Review: #DRIVE (Nintendo Switch)

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There is something about taking a long drive, music blaring, with no destination in mind that just puts me at ease. #DRIVE for Nintendo Switch takes that formula, inserts it into the endless runner genre, and tasks the player with collecting items to unlock new environments and vehicles.

In execution, #DRIVE is an enjoyable game in short bursts, but is not a game that is worth sinking tens of hours into.

Owner’s manual

The premise of #DRIVE is simple: select a vehicle, select a locale, and see how far you can drive before wrecking your car. There is no way to control the speed of the vehicles, so your focus will solely be on braking and avoiding a full-on two car explosion.

The game starts off in Dry Crumbs, an approximation of the southwest United States. But, by collecting postcards, a lot of postcards, new levels are unlocked. You will drive in the snowy UK countryside, Germany, Asia, and even Mars. However, depending on how quickly you pick the controls up, it’ll be many hours before you see all that #DRIVE has to offer.

Photo credit: PM Studios

Unlike many games in this genre, there is no pay-to-play or microtransactions. Everything that you earn has to be done through good ol’ game playing. From the eight locations to the 100+ vehicles, you are going to need to put in time to unlock everything.

Along the way, there are encounters with police and chances to pick up various power-ups: a snowplow to move cars out of your way, a doughnut (or different treat depending on your locale) to toss at the police when they catch up to you, gas cans to keep your vehicle topped off, and body shops to repair any damage you have incurred.

The power-ups are an enjoyable way to break up the monotony that most endless runners have, giving some semblance of strategy to each playthrough. 

A fresh coat of paint

Visually, #DRIVE utilizes a graphical style that suits the game perfectly.. The low-polygon art style is very eye-catching on both the docked and undocked Nintendo Switch. It is not going to compete with the Forza’s of the world, but that would be overkill for a port of a mobile game.

Photo credit: PM Studios

The sound, however, can be quite hit or miss. Every locale has its own soundtrack and the music is both fitting and enjoyable the first few times that you hear it. But, the longer you play, the quicker you realize that you are  listening to the same 30-45 second loop of music until you crash. There is some sparse voice acting by the driver, delivering very 70’s movie-esque quips as you go on your journey. The lines are well-delivered and enjoyable at first, but much like the short jingles, you will be able to recite the lines from memory before they are even finished being spoken in game.

How’s she handle?

The controls for #DRIVE are very simplistic. The player controls braking, steering, and drifting the car.  The acceleration is done automatically. 

There are two control schemes from which to choose. The first utilizes the left analog stick to control the steering, the “B” button to lay on the brakes, and the “A” button to perform drifting. The second scheme uses the shoulder buttons to steer, brake, and to control the drifting. In my experience, the second scheme works the best in practical use. If there was a way to re-map the buttons from the first scheme to the shoulder buttons that would be ideal, however none is available.

This baby can fit so many cars in it

The star of the game has to be the vast amount of vehicles. A primary motivator from the start, and a measly choice of two cars, is to unlock over a hundred vehicles. 

Cars are rated in three stats: speed, acceleration, and grip. A car with low speed and high grip is the best option to push you towards heights. “But, Wyatt” you say, “this is a driving game. Don’t I want the fastest car available?” Surprisingly, in #DRIVE, the faster the car moves, the easier it is to cause a game-ending wreck.

Photo credit: PM Studios

None of the vehicles are licensed, but if you are any type of an autophile, you will recognize class cars from Volkswagen, Lamborghini, and others. 

In addition to the replica cars, well-known vehicles from classic movies and TV shows could become your ride. Half of the fun is unlocking and looking at these vehicles, so you will get no more spoilers here.

Lemon or Le Mans?

#DRIVE is not the next blockbuster video game, but, what it does, it does well. If you are looking for a game to play in 15 minute spurts, this game will satisfy you.

If you are looking for a more realistic driving game with greater depth, I urge you to look elsewhere.

Review: Tetra Cube

If I wanted to describe Tetra Cube in a single word, it would be ‘simple’. Those of you looking for a title you can quickly fall in and out of without the need for long tutorials or complicated storylines could definitely do worse than this game. Using only a handful of basic mechanics, the development team have built a fairly solid roguelike real-time strategy game that is easy to sink a few hours into. On the other hand, however, players hoping for a more in-depth, layered experience are probably better off looking elsewhere.

The story, such as it is, follows Nae and Dio as they explore a research facility under attack by a mysterious Cube. As Hunters, their objective is to track down the Cube and gather information on it, rescuing any trapped researchers they find along the way and destroying the facility’s corrupted defense robots. Early on in their journey they come face to face with the Cube, who manages to critically injure Nae, a cybernetic construct known as a Homo deus, before fleeing deeper into the facility. From there, players will need to juggle resource management to ensure Nae has a steady supply of batteries to compensate for her injuries, with health and upgrade demands, all the while exploring new areas and fighting the aggressive robots the pair come across.

The general mechanics of gameplay are not dissimilar to other real-time strategy games like XCOM: each character has a limited speed dictating how far they can move in a turn and can make a single attack or action each round. Within this framework, Tetra Cube does reasonably well, with clear visuals to demonstrate what moves are and are not possible and what the effect of an action will be. This is further simplified by the lack of an accuracy mechanism, meaning that players don’t have to factor in random chance when plotting out their moves; if they make an attack, they will know exactly how much damage it will do to the target.

Given the overall simplicity of Tetra Cube’s core mechanics, combat encounters can become surprisingly thoughtful moments of strategy. Trying to mitigate the threat posed by enemies by breaking sightlines or moving out of range is an excellent way of preserving your oh-so-limited health bar, but it also means that you might be putting yourself in a position where you’re not able to deal damage of your own. Balancing the two, especially when there are multiple enemies and NPCs involved can frequently become an exercise in intense planning. Making this particular nail-biting is the game’s lack of any revival mechanic, wherein if either Nae or Dio drop to zero hitpoints – of which they only have a handful to begin with – it’s an instant game over and players will either need to start again from scratch or load an earlier save.

However, the limited gameplay structure has its drawbacks too. As much as there are complexities to be found in combat if you search for them, the vast majority of your time spent with this game will involve moving through very similar-looking environments, fighting only a handful of different enemies, and using the same collection of attacks over and over again. Combined with the excessively grey colour palette and the tremendously repetitive musical loop, Tetra Cube’s charms can wear thin very quickly.

To some extent, this is a double-edged sword; players who are well versed in the RTS genre are unlikely to find anything here unique enough to draw their attention, while those who have never really been interested in the genre beforehand aren’t likely to have that preconception swayed by the little Tetra Cube has to offer.

It is very important to note, however, that this criticism needs to be taken in context. Tetra Cube isn’t being marketed or sold as an AAA title and players should not judge it as such. While, yes, a lot of the design choices are very simplistic and there isn’t a huge amount of variety to be found in gameplay, for the cost of entry there is more than enough here to keep you entertained for a few hours. Judging this game on a cost-to-value basis, Tetra Cube really hits the mark.

If you’re hoping to find an immersive, extensive RTS experience then you’ll need to look elsewhere, but if you just want to spend a bit of time outsmarting robots and learning about a mysterious Cube, maybe give this game a shot.

Review: Synergia

Synergia is a cyberpunk yuri visual novel that ticks all the boxes for successful franchises in the genre – a mysterious lead character with a secret past, an oppressive government ruling an unequal neon city and more robots than you can shake a stick at – but it never hits any of the impressive highs of the series’ it’s trying to emulate.

Sharing more than a few similarities with the anime series Ghost in the Shell for its setting and main character was a wise move for rookie developer Radi Art, giving it credibility, but Synergia soon manages to establish its own identity with deep storytelling and character relationships.

The game plays out in a countdown of days towards a certain incident.

A disgruntled veteran cop, Cila, plays the heroine stuck in a rut, until she is given a new house android, Mara, to replace her corrupted one. This curious robot not only has human-like consciousness and an intelligence that was intentionally removed from previous generations, but she is free of the rules that androids are bound by to protect their owners. Despite being prohibited by law, Cila starts to develop feelings for Mara, which changes her life dramatically and sets her on a dangerous path with the powerful entities who are pursuing one possessing singularity.

