Review: Retrace: Memories of Death

If you could change your present by revisiting the past, would you? You have the power to choose who lives and who dies, could you use it? These are the questions that you’ll have to answer in Retrace: Memories of Death. A single-player, logic-based puzzle adventure title that asks you to overcome many problems in a dark and sinister world.

Developed by Spider Lily Studios and Eastasiasoft Limited and published by the latter, this atmospheric game will test your ability to solve a variety of problems, and it’ll push your memory to its limits. You will experience part, or whole sections of the gameplay repeatedly as you slowly piece together the correct course to take.

Simple premise done well!

The idea of time manipulation and travel isn’t a new concept, but how it was utilised here was both interesting and enjoyable. The constant changes of direction within the narrative made you question your thought process and actions. The mystery surrounding the circumstances of the story are; odd, haunting, and keep you feeling uneasy. The plot isn’t a masterpiece, but it’s written well enough that you begin to empathise with each character’s plight.

So, what on earth has happened in this creepy game? Freya (the female lead) and her friends intend to take a ghost tour of their hometown. This cheesy event isn’t to everyone’s liking, however, the group plans on taking the trip, nonetheless. Before the bus arrives, an earthquake shatters the peace, and the group of 4 is thrown into another realm. A universe filled with; horrors, death and puzzles.

The crypt of mystery.

A menacing sentry walks silently around the mansion that is now your prison. The more you desire to escape, the higher the risk that he’ll find you and kill you. It’s a dangerous world and actions must be achieved in a certain order. Failure to do so causes death to yourself and your loved ones.

A deadly feeling of Deja Vu.

Options must be considered, and answers given. The correct choices will see you progress, but then you find you are stuck. You have forgotten to find keys, or collect objects for issues that arrive later. You must return to the void and start again. You’ll learn from your errors and won’t make the same mistakes again. This is the crux of the problem solving, and the simplicity is absolutely glorious.

“Ah, you idiot” will be muttered repeatedly as items are forgotten, or puzzles failed. Reloading back into key points is quick, and though there is a break in the action, you feel fully immersed in everything that is happening in the surrounding world.

Multiple endings are offered, each with its own depressing finale. You must work hard, observing the small clues, and piecing together each moment with every character to hit the true happy ever after finish. You may think “It seems repetitive and slow!” Repetition is a key mechanism in what makes this game work, but it’s far from slow or boring.

Shhhhhhh he doesn’t see us…..yet!

Hitting the right sequence, or uncovering a missing item, is fantastic, it’s a euphoric moment when you finally pass a section you’ve been stuck on for ages. This makes Retrace: Memories of Death great. It’s gentle pace, and small pieces of the jigsaw slowly put together to create the bigger picture. The mystery slowly unravels, and eventually you understand the world you now exist in.

The 16-bit retro look.

If I was told that this was a remake of a Sega Mega Drive game, I wouldn’t have been shocked. Every element screamed retro and old-school. The character movement and look was dated, but worked well. The subdued colour palette did wonders at creating a sinister vibe, and the gothic text style worked brilliantly with the dark theme. It won’t win any medals for beauty, but it was on point for this style of game.

The audio does brilliant job of enhancing the sinister, doomed atmosphere. The slow minor tones drag you through a range of emotions, and though occasionally you hit a high point, mostly its; sombre, melancholy, and depressing as hell.

It’s only a rotting corpse in the corner.

Walk crash, walk crash!

Get used to bumping into everything and anything as Freya likes nothing more than to meander into any person or inanimate object. To say its cumbersome and awkward is an understatement! It’s as if the use of analogue has been restricted to D-pad directional controls. It’s in keeping with the retro nature, however, I wasn’t a fan. It doesn’t ruin the game, I just wish it was sharper.

With the story diverging across so many paths, and the multiple endings, this will keep you playing for some time. Your progress heavily depends on your logic-skill and memory, so some gamers may find this considerably easier and shorter than others. A small achievement list is obtained through natural progression, and all endings must be uncovered to gain the 100% status. For completionists, this has a considerable amount of replay valve.

Deja Vu isn’t always a bad thing!

Wake, eat, sleep, repeat. If only it were that simple. Wake, deadly earthquake, horror realm, death! This is your life now, unless you solve the puzzles and break the cycle. An excellent testing game that will make you think outside of the box, and curse your inability to remember. You must piece together the many small parts of this mystery and try to save yourself and the others from this horror universe. It’s a game that I recommend you try, so buy it here! Can you help Freya and her friends survive their new prison? Logic and luck must be on your side in order to succeed.

PlayStation’s ‘State of Play’ February 25th 2021 – All News and Trailers

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It actually feels quite a weird time for the first ‘State of Play’ briefing for PlayStation due to the on going issue with people actually being able to get hold of a PS5 console in multiple regions. But with the confirmation of PSVR for PS5 in the works, this would be a good time to get an update on games first announced in June 2020 when the PS5 was revealed…gosh that was so long ago. Going into this, I am not expecting big massive news or release dates for God of War: Ragnarok or Horizon into the West but….well, stranger things have happened.

Below you will find all the news and trailers and then my final thoughts on this 30 or so minute briefing:

Crash Bandicoot 4: PS5 Upgrade Features:

Toys For Bob dives into the enhanced features of Crash Bandicoot 4: It’s About Time on PlayStation 5! The PS5 version of the game is available on March 12, the PS4 version is available now. If you own the PS4 version of the game, an upgrade option is available at no cost. To upgrade the PlayStation 4 disc version of the game to the digital PS5 version, you’ll need a PS5 console with a disc drive. Owners of a PS4 disc copy must insert it into the PS5 every time they want to download or play the PS5 digital version.

Returnal: Gameplay Overview Trailer

The first PS5 roguelite shooter is almost here. Get your first look at some of the latest gameplay awaiting our hero as well as some of the awesome weapons, abilities, and enemies!

