Review: Akiba’s Trip: Hellbound & Debriefed

There are some things in this world that we’re not supposed to understand – why earphone wires magically create knots when you’re not looking, the plot of Christopher Nolan’s Interstellar and why this title exists. 

Akiba’s Trip: Hellbound and Debriefed, or perhaps more accurately ‘Akiba Strip’, is a re-master of the 2011 PSP release, Akiba’s Trip, and is exactly what it sounds like – an anime strip game – existing as one big in-joke for those ‘not just your average bear’ anime fans.

There is a plot – believe it or not – which sets you and your freedom fighting team against vampire-like creatures. To eradicate this threat, you must kill them in broad daylight by stripping them of their clothes and letting the sun do the rest.

Before we transition to the ‘what’ and the ‘oh god why’, let’s address the appeal of this title’s more innocent features – its map and visuals. Akihabara – the Otaku holy ground – is represented well with the main streets explorable and the remastered visuals and 60fps giving the general aesthetic a nice warm hue to bumble about in. Like a mini segmented open-world, you are able to access each area as you wish via menu screen, and can complete side missions, play mini-games or just randomly attack pedestrians. NPCs such a police officer, a charity worker, tourists and office workers fill the map and interact with each other bringing a realistic-ish tone to the accurate map.

A setting in which to enjoy a story is far from a reason to run to the stores and scream for the brown paper bag that should accompany this though. Unable to escape the lake of perversion it’s been cast in, the redeeming features are soon absorbed into a monster that I, personally, couldn’t wait to be rid of.
I also should add that I’m not particularly averse to games that go against the norm, I gave Date a Live: Rio Reincarnation – an anime dating simulator – 10/10, as an example, and have visited Akihabara many a time for anime and video game memorabilia – just not for things as extreme as this.

Comparing it to an existing title you’d probably say that it’s like a poor man’s Persona mixed with GTA NPC mechanics due to its location, anime visuals and ability to attack anyone walking on the map. Even the battle system, which contains plenty of normal attacks seems reasonable enough, but its purpose is more than a little bit suspect.

Turning part-vampire after being bitten by a fanged beast, you – like in every vampire drama ever made – decide that your attacker is now a potential love interest all the while a shadowy organization forcibly enlists you to their cause to unclothe the undead. All above board up to this point, I’m sure you’ll agree, and to play devil’s advocate, it should also be noted that with violence – context is everything. A fight with intentions to tell a story, regardless of how violent, is easy to get behind, but facilitating the senseless and random attacks on unsuspecting and defenseless characters is quite the opposite and is something I’ve never understood the appeal of, despite being a huge fan of city-based open-world games.

This brings us to the elephant in the room and the gameplay mechanic the entire game is built around – stripping young girls (enemies or NPCs) of their clothes completely against their will. As if that’s not bad enough, the worst part is actually the way it’s portrayed as there isn’t a single acknowledgment of how obscene these actions or predicaments are, instead it’s embraced like a badge of honor and played straight, like its barely hidden hentai references and explanations for manly uses of used anime girl figurines – it’s as normal as asking about the weather.

The lengths the game takes to try to convince you that there is context for this behavior is impressive, but needless to say, it’s painfully obvious that this game was made with this mechanic in mind and everything else is secondary. Missions mostly involve the putting on and taking off of clothing – the former in the form of disguises/cosplaying and the latter in the form of indecent assault amidst the rise of the geeky vampires.

The strange thing is, if the declothing mechanic/random violence against women and perverted conversation were to be removed, due to its absurdity, this could have actually been an amusing anime game. Memorizing the backstory of a fictitious anime, and cosplaying to get into a top-secret meeting with vampires, there is potential for 4th wall-breaking humor and blatant self-deprecating laughs, but instead, you get to do things like flirt with your sister.

I’ll admit that there are games and an age rating for everyone. You know what you’re in for with an ‘M for Mature’, but this title has seemingly done everything it can to make it seem acceptable and ‘cool’. Even one of the worst offenders of gratuitous violence in GTA pales in comparison here. To GTA‘s credit, it used a fake city and made its most enjoyable weapons ones that most of the world’s population couldn’t acquire, but most importantly of all, it’s clear as day that the main characters are awful human beings, which most would find hard to relate to and consider emulating. Akiba’s Trip: Hellbound and Debriefed, on the other hand, bases itself in a real place, encourages behavior that anyone can copy and makes seemingly sane characters – who you can customize to look like yourself – carry out the actions, making the proposition of copying said actions seem far from strange.

Fans will likely be too giddy that this ‘niche of the niche’ title has made it to the west at all (it was previously a Japan-exclusive release), but the remaster does little to improve the poor loading times and outdated elements. Every element has been bettered and surpassed elsewhere. Akiba’s Beat, the most recent game in the Akiba series, expands the Akihabara map and adds many more shops, if you’re looking for Tokyo-based action then Persona 5 Strikers or Neo – The World Ends With You has it beat, and finally if you are looking for a genuine Tokyo atmosphere then the Yakuza series is your best bet. Unless you’ve been looking for this specific stripping mechanic, there’s very little of value here. 

Akiba’s Trip: Hellbound & Debriefed is the embodiment of fan service, trying to combine as many extreme and deviant otaku culture elements in one ‘cute and cuddly’ anime wrapper. With any potential drowned out by the noise of the shockingly appalling gameplay mechanic and the atmosphere it produces, this – in addition to the objectively aged elements – make it impossible to recommend. Because despite how much we wouldn’t like to admit it, the games we play reflect ourselves in some way and admitting that this is part of your gaming collection could be rather damning.

Review: King’s Bounty II

Growing up, we all had our favourite games, and your love for them would never waver, no matter what people say. For me, I fell for many wonderful franchises, but I became addicted to King’s Bounty! I was fascinated with the fantasy world, the freedom to build an army, and the exploration mechanics. So, unsurprisingly, I was super excited when the sequel, King’s Bounty II, was announced.

Developed by 1C Publishing EU and published by Koch Media, this is a fantasy turn-based strategy title. Combining open-world elements and plenty of tactical nuances, I couldn’t wait to get my teeth into the latest instalment.

King’s Bounty II captures the essence of previous iterations, but is it enough?

Set in the sprawling realm of Nostria, King’s Bounty II spoils you with its expansive landscapes. You will venture freely across the kingdom, completing tasks, accepting side quests, and looting boxes. It utilises many dated mechanics and has a comfortable, if not tired, feel to the gameplay. This isn’t a bad thing, it merely lacks originality. You’ll instantly note the Dungeon and Dragons’ influences and the splashes of Xcom within the combat elements.

Having played the original to death, I felt right at home with the lore and story. The latest rendition captures the essence of its predecessor perfectly and I admired the developer’s work. However, is a thirty-plus-year-old concept going to be enough for modern gamers? Only time will tell!

Let the brutal festivities commence.

Three characters, a large army, and game-changing beliefs.

How you wish to approach King’s Bounty II is up to you! Mainly because each of the three characters has unique characteristics that guide the gameplay. You pick between Warrior Aivar, Mage Katherine, and Paladin Elisa. Each follows a different path and uses their skills to manipulate situations. Will you use power and brawn to overcome a problem, or guile, magic, and stealth to get the correct result. Whatever route you choose, you may select abilities that support your character.

You may create an all-powerful warrior who has no magical skills, or you can blend each ability to become an all-rounder. Whatever you decide, it matters not, as all decisions ultimately lead to the same result. The main premise revolves around turn-based battles and the subtle tactical advantages. Each fight uses a hexagonal grid system where the armies take turns to attack and defend themselves. The normal strength, weapons, and defence stats must be considered during battle. You’ll select between ranged attacks, magic, or melee. Moreover, you must analyse your opponent’s weaknesses, position your troops accordingly, and capitalise on their frailties. Sadly, however, strategy fans will experience nothing new.

Nonetheless, you’ll soon note that the fighting is brutal, hard as hell, and unforgiving. Your army will fall by the wayside and replacing them is costly and time-consuming. Now, I loved the meticulous nature of the gameplay and enjoyed selecting the best force for each encounter. Yet, mistakes set you back hours and losing your high-end group of bears, ghouls, or bowmen was horrific. 

Command your forces across the battlefield.

Money makes the world go round.

Nostria is a wealthy land, and its high society will pay handsomely. This is extremely fortunate, as everything costs a ridiculous amount of gold. Weapons will break the bank, spells are astronomically priced, and new units for your army will cost you an arm and a leg. It’s borderline sadistic how the developers have balanced the gameplay, and you’ll feel the pinch every time a mistake is made. 

