Review: ONE PIECE: Pirate Warriors 4

Manga and Anime have massive followings, and they divide people into love and hate camps. With vivid imagery, over the top stories, loud audio, and a ridiculous amount of over-sexualisation, you can see why opinions are split. ONE PIECE: Pirate Warriors 4 ticks every one of these boxes and more with its insanely fast-paced action.

Developed by Omega Force (Koei Temco) and published by BANDAI NAMCO. This is the 4th instalment in the Pirate Warriors Series and uses many of the assets and traditional approaches you expect. An Omega Force Musou game at its heart. You can expect wave after wave of unrelenting fighters who try to block your path. With vivid colours, striking lines, and a wonderful cartoon style, fans of the ONE PIECE series will love what’s on offer for them in this game.

ONE PIECE: Pirate Warriors 4 crams an awful lot in.

ONE PIECE: Pirate Warriors 4 attempts to cram in approximately one thousand chapters of information and storylines into around fifteen hours of gameplay. It’s an impossible task, but I applaud them for trying. What’s been produced is as close to faithful as you can expect when you squeeze in so much content.

You are in charge of Monkey D. Luffy and his Straw Hat Pirates. His mission is to become the most infamous pirate in the world. He journeys to the East Blue Sea to find the titular treasure, and be forever known as the King of The Pirates. You venture across six main arcs; Albasta, Enies Lobby, the Paramount War, Dressrosa, Whole Cake Island, and a poorly executed Wano arc that acts as a finale. 

Each of the arcs comprises at least six missions, all with a variety of tasks. You have a choice of playable characters to select, though many only allow a specific selection to be made. The micro sections of the story build-up to sell the main portions of the ONE PIECE tale. It felt a little disjointed, but flowing from one section to next battling the marauding armies overcame this negative element.

Fly my beauty, fly!

Reused assets. 

For fans of the series, there are a lot of moments of Deja Vu. From particular arcs that have now gone into more detail in ONE PIECE: Pirate Warriors 4, to the landscape and dated style. It mattered not that parts were recycled, as the new characters, storyline and foes made it feel like a whole new experience. 

Each playable character has their skillset and selection of attacks that were specific to them. With forty to unlock, it was always an exciting moment when you could try one for the first time. Alongside the ever-changing crew, you could level up each person. This added new attacks and skills and made your already overpowered heroes that bit more special. 

Fast-paced action, but not too challenging. 

The gameplay is split between a Dramatic Log (the main story) and the Treasure Log (random events with special rewards). No matter which you choose, you will face the same maddening fast-paced action. A HUD displays each mission goal, and the goalposts move repeatedly during each level. Whether you have to protect teammates, annihilate leaders, or steal land, it will make your head spin. Hundreds of troops descend upon you, and you must slap buttons to produce powerful combos. It’s mindless violence, but damn did it feel rewarding. 

Even after fifteen plus hours of slapping foes, I never tired of its monotony. Pulling off slick combos and watching my enemies fall was an enjoyable experience. This is before you account for the brilliant, albeit frustrating, leaping attacks. Fly through the air hacking down opponents, or use special attacks on the ground. It doesn’t matter which approach you take, you’ll be left smiling throughout. 

Sadly, the waves of foes offer little resistance, and other than the main bosses, you’ll find that the difficulty is lacking. Your largest challenge arises as you aim to max out each of the levels. Obtaining an S mark isn’t a simple task, and if you want a tougher experience, this is what you should aim for.

Fight under the Skull and Crossbones.

ONE PIECE: Pirate Warriors 4 is wonderful with friends. 

The treasure log is more than just a way to earn extra money and experience points. Each of the stages can be played in co-op mode, with some allowing for four players to game online. It’s a fantastic way to replay levels and see it from a whole new light. 

The ease of pummelling buttons to wipe out massive armies makes this a great laugh with your friends. I loved how this mode worked, and though I thought it wouldn’t be a success, I was glad to be proven wrong. 

Smooth gameplay and vivid imagery. 

Whenever I see the word Anime, I instantly jump to a conclusion about how it’ll look. ONE PIECE: Pirate Warriors 4 didn’t shock me with its style. I knew the lines would be clean, the characters OTT, and the backdrops awash with colour. The reused assets prevented it from being as polished as I hoped, but you don’t see it because of the hectic action. Where it excelled was its animation and the smoothness of the gameplay. These two key elements were done to perfection and made playing the game a pleasure. 

Alongside the predictable imagery, there weren’t too many shocks with the audio. An aggressive soundtrack gets the adrenaline pumping alongside the noise of buttons being mashed. Screeching noises from each hero and the slash of weapons make up the rest of this loud ensemble. Kudos to the developers for using the original Japanese cast to work on this project. This made the experience authentic, and though it wouldn’t have impacted the game, purists will love to see this element implemented.

Let nothing stand in your way.

So many combinations and special attacks, but so easy to play. 

One of the main selling points of this type of game is the crazy combinations of attacks you can try. I certainly wasn’t disappointed. Aerial combat, ground strikes, and special attacks, can be used at will. There is no punishment for simply hitting the buttons in any order, either. I expected it to be a tough game to master, but you’ll have the fundamentals down in no time, and you’ll love learning the finer points of each character you select. 

The biggest downside has to be the relatively short story. At only fifteen hours, fans will crave more. However, with the aforementioned Treasure log and the ability to play with friends or family, there is plenty of replay value to be found. The achievement list isn’t too complex, and a little manipulation makes this an easy game to complete.

ONE PIECE: Pirate Warriors 4 will appease its hungry fan base. 

Whenever a series has such a big fan base, it always risks angering it. Yet I think ONE PIECE: Pirate Warriors 4 has done exceptionally well to stay faithful to its massive storyline. With the option to play with friends, forty playable characters, and the original Japanese actors, this is one game that ticks many boxes. It was hellish, fast-paced, and I loved it! You should buy your copy here! Will Monkey D. Luffy fulfil his potential and become the King of the Pirates? Join him on his quest and see. 

Review: Gutwhale

In any dire situation, most of us would know what to do. Fight or flight would kick in, and you’d try everything to survive. Yet, I’m not so sure how I would react to being swallowed by a gargantuan whale. How on earth would you escape this colossal prison? This is the issue you face in Gutwhale! Monsters everywhere, a limited ammo supply, plenty of weird hats and a falling van. It doesn’t get much stranger.

Developed by Stuffed Wombat and published by Ratalaika Games, this is a 2D pixel shooter that takes place in a confined space. Claustrophobia kicks in and there is a sense of urgency as you try to work your way downward, or upward out of this beast’s belly.

Grab that ammo.

Gutwhale is weird from start to finish.

No matter which way you look at it, Gutwhale is odd as hell. There isn’t a story, and you don’t know how you got in the whale’s stomach. Stranger still, it has its own wardrobe full of bizarre hats. This isn’t the best of it though! Death is bad enough, and painfully it’s all but guaranteed. But to make things worse, each time you die you are squashed by a falling van.

I gave up trying to make sense of the situation and got into the swing of things instead. The concept is brilliantly simple; you have one bullet and multiple enemies to take down. Once you’ve fired your gun, you must retrieve the bullet and shoot again. Kill everything in sight, drop down the levels, and complete each of the three chapters. This is Gutwhale in a nutshell, it’s simple, but its gameplay has some complexities to it.