Knock Out City – Gameplay Spotlight Trailer

Welcome to Knockout City™, where the hits never stop coming—literally. Get your first look now, and catch it May 21, 2021, for cross-play dodgeball domination. Team up, define your style, and take on rival Crews in lightning-fast dodgeball matches all over the city, from the Concussion Yard to the just-announced Back Alley Brawl. Got skills? Good, you’ll need ‘em if you wanna win! Show off your moves and use Special Balls like the Sniper Ball to get an edge on your opponents and claim the win. For you brave brawlers out there, the introduction of Face Off mode lets you prove you’ve got the stuff one on one. Go on, now, hit them with your best shot! Join the cross-play beta: http://www.ea.com/games/knockout-city…​ Learn more about Knockout City: https://blog.playstation.com/2021/02/…

New PS5 Game – Sifu

Sifu is the new game of Sloclap, the independent studio behind Absolver. A third person action game featuring intense hand-to-hand combat, it puts you in control of a young Kung-Fu student on his path of revenge throughout the city. Coming out on Playstation in 2021. For more information head to https://www.sifugame.com

New PS5 Game – Solar Ash

Journey through a surreal, vivid and highly stylized world filled with mystery, wild high-speed traversal, and massive enemy encounters. Can you save your home from the Ultravoid? For more information head to https://annapurnainteractive.com/game…

New PS5 Game – Five Nights at Freddy’s: Security Breach

A glimpse of FNAF: Security Breach. https://www.steelwoolstudios.com/

Oddworld: Soulstorm

Get to know Oddworld: Soulstorm a little better in our latest feature in which we highlight just some of the things you can expect this spring when it arrives on PlayStation 4 and PlayStation 5.

Kena Bridge of Spirits: Release Date Trailer

A story-driven action adventure with a stunning visual aesthetic combining exploration with fast-paced combat. Players find and grow a team of charming spirit companions called the Rot, enhancing their abilities and creating new ways to manipulate the environment. Kena: Bridge of Spirits seamlessly blends action and narrative into an unforgettable experience. Travel with Kena, a young Spirit Guide on a quest to uncover the mysterious story surrounding the demise of the village.

Deathloop: Official Trailer 3

Is this déjà vu? Fall deeper into the mystery of Blackreef with a brand new DEATHLOOP gameplay trailer featuring PS5 next-gen gameplay and an original song by Sencit feat. FJØRA. Everyone knows the feeling of déjà vu – that sensation that you’ve experienced something before. For Colt, this feeling is near-constant. Trapped in a time loop, Colt has been experiencing déjà vu for as long as he can remember. Every time the day loops, it’s a struggle to remember everything and use the knowledge he has to push himself forward and, hopefully, off the island of Blackreef.

Final Fantasy VII Remake – Integrade DLC Reveal and PS5 Upgrade

FINAL FANTASY VII REMAKE is coming to PlayStation 5 on June 10th 2021 as FINAL FANTASY VII REMAKE INTERGRADE; a visually enhanced edition of the critically acclaimed and award winning game, featuring a brand new episode featuring Yuffie as the main character, and numerous gameplay additions for players to enjoy. Experience the city of Midgar like never before, with improved textures, lighting and atmospheric fog. Switch between the game modes “Graphics mode” which prioritises 4K high-resolution graphics, and “Performance mode” which prioritises smooth action at 60 frames per second and capture and share your favourite moments of this timeless adventure with a fully customisable Photo Mode. Enjoy immersive battles by using the DualSense PS5 controller with its hapic feedback integration. In the brand new episode featuring Yuffie, play as ninja Yuffie Kisaragi as she infiltrates the shadowy Shinra corporation to steal a powerful Materia and restore glory to her homeland. Play alongside new characters and enjoy an expanded gameplay experience featuring multiple new combat and gameplay additions. This adventure brings new perspective to the FINAL FANTASY VII REMAKE story that cannot be missed.

That is a wrap!

My Thoughts….

Well…..did not see the closing of this State of Play being a reveal of a full PS5 upgrade for Final Fantasy VII Remake as well as DLC for it, this was rumoured you may remember, to be revealed during the FFVII Celebration concert in Japan 3 weeks back but never happened. But yeah, as someone who recently fired up FFVII Remake on my new PS5 only to see it have no updated features at all compared to other titles, this news is huge and the new features and upgraded visuals looks stunning not to mention new content as well with Yuffie entering the story.

Other than that, having a release date finally for the beautiful Kena Bridge of Spirits is a welcome surprise, just before my birthday in September as well, thank you Sony. This State of Play was pretty much what I expected, few big surprises other than the FFVII Remake news and just an update really on soon to release games like Deathloop which is looking particularly awesome and Returnal which has enough roguelike gameplay to turn my head towards it more. Sifu is right up my ally as a fighting game fan and it certainly looks intriguing.

For the first ‘State of Play’ of 2021, this was the measured update event I expected it to be, nothing massively big but enough to have PS5 fans excited and hopeful this early in the year. Fingers crossed with many of the games shown tonight being for the middle of the year, more fans will have had the opportunity to pick up a PS5 console. Im still buzzing over that Sifu trailer and FF VII Remake news, should keep be going until the next State of Play.

Review: Arc of Alchemist

I’m a big fan of RPG games, as an early adopter of point and click adventures games back in the nineties, RPG’s have always felt like a natural progression from point and click. There are so many games now that either fall into the RPG genre completely or take many of the traditional RPG elements, but to be fair isn’t every game a role playing game in some way. This weeks entry is Arc of Alchemist, a somewhat more traditional RPG,

Arc of Alchemist begins with you being plonked in the middle of a desert because you have to find the Great Power, something that is key to saving humanity. Quinn Bravesford, on behalf of her kingdom, takes her allies to investigate the Desert of Beginnings, a desert that is spreading across the world and so, Quinn was selected to captain this mission. Quinn holds the Lunagear, the Lunagear is equipped to hold four Orbs, when all the Orbs are found then it will release the Great Power. Unfortunately, Quinn only has one Ord at hand for now. The Principality of Neuhaven, an enemy nation has sent their military in search of the Great Power, as well so Quinn and her band of merry warriors better find the Great Power quickly. Obviously life is never that easy, the desert contains many evil things that must be beaten.

Arc of Alchemist is quite a short game for a RPG, which is part of it’s problem. The main story is standard fare but as you progress through the various parts of the desert there will be times when you go back to the base and you are often presented with a cut scene that attempts to flesh out the characters. However these comedic interactions generally feel out of place whilst your hacking and slashing your way in the desert. The characters in Arc of Alchemist are never really introduced and because of that you never really care for them in any way.

The base building element of Arc of Alchemist is quite detailed and could have been quite interesting to play with. However, there isn’t a great deal of detail so you end up not really knowing what actions will benefit you. This is also the same section of Arc of Alchemist where you can pick your desert team and level up characters attributes. Investing into certain kinds of buildings will boost others depending on their location within your base, this management style could have been quite fun to get your head round but the lack of guidance is annoying.

