Review: The Legend of Heroes: Trails of Cold Steel


The longest-running Japanese RPG series you’ve never heard of, The Legend of Heroes began a new arc of its subset Trails series in 2013, starting with The Legend of Heroes: Trails of Cold Steel on PS3, which developer Nihon Falcom subsequently ported worldwide to the PS4 in 2019. A school-based life simulation JRPG, Trails of Cold Steel follows Rean Schwarzer and the whole of Class VII as they join Thors, a prestigious military academy, and has you live out their lives starting from the beginning of their first school year.  

I hope you enjoyed your time at school as Trails of Cold Steel is going to take you right back, flood you with lore, test you in an exam and then place your results on a board with all the other students. Isn’t immersion wonderful? 

Nightmarish…

The school is the perfect insular setting to allow the story to focus on Class VII’s relationships and plays out a lot like a season of anime episodes, with the game’s visuals, lengthy conversations and a slow-burn slice of life theme very much aiding that experience. You learn about your diverse classmates’ lives in great detail, visiting their largely eEropean-styled hometowns and families on your field trips that allow the characters to learn about the huge divisions and inequality in society. 

It’s a slow and incredibly meticulous ride that becomes ever more engrossing, adding layer upon layer to its story with each passing chapter. Your days are divided into mornings and afternoons and give you plenty of ways to use your time however you wish, whether that’s completing the main or side missions, building social bonds or taking part in other activities such as cooking, fishing or playing cards; there is a tremendous selection of things on offer to keep the player amused. 

A great little card game by the name of Blade that you can play on your train journeys with your classmates. The variety of activities used to immerse you in their daily lives is impressive.

The social bonding events, which share a similarity to the Persona series, vary from going shopping with classmates to listening to them play music and have the dual effect of unlocking battle abilities between the two characters and building a rapport with them. While the events don’t affect the main story as a whole, your choices do affect certain scenes in the game adding a nice customizable touch to the experience. Unfortunately, the number of possible events is more numerous than the number you can choose each day which forces those who wish to experience them all to replay the game through New Game+.

It isn’t just the school-based characters that are given the time to develop, however, as the game’s forays into the outer world provide a world-building that few games are able to match, with nations given a history, maps and political parties. There are countless influential groups attempting to change the world at large, with the game providing a weight to their importance and brilliantly hanging the unease of potential conflict over the story’s head while contrasting it with Class VII’s safe and comforting school environment.

Well….mostly comfortable….

Dungeon-crawling, synonymous with the genre, is basic and accessible allowing you to lower the difficulty of the battles after each lost encounter. The turn-based combat system builds upon the system used in the series’ previous games and requires that you fight opponents in a small area, where you can manoeuvre yourself into strategic advantages as well as working separately to attack opponents. The addition of group actions in both attack and defence as well as the ability to initiate special moves at any time, add interesting tactical elements that can decimate opponents with effective timing and planning.

The clean and effective battle interface is easy to understand and works well. The orange lights underneath my character avatars tell me I have two characters with special moves ready to be deployed. Huzzah!

Despite the game’s duration providing a great platform for its storytelling and world-building, it’s too long, forcing themes to repeat unnecessarily. As a result, Rean and his group of rather serious classmates are constantly re-evaluating their lives in the coming of age story, giving ‘inspirational’ speeches with eye-rolling frequency and leaving nothing inferred. This in addition to the story waiting until its final hours to figuratively blow off the academy doors, suggests the 60-hour text-heavy title is trying too hard to set up the series’ story arc. Having said that, the ending did have me at the edge of my seat and I’m very intrigued to see how the story progresses in the sequels.

One of the few laughable jokes made in the game. The rest of the humor tends to fall either side of awkward or inappropriate.

Unfortunately, while Trails of Cold Steel‘s remaster does receive some improvements – in resolution, frame rate, dual audio and further voice acting – it’s the right solution to the wrong problem and does very little to prevent the already basic assets, animation and NPC mechanics from feeling woefully outdated. Low-quality textures affect the small and sparsely-filled maps, robotic character models interact poorly with the environment, and towns with ‘huge bustling crowds’ equate to 5 very similar looking NPCs walking around in circles. Another addition is a Turbo Mode which gives you the ability to speed up the remaster’s cutscenes and slow pacing. It also acts as a ‘run’ button, but somehow manages to animate your character nauseatingly fast and can’t be adjusted.

