’s history.
An idealistic romantic young girl, she arrives from Prussia for an arranged marriage to the mercurial Emperor Peter (Nicholas Hoult – Mad Max: Fury Road) hoping for love and sunshine, and finds instead a dangerous, depraved, backward world that she resolves to change.  All she has to do is kill her husband, beat the church, baffle the military and get the court on her side.

The 4-disc DVD set features all ten episodes, plus exclusive bonus content including interviews with the cast and creator Tony McNamara about the provocative and irreverent depiction of Catherine’s extraordinary story; behind-the-scenes tours of the lavish sets with members of the cast; a look at the opulent makeup, hair and costume designs; and an uproarious gag reel.

How to enter to win

We have two copies of The Great Season 1 on DVD to give away. All you need to do is enter below.

Win The Great Season 1 on DVD

The contest closes at midnight on 21st March 2021.

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

The Great is available on DVD and to Download & Keep now.

Review: Fallen Legion: Revenants

Fallen Legion: Revenants is an unusual game. When the rest of the gaming industry said “We think games should work like *this*”, Fallen Legion: Revenants looked up from its finger painting of a ghost witch and said, “Nah, I’m good”. Oftentimes when a developer takes this stance and sets off perpendicular from the deep worn tracks of gaming conventions, we end up with some stunning and revolutionary games. I’m thinking of games like Watch Dogs Legion with its immersive open world, Red Faction: Guerrilla with its building deformation/destruction and basically anything by Hideo Kojima. However, in this hall of innovators, with great games adorning every wall, standing proud like portraits, Fallen Legion: Revenants has shown up to ask for a spot for its aforementioned finger painting and, while it does have some artistic merit, it doesn’t hold a candle up to anything in the Kojima Wing (which is just as well considering the metaphorical fire hazard of a metaphorical candle in a metaphorical building full of metaphorical paintings).

The game is a sort of side-scrolling knight-them-up where you play as Rowena, a magic ghost lady and three Exemplars (fighty people) who are under her control. You’re trying to track down Rowena’s son by fighting your way to his location through a plague-ridden world, with the plague in question turning mankind into mutated creatures that you’re assured it’s morally acceptable for you to decimate your way through to achieve your own ends. You also spend brief sections of the game playing as Lucien, a politician in the human safe-haven of Welkin Castle where you use social skills to uncover intel to pass to Rowena to aid her search.

One way the game diverts from mainstream gaming is having no time whatsoever for people who haven’t played the previous entry in the series, starting off with no explanation to what is going on or who anyone is. I picked most of the above paragraph up from the game’s website and some in-game dialogue. Honestly, I kind of dig this approach to writing a game’s plot. There’s something there for people who’ve played the previous games and want to follow the story but also there isn’t any real need to understand what’s going on to play the game. Some great games have zero plot at all and focus 100% on the gameplay. I’m thinking of Tetris, Plants vs Zombies, Doom (wait, Doom has a story!?). I’m okay with Fallen Legion: Revenants joining the ranks of those games and I wish more games would do away with their plots if they actively stand in the way of the gameplay (I’m looking at you, Sakura Wars, with your 90-minute opening cutscene).

However, the main way Fallen Legion: Revenants strays from the tracks laid by the rest of the video game industry is in the combat. It’s almost turn-based but not quite. Each one of your four core characters is assigned a face button which causes them to attack (or in Rowena’s case, use magic spells to heal the Exemplars or manipulate the enemies in some way). You can also add in a press of a trigger or bumper to change the type of attack done. Each attack by the Exemplars uses Action Points and each Exemplar has their own pool of Action Points which slowly refill over time (you can do about three attacks before you’re out of AP and need to wait for it to recharge). I imagine you’re supposed to manage which Exemplar is attacking at a particular time so you don’t end up waiting for all of their Action Points to come back, but I never saw the point in doing that, as the timing of attacks doesn’t do anything, so you might as well dish out as much damage as quickly as you can. This leaves the combat feeling quite frustrating as you’re constantly doing nothing while you wait for the ability to attack again. The best comparison I can think of is if VATS in a Fallout game was the only way you could interact with the game. No movement and no manual aiming, just fire until you run out of AP, wait for the AP to come back while the enemies continue to attack, fire until you run out of AP again. I think with a bit more to the combat, balancing your AP usage against something else, this would’ve been a really interesting combat system but, as it is, I don’t think it’ll be catching on and showing up in any mainstream games.