The main part of Arc of Alchemist is wandering the desert wasteland trying to find the orbs. There are various enemies who generally spawn randomly when you approach certain areas. Beating them garner experience and other items. You have a team of 3 to help you in your adventuring. You can choose your team in the base section. Quinn is by far the most useful fighter compared to the others, combat is controlled by the AI for the other members of the team. You will find in Arc of Alchemist that your comrades end up getting into scraps you’ve attempted to run away from which is frustrating. The combat is fairly repetitive hack and slash which is fun for the most part, however when using projectiles or magic it’s pretty hard to hit enemies because the controls are iffy,

Graphically Arc of Alchemist looks a little dated. The animations are not smooth whilst there a few times when things slowed down the framerate, not ideal in this modern age. The base comes across well whilst the desert settings are reasonable to look at. Unfortunately the enemy models are nothing new, a mixture of bland robots and unimaginative animals. Musically Arc of Alchemist does really well, the sound sets the mood suitably, it’s just a shame the rest of Arc of Alchemist lets it down.

Arc of Alchemist is not a good RPG, it lacks some basic fundamentals that make RPG’s fun. The main story is reasonably interesting but you feel very little for the characters. The combat is fun in parts but held back by poor controls whilst the graphical issues are not something you should really experience in this day and age. If you love RPG’s then you may get a few hours of satisfaction but for the experienced role player Arc of Alchemist isn’t something for your bucket list.

Preview: Beyond The Wire

Beyond The Wire is probably the closest that video games will ever get to satisfy my dream of having an authentic online FPS set in World War I. Developed by Redstone Interactive and published by Offworld Industries, Beyond The Wire is the latest foray into the Great War era in the form of a tense and epic experience with up to 100 players on a server fighting in a war of attrition through trench warfare. 

Beyond The Wire released on Steam’s Early Access in October of 2020, and it has slowly been receiving updates. Just last week, the game received a major content update, which added a series of weapons and a new map, Château-Thierry. According to the developer’s public roadmap, players can also expect to see two new factions and three new maps dropping throughout Q1 2021. Also, although the developers state in the game’s Early Access F.A.Q. that they hope to release the game sometime in 2022, I’m sure that can obviously change as development progresses. 

Beyond The Wire isn’t your typical online FPS. This isn’t a game where you can run around hunting for kills. If you end up doing just that, you probably won’t have a good time. A huge part of Beyond The Wire’s experience comes from actually playing with others and communicating. If you have played games like Hell Let Loose, Post Scriptum or Squad, then you pretty much should know what to expect from this one. This game is literally what would happen if someone took the Squad and Post Scriptum formula and decided to adapt it to World War I. Despite having not spent nearly as enough time with Beyond The Wire as I have spent with others in the same genre, I can definitely say that this, along with Squad, is amongst my top two games of this genre. Ever since Verdun, I always had a big itch for an FPS set in the First World War, and that itch has finally been scratched. 

Like other games published by Offworld Industries, Beyond The Wire is an online multiplayer FPS of epic scale, where players fight in a series of long and arduous battles on the Western Front of the Great War. The game grounds itself on realism, and this is not only reflected in the game’s weapons, but also in how the player behaves, game modes, maps, mechanics, and team play. Speaking of which, at the moment, some players that dive into the game may find that it is lacking in game modes, maps, and weapons, but I would argue that that is precisely the point of developing a game, like this one, in Early Access. First, you want to build a solid foundation, and only then you want to expand on that base foundation by continuously adding more content. 

There are currently only two game modes, Assault and Frontlines. The Assault mode puts attackers and defenders in an ongoing struggle, as the attacking side continuously attempts to chip away at the defender’s lines. Meanwhile, in Frontlines, both sides of the conflict must fight and capture multiple points in order to capture entire territory sections of the map. I honestly can’t say which is best or which I prefer the most. A part of me loves defending against an ongoing barrage of enemies in Assault, while another side of me simply adores the chaotic nature of Frontlines as each team scatters throughout the various points in an attempt to capture as many as they can.

As far as weapons go, each faction has its own arsenal, but what you can use depends on your role. Each team can have multiple squads, and these can range from 10 people infantry squads with medics, grenadiers and riflemen, to 2 person squads that focus on sniping, artillery, and heavy machine guns. Personally, I’m more of a medic or an assault class. While being a medic always gives you something to do, as you’re continually reviving downed teammates, an assault can just charge head-on with a pistol or a shotgun, which are much more reliable in close quarters than a bolt-action rifle. Don’t get me wrong though, all the bolt action rifles feel great to fire and to reload, there’s just something about it that also makes them really satisfying to use. 

Then there is also the direction-based melee system, as well as bayonet charges, which never get old. With this game in particular, as opposed to others like Squad and Post Scriptum, melee combat is extremely useful due to the cramped nature of a lot of map areas, like the inside of buildings or trenches. Being able to perform a bayonet charge is actually more useful than you would probably think, especially if you are going up against someone with a bolt-action rifle that just keeps missing their shots. As for the other melee weapons, I find myself using these mostly when I happen to be in the middle of mustard gas. This, as well as off-map artillery strikes, can be called by your team’s Commander, and they either kill you on the spot, or they force you to put on your mask. This heavily limits visibility, and that’s why melee becomes so important, as you can get really close to enemies without even realizing it. 

Now, don’t get me wrong, Beyond The Wire still has a lot of work ahead of it before it’s a fully-fledged title. However, it already clearly demonstrates that the team over at Redstone Interactive has got their head in the game and knows what the community wants and expects from them. Nonetheless, the game still needs to be optimized, but surely that will only come further down the road. However, things such as hit registration can be erratic. A lot of times you trade kills even though you probably shouldn’t. For instance, you might shoot the enemy and see him fall dead, but as he’s falling you can still get shot. 

In spite of that, one thing that I really feel that still needs to be worked on are the sounds that characters make when you perform a bayonet-charge. Unless I’m not paying proper attention to my surroundings, I can only hear enemies charging at me when they’re right about to stab me. It’s actually kind of hilarious how many times I’ve gotten stabbed without realizing someone was charging at me from behind or from my flanks. Still, I also manage to kill others this very same way, so I guess that this is a win-win situation. 