The offending ‘bustling’ town. Ouch.

Trails of Cold Steel‘s remaster might just be the best version of the game, but the developer’s barely passable effort makes it hard to recommend as a repeat purchase, with the Japanese audio being the only worthwhile addition. For anime and JRPG fans who haven’t ventured onto Class VII’s campus, it’s an easy recommendation with its excellently crafted world likely to inspire many to embark on the 4-game journey. While its niche appeal might deter a wider audience, those who do give it a shot are unlikely to come away disappointed, despite its rough edges.

Rean is slightly upset by the score, but understands the conundrum that remasters put game reviewers in.

Review: Antigraviator

If I was to mention the word Wipeout, you will either fondly remember the fast and furious spaceship racing franchise, or the popular TV program. For this review I am of course referring to the game, and my, what a brilliant spectacle it was. I was never very good at it, but I enjoyed zooming around the different tracks, attempting to better my last run, and hoping to finish on the podium. When I was offered Antigraviator, I was intrigued to see how it would compare to its nearest rival.

Developed by Cybernetic Walrus and published by Iceberg Interactive, this spaceship racing game follows Wipeout’s model almost identically, but somehow misses the mark on nearly every point. The concept behind this title is simple; race several tournaments, place as high as you can, win credits, and upgrade your vessel. As your vehicle improves, you have a greater chance of winning the more difficult tournaments, and you will win extra prize money. Alongside the career mode, you are given the chance to enter quick races and compete online. It’s a very standard fare, and won’t wow you from the off.

I’ve seen it all before.

There is an issue with spaceship racing games, and that is the difficulty in making it original. Boosts, power-ups and traps have all been done to death, yet they are all sitting front and centre in Antigraviator. It’s hard to criticise Cybernetic Walrus for using such a tried and tested formula, but if you’ve played Wipeout, you won’t find anything new here. Just because the material is old, doesn’t mean that it isn’t well implemented, because it is. 

Nothing better than looping the loop.

The races are mind-blowingly fast, and it takes some time to adjust to the speed. Boost pads are located around each track, and you must use your memory to ensure that you find them as you complete lap after lap. The power-ups are collected and you will fight the opposition to gather them all. Once you have enough, you can sprint for a short period, helping to close the gap, or extend your lead. The traps, though, are a bit of a mystery! A robotic voice screams “trap ready” repeatedly until you send it on its way, your ship will glow different colours, and a message will ring out saying it was successful. What was successful, and how it affected someone is a mystery, but it stops the robot speaking, and that’s a great thing.

Plenty of race types and custom options.

Though the mechanics may be old hat, the developers mixed things up nicely with their race types. 6 are available to take part in; Single race, Pure, Training, Deathrace, Hybrid, and Countdown. Each gives you a different task to achieve, and all follow the same basic principles. Depending on which tournament you enter, you will be given a variety of these to attempt across any of the many tracks that are available. I really enjoyed this part of the game, and it felt like the developers placed a lot of thoughts into ensuring that the race types were varied.

Alongside the many racing options were the ship customisation and equipment upgrades. If you are successful, you earn the accolade of winning a tournament, and plenty of credits. The money can buy a new ship, or to alter the; wings, trans, or plating. Each different part has its own statistics, so you must purchase and fit the bits that best suit your driving style. Once you have your racer sorted, you can customise every part how you wish. I loved this section; decals, colour, and logos, it was all there to select. Unfortunately, your ship goes too fast to see it during a race, but it’s cool to look at in the hangar.

The settings are a thing of beauty!

Online mode, what online mode?

Antigraviator is advertised as a single and multiplayer title, allowing you to enjoy this with friends and strangers from around the globe. Unfortunately, I could never enjoy it with friends, or strangers, as the servers are dead as a dodo. I waited for 30 minutes to join a game. No luck, not even a sniff. So if you wish to play this, it’s very much a standalone game with an unused multiplayer option. If you are fortunate enough to have lots of friends who have the game, you can create a private lobby, or you can go to a ranked match. If you go down this route, don’t expect to be joined by too many random players, though.

Everything is a blur, but it still looks great.

