Review: Brok The Investigator: Prologue

The point and click genre is one that has been around for almost as long as games themself. So finding a point and click game that adds something unique to the genre is quite the task. But Brok does precisely that, going above and beyond the usual exploration and puzzles. With its Beat ’em Up mechanics and Saturday morning cartoon aesthetic. The free to play prologue to the upcoming Brok The Investigator sets the scene for a larger story nicely but is not without its faults.

Surprisingly deep story

When I first started up Brok, I did not expect to get hit with an emotional gut-punch straight away. But that’s what the game delivers, with Brok waking up in his burning apartment before finding his partner Lia trapped. Unable to save her, she blames Brok for her death, claiming that all this is his fault and that he’s not fit to care for her son. Brok looks confused at the situation before waking up and revealing that it was all a nightmare. Or so you are made to believe but after some traditional point and click investigating around the apartment. And talking to Lia’s son, it becomes clear this was not a nightmare but a flashback to past events.

Once you finish looking around the apartment, you received a call from a police officer asking for his help urgently. After traveling across the city to meet with him, you discover that not everything is as it seems. The police officer asks you to travel into the heavily government-controlled “drums” to find his missing gun. Reluctantly you agree, and this is where your adventure will begin. 

I was pleasantly surprised with how deep the story was and how developed the characters are, all with their own motives. The game does a great job of explaining the backstory quickly and getting you right into the action. While also leaving enough hidden to keep you intrigued to find out more.

Unique idea with rocky execution

I must mention that the game opens with a message saying. “This prologue contains the first chapter of a game under development. Expect improvements for the full game release – particularly the animations, the fights gameplay, and artificial intelligence”. So please bear this in mind when I talk about these things.

What stops Brok from just being another point and click game is the ability to swap from adventure mode to combat mode instantly. Giving a beat em up twist to change the pace now and again. However, the combat does not compare well to the smooth and refined adventure segments.

Broks limited range of attacks makes him feel very stiff to control in combat mode and gives you few options. It would have been nice to see some other ways to take on the enemies. Maybe a grab and throw or the ability to crouch down and leg sweep with enemies with his tail. While Brok does gain XP and levels up after fights, the upgrades you earn aren’t very exciting. He has only a choice between extra health, damage, or special attack damage. This makes leveling up feel more like a formality than something I looked forward to after finishing a fight.

Death in Brok is far too punishing for a point and click game. When you die, you only come back with as much hp as you had when the game last auto-saved. This means that if you trigger the save point with low hp before a battle and fail, you will start the fight again on low hp. However, it’s important to remember that Brok is a point and click adventure game with a beat em up twist, not the other way around. 

Point & click classic

The point and click mechanics are straightforward, as you would expect. Not that this is a bad thing as the game plays smoothly with nice animations. And there are lots of hidden collectibles and items to look out for that felt rewarding to find. Brok’s real strengths come from the number of choices it gives the player. You can choose what you might say to certain characters and that could lead to side quests that help you build relationships with other characters. And I would expect that these relationships will play a larger part in the main game. You also can take on certain situations with cleaver negotiation instead of combat if you chose to. This makes everyone’s Brok play differently whilst some will choose to punch everything in their path others might try to talk their way out of difficult situations.

After completing your adventure, you return to the police officer to discuss your findings. Here you will have to combine the clues you found correctly to extract information from the police officer.  I found the interrogation mechanic annoying as I was missing some clues, so I had to backtrack to find them. Making the ending feel unnatural as I hopped in and out of the conversation to piece together information that I had already deduced.

Upon finishing the interrogation of the police officer, the game throws up a twist that I won’t spoil here, but it sets the story up perfectly for the main game, and I look forward to seeing what happens next when the full game releases in 2021.

Full of replayability

Once you finish the prologue, the game displays a summary of the choices you made, similar to the likes of Detriot: Become Human. It includes all the side quests you have completed and their possible effects as well as hinting towards some you might have missed. The summary also displays how violently or methodically you are playing the game. My split was a healthy 49% to 51%, but it’s nice to be able to see what direction you are heading in. Looking back at the choices I made throughout my adventure was a blast, and I was impressed by the amount of information displayed. I saw parts of the story that I had not even noticed during my playthrough that made me want to go back and complete another run of the game.

Lots to look forward to

As someone who has never been into a point and click adventure games, I did not expect to enjoy Brok as much as I did. It has a creative story with a unique idea that helps change the pace even if some of the combat mechanics are unfinished at the moment. Complimented by its easy on the eye nostalgic art style, I can strongly recommend Brok for people looking to get into the point and click genre. And am looking forward to its full release later in 2021.

Review: Eastern Exorcist

Eastern Exorcist reminds me of a 2-D, side-scrolling Sekiro (except rooted in Chinese folklore). The game is defined by intuitive, fluid controls and an absurdly steep difficulty curve. Actually, at first, I was rather disappointed by how easy the game was, until I hit about the 3rd or 4th boss and was repeatedly humbled. This is where the comparison to Sekiro becomes most apt. Both of these games are characterized by more or less playing on cruise control until you hit a boss, where you then wish you had three hands rather than two.

You begin the game as Lu Yunchuan, an exorcist tasked with destroying and dispelling evil spirits. After a few battles meant to introduce the controls of Eastern Exorcist, you come across a band of your disciples. Predictably, they are killed, and you begin to seek out revenge on the evil spirits who committed this atrocity. The story flows forth from there (with bold twists and turns). You travel from place to place and encounter scores of interesting characters and quests along the way. The overarching narrative is nothing to write home about, but the people you meet feel quirky and alive. The usual suspects are all there: the typical hero-turned-town-drunk, the wise old council member, and many more tried and true archetypes.