Each of the hats has special abilities. Some increase health, others sporting abilities, and one multiplies your points you collect. Whichever one you choose, the gameplay doesn’t alter. Avoid your enemies, take them all down and try to get to the end.

It’s escape time.

Rogue-like elements make it super addictive.

Death doesn’t just mean the end of your run, it also means the loss of all your stuff. Rogue-like elements are back to haunt us, and this time they work well with the theme of the game. Losing everything you have worked towards is heartbreaking, but each playthrough is so short that this usually painful element makes this super addictive.

With procedurally generated stages and tight spaces to work with, you will die….. lots! It matters not, though, as you experiment with different loadouts, purchase new upgrades at the end of each chapter, and rip through each monster you face.

You’ll encounter floating skulls, pink blobs, frogs, spinning star-like shapes and more. You must learn their methods of attack and make a strategy to avoid them. It’s madness, will make you confused, but you’ll have fun, mostly.

Gutwhale’s graphics leave a lot to be desired.

I’m not a gamer who needs highly polished graphics, but the low detail in Gutwhale makes it tough to differentiate between the scenery and your enemies. This caused problems where you were struck by unseen projectiles or got stuck on the scenery. It wasn’t the end of the world, but it’s something you’ll experience more than once. Other than this, you’ll see some variety in the character models and the backdrop which helps to prevent a repetitive feel to the gameplay.

To make things weirder, Stuffed Wombat used an odd soundtrack to accompany its strange theme. Its upbeat tempo and selection of songs were repetitive and almost hypnotic. I probably shouldn’t have expected anything different considering the theme. It was therefore a little disappointing when basic and almost boring sound effects accompanied every action. I felt cheated on and wanted it to be ridiculously absurd. Instead, it was very run of the mill, sadly.

Frogs, so many frogs.

Straightforward and responsive controls.

The gameplay itself has tricky elements, mainly because of the tight spaces and the way the enemies move. But one area that works well is the responsive controls. A simple layout makes learning the fundamentals an easy job, and each action is completed when needed. The only downside is you have no one else to blame when you die.

There are claims in the developers’ notes that there is an unlimited survival mode. This allows continuous play with a leaderboard to monitor scores. Now, I have completed the game, and I have failed to find this. So from my viewpoint, there was little replay value once you completed it, but if this mode magically appears then the desire to return will increase vastly.

Gutwhale is weird and does everything right.

Gutwhale is so weird that I had to love it. Its plot or lack of it makes no sense. The short gameplay and rogue-like elements make this addictive to play, that is until you finish it. I really enjoyed it and recommend you buy it here! Choose your hat and descend into the belly of the beast. 

Review: The Coma 2: Vicious Sisters

The Coma 2: Vicious Sisters, is the second installment to The Coma franchise, following from the first game ‘Cutting Class’. Specialising in pulse raising, tense, side scrolling horror, Vicious Sisters is ideal for any horror fanatic. The game can be approached without any experience with the previous title. There is no story to follow from the first game, the only thing similar is the structure and play style. Initially based in Sehwa High, you are tasked with utilising the city’s map to run from a bloodthirsty, possessed teacher.

Expansive exploration

The survival horror game scatters items across the entire map, making you really trek to find them. With several locations locked until you find certain things, you are tasked with exploration whilst fleeing. The tension is kept high throughout the game since you never know when you might be vulnerable for attack. The constant back and forth whilst searching for items is grating and can quickly shatter the tension and replace it with frustration. But areas hold so much to discover there is more than enough to keep you engaged. There is also a wide number of side quests across the whole map to provide more than just a ‘run from evil’ challenge. These side quests can aid your characters escape, so it is vital to complete them when you can. 

Dumb and defenceless

The protagonist, Mina, is initially defenceless against any threat. You know three simple controls. Walk, run and hide. Items across different areas will be picked up by you to help the chase. This is why exploring every aspect is so important. But you have limited inventory space, which is extremely frustrating. It’s important you bear in mind which items you have at all times. You never know when you’re going to need mace. Your stamina and health aren’t unlimited either, and letting them deplete usually ends up with a terrifying conclusion. For a game with such a simple concept, a lot goes into guaranteeing your survival. 

When the fear sets in

Despite the game being tense from the beginning, since you’re not sure what to expect, the real ‘fun’ begins when you encounter a twisted version of Ms. Song. Her and her long-limbed cohort are walking disasters. With one simple slash Ms. Song threatens you with death, which is extremely annoying to recover from. With no guarantee of health items being near it’s important to keep them on you regardless of inventory space. When the great chase begins, you probably wont know your way around the map so don’t know the best way to hide. This repetition is what lets the game down a little, since being killed means going back to a previous save point and doing the same thing time and time again. 

On the frequent occasion she is near, or hunting you down, you must complete a series of timed events to avoid being spotted. These are fairly simple and don’t require any Konami code style patterns, but certainly add to the hair raising gameplay. The majority of tension within the game is from the music and background. Although at first the monster encounter is scary, you get used to it fairly quickly. The sound design and haunting artstyle is what keeps you on your toes.

Final thoughts

The Coma 2: Vicious Sisters is an ideal game to play in short bursts, and is a wonderful slice of survival horror. To anyone searching for a short, engaging horror to play, I’d definitely suggest this. Since you don’t need any previous experience with the franchise it can easily be picked up as a standalone, and you might end up like me and want to revisit its roots after completing Vicious Sisters.

Review: Crash Bandicoot 4: It’s About Time

Platform games have been wowing audiences for years. From the classic side-scrolling 2D titles to massive sprawling 3D open-world experiences. Franchises come and go, but a few stick in our mind as being synonymous with the genre. Crash Bandicoot was originally released on PlayStation in 1996, and loved by anyone that played it. Fast forward twenty-five years and many spinoffs have been enjoyed by its fan base. In 2020 its latest instalment was released, can Crash Bandicoot 4: It’s About Time hit the heights of its predecessors?

Developed by Toys for Bob and published by Activision Publishing, this is a whacky, colourful 3D platformer that’ll drive you insane. Following on from the much-loved and expected mechanics found in the series, Crash Bandicoot 4: It’s About Time chucks in some unexpected elements to keep you on your toes, and make the gameplay feel fresh.

Same old enemies, but a new threat.

The gameplay kicks off where Crash Bandicoot: Warped ended. Doctors Neo Cortex and N. Tropy are trapped in their prison in the past. Uka Uka attempts to liberate them all and succeeds by tearing a hole in the fabric of space. Realising that they can now take over the multiverse, they leave Uka Uka behind and join forces with Doctors N. Gin and Nitrus Brio. The Four evil geniuses create a generator to open more rifts, and in doing so awaken four ancient witch doctor masks.

You aim to travel across many stages, overcoming each of the doctors, collecting the masks, and closing the rifts. If you succeed, the universe is saved. Failure, on the other hand, is unthinkable, so don’t fail.

You control Crash, Coco, Tawna, and more, as you take on many challenging levels and game modes. As you’d expect you must collect fruits, crates and hidden gems en route to completing each stage and aiming for perfection. You will enjoy bonus levels, flashback tapes, N’verted modes, time trials, and boss fights. In typical Crash fashion, the action is fast-paced, requires accuracy and patience, and will demand an eye for detail.