Despite everything, another big problem that Beyond The Wire seems to be facing currently can’t really be blamed on the developers, and that is the game’s small player base. Don’t get me wrong, the game is definitely not dead, but I wasn’t able to get into a full server throughout an entire week. From what I can tell, there’s only one active server at any time, and its population fluctuates between 40 and 60 people. Sure, that’s a lot of people, but given that the game supports up to 100 player servers, that’s still a little far off from providing the proper epic experience that the developers have certainly intended on delivering when making this game. Furthermore, unless you’re from Europe, you’ll end up having a high ping, as a lot of American players that I’ve played with can attest. 

Finally, I’d like to emphasize that using a microphone is HIGHLY recommended in order to play Beyond The Wire. This is because Beyond The Wire relies heavily on teamwork and communication. Not only you may find yourself having to relay orders to your squad and fellow teammates, either through radio or by speaking to those in your vicinity, but you’ll also probably run into a few moments where you’ll spot an enemy creeping up on a teammate and you’re able to save them by warning them. Based on my experience, not everyone uses one, and I understand that everyone has their reasons, but I can’t stress enough that it enhances the whole experience tenfold. 

Also, the game’s gorgeous visuals, alongside its sound design, make Beyond The Wire’s atmosphere absolutely spot on. I can’t stop myself from flinching every time I’m running through the map and I suddenly get shot at, or when I’m holding a position and suddenly it starts raining down artillery on where I’m at. It’s exceptionally immersive, something which other games under the Offworld Industries (Squad’s, Post Scriptum’s, and Beyond The Wire’s publisher) umbrella have also absolutely nailed. 

If you enjoy playing games like Squad, Post Scriptum, and Hell Let Loose, but you just want something with that specific gameplay but in a World War I setting, then this is it. If you enjoy online FPS games with a focus on teamwork and tactics, over individual skill and play, then Beyond The Wire will probably quench your thirst. The game certainly has its problems, but it offers such a unique experience that I’m currently willing to overlook those issues and enjoy the game for what it is. While it certainly isn’t a game for everyone, it’s my new favourite World War I game, and I honestly can’t wait to see how it evolves over time. Do check it out if it sounds like something that you’d enjoy or that you’re willing to support in the long-term. Beyond The Wire is currently only available on Steam Early Access. 

(Played on PC, only available on Windows)

Review: Super Mario 3D World + Bowser’s Fury

If you mention Super Mario Bros to anyone, between a frenzy of ‘wahoos’ and impeccable impressions, I’m sure thousands will spill fond nostalgic memories of childhood. The Mario franchise has been a key element to hundreds of people’s childhoods. So it’s safe to say the release of Super Mario 3D World to Switch has been received well. From the opening sequence, you are immediately connected back with familiar characters and transported into childlike glee. Super Mario 3D World + Bowser’s fury is certainly a tribute to everything that has made Mario so iconic. 

Back to basics

With a classic world layout, SM3DW takes you through a series of levels you feel like you’ve seen before. Each world follows the Mario essentials. Ice, desert, greenland, etc. However Nintendo takes this and runs with it. You are more than likely expected to encounter several biomes in one level. In addition to these extensive world types, you are presented with a variety of new power ups. It is vital to utilise these, since they will be extremely useful in every single tiny fraction of a level. Don’t underestimate how important these power ups are, especially if you are playing with others. Please trust me on this one. It will make you nearly fall out with your friends. 

Teamwork makes the dream work

I had the joy of playing this game with two of my closest friends. By the end of playing this game, we were almost not friends at all. The co-op ability of 3D World is as wonderfully chaotic as you can imagine. Timed levels become a frantic race to claim victory over your teammates, and working together as a team has never proved so difficult. This game has induced fits of both laughter and rage. Once again it has created a number of memories I will struggle to forget. Which is definitely the best part of playing any Mario game. Although working as a team is key to a solid victory, there is something so maliciously enjoyable about ensuring you achieve more points and strutting around with your tiny crown. 

One of my favourite moments of playing through this game, is the sheer chaos that ensues in toad houses. The rush to beat the timer caused fits of giggles when failing. And the game was paused for a breather on many occasions. Despite having to play each of these levels repeatedly after collecting the stars, you pick up the rhythm of them very quickly. I just found this to make me laugh even more if something went horrifically wrong and we had to start again. 

The best level design to date

It’s safe to say, Nintendo presents us with a shiny new expectation of complexity in this one. With a multitude of hidden pathways, secret doors, specific character buttons, you will no doubt be running through each level more than once. I’d argue that even after the revolutionary success of Super Mario Odyssey, SM3DW holds some of the most intricate level design in Nintendo history. Every level has its secrets, and you will definitely want to discover them all. 

Bowser’s Fury

This game has no story links to Super Mario 3D World, so can easily be picked up on it’s own. Despite it’s significantly shorter playtime, it stands alone as one of the best 3D Mario games so far. Due to having no links to 3D World, Bowser’s Fury can easily be booted up from the beginning if you wanted. 

Instead of his loving brother, Mario is accompanied on this trip by Bowser Jr. This role can either be taken on by a second player or remain as an AI. His function is also completely customisable. You can decide if you want him to help out every step of the way, or the opposite. If you are unsure of 3D Mario (or if your depth perception fails you much like mine) then this company should be utilised. 

Bowser’s Fury doesn’t highlight the same variety of 3D Worlds, but if all that was crammed in you’d be exhausted. There are plenty of crossovers to recognise, so you won’t be too lost. Even when levels seem too familiar, Nintendo has implemented enough new design to ensure it doesn’t get stale. BF definitely holds the potential for an incredible future in the Mario franchise.

Final thoughts

To anyone who has ever played a Mario game, be it alone or with friends. I encourage you to pick this one up. It is truly wonderful and I guarantee you will be transported back into a state of childlike glee. I haven’t laughed this hard whilst playing a game with my friends for a very long time. It is definitely the pick me up everyone deserves. 

Crypto games: a guide to the new online gaming trend

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With the creation of cryptocurrencies and blockchain technologies, many new opportunities and experiences emerged, all of them based on the same premise: decentralized control. 

Cryptocurrencies were created to be decentralized assets stored on digital ledgers under strong cryptography. They are not controlled by banking institutions or government bodies, and were only made possible by the inception of blockchain technologies.

The world’s first blockchain was created in 2008 to act as the transaction ledger for Bitcoin. Within it, records are called blocks, and each block contains a cryptographic hash of the previous block, a timestamp and transaction data. This process allows blockchains to be incredibly resistant to modification of its data. They are managed by peer-to-peer networks around the globe and keep records of transactions permanently. Even though Bitcoin was the first cryptocurrency, currently there are several cryptos available on many different exchanging platforms and digital wallets. 

