Review: Fallen Legion: Revenants

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

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

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

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

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

Review: In Rays of the Light

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

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

Soviet by design. 

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

Where it all begins.

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

A touching game with simple mechanics. 

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

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

There is nothing creepy about this.

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

Dated but beautiful presentation. 

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

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

Do you dare to search here?

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

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

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

Not for everyone, but I loved it!

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

Review: Eternal Hope

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

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

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

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

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

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

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

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

Review: Monster Jam Steel Titans 2

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

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

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

Plenty to see and do.

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

Two giant trucks racing, what could go wrong?

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

The Events.

Classic racing.

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

Waypoint trials.

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

Demolition and Freestyle.

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

A large map with loads of content.

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

Imagine taking that bus to school.

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

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

Fine details and roaring engines.

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

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

Drifting and sliding become second nature.

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

Simple yet clumsy controls.

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

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

A good game, just not a great game.

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

Review: Turrican Flashback

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

What is Turrican?

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

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

Runnin’ and Gunnin’

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

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

Inspired

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

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

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

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

As Appealing as Ever

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

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

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

Review: Jade’s Ascension

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

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

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

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

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

They are so cute…

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

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

The one simple move to defeat them all.

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

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

How to Store Data Safely

As you work or go on with your daily life, there is information you create or get. How you choose to store it is crucial. It would help if you considered its safety and how fast you can retrieve it. As businesses and even individuals move away from paper documents and storage to cloud-based storage services, security is crucial. 

Photo Credit Pixabay from Pexels

Working on your PC leaves traces of sensitive information such as company financial records, customer details, and employee data. If not stored properly and erased from shared networks, the data can land in the wrong hands leading to identity theft. 

Some devices such as iPhones come with preinstalled cloud data storage units, making it easier to transfer your information to a safe cloud service. Is the iCloud storage full? This is something you need to keep on checking, and when it’s exhausted, free up space or buy more. Here are steps to ensure your data is protected.

Choose a Reliable Cloud Provider

Many cloud service providers in the market make it harder to choose the right one for your company or storage needs. As you choose, focus on your information’s security and a provider who helps you meet the data security compliance standards set for your industry.

Also, check the ease of managing the platform and how well the cloud’s architecture incorporates into your workflow. The provider’s customer care service, cost, and a reliable support system are other considerations to check before committing. 

Encrypt Your Information

Before storing the data on the cloud, create a suitable password for the document before transfer. This ensures that even if anyone retrieves the information without the password, they cannot access its contents. Make sure to use hard-to-figure passwords that you’ve not used anywhere else. Avoid passwords that contain your name or the document name. 

You’ll have to zip the files first with suitable software that allows password protection. Ensure the software has high-security levels, such as not letting anyone without the software and passwords access the document. 

To make things even easier, choose a cloud platform that encrypts the data on your computer before storage. The cloud service will encrypt all the data and decrypt on request making sure even server admins and the service providers cannot retrieve it. 

Update Your Software

Software providers regularly launch updates which upgrade their products’ security features. If you ignore the updates, you’ll expose your information to hackers, or you may be using software versions the provider no longer supports. Make sure you act on a software update soon after notification.

Other than this, lock all your apps, ensuring that no one can access the apps without your permission even when you lose the device. The security measures shouldn’t just be for the computers at work but every device you use, including smartphones. 

It also helps not storing sensitive information on the cloud unless you’ve taken the necessary measures to protect it. If you can, avoid shared networks such as public wifi and if you use it, make sure you have a reliable VPN in place. Also, don’t leave traces of your browsing history on the devices you use, especially when shared. 

Review: Heaven Dust

Research facility hidden in a secret location! A mystery formula tested on human guinea pigs! Zombie outbreak about to destroy humanity! All sounds familiar, right? This is the backdrop of most zombie horror games. So when another indie title used this clichéd theme, I was a little worried. Still, I’m a sucker for anything zombie related, so I asked publisher indienova and Monster Couch for a copy of their latest game Heaven Dust.

Developed by One Gruel Studio, this single-player puzzle based zombie mystery looks to stand out amongst a crowded room of games by offering something slightly different. Unlike many of its peers, Heaven Dust doesn’t rely on cheap jumpscares and darkened passages to fill you with dread. It uses suspense, audio and environment to do all the work. 

Many great influences. 

Whenever I think of zombie games, a few franchises spring to mind. But the lead influence has to be Resident Evil. I can see how the developers have taken key ideas and mechanics and merged them with their unique approach to create a mentally challenging game that feels familiar in so many ways.

One man and his zombies.

You control a survivor who awakens in a locked room. A diary entry has been left and you must read it to gather clues on how to move on. This is the core concept that One Gruel Studio relies on throughout. Text based information must be pieced together from the documents you find hidden in this spooky mansion. Objects will need to be collected and used in specific ways to solve the logic-based puzzles you locate. Not one room can be overlooked, and vital clues will be found under boxes and in locked cupboards. 

Not only is this a puzzle game, but it also demands that you survive your ordeal. You must craft items and scavenge herbs to create medical supplies. Red and green plants must be combined to make a medicinal powder (*coughResident Evilcoughcough*.) Other craftables must be considered such as; gunpowder and shells to make ammo. Zombies don’t kill themselves, and no ammo means they’ll eat you alive.