Lionel Richie will love you dancing on this ceiling.

Two gameplay styles and plenty of collectables.

The Gameplay is split into two distinct styles; modern and classic. Modern has unlimited lives, a checkpoint system, and a counter to show how many times you die. The latter element was heartwarmingly frustrating, especially when it ticked into double figures. The classic set up has no checkpoints and a limited amount of lives and is aimed at gamers who are familiar with the series. 

I played both methods and found that neither was more nor less pleasurable than the other. The classic method will appeal more to the purists of the franchise. But I enjoyed playing without the concern of running out of lives. The modern method was certainly easier, but both are challenging in their own right.

The focus across each stage, no matter the mode, was as follows; find every crate, collect all the fruits, die fewer than three times, and find the hidden gem. If you are successful, you’ll unlock a cosmetic skin. Crash Bandicoot 4: It’s About Time is all about crazy moves, and looking cool.

Mwahahahahaha!

So many levels and objectives that it feels a bit of a grind.

With over one hundred levels to work through, including five boss fights, this has plenty of content. There are thirty-eight different stages, each with a slight variation depending on which mode you undertake. Sadly though, with so much going on, it becomes a bit of a grind trying to collect everything. Luckily you soon overcome this feeling with the many game modes you must play. 

Flashback Tapes. 

You to return to play a 2D level that will tweak those nostalgic strings. The aim for each stage doesn’t change, but it was refreshing to play from a different viewpoint.

N’verted. 

Psychedelic colours, special gems, and a mirrored version of each level. It was hard to get your head around the sudden changes, and if you have memorised a level, it was tough to unlearn the paths you wanted to take. 

Bonus Levels. 

These hide in plain sight on every stage. If you cannot find them, you will not get the six clear gems, and you’ll miss out on that fashionable skin. 

Time Trials.

Little explanation needed, but be prepared to be enraged as you attempt to beat the time, and stay alive.

Finding every collectable in Crash Bandicoot 4: It’s About Time was a nightmare. The developers have done a great job of making the most of their stage designs, and it will take you many attempts to tick every box to complete each level. 

Grind that rail.

Crash Bandicoot 4: It’s About Time is a colourful, loud, and wonderful experience.

What instantly strikes you is the bold and vivid imagery that is used to create the Crash world. Fantastic cut scenes break up the many levels that you will face. These short videos are full of humour and help to progress the story. The updated aesthetics will be familiar for its large fanbase but look modern and polished for the next generation of consoles. The variety of stage designs, use of contrasting colours, and excellent character models make this a fantastic game to look at, and one you will not tire of.

The audio was equally good. It didn’t surprise me as much as the visuals, and its style and tempo screamed Crash franchise. I expect loud and fun tunes whenever I play one of these games and was fortunately not disappointed. If you chuck in the OTT sound effects, this is a noisy title that’ll make you smile throughout, even when you are dying.

I suggest you keep running.

So many actions to master.

It’s all about accuracy and fast reactions, so I’m glad to say that the controls are tight. The fundamentals are familiar, and won’t shock anyone who loves the genre. What is tough to understand is the use of each of the ancient masks. Each has a special power that can assist you. You must use each power correctly. If you cannot do this, you’ll fall to your doom and have to start again.

This is a completionists dream and nightmare. With so many collectables, this will test the best platform gamers resolve. Items are hidden, multiple modes must be completed, and perfection is necessary. In short, Crash Bandicoot 4: It’s About Time will destroy you with its tough achievement list. You are going to lose hours of your life to this brutal platform game, and only the most hardcore gamers will complete it.

Crash Bandicoot 4: It’s About Time ticks all the boxes.

I was amazed by nearly every element I experienced. The ridiculous amount of collectables and levels, the many game modes, and the aesthetics all make this a wonderful platform game. Other than the grind to get the 100% status, the developers have ticked all the boxes for me. If you are a fan of the franchise or the genre, buy it here! The multiverse is under threat, and you must do everything you can to get those masks and close those rifts.

Review: Poison Control

Poison Control starts off with a meeting in the not so pleasant sounding Hell Realm. You end becoming soul mates with Poisonette. The two of you working together start purifying the Hell Realm where the goal is to try to achieve enough purification so you can enter the Heavenly Realm. Unfortunately you don’t want to go to the Heavenly Realm, you’d rather stay in the Mortal Realm however Poisonette has other ideas.

Poison Control plays like a 3rd Person Action Adventure game, your character/characters have to run around various levels and clear up the poison to progress. In the Hell Realm poison oozes out of the toxic emotions of the girls who fall there, they’re called Belles Hells. Clearing the poison from these levels will free them from their situation. Some of the themes are particularly dark so just be prepared for some mature content, it’s not just teenage angst in Poison Control. Completing these areas means you get stickers, these stickers act as payment for a ticket into the Heavenly Realm. The main enemies are Klesha which inhabit the levels. Your character is able to shoot the Klesha but Poisonette is the only one who can clean up the poison and purge the area, so you do need to strategise a fair bit. Becoming Poisonette leaves you vulnerable to attack so Poison Control is somewhat a balancing act.

Poison Control has a fairly repetitive mechanic of shooting the Klesha whilst you clean up the poison. There are different weapons you can uncover as you progress whilst you’re also able to level up certain attributes through a novel way. There is something called a Heart to Heart with Poisonette and depending on your answers one of your attributes will level up like your health points. Poison Control effectively played the same from the first minute to the last, so if you enjoy the first 15 mins then you’ll enjoy the rest of Poison Control.

Graphically Poison Control is visually impressive throughout relying on good mash up of pink and purple worlds that mesh together perfectly. Even the menu is a sight to behold and Poison Control is definitely a game you won’t forget quickly. Dialogue and musically Poison Control excels as well with an intriguing mix exciting upbeat tones.

Poison Control is a fun game most of the time, it suffers from something primarily that a lot of shooters suffer from and that’s the repetitive nature of shooting constantly. The story and dialogue of Poison Control is really interesting and involving. You won’t quite find a game like Poison Control because visually it’s quite stunning whilst the mature content will make you want more.

Review: Ghostrunner

With the bluster of another polish-developed Cyberpunk title stealing the headlines in 2020, you’d be forgiven for overlooking hardcore FPP title Ghostrunner, where, as a freerunning katana-wielding ninja robot, you attempt to slash through your enemies faster than they can shoot you in a one-hit, one-kill adrenaline-pumping slashathon.

Despite being similar in origin and appearance, Ghostrunner could be said to be the antithesis of Cyberpunk 2077, whose focus on a pure gameplay experience contrasts with that of one promising the world, and it comes out all the better for it. This may have been dictated by indie developer One More Level’s budget rather than their ambition, whose studio is so small they needed co-developers to help them with the project, but the end result is a masterclass of a singular focus producing highly addictive and stylish gameplay.

An amusing reference to Cyberpunk 2077 and just one of the hints to other genre influences in the game. Akira’s motorcycle is another you’ll come across.

The story places you in control of the Ghostrunner as you wake up in a futuristic world with a sword in your hand and a voice in your head telling you that you are being chased. The voice is the Architect of the Dharma Tower, a huge monolith of a building made as a safe haven for humanity in preparation for a cataclysmic event that would destroy the world. In the following years, those in control became tyrants, oppressing the tower’s citizens and threatening humankind once again. Initially created as a tool for peace, it’s your job to defeat the oppressor, key master Mara, and allow humankind to flourish once again.