As you whip past posts and buildings, it all blurs into a hazy mess. But oddly enough, it still looks great. Your ship shines in the neon, cyberpunk futuristic setting like a beacon of light on a dark night. The tracks are brilliantly laid out with the power-ups poking from the ground clear for everyone to see. The action flows seamlessly with no juddering or stalling, and though it could make you feel motion sick, its buttery smooth finish allows you to play this for hours on end if you so wished. The many explosions of traps being set off, and ships blowing up, were a visual treat.

The audio however, cut through my brain with its high beats and aggressive tones. A mixture of dance music and drum and bass plays on loop as you circle each circuit. Now I don’t like this genre of music at the best of times, but to hear it blaring down my headphones during hours of gaming can only be described as agonising. If I put aside my hatred of the music choice, it suits the style and theme of the game perfectly. The adrenaline pumping tracks keep you on the edge of your seat, ensuring you stay focused. The sound effects matched what was happening on the screen, and the deafening bangs and crunching noises made you wince as vessels flew off the track, never to race again.

Three in a row can only mean a crash is imminent.

The controls are simple, only your reactions will let you down.

A basic tutorial is offered from the main menu, but you won’t need it. Helpful tips flit up between races, and everything else is learned through trial and error. The accurate analogue control allows you to soar through the skies with little difficulty. Traps are aimed automatically, and your only issues will be your own reactions. You will crash into walls, and the oppositions traps, but you dust yourself off and try again. It really is a straightforward affair, and this is one of its biggest selling points.

From its main selling point, to its lowest ebb, is a lack of desire to return to play. The gameplay feels repetitive and done to death. What you experience from race number 1 doesn’t alter at all. Yes, your ship gets stronger and faster, but so does the opposition. The lack of online play has impacted this title massively, and it’s a shame because I think it would have been a fun multiplayer experience. The multiple races do enough to keep you interested for the short time you try this, and a large and unforgiving achievement list will keep you playing if you want the 100% completion accolade.

How does it compare to Wipeout?

Antigraviator is an ok title, but it’s no where near the greatness of Wipeout. A lack of originality and no online community has killed this before it got going. The custom options for your ride are fantastic, as is the smoothness of the graphics. But I couldn’t get over the deja vu feeling that appeared during every race. Do I recommend it? If you love racing games, yes, but if not give this one a miss. If you fancy buying your own copy, you can do so here! Can you pilot your vessel and win all the fast-paced races? Avoid traps, dodge your opposition, and boost your way to victory.

Review: HyperX Cloud Buds Wireless Headphones

Here is our review of the HyperX Cloud Buds Wireless Headphones.

The HyperX Cloud Buds are the perfect travel companion for those that live life on the go. These Bluetooth® earbuds are great for listening to music, streaming your favorite media, or playing some casual games to pass the time. The lightweight flexible neckband features an in-line mic and multi-function button so you can answer calls, control tracks, and activate digital assistants with ease. Three ear tip sizes are included so you can get the perfect fit for all day comfort.

Features

  • Bluetooth wireless connection
  • Long-lasting battery life
  • Premium HyperX sound
  • Signature HyperX comfort
  • In-line mic and audio controls

What’s in the box?

The box contains the Cloud Buds, extra ear tips, quick start guide, charging cable and carry case.

A Closer Look

Final Thoughts

The HyperX Cloud Buds are small and lightweight. They are on a neckband which, when you are wearing, doesn’t feel like you are wearing it or gets in the way of whatever you are doing.

There is a small carry case included in the box so when you have finished using them you can safely put them away.

Pairing the buds with a device is very quick and easy to do.

The sound quality is very good – the Cloud Buds support both aptX and aptX HD but strangely don’t support AAC, although for a lot of people this won’t cause any issues.

The controls for the buds are attached to the neckband – there is volume control and also a control for either skipping tracks or answering and ending phone calls.

There are some different sized earbud tips in the box so that you can get the correct size for your ears. The earbud tips are slightly angled to give them a better fit, so for some people it might take a little getting used to wearing them, but even for long periods they are quite comfortable.

Battery life is good – you can get about 10 hours out of a full charge.

So if you are in the market for a good quality set of earbuds at a reasonable price, then you will want to take a look, and listen at the HyperX Cloud Buds.

The HyperX Cloud Buds Wireless Headphones are available now priced around £55.

You can learn more from the HyperX website.