With drama, a love interest and a detailed world, What’s there not to like?

Popping the initial excitement of your shiny neon video game is a user interface that’s about as effective as a book with a broken spine, dropping its pages all over the floor, like a discarded Testing department email. The most frustrating of which is that you can’t even do the most basic requirement of any visual novel – stop the text from automatically scrolling. Slowing the text speed improves the situation somewhat but is helped little by the unreadable ‘history’ page in the start menu. Adding to the list of presumably easy issues to fix, are the choice selection screens that have a counterintuitively dark coloration for your highlighted choice, making you choose the wrong option more than once.

Another common ‘quirk’ is incorrect text on pop-up screens

Once you have figured out how to work around these issues, the story begins to suck you in, introducing you to its fleshed-out world with a great human/android dynamic and well-written characters.

Aiding your immersion into the world is the dreary synth audio soundtrack that adds atmosphere and weight to each scene, and even though some tracks threaten overuse, they provide an effective reinforcement for the expectation of the emotion and mood of each scene.

Unfortunately, the visuals aren’t able to complement or match the quality of the audio, however, with distinct differences in quality. The location backgrounds and shots of certain scenes largely suffice but there are key scenes with characters that can barely be made out and character designs used during conversations, especially Mara’s, that are just plain awful in comparison to the design shown in other scenes. 

The saving grace of the game – the discourse between characters – builds up a picture of the complex and dark atmosphere hanging over the city; discontent with androids is being fostered by an anti-android government while inequality worsens and rebels and warring with the empire. These tensions rise consistently as the story progresses and develops an intrigue within the player for how the story will conclude. 

The narrative gives you 3 choices in order to affect the game and ultimately set the story’s route for either the good or bad ending. While it’s not an overwhelming amount of choice afforded to the player, they involve interactions with one of the most interesting characters in the game – a hacker by the name of SAL. Like the reference to the similarly named AI in 2001: A Space Odyssey, you aren’t sure of his motivations nor where your choices will take you.

Cila hardwires to androids allowing them to communicate within their minds, leading to some interesting situations

The uncertainty of where the story will head drives the narrative and keeps you interested – until an anticlimactic finish that refuses to take any risks whatsoever lets the air out of the balloon. Based on how they build up the main character and her capabilities, it should be full of fireworks and gut-wrenching moral choices but instead concludes with endings that are not only inconsistent with character motivations, but are unnecessarily optimistic, as if planning for a sequel, but at the same time leaves you with no intriguing loose ends or seeds of excitement for a potential sequel.

Synergia is a cyberpunk powder keg thriller that refuses to blow, with a context that simmers without ever committing to anything of real substance over its 2 endings and average 8-hour runtime. So while the relationships and character development represent a success for the title, the interface issues and disappointing endings render it little more than an above-average visual novel. 

Review: Balan Wonderworld

Platform games have gained a reputation across the years. They are; family-friendly fun experiences, or brutal as hell, and will make you want to scream with rage. I rarely have a bad experience with a platformer, so when I was given a copy of Balan Wonderworld, I was genuinely excited. It appeared to tick all the boxes that I love to see, and also, its team had previously worked on some big named franchises. So I strapped myself in for what looked to be a bright and colourful world to exist in.

Developed and published by Square Enix, this vivid Manga and Anime inspired platform game is as weird as it is colourful to look at. Set in a strange and surreal theatre environment, you become the star of the show. You are charged with collecting; gems, costumes and Balan awards. The labyrinthine stages allow for a small amount of open-world exploration. Yet, unlike most of its peers, the freedom is reined in considerably, and most of the gameplay follows a strict linear structure.

May the entertainment begin.

Balan Wonderworld brings the Razzmatazz of show biz, but lacks a spark.

Everything about Balan Wonderworld screams look at me! The cinematic sets the bar high. But sadly, it doesn’t live up to its hype. Most of its mechanics are badly implemented, go nowhere, and leave you wanting more. With a ridiculously odd control system, repetitive gameplay, frustrating death mechanics, and pointless collectables, it simply becomes dull before it takes off.

The lack of spark possibly stems from the bizarre and non-descriptive plot. I’m still trying to fathom out if the game is intentionally episodic in its design, or if each micro tale deliberately has no connections. The disjointed nature of the plot ensures you feel no empathy towards each chapters characters. It’s an unfortunate situation, as each of the stories are wonderfully told, and they deserve to be appreciated.

There is something quite amazing about chaos ensuing in the most unlikely of places. Balan Wonderworld captures this perfectly; a diver that is attacked by a dolphin who is possessed by an evil force, or a girl who is crazy about bugs being captured by a giant spider. These are but some of the well-designed scenes you will observe, yet the randomness of it all leaves you confused throughout.

Impressive cinematic.

There is something inherently wrong when collectables get ignored!

Platform games have always been about collecting inane objects; Sonic demands you collect golden rings, Mario loves coins and mushrooms. Anyone who adores the genre knows collectables are the heart and soul of the gameplay. When you simply ignore the items as they have no impact on the gameplay, you know there is an inherent problem.

Gems are hidden around every stage. They vary in colour and size and naturally you’ll gather everyone in sight. You’ll do that until you realise it’s a pointless task! These items are used to feed Kirby-like creatures who live in the main hub of the game. They spin a counter around, counting every time they’ve moved it one complete rotation. When you hit a specified number, the “Tim Tower” grows. Each layer adds new items for them to interact with and is interesting to look at for a few seconds.

The “Tims” eat the crystals that you throw down, this causes them to grow, lay eggs, and hatch more of them. The colourful, cute creatures do nothing other than wander around like a lost puppy. You soon forget about the gems as collecting them is a mindless and thankless task.

Incy wincy spider.

Balan statues, costumes and top hats. 

Alongside the gems, you must gather; Balan statues, a variety of costumes, and top hats. These additional collectables at least add to the gameplay and are required to progress. Yet, this doesn’t mean that they aren’t thwarted by issues. The Balan statues and costumes go hand in hand. The statues are hidden behind blocks, on random platforms, and most are a challenge to gather. You’re required to collect a set amount before you can progress, and a limited number can be found in each of the 36 playable levels.

Yes, you read that correctly, 36 levels! 12 worlds comprising 3 stages await. This gets added to once you finish the game making a whooping 48 levels available in Balan Wonderworld! What makes these chapters last longer is the need for specific costumes. A theatre wouldn’t be as extravagant if there weren’t an array of outfits to wear. Sadly, for all the variety in looks, each adds little to the gameplay and was the root cause of much frustration. Some could fight, but couldn’t jump, others had pointless mechanics that failed to apply to much of the action. If you die, you lose the costume you wear, and if you needed it to complete a level, then tough! You are forced to traverse the stage to collect it again. 

I applaud the developers for adding difficulty to the game, but this wasn’t the right way to go. So, how about that top hat, surely that’s worth going for? *cough cough* Not really. It’s a timed reaction challenge of Balan flying. You press a button when the shadows line up or mash the button when many shadows appear. You must time it precisely, otherwise you fail. Timing it perfectly, gives you….. gems for your “Tims”, brilliant.

Don’t mess with the angry beast.

Enough of the negatives, let’s look at the positives.

What instantly attracted me to this was its fantastic look and striking style. This admiration for the art style never waned. The striking colours, bold and distinct character design, variety in stage appearance, and cinematic were excellent. It had a Sonic the Hedgehog vibe to it, which was unsurprising given the team’s link with that franchise. The developers wanted Balan Wonderworld to look like a theatrical performance, and they nailed it with their presentation. The gameplay may not be challenging, but the maze-like stages will impress you with their appearance, and you will get lost if you try to gather all the collectables. This alongside the audio prevents it from being a disagreeable platform experience.

The music is lighthearted, fun and wholesome. Its cheery disposition does its best to distract you from the many shortcomings you’ll experience. Each battle scene with a main boss has the classic ominous tone and song, and this did well to set the scene. Like many other titles that are influenced by either Manga or Anime, the protagonist screams like a banshee every time it jumps or completes an action. It’s annoying, but soon becomes white noise. On the whole, the audio does well to match the image, and it conveys the ideas that the developers had to a good standard.

Dumbed down controls and a tough completion.