Armed with your katana and a slow-motion ability that allows you to dodge bullets and extend your jumps, you use the environment around you to kill everything that moves. Grapple hook devices, ziplines and wall-running become your best friend as you search for the best location to launch off, slow-motion around your foe, and slice them in half to quite literally hand their ass to them, or alternatively, chop their head off and watch it roll past you as you paint the neon-lights red.

The stunning visuals that wow, but feel underused in the blander looking levels.

With excellently designed environments built to facilitate the best possible string of moves, the game dangles success in your face before unceremoniously ripping it from your grasp by introducing new challenges and different elements in each new area that require you to adjust your approach. As split-seconds are the margin of error afforded to you, learning how to attack a room from scratch results in more than a few missteps that cost you your life.

This is what makes managing to pull off a succession of perfectly timed moves so immensely satisfying to the point where you’ll consider intentionally dying just to repeat certain sections. The first area that introduces the time-restricted but unlimited ninja star power-up was one such moment of badassery, where wall-running across the length of a room and killing the entire populace with ninja stars before your feet hit the floor is so amazing that I recorded it and died numerous times just to experience it again.  

Death occurs as often as you draw breath as the game wants perfection, or beautiful chaos, to motivate your progression. Amusingly your character is referred to as being ‘special’ but in reality is about as robust as a wet paper towel, dying with every single attack.

The blue circles on the walls are grapple hook holds and can be zipped to with L2 which then propels your wallrun around the room. This helps getting around the shields of the enemies. Not that it matters in this screenshot though, with a bullet a split second away from defeating me.

‘Harsh but fair’ is often used to describe hardcore games without a difficulty setting, with enemies so difficult that only a very specific set of actions can be used, learned by dying over and over, but this can’t be said for Ghostrunner. In fact, it’s near on impossible to say that the AI is playing fair as enemies track your movements through obstacles and will commence firing as soon as you are in their line of sight.

Rather than these overpowered enemies being a negative, it forces you to use your abilities and the map, which provides numerous potential strategies, wisely. The generous autosave feature within each stage also helps ease your pain, meaning that you can focus on the area in front of you instead of worrying about clearing the entire stage from the start.

I died on 2,289 occasions during my 10-hour playthrough, which embarrassingly works out to giving up the ghost about once every 15 seconds – I grant you permission to laugh – but with no loading time between you and your next attempt and the promise of more satisfying slicing and dicing ahead of you, there’s little opportunity for frustration to build.

A nice addition to the action is the introduction of long-range abilities and existing ability upgrades that add further variety to your attacks as you progress. The upgrades use a small Tetris-like puzzle that forces you to choose from a selection of those upgrades, making you consider the best options to use in certain situations. Adding extra dashes to your repertoire for dodging and jumping is certainly as astute choice, but my favorite gives you the ability to deflect enemy projectiles back at them with your sword, requiring perfectly timed strikes. It’s like playing ninja tennis and makes you feel even more like a badass when you string more than a few together.

Part of the puzzle/tutorial gameplay that looks nice, but slows the pace down a bit too much.

Ziplines and vertical platforms act as your path to the next area, but with nothing but a gaping chasm to break your fall, the leaps and dashes have very little room for error. The first-person view that puts you at the center of the action, works great for swordplay, but when it comes to leaping between vertical platforms, not being in third person makes your learning curve a little steeper as you’re never 100% sure of the exact moment of contact and where your movements will end you up. 

With its arcade-like replayability that can be counted in speed runs and fewest deaths, gameplay is king here. The remaining elements are therefore less important in the grand scheme of things, but even so, deficiencies with the narrative and gameplay variation do exist.

The story, unfolding through conversations overlayed on top of the action, infuses a sense of mystery but is given little opportunity to shine over the game’s short runtime. This is also the extent of the title’s world-building with no cutscenes, and 2 non-enemy NPCs representing the only interactivity outside of the action and some unnecessary tempo-slowing puzzles. 

Manical bio engineered humans who explode when close to you. Definitely some Doom vibes.

With the release of some post-release game patches, issues that existed with the PS4 version have now been fixed, with the unreal 4 engine providing wonderfully desolate and futuristic visuals and running at an impressive and buttery smooth 60 fps (bar a few enemy heavy sections).

With the requirement of clearing each room of enemies in order to progress up the tower, plus its dark atmosphere and breakneck action, Ghostrunner has some Doom vibes about it. While its inclusion may have contrasted too greatly with its theme, one aspect I wish Ghostrunner further borrowed from the popular FPS, is its heavy metal soundtrack as Ghostrunner‘s 80s synth audio feels like one looped track from the menu to the end credits. Concentrating is hardly made easier with it playing in the background, so I turned it off entirely and only checked in occasionally to see if it ever improved, which unfortunately, it didn’t.

Ghostrunner is an unexpected triumph, whose highly addictive gameplay boasts some of the most satisfying moments I’ve ever experienced in video games. Outside of the highlight reel action, there are some underdeveloped or unnecessary inclusions, but other than the difficulty potentially scaring off some fans, there’s almost no reason not to give Ghostrunner a try – it’s a cut above the rest.

Review: 0 Degrees

Puzzle-platform games are two a penny these days. Indie developers are churning them out quicker than I can play them. Yet, when I get the chance, I’ll always give one a go. The casual gameplay and familiar mechanics make playing them an easy and enjoyable experience. 0 Degrees uses all the tried and tested mechanics and is a colourful yet simple indie title.

Developed by Nerd Games, Kiddo Dev, and Eastasiasoft Limited and published by the latter, this is a basic platform game that spans forty levels. Set in an icy world, you control a pixel hero who must traverse icy surfaces, leap chasms, and shoot ice blocks to overcome spiked traps. There is nothing complicated about this, and its lack of difficulty makes it accessible to gamers of all ages and ability.

Blocks and portals.

0 Degrees won’t wow you with originality.

You’ll note the game lacks originality. Yes, the setting is fairly unique, but everything else is well established. This familiar style allowed me to jump into the action with little concern, and I flew through the opening stages with relative ease. As new elements were added, the difficulty increased slightly, and you had to create a plan that uses precision placement to avoid the traps you encounter.

As you advance, you must place blocks and create icy platforms. This was a well throughout element that needed an accurate approach. Each stage allowed for a maximum of five blocks, so wasting them was a major mistake. You had to study the level, and choose where to place each one. This became especially tricky when you had to create floating platforms. You had to time your shots to freeze each block, which wasn’t as simple as it sounds. You’d miss, waste a block and restart each stage repeatedly as you tried and failed for the nth time. It was frustrating, yet this small layer of difficulty was enough to keep you interested from beginning to end.

A spike overkill.

0 Degrees is probably not enough for hardcore gamers. 

With the casual audience in mind, and trying to be as inclusive as possible 0 Degrees has alienated the hardcore fans of the genre. With no collectables to gather, this may be overlooked, and that’s a shame as its style is charming, and its ice mechanic is unique.

What I particularly enjoyed was the lack of friction when walking across each surface. Sliding around was both fun and dangerous. Your plans were constantly thwarted as you shuffled closer to the edge of each surface. One millimetre too far and you fell to your untimely death. It was maddening, especially when you were inches from the portal to the next level.