Review: UnderMine

The Rogue-lite genre isn’t everyone’s cup of tea. The constant feeling of grinding, and the inevitable pain of repetitive death is enough to stop the fun. Yet for its fan base, this brutal gameplay drives them to succeed, and they won’t hear a bad word said about their beloved games. I sit on the fence; I used to hate everything that it stood for, but as I’ve reviewed several games my hatred has dissipated, and I find myself open to trying them out. UnderMine is a tongue in cheek Rogue-lite title that has you controlling a conveyor belt of peasants on a journey beneath the surface.

Developed by Thorium and published by Fandom, this delightfully pixelated adventure game will have you exploring the mines beneath the city. The wizard in charge sends you on a quest to find the city’s blacksmith and discover the source of the earthquakes. It’s a dangerous trip that will guarantee death, yet the wizard cares not. He dismisses your concerns and sends you on your way with only a journal to protect you.

Rogue-lites core concepts make them repetitive.

It’s true that no matter how much you love these games, you know that the core concept is repetitive. Luckily, UnderMine has tried to alleviate this by adding some key temporary and permanent mechanics. Character and weapon upgrades can be found during any trip to the underworld. Unfortunately, these time restricted items will disappear once you reach the surface. These boosts will give you a taste of how powerful you can be, and they adjust how you approach each playthrough. To add to this, you will also visit demons for curses/blessings and encounter stores hidden in the depths. These little twists add enough to the gameplay to keep it feeling fresh, and to make it stand out from its peers.

One Pickaxe against a giant millipede, I fancy my chances!

The permanent additions are the real winners, and not only do they make you; stronger, faster, healthier and more, they give you a focus for each run. The upgrades can only be implemented by the blacksmith in the city. So oddly, death is an aim when you want to improve your character. These improvements make exploring the catacombs much easier, yet because of the random nature of each playthrough, you can never guarantee that you’ll progress any further. Each of these enhancements cost gold, and this is one of the few items that return to the surface with you. A percentage is lost upon awakening, so you will exhale a mighty sigh when you lose all your items. 

Familiar weapons and bosses. 

I only faced a handful of bosses in my time with this, yet they were all weirdly familiar. This makes me confident enough to state that none of them will surprise you with their style or approach. Boulders will be chucked at you, foes will roll in your direction, and projectiles will bounce off their armour. You may feel that this is unoriginal and dull, but there can only be a few enemy types in this style of game. You must make the most out of the tools at your disposal; throwing your pick, shooting arrows and slicing at the air, all to mine gold and destroy monsters. It was straightforward and helped to keep the gameplay fast-paced and hectic. 

As well as killing anything that crosses your path, you are expected to; gather relics, obtain blueprints for crafting, release prisoners, mine for gold, and collect food and potions. Each visit to the underworld is unique, and though death was irritating, its part and parcel of this genre. The well balanced gameplay combined; dungeon crawling, fighting, and treasure hunting. I was amused by the use of a new peasant, each time you died, and this matched the wizard’s attitude that every adventurer is expendable. It was a great bit of dark humour that occasionally popped up in other conversations with NPCs. 

The mysterious track to nowhere.

It looks like it was made for Nintendo.

The vivid colours and detailed character models look like they belong to a classic Nintendo franchise. The dungeon layouts match the aspirations of many of the early Zelda games, and each monster wouldn’t be amiss in any retro RPG. The bird’s-eye perspective allowed for a great view of the action, and the mini map lets you see where you have been, and what is ahead. The clean cut UI ensures you can concentrate on all the dungeon crawling gameplay. Using earthy tones worked well with the theme, and its nice pixelated style gave it a retro ambience. 

The audio did well to support the concept without being overbearing. Minor tones and simple tunes flutter in the background, and they do little to set the pace, but help to create a troubled atmosphere. The sound effects were more obvious, though. The clink of your pick on stone, the thud of foes being felled by your weapon, and the scream of your peasant as you fall to the next level were all great. Fantastic graphics and audio make this stand out from its many peers.

Easy to play with lots of replay value.

The fast-paced nature of the gameplay may put some gamers off, but it really shouldn’t. No matter how far you get on your journey, or how many items you collect, it’s really easy to play. A straightforward controller setup allows you to learn the mechanics in a matter of minutes. My only complaint was a sense of lag between button presses and a response in the game. It doesn’t ruin it, but I was conscious of it at all times.