Classic old-school zombies. 

These brain munchers are your classic Dawn of the Dead sluggish creatures, opposed to the demonic agile 28 Days Later abominations. Their meandering approach allows you time to plan how you will kill them. Shooting each of them in the face is wonderful, and it doesn’t get old.

Decimating the undead population is fun, but it’s not the best part of this game. No, that accolade is reserved for the many tantalising puzzles you will have to solve. The fantastic combination of; number problems, hunting for objects and codes to decipher worked brilliantly in this scenario. You will scour every inch of the map, trying to make sense of every clue you are given. Some problems will jump out at you, and others require a Eureka moment. Either way, it’s extremely rewarding as you slowly move through the mansion, exploring restricted areas and uncovering the reasons behind the outbreak.

Storage issues. 

Unlike some games where your pockets seem to hold unlimited items, this one plays the survival card well. Limited inventory space forces you into juggling items all the time. Storage boxes must be used and this requires items to be shuffled about like a deck of cards. It may be a little tiresome, but it adds another layer of challenge that I think works.

No-one wishes to mess with the muscle bound zombie

We’ve all been in a mansion that has its own vending machines, right? No, not until I played this. These machines require tokens located around the map and scavenged from the many zombies. You can then purchase; materials, maps, and perks that help you on your journey. Not all items can be brought, so you must weigh up what is nice to have, and what is a must have.

Easy on the eyes. 

The isometric viewpoint allows you a fantastic opportunity to see all the action. Usable objects sparkle with a silvery glimmer, attracting you to their locations, and anytime that you venture behind a solid object your silhouette is lit up with a white hue. The ease with which you can explore for items was a credit to the developers and made this much easier to play. The cartoon art style may not be for everyone’s liking, but this combined with the earthy palette and depressing tone gave this a retro look. The character models contained enough detail to be of interest, and the level of gore was correctly balanced. This was a superb example of a simple concept well delivered. 

The oppressive nature of the art style was one thing, but the haunting audio was something else all together. The slow, ominous music keeps you on edge throughout. In your mind you know nothing will happen, yet the audio constantly kept you in a state of anxiety and concern. It was horrific, but that’s why we all play horror games and I loved it. Like the zombies, the sound effects were classic and clichéd. A good range of sounds were used that were suitable for the job at hand. They were enjoyable, but they are at about the level I expect from a decent indie game.

I’m sure these two are friendly.

Odd controls and re-runs

I always find it a little strange when developers experiment with much loved button layouts. An odd combination of the bumper buttons for using your weapons makes this a bit fiddly to get used to. Once you are over this hurdle, the rest is a breeze. Drag and drop is used for most things alongside a simple combination option. If you worry that you’ll struggle, a step-by-step tutorial is available to help.

Every time you play this, it follows the exact path. Does this make it; repetitive, boring, lacking originality? No, it’s one of those rare games that challenges you with a speed run task. Only the best gamers will complete it in under 2 hours. If this doesn’t interest you, it may lack replay value. Thankfully, your first playthrough has plenty to do, so you’ll keep coming back for more.

Does it stand out?

It’s a brave move trying to stand out in the zombie market. With so many games and clichés, it’s easy to make a bland and mediocre title, but that definitely isn’t the case here. Heaven Dust is a brilliant game that epitomises everything that is great about the genre and I recommend you buy it here! Can you survive this viral outbreak and make it through the mansion? Search for clues, find items and kill zombies while solving every puzzle you encounter.

Review: Glyph

Just like the many collectibles found within the game, Glyph, from Danish indie developers Bolverk Games, may itself be a hidden gem. Take control of the small robotic beetle, Glyph, as he aids his people in restoring their lost civilisation from corruption. Bounce, flounce and roll your way through a multitude of levels, carefully ensuring your little ball of metal doesn’t fall into the desert sands, or else perish. This 3D platformer is described by the developers themselves as “easy to learn, but hard to master” – but just how true is this? Does Glyph provide enough to successfully drag you back for another go, even after 100 failed attempts? Short answer – yes. Long answer – well, let’s get into that.

Booting up Glyph, you’ll find yourself dropped straight into your first tutorial level. Guided by your comrade, Anobi, you’ll quickly be taught the tools at your disposal, all granted to assist you in navigating the desert terrain. I was relieved to discover that these first few levels were simply the tutorial, and not the full game, as being thrown from level to level with little to no context seemed to present a game with little substance outside of its gameplay loop. Nevertheless, upon entering the central hub, where players can select and progress through levels in whichever order they please, I was able to look back and appreciate the usefulness of the prior tutorial, as it does a great job of familiarising the player which the various movement options. As a result, being subsequently introduced to the open central hub, which is explored using the exact same mechanics as in individual levels, felt like a much more expansive experience, even if there is little to do besides selecting levels and talking to NPCs. From hereon, your quest is to slowly make your way to the abandoned shrine at the heart of your world, with the hope that your people may prosper once more. In truth, the narrative of Glyph felt a bit flimsy. It did provide some additional substance, however despite suggesting a certain degree of depth to the game’s lore, it never fully realised its ability in exploring it. Some simple cutscenes, or more story-driven levels may have gone a long way in connecting the player with the world they find themselves in. It certainly did enough to provide some context and drive the game forward, but making your way toward the endgame felt more a result of personal challenge, rather than a desire to see the story’s conclusion.