But, really, the story plays second fiddle to the combat in Eastern Exorcist. The developers clearly put in work to keep the game feeling tight and responsive the entire time. They managed to strike a beautiful balance between the mechanics and the difficulty. If the game was too easy, a player could simply hack his way through with basic attacks and minimal effort. Here, though, you better cuddle up close to those parry and dodge buttons, or else you’re in for a world of hurt. They could have given us a brainless hack-and-slash, but they didn’t. You truly have to stay engaged in this game, especially during boss fights. You won’t get far by simply mashing your way through the game; you’ll eventually hit a wall where you will be forced to brush up on your skills.

Speaking of skills, the game presents a skill tree in the form of Exorcism Arts. These are abilities that you slowly accrue throughout the game. Within each of these arts, is a skill tree that offers upgrades. For example, under the Shadow Spell ability, which summons a clone to fight alongside you, the skill tree offers bonuses such as an attack boost while the clone is active. It’s a fairly simplistic system that most gamers will be familiar with, but it’s also integral to progressing through the game. You’re going to want to carefully invest every skill point you can find. These arts are your only reprieve against the difficulty of the boss fights.

The soundtrack is an oft overlooked aspect of a game, but Eastern Exorcist does it right. The main themewhich accompanies most of the downtime in the gameis a simple, plodding, piece that is beautifully done. It’s encapsulates the mysterious, spooky vibe of the setting. In addition, the combat music is perfectly engaging without being over the top. It’s a true testament to the sound designer’s skill when you barely notice the music, but when you do, you enjoy it. Here, it’s unobtrusive yet oh so enjoyable.

If there is one member on the team who receives even less praise than the sound designer, it is the translator. But it has to be said for Eastern Exorcist, that whoever translated this game did a tremendous job. The writing is tight. Though you see it occasionallyespecially in the skills and menu navigationthere are very few mistakes. I know this seems almost ridiculous to throw so much praise at, but it was key to keeping me immersed in the narrative.

By way of improvement, I’d like to see a greater diversity in the enemies you encounter. I’ve actually pulled up the in-game log, and there appears to be 47 different types of monsters (including bosses), but I’ve only encountered maybe a third of that and I’m fairly deep in. There are lots of repetitive encounters early on. It’s a shame because the monsters are so interesting and distinctive. There are plenty of concepts here that I’ve never seen in another game. A particular favourite of mine is the “Hair Feeder,” which is a horrifying blueish ghoul that apparently prefers to feed on human hair. It’s not necessarily that Eastern Exorcist lacks a diversity in their enemies, but they take too long to introduce them to you. It would be nice to see them spread throughout your playthrough.

Eastern Exorcist is a game that continues to surprise you. When I thought it was easy, it humbled me. When I felt the story was growing stale, I was thrown for a loop. I was constantly changing my perception of the game. But, be warned before you buy: this game is hard. And, in that regard, it makes no apologies. You will constantly be challenged. The reward is that you get to progress through a game that is fun, imaginative, and couched in a setting that has not already been done to death.

Review: Cyberpunk 2077

I’m late to the party. But, in the spirit of CD Projekt Red (CDPR), I had to delay this review for a couple of weeks. What is there to be said about Cyberpunk 2077 that hasn’t already been said? The game was groundbreaking in a lot ways, and not many of them positive. Cyberpunk 2077 set a new precedent when Sony pulled it from the Playstation store and began offering refunds. And, as of this morning, a class action lawsuit has been filed by investors against CDPR for the poorly timed release of the game. Oddly enough, the game is actually fairly good at times, even occasionally great, but this wave of justified backlash is in response to what should be viewed as one of the most poorly polished AAA releases that the gaming community has seen in recent memory.

I’m inclined to believe that the launch was so poorly released that the pendulum has actually swung the other way. Fans are coming out in droves to defend the game. It seems that most of these positive reviews center around the story. The defenders have lauded the narrative to the point of overlooking the technical issues plaguing the game’s launch. The basic premise of Cyberpunk 2077 is simple. You start the game as “V.” You pick from one of three life paths: Corpo, Nomad, or Street Kid, and you’re dumped into a bleak, futuristic world. This life choice doesn’t feel very impactful, but acts more as a choice for the starting location of your character, and dictates small ways in which NPCs will interact with you. Ultimately, you will visit the other starting locations that you didn’t choose and play through the story there anyways. V’s programming inevitably becomes integrated with a chip containing Johnny Silverhand (Keanu Reeves), a cyber terrorist who once tried to take down a massive corporation, and the story really kicks off.

Call me cynical, but I’m not buying the endorsement of this story as groundbreakingly original. To me, it feels a little derivative of one of the most famous roleplaying games ever made, Final Fantasy 7. The main protagonist struggles with identity while battling a exploitative, evil company. Sound familiar? Along the way, you explore the dystopian though distinctly technologically stunted future. Cyberpunk 2077 presents that all too familiar, Blade Runner-esque vision of the future that feels vaguely 1980s. Seriously, why does every car driving around look like a Lamborghini Countach or a Honda Prelude? I digress. The story isn’t terrible, and in some ways it is original, but it’s certainly not the gold standard of roleplaying game story-telling that defenders like to prop it up as. Personally, I enjoyed the Nomad storyline best. It takes place out of Night City in a sort of Mad Max setting. But even that story draws heavily from Final Fantasy 7, culminating with the bombing of a distinctly Shinra-looking power station.

A real defense of Cyberpunk 2077 should start with its main city, Night City. It is truly breathtaking at times. It feels simultaneously like Tokyo and Los Angeles. At its core, it’s every major city in the world melted together into one in the best way possible. The walls are plastered with gigantic neon signs and eccentric advertisements. The buildings are complex and quirky (as if they have slowly developed over time). It’s dirty, gritty, and dark. On a purely aesthetic level, Night City looks absolutely lived in. I could spend hours driving the streets and exploring its forgotten alleyways.