For me, Fallen Legion: Revenants is one of those restaurants that does fancy and experimental food and that has highly mixed reviews on TripAdvisor. Maybe the apple crumble flavoured pasta and peanut butter salad are doing something interesting, but by the time you finish you’re still hungry and just want some proper food so you stop by a Five Guys on the way home. It was certainly an experience. There’s some interesting stuff going on in there somewhere and I’m sure some people will get a lot out of it, but if you’re expecting to draw parallels to a game you’ve played before, you’re going to end up disappointed.

Review: In Rays of the Light

Whatever mankind touches, it destroys. Whole environments have been decimated and species made extinct by our short-sightedness and greed. The only time the balance is restored is when man no longer exists in that place. In Rays of the Light takes a philosophical look at mankind’s existence and the fine balance between life and death. It blends walking simulation/exploration with the puzzle genre. This mix takes you on a journey of self-discovery.

Developed by Sergey Noskov and published by Sometimes You, this bleak yet beautiful title is a rework of the 2012 game The Light by the same developer. This slow-paced journey allows you to absorb the touching and sad visuals while listening to an emotive audio. The presentation is wonderful and will successfully melt the iciest of hearts.

Soviet by design. 

The story takes place in a rundown and long-abandoned school. Without the meddling of humans, nature has thrived. Where strong structures once stood; trees, bushes and vines now grow. It’s wonderfully eerie and creates a creepy ambience with little effort. The gameplay is linear, but the freedom to explore each section at will gave this an open-world feel. The game demands you explore every room and search through everything. You are desperately seeking clues to unearth the mystery of what happened in this desolate place.

Where it all begins.

As I took my time walking around reading the messages and looking at all the discarded possessions, it felt like a scene from a catastrophic event. The imagery felt familiar, as though it was based on a real disaster. It then struck me, it reminded me of the Ukrainian city of Prypyat. Based near the epicentre of the worst nuclear disaster in history, this once-thriving soviet masterpiece has long been deserted, left to nature’s grasp to bring beauty back to an otherwise barren landscape. 

A touching game with simple mechanics. 

The joys of a walking simulation game is the simplicity in its premise. There is no time pressure applied, and the world is yours to explore at your own pace. Even when a puzzle element is added, there are no complications to how it plays out. The extra layer complements the philosophical theme. It allows you time to absorb each message you read and contemplate each clue you find. The puzzles that you must overcome are mostly straightforward number problems, and won’t challenge gamers who have a logical mind.

What is difficult to comprehend is the lack of guidance applied to your progress. The story is ambiguous in its direction, and you will feel lost as you scramble about looking for clues and objects. It was great that it added to the mystery of the plot, but it was frustrating when you missed out on key information and puzzles were left unsolved.

There is nothing creepy about this.

To compound the issue further, no manual save facility has been implemented. This was annoying for several reasons. First, it separates the game into an episodic form, which takes away from its free-flowing open nature. I wanted the story to move from area to area without the distraction of finding an autosave location. Second, if you needed to revisit anything in a chapter, you had to start it from the beginning, losing all your progress in doing so. It isn’t game-breaking, but it was an oversight from the developers.

Dated but beautiful presentation. 

This is a title that screams indie presentation. This isn’t a negative, it’s merely a fact that it doesn’t have high-end quality graphics. As a result, the imagery lacks a smooth finish and the textures are rough. I’d say it was closer to the original 2012 style than a 2020/21 indie game. It matters not, as it still works exceptionally well. The colour and tone are used superbly to create an eerie and unnerving atmosphere.

This was then complemented with the well designed and emotive audio. The music is special and in a moment can turn you from seeing the disaster and sadness that lies before you, into realising the beauty and serenity that nature brings. It’s brilliantly composed and without it, this game would have been lifeless and flat.