Then we get to blockchain games. Also called crypto games, this new genre grants players total control over everything related to the game. From account information to game items and assets, all content is owned by the players and cannot be operated or supervised by anyone else. Just like cryptocurrencies, blockchain games are decentralized and the content rights are held by users instead of publishers and developers. Apart from retaining control, players can also monetize their content within these games and even make a profit or invest in games’ marketplaces. And as blockchain technologies are continuously improved, new crypto games are being developed, offering gamers possibilities never seen before.

But to endeavour into these new gaming experiences, players must follow a few simple steps before choosing which game to play. 

Exchanging and storing cryptos

To play blockchain games, players must have cryptocurrencies stored in a proper digital wallet. Digital wallets, or e-wallets, are devices or applications that store some form of currency on a desktop or mobile app, on the cloud or some hardware devices. In the case of real money, the most popular e-wallets are PayPal and Apple Wallet. But for cryptocurrencies, there are specific digital wallets that store these cryptographic keys, like Exodus and Wasabi. Recently, Apple announced that Apple Pay and Apple Wallet will soon store some cryptocurrencies as well.

Then, players need to purchase a cryptocurrency. Most crypto games are based on the Ethereum blockchain, so Ether is required to play. This can be done through a cryptocurrency exchange. There are many exchanges currently available with different features and fees that change depending on the market’s activity, and some of them even offer wallet services. The most popular cryptocurrency exchange is Coinbase, which is one of the oldest active exchanges, launched in 2012.

Games

The list of blockchain games is still limited, but there are a few that are already trending among players, and several others being developed.

CryptoKitties

Launched in 2017, the most successful and popular crypto game so far is CryptoKitties. The game allows players to collect, breed, buy and sell virtual cats. With a gameplay that resembles the popular 90’s toy Tamagotchi, players must improve their cats attributes, while caring for its needs and breeding them with other players’ cats. Their prices usually start at US$20 in the game currency, and it can go up or down, depending on breed, attributes and market fluctuations. The most expensive cat in the game is called Dragon and it costs more than US$300,000 in Ether.

Splinterlands

With the same collecting gameplay, Splinterlands is a multiplayer card game built on the Hive blockchain, with mechanics similar to collectible card games. Players can summon warriors and monsters through collectible cards and engage in battles in its many game modes. In the last month, Splinterlands was one of the games that most attracted new players.

The Sandbox Game

Currently in its open beta phase, The Sandbox Game is an upcoming Ethereum-based game that allows gamers to create their own worlds and build different gaming experiences inside the game’s metaverse. With its own cryptocurrency, players can buy and sell items and assets, design interactive adventures, visit other players’ worlds and monetize any content created. 

Axie Infinity

There’s also Axie Infinity, which is a Pokémon-based universe where players can battle, collect, raise and build worlds for creatures called Axies. With features of social networking as well, Axie Infinity is still in early access but already generated over 6,400 Ether in revenue, equivalent to more than US$2 million.

Review: Rodent Warriors

No matter if you love or hate rodents, the sight of their long tails is enough to send shivers down your spine. They’re an intelligent and misunderstood species that have long been linked with disease, death, and destruction. Not anymore, though! Developer and publisher JanduSoft S.L. have created a rodent friendly title that has these four-legged beasts playing the lead heroic characters.

Rodent Warriors is a single-player RPG game set in a medieval world. It’s pixelated look and synthesised soundtrack gives it a retro indie feel. The simplicity of the gameplay and the ease at which it can be played means it is ideal for gamers of all skill sets. Using a classic RPG style blended with rogue-like elements made this an adventure game with an unusual twist. 

An unhappy King. 

As with all great adventure titles, the core plot is; big, exciting and completely unbelievable. The King is angry that the people oppose his rule. He demands every creature follow without question. So, he forms an army to slaughter those who stand in his way! No-one is exempt from this barbaric approach, not even rodents!

As I said, absurd, but brilliant. You must choose your adventurer from a growing group. As you progress and complete tasks and challenges, more become available to select. Each creature is unique and brings; strengths, weaknesses, and its armoury with it. You must adjust your gameplay style for each character, and every approach is catered for.

Even the goats oppose the King’s rule.

Character design with a twist. 

When you select a new adventure, you must pick from a long list of negative traits. These add additional challenges to each attempt. You’ll have less power, move slower, reduced health and more. You must overcome this as you gain levels, selecting to increase; strength, dexterity, intelligence and vitality. Each attribute counters the opening negative effects and makes for a balanced fighting machine. You can of course ignore the negatives and make your rodent a; tank, bruiser, super smart or insanely rapid. How you wish to play is up to you.

Rodent Warriors then goes further still with; upgradable equipment, craftables, legendary items and improved stats when you are reincarnated. Yes, death is a certainty, but in doing so you come back as a new and improved fighting vermin.

Craftables are a pot luck scenario. The more you try to make, the better you get. Materials are found at random, and you have little influence on how this part plays out. Symbols are found during quests and are applied to items to enhance their attributes. Recipes for this must be learned, which is not an easy task, so you’ll need plenty of game time and patience to get to this stage.

Effectively everything you make improves your character, and all the ingredients are found by exploring the full map of each quest you undertake. 

So much equipment for one small rodent.

Rodents love a maze.

You don’t have to like rodents to acknowledge they are clever. Place it in a maze and it’ll solve it very quickly. The developers joke that rats see the world as a maze, so this is how every quest is viewed. You simply follow corridors that run along the points of a compass.

Small maps of hidden treasures and wave after wave of enemies await as you explore and try to finish each quest. It’s brilliantly simple, but stupidly difficult. It should be called “Rodent Death Simulator“, as your untimely demise is all but guaranteed. 

Old-school, side-scroller. 

Though you are free to explore, the gameplay follows a linear path, and all the action plays out as a 2D side-scroller. Your pixelated foes approach you from both sides as you find a plethora of rich environments to enjoy. The basic character models do well to represent each creature, but you won’t be moved by the artistic style. Simple animation gave this a rigid and basic feel. Old-school doesn’t justify it, as the movement is very dated. Earthy tones make up most of the colour palette. Maybe they are trying to emphasise the rodent’s natural habitat. Maybe I’m over analysing this, though.