To fund your adventure, you undertake quest after quest to build up your coffers and explore the kingdom. It’s therefore disappointing that much of it feels devoid of life. The towns and villages appear empty, cold, and heartless, and traversing the world to complete menial tasks was more a chore than a pleasure. The desire to rake in money luckily overwhelmed the negative grind element, but I couldn’t help noticing the immense amounts of padding. I was desperate for the game to evolve and grab my attention, sadly; it plateaued early on.

The tasks follow a similar pattern and you’ll quickly experience the small rendition available. This was frustrating as I wanted an array of missions to try, yet, strangely, my attention rarely faded. Thanks in part to the varied landscapes, but helped mainly by the selection of foes to overcome. The fine balance between open-world exploration and combat ensured the game flowed nicely.

King’s Bounty II comprises moments of beauty, but it fails to use modern graphics to their fullest.

With the introduction of “next-gen” consoles and powerful graphics cards, I had high hopes for King’s Bounty II. However, the developers failed to utilise the power on offer and only glimpses looked fantastic. With visual glitches, low-quality textures, and character models appearing identical, I was disappointed. It reminded me of an Xbox 360 title and was, therefore, closer to original than I truly hoped for. Fortunately, though, it’s perfectly serviceable, and once you overcome the initial impact, you’ll enjoy it on a basic level.

1C Publishing EU has excelled with the audio, however. The medieval soundtrack matches the emotion and drama that unfolds before you. Calming music highlights the serene moments before high energy and sharp sounds drag you back into battle. The lifeless world would have been much duller if it wasn’t for the fantastic acting. The NPCs chatter amongst themselves and you’ll listen to their inane ramblings with glee. The story is presented and acted to a high standard and it was great to listen to. I wish the developers had put as much effort into the visual elements. It’s clear that the potential for a great game was there, yet, sadly, it didn’t quite reach that height.

Everyone needs the help of a hero.

A fantastic tutorial, and the world’s slowest horse.

With many elements working together, King’s Bounty II had to have a thorough and simple tutorial. Fortunately, this is what you get, and learning the fundamentals was surprisingly easy. It was pleasurable to play, even when the difficulty was agonisingly tough.

No matter how good the controls were, though, you can’t avoid how bad your horse is! It’s slow, has zero turning circle, and crashes into everything. Exploring the map wouldn’t be so bad if your equine companion wasn’t such a donkey. This issue needs addressing, otherwise, all the enjoyment will be sucked out of the game. 

If you can cope with the difficulty, the appalling horse, and the dated graphics, you’ll experience an addictive game. With many storylines to explore and skills to unlock, the possibilities are endless. The plot is fantastic, if not a little hammy, and the combat is great and worthy of your time. There is plenty of replay value if you fall for its charms, and I can’t wait to try the other classes.

King’s Bounty II let its roots monopolise the gameplay. 

The original was a resounding hit, so there was no surprise that it would stick to its roots. However, King’s Bounty II needed to loosen the shackles and evolve from its well-laid foundations. There is much to love about it, but you must accept its shortcomings to appreciate its concept. I enjoyed it and recommend you to buy it here! The realm of Nostria needs a hero. Will you step up and be counted? 

Review: Scrap Garden

The 3D puzzle platform genre is absolutely saturated. To stand out in this market, you have to do something unique and interesting. Collectables must be plentiful and challenges must push me to my limits. Scrap Garden is another title that tries to penetrate this much-loved genre. Does it have what it takes to be different, or will it be forgettable?

Developed by Flazm and published by ChiliDog Interactive, this is a classic 3D puzzle platform title. Using many tried and tested mechanics and tricks, I wasn’t too hopeful it would stand out from its peers. You control a bin-like robot who must collect gems, defeat monsters and bosses while saving his fellow robots. This sadly could be the plot of any game in this field, but I have to keep an open mind and remain ever hopeful.

Scrap Garden has a cute story but holds no surprises.

You are Canny, a robot that has a solar-powered energy core. The world, as you know it has shut down! A dreadful event involving the central power crystal and a dragon causes the end of robot kind. Only Canny and a handful of other machines have survived. Together, you must reconnect the four power lines, defeat the foul beast, and bring energy back to the world.

It’s a cute story full of interesting characters and humourous moments, but it’s old hat. I could have heard this story in any other game and I’d know what to expect. Even though I wasn’t captivated by the storyline, this doesn’t mean I disliked the gameplay. With a handful of worlds to explore and evil bosses to overcome, there is plenty to keep you busy. You’ll face an octopus, gorilla, worm, toad, and dragon. None of them poses much of a threat, but it was a nice change from the minor puzzles and collecting of gems.

Avoid the spikes and solve the puzzles.

Basic puzzles and small worlds.

Where Scrap Garden falls down is its basic concept and failure to evolve past it. There are an array of monsters to defeat, yet each follows the same movement and one hit kills them. Overcoming your foes was painfully easy and quickly became tedious. This was followed up with extremely easy puzzles that require no logical thinking to solve. Hitting a combination of buttons or moving blocks from A to B was the extent of the challenge. I desperately wanted more, but sadly, it never appeared.

These problems were then compounded by the tiny and basic worlds you explore. They increase in complexities as you progress, but they don’t amount to much more than basic jumping mechanics. I hoped that the game would explore its well-laid foundations, but the developers never pushed the game past its comfortable opening set-up.

Where Scrap Garden should have excelled was its many boss battles. Flazm had the chance to make a difficult end to each easy level, but they opted for uninspiring battle mechanics and a quick gateway to the next chapter. The simplicity of every element is fantastic for inexperienced players, but for anyone desperate for a challenge, this is somewhat lacklustre.

Search the volcano and find the dragon.

Scrap Garden comprises colourful worlds, nice sprites, but it’s hard to judge depth.

I liked the colourful presentation and variety of worlds on offer. The bright imagery was contrasted by the cold grey steel of the shutdown robots, and this was a constant reminder of Canny’s plight. The variety of NPC robots was interesting, and the developers have invested a lot of time to create some interesting characters. I appreciated the effort, and it stood out as one of the strongest elements. However, the ability to understand the depth and jumping between platforms was challenging. This led to many frustrating moments, and many profanities expressed. When a game is this simple, it shouldn’t be so problematic to traverse the environment.

The serious nature of the robot’s plight is emphasised in the sombre piano music. This slow-paced soundtrack accompanies much of the action. I loved its calming tones, and it suited every level. The sound effects, however, were as expected. The serviceable noises were okay, but I wanted much more. Luckily, the cutscenes between chapters fulfilled this desire. With well-delivered lines and comical undertones, it’s a welcome break from the oppressive atmosphere.

Where could this box possibly go?

Canny completes every task with ease.

To match the simplicity of the gameplay, the control system is equally straightforward. With easy to master controls and only a few commands to issue, Canny completes each task with ease. This is certainly a title for beginners and is suited to a younger audience.

Scrap Garden also sadly lacks replay value. With limited collectables to locate and no additional gameplay upon completion, there is no reason to return. An arcade machine is located early on and this offers a fun distraction. I would have liked to have seen more of this throughout as it was enjoyable and matched the robotic theme.

Scrap Garden is a relaxing and easy game, but I wanted much more.

It was always going to be a challenge for Scrap Garden to stand out, and it failed to impress me. With lacklustre puzzles, small stages, and low difficulty, it never pushed on from its solid foundations. I enjoyed the story, the colourful characters, and the audio, but this wasn’t enough to make me fall for it. I can’t recommend it, but you can buy it here! Help Canny to save his fellow robots by going on a simple and short adventure. Kill monsters, solve puzzles, and fix the energy crystal.

Here is my review with footage captured from my Xbox Series X, enjoy.

Review: Doctor Who – The Lonely Assassins (Xbox Console)

It has been a rather dismal time for me as a Doctor Who fan in recent years with the TV show at its lowest quality and popularity yet since the show was rebooted and brought back to TV and just 2 years away from the 60th Anniversary. For a while now, and if you have read any of my Reviews of the more recent series, Doctor Who just has failed to feel very “Who” at all. One aspect to the show that has always surprised me is that in this time when gaming has never been better with multiple gaming platforms now excelling over previous generations yet, Doctor Who has enjoyed very little presence if at all on them. Thankfully this has now changed with the release on main consoles and PC of a previously only mobile game for Android and iOS game “The Lonely Assassins”.