Everyone wants an accessible game, but Balan Wonderworld takes it to a new level. One button and the analogue sticks are all you need to play this! Why, why, why? One of the main annoyances was the lack of control you had over each costume type. With only one action permitted per character, it’s ridiculously restrictive and absurdly bizarre. It’s dumbed down to the point of insulting its player base. The choice to oversimplify the matter was a major oversight from the developers and hinders the game’s ability to offer anything other than a basic experience. It made no sense while playing it, and I can’t see a way that it can be altered without changing most of the mechanics of the game.

If you get past all the annoyances, the finicky costume selections, and you want to keep collecting gems, you’ll find some replay value. But, if you are a completionist, you are in for a difficult time because of the costume mechanic. Collecting everything requires you to have certain outfits equipped. But if you are killed at any point, you’ll lose what you are wearing, making that run through pointless. I won’t be looking at completing this, and I doubt I’m on my own with this thought process.

Balan Wonderworld falls short of its potential.

This review has a massive negative tone! To say I’m disappointed with the finished product and concept of Balan Wonderworld is an understatement. I love the genre, and it was frustrating to see a developer of such a fine pedigree missing the mark on basic gameplay mechanics. It has some redeeming qualities in its presentation, and the gameplay is serviceable if you can get over the pointless monotony. But sadly, it’s a million miles away from where it should be. For these reasons, I cannot recommend it. If you fancy owning it, however, you can buy it here! It looks amazing, has a great soundtrack, but falls short across every other element. If you have the patience, you can collect all the Balan statues and see each of the 12 theatrical performances!

Review: Tools Up! Garden Party

For a business to be a success, it must roll with the punches and learn to adapt. When opportunities arise that allow them to expand while complementing their existing model, they must grab it with both hands. Tools Up! Garden Party does just that. Your team must; mow, repair, and tidy up to be considered the best workers around.

Developed by The Knights of Unity and published by All in! Games, the season pass and DLC is the first expansion of the well-received Tools Up! base game. A single-player and couch co-op multiplayer title, it’ll challenge you to organise your workload while working diligently as a team.

Tools Up! Garden Party has new mechanics, but the same core concept.

Tools Up! Garden Party was one title I wouldn’t miss. I’m a massive fan of all its contemporaries; Overcooked, Overcooked 2, and Moving Out. I reviewed the Tools Up! base game for another site a year ago, scoring it 8 out of 10. So when I heard about the new content that promised; new levels, additional mechanics, and the same infuriating madness, I couldn’t wait to start.

The game follows a similar pattern to its peers. A map allows you to select from the levels, with a score of 0 to 3 leaves up for grabs. Set objectives must be achieved to score the maximum points in the time that has been bestowed upon you. Once you complete a stage, the next one unlocks and you begin the madness again. The core concept is simple, and this makes the gameplay addictive.

Meet the team.

Three stages to the DLC.

The Knights of Unity have set out their vision in a road map that shows three stages to their new content. The season pass; Tools Up! Garden Party allows you full access as each becomes available. Part 1; Episode 1: The Tree House, Late 2021 sees part 2 released, and early 2022 welcomes part 3. Each comprises; fifteen new levels, extra animals, new characters, additional mechanics and guaranteed arguments.

It goes without saying, but you need the base game to enjoy what I’m reviewing. If you’ve never played Tools Up! you’re in for a treat. When you add in the Garden Party content, it simply sweetens the deal.

What’s Tools Up! Garden Party all about?

Played with up to four players, this couch co-op title guarantees laughter and arguments. The aim of the game is simple; grab the blueprint, work out the jobs that need doing, and set to work. As I’m sure you’ve guessed, it’s not as straightforward as it sounds, and many hurdles are chucked in your path to trip you up.

Racoons are sent to test you by stealing everything in sight, and dogs attempt to help you by digging the ground. Surfaces must be prepped, rubbish removed, and many items have multiple uses. If you then account for; slips, trips and falls, doing work on a garden is a dangerous and tough task. But, you can make it easier, if you work in a large team. This adds a few complications; items are spilt, arguments occur, and toys will be thrown out of the pram. The saying “too many cooks spoil the broth” is sadly, accurate.

Don’t get under each others feet.

Minimal change.

If it isn’t broke, don’t fix it, must be The Knights of Unity’s motto. Tools Up! Garden Party stays faithful to its base game, only deviating when necessary. Stars are replaced by leaves, the multistory building site is gone, a sprawling tree grows in its place, and 90% of the work focuses solely on garden maintenance.

I’m not sure if I find the content more logical than the last because I rarely struggled with a level. Not that it’s easy, that wouldn’t be fair or correct. I just found planning my approach less complicated than the multilayered gameplay from Tools Up!

A game to make you smile.

No matter the madness that unfolds before you, the vibrant colours and cartoon style will make you smile. With a variety of level designs, surfaces to walk across, and jobs to complete, it never becomes tiresome. The brilliant plasticine characters waddle around like they’ve not a care in the world. Their animation was smooth, but lethargic. Their costume details and smirking faces added a comical element to the game.

What won’t make you laugh, however, is the restriction on camera movement. Only when you hold the blueprint, can you alter the view. It makes playing slightly cumbersome and tracking down the plans to change the perspective becomes tedious. Other than this minor issue, it plays like a dream. You shouldn’t let this one negative element detract from the rest of the gameplay.

The cheerful atmosphere resumes because of the wholesome and jovial soundtrack that accompanies every level. The lighthearted music is at odds with the chaos that ensues on each job, but I loved its charming approach. The same can be said for the sound effects, they are; a little OTT, humorous, and match the actions perfectly. From the filling of water, throwing of goods, and the cheeky laughter of a racoon, it’ll drive you mad, but you’ll adore every second. There is little to dislike about the audio, and the only thing that’ll stop you from hearing it is the arguments happening in your living room.

Maze-like stages and mess.

Fiddly controls and addictive action.

Having not played this for around six months, I was a little rusty, to say the least. Even with the control layout at hand, I struggled. Patience is a virtue and given a little time you’ll be a handyman of the highest calibre. Once you get your head around it, it’s simple to play, and an absolute joy to lose hours to. As previously mentioned, the only major issue is the lack of free camera movement. This hardly breaks the game and is something you become accustomed to quickly.

With fifteen new levels to play through, additional characters to unlock, and high scores to aim for, there is plenty of replay value. If you purchase the season pass, you’ll have another thirty stages to wade through once they are released. Extra achievements specific to the new mechanics have been incorporated into the list. The tasks aren’t too taxing, but completionists will need to spend time and effort to unlock them all.

Tools Up Garden! Party is a triumph.

It would have taken a lot for me to dislike this add on. I mean, who doesn’t enjoy falling out with their significant other while trying to water a garden together? It’ll make you laugh, it’ll make you cry, and you’ll hate racoons by the time you finish. Simple to play, addictive as the first iteration, and a must-buy for fans of couch co-op games. I recommend it, so buy it here! Can you become a world-class gardener? Probably not, so why not join a team who will show you the way, and help you collect all the leaves?

Review: Dungeons Defenders: Awakened

Tower Defense game fans are gluttons for punishment. Wave after wave of marauding enemies attempt to destroy their bases. The chances of survival are usually slim unless they prepare correctly and plan for the worst-case scenario. There are plenty of top titles available; Kingdom Rush, Bad North, Plants Vs Zombies, and so forth. But, I’m here to talk about the fourth instalment in a long-running franchise, Dungeon Defenders: Awakened.

Originally designed for mobile gaming, the series quickly jumped to Steam and finally onto console with Dungeon Defenders II. The latest instalment aims to continue the narrative from its predecessor while taking advantage of modern technology.

Developed and published by Chromatic Games, this is a Tower Defense title with a twist. The base building only makes up one portion of the gameplay. Character levelling and all-out combat are also implemented. This makes Dungeon Defenders: Awakened a Tower Defense, adventure, RPG, Hack ‘n’ Slash mashup. On paper, this shouldn’t work, but in practice, it’s a fast-paced and hectic joy to play.

The beautiful world of Etheria.

Dungeon Defenders: Awakened is fairly unoriginal!

For all its strengths, and there are a lot. Dungeon Defenders: Awakened’s plot lacks originality. This was a little disappointing, but I soon forgot about it as the story has limited influence on the action that unfolds.