Do you dare to search here?

It’s all about the gameplay, not the controls. 

With no time pressure, fighting or any controller intensive action, this is unsurprisingly easy to play. With few buttons to focus on, you will not struggle to pick this up. Yet, that doesn’t mean it’s perfect! Sadly, it’s a bit of a clunky beast. The movement is lethargic and the button response is slow. It’s saving grace is that it doesn’t impact the gameplay, and you soon adjust to its meandering ways.

The way this is set up doesn’t lend itself to a high replay value. The puzzles don’t change, objects are in the same place, and the story is told in the same way every time. Though it has 2 endings which ensures you return to get full closure. A small achievement list is laced with easy to miss objectives, so completionists are likely to have to play it several times.

Not for everyone, but I loved it!

The slow-paced gameplay and freedom to analyse the story will not be everyone’s cup of tea. I lapped up the atmosphere and unnerving environment and enjoyed how the plot evolved the further it progressed. The puzzles were interesting, but lacked challenge and depth. The controls weren’t great, but you easily adjust to them and move on. I recommend this for the presentation alone, so buy it hereIn Rays of the Light proves that beauty can exist in the darkest and most desolate of places. 

Review: Eternal Hope

Look, I’m a sucker for a love story. I also won’t deny that Eternal Hope has charm. It does. Though the entire game is a relatively short experience—a few hours at most. Eternal Hope has enough to keep most fans moving along. Unfortunately, the perplexingly poor controls often distract from the overall narrative. Plus, a lack of depth during the playthrough ultimately characterizes this as more of a story than a game.

The story of Eternal Hope revolves around Ti’bi and his lost love. During a short introduction devoid of dialogue, we get a brief glimpse at Ti’bi as he falls in love with his beloved. She fills a void in his empty, lonely life. Until she dies. Depressing, right? Well, not all hope is lost. Ti’bi is promised that if he can gather all the pieces of her soul, The Soul Collector will resurrect her. The same mysterious figure gifts him a few abilities to make his way through the upcoming dangers.

That’s where the player takes over. We take control of Ti’bi and navigate the dangers of a strange, dark world. Let me make an aside here and give credit to the artistic style here. It’s unique and conjures a innocent yet dark atmosphere to the game. It’s a nice blend of quirky yet ominous. Ti’bi has a few basic abilities. He can enter into the shadow world and interact with previously unseen objects. He can also glide to reach difficult areas. Beyond that, the majority of your navigation is done simply through jumping, pushing, and pulling.

I’m not sure if its the controls or the small bit of inertia that acts upon Ti’bi, but this game gets frustrating quickly. I find myself constantly dying in tedious ways. You die primarily by falling, and the height that damages you is absurd. If you drop from a height of about twice the size of your character, you’re dead. Within the first ten minutes of the game, I’ve died about 15 times just trying to swing off a rope onto a nearby ledge. Ti’bi lets go too early, or I can’t build enough momentum. Whatever the reason, I’m restarting a lot. Even when I get the hang of it, the tiniest of mistakes are punished ruthlessly.

When you couple this with the fact that the checkpoints are oddly spaced out, it gets annoying. At another interval, I jump onto a platform, it bobs into the water for half a millisecond, and Ti’bi is dead. I restart, pressing forward at the loading screen, when the screen pops up, I’m falling to my death. This is the general experience of Eternal Hope. It’s a cutesy game that is fairly relentless. The awkward controls turn a story-forward game into a punishing platformer.

The puzzles are generally nothing to write home about, but they are inventive at times. Eternal Hope shines when it is taking advantage of the shadow world versus tangible world. For instance, as you jump across platforms, you may have to enter the shadow world just to land on an upcoming ledge. The game manages to exploit this ability to great effect. I just wish there was more of it. It might just be coincidence, but the puzzles involving this ability also seem to be the most smoothly designed. I find myself failing because I didn’t anticipate the next move; not because of clunky controls.