I must admit, when this released as a mobile game, I did completely dismiss it with the reason simply being the poor quality of other Who games in recent years so with this finally arriving on Xbox and PlayStation platforms it was time to give it a chance and I am very glad I did. The Lonely Assassins is at its core, a detective game and it is a very good one which uses the setting of the Doctor Who universe incredibly well to bridge at least four Doctor eras. From the marketing poster for this game you will already know that the big bad in this story are the Weeping Angels but it is the superb way in which the story ties in to perhaps one of the best written and executed episodes in “Blink” that really lifts this puzzle solving game up above any other Doctor Who title to date.

This story is set 14 years after the events of Blink and focuses on one of the main characters of that story, Lawrence Nightingale who has gone missing. You the player, have somehow come into possession of his mobile phone which is where all the gameplay takes place as all you see is this phone on your TV/Monitor as you use a cursor to navigate around the different menus of the phone from Chat, Emails, Call history and web browser, finding clues and trying to connect the dots to unlock more of the story and mystery as to how you got the phone in the first place and what has happened to “Larry” himself. Thankfully you are not alone in this mystery as popular character and UNIT Scientist, Petronella Osgood, is also on the case helping as you both work together to piece together what has happened.

I want to avoid talking too much of the story so not to spoil it so will focus on the actual gameplay and I am happy to say, as a detective and puzzle solving game, The Lonely Assassins delivers far more than you would expect from a mobile game ported to a main console platform. The puzzles are very straightforward so this is not one that will leave you making notes and sticking post it notes on the wall to figure out solutions but instead manages to allow the flow of the story and discovery by the player to a very sensible pace and should you lose track of what you need to do or what you should try next, there is a helpful checklist of objectives that will quickly help you get back on course which is great and helps this game be accessible to Who fans of all ages really.

There are times when this will feel a little dated whilst using the phone which is not quite as “smart” as current mobile phones but it does add a certain charm such as when using the web browser to search the history of websites Larry was looking at, it will actually have a loading bar as the screen slowly loads into view, very pre 4G and 5G but does add a quaintness to the feel of the gameplay. Most of the interaction between you the player and Osgood is via text message and usually once you have found a clue to upload to her to progress the story. Solutions often involve the reading of text messages and chat history to reading the websites previously searched on the phone to find a clue that may unlock another item to investigate.

The strength of this game alongside the detective side must be the writing and how it brings together so many elements of Doctor Who that many fans will really get a kick out of, for me personally this has been more Doctor Who story telling in this game that then last series on TV, which I do not say lightly. It uses the lore so incredibly well and often in subtle ways from a simple reference to clever use of a still from an episode to add to this new story. I love how it follows up on the ending of Blink and though The Doctor is not really a massive part of the story, The Doctor is present all the way through it as you work your way through the mystery. I went into playing this game with many doubts and came away from it smiling and rather satisfied.

The Lonely Assassins really is a fantastic bit of Doctor Who at a time when it really is most needed with the current state of the onscreen Who is a bit of a flux with the current showrunner Chris Chibnall and Jodie Whittaker getting set to depart with uncertainty about the TV future for Who. This game however is a delightful way to engage in the lore and universe in a fun way and at a quite reasonable asking price. For me, this transfers to a console and PC setting than a mobile phone and uses the point and click style impressively well.

A must for any Who fan and just remember…..DON’T Blink!

Official Teaser Trailer for ‘Spider-Man: No Way Home’ Released

Following quite a huge spoilery leak of “a” trailer for Spider-Man: No Way Home over the weekend, MARVEL and Sony Pictures have finally released the official Teaser trailer for the film, although this is not what was leaked but it does give us a better idea of what sets up the events in the film:

At some point, I really do hope that Sony Pictures takes more care over the Spider-Man property in terms of the MCU as each of the films has had big spoilery moments surrounding them from Tom Holland leaking stuff as per a marketing plan or dropping a trailer for ‘Spider-Man:Far from Home” during the time between Avengers: Infinity War and Endgame. Now before this trailer we have had reveals of costumes and characters thanks to toy lines and Pop Funko reveals so before this teaser trailer we already knew the story will further the Multiverse setting for Phase 4 of the MCU and there will be a lot of threads brought together in No Way Home in order to set up the next Dr Strange film “Dr Strange in the Multiverse of Madness” as well as explaining how Wong will be seen fighting The Abomination in Shang Chi and the Legend of the Ten Rings” which releases in the UK in just two weeks as well as other Multiverse aspects set up with Disney Plus shows Wandavision and Loki.

The trailer does indicate that the story will pick up directly after the ending to Far from Home which saw Mysterio revealing to the world that Peter Parker is Spider-Man, an event that seemingly impacts all of Peter’s life and those around him, making him seek out Dr Strange in order to cast a spell to make everyone forget the reveal and undoing what Mysterio did. Now it is obviously that this teaser trailer has events happening in a different order than we will see in the film itself such as Peter going to Strange and then a possible battle which sees Strange chasing Peter as Spider-Man through the Mirror Verse, something we saw a lot of in the first Dr Strange Film.

Now, so much has been made about the fact that this story will also feature other Spider-Men from other Sony Spidey film franchises such as Toby Maguire and Andrew Garfield, although Garfield has denied and gone out of his way to try and claim that he was never approached and yet….villains from their films are teased in this trailer as we see a Pumpkin Bomb from William Defoe’s Green Goblin as well as Alfred Milina’s Doctor Octopus, both from the Toby Maguire series. We also know that Jamie Foxx is returning as Electro, a villain from the last ill fated Andrew Garfield “The Amazing Spider-Man 2” film. Now we do not see the other Spider-Man characters from those universes but this is only a Teaser Trailer, despite all the leaks, this reveal is no doubt being saved for the full trailer.

I am looking forward to No Way Home as it will set up the Multiverse for Phase 4 for the first time on the big screen, building on the work done by the Disney Plus shows as it is unlikely to have Shang Chi be used to do this. There is obvious influences from the comic book world of Spider-Man as well and I would suggest reading “One More Day” and “One Moment in time” of comic books if you are interested in seeing some of those influences before the film comes out in December in time for Christmas as No Way Home is currently set for a December 17th release in Cinemas.

For more information make sure to follow the official Twitter account for all things Spider-Man here!

Review: Clone Drone in the Danger Zone

What is it that makes us who we are? Is it our body and how we look, or is it our soul? Whatever the answer, no one wants their identity stolen! How would you feel if your mind was taken and used to entertain an advanced species? Ponder this question no longer as you jump into the action in Clone Drone in the Danger Zone.

Developed and published by Doborog Games, this is a Voxel hack n slash arena brawler. The game takes place in a brutal vision of the future where humans and robots are at war. The synthetic life forms have a desire to see destruction and death and have created a gladiatorial arena to fulfil their desires.

Clone Drone in the Danger Zone surprised me.

As I loaded in, I didn’t have high hopes. The premise looked basic and I have recently enjoyed Paint the Town Red, another Voxel fighting game. But, within ten minutes, I had succumbed to Clone Drone in the Danger Zone’s charms. The brutality of every event is moreish, and the simplicity of the gameplay makes it easy to pick up. I adored cutting off robotic limbs and slicing the metal bodies in two. It’s undeniably violent, fast-paced, hectic, and can be played casually.

The robot overlords transfer human minds into empty exoskeletons. They then force these slaves into a deadly arena battle where they fight overpowered guards and horrendous robotic monsters. You fight for your freedom, and if you die, your remains are cleaned up, and another being is created. It’s cold, callous, and unfair, but with a little practice, you’ll teach your captures a lesson while playing them at their own game.

AVOID the robo raptor!

Loads of modes and tech upgrades. 

The simplicity of the gameplay is one thing, but the choice of modes to enjoy is another. Aimed at both the single-player and multiplayer market, it’s thoroughly enjoyable and competitive. With a story to work through, an array of challenges to try, and endless mode to enjoy, there’s plenty to keep you playing. The multiplayer mode is fantastic with strangers and friends! You’ll choose to work together or compete to see who is the best in many events. Battle each other to see who is the last bot standing, or team up and overcome an array of objectives.

Alongside the variety of modes, Doborog Games has treated us to a selection of weapons and tech upgrades. With such a simple premise, this made a relatively basic game that bit more complicated. I loved the selection on offer and laughed as I took my enemies apart. I chuckled as I skewered my foes with a spear, knocked them down with a hammer, sliced them with a sword, or pierced them with an arrow. Each tool offered a different approach to every level, and this was fascinating to experiment with. 

You are also treated to more energy cells, the ability to kick, a jetpack, and more. But, here’s the issue! At the start of each chapter, or if you die, your character is reset. Every upgrade goes, and you must begin again. Though this was frustrating, it allowed you to try different combinations that you may have otherwise ignored. I adored the challenge that this created and never tired of this approach.