The land of Etheria had been in turmoil. Evil monsters ran amuck, and the people feared for their lives. Heroes stepped in to battle the vile hordes. They thwarted their advances and eventually trapped them forever in an Eternia Crystal, or so they thought. A drunken group accidentally broke this precious prison, and sadly the evil returned.

With a new plan to overthrow Etheria, the group of heroes were transported to a new timeless realm. Here they must continue fighting and protecting the Eternia Crystal with all their might.

Slice and slash your way to victory.

No hand-holding, and plenty to learn.

So, I wasn’t impressed by the story, but it matters not! It sets the scene well and starts you on your journey through the short but action-packed campaign. If you are not familiar with the franchise, you’re in for a chastising experience. There is plenty to learn, and no one to hold your hand. Luckily, a fine tutorial takes you through the fundamentals, and you realise it’s a lot easier than it appears.

Each stage comprises three phrases; warm up, building, and combat. Warm up is your time to scout, you get an idea of the lay of the land, and start your plan. Building allows you to place your defences and repair any damaged goods. Combat is where each of the waves starts their advances. You can leave your structures, do the work, or you can grab a weapon and hack up some orcs. The choice is yours.

The fear surrounding complexities is eased early on, and though there will still be some confusion, you can get through this by trial and error. Once you are accustomed to its mechanics, it’s a pleasure to play.

Let your structures do their job.

Five characters and a lot of loot.

Dungeon Defenders: Awakened can be played solo, but it’s best experienced in a team of up to four players. Therefore, I wasn’t shocked to see a choice of five different character types; the Squire, Huntress, Apprentice, Monk, and a robot-like creature. For me, Skynet is a real threat, so the robot was binned off early (there is no way I’m making AI stronger). My hero deck comprised each of the other characters. The Squire and Monk for close quarter combat, Huntress for ranged bow attacks and the Apprentice for magic. Each has unique structures for the building stage, but they all perform similarly.

Success during each wave awards you; loot, gems, XP, and gold. They all have a use and are vital to a successful campaign.

Loot.

It allocates different weapons and armour. Each has a unique class and rarity. Individual attributes must be looked at, and the correct gear equipped for the job at hand.

Gems.

Dropped by each stinking orc you decimate. Gather them up and spend them on placing structures or upgrading existing buildings. Failure to do this will lead to a broken crystal and a loss of the stage.

XP.

Increase your levels and your stats. The stronger you are, the better chance you have of surviving. No surprises there.

Gold.

You want better gear? Steal the gold and improve your loadout with every coin spent.

It’s RPG mechanics 101, and each part works perfectly. The further you advance, the better your character will need to be. Any chinks in your armour will be highlighted and failure is a certainty.

Old-school 4 player style split screen.

Will its short campaign leave you disappointed?

The campaign comprises; three acts of five stages, each with five waves of attack. This isn’t a long story by any stretch, but it allows the choice of five difficulties to increase longevity. For around £25, will this lack of content leave you disappointed? I think not! I’m confident because there are several additional modes to get your teeth into. Survival, Tower Only, and Challenge will keep you busy long after the dust has settled on the campaign.

Survival is how it sounds; wave after wave of orcish hordes that eventually overcome your defences and sword. Tower Only makes you a general and an observer of the battlefield. Your weapon is no good here, and success is down to your structures and planning. Challenge will test you across each of the campaign settings, with tough quests. The latter was the hardest mode and punished you for making minor errors.

I loved this as a solo player, but it shines in co-op mode. The stages fly by with enemies being pushed aside and your team getting increasingly stronger. No one needs to worry about loot or gold, as you’ll have it coming out of your ears. It’s brilliantly hectic, confusing as hell, but wow! It’s enjoyable.

Work together for the best results.

Dungeon Defenders: Awakened couldn’t decide what colour to use, so it used them all.

When games bombard you with colours, it’s usually a headache-inducing mess. Not in Dungeon Defenders: Awakened, however. Chromatic Games couldn’t decide which colour to use, so they used them all, and it worked brilliantly. The cartoon style is fun and childish, but contains enough detail to make it pleasurable to look at. Each of the stages has a unique look, and this prevents the world from becoming repetitive. The action plays out smoothly, and other than a few jittery moments online, I had no issues playing it.

This ye olde world is captured in the wonderful folk style music. Calm and slow tunes accompany the warm up and building stage. This allows you to plan your approach and relax before all hell breaks loose. Combat knocks it up a gear with a faster tempo and aggressive attitude. It was well designed and suited each phrase. Alongside the music, the sound effects were great. The noise of the swords clanging, bows twanging, and the zip of magic brought every action to life.

Loot is life, so why make it so difficult to pick up?

When gathering loot is one of your key mechanics, it should be smooth and well oiled. Sadly, it’s not! It’s like trying to pick up a slippery eel. No matter how l hard you try, the thing always slips out of your grasp. There is a fine art to getting it right, and I never got it right! I simply spammed the X button repeatedly until I gathered everything. I’m not proud of myself, but it worked. Other than this annoyance, the rest of it handled like a dream.

There is a long list of reasons to return to this, and I’ve mentioned them all. But just in case you’ve forgotten; Fifteen stages across three acts, five difficulty levels, many game modes, co-op play, levelling up, loot, and just for the fun of it. It’s packed with replay value, and its massive achievement list will have completionists grinding to get the 100% status.

Dungeon Defenders: Awakened is what online play was made for.

Online play is all about; fun, laughter, friends, and arguments. Dungeon Defenders: Awakened has all of this and more. Online play was made for this type of game, and you and three others must take advantage of it. It’s hectic, tough, enjoyable, and full of loot. What’s not to like? For these reasons I recommend it, so buy it here! You’ve stopped the evil before, so thwarting them again, shouldn’t be a challenge, right? Gather your band of heroes and take down your foes, one wave at a time! 

Review – Dry Drowning (Switch)

INTRO – A Dystopian Visual Experience

Dry Drowning is a M-Rated psychological investigative Visual Novel set in a futuristic, dystopian city. With that much/little knowledge going into this game, I knew I was gonna be in for one hell of an experience.

I tried getting into Visual Novels before with the also-M-rated Xblaze series – which is a visual novel series of games that are prequels to the Blazblue series of Fighting games – and got disinterested real quick. Not helping their case was that playing those games and reading the books was effectively mandatory to understanding a complicated and convoluted plot that puts Metal Gear and its’ series-spanning story to shame!

However, As this is a standalone game with elements of Greek Mythology (in regards to the killings anyway), I’m willing to go into this game with a relatively open mind. Let’s do this!

STORY – A Dystopian Murder Mystery

The Story goes as follows:

Dry Drowning is a psychological investigative visual novel set in a futuristic dystopian city (Nove Polemos). Follow the story of Mordred Foley, unscrupulous private detective haunted by his dark past, and look into a series of macabre serial killings inspired by Greek mythology.”- Nintendo Eshop description.

There are lots of murders to solves, tons of dialogue, and 4 different endings. (3 of them are serious and depressing to a degree, while one of them is a anime-style joke ending) The anime ending joke got a good laugh out of me. And this image from Ending A, definitely got me emotional. (after an average-length 11-hour playthrough, of course) I’m not gonna much else beyond the below image.

Spoilers below:

Mordred, Hera, and Freya look so happy together in this photo. Aww. 🙂

With that said, let’s move on to the gameplay, and see what this game is about.

GAMEPLAY – A Visual Gaming Experience

One thing I want to get out of the way right now is that this game is freaking gorgeous!
The dystopian city as depicted in the intro looks beautiful at night. The grey-painted characters contrast the color of the city and perfectly depicts a doom-and-gloom style murder paradise.

Making small decisions in various dialogue options and critical key moments will help flesh out the eventual fate of the city, its’ citizens, and Mordred and Hera. The mystery will get deeper and more complex as the game goes on, kinda like Persona 4, only without the fully-bright city and bubbly-positive music of that game to help offset the darker moments.

The game’s cyberpunk-like nature in how citizens and their rights are treated by police and corrupt officials are a great reminder and parallel to the divisive politics in American society today.