A fixed screen and pixel art.

The fixed screen 2D perspective worked well. Its restrictive nature allowed you to plan, and it was nice that there were no nasty surprises. Your character and the environment lacked detail, but this mattered not. as it was colourful enough to make it enjoyable to look at. The pixelated style wasn’t original, but it worked with the theme.

The chilled (pun intended) atmosphere was enhanced with a calm and slow-paced audio. The airy music matched the icy world the game is set in and added no sense of urgency. This mellow approach differed from many puzzle platform games I’ve played and I liked the serenity it created. It was oddly paired up with a basic selection of sound effects. Simple noises matched the actions and seemed strange when combined with the well thought out music.

Risky icy platforms.

A child could play it.

With few buttons to focus on, and straightforward level designs, a child could easily play 0 Degrees. This isn’t an insult, it’s more of a backhanded compliment. Not every game in the world has to be challenging to play, and the developers have focussed on making this as simple as possible. With responsive controls, a handy crosshair for aiming, and limited mechanics to master, you’ll be an expert at this in no time. 

A lack of collectables and a quick playthrough reduces its replay value considerably. Luckily it is fun to play, and it’s inexpensive, so it shouldn’t be written off. The achievement list is unlocked through natural progression, and you’ll be awarded your 100% status in two hours or fewer. 

0 Degrees limits its appeal. 

With no additional game modes, and a straightforward approach, the traditional fanbase may be put off. 0 Degrees will appeal to gamers who wish to have an easy, and no fuss casual experience. I had fun with it and recommend you buy it here! Become an explorer, overcome traps and don’t slip on the ice. 

Review: Guards

A large army doesn’t guarantee your victory. Brute force and all the will in the world will not outsmart tactical nuance. Battles are finished by the warriors on the field but won by the generals controlling every move. This is the premise of Guards. It’s a deceptively addictive game that’ll trick you with its simple approach, colourful graphics, and jovial music.

Developed by Battlecruiser Games and published by Drageus Games, this a short but tough turn-based strategy title. You control a small band of heroes, comprising unique styles. You must overcome waves of enemies as you journey across the land, aiming to annihilate the gargantuan overlord.

Guards will eat up all your spare time.

Guards was released on PC five years ago, but yet I’ve not heard of it until now. When I loaded in, I had low expectations of what I’d experience. I intended to give it a short go to get an idea before playing it later. Before I knew it, hours had flown by and it had eaten all my spare time. From the first battle it had me hooked, and even the inevitable taste of defeat wasn’t enough to put me off.

The game is set in a fantasy land that has some oddly named places; The Forest of Gloom, Troll Land, The Mists of Dead and more. The aim is to win each fight and eventually arrive at Spirit Rift, the home of the Chieftain. Here you must use everything you have learned to overcome his waves of minions and kill him. This is no easy task, and unless you are prepared, death is guaranteed.

Don’t let the rain stop a good fight.

A simple premise, but it’s confusing to begin with.

I couldn’t believe how simple it was to play once you got to grips with it. You open with a small amount of trial and error, learning the fundamentals and familiarising yourself with your enemies. Once you are comfortable with what is required, you’ll plan each fight to the finest of details, getting the most out of each hero.

Each battle uses a strict formation of three fighters on the front line, and one shielded at the rear. A turn will not begin until one hero is moved. Whether you are sending them back to recovery or swapping them along the front line, you must make the right call. This simple idea makes Guards so challenging and enjoyable. You must move your fighters constantly, placing them where they can utilise their skills. Some have ranged attacks, some close-quarter melee, and one can heal.

Alongside the standard abilities, each has a special attack that can turn the tide of war in your favour. Whether you shoot a booming grenade, stun your foes, lace them with poison, or shoot a barrage of arrows, there is something for every occasion. You may also use items from your inventory at the start of each round. You can boost strength, use guardians to protect you, increase your health or defence, or carry runes that will bring you back to life. Using the right equipment at the right time is paramount and you will find the correct ones that match your style.

Stock up on those essential items.

Guards is all about heroes, upgrades, missions, and perks.

Once you understand what you are doing, your focus will be on who you pick, their upgrades, and which perk to select. Eight heroes are at your disposal, you’ll select; a Peasant, Sorcerer, Archer, Witcher, Knight, Rifleman, Assassin, and Amazonian. They all have strengths and weaknesses, and your selection will be based on your approach and who you favour. Upgrades make all the difference and add a further layer to your tactics. You’ll earn mithril during each playthrough, the further you progress the more you earn. The stronger your team becomes, the easier the game becomes, so upgrades are an easy decision.

The missions give you an alternative focus from the main quest and reward you with items and mithril. They are not overly complex but were enjoyable to attempt, nonetheless. Then there are the perks which add extra inventory slots, an increase in magical power, and additional guardians. Each of these elements keeps you thinking and allows you to play how you wish. It was wonderful that such a basic concept had such depth to it.

A dated appearance, but it still works well.

When this was released in 2016 I would have said the graphics were dated. Five years on, and they are looking their age. A simple art style and a bird’s-eye perspective allow you to focus on the action that takes place. The game board comprises three paths with your team one end and the enemy the other. It’s easy to follow, and well-marked out grids distinguished the zones for every action. Each attack has smooth animation, and each enemy has a unique look, so it’s easy to plan.

Every battle was matched with an upbeat and aggressive song. The style was familiar and sounded like most RPGs and tactics games I’ve played in the past. The developers also used a classic selection of sound effects. Using tried and tested audio didn’t disappoint, but I would have liked something original. Guards sadly suffers from some issues. If you play for a while the music will cut out, and you’ll be met with silence. It was odd, ruined the atmosphere, but was also an intermittent fault. It doesn’t ruin the game, but it’s noticeable and annoying when it happens.

4 Vs 6, I like those odds.

So much replay value.

It’s always pleasant when the controls are easy to pick up. Having been on PC I worried it would be clunky, but this never materialised. It’s smooth, simple to understand, and you’ll not struggle to play. The clean-cut UI certainly helped and using menus or items was a piece of cake.

Guards is ridiculously addictive. In fact, I want to stop writing and start playing again. With three difficulties to select, a survival mode to beat, a tough achievement list to unlock, and any combination of heroes to pick. This keeps you coming back for more! However, completionists are in for a tough time as only the most hardcore of gamers will defeat “hell” difficulty.

Guards gets the balance just right.

I can’t help but love how well balanced it is. Grinding through the early levels makes the Chieftain battle all the much easier. Yet, ramp up the difficulty and you’re back to square one. You never get too far ahead of yourself, and this keeps the gameplay challenging throughout. I adored it and recommend you buy it here! Eight heroes, waves of enemies, and one Chieftain. Select your team and take them down!

How to Play Your Favorite Games Anywhere

0

The gaming industry is at its prime in 2021. From all corners of the world, people use their smartphones, tablets, consoles, and PCs to play games every day; either by themselves (solo) or with other gamers via multiplayer. 

Because gaming has become such an integral part of life, there is a strong demand out there for it to be as accessible as possible. Essentially, people want to be able to play from anywhere, be it when they’re out on the move, at work, or on a lunch break at school. It helps to keep the day entertaining and provides a nice little dopamine rush when you need it. 

After all, there’s no greater feeling than knowing you can reach into your pocket at any moment, grab your iPhone or Android, and play a game. 