The issues begin when you look a little deeper. For me, the inhabitants of Night City are one of the biggest flaws in the game. They feel totally lifeless. You can stand in front of a car, for instance, and the driver will never make an effort to go around you. You could wait there in perpetuum just staring at one another. I just jumped back into the game to check, and you can take out a gun and shoot at their windshield and they don’t react in any meaningful way. Even as you run down the street, bumping into people, they just sort of shrug it off every single time. They never turn to fight you or give you a piece of their mind. It really starts to grate on you when you notice that the AI inhabitants of Night City follows a specific routine. It was not at all uncommon for me to see the exact same cars following a loop while I left my apartment.

That’s not even where the real mess of Cyberpunk 2077 begins. The world feels absurdly unfinished. At release, you commonly could see cars driving through objects and barricades. You would often encounter multiple of the same character walking the street, frequently side-by-side (apparently Night City has an absurdly high occurrence of identical twins). If you get in a fist fight with a random passerby, everyone will duck as though in a bank robbery. I even found traffic at a complete gridlock with no discernible reason; everyone had simply just stopped driving. Even when you commit a crime, you had better believe that a cop will spawn out of thin air. Seriously, go give it a try. Look around yourself in a full 360 degree view, and then commit a crime. You can literally watch them appear like the Ghost of Christmas Past.

It’s jarring. My experience in Cyberpunk 2077 was a constant tug-of-war of immersion. At times, I would find myself lost in the majesty of the design of Night City, and then I’d be completely pulled out by some ridiculous AI behaviour or lack thereof. If these issues were infrequent or easily ignored, that would be one thing, but it’s nearly impossible not to take notice of the issues. The terrible, unfinished nature of Cyberpunk 2077 followed me through my entire playthrough. In the final cutscene, my character was inexplicably naked. The culmination of all my hours of play ruined by seeing the protagonist going full monty.

I’ve got to address one more aspect before I stop beating up on Cyberpunk 2077: the combat system. The combat system is relatively standard. You are presented with a skill tree where you can specialize your character. You can choose from Body, Intelligence, Reflexes, Cool, and Technical Ability. Within these attributes, you have a perk tree. For instance, within Cool, you have Stealth and Cold Blood perk trees. Investing attributes will broadly develop your character, and choosing perks within these attributes will have more niche effects. The problem is that the bonuses awarded from attributes and perks are simply overpowered.

I chose to develop Body and Reflexes and then went down the Blades tree within Reflexes. This left me with an ample amount of health and a ridiculous amount of damage. As I was nearing endgame, there wasn’t an enemy I couldn’t one shot. Even the bosses melted in a matter of seconds. To make matters worse, I never once consulted a guide to craft this build, I just flippantly put points wherever seemed acceptable. If you were to attempt to truly min/max your build, I’m sure you could cruise through the game even easier than I did. The entire main story took me less than 16 hours even including game crashes, glitches, and the like.

Cyberpunk 2077 was doomed to fail. It’s not an unplayably bad game by any stretch of the imagination, but it could never live up to the hype that surrounded its release. Don’t get me wrong, you could play Cyberpunk 2077 and have an absolute blast, but it’s more likely that you won’t. I could almost feel the game constantly oscillating between an incredible experience and shockingly bad. The hard truth is that CDPR should have delayed the release even further. Sure, people grew tired of waiting, but the product we received on launch was an insult. It’s not that the glitches and bugs are impossible to ignore; you just shouldn’t have to. As it stands, Cyberpunk 2077 still has ridiculous potential, but CDPR has a lot of work to do to get there.

Review: Get-A-Grip Chip

Two words come to mind: playability and replayability. Get-A-Grip Chip is a cute and simplistic platformer from Redstart Interactive with a ton of heart. Perhaps more important than its charm is the its execution. The smooth controls and clever design make it so that you can dump hours into this game before even noticing. Unfortunately, if you do exactly that, you’ll get to the end a bit quicker than you’d ever want to.

You begin the game as the titular character, Chip, a manufacturing robot who swings and battles his way through a nightmarish factory. Here’s something that dawned on me about halfway through my playthrough: this is a platformer without a jump button. Odd, isn’t it? You can move left and right, but the rest of your movement is controlled by the hook on Chip’s head. Redstart made sure to build the game entirely around Chip’s abilities and his limitations. As a result, the level design is a thing of beauty. As you progress through the stages, you’ll come across a myriad of inventive ways that Redstart played with Chip’s unique movement abilities. It kept the game fresh the entire time. By way of example, as a gust of air pushes you up, you must take advantage of Chip’s momentum as you slingshot him around an object using your hook.

That’s the true beauty of Get-A-Grip Chip. It’s polished. I never once found myself stuck in a spot I couldn’t escape from. I never once encountered a problem with the platforming or the level design. This is hugely important because the replayability of Get-A-Grip Chip is couched in the leaderboards that are presented to you at the end of each stage. The game needs to be smooth so that you can do each level as quickly as possible. I generally ranked near the top 20 or so on most stages, but those above me were completing the levels in about half the time I was. The full range of players’ completion times is a testament to how well designed this game is. If you are quick enough, you could feasibly complete some levels in just over a minute, but it might take another player up to five minutes. As you go, this fact sort of gnaws at you. I found myself sitting there trying to imagine the perfect route through each stage. How could I beat each stage as quickly as those above me?