The voice acting in the intro was so good that I was expecting a fully-voiced game. . . here’s where the issues start piling up. 🙁

For one, there’s no (official) voice acting past the intro sequence. It sucks! Really. it does. I suppose I’ll have to wait for a unofficial fan-dub of the game t hear personality. Another complaint I have with the game is how small and unreadable the text is, especially with the wavy effect applied to certain pieces of text/dialogue for the sake of emotional emphasis. There’s also NO pause button, and a brief option to permanently enable/disable subtitles with the Y button (when playing on the Switch) when the game’s production ad development companies flash by on-screen.

There’s admittedly a good message in the game found at the very start: That every happy ending is a lie. (pictured below) As for puzzles. . . they’re standard.

FINAL THOUGHTS – A Point-and-click Good Time

Overall, the game is great. Despite my numerous issues with the game’s text and UI, the rest of the game more than makes up for it. It has an engaging story, very complex characters, multiple heartwrenching endings, and a bleak – but in a good way – setting.

I recommend you buy this game!

Review: Savage Halloween

Everyone likes to let their hair down now and then. You’ve worked hard all year, and the party is arranged. Much excitement passes through the ranks, and everyone attends expecting a good time. There is dancing, laughter, and everyone is having a good time until someone ruins the fun. There is always one person who doesn’t want the party to stop. But in Savage Halloween, that person takes it one step too far.

Developed by 2ndBoss and published by QUByte Interactive, this is an old-school platform shooter that embodies everything great about the genre. An absurd story, colourful levels, and plenty of weapons to choose from. It uses a simple concept to get you going, but keeps you grounded with its hectic gameplay and waves of monsters to defeat.

Time for a refreshing dip.

Savage Halloween is packed with retro vibes.

With its brash colours, pixelated images, simple level design, and challenging foes. Savage Halloween is packed with retro vibes. In theory, its gameplay offers nothing new, and experts of the genre should easily hammer through the stages. In reality, it’s a challenging title that will keep you on your toes and will kill you repeatedly. Like many of its 80s and 90s peers, the story is far-fetched. The absurd tale and has little bearing on how the game plays out, but it’ll amuse you nonetheless.

Once a year, the undead is allowed a 24-hour disco. They have worked hard all year, scaring people and doing other ghoulish tasks. The tunes are blaring and everyone is having fun. An evil vampire decides that the party should never end and casts a spell to block the portal back to the afterlife. This predicament irks three guests in particular; James, a farmer who has had his eternal rest disturbed, Lulu, a confused werewolf, and Dominika, the daughter of the partying Dark Lord.

The three guests decide that enough is enough. Armed with guns, and their special attributes, they send the hellish guests back to the afterlife. You’ll explore 7 worlds, each comprise many stages, mini-bosses and gargantuan guardians. You select between Normal and Hardcore difficulty and must survive with 3 lives, and several continues.

Play solo, or with friends.

Each of the three characters is available. They have strengths and weaknesses, and all use the same guns except for their special attack. The whacky and varied selection of ammo allows you to change your approach quickly, and you can attack with; boomerang ghosts, a bouncing green ghoul, a sticky grenade, and more. I loved the strange guns at your disposal. Not only did it add some variety to the game, but it allowed for a degree of tactical nuance.

Couch co-op games have gone from strength to strength recently. Savage Halloween is another title to be added to the growing library. Enlist a friend to aid you on your mission and reduce the difficulty vastly. Two heads are better than one, and two guns decimate the monsters in record time. It’s an uncomplicated affair, and was a lot of fun with another player. I was reminded of the enjoyment that was found in; Double Dragon and Street of Rage. It is great to try solo, but there is something special about playing this with friends.

Reckless driving.

Predictable foes.

I’ve stated several times that this is a challenge, and I stand by my statement. This isn’t because your opponents are highly intelligent, have high health, or hit like trains. No, you get bum-rushed by them constantly. Wave after wave of meandering menaces make it tough to shoot and dodge every enemy you face. Unfortunately, damage is taken, and dying is all but guaranteed.

The irony behind this is the predictability of each monster’s movement. Each world has unique characters, but once you’ve seen what they are capable of, it doesn’t change. The same can be said for the bosses! It’s mostly a game of patience and dodging, rather than a test of skill. This doesn’t make it much easier, but if you take time to study your opponents, you give yourself a fighting chance.

There is nothing modern about this.

Many developers are using pixelated graphics as their style. It’s the “in” thing, and retro gaming bridges the gap nicely between generations. What I’ve found recently is a modern take on the pixelated image; crisper edges, brighter tones, and more detail. Savage Halloween forgets the up-to-date aesthetics and sticks to the nostalgia-inducing look. Rough pixels, garish colours and simple level designs make this look like it belongs in an arcade. It’s unsightly, but I loved its style.

The rough-and-ready presentation doesn’t end there though, its synthesised audio is straight from the 80s. The disco party theme is embodied by the high tempo and upbeat electronic soundtrack. With the influence of the Halloween season, it’s bizarre to listen to, but wonderful at the same time. The basic sound effects match the simplicity of the approach and suit the arcade-style.

They don’t want their party to end!

The controls are awkward! 

This will be a contradictory statement because the button layout is simple to understand, and a small tutorial explains what to do. But, even with the straightforward setup, some practice is required to get used to it. Aiming is achieved using the analogue stick, and to prevent you from moving, you can lock your character’s position. This can be tough to master, but after a little time, you’ll be used to the quirky aiming system. Other than this, it’s enjoyable to play and is easy to pick up.

With only 7 worlds, I was worried it would be a small game. I was wrong to be concerned. It’s complex, with plenty to see and do. The option of two difficulties and the addition of multiplayer make sure there’s lots of replay value. A small but extremely challenging achievement list will push completionists to their limits. At around £4, this is inexpensive, and great value for money.

Savage Halloween is a retro-classic.

It’s fair to say that retro games are hot property. Savage Halloween attempts to get in on this market with its basic pixelated approach. With many weapon choices, predictable enemies and simple levels, it’s a retro-classic begging to be played. It’s for this reason I recommend it. You can buy it here! A party is great until someone takes it too far. Thwart that evil vampire’s plan and send everyone back to the afterlife. 

Review: Everhood

First of all, I’d like to provide a disclaimer for those that might suffer from any kind of epilepsy or who might be sensitive to flashing patterns of light. There’s quite a lot of that in Everhood, so, depending on how sensitive you are, you might just want to avoid this title altogether. I happen to suffer from a mild case of epilepsy, and while I didn’t have any issues playing the game, there were a few cases where I did feel a little bit uncomfortable. Still, the game does offer two options for “Image Sensitive” and colourblind folks, so maybe that will mitigate a part of these issues for some. So, with that out of the way, please advise caution before diving into Everhood.

As a whole, Everhood is one of those games where it’s hard to explain what it actually is all about. As far as the story goes, I believe that any attempt to even remotely explain a good part of it will ruin a player’s first time with the game, so I’ll refrain from going too deep into it. On the other hand, what made me absolutely enjoy Everhood was its astounding soundtrack and its peculiar gameplay, particularly its combat.

Now, in terms of story, I have to admit that this was my least favourite part of the game. However, that isn’t the same as saying that it’s bad. I just found it to be overly convoluted and hard to keep a track of. Most of the times, I wasn’t even really sure of what was actually going on and if I was actually understanding things. In any case, the characters that you meet throughout the game are actually pretty great, but they do end up feeling a bit half-baked (if that’s the correct term to use here). In the end, I found myself craving for more of each of them, rather than cherishing the little screen time that each of them got. Still, I didn’t let this detract from my overall enjoyment because, despite all of this, the game on its own is still a lot of fun.

If you have seen any screenshots or videos of the game, then you should know what to expect in terms of gameplay. If not, then it’s pretty easy to understand. Basically, the core element of Everhood’s gameplay is its combat, which, to put it as simply as possible, plays out as some kind of reverse Guitar Hero or AudioSurf. Each combat encounter in Everhood is played to the awesome rhythm of the game’s music, which takes the form of the attacks that opponents hurl at you. In essence, instead of having to hit the “notes” as they’re coming towards you, you actually have to dodge them, either by dashing to the sides or by jumping over them in a 5 column battlefield. The whole shebang probably sounds easier than it actually is, but thankfully, the game has five different difficulty modes that tweak your health regeneration to better suit your skill.