Nevertheless, just how exactly is it you reach this shrine? Well, you’ll have to complete an array of individual levels, each presenting a unique challenge and degree of difficulty. Of course, earlier levels are far easier than the latter ones, however even your first missions prove difficult to master. This certainly fits the narrative that the game is indeed hard to master, however I would argue this is more a result of the controls, rather than the level design. I’ll delve further into this a little later on, but for now, I’ll focus of the levels themselves. There is a surprising amount of diversity between levels in Glyph, each requiring different usage of your jumping, gliding and charging abilities. What I did love about the level design in Glyph is the complete lack of linearity. Upon starting a level, you’re free to jump around and explore as you wish. Furthermore, given the game controls, you’re able to bounce from point A to Z, without having to meticulously go through every point in-between. This opens the game up to many gameplay styles, from speed-running through each level as fast as possible, to slowly exploring every nook and cranny, picking up every collectible you can. Speaking of which, these collectibles are central to Glyph. Simply put, the coins, gems and artefacts you collect are used as currency to unlock more levels, and progress further into the game. You aren’t required to collect all of them (or any really, if you want to be stuck on the same level that is), and the freedom afforded to players by the developers is a highlight worth mentioning. Each level also has a secret cosmetic to collect, which although given a weak narrative to justify their inclusion, are fun and challenging to unlock. All in all, the level design in Glyph is fantastic, and allows players to take full advantage of their arsenal of abilities, meanwhile giving them the option to use them however they wish.

On that note though, there is one rather glaring issue in Glyph’s gameplay design – gravity. I spent most of the time playing Glyph with an aura of frustration, wondering how the complete lack of gravity placed upon your character went amiss during development. In all honesty, I do love a challenge, and it is exactly these types of games that hook me in the most. So, it may be true this design choice was made for exactly that reason – to present a challenge. However, the movement of your metal ball feels far too unnatural, and the assumption that you will fall perfectly onto that platform you need to reach (based on… you know… your real life experience of gravity) will inevitably lead to several failed attempts. This is all in spite of an otherwise smooth, and flawless movement system. Again, it may be that this was done deliberately to create a sense of reward in achieving mastery, but in reality, even far into the game, you will find yourself continuing to misjudge your ability to navigate your environment. I, for one, am fine with these moments of frustration, as I find challenge to be an essential element needed when I am choosing a game. However, for some, this could be rather off-putting.

Lastly, I just wanted to touch on the visual design of Glyph. Wow. Bolverk Games have done a tremendous job in designing a game that, despite being glaringly low-poly, looks breath-taking. Each level creates a notable sense of depth and realism, with platforms incorporated into the natural environment. Ok, sometimes it does look a bit too convenient (much like the random haystacks found across almost every Assassin’s Creed game), but even then it is not too much of a stretch of the imagination to see how each level is born out of the story and world they are found in. This is all tied together with some beautiful lighting, and gorgeous colour schemes, which simultaneously incite a degree of charm and immersion across almost every level. Similarly, the game is laden with a soothing soundtrack, which often switches up for more frantic moments. I did notice one technical issue however, as upon entering such a phase of a level, the audio volume skyrockets up out of nowhere. This can be a little immersion-breaking, but is hardly enough to take away from the overall experience. In sum, the aesthetic created by Bolverk Games is fantastic, and they should receive all the praise they deserve.

I alluded to Glyph potentially being a hidden gem at the very start of this review, and I continue to stand by that statement. Yes, the game does have some small issues, namely with its controls, but looking beyond this, Bolverk Games has developed a rich, beautiful and compelling game. It is a game for 100%-ers, speed-runners, or even casual gamers who just want to pick up their Switch and play a level or two. I find myself falling into the former category, and know for certain that I have many more hours left to play of a game that has found itself near the top in my list of favourite games. Glyph is a game that I would implore all of you to try, even if this is isn’t your usual type of game. I’ve refrained from giving it a 10/10 due to the issues mentioned above, but in all honesty, there is very little I can say Bolverk Games got wrong in designing such a charming and wonderful game.

Review: Collection of SaGa Final Fantasy Legend

To all those retro gamers, this collection is one favoured by many. Revisiting the original GameBoy title, this game has brought back many nostalgic memories for players. Due to now being released on switch, a new approach to controls is introduced. The game can be played via joycon – but if you fancy a more hands on approach, controllers can be removed and touchscreen controls are implemented. If you really want to take it back to 1989, you can hold your switch vertically to mimic the GameBoy and enjoy this game as it was intended. 

From the opening screen, you can choose from three different titles. Final Fantasy Legend, Final Fantasy Legend II and Final Fantasy Legend III. To anyone who played these games before, it’s a nice trip down memory lane. But to many who are unlikely to have experienced these before, they can be a little tricky to pick up. 