Split your foes in two.

Clone Drone in the Danger Zone is a colourful Voxel experience. 

Clone Drone in the Danger Zone offers exactly what you’d expect from a Voxel game. The blocky imagery and bright colours overload the senses, but yet I loved the spectacle. With OTT robots and absurd weaponry, you’ll be fascinated with how each battle unfolds. You’ll be amused as limbs line the arena floor and your opponents hop on one leg or fall to the ground beheaded. The attention to detail was great, and the variety of environments made every chapter interesting to look at. 

The developers tried to lighten the mood while injecting some cold and witty humour into the gameplay. Classic American sports commentary supports every battle and the robots blend callous taunts with hilarious one-liners. The dry humour was a nice break from the high adrenaline and aggressive soundtrack that accompanies each fight. The music was a fine choice and demanded that you kept hacking away at your opponents. The sounds of your sword slicing, hammer thudding, and arrows flying were great. The audio was a pleasant surprise, as I expected a more basic affair. Fans of arena battle games will be pleased with what the developers have presented.

Dodge and weave past the bowmen.

Accurate and easy to learn controls.

The control system is both accurate and interesting to use. The left analogue stick controls the direction of each weapon, allowing you to aim at specific body parts. This was devastating as you sliced off limbs for the amusement of the crowd. Boosting, jumping, and swapping of weapons was just a buttons press away. The whole system is well mapped and responsive to each command. This was lucky, as the action was so hectic that it would have been infuriating if the controls were slow and badly thought out.

Thanks to its varied modes and competitive gameplay, Clone Drone in the Danger Zone is loaded with replay value. You’ll die repeatedly, yet you’ll be desperate to try again. With many upgrades and weapons available, you’ll try out different combinations and this forces you to play uniquely. If the story doesn’t captivate you, maybe the large and challenging achievement list will draw you back in! This isn’t a game for the faint of heart and completionists will have a difficult time finishing it.

Clone Drone in the Danger Zone is a brilliant Voxel title.

Having played and enjoyed Paint the Town Red, I worried another Voxel title would be a step too far. I was wrong, as I instantly fell for its charms. The simplicity of the gameplay and the difficulty of the challenges got under my skin and I couldn’t resist repeatedly trying and failing. The multiplayer option was a great addition, and this added longevity and a competitive edge. Clone Drone in the Danger Zone took me by surprise, in a good way, and I recommend you to buy it here! Can you upgrade your robot to defeat your foes and escape? If you cannot, don’t worry as another robot is waiting to take your place!

Here is my review in video form with gameplay captured on my Xbox Series X, enjoy!

Review: Curved Space

SHUMPs are a genre we all associate with arcade machines and old-school imagery. The glorious days of fast-paced action with simple graphics and addictive gameplay are much-loved by the genres many fans. When a new title enters this field, I get a little worried, especially when they try to twist the well-established mechanics to create something unique. Curved Space has done exactly that with its unusual approach to stage design, and an overwhelming number of enemies and weapons.

Developed by Only By Midnight Ltd and published by Maximum Games, this is a hectic twin-stick shooter filled with a lot of content. This bright and loud shooter will test your resolve as you destroy alien spiders in a variety of landscapes. The worlds you visit are small, and the weapons you collect, OTT! It’s absurd, witty, and will push you to your competitive limits.

Take down the spiders no matter where you are.

Curved Space is fun but it won’t test you.

No matter your skill level, Shoot ‘em Up games are always fun. You quickly lose yourself in the madness while becoming addicted to its gameplay. Curved Space is no different, and I lost hours of my life to its alternative storylines and a crazy arsenal of weapons on offer. Sadly, though, the difficulty suffers because the developers have been overly generous with ship upgrades and mind-bending equipment. Whether it’s new shields, increased pace, stronger weapons, or higher health, the gameplay feels like it gets too easy too early.

The campaign revolves around the idea of parallel universes and their problems with eradicating the spider infestation. The miners of this futuristic world used to harvest crystals for energy, but this attracted the dreaded space spiders. Instead, they now harvest spiders for their resources and to maintain their safety. During each short playthrough, you can select from an array of missions that alters the course of the plot. This was fantastic, as it allowed for a fresh take on the story without having to invest hours of your life. The slight changes were great, and the different environments you visited were interesting, even if they added little more of a challenge.

Watch for the constantly spawning spiders.

Many modes and competitive gameplay.

One key element I loved in Curved Space was the array of modes on offer! Arena, Survival, Endless, Daily Run, and Campaign are all available to explore. Each tests your ability and allows you to focus on different goals. The aforementioned campaign mode offers a blend of every objective and gives you a taste of things to come. The Arena tests your skills in a range of tasks; sniping, low health, boss battles and so forth must be completed in a set time. Daily Run allows you to compete against online players and only the best will make it to the top of the leaderboard. The other modes are self-explanatory, and allow you to select from categories to make a unique and challenging level.

Where Curved Space stands out against its competitors is the unusual 3D worlds that you “race” around. The gameplay intends to make you explore each level while hunting spiders. Whether you are lashing them to power points to harvest their resources, dashing into them, shooting them, or blowing them up, it was enjoyable. Unfortunately, though, the gameplay is rather stationary! Instead of hunting your prey, they come to you. This was disappointing, and though it didn’t ruin the game, it reduced the difficulty considerably, alongside some other elements.

The previously mentioned upgrades and powerful weapons are awarded so often that the gameplay offers little to no challenge. There is an argument that this makes the gameplay highly accessible, which is true, but I wanted something much harder. SHUMPs are supposed to make you enraged while demanding you keep returning to play. This, however, is addictive, but you’ll smile throughout as you wipe the floor with the alien arachnids.

Curved Space has interesting environments and smooth gameplay.

I loved the attention to detail and the comic book cutscenes that accompany the campaign mode. The brilliantly written story sells the bizarre plot, and the use of parallel universes was an interesting idea. The colourful worlds with different environments were great to explore. Motoring across a spherical landscape was occasionally nauseating and took some time to get used to. This was helped in part by the array of spiders who spawned and the constant need to check the surrounding environment. I did, however, enjoy the change of pace from the normal side-scrolling 2D shooters of the past, and liked the fresh approach from the developers.

The high-tempo and loud audio didn’t surprise me, nor did the sound of lasers firing and bombs exploding. The music was excellent and created a tense and high adrenaline atmosphere, but it’s exactly what I expected. I enjoyed weird alien sounds emitted from the spiders and this gave the game an odd science fiction finish that matched the strange story. Overall, the audio didn’t disappoint me, it just didn’t excite me like many of its peers have in the past.

Time to annihilate the boss spider.

Lots of abilities make it a challenge to start with.

Curved Space has a timely and well thought out tutorial that’s perfect for learning the fundamentals. As each new ability is unlocked, you are given a scenario to practise and master each skill. This was a brilliant way to familiarise yourself with the basics while still progressing the story. I admit I struggled with the controls, as the fast-paced action makes it a challenge to focus on every minor point. With a little practise the issues melt away and you’ll love annihilating wave after wave of spiders.

SHUMPs are known for their replay value, and this one is no different. With its array of modes, competitive gameplay, and short story with multiple endings, there is plenty to keep you playing. Its large achievement list is challenging to complete and demands both perfection and hours of your life to finish it.  

Curved Space is a great addition to the SHUMP genre.

When I take on a new title in this genre, I have few hopes that it’ll compete with the classics, yet Curved Space has done a great job. With addictive gameplay, fast-paced action, and interesting levels to explore, this is a great addition to the SHUMP genre. I thoroughly enjoyed my time with it and recommend you to buy it here! Can you collect weapons, upgrade your ship, and wipe out the spider scum? Destroy every enemy in sight, harvest their energy, and save the world in every parallel universe.

Here is my video review with in game footage shot on my Xbox Series X, enjoy.

Review: Hell Let Loose

Welcome to Hell! Team 17 throws you in the middle of the action with a new strategic, big team battle World War II shooter. Forget Call of Duty or the Battlefield series; there’s more than just running around aimlessly while dual-wielding shotguns. Join or create a squad, pick your spawn point, and get ready for a massive 50 vs. 50 online matchmaking experience. Expansive maps, solid weapon physics, and a dire need for communication make Hell Let Loose an immersive and multi-layered combat simulator.

Drop In

No Story mode or cinematics here; Hell Let Loose is strictly multiplayer. That’s not to say that there is a lack of content, however. There are many classes and weapons to choose from to customize your perfect loadout. Then you can create or join a unit of up to four soldiers in a colossal 50 vs. 50 player match. Lastly, choose a spawn point and get ready to die. Is pretty simple place control and momentum based game types. It feels a bit overwhelming upon a first play, but after you figure out your preferences and playstyle, there aren’t many more complications.