Just like pretty much every other game that relies on some sort of rhythm out there, the gameplay flow relies heavily on the game’s soundtrack, and luckily, Everhood shines in this department. The soundtrack is so damn good that I found myself dashing around the battlefield even when there were no attacks coming my way. It’s extremely easy to get into the groove. When you’re not fighting, the world can feel eerily quiet at times, but just as everything can suddenly become whisper quiet, it also can suddenly come to life in the most ecstatic way. Everhood’s music also doesn’t stick to a specific genre, quite the opposite, it’s heavily based on different genres, and this allows for some really contrasting and memorable moments throughout your journey. 

Despite everything, there were a few times where I had some trouble following what was going on. More specifically, I found it hard to keep track of what’s going on on the battlefield and whatever the character that I was fighting was saying. This is mainly because the speech text is shown at the top of the screen, while most of the combat takes place in the lower part, so you have to constantly move your eyes back and forth really fast. Some people might have trouble doing this.

Now, in terms of replayability, there are a few different endings that you can achieve, but you can expect your first playthrough to last around 7 hours or so. Still, there are some optional areas and fights that you might end up missing at first, so I highly encourage revisiting the game. Then there’s also New Game +, which adds a little bit of content to the base game. Some people might argue that the game is short, but given its rather low price tag and how fresh the whole game feels, I think that Everhood is more than worth it.

This is undoubtedly one of those games that will stick with you for years to come as it’s unlike anything that you’ve ever played before. It manages to be funny, grim, and intriguing, all at the same time, while also giving you a sense that you actually don’t have any clue as to what’s really going on in the game. Everhood’s strongest points are its combat system and its music. If you’ve listed to just a bit of it and enjoyed it, then I’m pretty sure that you’ll absolutely love playing the game. However, if you’re looking for something more story-oriented, I think you might not be entirely satisfied with what’s in store here. 

In any case, Everhood is without a shadow of a doubt a great game that everyone should give a chance. It’s pretty unique and one hell of a trippy experience that I highly recommend to anyone who’s into games that defy common tropes and can’t really fit in a specific genre. 

Review: Drawn to Life: Two Realms

Drawn to Life: Two Realms is the third sequel to the original Drawn to Life DS game. Almost 10 years later the franchise continues and is still as charming as the first time. As far as puzzle platformers go, the interactivity of this game is what keeps it’s appeal. Players are in complete control of how levels pan out, creating a unique gameplay each time. 

Elements from the first game are carried across to Two Realms to keep that nostalgia flowing. Players are still able to fully customise their protagonist with the inbuilt paint tool. Although presets are available, there is nothing more engaging than making it your own. The touch controls from the DS are implemented nicely into the Nintendo Switch. The games design took clear inspiration from the DS and Two Realms reflects that in a positive light. 

Challenge is erratic

The levels however, aren’t as joyful. Although they ensure you’re thinking about every possible outcome something just seems to lack. Some levels are so frustrating they make you want to give up playing as a whole. The impossibility of these outweigh the joy of other challenges, leaving you to question where you stand with Two Realms. Sure, the NPC interaction is enjoyable and at the beginning you feel like you’re progressing, but there isn’t any trackable increase in difficulty. Suddenly you’re just faced with a challenge with little to no guidance which seems incompletable. The difficulty is so erratic I ended up having to close the game and come back to it more often than I like to admit. 

The puzzle platform aspect makes up the majority of the gameplay, so this seems to let the title down. It’s stretched across interactions with NPC’s in the adventure style map, which is extremely refreshing in comparison to the core game. But even the adventure map is underwhelming. You travel at an extremely slow pace and end up speaking to the same set of characters every time you play. The day and night cycles break things up and characters move but it’s still alarmingly slow. Speed fruit litter the map to try and get things done faster but the effects wear off so quickly they seem almost pointless. 

Integral enemies

The art style is still as charming as you’d expect though. Enemies are small and cutesy, and for once they are integral to completing tasks rather than getting in the way. You quickly learn the skills each enemy has in order to help you move on, whether that is jumping to a higher platform or standing on a button to unlock a door. That’s about the extent of their abilities though. With the amount of gameplay needing to be completed these levels become pretty repetitive. Cutscenes between challenges aren’t skippable either. So you’re usually left watching the same cinematic you’ve sat through twice already. Once more this adds to the mismatched frustration Two Realms presents rather than the calming joy of a puzzle game. 

Final thoughts

Even though the release on DS was wonderful at the time, Two Realms fails to maintain this glory. Levels are so long the story seems unmotivating. Characters don’t add enough to keep me interested and I don’t think this is a game I’d pick up again. Fans of the franchise when games were released on DS – don’t expect this to satisfy any needs. Everything is either too easy or way too hard, with no middle ground. It’s just not worth the hassle. 

Review: Heal: Console edition

Few things in life are guaranteed, except for; ageing, death and taxes. Like Heal: Console edition, I’m going to focus my attention on ageing and the complications it brings. The older we get, the wiser we become. Our experiences teach us about things we never knew. Yet this newfound knowledge has a downside as old age brings; pain, illness and a variety of debilitating inflictions, such as dementia.

Developed by Jesse Makkonen and published by Ratalaika Games, this is a touching portrayal of an elderly man. He has lived a long and full life, but now he is losing his identity to dementia. Who he was is now fading away, replaced by a new version. He must solve riddles in his mind to unlock his past and realise who he is becoming.

Take your time to read the clues.

Heal: Console edition is a tough concept to understand.

I will not pretend to be an expert on the subject, as I ashamedly know little about dementia. My limited knowledge tells me about the heartbreak it brings to loved ones, when you lose the mind of the person you once knew. Heal: Console edition attempts to convey this with a narrative that is born from a strong and obscure atmosphere. A lack of direction and dialogue leaves you feeling isolated and alone as you attempt to solve the many challenges your mind presents.

Created by the team behind the DISTRAINT series, this puzzle title has a great pedigree for taboo and difficult to understand subjects. The story is one of adventure and puzzle-solving across seven chapters. Each stage has a surreal and obscure look. The world you explore is open to interpretation, and you are free to assume that you are witnessing key moments from the man’s pasts. But perhaps the imagery represents something deeper? Maybe it shows his new state of mind and the puzzles are simply a way for him to understand who he is now?

However you look at it, you’ll be touched by its emotion, and the lesson it’s attempting to teach. After all, the protagonist could be you or me, or a loved one in the future.

Doesn’t time fly.

A challenging subject, simply portrayed.

What is glorious about the gameplay is the simplicity of its approach. It would have been easy to create a weird and dreamlike world that was devoid of any realism. Instead, the developers steered clear of this cliché, with simple imagery. This approach worked perfectly and made the subject more touching.

The old man shuffles from puzzle to puzzle without a care in the world. The slow pace never alters, and I liked how this dragged out the gameplay. Every challenge felt arduous and time consuming. This single focus showed that dementia had consumed his life, leaving little room for anything other than solving the mystery of his mind.

Logic-based puzzles and no hints.

Each chapter followed the same process. Enter the room, explore the small space, and solve the puzzles. There is a specific order that must be adhered to, and this is where some trial and error and luck come into the equation. Once you work out what’s to be done, you must work through each set of logic-based problems. Many involve moving levers, adjusting pictures, and finding number combinations. As a general rule, they weren’t overly difficult. Though the challenge increased as the game progresses.

The only complaint I have is with the lack of hand-holding and hints if you get stuck. You either find a solution, or you don’t move on, it’s that simple. Perhaps it’s a poignant reminder of the theme of the game, and the frustration that occurs when you can’t unlock a thought or memory. Or maybe it was an oversight by the developers. Either way, it could force you to quit early or go looking for a guide to find the solution.

The cool tones give it an aged look.

Beautiful hand-drawn images.

Visually, Heal: Console edition is exactly what I hoped for. Its hand-drawn imagery gives it a rustic finish that matches the theme perfectly. The sepia and cool tones add age and the simplicity of the level designs allows you to focus on the wonderfully detailed puzzles. Colour was added in what can only be described as memory flashes. These oppressive images use black and vivid tones to convey meaning and were in keeping with the obscurity of the narrative. Its straightforward approach was refreshing, and it didn’t overcomplicate the matter. 