A breakdown of titles

Beginning with Final Fantasy Legend, as soon as you start, RPG instincts kick in. You will find yourself desperately running round to talk to NPC’s to uncover the next steps. Unfortunately the game lacks in detail and from time to time you find yourself feeling a little lost. Once again talking to those who haven’t played these games before, you aren’t really told why things happen. Why do you eat monster meat after it’s dropped? Why does nothing happen? What does each class mean when you choose from a big list at the beginning? Just a forewarning, these questions will probably remain unanswered. When you get into the groove of things, you’ll begin to piece things together. 

Final Fantasy Legend II follows a more rounded narrative and presents more information from the get go. You chose from a list of races again, but you’re given a party from the beginning. As a whole it seems far more streamlined and feels more accessible. Since I had no prior experience with this collection, I’d argue Final Fantasy Legend II was my favourite of the trilogy. Although it also triggers RPG instincts and you need to run around harassing townsfolk to see where you need to go. 

Since Final Fantasy Legend III is the most recent release in this trilogy, it shows the most development. After playing the first two games, this change does seem a little jarring. It introduces the concept of time travel and strays from the comfortable storyline you’ve just settled into. You’re also able to jump, which makes dungeon exploration just that little bit more exciting. It’s also a little longer than the other two titles – so as a GameBoy game it’s definitely considered pretty revolutionary.

Beautiful soundtrack

The soundtrack for each title is notably wonderful and definitely brings the same joy as it would to a first time GameBoy player. Battles are tense and towns feel like home, no matter where you are the bubbly soundtrack feels like a memory. Even though this is a Gameboy adaptation for the switch, it is executed remarkably well. However when using joycons, the controls occasionally feel a little sticky. On more than one occasion I overstepped a location by about a square and ended up back in the main map. After a few hours of gameplay this becomes less obnoxious and you definitely take it into account every time you move. 

Final thoughts

As a whole, this collection is definitely one worth picking up if you want a comforting trip down memory lane. I’d recommend it highly to anyone who played these games when they were released on GameBoy. To new players, maybe give it a thought since they can be considerably difficult to understand, but if you’re up for the challenge – what’s stopping you?

Top 4 VR Experiences Currently Available

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Image Courtesy of Pixabay

Virtual reality technology is no longer the subject of science fiction and has been a reality for quite some time. The technology has a wide range of applications such as training, entertainment, and digital asset creation but it has the most prominence in video gaming, for which the modern VR system was originally designed with the Oculus Rift.

While VR is currently expensive, it isn’t so expensive that it isn’t affordable and the technology is being improved all the time, therefore extending its range of practical application. Immersive VR, for example, has been used for treating a range of psychological conditions including delusions and phobias.

Despite its impressive and broad spectrum of uses, VR will probably remain true to its roots in entertainment and leisure such as with video games, immersive communication, and more recently, drone racing. Some of the best VR experiences currently available include:

  • FPV Immersion
  • Microsoft Mesh 
  • Movies
  • VR Gaming

First-person View drone flying is one of the most exciting developments for VR and has revolutionized the drone industry while Microsoft Mesh has the potential to turn science fiction theories into reality and movies are one of the best uses during the pandemic while virtual reality’s true home will remain with gaming.

Take to the Skies

Improvements in technology mean that drones are no longer the sole domain of the military or private security companies and the price of drones has become so low that hobbyists can now afford to purchase even the best commercially available drones without breaking the bank. As cool as drones already were, they have been made even better with the advent of First Person Viewing which combines the best of drone technology with virtual reality.

The applications of FPV are varied but the main improvement that it has over traditional screen-based drone viewing from a monitor or mobile device is that it fully immerses a pilot by relaying visual information from a pilot’s perspective as if they were inside the drone similar to a traditional aircraft. This kind of viewing isn’t only way more fun but it allows for greater piloting accuracy and improved skill, better depth perception, and a more realistic view of a scene.

Because of these improvements over 2-D viewing, professionals from all manner of sectors can use drones more effectively such as surveyors, photographers, and extreme sports enthusiasts. While some drones do allow for the use of standard VR goggles, they have their limitations and aren’t well-adapted for drone piloting.

Drone racing is also one of the greatest beneficiaries of the excellent features of FPV headsets. One of the best FPV sets available is the DJI FPV developed for use with the DJI FPV drone. Because of its low latency and high definition imaging, the DJI FPV is able to allow flight at very high speeds of almost 90mph with excellent maneuverability that is only made possible because of the specifications of top-quality FPV goggles

However, one drawback of FPV is that it is more expensive than traditional VR, but that is because it has been developed with features specific to drones. The build quality alone is of a superior quality to VR systems and FPV comes with specially designed controllers for use with the system and the drone and they usually offer a wider field of view than VR goggles as well.

There are many FPV systems available and like any hardware they may not be compatible with your drone so you should always check first before buying one of these expensive systems. Most drones that come with FPV capabilities offer an accompanying headset from the same manufacturer which is recommended for an optimal experience.