One of the primary goals in the game is to collect Battery Bots from each stage. These are trapped robots that Chip has to rescue. There are 8 in each level, and I only found all 8 in a couple of the stages. A few of them I searched quite thoroughly for to no avail. If you find the Battery Bots, you must deposit them into a escape tube, where they are ferried to safety (these escape tubes also double as your checkpoints in the stage). The Battery Bots are lost on death, but not ones that are deposited. If you are lucky enough to find one near a previous checkpoint, you can double back and drop them in a previous checkpoint. Since Battery Bots are required to unlock subsequent levels, you will find yourself chasing them even when they are found it the most perilous of situations.

Another way in which Get-A-Grip Chip deviates from a conventional platformer is that you can skip levels. If you have gathered enough Battery Bots and completed enough total levels, you may be able to skip ahead a level. I found myself enjoying the game enough to have no desire to do so, but this is an interesting aspect for those interested in speedrunning the game. It also offers a greater reward for those diligently hunting Battery Bots. An extra minute or two spent searching may actually pay off by allowing you to skip a future stage.

I’m really nitpicking here, but one of the few problems with Get-A-Grip Chip might be the length of the game. There are 6 stages per level and 5 levels total. At about 3-4 minutes per stage, and accounting for a few failed attempts here and there, the average player should be able to beat Get-A-Grip Chip in around 3 hours or so. Even when you take into account the leaderboards which add that aspect of replayability, I found myself wanting more from the game. This is hardly a negative. I liked the game so much that I was disappointed when I found myself burning through it so quickly.

The final stage of each level is where I found myself having the most fun. These final stages reminded me of the levels in Super Mario where the screen pushes you forward constantly. These levels can be polarizing. For the relaxed gamer, these are an anxiety inducing nightmare, but for those who enjoy a bit of a challenge, these sorts of stages can force you to play at your best. Get-A-Grip Chip manages to find a nice groove of difficulty. The intro stages on each level are usually fairly easy; a warmup more than anything. But, the final stages can be fairly difficult.

Get-A-Grip Chip is the sort of game that arises from a well-focused development team. It is beautifully smooth and playable. It stays true to its base mechanics yet pushes the boundaries whenever possible. The art style is quirky and unique. I felt like I was playing a game made by people who truly understood what they had made. They always had their finger on the pulse. The only issue is when you make a game this enjoyable, I want to play it for much longer than I was able to here.

Review: Rusty Spout Rescue Adventure

When I first started Rusty Spout Rescue Adventure, I expected a laid back classic bubble shooter that is so common within the mobile and PC gaming space. Although this game matches this description in some respect, Rusty Spout Rescue Adventure exceeds this assumption in many ways.

Rusty Spout Rescue Adventure is a classic puzzle bubble shooting video game. That you would find on a traditional arcade PC collection or mobile device. This particular puzzle genre involves a targeted in-game cannon to shoot bubbles to form bubble chains and combinations. To remove all bubbles on the screen to complete a level. Rusty Spout Rescue Adventure’s gameplay is no exception to this. Having the player shoot bubbles out of a cannon to create chains of three bubbles of the same colour. This chain removes the bubbles, with the end goal being to remove all bubbles from your player’s screen. If you fail to do this, you lose and have to start over again. This classic gameplay mechanic encapsulates in a simple story mode. That involves the player completing levels to defeat the games’ main boss and several mini-bosses throughout the game.

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A standard level

Unfortunately, this is the game in a nutshell. Besides the classic endless modes and other modes such as challenge mode and battle mode, adding a considerable amount of replayability. Rusty Spout Rescue Adventure doesn’t reinvent the wheel to add anything new to this already saturated bubble shooting genre of puzzle games. It takes from its predecessors a classic gameplay mechanic and style without adding anything new to the genre in a refreshing way. However, although this game doesn’t reinvent or add anything new to the genre, it is by no means a bad game. By comparison, it far exceeds its competitors and predecessors within the bubble shooting puzzle shooting genre in many ways.

Firstly, Rusty Spout Rescue Adventure has a brilliant soundtrack. The soundtrack is a standout throughout the game’s different levels, playing classic retro vibes in an upbeat and charming way. For many players, Rusty Spout Rescue Adventure’s soundtrack will take them back to the traditional days of retro gaming and the symbolic soundtracks of this era of video games.

It was a real treat to hear such a well put together, nostalgic soundtrack. That not only plays on the feels of bygone eras of gaming but immerses you in Rusty Spout Rescue Adventure. On top of that, the soundtrack has a ton of variety, and shine’s during boss battle sequences. The game’s art style is also incredibly appealing. It takes a retro look with a mixture that makes each level feel like the next chapter in the game’s story. It is lovely and further makes this game stand out within the puzzle shooting genre.

What is also a standout, and perhaps a positive and a negative is the game’s difficulty. When I first started Rusty Spout’s Rescue Adventure, I expected a slow but steady increase in difficulty. But I couldn’t have been more wrong. Rusty Spout’s Rescue Adventure, quickly gets the player involved in the bubble popping action, taking no time to ramp up the difficulty to a very challenging level. The game separates into groups of ten levels with a boss at the end of each set. For each set of ten you get three lives, lose all three, and you start from the very beginning of that level set. With this in mind, the game is brutally challenging and shows no mercy for new players to the genre.

I frequently found myself, getting to the final boss and messing up a particular combination leading to another climb of the same ten levels. However, although I sound like this was a painful experience, I enjoyed it. The game is genuinely fun and addictive, and it kept me coming back for more. I didn’t find it too frustrating. Nor did it make me lose interest in the game, much to the game and the developer’s credit.

A boss battle

Although some new to the genre may find its difficulty frustrating, making it an unappealing entry point to the genre. Experienced puzzle game enthusiasts will enjoy this game and how difficult it is. However, it is worth noting, especially on the Xbox versions of this game, that the shooting mechanic is very slow in positioning and moving the bubble cannon. Whether this game needs to have better optimisation for consoles or this move was a strategic choice by the developers. More speed would be ideal for easing new players’ difficulty.