The audio emphasised the slow-paced nature of the game. There were no bells and whistles, and it gets straight to the point with an emotive and melancholy piano score. The touching music complimented the imagery and helped to convey the surreal and unusual atmosphere.

Easy to play, but lacks replay value.

You are introduced to the gameplay with a simple, yet thorough tutorial. This tells you the basic controls and the puzzle-solving fundamentals. The control setup is easy to understand, and the game uses a point and click approach to move around the stage. This might be easier to play with a mouse and keyboard. However, I had no issues with my controller and found it to be responsive.

The first run-through is a fantastic emotional roller-coaster. It has some missable achievements from its small list which adds some replay value. Sadly though, it lacks any other reason to return. But, at only around £4, it’s a small price to pay for a great indie title. It’s well worth the purchase, even if it lacks replayability.

Heal: Console edition is touching and well thought out.

With a misunderstood and taboo subject, it’s easy for a developer to set its benchmark at the level of people’s misconceptions. A sensitive subject can be misconstrued and stereotypes compounded. Luckily, Jesse Makkonen approaches the subject in a thoughtful and touching way. With a simple yet beautiful presentation, and well-designed puzzles, this is a game I recommend. You can buy a copy here! Will you be able to solve the problems and get closer to the end goal? Take your time in this slow-paced puzzler and unlock the mysteries of his mind. 

XGIMI puts premium, immersive, hassle-free at-home cinema experience on the Horizon

Following the success of its flexible XGIMI MoGo Pro projector last year, home projector industry trendsetterXGIMI has kept its eye on home usability, continuing to create the next-generation of home projectors, with today’s unveiling of its 2021 flagship projectors, the XGIMI HORIZON and HORIZON PRO (“XGIMI HORIZON series”). 

Created to fit into family spaces, rather than conference rooms, the XGIMI HORIZON series is the smarter all-in-one entertainment choice for those wanting to enjoy more than just movies from the comfort of home. Thanks to offering users crisp images and powerful sound quality, the XGIMI HORIZON series enables consumers to build their own home theatres in any room they choose. Hassle-free functionality, for quick, plug and play set up, makes the XGIMI HORIZON series truly the premium home entertainment projector must-have for this year, and beyond.

Powerful cinematic clarity with immersive sound

Each evening can be a cinema-quality movie night at home. Bring immersive cinematic sound and crisp clear image quality to your home theatre and let a film choice entertain and distract the family without the need for a cinema screen or to leave your living room.

Movie watchers and gamers are catered for, with a 300 inch image projection. The XGIMI HORIZON Pro has True 4K technology, offering superior resolution for stunning clarity image quality and crisply defined details. An unparalleled large auditorium rate of 2200ANSI lumens offers even sharper, more resplendent screen colour for at-home users to have the unforgettable cinema experience they crave, but also expand their use of the XGIMI HORIZON Pro to enjoy more than just movies, at all times of the day and night.

XGIMI’s patented X-VUE image technology enhances the image quality, by adopting 120Hz motion compensation technology that works with XGIMI’s MEMC (Motion Estimation, Motion Compensation) to solve any potential image flutter or tailing problems that might occur when projecting high dynamic images. Through a specific algorithm, this significantly increases the clarity and fidelity of dynamic pictures on the XGIMI HORIZON series. 

Through its partnership with Harman Kardon, XGIMI’s HORIZON series projectors feature built-in 16W combined full-range bass performance Bluetooth transducer speakers, delivering intense, immersive, reverberating cinematic sound that culminates in a superior audio-visual experience. Aside from pushing the boundaries beyond a single plane of surround sound towards object-based surround sound, the speakers can be used for vibrant sound clarity when listening to your favourite tunes. 

Adaptable, user-friendly technology

Whether users live in a studio apartment with limited space or a four storey townhouse, they can host the perfect family film night, entertain friends after dinner or keep the kids occupied for a few hours quite easily thanks to the flexibility of the XGIMI HORIZON series. 

XGIMI’s industry-leading Automatic Keystone Correction and integrated AI-powered image-sensing algorithm intelligently identify and avoid obstacles in the projection area. Trained through thousands of scenes and hundreds of screen settings, the XGIMI HORIZON series can automatically identify the screen area and adjust the image accordingly. This enables it to fill the projection space even if it’s turned on its side. Users can wave goodbye to tedious manual keystone correction, making it easy to move from room to room, and to fit in any space. The unobtrusive Auto Focus function quickly adjusts the image focus even when the projector is moved, keeping the projection image clear and sharp at all times.

Powered by Android TV and incorporating 5,000+ native Android apps, the interface’s simple layout is highly intuitive. Syncable across devices from mobile and desktop to streaming services, even kids can navigate through different apps easily. The added benefit of TÜV’s Eye Comfort Certification means the XGIMI HORIZON series offers eye protection capability including eliminating annoying reflections and ensuring displays are flicker free. By also reducing blue light composition, the HORIZON series projectors incorporate eye protection features that safeguard image quality from different perspectives so users can enjoy watching for longer, without suffering visual discomfort including eye fatigue.

With a Fast Boot feature turning the XGIMI HORIZON series on in 4 seconds, users have a perfect image 6 seconds later, so they achieve viewing pleasure instantly. With forward, backward and ceiling projection capabilities, XGIMI’s HORIZON series projectors are ideal for dedicated home entertainment use, so users can easily go from movies to TV to gaming quickly, without any hassle.

XGIMI’s LED lifespan stays perfectly crisp, bright and clear for 30,000 hours, compared to the usual 4,000. This means the XGIMI HORIZON series can last 10 years+ rather than just 1.5 years like other projectors, saving thousands in bulb replacement during its lifetime. XGIMI’s HORIZON series has incredible power under the hood combined with user-friendly features and functionality, so can be enjoyed by every member of the household.

Finally, a projector that matches your furniture.

For those who are more design orientated than tech savvy, the outlook and fabric may be more of a consideration than decibels and lumens, but again XGIMI’s HORIZON series is the answer. 

Aesthetically pleasing masterpieces, the XGIMI HORIZON series blends seamlessly into any room in any home. Throwing the boring square box design out the window, XGIMI’s HORIZON series projectors have rounded edges, making them easier on the eye. Mesh patterning running all the way round, rather than flat metal or plastic, means both models steer away from appearing untidy even if they have dust on them. 

Study aluminum construction offers a valuable combination of lighter weight but with the strength and corrosion-resistant flexibility to last longer. The 1080p HORIZON comes in a cool space-age grey, while the 4K HORIZON Pro is a simple stunning matte black.

Designed with flexible home use in mind, this smart all-in-one entertainment choice offers cinematic clarity and intense, immersive sound, combined with the hassle-free technology on offer in the unbox and plug in to use. XGIMI HORIZON series will enable consumers to exceed the audiovisual quality on offer at their local cinema, from their very own home theatres, making the XGIMI HORIZON series the premium home entertainment projector must-have.

The XGIMI HORIZON will retail for $1,099 / £1,099* and the XGIMI HORIZON PRO for $1,699 / £1,699*, via XGIMI and major retailers including Amazon. Ahead of the official launch in June, both models are available for pre-order in early May on XGIMI website.

* UK pricing may be altered, as calculated based on current conversion rate

Review: Kingdom of Arcadia

The joys of any form of entertainment is the ability to lose yourself in it. Rich characters, insane plots, glamorous locations, and amazing effects transport us to faraway places. From our mundane existence, we can suddenly become; scientists, astronauts, superheroes, or the saviour of a kingdom. Yet, we know that this is an illusion, and once the end credits roll, we are back to our everyday routine. Imagine if that didn’t happen. What would you do if you were sucked into that universe? Imagine no more, as Kingdom of Arcadia does just that.

Developed by Spoonbox Studios and published by Eastasiasoft Limited, this is a retro pixelated RPG with a comical twist. The game follows many tried and tested mechanics, creating a familiar style that fans of old-school gaming will love. Starting off easy, and becoming gradually tougher, this will suck you in and then spit you out.

Duck and weave past those maces.

Kingdom of Arcadia doesn’t take itself too seriously.