Two Places at Once 

Like something from the future, Microsoft’s new Mesh system delivers a combination of Virtual Reality and Augmented Reality which they are calling “Mixed Reality”. MR essentially combines the best of both worlds and has been originally developed for collaborative communication but is being developed for wider applications.

Mesh currently allows users in different physical locations to “holoteleport” to the same virtual location in order to engage with each other in a shared experience. One of the key features of Mesh is that it can be used across multiple platforms and devices using Microsoft’s intuitive Azure technology

This technology can be used for such things as virtual concerts, educational seminars and tech announcements or conferences but one of the best applications is for a combined experience and collaboration on a project such as 3D modeling. For example, everyone involved in an architecture project can holoteleport to a 3D model of the building they are constructing and walk around it, inspect it, edit it and discuss it.

This evolution in video conferencing is an impressive application of both VR and AR technology and while it currently has its limits, will improve with time. Currently, users can only appear as avatars, but Microsoft has promised that soon, users will be able to appear as photorealistic versions of themselves in a given VR or AR location.

Gaming is also being discussed with the use of Mesh. Niantic, the developer of the hugely successful and popular Pokemon Go, has already demonstrated a concept for a shared reality Pokemon battle simulator in which multiple trainers can engage in combat or explore real-life areas together as one person goes into the real world to find creatures, others can come along using the Mesh interface.

Curtain’s Up

While the Covid-19 pandemic has been ravaging industries and sectors all over the world that rely on public usage, the movie industry is one of the hardest hit. In particular, cinemas are on shaky ground at the moment since they have been closed for almost a year and it isn’t yet clear when they can reopen.

While some films such as Wonder Woman 1984, Borat 2, and Mulan were released on streaming platforms instead of in theaters, many movies such as the James Bond: No Time to Die debacle are taking their toll on cinemas by refusing to allow even a limited release to select theater companies which could potentially save them from bankruptcy.

It seems that while this is all going on, platforms such as Bigscreen could capitalize on the use of VR movies through their platform. Watching a movie on VR is amazing. Using special VR apps, you can feel like you are actually in a cinema watching a movie with other people and one of the best features of VR cinema is that they can also be watched in 3D if compatible.

Given that cinemas cannot open for movie releases at the moment, it seems like VR cinema would be a plausible solution to their problems. Theater franchises could perhaps offer virtual screenings of films using their own developed apps that customers can access via their website after buying a ticket as they normally would. Why this hasn’t happened yet, remains a mystery.

Dreams Come True

The most common use of VR is of course VR gaming. Since Palmer Luckey invented the Oculus Rift in 2012, VR gaming has slowly but surely become a home reality as other companies such as Samsung and PlayStation developed their own versions of VR headsets. While most are designed for PC applications, Sony was able to develop a PSVR that plugs into the PlayStation 4.

Because a VR headset requires that two images be rendered from a single graphics chip (one for each eye) a powerful PC is needed to take advantage of a VR headset’s full capability, especially if you want a good image. Because of the limitations of PS4, being an almost 7-year-old machine, the visual quality of a PSVR game isn’t near as good as a 2D game on a TV screen.

Despite this, Sony has managed to make PSVR an amazing platform for playing VR games with some of the best VR games available on the system such as Resident Evil 7, No Man’s Sky, and Star Wars: Squadrons, all of which are extremely impressive, even with half the resolution output.

Other headsets can output at very high resolutions but they require expensive PC setups that only the most dedicated hobbyists will bother to build. That being said, Oculus has had some good success with their Oculus Quest system which has built-in technology and doesn’t require a PC but rather, uses apps for the system. Because of this, Oculus has reportedly decided to discontinue the original Oculus Rift line of systems.

Although VR gaming hasn’t been as widely supported by video game developers as much as it should be, maybe because of the pricing of the systems combined with the cost and difficulty of development, the genre is still popular and there are some truly stunning games available that show the amazing capability of the technology.

No Man’s Sky, for example, was re-released with VR tech which has improved significantly over the past year or so, especially with the PlayStation 5 version. However, this still suffers from the limitations of the PSVR system such as a maximum resolution of 1920×1080 and poor refresh rates that can induce VR sickness.However, Sony has recently officially announced a PSVR 2 system, albeit with no details or release date, but the machine is expected to come with 4k capability and high refresh rates. The new system has been confirmed as being able to plug into PlayStation 5 with only a single wire, will utilize PS5’s new immersion features and will offer substantial performance improvements over PSVR.

Review: AngerForce: Reloaded

If arcades were still a thing in this day and age, vertical scrolling shoot ’em up AngerForce: Reloaded would command a spot front and center; crowds brimming with anticipation at the chance to play it. Fitting the definition of a perfect arcade game, this title is addictive, short and has replay value in spades.

Bullet hell games were the perfect black hole for your wallet, providing a difficulty that would make them more a life goal to complete through countless visits to the arcade rather than an overnight playthrough at home. AngerForce is more of a modern love letter to the genre, offering accessibility through its options and modes that might make ‘bullet heaven’ a more appropriate moniker. With the loss of the arcades and the easing difficulty of games in general, shoot ’em up’s have faded in popularity, and ‘punishing but rewarding’ is now set aside to describe FromSoftware games, but ‘shmups’ have an opportunity to reclaim this title with the debut title of Beijing-based Indie developer Screambox Studio’s AngerForce leading the way.