The dungeon shop will be a welcome break from the killing.

With its randomly generated maps, upgradable items, and a wide range of monsters, you’ll find plenty to do. The enjoyment of making it further each time you enter the mine outweighed the sense of loss when you died. A large achievement list, and long main story will keep you going for some time. You will need to set aside between 15 and 20 hours to complete the main quests. A further 100 hours will be required to complete it. For a game that is available as part of the Gamepass subscription, this proves great value for money.

Slowly being converted to rogue-likes.

If all rogue-like titles were like UnderMine, I would be an avid fan. Yes, it still has all the annoyances associated with the genre, but these are forgotten because of the light-hearted gameplay. The RPG elements with the upgradable equipment, the variety of enemies, and the curses and blessings make each playthrough different. Lovers of this genre, will either already have this, or have considered trying it. If you normally give these a miss, I recommend giving this a go. If you don’t have Gamepass, you can buy a copy here! Can you solve the mystery behind the earthquakes beneath the city? Grab your pick and venture into the deep. If you die, don’t worry as there are peasants lining up to take your place.

Review: Hammerting

Heigh-ho, heigh-ho, it’s off to work we go!

It’s nearly impossible to play Hammerting and not make comparisons. It’s one of those games that is unique in many ways, but is best described as an amalgam of multiple genres. The game is a hybrid of a dungeon-builder, a resource manager, and a sandbox game. Your task is to juggle recruiting an army of dwarven workers while simultaneously attempting to complete missions in the outside world.

Like I said, to those with experience in any one of these genres, the style of Hammerting will be relatively familiar. You recruit dwarves and build structures using resources gathered by the troops you’ve built. It’s simple. Once they’ve arrived, you put your workers to use in various ways. You can have them build structures, mine the depths of the mountain for ore, or fight their way through ancient tunnels.

Here’s the issue. When a game is built on such a simple premise, its success (or lack thereof) is predicated on the execution of a few core mechanics. If your entire game is based on the way in which these interact with one another, when you encounter even a minor hiccup, you have major problems. In Hammerting, the clear weak link in the chain is the behaviour of your dwarven workers. They’re absurdly difficult to control and often get completely sidetracked by pathing issues.

First, credit where credit is due: Warpzone Studios is making an honest effort to address these bugs. During the course of my playthrough, they released a hotfix for the elevators which turned them away from a dwarven graveyard back towards their intended function. But while elevators were the most egregious example of bad pathing, my dwarves still encountered plenty of problems during basic play. Even while sitting back, passively letting them build structures, the dwarves would find the strangest solutions to simple problems. If they needed to gather copper ore, for instance, they’d end up running towards it, and then back to their starting location, only to return to the same spot to collect it.

For me, bugs like pathing issues are just that: bugs. Sure, they’re annoying, and at worst, they can be game breaking, but they will be eventually fixed. The studio will probably lose a lot of players initially over the whacky pathing and other issues, but as it is smoothed out, they’ll find a loyal fanbase.

A problem I can’t overlook; however, especially with Hammerting, is fundamentally poor design.

The combat. Oh, lord, the combat. Can it even be called that? Typically, in fantasy lore, dwarves are described as battle-hardened warriors who are no stranger to a fight. In Hammerting, the dwarves have decided that the best tactic is to simply smash into the enemy and begin a health race to the bottom. If that wasn’t bad enough, rats, goblins, and slimes prove to be more than formidable opponents. They lay waste to my dwarves time and time again. Remember the pathing issues? Here’s when they actually start to bother me. Nearly every single time one of my dwarves is getting destroyed in a lopsided fight, the reinforcements arrive far too late because they’re running all over.

I feel like I’m being fairly hard on Hammerting. Let me be clear: this game has potential. It’s just not there yet. The graphics are beautiful. They’ve done an excellent job with the lighting and the depth of the environment. And, though mired by poor execution, the concept is fresh and intriguing. Oddly enough, the obvious issues that are plaguing Hammerting might be a positive for Warpzone Studios. They know exactly what they have to address. Once they can sort out the pathing issues and revamp the combat system, they’ll already be lightyears ahead of where they are now.