All in all, Rusty Spout’s Rescue Adventure is a great little bubble puzzle shooter. Although, it doesn’t reinvent the wheel within its genre and is notably tricky. Making it a challenging entry point for new players into the puzzle bubble popping scene. It is a fun and addictive puzzle game with a charming soundtrack and art style and a difficulty level that will appeal to experienced puzzle gamers.

Review: Calico

Calico is an interesting indie take on an open-world café simulator. You are tasked with taking over and running the cat café left behind by a distant relative. Much like a Harvest Moon game, you must perform quests and help the townsfolk to unlock items, recipes and earn money to aid in the growth of your very own café. I am not a cat lover, nor am I into sim games of any sort, so the first look I had at Calico was really unappealing to me. Its cute and colourful design gave me the impression that it was a typical “girly” game filled with friendship, rainbows and magic. Boy was I wrong! The longer I played, the more I found myself drawn to the vibrant and colourful open world that Calico had to offer. Although its design and colour scheme does cater more towards lovers of all things cutesy, Calico’s gameplay certainly does not fail to impress.

Calico’s character creation screen

Nowadays, many RPGs boast robust character creation and customization, so looking at Calico’s simplistic character creation screen was really pleasing to the eyes. Players can modify and tweak various aspects of their character, and the game makes it really easy to do so. Within a few minutes, you can jump straight into the game without having to spend a long period of time, carefully editing your character’s facial features. The game does assume your role to be female, though, as I could not find any way to create a male character.

As you start your journey to becoming the greatest cat café owner there ever was, you meet new friends across the map and perform odd jobs for them in exchange for unlocking various items which include furniture you can use to grow your café, money, clothing and potions with various magical effects. One of my favourite potions enables the player to enlarge pets and mount them for increased movement speed whilst performing errands across the map. There is also the main questline, where you have to perform certain tasks to unlock sections of the map that are blocked off. As you unlock these sections, more animals become available to you and your café. The quests are fairly simple and relatively short, making it great for people with short attention spans like me. The only thing I did not really like about the quest system was that the game does not tell you where to start quests. Instead, it expects you to talk to each NPC to find out if they have a task lined up for you. It got to a point where I didn’t know which NPC I had to talk to in order for me to continue with the main questline.

Exploring the different settings of Calico on my enlarged cat, Mr Pudgems

Even though you technically own a “Cat” café, there are many other species of animals that wander around the map, all of which can be added to your collection. These include dogs, foxes, horses, birds, polar bears and many more. You can literally add any animal you find into your café, technically turning it from a cat café into a zoo of sorts. Not particularly fond of cats myself, finding other species of cute and cuddly animals to take home was really refreshing. I found myself scurrying around whenever I unlocked a new section of the map to try and find the more exotic looking furries. The café itself was a little disappointing, though, as the customization of the café was overly simplistic. There was not much that could be done other than a basic rearrangement of furniture and a short cooking minigame. Even though the game markets itself as a cat café simulator, there really is not much to do in the café as you spend most of your gameplay wandering around the map.

Cat cafe interior

Fortunately for myself, I managed to test the game on the PC version which had small collision bugs here and there, but nothing that required a hard reset to bypass. Other than slightly erratic character and animal movement, there were not much gameplay hiccups that stood out to me.

I was not really expecting much from Calico, but I definitely had an enjoyable playthrough. The game itself is relatively short though, as there is not much to do after completing the main questline other than spicing up your café. However, it is the type of game you could check back into now and then to satisfy your need of being surrounded by cute and cuddly virtual animals. For me, I might boot up Calico once in a while to make sure my cat, Mr Pudgems, doesn’t feel too lonely.

Review: HyperParasite

In an age where rougelites are becoming increasingly popular thanks to Dead Cells and Hades’ recent success. HyperParasite does an exceptional job of standing out from the crowd with its unique parasite mechanics and diverse abilities. However, it fails to impress with lazy presentation and a flawed progression system that will leave you frustrated.

HyperPrasite opens up with the president of the united states’ “Ray Gun,” delivering an emergency briefing. Informing the nation about a parasite that is attempting to possess him and release a nuclear bomb. Ray Gun then declares that all civilians should take to the streets to stop the parasite from taking over. Armed with trollies, newspapers, and anything else they can find, it’s these civilians that make Hyperparasite memorable.

The core mechanic of HyperParasite is about possessing different bodies to gain access to their unique abilities. And it’s this mechanic that makes HyperParasite stand out from the rest. With the added thrill of swapping from character to character, no two runs feel the same. And the ability to adapt to every situation gives you endless options on how to take on the next set of enemies. This mechanic has me constantly coming back for more because I know that every time I start a run, it will be different from the last with new abilities and weapons to try out.

HyperParasites characters all play differently with exciting weapons and special attacks, from a fire breathing dragon to a slam dunk shockwave. Making it a joy to find out what crazy move the next character I crawl inside will do. Still, it’s worth mentioning that while the range of abilities is broad and creative, only four females appear on the roster. And it would have been nice to see a more diverse range of genders represented here.

Even though I enjoyed trying the different abilities, an absurd amount of grinding is required to unlock new characters. Each time you take a new DNA strain back to the shop, you need to pay a certain amount of credits depending on the character’s quality to unlock them. This is where the painful grind starts because of how strict the game is with the number of credits it hands out.

In my first few runs, I earned about 100 credits before I would end up dying to the boss after I was overwhelmed with locked characters. And some of the unlockable characters in the store would cost up to 3000 credits. This meant that I had to spend a few hours in the first area of the game. Until I had enough characters unlocked to defeat the first boss, however, the boss does drop around 1000 credits. This means that unlocking characters becomes a lot easier once you have enough characters to get past the first level. And you might even have so spare change for some items.