I was hoping for a Streets of Rage type audio with real aggressive upbeat music. Instead, you are treated to a folksy, ye-olde medieval soundtrack that matched the theme, but was at odds with the action. The sound effects were closer to what I expected, but with plenty of “pee hoo” and “woooo”, it grates on you very quickly. It’s not bad enough to quit playing, it’s just not what I expected and JanduSoft S.L. should have created something more in keeping with both theme and genre.

Choices, choices.

It sounds complex. 

There are a lot of little layers that make this tick. Each appears complicated and difficult to follow, but it’s easier than it seems. Rodent Warriors uses a mixture of elements in its gameplay and hack ‘n slash combat sits at the fore. Its button-mashing ways make progress easier, while all the other parts slowly fall into place in the background.

Because of the rogue-like gameplay, the level of difficulty (standard or hardcore), the many characters to unlock and the moderate achievement list. You’ll need to and will want to return to play. Hours of gameplay lay before you, and many reincarnated rodents will be required to be victorious. As such, this has masses of replay value. 

Rodents bring death to those that oppose the King. 

It’s true what they say, rodents are the bringers of death and misery. In this case, it’s only if you oppose the King. Can you lead his army to victory in this in-depth RPG, rogue-like adventure? If you can’t, don’t worry. Come back stronger and try again. This is a fun indie title that’s great value for money, and I recommend buying it! Grab a weapon, craft some armour, and get that horrible long tail into action. 

Review: Infliction: Extended Cut

With horror games, it’s essential to find a way to immerse the player and create an anxiety building atmosphere. And while Infliction does a great job of making that atmosphere, it fails to keep me engaged due to several technical issues and one to many scripted deaths that are just unavoidable and tedious.

This is not to say that Infliction is not worth playing if you’re looking for a quick thrill. It is and delivers that rush you might be looking for but don’t expect it to leave a long-lasting impression. Even with its cliffhanger ending, you probably won’t remember much that happened or question any of the narrative beyond the moments you interact with particular objects.

To get right into things, Infliction is your standard narrative first-person horror. Explore the haunted house, find the clues, uncover the story and solve a few puzzles along the way.  Almost everything you see in the house can be interacted with, and there are a few little easter eggs to stumble across, such as NES cartridges of games. Infliction takes clear inspiration from, such as Gone Home. Interacting with more than just the clues helps build the house and goes a long way in immersing the player in the story. However, it can get a tad tedious picking up things that seem important and have no relevance to progression. 

The main mechanic involved in solving most of Inflictions seemingly dead-end objectives is using a polaroid camera to help reveal essential clues or objects. Every time I got the camera out to take a quick picture, a sudden rush of anxiety overcame me as I zoomed in a lost vision. Adding a sense of forced risk vs reward situation, I know I have to take the picture to progress, but I just don’t want to drop my guard for even a second. 

And the reason I’m consistently scared of dropping my guard is because of the incredibly well-crafted atmosphere Caustic Reality has created. Every corridor feels and looks as tormented as the mind and body of the spirit you are trying to escape. There’s also something incredibly unnerving about seeing everyday environments such as sitting rooms and kitchens become covered in blood and filled with limbs. The house is also ever-changing, from doors disappearing as you walk through them, leaving you with no exit. To jump into mirror realms and paintings on the wall, this is more than just your standard haunted house clue search. 

With that said, the amount of jump scares in infliction is a little overwhelming, especially in the early stages when they are mostly just scripted deaths that progress the story. And don’t feel particularly scary at all; most of the fear and anxiety comes from seeming the ghost roam around the house rather than being attacked by it. I must also mention that during some of the later game moments and the few cut scenes, the games frame rate started to slow down a lot. I played on Switch in both handheld mode and docked, and it was a consistent issue that often ruined the experience and broke the immersion that so much effort went into creating. It’s a massive shame, but things are certainly a lot less scary at 15 frames per second.

Coming in around 2 to 4 hours worth of gameplay, Infliction offers very little to go back for. A new game plus mode is practically a hard mode, and chapter select to hop around to certain parts in the game and collected missed memories if you wish. Finally, a bonus gallery shows many art extras and cool bits that didn’t make the game, so make sure to take a look around that once you finished the game. The lack of meaning full extra content is a shame, but it’s not bad for only £15.99 ($19.99). 

Infliction nails most of the traditions horror tropes and does well to create a genuinely intriguing and anxiety-inducing atmosphere with is detail design and ever-changing environments. However, the lack of any real memorable scares and countless scripted deaths that get old quickly paired with recurring performance issues consistently break the immersion that was so brilliantly created. 

Review: City of Brass

The title Screen for City of Brass.

INTRO

City of brass is a game that I have spent a considerable amount of time on in regards to gathering my thoughts in regards to this game. After about a week or two straight of playing it, I have come to a conclusive verdict. Is it good, or bad? Let’s find out together.

STORY

The tutorial does a good job of explaining the Story of this game.

The story of City of brass is short, simple, and not too complicated or detailed compared to, say, Pokémon Mystery Dungeon’s series of games. Your are a nameless thief of varying classes, determined to claim a treasure from the middle of a trap-filled, enemy-guarded Arabian-styled city of brass. See? Simple!

This story is simple and easy to follow through this tutorial level, which also gives you time to practice the controls and mechanics of the game.

I wish the rest of City of Brass was as understanding of some players’ difficulties with timing, though. With that said, let’s get into the gameplay.

GAMEPLAY

This is a a screenshot of the first level. You start out with a whip and sword.

This game is a first-person action Dungeon Crawler. It’s NOT an RPG, in case you wondering. You earn gold by opening chests and breaking pots and whatnot. You use that gold in order to recover health at shops, buy new weapons, disable traps, summon a ghostly companion, etc.

The game has 14 or so levels and 4 or so boss fights. When the time, as indicated by the upper-right Hourglass icon, runs out, orbs will chase you that will damage you and continue to pursue you until you’re dead.

The enemies range from legless skeletons, to sombrero-wearing zombies, to floating skulls. I’m sure there’s more types of enemies, but I never made it past LEVEL 1!

Now, we come to my least favorite part of the game… Permadeath. Now, despite what I’m about to say, Permadeath can be good and raise the steaks if done correctly, as demonstrated in the Fire Emblem series, where permadeath applies to units if you manage to complete a chapter while a unit you control has their health reduced to 0. That’s a fair example.