I know I’ve said it, but it’s worth reiterating. This game is, at most, two to three hours long. At a price point of around $10, it’s a tough ask for most people. If there was a degree of replayability—maybe a way to achieve alternate endings—I could understand this. But most players are going to be left wanting.

If you go into Eternal Hope with measured expectations, you won’t be disappointed. It’s a story, first and foremost. Sure, the puzzles are interesting at times, but the gameplay largely feels like an afterthought. As it stands, Eternal Hope is probably best left to casual gamers who enjoy an atmospheric experience. Inveterate platformer fans aren’t going to find much here except frustration.

Review: Monster Jam Steel Titans 2

Whenever I see anything monster truck related, I instantly think of the Southern states of America. These overbearing monstrous machines scream Texas, patriotism and power. I won’t sit here and say that I’m an avid fan of truck racing, or I’ve followed the sport for years, as this would be a lie. But I find the fascination with them intriguing, and I enjoy the spectacle that surrounds the truck events.

Monster Jam Steel Titans was released in 2019 and was well received by its fan base. Sadly, the game was missing some key elements that tainted what was otherwise a good game. The lack of online multiplayer impacted the ability to enjoy this with friends outside your own household. With the release of Monster Jam Steel Titans 2 (MJST2), can this mistake be corrected? Will the developers learn from their errors and build on their solid foundations?

Developed by Rainbow Studios and published by THQ Nordic, this heavy duty monster truck motor sports extravaganza pushes the game on from its first instalment with; a fantastic open-world, excellent career mode, and the much desired online play. With all these extra elements placed into the pot, has the game progressed enough, or does it still miss the mark?

Plenty to see and do.

With so many great motor sports franchises available, we really are spoilt for choice. One that I enjoyed was Forza Horizon. I loved the freedom to explore the world around you and taking on missions and races whenever the urge took hold. This is exactly what MJST2 has implemented as their main mechanic. You can explore solo, split screen or with friends online, searching every inch of each world you unlock. Collectables are hidden throughout which act as unlockable vehicles, or in game challenges. It made me chuckle when a convoy of trucks were meandering across the hillside searching for hidden objects. We’d crash into buildings, trees and each other all while losing parts of our vehicles and rolling down banks. It was madness, whiled away the hours, and was a mindless distraction.

Two giant trucks racing, what could go wrong?

At any point that you got bored with leaping over rivers, mounds and across roads you could attempt to take on the in-depth career mode or the Big Show. With a variety of events, there is a lot to keep you interested. Classic circuit races, head to heads, waypoint trials, demolition events and freestyle. Each requires a different approach, and some are better suited to the control system than others. 

The Events.

Classic racing.

This was as expected; X amount of laps, drive as quickly as possible, and win. This moves you on in the tournament, and the winner takes all the accolades and rewards. This also applies to the head-to-head races. These small track competitions allow two drivers to thrash it out, seeing who gets across the line the fastest. The adrenaline pumping events are great to begin with, but they become tiresome quickly. 

Waypoint trials.

They are great in theory. Aim for the domed objective, hit the flag and return to the start. You are free to make your own way there and back, but this freedom comes at a cost. The race is super confusing! If you lead the way and cannot see the objective, then you unintentionally drive in the wrong direction. A simple navigation system would have alleviated this issue, allowing for a much more pleasant experience.

Demolition and Freestyle.

This is what this game was made for. The trucks are surprisingly agile and allow you to pull off stunts and tricks in an instant. These events allow you the freedom to perform; back flips, spins, bicycle manoeuvres and more. Demolition is all about smashing up anything in sight and is a wonderful way of alleviating some stress. This timed mode asks you to get as high a combination to obtain the greatest score possible. This will then be compared to others on the leaderboard to award you your position in the competition. 

A large map with loads of content.

21 chapters make up the core of this game and each becomes available as you unlock each portion of the open-world map. Alongside the career and Big Show you will be challenged to the + versions, which add an increased level of difficulty. This additional mode allows you to take part in extra championship events and World Finals. If you enjoy the restriction of the arena based events, this will add many hours of gameplay.