Fortunately, if you find yourself stuck in the opening area for longer than you can cope, the game has an easy mode that allows you to jump in with all characters unlocked. And is a great way to experience all the late-game characters and progress to the other levels. I also found this super helpful in deciding what characters I wanted to spend my credits on next as I could try them out before committing to the purchase.

HyperParasite is brutally difficult, with bosses throwing locked character after locked character at your hopeless parasite form. As you pray for one of the few characters you have unlocked to appear. You will repeatedly watch lengthy runs fall to pieces in a few seconds because of one mistake. Only to end up doing it all over again. But for me, the challenge never felt unfair and never pushed me away. It just ended up pulling me in deeper. I always found myself saying one more run after dying, only to play for hours.

Unfortunately, due to the insane amount of grinding required in the early hours of the game. The soundtrack fast becomes repetitive and annoying but does pick up a bit in a couple of the later levels. HyperParasite also failed to impress visually as assets are copy and pasted around, making the environments feel very similar. And the game’s default low pixel resolution setting looks jarring and made everything a bit harder to see; fortunately, the game offers a higher pixel resolution setting. That is a lot clearer and comfortable on the eyes, but the 3d models leave a bit to be desired.

However, for what HyperParasite lacks in presentation and progression, its unique gameplay ideas and exciting abilities make every run feel different enough to want to keep coming back for more, and it will have you muttering, “Just one more run” for hours.

Review: Craftlands Workshoppe

It’s Christmas Eve. If ever there was a fitting day to play a game based around a crafting workshop, this is it. Instead of creating “toys and goodies,” I’m hocking a broadsword to every traveller that meanders into my store. Craftlands Workshoppe beautifully captures how it would feel to run a busy workshop. The game is essentially a feverishly paced blend of micromanagement and craftsmanship. You are either delegating tasks to your workers or doing the job yourself, all while droves of customers begin to pile up at your store counter.

The beauty of Craftlands Workshoppe is that you set the pace. While there is always a surplus of tasks to accomplish, the player is always in control. Want to spend an entire day gathering resources? Go ahead. If you instead want to leisure around and explore the town, there are no drawbacks to doing so. I found my groove gathering resources for several days in a row, crafting items the next couple of days, and then focusing solely on selling them, but you could mix it up however you want. It’s possible to gather the resources, craft the items, and sell them all on the same day, if you have the gumption to do so.

There are three possible options for crafting: alchemy, blacksmithing, and cooking. The goal of the game is to perfect all three professions and solve the mystery of what happened to your old master, Allcraft. I picked blacksmithing, and I found my daily routine seemed focused on a very small area of the map. I’d go up into the nearby forest to mine iron or gather wood, and then I’d travel to “He who smelt it,” the local blacksmithing supplies store. It was in this monotonous routine that the game began to feel like a bit of a grind. Especially since the vast majority of my customers seemed hellbent on buying only one item. I found myself crafting hundreds of swords in the first couple in-game days of play.

I’m no stranger to grinding. I understand that it is an essential part of games like Craftlands Workshoppe. The issue is that when you are forced to do the same menial tasks over and over, there needs to be some variety built into the way it is performed. In Craftlands Workshoppe, the test is always to time your click for when your cursor coincides with a green bar. This gets repetitive extremely fast. By my hundredth sword, I basically never missed the bar, and it began to feel automated in a weird way. There definitely needs to be variety added in terms of these mini-games.

Luckily, after a while, you unlock the Worker’s Basement, where you can, unsurprisingly, hire workers to automate these tasks for you. Once you master a certain item (by selling a certain amount of them), you can delegate this item to be made by your workers. The only issue I found with this is that at first it is prohibitively expensive and requires hours of in-game grinding to simply get the system rolling. But, it is nice to see a light at the end of the tunnel in terms of your own endless grinding of the mini-game. Instead, you are able to delegate the workers in the basement to the damning fate of endless toil.

Unfortunately, I encountered one of the few game breaking glitches I could imagine. My store was stuck closed. The game displayed my store as permanently open, yet no customers would enter no matter how long I stood at the counter. No amount of toggling would change the status of my store, and I tried restarting the game several times to no avail. This meant that I was left with no ability to generate income, and my journey in Craftsman Workshoppe had essentially ended. I don’t hold this too strongly against the developers, it’s early days for the game, and these things happen, but losing all your progress after hours of grinding is disheartening to say the least. The only other glitch I encountered was that my anvil got stuck on a single recipe. I could only create nails. A simple restart of the game fixed this bug, however.

Glitches aside, the real problem is that you never feel as if you’re ahead. The first couple hours are spend diligently grinding to be able to master your first item. Then, you immediately have to grind further to unlock the Worker’s Basement. But even when you’ve achieved that, the workers become another expense you can’t possibly float. You’re always behind the eight ball. I have no doubts that when you get to the point when everything is up and running the game will feel different, but getting to that point is an arduous journey to put it lightly. There needs to be a greater feeling of reward built into the early game.

For a passive gamer, the kind of person who likes to relax and sink hours into a game, Craftlands Workshoppe could actually be perfect. There is plenty to like. The setting of a sleepy town juxtaposed with eccentric inhabitants is reminiscent of the Legend of Zelda franchise. The gameplay, barring the one glitch I experienced, was smooth and well-thought out. I believe they designed the game with a dedicated player in mind rather than someone who wants instant satisfaction. Even the minimalistic story was intriguing enough. For me, though, the game in its current state is too repetitive and you’re seemingly at a perpetual disadvantage. I definitely see potential here, but we aren’t there yet.