Unfortunately, in its current form, Hammerting is a concept and not much more. There are sporadic moments of enjoyment that are inevitably bogged down by bugs and the other underlying issues. Fine. Let’s assume that the bugs and glitches will be worked out. Then, the studio only really has two major problems. The combat is flat and frustrating. They need to introduce some diversity there (perhaps ranged weapons, stationary turrets, or the like). Beyond that, the game desperately needs a more clear overarching goal. What’s the point of all this production? Currently, the overland map and the work done under the mountain feel like two distinct games. Hammerting is an unearthed gem waiting to be polished. Warpzone Studios just has to keep digging.

Review: Little Nightmares 2

I have to admit, I was extremely late to the party to the quite simply put, incredible Little Nightmares so much that when a good friend assumed, I had played it, I was rightly told off for having never even tried it. A few days later and a mysterious packaged dropped through my front door and low and behind the GOTY version of the game for Xbox One lands on my doormat. To say I was instantly taken back by Little Nightmares and its dark ugly yet still very beautiful world would be an understatement, and something I still have yet to make it up to my friend for sending me the game. Finishing it and the DLC left me hungry for more and with the sequel receiving a couple of delays that pushed it from a 2020 to a 2021 release, I was very much chomping at the bit to return to this world and my word was the wait worth it!

For this review I am going to tread very carefully when it comes to story spoilers as the true magic of both Little Nightmares games is really in discovering the narrative as you play through each chapter, for even knowing anything of what is really to come could be a spoiler for the experience that I genuinely hope you have yourself playing Little Nightmares 2. But there is so much about this game that manages to actually accomplish what so few sequels actually do, build on what made the first game so loved, refreshes it by adding new elements and continuing to showcase a world designed to make and keep the player feeling very uncomfortable just being in it each time you play it.

The very first new element is that this time players control Mono, a boy slightly bigger than Six was in the first game, wearing a very cool trench coat and rather fetching paper bag over his head, with the world as it is right now who are we to judge fashion! Mono finds first finds himself in a horrid looking wood, unsure of how he got there but instantly aware that danger is all around him. Mono is very different to Six, so this is not just a reskinning of the same character model, Mono is slightly bigger as I said which makes him stronger and it also gives him a very different playing style to what Six had in the original game. Six would often have to use stealth with the focus of avoiding confrontation as much as possible whereas Mono is capable of holding his own in some situations and definitely feels more action capable which is used to great effect throughout Little Nightmares 2.

What can be said is that the opening chapter absolutely tells you everything you need to know about the world of Little Nightmares with every aspect growing in scale through progression. The Woods are perhaps the creepiest woods you are going to find in any video game and that includes Limbo and its giant spiders! From the very first step Mono takes in the world and you have control of him, you as the player will immediately feel on edge, for this is not a very nice place to be and it is an environment that completely wants you to feel that unease. Moving through the woods you soon come across bear traps and snares which can catch you off guard if you fail to notice your surroundings. Platforming such as running, crouching, climbing and jumping still make up the core elements of traversing this world.

It would be very remiss of me not to take this moment to just talk about the quite frankly deliciously dark and macabre visuals that both games have but have really been taken to a new level in this sequel. The colour pallet and lighting effects help bring a sinister feel to every location and environment in this game. The way in which the foreground can have so much detail whilst the background tells its own story thanks to how well the lighting and colours just snatch your eyes as you move throughout that you will be forgiven for just stopping to appreciate and to take it all in, which that can happen quite often as long as you have Mono in a safe space of course. This really is just a stunningly beautiful game especially in the animation which has that fantastic non cartoony but stop animation style which makes it stand out even more. There are so many lovely little tiny details in the animation as well from the way Mono runs and climbs to the rag doll animation when he drops a little too far and that thud instantly makes you feel a little guilty for not being more careful with him. Should you die or fail in a puzzle, which can also happen a lot, when the game returns Mono will be sitting arms round his knees looking like he is both sulking for failing but also very sad whatever happened to him because you as the player failed to look after him and that is a guilt through the connection you have with Mono that will have you, if you are like me, actually saying “sorry kid” out loud.