Imagine taking that bus to school.

7 different teams are available to select, each with their abilities and special vehicles. Two different varieties of truck are available, each with set attributes. Experience points are earned per race, which automatically upgrade; chassis, engine, suspension and so on. The more you drive, the better it gets. The closer you work with a team, the more likely they are to award you with one of their vehicles. I really enjoyed this part of the game. Your time and hard work were awarded with obvious improvements. The races became easier, and the challenge reduced as you and your truck improved. 

The arcade style may not be to everyone’s liking, and those wishing to have a more realistic experience will need to look at Monster Truck Championship. This approach worked well with the madness of the stunts, but was at odds with the serious track portion. Overall, it worked well, with the open-world exploration being the main winner.

Fine details and roaring engines.

The devil is in the detail, and the developers got this spot on with the truck designs. A variety of liveries are available per team, giving you a unique appearance per vehicle. The many parts that make up each of these gargantuan beasts are impressive to look at, and they move through the world in a smooth fashion. Damage causes parts to fall by the wayside, and this gave this arcade game an element of realism. The world was bright, colourful and well populated with vegetation and structures. Each area was interesting to look at, ensuring that you didn’t get bored with the visuals. Sadly though, it isn’t all great. Glitches, bugs and rendering issues plague this throughout. The scenery would blur and pop as you moved around, and the trees would render extremely slowly. It gave the impression of a rushed article that lacked polish and optimisation.

Alongside the visual issues, there is a god awful camera system. Analogue movement is required for both axles, meaning the camera movement is controlled by the d-pad. This lack of smooth analogue movement makes for a janky and clumsy viewing experience, and though several camera angles are available, they don’t alleviate this issue.

Drifting and sliding become second nature.

It’s a racing game, so as expected you have a pumping audio that blares out. An earth shattering roar accompanies this as the engines kick over, pushing your truck along. The crumpling of metal as you crash into obstacles, and the cracking of wood as you smash through signs all worked perfectly. You are not in for any shocks as you take this on, and though it was good, it’s not any more than you’d expect to experience.

Simple yet clumsy controls.

With the aforementioned camera issues, you’ll find that all the controls are a little clumsy. Moving the camera and driving becomes a tiresome task, so you ignore it and hope for the best. Tricks must be performed with a combination of button presses and analogue movement. It’s ok once you understand what you are doing, but until that moment it’s not user friendly, and feels like tying a knot with a blindfold on. With practice it is easy to play, but until then you’ll just have to put up with it.

This is a game that is full of content, action and events. You can lose yourself for hours in the glorious open-world, or take on race after race across a variety of arenas. There really is something for everyone! It’s a shame that the main action has a repetitive nature. Unless you are a true lover of all things Monster Truck, I think that you’ll tire of it sooner rather than later. It has a moderate achievement list to aim towards, and plenty of unlockables and collectables. These elements combined ensure that it has plenty of replay value for those that enjoy it.

A good game, just not a great game.

Though motor sports games aren’t considered a niche market, the Monster Truck element is. You really have to do something special to convince non-believers to get on the bandwagon, and I don’t think Rainbow Studios has done enough. It’s a fun game that will keep you interested because of its in-depth career mode. But I don’t believe there is enough of a draw to pull in the masses. If you are looking for something different, or you love the sport, I recommend it. If you are on the fence, it’s worth a play, but maybe wait for it to go on sale. Interested gamers can buy it here! Jump in your truck, explore the world, and compete in events. Get your friends involved and cause some mayhem.

Review: Turrican Flashback

I’ve gotta say, Turrican still holds up. It’s probably one of the perfect examples of old school run and gun gameplay. It’s got tons of enemies, a whole lot of replayability and some certified bangers in the soundtrack. Honestly, I think you owe it to yourself to check it out.

What is Turrican?