Review: Neoverse

Slay the Spire. There, I said it. It’s nearly impossible to talk about Neoverse (or any roguelike deck builder) without mentioning the cream of the crop. Seriously, go ahead and filter through the discussion surrounding Neoverse online and you’ll find that nearly every mention of the game is accompanied by a mention of Slay the Spire. There’s a good reason for this. Neoverse is essentially a reskin of Slay the Spire with added sex appeal. Is this a bad thing? It sort of depends at where you’re looking from. In a way, Neoverse is actually fairly successful as far as clones go. It’s fundamentally as playable as Slay the Spire, and to some subset of the population, could be even more entertaining due to its small deviations.

Neoverse runs in a fairly typical manner. You start with a deck of cards that have certain abilities. The goal is to move through a dungeon, fighting monsters of increasing power while improving your own deck in tandem. Your cards run the gamut from attack cards, defense cards, and status effect cards. The key, in Neoverse, is to maximize the effectiveness your deck. That’s where the enjoyment springs from in deck builders. You are going to experience moments where you play a card and immediately notice a better alternative. Eventually, you’ll get into a rhythm and begin to roll through the dungeon. I can personally get a feel for a successful (or unsuccessful) run about halfway through. This is because there is a fair amount of RNG baked into deck builders. If you are lucky enough to get a certain card or skill upgrade in Neoverse, it can change the entire playthrough.

Since comparisons are inevitable, it’s worth looking at where Neoverse deviates from Slay the Spire. To begin with, Neoverse has a fairly integral combo mechanic (called “Battle Tech”). If you play cards in a certain order (e.g., attack, defense, attack, attack), you will get a buff to your next attack. This is a nice addition, but in my early runs of the game, this feature was so important that I could not possibly afford to stray from the suggested combo. Your first couple of runs through the game will ultimately be dictated by this mechanic. The critical hit reward is simply too useful to pass up.

Another way in which Neoverse separates itself is the lack of defense decay. The armor gained from a defense card will persist until it is destroyed by any enemy. It will not decay in between turns. This ultimately makes defensive decks not just viable but super effective. Unless you run into the rare encounter where a monster has the ability to remove all your armor, you can make yourself virtually untouchable. Not just that, but it is not imperative to separate your deck between either offense and defense, since an offensive build can still remain relatively protected due to this persistent armor mechanic. This mechanic was one of my main gripes while playing Neoverse. It gives the player too much power. It’s an obvious point to exploit while crafting certain builds.

A skill tree replaces relics in Neoverse. You earn skill points through encounters and by completing missions. Missions in Neoverse are a set of parameters to be fulfilled in battle. For example, if you complete a battle without taking damage, it may earn you extra skill points. The problem is that the skill tree is populated purely by positive buffs with essentially no drawbacks. Luckily, the skill tree you are presented with is random through each playthrough, so you cannot follow the exact same build as your last run. But for the most part, the randomly generated buffs are overpowered. I began to employ a strategy of just accruing as many skills as possible. If you follow this strategy, you become so laden with passive effects that it makes it difficult to lose.

Here’s one more balancing issue that arises from missions: they aren’t automatically redeemed and they aren’t specific to a single encounter. Let me explain. If I take a fight and the mission I’m given is to “deal more than 20 damage in a single turn.” I now have this as a mission permanently until I fulfill that requirement. This means that if I happen to complete that requirement 5 encounters down the road, I’m still rewarded. Also, once I complete that mission, I can redeem the reward at a time of my choosing. So, if that same reward happens to heal me for 30% of my health, I can wait to use it until I need it most. If the reward is to evolve one of my cards, I can save it until I get a card that is worth evolving. This mechanic is also far too forgiving.

The store operates in basically the same manner as Slay the Spire, except that it can be accessed at any time, and refreshed multiple times in a single visit. It’s worth noting that you can also purchase skill points for relatively cheap while visiting the shop, so that you could feasibly fill out an entire skill tree within a single run. The cards offered in the shop are usually fairly affordable and the ones that are discounted are almost laughably cheap. If you are lucky enough to find a card on sale that is essential to your build, you’re set. You can also buy items (up to 3) that have instantaneous effects in battle that are similar to the ones in Slay the Spire.

If it sounds like I didn’t enjoy Neoverse, I actually did. It’s a clone, sure, but it’s a well made clone of an already great game. Beyond some balancing issues, there really isn’t much wrong with Neoverse. It’s just that the successful aspects of Neoverse (and there are plenty) have already been discussed ad nauseam when Slay the Spire released; they aren’t worth mentioning. As it is, Neoverse stands as a solid alternative with a bit of balancing issues and a different art style. It’s simple as that.

Unbox the January Wizarding World Crate: Department of Magical Transportation!

Gear up to travel the Wizarding World in the new year as Loot Crate announces its Wizarding World January subscription box, themed after the Department of Magical Transportation.

Inspired by the transportation branch of the Ministry of Magic, January’s crate features an exclusive Hagrid Motorcycle Umbrella, an exclusive Nimbus House Scarf, an exclusive Knight Bus Lunch Tin, an exclusive “Muggleworthy” Luggage Tag and more.

This bi-monthly subscription will include unique and officially licensed collectibles, apparel, figures, memorabilia & more. 

Wizarding World Loot Crate pricing starts at $39.99 plus shipping and handling. 

Orders for the Wizarding World Department of Magical Transportation crate must be placed by January 3 at 9:00 pm PST. Supplies are limited so order now to avoid disappointment. 

Subscribe to Loot Crate for exclusive collectibles inspired by the Wizarding World: https://www.lootcrate.com/crates/wizarding-world

Doctor Who New Year special will be available in UHD on BBC iPlayer

Great news for Doctor Who fans, the New Year’s Day special Revolution of the Daleks will be available to watch live and on-demand in Ultra-High Definition (UHD) and High Dynamic Range (HDR) on BBC iPlayer.