However, being able to play your favorite games anywhere isn’t always easy. With that said, here are some tips for how you can keep playing your favorite games anywhereany time. 

Find the best internet provider you can 

Most people are concerned with their gaming devices or what specific games they’re going to play and consequently forget about the importance of strong internet. 

Quite simply, gaming from anywhere is not possible without a good internet/Wi-Fi connection. So, if you’re expecting to be able to game whilst traveling around the country with a poor-quality internet provider for your phone, it’s simply not going to happen. 

To ensure you have the best internet, research the providers who have the best network coverage in your country. Even if it means paying a little extra to join them, the instant connections anywhere and lack of in-game lag will make those costs worth it. 

For example, when you play online casino games such as video poker and roulette, you’ll never lose connection. If you’re interested in playing an online casino, which is extremely popular at the moment, check out onlinecasinos.co.uk for a comparison of the best ones. 

Download companion apps 

If you’re a console gamer (PS5, XBOX Series X/S), you obviously can’t carry your console with you everywhere. 

However, some console games have downloadable companion apps available in the app stores for both iPhones and Androids. These companion apps allow you to play the games from your phone or at least access certain features. For example, FIFA 21 has a companion app, as well as Call of Duty

This way, you can still play when you don’t have access to your console. 

Carry a Bluetooth controller and earphones in your pocket 

When you are gaming from different locations, it’s important to carry a Bluetooth controller and earphones with you so that you can still have an immersive experience. 

There are many Bluetooth controllers you can buy that you can attach to your phone. Similarly, there is a wide choice of wireless earphones on the market. You can buy a pair that are specifically enhanced for gaming or just general earphones (such as AirPods). Remember to keep them safely secured when you’re not using them as they can be easily lost or damaged! 

Review: The Messenger

The Messenger is a beautiful realisation of retro 2D platforming that proves that these games still stand up as gamings very best. The Messenger is a retro 2D platformer that leans on past ideas to create a fresh new platformer. That is outstanding for all intents and purposes.

Platforming Magic

When I first started The Messenger, I was instantly transported to a bygone era of the late 20th century where 8-16 bit platforming gameplay was all the range. You, the player, find yourself as a young Ninja, destined to transport a message across your home island. In the hope of saving the world from the apocalypse.

The game is stunning and breathtaking from the get-go in terms of graphics and art style. The Messenger leans on classic retro 2D 8-16 bit graphics and creates a familiar and new aesthetic. Aesthetically, the game is outstanding and is one of the very best looking games in the genre. The game also has excellent level design and variety, making every section of the game feel fresh and new. Furthermore, the game has a stellar story with one of the best narratives in the genre. Likewise, The Messenger has a fantastic variety of enemy types adding further variety to the gameplay and challenge.

Classic 2D Platforming

Ninja Reflexes Required

Thus, the game is challenging from a gameplay perspective and will challenge even the most veteran platforming players, which is a good and bad thing. The game is adhering to the challenge of its predecessors. But is far too hard for the casual gamer and will become quickly frustrating for many. Thus the game is best suited to hardcore fans of the genre.

Hardcore fans of the genre will enjoy the classic 8-16 bit tunes of platforming present throughout the game’s entity. The soundtrack is outstanding, with beats being catchy and a musical master class in retro bit music. The combination of classic retro graphics, music and excellent gameplay make for an outstanding game. It rivals and matches the classic 2D platformers of the retro era. It is hard to describe how nostalgic this game is. The game delivers on everything it sets out to do, staying faithful to the 2D platforming games of old while making the game relevant enough to make the genre stand out in the present age.

Although The Messenger is challenging, limiting its accessibility, the game is an incredible piece of art and should be recognised for this. It is a game chock full of retro era nostalgia that quite simply makes you feel warm inside.

Varied Level Design

Verdict

Overall, The Messenger is an outstanding game that stands out amongst games within the current era of gaming and amongst its predecessors. The game is the perfect package of retro 2D platforming nostalgia and successfully executes every element of 2D platforming that we love. Despite it being a challenge at times in terms of its difficulty, you have to pick up this game. You owe it to yourself as a gamer to play one of the best 2D platformers out there.

Review: Skycadia

Pirates are a scurvy bunch! They prey on the weak, steal whatever they want, and cause problems for whomever they encounter. It takes a brave person to tackle them head-on, a person who fears nothing and has an overwhelming sense of right from wrong. Yet, it’s not just the feel-good factor that drives these vigilantes, there is also the bonus of a bounty when each filthy dog is blown to smithereens. Skycadia asks you to play the part of a bounty hunter in its pixelated homage to Nintendo’s 1993 hit Star Fox.

Developed and published by Studio Nisse, this is a brightly coloured first-person flying shooter. You control three different heroic pilots who aim to clear the skies of the never-ending threat of insect pirates. You soar through the sky avoiding projectiles, Kamikaze bugs, and buildings. Your aim is to shoot down as many foes as possible, collecting the gold they drop, while staying alive for as long as possible.

Skycadia is a blast from the past.

The moment the game loads in you instantly get a twinge of nostalgia. The dated graphics, the arcade-style logo, and the rasp of the synthesised music all make for an eye-catching and overwhelming experience. You are given two options to enjoy in Skycadia. The first is Bounty Hunt. This is the main mode where you will spend most of your time. Second, you can fly freely in the Cruisin’ mode, where you’ll enjoy every low-poly image at your own pace.

Bounty Hunt is an endless mode that asks you to fly freely around a large ocean map. You must search for your foes, shoot them out of the sky, and take every piece of gold they possess. Each pilot has a specific ship with its strengths and weaknesses. Captain Sanders is the all-rounder, Big Bucket flies a hefty crate, and Lord Yolka is nimble and agile. The quicker they are, the less health they have! Lord Yolka must use his speed to avoid bullets and enemies that want to kill him, whereas Big Bucket can take a beating and still keep flying.

I loved the idea of using the quickest ship, darting in and out of the fight, picking off each pirate. In reality, however, it was tough to distinguish between foes, making the faster pilots nigh on impossible to use. This trait also transferred to the choice of weapons. You start with a machine gun, and you then unlock a Scattershot (a Shotgun) followed by a Chargeshot (a high-powered laser). The first was too weak to be useful, and the last was too slow to overcome the hordes of bugs, meaning the only viable option was the Scattershot.

What a smug bug!

An illusion of choices.

As you look at your choices, you are given the illusion that you’ll be able to select the vessel and weapon that suits your style. Sadly, this isn’t the case! Skycadia gives you the freedom to pick whichever pilot you like, and you can select your loadout, but you will always return to the highest health, and most useful gun. Big Bucket and the Scattershot will always be selected to give you the best chance of success.

So, what is deemed as a victory in a game with no story? In short, the amount of money you collect before you are destroyed. Each short game comprises lots of explosions, dodging, and collecting of gold. Once all your health is depleted, it’s game over, and you either restart to try again or return to the tavern.

You can see your stats in the tavern, how you compare on the global leaderboard, and how many times you have been killed in the Bounty Book. It was interesting to read but added little to the gameplay. It was nice to see how I compared to my friends or the big boys around the world, but I would have preferred a focus on another game mode to get my teeth into.

Argghhhh a flying centipede thing!

Skycadia has dated graphics that were great to see but are problematic.