Visuals are not the only brilliant aspect to this game because the sound and musical score complete this cocktail of horrid delights. I would absolutely recommend playing Little Nightmares 2 with a headset, especially if like me, you are able to enjoy this PlayStation 4 version on your PS5 with the 3D Audio, sadly there is currently no new gen upgrade for either PlayStation 5 or Xbox Series X/S on release but trailers have indicated that a free upgrade will be given to players later this year. The sound is even more eerie then the visuals with every sound making you feel like there is danger around every corner and that there is something or someone always watching you. The sound of a creaking door or the echo of a footfall when you are not moving yourself all builds the tension and atmosphere which even to me, someone who usually ignores horror games because they have no effect on me, both Little Nightmares games have been successful in making me feel very uneasy which the gameplay then uses so effortlessly to give more impact to the action sequences in the game.

The most surprising element to Little Nightmares 2 has to be the change to an almost co-op based playing mechanic. No longer is this the solitary tale of one hero but instead Mono right from the opening chapter has a friend to help him on the way, and that friend (not a spoiler as in the trailers and game marketing so keeping to my no spoiler rule) is none other than Six. After rescuing Six and earning her trust, she accompanies Mono on his journey and it is a real game changer for a game I felt needed no changing at all. Puzzles now involve using Mono and an AI controlled Six, to find the solution often with Six providing a much-needed boost up to reach a higher window or gap to climb through. Large objects may require both Mono and Six to move it and working to keep both of them safe will give players true nightmares.

The strength of the connection between the player and both Mono and Six becomes very strong very early in the game. I often found myself as Mono, stopping to see and make sure that Six was ok. The AI is also very good for Six, when she is needed to help, the AI is right on the money every time and so few times did I have to go and collect her to bring her with me, there is even a very charming animation detail that Mono and Six will hold hands when using the grip button on Right Trigger and Mono can then lead Six around. I also was very thankful that the AI controlling Six would not just run to the solution either to spoil it allowing me the time needed to work it out for myself. Most of the interaction between Mono and Six when it comes to teaming up, is based on the proximity of Six to Mono, but when you are for example, ready to push a large object and are already in the push position, it will make Six come to you and Six is far quicker to react than some of the Vikings in Assassin’s Creed Valhalla when it comes to needing someone to help you open a door, just saying Ubisoft!

The puzzling is definitely a mixture of what players of the first Little Nightmares would instantly recognise but also new ideas which make good use of the two-character mechanic and other elements based on Mono’s strength. Mono can use large items as a weapon which can for example, be used to smash through an already damaged door panel or to defend against immediate threats. Thankfully this mechanic is not overused to the extent that it becomes too combat focused as the instances are kept very minimal and very contextual depending on that moment and chapter environment. There is still the trial-and-error approach to some puzzles, in particular the puzzles that require precise running and jumping and by precise I do mean exactly that, be out of position or not moving fast enough or grabbing a ledge in time can result in Mono falling and having to replay that section. Thankfully the checkpoints are far more forgiving this time around in answer to the criticism of the first game but there will be some sections that may prove frustrating on your first run through the game which can make this a very nice dip in and dip out experience if you do find it that frustrating, a break can also help that solution that’s been eluding itself from you, become clearer. Puzzles can be very common sense such as move this box over here to reach this window or they can be more complicated involving Six as well or some level of action like running. The variety and difficulty spikes are actually very well balanced, a lesson taken from the first game no doubt, and I also love that some of the solutions can very so common sense that you fool yourself into thinking it requires something far more complex and spend 20 minutes on a problem that only required ten seconds of effort, that is just how well the chapters and sections are designed.

Little Nightmares 2 is the sequel I and no doubt fans of the first game hoped for and it is a game that has certainly benefitted from the delays to make it even more polished on release that I actually only encountered a few issues which can be fixed in quality-of-life updates such as some of the scripted scenes failing to reset upon recovering from a death or not letting go of a held object fast enough when you quickly needed to get away from an event or enemy. The story is tremendous and even if you have not played the first game, which you absolutely will seek out to do if you play this game first, you can enjoy this strange and dangerous world for the first time but with enough nods to make fans of the original get something special from playing this.

I loved my whole time with this that I dived back into to find the collectibles of Hats that Mono can wear and strange ‘glitches’ in the world to find so do make sure you take the time to explore every corner of every section just to make sure you do not miss anything. This is truly one of the best game sequels I have had the pleasure of playing after enjoying the first game. The grotesque beauty of this game will have you equally recoiling from it and appreciating it in equal measure and if you spend a little bit more for the Digital Deluxe Edition then you will also get the digital soundtrack to enjoy in all its majesty as well as a fantastic digital art book which I do recommend you look at only after completing the game. I certainly have my eyes on the ‘TV Edition’ Collectors version of this game for some point this year.