My weapon of choice.

Before we get into that though, we must first address the game’s wonderfully unnecessary and quite awful story. Sounding and looking like the voice-actors and subtitlers were found in line at the local supermarket, you find yourself oddly charmed and rooting for the game from the start, despite the story having no real purpose. 

The campaign mode starts as it means to go on, easing you into the game with a tutorial followed by its easy mode. The tutorial doesn’t explain a great deal, but it doesn’t have to, as the game’s simple and intuitive controls are easy to pick up and act as your weapon for the game’s deceivingly strategic gameplay loop beyond simply dodging bullets. You are given triggers that slow and speed up your movement and weapon buttons, but most importantly – your special weapon charging button. The conservation of this energy is supremely important to stand a chance against the bosses, but underusing them prevents your strongest weapon – your bomb – from charging. Balancing their usage and knowing when is best to unleash all your weapons is key to your progress. Charging your weapons to full capacity while simultaneously dodging all the main boss’s attacks as the soundtrack’s guitars scream in your ears, is an exhilarating feeling.

The calm before the storm….

This is often short-lived, however, as you will die – a lot, but rather than frustrate it rewards you for your forward-thinking. The game gives you points with each cleared stage and three ways to spend them – a short-term opportunity to improve your run for the following stage with health and supplies, a potentially obscene price for another continue, or to pay to unlock upgrades for future runs. 

Choose your upgrades well. Some are more helpful than others…

With little to no description provided on how this system works, you initially think it’s working against you, but you soon discover a tremendously addictive system that will keep you coming back for more. What makes it so brilliant is that you are often defaulting on your current run to improve later on, forcing yourself to fail despite craving an extra go at the boss character, but you also know that a quicker charging weapon or a more powerful bullet upgrade will take you further. With the ability to worsen your own conditions/ bet on yourself for long-term gain, it gives you wonderful a degree of control, the game no longer feeling as difficult and the responsibility of failure lying entirely with you. This system is so successful at straddling the line between accessible and punishing that it might just be your gateway game to the beautiful world of vertical scrolling shmups – it certainly has been for me.

The cost of another continue on the last stage. 60 points is rather steep…

Despite singing its praises for being accessible, AngerForce can still be punishing, with only one ‘easy’ character that has a wide spread of bullets, with the others’ far narrower, representing a much greater challenge. The special moves vary brilliantly across characters, with different ranges and strengths, necessitating a complete change in tactics, adding yet further reason to keep coming back for more. The ultimate challenge lies with the arcade mode that has default stats for all the characters, removing the control and progression of the campaign mode. It’s barely worth catching your glance until you’ve played through the said campaign mode, which, minus some poorly labeled features and the occasional typos, is perfect

Moments before another victory.

The game’s soundtrack increases in intensity with each stage, building tension throughout. Starting off with Sonic the Hedgehog-esque screaming guitars, they move onto heavier guitars and thrashing violins and horns akin to an epic RPG. The audio’s success isn’t limited to the soundtrack, however, with weapon sound effects highly satisfying as they fire and reload. The visuals are clean and colorful while the animation is understated. Unfortunately, it’s also undersold by the main bosses who despite transforming into 3 different forms, start overly large and look too similar.

Screambox Studio has done a superb job creating an accessible arcade shooter that appeals to genre fans both new and old, with adrenaline-pumping ‘bullet heaven’ gameplay and a replay value that makes it hard to put down. While there are some minor issues with the presentation and the main bosses they don’t detract from the relentless fun that can be had and with the knowledge that it can also be played in a local co-op mode, you can only hope that the developer has the chance to make a sequel and include some online features.

Review: Spooky Chase

What would you do if you couldn’t stop running? The only control you had was the direction of travel, and when to jump? How would you defend yourself if you were attacked? How would you complete any tasks you wished to undertake? These are but a few of the questions raised in my latest review title: Spooky Chase. A horror themed platform game where the hero cannot stop running once he starts.

Developed by Burning Goat Studio and published by QUByte Interactive, this pixelated 2D platformer has you collecting flags in a twisted and spooky version of capture the flag. A remarkably easy game to pick up and understand, it will suck you in with its simplicity and get you hooked on its addictive gameplay.

Monsters, so many monsters. 

This is a platform game that doesn’t follow the classic approach. There are no power-ups to collect, you won’t receive a weapon to thwart your enemies, and you don’t have ample lives to correct any mistakes you make. No, this is a permadeath title where mistakes end your run, and frustration and rage take over. The story, or lack of in this case, sets the basic concept in motion. A group of children is happily trick or treating, when they decide they wish to play capture the flag as well. This decision was possibly the worst of their young lives as each time a flag is collected, a monster spawns!

Classic Halloween pumpkin King!

And this is the game in a nutshell. Run quickly to grab a flag, you then respawn at a different location with another flag as your target. The monster has spawned and will follow the exact route you have taken. Now you must avoid it while in pursuit of your next target. The more items you collect, the more hectic the action gets. Monsters appear from nowhere, leaping platforms and jumping chasms, mimicking your every move. It’s basic, fast-paced and challenging when 9 ghouls are bouncing around across your path.