From the opening scene it’s clear that Kingdom of Arcadia is lighthearted and doesn’t take itself too seriously. The characters mock the pixelated graphics, and its reliance on classic game mechanics. It was refreshing to see a developer joke about its core concept. It follows a simple principle; five worlds, each with five stages and five end bosses to overcome. Once you’ve gotten through that, you’ll be the saviour, and all will be well with the world.

The simplicity doesn’t stop there. The story revolves around Sam, a “normal” lad who loves his computer games. His dad is obsessed with retro gaming. He loves his prized possession, an arcade machine. Sam knows that he may only play when on it when he’s ready. He lacks patience, and one day he is left home alone. Seeing an opportunity, he takes his chance to play on this arcade classic. This was a big mistake. The machine whirrs into life and sucks him into the pixelated world. You now become the protagonist in a standard old-school plot. The world is in danger, an evil wizard wishes to claim the sceptres and if he’s successful, the Kingdom will be his to control.

Death and upgrades. 

You can’t be too proud when playing this. Death is guaranteed, no matter how good you are. The difficulty is set in such a way that you must upgrade your equipment otherwise your progress is thwarted. You may think that this is unfair, and it should be your choice to play as you wish. Luckily, nothing prevents you from trying with the basic gear, but you’ll be in for an unpleasant experience if you attempt it.

Upgrading is as easy as collecting the coins on every stage. Enemies generously drop loot, and money is found in every room. You’ll also find chests loaded with loot to pay for your new equipment. Obtaining new gear is slow work and a bit of a grind. But it’s well balanced to ensure that you don’t romp through the worlds. You may; improve armour for extra health, increase the strength of your throwing weapon, and improve your sword. The upgrades don’t make the game easy, per se, they simply ensure the action stays on an even keel.

Don’t let the flying eyeballs get you.

Deja vu.

I really enjoyed getting back to the roots of the genre, but the action was repetitive. New mechanics were drip fed into the gameplay, such as; cannons, water sections, balloons, vines to swing on, and locked doors with switches. Sadly, these new elements didn’t add enough variety to overcome the distinct feeling of deja vu. It didn’t taint the experience, I simply wanted more to get my teeth into. However, my biggest gripe was with the enemies that you face, and the mini and main bosses.

Variety is the spice of life. Yet, at least when it came to enemies, Kingdom of Arcadia lacked a kick. Many of the enemy models were similar, and each used a familiar movement pattern. So, learning how to defeat them was easy. This sadly continued with every boss you faced. I found that spamming the attack button as quickly as possible annihilated each one in no time. You did not need to think of a tactic to defeating them as victory was all but assured.

I wish Spoonbox Studios had created more unique creatures, as this would have increased the longevity, and would have added a tactical layer to the gameplay. It was all too easy to slash your sword and jump over bullets. It makes it accessible to lower skilled gamers, but everyone else will be frustrated at its simplicity.

Unique landscapes.

I enjoy when a game takes you on a journey across a variety of elements, and Kingdom of Arcadia did just that. You will face many dangers associated which each world, and a distinct, vivid colour palette helps to emphasise the atmosphere and feel of each environment. The pixelated sprites have a modern edge with a high level of detail. Each of the stages becomes increasingly more complex, and you will lose yourself among the maze-like platforms.

The drama and tension were told through the many songs that were used in each world. The simple tunes played out in an upbeat fashion, making you feel under pressure. This aggressive soundtrack matched the constant threat of enemies that you faced. In reality, you could take your time and slowly avoid each obstacle. Yet, I got swept away in the moment and allowed the music to get my adrenaline pumping. The basic sound effects were used well, even if the odd grunting from Sam was off putting and unnecessary.

Maybe my gold armour will charm these snakes?

A simple to play Metroidvania style game.

Metroidvania type games are rarely considered simple to play, but Kingdom of Arcadia bucks this trend. With few commands to master, you’ll be jumping over traps and killing enemies like the best of them. Your only risk of failure is rushing around with a lack of a plan. The gentle learning curve allows you to get used to the mechanics without being thrown into the deep end.

With 30 stages to play, many bosses to overcome, and lots of hidden collectables, this has a reasonable amount of replay value. However, once you have collected everything, upgraded all your gear, and killed the bosses, there is little reason to return. This would have been a speedrunners dream, and would have bumped the difficulty up considerably. The ease with which you unlock the achievements sadly doesn’t add any further reasons to return either.

Does Kingdom of Arcadia stand out against its peers?

There is definitely more going for Kingdom of Arcadia, than there is going against it. Its repetitive gameplay holds it back, as does its lack of unique monsters. The colourful pixelated graphics, simple but well designed audio, and balanced approach make it a title worth playing. For these reasons, I recommend you buy it here! Sam just wanted to play his dad’s arcade machine. From that day, his world changed, and now he must become the hero of a pixelated Kingdom. Can you gather the sceptres and save the day?

Review: Endzone – A World Apart

I don’t think I’ve ever played a tutorial as long as Endzone’s. At its peak the irrational part of me was certain it would never end. Sure, another part knew the list of buildings and tasks were finite, but they just kept on coming. I honestly wondered how I’d be able to remember all of the systems and mechanics in place. They were relentless, but they were also necessary.

It’s the apocalypse! But it could be worse

Endzone – A World Apart is a base builder set in a post-apocalyptic world where humanity has spent the last 150 years underground. Following a global nuclear disaster, they emerge into an Earth that is finally ready to accept them again. Provided they can survive the unforgiving conditions, including droughts, sandstorms, and radiation. You are the overseer of a community looking for a new home. And it is hell of a job.

You’ve got people depending on you for everything. You need to organise their shelter, resources, education, defense, and technology among others. Their needs never cease and the weight on your shoulders is immense because of it. You’ve got a lot to keep track of, and a cornucopia of structures to build to ensure not only survival, but success. With so many responsibilities and systems to keep in mind. It becomes clear that a tutorial that covers so much ground is a necessity. 

Hell of a tutorial

Despite the tutorial taking me about 3 hours to complete, I have to admit it was a good introduction. In fact, part of what makes it such a good tutorial is its length. It refuses to rush the learning process, it holds your hand in all the right ways and shows you how your community can thrive. It’s a careful balance of everything your people need to survive. When I eventually started my own game, instead of feeling like I was dropped headfirst into the deep end of a pool, I felt like I was gently lowered into its depths. 

However, not everyone will feel this way. By the time you’re done with it, it feels like you’ve already played through a game itself. I appreciated all of the help, but by that point it had overstayed its welcome. I was more than ready to get started on my own journey.

If nothing else, Endzone – A World Apart is a comprehensive game. There are a plethora of systems in place once you’ve gotten a budding city under your care. When you get into it, it can be a really great experience. There’s constantly something that needs your attention and keeps the steady pace up at all times.

Work to be done

Once you’ve built up a successful city, filled with happy citizens, bustling roads, and overflowing supplies you may wonder, “What now?”

Once survival is ensured, what’s left to do outside of maintaining the status quo and expanding your borders? Not exactly the most exciting gameplay prospect. Thankfully there are a couple of modes to challenge yourself with. This offers more difficulty when stabilising a region, and then you’ve still got to get it into a lucrative state. 

Outside of difficulty increases also comes the inclusion of scenarios. These scenarios offer a multitude of different situations to test yourself on. Such as extended droughts, every passing season bringing a worse one than the last. A scenario where you and a friend make a bet after a night of drinking. You both try to see who can make the best use of tenable land, and collect the most seeds. Even helping a settlement in crisis, with little food and water, no resources and, bundles of damaged structures. It really helps to spice things up, and take it to the next level

Even the apocalypse needs some tunes

I’ve gotta say I love the soundtrack to Endzone. It’s a very grimy synth heavy collection of tracks that really adds to the atmosphere. From the menu music to the ambient tracks of the world. It gives you a feeling of futuristic ruin, and I couldn’t get enough of it. However, there isn’t an abundance of variety. There are only a handful of songs for it, meaning you are bound to hear repeats. If you end up playing an obscene amount, which is entirely possible, it might get a bit repetitive for you. 

Endzone has all the makings of an engaging city builder, with enough content to satiate your hunger for management. It’s got something for aficionados of the genre as well as newcomers. I can definitely recommend this title if you’re into the prospect of building your own post-apocalyptic Rome.