Entitled ‘Revolution of the Daleks’, the feature length special of the global hit series stars Jodie Whittaker, Tosin Cole, Mandip Gill  and Bradley Walsh, along with John Barrowman MBE who will be reprising his role as Captain Jack Harkness. Viewers last saw the Thirteenth Doctor at the end of series 12 where her fate was left hanging in the balance as she was locked away in a high-security alien prison with no hope of escape. In the upcoming Festive Special, Yaz, Ryan and Graham are far away on Earth and having to carry on with their lives without her. However they soon discover a disturbing plan forming. A plan which involves a Dalek. How can you fight a Dalek without the Doctor? Even with Captain Jack’s help, the gang are set to face one of their biggest and most frightening challenges yet…

Fans can watch the UHD version of the episode live and on-demand on iPlayer, and those watching live with compatible TVs will be prompted to press red to watch in UHD. Viewers can check whether their TV is compatible on the BBC iPlayer FAQ.

In addition to the new Doctor Who special, the BBC will also be making The Queen’s Christmas Broadcast available to watch in UHD and HDR, as well as new drama series Black Narcissus and Meerkat: A Dynasties Special, and David Attenborough’s new landmark natural history series A Perfect Planet will be available to watch as a box set in UHD and HDR after the first episode airs. 

Existing shows to watch in UHD and HDR on iPlayer include His Dark Materials, Dracula, Dynasties, Blue Planet II and Seven Worlds, One Planet.

Amazon’s Top 12 Toys for Christmas 2020

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Amazon have published their Top 12 Toys for Christmas 2020.

This year, with families staying home and spending more time together, retro classics such as Barbie, Back to the Future and Super Mario are making a comeback on the ‘Top Toys’ list, alongside classics such as Star Wars and LEGO. 

‘Star Wars’ continues to be amongst the top searched keywords for toys on Amazon.co.uk and kids cannot get enough of Disney’s series – Star Wars The Mandalorian. Star Wars The Mandalorian Bounty Hunter Transport Starship has been picked to be a potential bestseller available exclusively on Amazon.co.uk. Whilst The Child Animatronic Edition “AKA Baby Yoda” takes the top spot for the most lovable character.

Children of all ages will be able to wake up on Christmas morning and capture the smiles on camera with the VTech’s KidiZoom (red), a kid-friendly camera which includes video editing to encourage imagination and creativity. The HD camera comes with 20 virtual backgrounds, includes six fun games to ramp up the fun and is exclusively on Amazon.co.uk. With these photos, one can create Premiere Pro transitions. Expertly incorporating video transitions into your video can enhance storytelling and add that emotional component you would otherwise miss.

Barbie Fresh ‘n’ Fun Food Truck 

Currently priced at £49.99

L.O.L Surprise! O.M.G. Remix 4-in-1 Plane Playset

Currently priced at £89.99

L.O.L Surprise! O.M.G. Remix Honeylicious Fashion Doll 

Currently priced at £40

LEGO Star Wars The Mandalorian Bounty Hunter Transport Starship Toy

Currently priced at £119.99

LEGO Super Mario Adventures Starter Course Toy Interactive Figure & Buildable Game

Currently priced at £44.99

Mattel Games Uno Showdown

Currently priced at £14.99

PAW Patrol Dino Rescue Dino Patroller Motorised Team Vehicle with Exclusive Chase and T-Rex Figures 

Currently priced at £64.99

Playmobil Back to the Future DeLorean Toy

Currently priced at £39.99

Present Pets

Currently priced at £58.33

Squeakee Interactive Balloon Dog

Currently priced at £44.99

Star Wars The Child Animatronic Edition “AKA Baby Yoda”

Currently priced at £59.99

VTech KidiZoom Studio (Red), Amazon Exclusive

Currently priced at £59.99

Amazon prices are correct at time of going to print and apply to purchases from Amazon.co.uk. For latest prices, please visit Amazon.co.uk

Melissa & Doug Wooden Ice Cream Counter

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Christmas is almost here, and we take a look at the Melissa & Doug Wooden Ice Cream Counter.

Scoop up some cool treats with this all-inclusive, 28-piece pretend play ice cream counter!

The sturdy wooden tabletop counter holds eight wooden scoops of different-flavoured ice cream, six assorted toppings, two cones, a plastic cup, an ice cream scooper, tongs, and a wooden spoon.

The scooper fits into a hole on top of the scoops to lift, stack, and release. Take orders on the reusable menu card, pay with play money, and serve up delicious fun!

There are 28 pieces in the set, including a wooden ice cream counter, eight ice cream scoops, six toppings, two cones, cup, scooper, tongs, wooden spoon, and six bills.

Making different ice creams and running your own ice cream counter is so much fun, there are so many combinations to make and play with.

The Melissa & Doug Wooden Ice Cream Counter is available now priced around £34.99 and is aimed a children ages 3 years and up.

EPOCH Games Super Mario Blow Up! Shaky Tower

Christmas is almost here, and we take a look at the EPOCH Games Super Mario Blow Up! Shaky Tower.

Super Mario Blow Up! Shaky Tower is an exciting balance game. Place the Mario figures on the tower making sure not to drop the ball placed on top of the tower. Seven Super Mario character figures are included.

The box contains the tower (which you need to put together) and 7 Super Mario figures. The tower itself is about 27.5cm tall and wobbles (but that’s the point).

The game is designed for two or more players and for ages 4 and up.

This game is a lot of fun, especially if you are a fan of Super Mario! One worth looking at for all the family on Christmas day!

The EPOCH Games Super Mario Blow Up! Shaky Tower is available now priced around £24.99.