Turrican was a bit before my time. The installment that started it all first dropped in 1990 while I only dropped in 1998. Being a newborn, I couldn’t exactly hop onto a console right off the bat. It was a good couple of years before I had the interest, let alone the motor skills to enjoy any games outside of hide-and-seek or “drie stokkies”. This meant that I effectively missed the bus on games from the 90’s. Many of the releases from this era were pioneers in gaming, with ideas and mechanics that have evolved the games we know and love today. Turrican was one of those games, a pioneer in fast paced shooters along with titles like Contra and Metal Slug

The plots of the Turrican games are actually quite interesting, especially the early titles. They are summarised for you in the main menu, but aren’t really expanded upon mid-game. That is until you get to Mega Turrican and Super Turrican which includes an intro and outro explaining the world and events leading to the protagonist donning the state of the art turrican Armour. The original game is an altogether different version of what the turrican actually is. Here turrican is a bio-engineered warrior who was created for the purpose of taking back the colony world of Alterra from a rogue AI. However the core plot point remains the same. There are nefarious forces in your way, wipe them out. 

Runnin’ and Gunnin’

I really, really love Turrican’s gameplay across all four entries in the Flashback collection. It’s fast and challenging at times, but comes with the ultimate crutch, the rewind feature. Along with the inclusion of save states, rewind is a newly added feature for the release on the Nintendo Switch and PS4. Honestly, my hat goes off to those who have completed the game without it. The constant barrage of enemies and obstacles are no walk in the park. Anyone who could beat it with no rewinds or save states deserves a medal. Of course using either of these tools is completely optional, and in order to earn trophies, you need to beat the game without them.

However, as unforgiving as I found Turrican Flashback to be at times, it was always a blast. All thanks to the range of weapons and abilities you have access to. The lightning whip in Turrican 1 and 2 has got to be my favourite weapon in the series. Unfortunately however, by Mega Turrican it is replaced by a plasma rope. This tool is used for traversal, allowing the player to climb up and swing to out of reach spots. I can understand the inclusion. It adds depth to movement and exploration and keeps the series moving forward and growing. But it being added at the expense of my beloved lightning whip, left me sorely disappointed. This isn’t the only instance of something like this in the collection. The grenades and mines from the first game were scrapped; and what was once the lightning whip and plasma rope becomes the freeze beam in Super Turrican. I will admit though, the freeze beam came in pretty handy. 

Inspired

Turrican seems to have taken some inspiration from Metroid, in both its level design and the special ability to morph into a wheel which both grants protection and damages any foes in your path. Maps in Turrican, especially the early entries, are large and sprawling. There are hidden blocks that drop shields, power ups and weapon abilities for your gun like a bouncing bullet, multiple projectiles and wide laser beams. This along with the potential to find 1-ups (extra lives) creates incentive to explore.

The player finds themselves wandering through every pathway and jumping down into uncertain areas in hopes of finding any and everything useful. I loved this approach to level design as it not only encourages the player to take risks and explore, but also to replay levels. I’m certain that on the original platforms like the Commodore 64 many people were playing through levels multiple times, memorising every secret. Especially when considering the fact that there was no save state or rewind feature. You kind of had to get familiar with your surroundings if you wanted to survive. Although the series became more linear as it went on, it still kept some level of exploration available for the player. 

Turrican has got a wide variety of enemies in the collection, from flying types and giant robots, to creatures clearly inspired by the movie Alien, like eggs bursting with facehuggers. The diverse assortment of creatures and machines to fight and avoid make for gameplay that keeps fresh throughout extended sessions.

The stars of the show however, have to be the bosses. They are obviously the most challenging, but the player is able to memorise the move sets and routes of movement. There are bosses galore across the collection and they really step it up by Mega Turrican. In this third entry you’ve got a boss fight at multiple sections in each world, and they’re all pretty great. They’re memorable, and have got just the right amount of challenge to keep you on your toes. Thanks to the rewind ability it never goes so far as to make you throw controllers across the room, or tear the hair from your head. 

As Appealing as Ever

Even for someone playing a game in 2021 which came out so long ago, it still looks excellent. I loved Turrican 2 and Super Turrican’s visuals and colour gradients in certain levels. I also love the added depth in the backgrounds of Mega Turrican that ebb and flow, breathing life into each world. 