The low-poly style will certainly not be to everyone’s liking. The garish and jagged lines aren’t pretty to look at, nor are the sharp and contrasting colours. Yet, there is something wonderful about this old-school experience. It sucks you in and transports you to the genre’s heyday. Unfortunately, though, I have to take off the rose-tinted spectacles and realise that this art style caused many issues. It was hard to see the opposition, depth perception was nonexistent, and the scenery was challenging to make out.

These issues are not going to go away. They cause you to be hit more times than I care to remember, end your playthrough, and generally annoy you throughout! But the pain is all worth it, as you soar around a wonderful pixelated sky, trying to pin down your opponents.

If it isn’t the bright colours giving you a headache, it will definitely be the synthesised audio. With high pitched electronic sounds, an upbeat soundtrack, and tinny sound effects, it was brilliantly reminiscent of early 90s gaming. Bugs flying into you made awful crashing noises. The rasping sound of your weapon crunching your enemies armour, and the inevitable explosion as you failed your mission were all great to listen to. Though the sound wasn’t always pleasant, but it carried the action perfectly and suited both the style and theme to a tee.

The pirates still attack at Christmas.

What, no brakes!!!!!

Who has heard of a plane with no brakes? The oversight was maddening! You can boost, roll, and shoot to your heart’s content, but try to slow down…..hell no! I admit, it’s not the end of the world, but it was a bit strange not having this option. It removed a necessary tactical element and made the action much harder in the process. If I put this to one side, the rest of the controls were great. You can choose to invert the analogue stick, and other actions use a couple of buttons. So other than the lack of brakes, it was easy to play.

With only one viable game mode, Skycadia’s replay value is dented, somewhat. Yes, the Cruisin’ option was fun, but this soon became tiresome. Bounty Hunts were always fast-paced and enjoyable, but I wanted much more of a challenge, and this sadly never materialised. If the developers had added a time trial, power-ups, squadron battles, or any other tangible option it would have gripped its audience much more. If you are a completionist you’ll spend no more than five hours on this, and that’ll get you your 100% status.

Skycadia is a fun casual experience that needs a bit more bite.

Skycadia’s gameplay, style and presentation are all great, mostly. Retro gamers will fall for its charms and will get lost in its low-poly world. It’s an excellent albeit short casual experience that will transport you back to the 90s. There are a few areas that need improving, but overall I recommend you buy it here! Help the three heroic pilots take down the swarm of bug pirate scum. It’s a never-ending battle, but at least you are paid handsomely for your efforts.

Evercade Announces Arcade Collections For Handheld and Evercade VS Systems

0

Blaze Entertainment is delighted to announce a brand new arcade range of Evercade cartridges.

The four new cartridges will feature arcade games exclusively, from classic hits to some rediscovered greats. These new cartridges follow the now traditional Evercade formula of providing something everyone loves and something new to discover.  

All four cartridges will be available individually to purchase and are playable both on the Evercade Handheld and the Evercade VS. All cartridges are also going to support save states, just like the existing collections.  The new purple spine denotes the separation from the main console-focused collections of Evercade cartridges and the numbering system is reset for this new arcade line. But it still has the same great attention to detail with the cartridges coming with a bespoke manual and cover and provided in a bespoke plastic clamshell case, to fit in with the rest of the Evercade line.

The price point of these cartridges is also in line with the existing Evercade price point of £14.99/$19.99. 

All these collections have been curated by hand and feature the latest in commercial arcade emulation, and all games have been officially licensed from the license holders to provide Evercade gamers the most accurate and playable experience available.  

These collections will be available for Pre-Order on May 28th and will be released alongside the Evercade VS on November 3rd 2021.  

The four collections feature some of the greatest hits of the arcade era with titles such as Double Dragon 2 and 3Bad Dudes Vs Dragon NinjaCrystal Castles and many other great titles that became synonymous with arcade and home video gaming.  This has also meant that Evercade has been able to delve into the vaults to provide some great games to rediscover. Including a selection of games from the Gaelco back catalogue, a Spanish arcade developer who operated in Europe from 1985 to the early 2000s, and some great titles that you might not expect from the world-famous publishers of Technos, Data East, and Atari.

Review: Karma Incarnation 1

Stories of romance and tragedy have been told through the ages. People are fascinated by other’s pain and misfortune and vie for the underdog to save their one true love. This theme is as popular today as it always has been. Karma Incarnation 1 has jumped on the bandwagon, using this heart-wrenching concept at its core.

Developed by Other Kind Games and Auralab and published by ChiliDog Interactive, this is a puzzle game with a humorous narrative. It’s bizarre, surreal, confusing, and mentally taxing. A short game that offers very little in the way of hand-holding. You are left to solve each problem in this strange tale.

Disco time.

Karma Incarnation 1 tests your logical thinking and observation skills.

Part adventure, part point and click puzzle title, Karma Incarnation 1 isn’t a walk in the park. You must wander around many levels of an alien environment, helping the locals, and slowly moving towards your end goal. You are required to scan the surrounding environment, looking for clues, and finding further puzzles. Like with many of these games the problems and solutions are obvious, but this doesn’t make working them out any easier.

It tells a tale of astral beings who have found love in the most unlikely of places. The pair are inseparable until one fateful day when evil monsters ruin their peaceful existence. The pink entity is swallowed whole as the white one escapes with his life. He is told that his love is alive, and can be saved if he reincarnates as a dragon and destroys the monster. Willing to do anything, he begins his transformation only for an error to occur. His soul has been reborn as a worm named Pip, not a fearsome beast.

This sets the tone for the whole game. Throughout you are tickled with; humorous cutscenes, interactions with odd creatures, and strange tasks to help the locals.

Funky space aura.

Pip’s appearance changes depending on his actions.

Karma Incarnation 1 isn’t a straightforward linear tale. Yes, the action follows a set path, but depending on how you behave, and the things you do, influences others. Karma affects all beings, but none more so than Pip. If he’s bad, his appearance alters, impacting how others interact with him. This idea was simple, but sheer genius. The narrative of the game alters depending on what you do, and this opens up additional storylines for you to enjoy.

Alternatively, this can be quite a confusing aspect to understand. It isn’t always clear if a behaviour or action is good or bad. And this can sadly alter your gameplay unintentionally. What is also frustrating is the lack of guidance. It can be tough exploring stages when you have zero idea of what to do, or how to proceed. There is a hint system, but it seemed to offer advice when it wanted, and not when it was needed. This difficulty was rewarding in a sadomasochistic sort of way. There was lots of time wasted and many profanities muttered, yet it was worth it when the solution was found.

A stunning yet bizarre look.

You are instantly struck by how beautiful this looks. With hand-drawn images and contrasting tones and colours, it looks great! The small areas you explore vary in look and design and you quickly flit between shadowy caves and bright icy tundra. The dream-like theme continues with the characters appearance and the odd thought bubbles that convey the dialogue. There is a lack of complexity to the images and much of it appeared tribalistic in its style.

The gameplay is split between two views, and the first is Pip’s worm vision that sees the world as it should be. The second is a psychedelic space aura that sees an alternative reality. Both add to the weirdness of this game, and you will flit between the two to help overcome the many puzzles you face.