Skill and luck are required. 

This is one of those muscle memory titles where the more you play, the better you get. But no matter how much you practice, a healthy dose of luck will always be required. Not only do you need to collect the red flags, but it wouldn’t be Halloween if you didn’t have sweets to find. You don’t have to gather them, yet you’ll get a strange urge to over complicate the matter by grabbing every candy in sight. Alongside these collectables, you will also be challenged with getting one golden balloon per world. Like the sweets you don’t have to touch it! But the carrot has been dangled, and you’re hardly going to leave it behind.

To make matters worse, the developers added traps and pitfalls to ruin your run. The game soon becomes a test of memory and reactions. Fog will mask pits and traps, and spikes will hide in plain sight. It quickly goes from being a fun experience to a battle of wills. It gets under your skin and you’ll want to gather all those flags before moving on. The repetitive nature of the game may frustrate some players, but when you finally succeed, there is an overwhelming sense of achievement. Maybe the cursing and heartache were worth it after all.

A clown driving a car towards you…..hilarious.

Smooth and simple presentation. 

A crisp pixelated style has been used alongside a dark and sombre tone. This does well to increase the horror nature of the title and works with the theme nicely. The sprites are well designed and stand out from the eerie backdrop. Many costumes are available to select, allowing you to choose your favourite hero. This adds some much needed light to a depressing world. The levels have a simple design and trick you into thinking they’ll be easy to overcome. You won’t be blown away by its looks, and it definitely doesn’t push the Series X, but it plays well and was a joy to observe.

A classic indie soundtrack of chiptune music and shrill sound effects has been implemented in this title. The upbeat, but well balanced music keeps you focussed on the task at hand and has the adrenaline pumping. Sounds play out during every action, just as we’ve all come accustom to in this genre. It was a nice and inoffensive audio that serves a purpose, however it won’t wow you.

Just keep running! 

It really couldn’t be easier to play! Start a stage, select your direction of travel and jump. This is it, with no complexities or hidden mechanics. The challenge comes from the paths you create for each new monster, and how you plan to avoid them on the next run. With no controller issues or button lag, any gamer could pick this up and play it in minutes.

RIP indeed.

The simple concept and repetitive nature of the gameplay may trick some into thinking this doesn’t have any longevity. Fortunately, that couldn’t be further from the truth. Unless you are extremely lucky, you will stumble and fall on every level. Many flags need to be collected, and completionists will have a nightmare getting their 100% status. The small achievement list is linked to the gathering of all collectables. So, only the most hardened of gamers will succeed.

Simple concept and plenty of fun. 

When I first saw this, I was intrigued to see how it would interest me.  It’s simplicity got under my skin, and I struggled to put it down. It’s a classic indie title that can be picked up between major games and is one you’ll want to keep installed on your hard drive. I recommend it because of its casual and addictive nature, so buy it here! Can you collect all the objects in this spooky game of capture the flag? Run, jump, and avoid each ghoul that comes your way. 

Review: Under the Jolly Roger

Humanity has its own set of rules and ideas of what is right and wrong. Theft, murder, and deceit are frowned upon, yet the romanticism that surrounds piracy still burns strong. People are obsessed with this “free” way of life; sailing the seven seas, plundering, pillaging, and murdering whoever stands in their way. Several games and films have fed off this obsession, and some of the best-loved franchises have blossomed in this dark criminal world. Pirates of the Caribbean, Port Royale, Sid Meier’s Pirates, and Patrician are to name but a few.

I for one sit in the love/obsessed camp with pirate-themed entertainment. I happily admit that I own, and have played all the major games that have been released on both PC and console. When I saw that Under the Jolly Roger was coming to Xbox One, I jumped at the chance to review it and was lucky enough to receive a code. Developed by Lion’s Shade and published by HeroCraft, it is an open-world pirate RPG that is accessible to gamers of all ages and skill sets.

It follows a classic approach.

Like many of the great pirate based games of the past, this one is set in a Caribbean style landscape. You are the Captain of a small vessel, you offer no allegiances, and the only way to guarantee favour is to pay for it with gold. The world is your oyster, and you are free to explore it however you wish. You can live your life in peace, sailing from each port trading with the many merchants or you can become interesting and; fight, plunder, and destroy everything you see.

The deadly life of a pirate.

There is a basic storyline that you may follow if you so wish, but the beauty of this title is the freedom to do whatever your heart desires. Many towns are available that allow you to; purchase goods, sell stolen ships, and undertake missions. Each of these habitats has an affinity to a country, and each time you complete a task for them, the trust builds, and dealing with them then becomes easier. If you do something wrong, your reputation will be harmed, and you will be hunted across the vast oceans. So, think before you act as actions have consequences, and you don’t wish to ruin the small bond of trust that you’ve built up.

The open-world is fantastic.