And then there’s the music. The soundtrack in this series is top tier, my ears loved every moment, and I could hardly stop my head from bobbing along as I made my way through a map. From the menus to the boss fights, I couldn’t get enough of the music. Chris Huelsbeck, the composer, killed it in every game, and I just hope that if Turrican ever gets itself a modern remake that he returns to lend his talents to the project.

Speaking of remakes, I’m sure I’m not alone in thinking that Turrican deserves one. This is a title that may have been forgotten by some throughout the years. Though, after playing through the Flashback collection, I can only hope that it comes to fruition. When considering the success of the Doom Franchise following the 2016 reboot. I’d say it has the potential to compete with the frantic gunplay and iconic weaponry. But until that day comes, I’d recommend checking Turrican Flashback out post-haste. It’s worth it.

Review: Jade’s Ascension

If Bandai Namco hadn’t copyrighted the use of minigames in loading screens, Jade’s Ascension, a twin-stick local co-op arcade shooter would feel right at home existing as a momentary diversion within a complete game.

Clearing floors of enemies while making your way up a tower with Chinese-inspired music and visuals might have you making comparisons to Bruce Lee’s The Game of Death, but cinematic and epic this game is not, with every aspect lacking in some form.

With a choice of 5 different characters, you stand in a square room defeating a random assortment of characters with projectiles from your hands or weapon – Harry Potter or Goku-esque, and you can run side to side while aiming with your twin sticks. Defeating adversaries drops coins that you can use for upgrades and your health replenishes with every level passed. ‘Simple is best’ might be the mantra of many successful arcade games, but Spanish developer Papas Con Mojo Games, while taking this to heart, probably should have focused more on the finer details of the title’s core gameplay loop, the end result feeling functional but dull. 

Don’t blink. You might miss the appearance of a unique enemy.

Making this process especially tedious is the lack of sound effects from your attacks and lack of feedback from hits taken from the enemy. Your weapon sounds like a hairdryer on death’s door, barely registering at all and you’d have no idea your health was depleting if not for your health meter. Adding further to frustrations are the equally puzzling enemies, the first of which is a bird that emits a forcefield blocking your attacks but cannot attack you in any way, meaning you can run around like a headless chicken hairdryer in-hand with a bunch of seemingly friendly birds. 

They are so cute…

Upgrades are made available every few completed floors, which make the gameplay even easier, but are unable to reverse the inane nature of it. In fact, defeating enemies is less enjoyable than watching yourself be defeated as you can dispatch entire floors by standing in the corner of the room and aiming to the center of it, barely moving your joystick.  

Puzzlingly there’s a tutorial lasting a couple of paragraphs, but it omits to explain the few challenges available in the game, which is quite bold as the bland conceit will hardly encourage curiosity among the few that purchase it. So, despite it not being explained, the ability to ascend fire, tree, water and earth towers with a simple boss in each does exist and represents the main point of the game. The levels differ, but the challenge doesn’t, with the player still able to kill 90% of the enemies from the corner of the room as most of the residents run around aimlessly as if they are programmed to seem like they are attacking the other players in the co-op mode. Even those that do attack you directly can be defeated this way. Unfortunately, only one portal exists to change the tower you wish to climb, and the tower on offer is random, so you are forced to continue up your current tower in the hopes of finding the one you want. The achievements are also the only clue about which you have left to get through.

The one simple move to defeat them all.

You could argue that this game’s 4 players local co-op mode is where the fun is had, but I’m not sure that you’d want to willingly force this experience on others unless it’s as shared suffering of sorts. Perhaps the only feature not lacking in quality are the character and enemy designs whose smooth animation and colorful presentation look like they have been lifted from a show on Cartoon Network.

Despite Jade’s Ascension loading and running without issue, this cannot be considered a finished product, offering so little in content or fun, ultimately feeling like a free mobile game that somehow made it to consoles with a price tag slapped on it. Realistically the only people that should consider the purchase are platinum trophy hunters and children as it’s short and simple enough for both. For everyone else – this should be avoided at all costs.