City of Brass will WIPE your progress clean every time you die. EVERY. Single. TIME! There’s NO option to turn this off, either. And since this is a roguelike-dungeon crawler, the layout for each level is random. The aesthetic and look maybe the same each time, but the layout is generally different each time you try.

For a more painful example in the same game, Let’s say you made it to the final boss somehow, and died just as you were about to beat it and the game. All of that progress will go away, and you start back at level 1 with 4 hearts. Every time you die or complete a playthrough, you earn XP, which unlocks new classes that generally play the same with little to no variation.

In regards to soundtrack, it’s Arabian-themed. I’ll give it that. It’s definitely mystic and enchanting. That said, I don’t remember much outside of the the title theme and level 1’s theme, maily because you play level 1 every time you die!

CONCLUSION

In conclusion, City of Brass is a decent game IF you like first-person dungeon crawlers with no turn-based action. While I was enchanted in the beginning, after 5-10 hours, I was sadly disillusioned. This is one city that should’ve lost, like Atlantis kind-of lost.

OUTRIDERS Free Demo Launches on February 25th

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SQUARE ENIX will be releasing a first-look at the free playable demo for OUTRIDERS on February 25th, the high-intensity RPG-Shooter from People Can Fly, the developers of Gears of War: Judgment and BULLETSTORM, and Square Enix External Studios, the minds behind JUST CAUSE and SLEEPING DOGS.

Broadcast #5 ‘Into the Fray’, gives a look at the exciting content on offer in the OUTRIDERS demo, coming February 25th, where players will be able to experience the entire opening chapter of the OUTRIDERS campaign. With around 3 hours of gameplay available, players can create multiple characters and try out all four classes in the game: Devastator, Pyromancer, Technomancer and Trickster.
 
Progress in the campaign will transfer to the full game for players who purchase OUTRIDERS on the same platform.
 
Additionally, Broadcast #5 includes a deep dive into the PC version of OUTRIDERS and how People Can Fly has gone to great lengths to create an RPG-Shooter that offers compatibility with a variety of system specs and include some of our favourite PC features. You can watch the video here due to age protection:
 
The OUTRIDERS demo releases tomorrow, February 25th at 5pmGMT/6pmCET/9amPT, free for everyone to play on PlayStation 5, Xbox Series X|S, PlayStation 4, Xbox One, and PC/Steam and GeForce NOW.
 
OUTRIDERS will release on PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Steam, Epic Store and GeForce NOW on PC and Google Stadia on April 1, 2021.
 
For more information, visit www.outriders.net
 
OUTRIDERS official Facebook page: https://www.facebook.com/outridersgame
Follow OUTRIDERS on Twitter: https://twitter.com/outriders
Follow OUTRIDERS on Instagram: https://www.instagram.com/outridersgame
Subscribe to OUTRIDERS on YouTube: www.youtube.com/outriders
Join the OUTRIDERS Discord: discord.gg/outriders  
Learn more about SQUARE ENIX® here: http://www.square-enix.com
Learn more about People Can Fly: https://peoplecanfly.com 

Cyberpunk 2077’s 1.2 Patch Delayed following CD Projekt Red Cyber-Attack

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Back in December following the backlash and reaction to the release state of Cyberpunk 2077, especially on legacy consoles Xbox One/X and PS4 and PS4 Pro, CD Projekt Red said that 2021 would begin with two large udpates to fix and improve the quality of the game experience, in particular for the last gen consoles. But today following the recent Cyber-Attack at CD Projekt Red which saw source code for their games as well as internal files stolen and servers hijacked, it has not been confirmed that the large 1.2 update that was planned for February has now been delayed until at least March:

This twitter thread, CD Prokekt Red explained:

While we dearly wanted to deliver Patch 1.2 for Cyberpunk 2077 in the timespan we detailed previously, the recent cyber attack on the studio’s IT infrastructure and extensive scope of the update mean this unfortunately will not happen — we’ll need some additional time.

Our goal for Patch 1.2 goes beyond any of our previous updates. We’ve been working on numerous overall quality improvements and fixes, and we still have work to do to make sure that’s what you get. With that in mind, we’re now aiming for release in the second half of March.

It’s not the news we enjoy sharing, but we want to make sure we launch this update properly. Stay tuned for more information as the time draws closer. Thank you for your continued patience and support.

Now all of this sucks, and no matter how you feel about the launch of Cyberpunk 2077, the company and its employees certainly did not deserve this new problem very much making things worse for them and for fans who are still after 2 months, waiting to play a game they may have purchased on release. At time of posting, Cyberpunk 2077 is still not listed on the PlayStation store for PS4 or PS5.

‘Spider-Man No Way Home’ Confirmed as Title for Third Spidey Film

The now fully meme’d truth that Tom Holland is incapable of keeping any of the MCU secrets, has been used to great effect once again to finally reveal the name for the third Sony Pictures/ MARVEL Studios Spider-Man film:

Last night on social media, the cast using their own accounts started teasing “fake titles” for the fim, something referenced in the above video which you can see by looking at the whiteboard of titles which has the true “No Way Home” title.

The official statement from MARVEL says:

Due to some confusion between the three Spider-Man stars and their uncoordinated attempt at a title reveal, we now have an actual answer to, “what’s the new Spider-Man movie called?” And it’s Spider-Man: No Way Home. 

Not “Spider-Man: Phone Home,” not “Spider-Man: Home-Wrecker,” and certainly not “Spider-Man: Home Slice” — even though they all sound very fun, they are all very incorrect. In the video, you can see where this kerfuffle all started between Tom Holland, Zendaya, and Jacob Batalon, leading to a talk with returning Spider-Man director Jon Watts. Holland, befuddled as to why, once again, he doesn’t have the correct info, asks why people keep feeding him misinformation! 

What is more is that we also have a release date for Spider-Man: No Way Home Arrives , which will be in theaters on December 17, 2021….which is rather optimistic considering current Pandemic concerns still across the globe so will have to keep an eye on how Sony Pictures will stick to this release date for cinemas.

Review: Granblue Fantasy: Versus

Granblue Fantasy: Versus is a fun, flashy and easy to pick up 2.5D fighting game based on the mobile game Granblue Fantasy. Versus proves to be a worthy journey onto more powerful hardware.

Granblue Fantasy is set in the world of Sky Realm which consists of floating islands. The only way to get around is on airships. You follow Gran and his crew aboard the Grandcypher as they encounter a cosmic threat that they inevitably have to face. How do you do this? By thrashing any and everything that stands in your way throughout the main campaign.