The maps, as previously stated, are quite large. It can take a few minutes to get from one spawn location to another. This can be a slog if you’re a neophyte, but there are tanks and other vehicles to hop on for easier travel. And if you’re stuck on foot, the level design doesn’t feel too copy and pasted. It is a bit tricky to spot enemies in certain areas (forests, demolished cities, etc.) so try not to get comfortable sprinting aimlessly to get from A to B. If you do get smoked, it takes a while to redeploy, so be methodical in your movement and tactics. You do have a timer to be revived before dying, but not once in my playtime was I ever saved by a teammate.

War is Hell

As far as the weapon physics, tactics, and combat mechanics go, Hell Let Loose does a good job keeping the player engaged. The guns all feel good to shoot with crisp sound effects and recoil. You can feel the weight, but not to an extreme to where firing guns becomes unwieldy, forcing the player to control spray patterns like in Counter-Strike. It can be tough to hit some enemies from a far, but it’s World War 2. Technology wasn’t at today’s level.

Be ready to enlist in a 45-60 minute match. The battles are big.

The screen may feel cluttered at times. There is a lot of beacons, messages, and indicators to keep an eye on. This reminds me of the 2000s era of gaming where making things as complex as possible was the trend since technological advancements finally allowed developers to do so. This isn’t necessarily a complaint but more of an observation. Hell Let Loose is a tactical multiplayer title so it makes sense that there may be a lot going on. And also, war is messy and disorganized as well. With that being said, some of the indicators can feel a bit redundant or unnecessary, as if it’s to distract the player from moments of inaction. This isn’t your typical Call or Duty “run around aimlessly, kill, die, and respawn” kind of games. So maybe the extra icons are to teach the player a new playstyle.

Complex Community

At the time of this review being written and published, Hell Let Loose has a really strong plater base. There are plenty of games to join which is very promising, considering you need 100 players for a full match. What’s interesting about this is that many of the servers have priority for it’s country’s citizens. For example, I joined a game in Austria-Hungary, and was kicked from their server for not speaking their language. I’m not here to complain about inclusivity by any means. A title such as this needs communication, and it’s nice to have everyone able to understand each other. I’ve not discovered this in an online multiplayer game before and am curious as to if these international guidelines are present in other titles.

Shots will seemingly come from out of nowhere and it can be tricky to spot enemies. Travel wisely.

On the flip side, the intricate philosophy of the matchmaking etiquette can keep troll players out. I’ve seen so many games get ruined due to a toxic community, so it makes sense to enforce stricter guidelines. It creates an interesting learning curve since it’s not mainly derived from the gameplay itself. For those that want to take Hell Let Loose seriously, they should feel like they are in good hands. Especially since the game developers are quick to respond to feedback, as well as fix bugs and post updates.

Bottom Line

This is a quality title and a great bridge between mindless, tactless FPS games and over complicated experiences. While respawning is an absolute slog, it creates the incentive to cover your tracks and be calculated. There is a bit of an elitist community brewing here, but with a solid player base in early release stages, there is promise that this Hell Let Loose could hold some relevancy after some time.

Review: Seed of Life

Up until the writing of this review. Every minute leading up to it. I could not, for the life of me, decide whether or not I actually enjoyed Seed of Life.

Let There Be Light

Lumia is a dying planet with a fading sun. You play as Cora who, along with her grandfather, are some of the last remaining people. While the world may be on the brink of complete collapse, Cora knows there is hope. She knows that a seed of life is still out there, inextricably linked to the source of all life, Lumium. This alien device is the last hope of her world. And so she heads out, in the footsteps of her grandfather. To rekindle the light in a world being consumed by darkness. 

It’s a fairly by the numbers premise. A classic hero’s journey that doesn’t really tread into any uncharted territory. There’s an alien threat, a doomsday clock,  abilities to gain, and obstacles to overcome. You’ve seen it before with some variation or in different formats.

Lumium Makes the World Go Round

The goal of the game is to find and activate the seeds of life in this world. Along the way gaining access to abilities that unlock steadily as the plot moves forward. There’s a very specific gameplay loop. You collect alien artifacts called petals. Collect enough of these to make use of six pedestals. These pedestals unlock abilities that are used to progress through the world. Along the way you interact with Lumium trees which increase your base amount of Lumium. The resource which all of your abilities use. 

This sounds extremely straightforward because it is extremely straightforward. But while it may not be the most inspired gameplay, it does accomplish what it sets out to. The game progresses at a good pace and the abilities are utilised well. Save for the last one you gain, which is used for an obscenely short amount of time near the end of the game. It’s also my least favourite ability. Which takes platforms from the ceiling and drops them down for a short time for you to jump to.

Other abilities include vision that allows you to find points of interest and invisible platforms. Magnetism which allows you to leap through the air between giant magnets in the sky, and regeneration, which needs no explanation. It was a bit sad to see that none of the abilities did anything particularly exciting. They were practical and that was about it. An example of this point is the fact that the most exciting moment was unlocking a sprint. Yes, a sprint ability was my highlight of the game.

Give Me A Real Challenge

Seed of Life ends up a game of collecting and traversal, which isn’t inherently a bad thing. I fight the urge to add in the word puzzles, because everything is really quite straightforward. Some petals may be hidden behind barriers of their own making. The pedestals that unlock abilities require you to line up shapes in a specific order. Lumium trees are also tucked away in areas that require the use of the right ability. However, even when there’s an objective behind a barrier or hidden from plain view, there’s usually a very obvious alternate path that’s far from challenging. Though, that’s not to say every game with puzzles needs to be the be all and end all of difficulty. For anyone who wants a casual experience in that regard. This will provide that.

Enemies in Seed of Life were quite underwhelming. It should be noted that it’s definitely not a game defined by combat. It’s simply an adventure title and doesn’t pretend to be anything other than that. However the enemies found here were surprisingly drab. Simple patrols creatures that have red detection rings around them. And in only one area were these large plant-looking things that had bubbles which sap bath HP and Lumium from you. The latter enemy type was definitely the more interesting of the two. 

I think in place of enemy encounters that amount to avoiding them, I’d have preferred more of the environmental obstacles. Seed of Life is at its best when you’re figuring out the way across an area and finding all of the objects and points of interest, making use of the full suite of abilities. So adding in more traversal and/or complex puzzles would play more to its strengths.   

Looks Good, Sounds Bad

The visuals of Seed of Life also propose a dilemma to me. I appreciate the art style and lighting on display. A good portion of the game is illuminated by a blue and terminal sun at the end of its life. The shadows and reflections of pale light in rock faces are expertly done, and for the most part looks really good. Other segments more well lit than by the dying sun still manage to look great. Again due to its lighting. There’s a haze in the air, and a diffusing of light that gives everything a lovely warm hue that complements the environments very well.

However, on the other end of the spectrum, character models both on Cora, her grandpa and the enemies all look quite simplistic. On top of that the animations are robotic. Cora’s jump animation looks like that of an abandoned animatronic. This makes for character movement that’s a little bit janky, against an environmental art style I really liked.

One of the first things I took note of as the game started was the voice acting. It was stilted to say the least. Cora’s voice lines were noticeably flat and her lines were delivered like the actor had no context for what they were saying. Cora wasn’t the only offender though. The other two main characters also had some questionable delivery. It took away from the investment I felt toward the plot and characters.

What’s the Verdict?

So did I enjoy my time with Seed of Life?

On one hand it has an interesting idea, a good art style, and some very effective and practical abilities. But on the other hand some robotic animations. Stilted dialogue that took me out of moments that might have otherwise been impactful. As well as, boring encounters with enemies that left me wishing for more. Not in terms of more content, but in terms of polish and a more fleshed out way to engage with the world.

It might seem like I had more complaints than compliments, but by the end of it all I felt mostly mediocrity from Seed of Life. Not a bad game. However, not a terribly good one either. Mostly middle of the road. With that being said, I’d actually genuinely like to see a sequel. There’s potential in this intellectual property. It just needs time, polish, and abilities/puzzles that push the boundaries a bit more.

Review: Recompile

I’ve always loved technology and the “freedom” it allows. The world is a much smaller place thanks to its existence, and we can experience things we only dreamed of in years gone by. Yet, I do not know what makes it tick! Coding and programming are foreign languages to me and I have no clue how to decipher them. Recompile aims to break down some of these mysteries as you take a journey into a dark and menacing world.