Unlike its peers, that weigh you down with a constant resource management idealism. Under the Jolly Roger focuses heavily on the action rather than the minor details. Gamers who are used to a complex trading, battle and political system, may find the simplicity a little underwhelming, but for me, I enjoyed the ease at which I could learn the fundamentals. Don’t confuse this straightforward approach with a lower difficulty, because you will be massively underestimating the learning curve you have ahead of you. It’s deceptively easy to pick up, but you will make mistake after mistake, and you will have to restart several times before you can truly progress.

Yet, once you understand the core concepts, you allow yourself to feel free in this gigantic world. You can explore as far as you wish, and many missions will require you to move from your local area to further afield. It gives the impression of going on a journey, and you plan your approach as if that is the case. You ensure that you have the most talented crew members possible, the biggest ship, and the best arsenal. However, this usually isn’t enough. You must balance the morale of the crew with constant repairs, ammunition refills, and keeping your people healthy. It’s like trying to spin 10 plates at once.

The monster from the depth started you on this journey.

Life as a pirate is a balancing game.

This continual juggling act will challenge new players. To take out the big ships, you must improve your vessel’s equipment. Upgrades are expensive and difficult to find, so the early game feels a little unbalanced. Yet, this challenge will inspire you to keep playing. The early stage grind isn’t as bad as you’d think, and the starter quests help to even up the score. You will slowly move from a green horn to a legend of the Sea quicker than you think.

Every element that you think of can be improved from its base standard. Ships can get stronger, faster, and more accurate. Spy glasses assist you with identifying the details of your opponents, and crew members can be levelled up for a massive stat boost. But the most important thing is crew management. A badly placed and unhappy crew will turn the tide of a battle in seconds.

Place your team on any of the decks for a boost in performance. Where you enhance one area, you weaken another, and it’s a challenge to get right. You must also know your crew’s morale, as unhappy sailors perform badly. Your powerhouse ship can quickly become as weak as a kitten when your team is depressed. Sailors will leave their posts and mutiny will occur, so keep battling as this makes a pirate giddy with delight. These multilayered elements ensure you must consider your approach before taking on many of the sea battles that are presented.

A game of three perspectives.

The gameplay is broken down into three distinct concepts; the World map, the open ocean, and third-person exploration and fights. Each has a unique look, and they are mostly successful with their ideas and delivery, but sadly one holds the other two back.

Time to relax and take in your beautiful surroundings.

The World map.

A 2D classic presentation of a sea chart. It starts with the unexplored areas covered by an opaque fog, as you venture into the unknown, cities and forts appear from the gloom. It’s a basic, but well-detailed navigation tool that allows you to complete your tasks with ease. The simple UI is clean and doesn’t complicate the issues. From this screen, you’ll see random fights that you can take part in. Pirate battles, wars, trade routes, fort attacks and more are available.

Sea fights.

An open-world where 3D models of your ships and the opposition appear on screen. You must select which ammo you wish to use and either blow your enemy out of the water or destroy their sails and decimate their crew. You must observe the wind direction, reloading times, your ship’s stats and more to be victorious. If you decide to take the ship for yourself, you will be thrown into a third-person fight upon both vessels.

Crew fights.

Grab your cutlass and pistol, as you will go face to face with another crew. The victor takes all the spoils, and the loser leaves with nothing. In theory, this should be the most enthralling part of the game, yet sadly it’s a dated and clunky experience that is just serviceable. The character models are well designed, the ships look great, but it’s full of glitches and bugs. The animations are slow and cumbersome and you will ghost through solid objects with ease.

Though this area wasn’t as good as it should have been, it shouldn’t detract from what is otherwise a fantastic game. You’ll still have fun competing with enemy crews and exploring different tropical islands. It was just a shame that it wasn’t as polished as the other elements.

Fire and wooden ships never mix.

Sea shanties and booming sound effects.

The audio is as piratey as it comes. Plenty of “Yar me hearties” and drunken roars await you. Jolly sea shanties accompany you across the great oceans. The constant crash of waves on your hull emphasises the pirate theme. The roaring of cannons being fired and the cracking of timber as it exploded on impact were glorious. Lion’s Shade has done a spectacular job with the sound, and it instantly transports you to this dangerous tropical paradise.

Lots to consider, but easy to play.

With so many aspects to consider, you may worry that it’ll be difficult to handle. I was pleasantly surprised at the ease at which I picked this up. A well-designed tutorial guides you through every aspect of the game, yet you’ll still make mistakes. You will have to restart it repeatedly, but once you iron out the errors, you’ll control this like a pro.

I liked the lack of a linear approach. The game allows you the choice of how you wish to progress, who you side with, and what style of gameplay you want to adopt. This design choice increases the desire to return. Alongside its challenging achievement list, and many battles, you’ll find it is brimming with replay value.

It’s not without its faults, but the open water will get under your skin.

This rather thorough review has given you all the ins and outs of a great pirate game. It contains many layers that add up to create a thoroughly rewarding gaming experience. Choose how you wish to spend your time, become renowned on the ocean, and command the most powerful vessel in this tropical world. It compares well against its peers, and I recommend you play it, so buy a copy here! Grab your ship, maintain your crew, and destroy anything in sight. You deserve to become a renowned pirate, and the free world must fear your name!