Good Story, Bad Pacing

Versus tells its story through its RPG mode which segments the plot with battles against multiple enemies and larger boss battles. RPG mode is where some gameplay systems and mechanics from the mobile game are also carried over. Most notably the elemental system. The weapons one collects throughout the campaign are attributed elements which overcome one another. Water -> Fire -> Wind, etc. But honestly there wasn’t much in the way of visual representation in the elemental change between weapons. Nor was there any change in the weapon your character was holding based on what you had equipped. This would only change when selecting an alternate weapon skin. It just felt like a simple stat change with some useful passive weapon abilities. That made the system feel like busy-work at times, padding the time and difficulty by including recommended elements for each fight. Fortunately, though it did not feel as if the entire thing was inconsequential. By collecting, upgrading, and equipping gear, you could ensure the best possible loadout for each encounter.

RPG mode was not a bad inclusion by any means, it just lacked the gameplay impact I was expecting. It was a great way to get introduced to the cast of characters and the world. It was also a very good way of getting newcomers familiar with the mechanics of combat before jumping into arcade or online matches. However, it did fall short in its pacing of quests and story. At times it honestly felt like the game was scrounging for any possible excuse to get involved in a fight. There were a couple of these quests that could be beaten in about 30 seconds. It just made those situations feel pointless in terms of narrative.

In terms of gameplay, RPG mode is also not where the game truly shines. Combat gets to perform at its best in the versus and arcade modes. These are the classic modes that are any fighting game’s bread and butter. And in Versus its no different. Having the characters go up against one another, picks up the pace of battles considerably. Every move is a flashy display of deadly grace and ability. In these modes you can see your favourite fighters at their best, jumping around, slashing, punching and summoning insane ultimates. 

Easy to Learn, Harder to Master

One of Versus’ greatest strengths lies in its accessibility. While characters don’t have a wide and varied move list between one another, they each have a unique playstyle that allows for the variety that is crucial to any fighting game. Take, for example a game like Tekken, where everyone on its roster has their own set of moves, combos and styles. This enables players to find a character that fits within their playstyle. Whether it is swift and frantic or brutal and measured. Sometimes the more difficult to play characters come with rewarding combos as a trade off. This makes Tekken an extremely versatile and deep game in its mechanics; and is a big reason why its a leader in its genre. Yet it does not make it particularly easy for a more casual player to get good at. 

In Versus the accessibility lies in its simplicity, the buttons for enabling skills and auto combos are the same for all characters. As a result Granblue is a wonderfully easy fighting game to pick up for the newcomer. While simple, it is far from dumbed-down. Granblue may be easy to play, but it does take a bit to master. This is especially true when playing against real opponents either online or with local play.

What lends to this harder to master feel is the characters’ unique abilities and differences in skills. 

Take Narmaya from character pass 1 for example. Her unique ability is to switch stances from the mid-range Dawnfly to the close-range Freeflutter . In each stance she has four main skills and when each has been used and the cooldowns engaged, the player can switch their stance with the unique ability button and gain access to the alternate set. One could even take it a step further and use her transient ability to switch stances mid combo. This dashes her forward and can be interrupted at any time with another skill move which automatically puts her in the alternate stance. This makes for a faster method of switching stances leaving you free to unleash your alternate set of skills on your unfortunate opponent. It’s a microcosm of a fairly simple system that can be used intuitively as players become familiar and confident in its systems. 

That’s just one character. Each one has their own skillset and unique ability, some more straightforward than others. There’s Gran who has your straightforward, offensive based skills perfect for newcomers. Then you get more zany skills like Lowain’s which include a move where his two buddies assemble to carry him around like something out of Power Rangers.

Feast Your Eyes

Versus can be visually strong at many points, a little underwhelming in the dialogue scenes of the story mode at time. However, the greatest visual treats come from the battles themselves, especially in the late game RPG mode boss fights. The classic arcade and versus modes also provide a feast for the eyes with stylish animations, colours and well designed character models. I also have to say I love the artstyle in its character, and glossary illustrations. They all have that distinct fantasy feeling, with detail and care given to every aspect of design.

While not every song is especially memorable, there were a couple of decent standouts. The menu music was particularly soothing, with its adventurous theme which brought the image of ships sailing the oceans to mind; fitting for the game’s world of floating islands and airships. There are also a couple of really great hype songs, like the banger that plays when fighting Ferry.

Overall Granblue Fantasy: Versus provides a seriously enjoyable experience that allows itself to open up to new and more casual players without alienating fighting game veterans. It’s got some great depth and wonderfully satisfying visuals in combat.

‘State of Play’ Announced for Thursday 25th February

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PlayStation have had a very busy last 24 hours with the confirmation that PSVR for PS5 is being developed, Days Gone to be the next PS4 exclusive to be ported to PC and a delay into 2022 for Gran Turismo on PS5 (traditional for it to be delayed though right?) and now overnight, PlayStation have announced a new ‘State of Play’ address for Thursday night:

The official PlayStation Blog goes into further detail:

Time for another State of Play! This Thursday, a State of Play broadcast will serve up new updates and deep dives for 10 games coming to PS4 and PS5, including new game announcements and updates on some of the third-party and indie titles you last saw in June’s PS5 showcase. 

The show is clocking it at 30 minutes or so, give or take. Can’t wait to hear what you think! And a quick note: there won’t be PlayStation hardware or business-focused updates in this show. We’re focusing on great games set to come out in the months ahead.

Be sure to tune in on Thursday, February 25 at 2:00pm Pacific Time / 5:00pm Eastern Time / 10:00pm GMT, and you can watch it live on Twitch and YouTube.

Hard to imagine that we have not had a State of Play since before the launch of the PS5, but fans have been waiting patiently for it even if impatiently still trying to get hold of a PS5 console itself, which will be interesting to see if anything is mentioned bout that issue as well. Release dates for titles like God of War: Ragnarok and Horizon into the West are the two obvious news updates to hear about, time will tell if the global pandemic has hit the release schedule for those big names as well as titles like Stray and Ghostwire: Tokyo.

In particular we have the hope of more PS5 upgrades for titles like “The Last of Us Part 2” and the upcoming release of Deathloop and Ratchet and Clank: Rift Apart in just a few months time so will be good to get a look at that whilst no doubt hearing some more abut the Play at Home’ initiative for 2021 that was announced yesterday.

Definitely a reason to tune in 10pm GMT on Thursday night!