Developed by Phigames and published by Dear Villagers, this is a science fiction Metroidvania title. Using many of the much-loved mechanics, fans of the genre will adore the difficulty, back-and-forth exploration, and many upgrades. Set in a broken cybernetic world, you control a strong and adaptable program that must heal this fractured landscape.

Recompile blends mechanics to make you grimace, grin, and celebrate.

Metroidvania games have a strong following because of their varied themes and aesthetics. Recompile is a dark and rich 3D title that mixes platforming, combat, and puzzle elements, alongside a simple but enthralling story. The purpose-built program must infiltrate the Mainframe, installing itself deep within the code while fixing, hacking, or destroying everything in sight.

This once-mighty computer program has become corrupted and is crumbling from the core outwards. It fears that it’s under attack, and raises its defences. Firewalls block pathways, and bots fight to the death to prevent any threat. You must make your way into the central exchange, where you’ll access four unusual areas. Each section has a unique look and style and requires a different thought process to reach the program in charge of that sector.

You’ll discover a unique ending, depending on how you approach each playthrough. This was an excellent proposition from the developers as it teases you to come back and explore the sprawling world repeatedly.

Dodge the lasers.

Unguided adventures and plenty of logbooks.

The Mainframe remembers every human that has interacted with it. The super AI known as Hypervisor retains every log and this information is as fractured as the environment you explore. Each zone reveals snippets of the story that you can search out or ignore. I found the diary entries to be intriguing, and I loved how the broken world made sense. Finding every ounce of data was challenging, but worth every scream and frustrated moment.

As the story takes shape, you’ll push further into the Mainframes confusing and vast core. You’ll discover a powered gateway and blindly leap through. This leads to some interesting moments, but also a vast waste of time and potential frustration. Recompile gives no guidance to the skills and abilities required to succeed in any zone. You’ll leap from platform to platform, activating switches, blasting enemies, or hacking robots. Yet, at pivotal moments, you lack the required skills. Without the necessary abilities, you must return to the central exchange.

This constant back and forth and lack of hand-holding left a sour taste in my mouth. Metroidvania titles are mysterious and tough, but this was too much. The demand to remember unexplored paths or to trudge back three zones, made for an arduous experience.

The once glorious world is falling apart.

The upgrades change the gameplay instantly.

The story and exploration rely heavily on your abilities and attention to detail. As upgrades are unlocked, new unseen paths are revealed. With new weapons on offer, increased agility, and the ability to hack, the world is your oyster. The new skills define how the game unfolds for you, and you are free to choose your path. Do you spend your bits hacking or overheating foes, or do you blow them to pieces with your gun? You’ll use your Recompile visor to pause time and give yourself a chance to assess every situation. Here you choose how you wish to deal with each enemy, or simply allow yourself some respite from the action. 

Though the combative elements are essential for your survival, the key moments revolve around the traversal mechanics. Leaping between platforms, or dashing to avoid bullets, is essential. Without these skills, you’ll fail to progress. This comes full circle to the annoyance of no guidance! You are constantly probing for clues to what is required for each section, but no hints are given. I know some players who will love this ambiguity, but I was desperate for some direction, but it never came.

Recompile is a dreamy and wonderfully cruel-looking world.

The once-grand program is crumbling away and the developers have captured this perfectly. The constant flickering of neon-infused platforms, and slow to render images, reflects the failing world. The mixture of dark tones and vivid danger colours creates an ominous and aggressive atmosphere that makes exploring each biome uncomfortable. You’ll enjoy powering each gateway while watching the energy surge to its destination. The bright greens lighten the darkened backdrop and offer glimpses of hope in an almost doomed scenario.

This sobering situation is enhanced by the calm and minor toned soundtrack. This slow-paced accompaniment reflected the hopelessness of the situation and was brilliantly juxtaposed with the aggressive combat moments. The high-energy scenes demanded that you acted quickly and thought out every move. The blazing sound of lasers firing or bullets being shot was deafening amongst the stillness of the empty biomes. The constant buzzing of energy and metallic sounds reflected the science fiction computerised theme to a tee, and I loved it.

The world is full of danger.

Designed for a gamepad, but the darker tones make navigation difficult.

Phigames must be applauded for their well-conceived controller layout, and the brilliant mapping makes a complex game a pleasure to play. The fundamentals are quickly picked up and you’ll shoot, hack, and leap like a pro in no time. However, there is a dark cloud on the horizon! The desire to make a depressing and aggressive world comes at a cost. The lack of light makes jumping platforms troublesome and you’ll misjudge your approach repeatedly. This was infuriating and made me want to quit repeatedly. This emphasised the annoyance of the constant back and forth and made this mechanic a little more tiresome still.

Though I was driven mad by many of the traditional Metroidvania elements, I kept wanting to play. The addictive nature of the gameplay is excellent, and the upgrades to abilities expand the action. The multiple endings and array of approaches keep you on your toes throughout. The developers have done a wonderful job with the story and you’ll want to discover every secret.

Recompile is an excellent take on a well-trodden genre.

Fans will know what to expect, even if the futuristic theme is a bit of a surprise. I loved the presentation and the variety of environments on offer. The upgrades enhance the already interesting theme and the drip-fed story captures your attention. It’s free to try if you subscribe to Gamepass, so you have nothing to lose. I loved it and recommend you to buy it here! Can you discover the secrets that hide within the Mainframe? Solve puzzles, hack electronics, and blow your enemies apart! 

Review: Dreamscaper

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Dreamscaper is more than just a game – it’s a quest about self-discovery and fighting your inner nightmares.

Released for Steam and Nintendo Switch, Dreamscaper is an action roguelike with an expansive combat system and an immersive story.

Gameplay:

In Dreamscaper, you play as Cassidy, who is battling her anxiety and depression as she dives into her dreams as a way to escape reality and fight her inner demons – literally. In her dreams, Cassidy battles bosses, which are a reflection of her negative emotions. After reflecting on her past in her dreams, when Cassidy comes back to reality, she does her best to grow by doing simple things like meditating or connecting with the people in her city.

As a roguelike (roguelite), each dungeon is procedurally generated with permadeath. While players can later choose what equipment to start with before each run, all of the items and weapons Cassidy can use through her journey are also randomly generated. As Cassidy reflects on her past and defeats her negative emotions, she becomes stronger, allowing her to equip even better items and unlock new areas.

While the majority of the action happens in Cassidy’s dreams, a lot of the story is revealed when she’s awake. By befriending people in her city with homemade gifts, Cassidy slowly opens up to them and shares a bit of her story. As she makes new friends, they have deeper conversations that can hit home sometimes. Through her relationships, Cassidy can become stronger to fight her own fears and insecurities.


Pros:

  • It has an interesting concept and story that complements the gameplay very well.
  • Features engaging gameplay and numerous upgrades and weapons.

Cons:

  • The text is too small.
  • There’s a lack of explanation at the beginning of the game and no tutorials for puzzles.

While I really enjoyed Dreamscaper, I ran across several rough patches in the game. One important thing to note is the text is very small; I felt like I was straining my eyes to read everything. With this said, this leaves out players who may be visually impaired. Even for an indie game, I think care should be made to make the game accessible to as many players as possible.

Another issue with this game is how you are expected to know how to play the puzzles introduced later in the game. While one puzzle is self-explanatory, the other one took me a while to figure out. I eventually realized the puzzle was Minesweeper, but I had to look up the rules for it. A game should always explain any new elements and not assume its players know how to play it.

Conclusion:

I still have some ways to go in the game, but I’m enjoying it a lot more than I expected. To be honest, I’ve never been big on roguelikes, but Dreamscaper has given me a whole new outlook on the genre. If roguelike games are your cup of tea, Dreamscaper will not disappoint your expectations.

Entertainment: 7/10

Replay value: 6/10

Graphics: 8/10

Sound: 7/10

Kid Friendly: Yes (Has adult language & touches on real-life problems & trauma.)

Platform:Nintendo Switch
Developer:Afterburner Studios
Publisher:Freedom Games
Released:August 05, 2021
MSRP:$24.99
ESRB:Everyone 10+

Review: Shakes on a Plane

Your dream job fills your head from a young age. Doctors, vets, nurses, teachers, and so forth always make the list. Another industry that’s always fashionable is aviation. No matter the role you wish to take, they are all sexy and undeniably cool. When you are eight years old, that is. If you’ve always aspired to work at thirty thousand feet, but never made it, now is your chance! Shakes on a Plane is a comical, hectic and fun solo and multiplayer experience that lets you live out this fantasy.