The audio continues this bizarre theme. There is a lack of dialogue, instead, you hear inaudible ramblings. These emphasise emotion and progress the story alongside the thought bubbles. There is a nice variety of sounds and music depending on which zone you visit. I particularly enjoyed the environmental sounds as Pip slid his way around the world. The developers took a minimalist approach, and this was great as it let you focus on each puzzle.

Beat the drums and make the flame burn.

Oh, how I hated the controls.

Karma Incarnation 1’s controls are awful, as they are clumsy, unresponsive, and badly mapped. Undoubtedly they’d work better with a Mouse and Keyboard, sadly you are stuck with a controller. It was just about serviceable, but you are constantly reminded how clumsy they are. You’ll experience slow movement, button-mashing to perform actions, and plenty of mistakes as you select the wrong action. It was disappointing, as it tainted an otherwise very enjoyable experience.

This is a short game and will take between four and five hours to complete, which includes all the achievements. This quick playthrough alongside a lack of additional modes dents its replayability. Other than the aforementioned control issue, you’ll really enjoy it. Though it lacks a reason to return to it, it’s still worthy of your time.

Karma Incarnation 1 is odd, enjoyable, and a great indie title. 

I love when a game does something unusual and Karma Incarnation 1 certainly does that. With a bizarre story, surreal aesthetic, and challenging puzzles, this will keep you working until the end. I won’t sugarcoat it, the controls are terrible, but the rest of the elements work well, so this setback is forgivable. I really enjoyed it and recommend you buy it here! Solve the puzzles, overcome the monster, and bring the lovers back together. 

HONOR Launches the HONOR MagicBook 14 and 15

0

HONOR has officially announced the global availability of the upgraded HONOR MagicBook 14 and HONOR MagicBook 15. Available with the latest 11th Gen Intel® Core processors and Intel® Iris® Xe graphics, the new HONOR MagicBook Series offers an upgraded user experience and unparalleled performance, all packed into a lightweight and powerfully compact body. Boasting 10.5 hours12 of battery life, an Eye Comfort HONOR FullView Display for enhanced eye protection and supported by the latest Wi-Fi 6 and a 2X2 MIMO dual antenna design for faster and smoother wireless transfer speeds, the HONOR MagicBook 14 and 15 Series is now available in UK, Germany and France starting from 849.90 €. 

“The all new HONOR MagicBook Series reflects our ambition to become a global iconic tech brand by offering innovative, high-quality products with proven reliability” said George Zhao, President of HONOR. “Featuring one of the world’s best processors for thin-and-light laptops – the latest 11th Gen Intel® Core™ Processor, the new HONOR MagicBook Series offers enhanced performance and is the ideal device to help users supercharge their work, study, and entertainment.” 

Safeguard your Digital Wellbeing with Eye Comfort HONOR FullView Display for Enhanced Eye Protection 

Featuring a 14-inch stunning Eye Comfort HONOR FullView Display, 100% sRGB colour gamut and a screen to body ratio of 84%, the new HONOR MagicBook 14 delivers an immersive viewing experience, bringing vivid colours and true-to-life imagery to help users capture every detail on their screen, whether it be for study, work or play. 

Perfect for those who spend long hours in front of a screen, the new HONOR MagicBook Series comes equipped with TÜV Rheinland Low Blue Light Certification, TÜV Rheinland Flicker-free Certification and all new DC Dimming technology. Designed to minimize harmful blue light, the combined features relieve eye fatigue and strain, safeguarding the digital wellbeing of users and ensuring enhanced eye protection and a comfortable viewing experience all day long. 

Superior Portability in a Sleek and Lightweight Design 

Boasting a sleek and lightweight design, the HONOR MagicBook 14 weighs just 1.38 kg3 and is only 15.9 mm4 thin, easily fitting in most bags and allowing users to enjoy ultimate portability and unparalleled performance on the go. The 1920 x 1080-pixel fully-laminated screen reduces the reflection of light off the LCD panel, creating an immersive and true-to-life display even under direct sunlight. Available in Space Gray, the lightweight aluminum body with a azure blue chamfer design ensures a sleek finish to make it compact, slim, and stylish, perfect for any occasion. 

HONOR MagicBook Series Gets a Boost with Powerful New Processors Available with the latest 11th Gen Intel® Core™ i7-1165G7 processor5, the new HONOR MagicBook Series takes performance to a whole new level. Compared to the previous generation, overall performance is up by 21% percent, with a maximum frequency of 4.7 GHz. 

Designed to support heavy duty and complex tasks, the all-new Intel® Iris® Xe graphics delivers richer gaming experiences and greater speed for designers and creators when processing multimedia files, including photos, videos, and different editing software, in addition to 16 GB of DDR4 dual-channel RAM6 and 512 GB of large storage. 

The HONOR MagicBook Series comes packed with a Supersized Cooling Fan and dual heat pipes, enabling efficient heat dissipation to maintain a manageable temperature even during intense gaming, while Performance Mode (Fn+P) is available for heavy duty tasks, such as using advanced design software, boosting productivity to the maximum. With Microsoft Windows 10 pre-installed (including a 1-month free trial of Microsoft 365), users will be able to utilize many of the most popular productivity programs and games in the market with the HONOR MagicBook series. 

Powered by a massive 56 Wh high density battery, the new HONOR MagicBook Series offers superior all-day battery life7 boosted by 65 W fast charging to supercharge study, work, and entertainment. With 10.5 hours8 of battery life for local 1080P video playback on a single full charge, users can rely on its durable, first-rate performance, enabling all day productivity. For those on the move, the new 65 W Fast Charger weighing at just 200 g can power the device up to 44% in just 30 minutes9, while Reverse Charging is available when the HONOR MagicBook Series is shut down, helping users charge their smartphones and other devices while on the go. 

Cross-device Multitasking and Multi-Screen Collaboration 

The HONOR MagicBook 14 and 15 are both equipped with Wi-Fi 6 and a 2X2 MIMO dual antenna design, enabling wireless transfer speeds of up to 2400 Mbps, approximately 2.7 times the speed of Wi-Fi 510. 

Complete with multi-screen collaboration, it’s easier than ever to work between your smartphone and laptop. Users can do cross-collaboration between their HONOR smartphone and HONOR MagicBook Series with a simple tap. Multi-screen Collaboration allows users to view their smartphone screen and files on the laptop; users can simply drag, drop, and edit their files, using the same keyboard and mouse11. The laptop also allows users to pick up exactly where they left off without having to jump between devices, making multi-tasking easier than ever. A handy fingerprint reading power button enables instant access when starting up the device for a more secure and effortless login experience. 

Pricing and Availability 

Starting from May 18th, the HONOR MagicBook 14 11th Gen Intel® Core™ i7-1165G7 16GB+512GB and i5-1135G7 versions will be available to purchase in UK, Germany and France via UK, Germany and France at an affordable price of 1199.90 € and 849.90 € . 

For those looking for a larger screen, the new HONOR MagicBook 15 comes with a stunning 15-inch Eye Comfort HONOR FullView Display, 100% sRGB colour gamut and a screen to body ratio of 87%, weighing just 1.56 kg and available with latest 11th Gen Intel® Core i5-1135G7 processor. Starting from May 18th the HONOR MagicBook 15 will be available in UK, Germany and France via UK, Germany and France at an affordable price of 949.90 € . 

For more information, please visit HONOR online store at www.hihonor.com