It has been developed by Huu Games and Assemble Entertainment, and published by the latter and Whisper Games. It’s a fast-paced, challenging and amusing look at the job of an air steward. The aim is simple, fulfil each passenger’s desires, no matter how weird, and be awarded the maximum score. Sounds easy, right? It’s anything but, and it’ll test the most hardened veterans of the genre.

Shakes on a Plane stands out from its peers.

The multiplayer cooperative genre is loaded with top-end titles. Moving Out, Overcooked, and Tools Up are, to name but a few. I have a soft spot for this genre, and when Shakes on a Plane was released, I jumped at the opportunity to review it. You see, I’m a glutton for punishment, as these games are becoming increasingly harder and more experimental. From stage one my predictions came true, and I knew I was in for a tough but enjoyable time.

The whimsical and bizarre story revolves around a group of aliens who wish to win an interstellar food competition. Their cooking skills are non-existent and so they visit Earth to capture some chefs. Only the best will do, and this eclectic bunch is unusual to look at, and each has special skills. Once the story is explained, the game focuses on fulfilling passengers’ needs.

If you love this genre, you’ll know that the standard mechanics are similar across the board. Where Shakes on a Plane stands out is its combination of theme-specific mechanics. These amusing and tough twists set this apart from its peers and will bring a wry smile even when they are driving you mad.

Complete missions from around the globe.

The difficulty quickly ramps up. 

The gameplay focuses heavily on drip-feeding new mechanics to make the action increasingly hectic and harder. You’ll begin by frying food, serving drinks, and dishing up ice cream. Next, it’ll be smoothies, adding toppings, removal of luggage and passengers, and more. This wouldn’t be so bad if it wasn’t for turbulence, annoying children, vomit, and moving objects. These problems are but the tip of the iceberg, and it quickly becomes unbearable. 

Attempting to get three stars on every level is tough, and as a solo player, it quickly becomes impossible. You have two characters to share the load, but each is controlled separately. This saves time but is nowhere near as efficient as multiple human players. I’d imagine with three friends this would be hilarious and an enormous amount of fun. Whereas being a lone wolf becomes overwhelming quickly. 

I adored the challenge and lowered my hopes accordingly. I simply wish the developers matched Team17’s option of an easier solo setting.

Keep every passenger happy.

Shakes on a Plane is colourful and captures the aviation industry perfectly. 

I was amused by the little details that reminded me of every flight I’ve taken. The blend of passengers, the bland and calming colours, and the plane layouts were all interesting to look at. The cartoon style adds a comical edge and each of the playable characters is unique with a striking image. The bird’s-eye perspective allows a clear view of the mayhem that unfolds, and visually Shakes on a Plane is well-designed. The gameplay is smooth, and I experienced no problems, even when all hell broke loose. The developers have created several environments and aircraft to explore, and this variety will hold your interest from start to finish. 

The audio comprises the normal upbeat soundtrack that the genre is renowned for. I loved the pace of the music and it’ll drive you to move at a million miles an hour. The sound effects were exceptional, and I chuckled repeatedly. You’ll hear the steward call button, the wind blowing, and turbulence impacting the engines. You’ll not tire of the sound of vomit or angry passengers when you mess up their order. 

Aesthetically Shakes on a Plane delivers what I expected from the genre. Yet, its little nods to air travel were appreciated and make the game that bit more enjoyable.

Why not serve food and beverages in an alien ship?

Hectic, difficult, but easy to control. 

Yes, the gameplay is brutally tough, and you’ll be fed up with Joan in seat 21c, but the controls are a dream to master. An extremely basic layout allows you to focus on cleaning up sick, serving food, and ejecting annoying brats. You’ll master the fundamentals in no time, and new mechanics are thoroughly explained at the start of each level. The developers covered every base, and I was very grateful for their effort. 

Shakes on a Plane is addictive and will keep you playing. However, its peers perform better with challenges and drawing you back in. Sadly, there are no additional aims and this prevents it from excelling. I was desperate for the game to have secret collectables or tasks for me to achieve, yet none exist. This was an oversight and I hope it can be rectified in future DLC. 

Shakes on a Plane is fantastic fun, especially in a group. 

This is undoubtedly a fun game to play! It’ll test your resolve and will push you to your limit. If you have a group of friends who enjoy couch co-op action, you’ll have a great time. As a solo gamer, it’s not as enjoyable and feels a little imbalanced. There are minor shortcomings, but these are overcome because of the excellent game mechanics. I had a great time and recommend you buy it here! Jump onboard your aircraft, serve up some food, and keep everyone happy. 

Review: Observer: System Redux

When it comes to depicting images of the future, the entertainment industry is a pessimistic bunch. With diseases, famine, and technology the bane of our lives, these dystopian ideas don’t fill me with hope. Observer: System Redux paints a grim picture of what’s to come, so buckle yourself in as the future is a rough place.

Developed and published by Bloober Team and supported by Anshar Studios, this is a dark horror-thriller title. You are a cop, an “Observer” who uses his abilities to jack minds to solve crimes and murders before him. With a range of tools at his disposal, crime scenes have never been easier to map out and extract evidence from.

Observer: System Redux is suspenseful, grimy, and bleak.

The year is 2084 and the place is Krakow, Poland. A terrible digital plague called the Nanophage has ripped through society. It cost thousands of lives, divided the world between rich and poor, and allowed a new power to take over. Chiron, a megacorporation, forms the Fifth Polish Republic and the Observers are born. Denizens were split into classes and those addicted to drugs and holograms are labelled Class C and cast off to live in Tenement buildings.

These run-down hovels are depressing and dangerous places, and here is where the gameplay resides. You are Daniel Lazarski and, out of the blue, you receive a call from your estranged son. He’s in trouble and you track his call to a Class C building. Fearing the worst, you race over to discover a horrendous murder scene. The building is locked down and the whole story is restricted to the confines of those walls. Or is it? With the ability to hack minds, you will free yourself from the oppressive prison while solving the crimes before you.

Which part will you choose?

Crime-solving has never been so tense.

Bloober Team balanced the story and gameplay mechanics perfectly, mostly. A tense and slow-paced tale is supported with creepy imagery and silent moments. Every scene is charged with suspenseful energy and the anticipation of what may not come was well-delivered. Less is always more, and I was on the edge of my seat while searching the maze-like building and questioning suspects. 

You must befriend the Denizens as they are your only hope of solving the many mysteries. Their hatred of authority and distrust is apparent during every interaction. This beautifully depicted the political landscape and matched the nods to George Orwell’s Nineteen Eighty-Four. I adored how the plot and gameplay intertwined key points from the novel and there was the odd Easter Egg to bring a wry smile.

Observer: System Redux infuses hacking minds, special vision, and stealth mechanics.

The core premise of solving crimes through conversations, hacking, and searching scenes was well-conceived. Observer: System Redux allows for many tools to aid you in your job. You have three visors that enhance your vision; Electromagnetic to pick up electronic signals, Biovision for biological clues and then there is night vision. The latter is extremely useful, especially when you explore the creepy basement.

Much of the gameplay was great, with the exception of the bizarre stealth moments. They are tedious, slow, and don’t match the rest of the gameplay. I can see what Bloober Team was attempting, but its execution was poor. Instead of adding fear and tension, it was just annoying and felt as if it didn’t belong. Fortunately, these moments are sporadic, but yet they still stick in your mind. If these moments were avoidable, I’d have chosen any other path. Sadly, they are not.

The oppressive Class C building is a horrific place to explore. Fortunately, mind jacking allowed you to escape the claustrophobic confines for a short time. These colourful and surreal experiences broke up the gameplay nicely while using the detective mechanics. It was fantastic to see through the eyes of each interrogated resident.

A grim neon glimpse of our future.

Mysteries upon mysteries and multiple choices.

Much of the pleasure found in Observer: System Redux is found in the many unexplained mysteries. Your choices impact the story and create many outcomes. This freedom plays on your mind and you constantly question whether you’ve made the right decision. This uncertainty was fantastic, and it added a sense of morality to a dark and cold plot. 

The story proves you don’t need an evil protagonist chasing you to create fear. The stillness and emptiness can be just as scary, and Observer: System Redux builds this into its gameplay perfectly.

Observer: System Redux tells a fantastic story. 

Observer: System Redux excels in its storytelling mechanics. Combining fantastic graphics and a wonderfully awful environment with excellent audio and brilliant acting was a great experience. The stunning futuristic imagery is masterfully delivered and complements the dystopian world. The claustrophobic labyrinthine building creates tension, and you wait to be scared senseless as your mind plays tricks on you. 

I’m not a gamer who obsesses over specific actors, and I’m happy as long as the quality is good. However, I can’t ignore the acting that supports the protagonist’s speech and inner thoughts. Rutger Hauer, the actor behind many cult classics, adds his gruff tones to this Cyberpunk world. The tough Observer role matches Hauer’s perfectly delivered script and I admired the developers for attracting such high-quality talent. Alongside the excellent acting was an atmospheric soundtrack that had heavy futuristic undertones. 

Technology sets mankind free.

Designed with PC in mind. 

Observer: System Redux suffers from inaccurate controls when selecting interactive objects. You’ll jostle and edge closer to each hitbox as you try to open doors or turn on electronics. It was annoying, especially as I know it works perfectly on PC. Other than this problem, the controls are straightforward and flitting between visors is quick and easy. 

I didn’t expect a detective horror-thriller to have much replay value, but this one surprised me. With an array of dialogue choices and never knowing if you made the right selection, there’s plenty to make you come back. Its moderate achievement list takes time to complete. It proves to be great value for money, and gamers will play for hours.

Observer: System Redux is the future I don’t want to experience.

None of us can predict the future, but if Observer: System Redux is anything to go by, I don’t want any part of it. A torturous tale where the rich stamp on the poor and leave them to fight and die like rats. I thoroughly enjoyed this dystopian tale and recommend you to buy it here! Use your powers of deduction and well-honed questioning to solve the crimes you find. The future is bleak and you are but a cog in a powerful and oppressive machine. 

Review: Warhammer 40,000: Battlesector

Although a lot of Slitherine published games tend to be too strategic for me, I became a huge fan of Black Lab Games’ work after playing Battlestar Galactica Deadlock, their previous game. After about 3 years worth of post-launch content updates, both paid and free, they decided to focus on their next project, and that would come to be Warhammer 40,000: Battlesector. As a huge fan of Warhammer 40k, I got really excited when I saw the announcement. Based on my previous experience with Battlestar Galactica Deadlock, I was hopeful that Black Lab Games wouldn’t disappoint. Now that I’ve played the game for a decent amount of time, I’m happy to say that they certainly didn’t disappoint.

For better and for worse, Warhammer 40,000: Battlesector is your typical turn-based strategy game. For solo players, the game features a 20-mission campaign, and a skirmish mode that lets you play against AI. Meanwhile, there are some surprising options for multiplayer fans. Not only there’s your typical versus mode where you face other players live, but there’s also an hotseat and an asynchronous mode. What this means is that, instead of having to wait for players to be online at the same time as you, you can just play a match at your own pace. There’s no need to play it all in one session, because once you make your move, you can go back to whatever you were doing until the other player plays their turn. It’s pretty ingenious.

Unfortunately, there’s only one campaign at the moment, the Age of Crimson Dawn. If you’re into Warhammer 40k, then you might already be guessing as to what the campaign is all about. If you’re not, fear not, because the game doesn’t require you to have any prior knowledge about the Warhammer 40k universe. In reality, as a fan of the series, I didn’t care too much about the main plot of the campaign. The whole story revolves around a company of Blood Angels Space Marines hunting down the remnants of Hive Fleet Leviathan on the moon Baal Secundus. With that being said, if you don’t know much about Warhammer 40k, then I guess you won’t be able to appreciate a lot of the finer details. Nonetheless, the main plot about the Tyranids is pretty easy to follow. However, if you’re a fan of the franchise, you’ll find a lot more value here, and an unfortunate, but inevitable, sad tale.

In terms of gameplay, if you’ve played turn-based strategy games before, then Battlesector will feel extremely familiar. Each match and mission all take place on a single map, where you start by deploying your forces on the side where you start. After that’s done, then it’s your typical turn-based combat action. Units move and act based on a point system, and they all have different stats, abilities, and optimal ranges for attacking. In fact, although the game is turn-based, each side actually gets to move all their units on each turn. Furthermore, you can actually issue as many orders in succession as you can. You don’t have to wait for each unit to finish attacking or moving before you’re able to order the next unit. This is pretty neat, as it cuts turn time considerably.

Despite how much I’ve enjoyed my time with Battlesector, the truth is that, unless you’re playing against other players, the combat might feel pretty simple and straightforward. This mostly comes down to a few issues. First, there are only two factions in the game at the moment, the Blood Angels Space Marines and the Tyranids, the latter of which can only be played in Skirmish and multiplayer. Then there’s the enemy AI, which feels pretty basic. It never seems to prioritize units that are out in the open, nor does it seem to care about focusing on taking down the units that are dealing the most damage. For the most part, it just seems to run straight at you and throw everything it has.

Besides that, another issue that I have with the game is that, for a game of its kind, the cover system is pretty barebones. As far as I can tell, there isn’t any indicator that tells you if you’re protected by cover from one side. The only way you see cover in action, is when you try to target an enemy and the game says you can’t attack them because they’re behind cover. Other than that, the game makes no other mention of it, which is really disappointing.

In any case, the fact that Battlesector is extremely faithful to the source material does make the game shine in a lot of areas. There are plenty of units that are pretty fun to play with. There are the Inceptors with their jump packs that can quickly move around the map and harass enemies. Then there are also the Dreadnoughts which can soak a lot of damage and unleash hell amongst the enemy ranks, right in their faces. If you’re a Warhammer 40k fan, there’s plenty to enjoy here.

Visually, the game looks great. Still, it’s not a grim-looking game, as one might have expected from a game that takes place in the grim darkness of the far future. Most of the weapon’s visual effects are pretty well done and animated. From regular bolters to the slow and devastating plasma shots, the battlefield can sometimes look like a fireworks show. I’m not a huge fan of the Tyranids, but the Blood Angels are clad in their gorgeous distinct red armour that immediately stands out in whatever environment they’re in. 

In addition, the sound is pretty on point. The weapons feel powerful and impactful, with every single shot fired from a bolter really making it feel like it does pack quite a punch. Likewise, the voice acting is exceptionally well done. Even though the story isn’t the most engaging, the dialogue and writing certainly make up for it. The music also has its epic moments, as most Warhammer games tend to have. The combat music is a bit of hit or miss, but I did stay in the main menu listening to its theme quite a few times. It’s just that good.

Besides the novelty of being a Warhammer 40k game, as a turn-based game, Battlesector left me wanting for more. Sure, it’s cool to see the game in motion, units triggering overwatch, flanking armoured enemies and engaging in melee combat, but there isn’t anything about it that makes it feel special. It’s a decent and entertaining turn-based game at best. If you were hoping for this to be a groundbreaking game or a must-play for turn-based fans, then I’m afraid you’ll be disappointed.

The single-player campaign is good for what it is. As I’ve already mentioned, I didn’t find the story to be that charming, but some of the characters do carry the game forward, partially also thanks to the incredible voice acting. Brother Quindar, in particular, is a force to be reckoned with. A Librarian Dreadnought who is starting to show his age was clearly the star of the show for me.

In terms of structure, the campaign provides a constant sense of progression. As you complete each mission, not only you’ll unlock new units, but you’ll also gain points to spend on upgrades. These upgrades range from basic stat boosts, to new weapons and even powerful abilities. Speaking of which, the way the game balances out things in the campaign is by imposing an army point limit for each mission. Basically, each mission gives you a set number of points that you can use to deploy your army. These points aren’t only used to get units, but also weapons that you may have unlocked for them. At least the main hero units are free of charge. In any case, the Tyranids always outnumber you, so you have to use terrain and your abilities to turn the tide of battle.

Unfortunately, mission design is one of Battlesector’s weakest points. Although there is a fair degree of variation in regards to environments, the objectives always boil down to killing all Tyranids. There are a few missions where you have to reach a specific spot, or defend a key location, but after doing that, it always tends to go back to “Exterminate all Tyranid forces”. Nevertheless, the campaign does feature a decent variety of scenarios, ranging from old Dark Age of Technology ruins, to more basic open areas.

Nevertheless, if Black Lab Games track record with Battlestar Galactica Deadlock is anything to go by, the future of Battlesector should be a good one. I’m sure the game will eventually receive a good chunk of DLC, both paid as well as free. Hopefully, we’ll see more factions added to the game and the base game becoming more refined.Despite everything, although I’m a huge fan of turn-based combat games, I don’t consider myself a hardcore fan to the point of playing them in the most difficult settings. I tend to play them for the visual spectacle. With that in mind, I’m pretty happy with the time that I’ve spent in Battlesector. Overall, it’s a fun turn-based Warhammer 40k game that I easily recommend to any fans of the franchise. It might not be the most engrossing turn-based strategy game out there, but it certainly is worth your time.