Mono and Six make a perfect team in a horrible world that draws you as the player and them as characters into its darkness so effortlessly oh and make sure you listen carefully throughout the end credits too! There will always be something extra creepy about discovering that the only way into a place is via the same way that someone escaped…!

Review: Space Channel 5

For those that remember, Space Channel 5 started off as a Dreamcast title way back in 1999. For those that played it, the game itself hasn’t changed very much. In some areas I would even say it looks and performs worse than its first iteration. Button presses have given way to motion controllers, that’s probably it’s biggest departure. A mixture of a short experience, poor character movements, and several quality of life issues make for a rough time.

Dance the Night Away…for about Half an Hour

I’m just going to go ahead and get this one out of the way. The SC5 will set you back around $25 for the PSVR. The “campaign” will last you right around the 30 minute mark, spread out over four levels. So the core of SC5 will cost you just under a dollar per minute. There are a few additional modes to pad out the game play, like an arcade and exercise mode. However, I wasn’t able to find anything that could redeem it.

Overall the motion works…except for when it doesn’t. One or two of the primary dance moves never consistently translated through the motion tracking reliably. This in and of itself wouldn’t be too bad, however when you couple this with the 3 strikes and your out play style and the intros that can’t be skipped, the frustration begins to build rather quickly.

In addition, the visuals are subpar at best. Character lines are harsh, and character models are just bad. The animations aren’t much better, if in fact at all. In many instances, the background dancers have the same issues that many other older/cheaper games do. Those awkward moments where the NPC’s movements don’t align with the game’s design happen far too often.

The entire game consists of watching several alien invaders dance in front of you. Your task is to memorize their patterns, then repeat them at ever increasing speed. Completing this efficiently saves all of the innocent humans being held hostage in an everlasting dance routine. That’s pretty much the extent of the background, but I suppose for a dance routine game not much else is needed.

Around the Rough Edges

SC5 does do a few things well. The campiness is very well done. Everything that occurs and is stated in the game fits the overall tone and not much strays from that path. If saving humans from being doomed to a life of being a dance slave doesn’t drive the point home nothing will. Another plus being that in some sections you are required to move your entire body to match the movements seen on screen. Side stepping left or right in order to dodge incoming alien lasers seems overly simple, but when 90% of the game is moving your hand left or right the variety really helps to freshen it up.

The feeling of stepping back in time 20 years is a big bonus as well. The main character in the original, Ulala, is now your mentor as you become a fledgling journalist that must learn the ropes. This set up allows for an easier way to keep track of movement cues, as she acts as your guide throughout each level. For the most part this works, save for a few instances when you’re first learning the moves and her guidance leaves a good bit to be desired.

Dancing with the Past

There isn’t much I can recommend within SC5. The few positives were all brought from twenty years ago and haven’t been improved upon. There was a lot that could’ve been done, but it seems like a cash grab on the franchise instead of a passion project from lifelong fans. If you were fans of the previous entries, by all means go for it, but I would not make this a jumping in point for any newcomers.

Review: Roombo: First Blood

I’m always amazed at what weird and wonderful ideas grow out of the brains of indie game developers. There is something for everyone, and every genre imaginable is covered. I thought I had seen it all. Then along came Samurai Punk and their creation Roombo: First Blood. From the name alone, I knew that this was a team and a game that wasn’t taking itself too seriously. I couldn’t wait to try the game and hoped that I wouldn’t be left disappointed.

Not to jump to the conclusion, but I wasn’t let down at all. Roombo is a fun filled, gory blood bath that is laced with dark humour, and violence galore. You control a robotic vacuum cleaner (RVC), yep you read that correctly a vacuum cleaner! It’s Christmas time, and the owner of the house has gone out for the evening. You are left on charge when a smash of glass wakes you. Your quiet suburban life is rocked, your house is going to be burgled, and you are its only form of defence.

How very 1990s Home alone.

You will face 6 levels of murderous tests en route to guarding your home. 3 bonus levels are also chucked in for good measure, which is very generous of Samurai Punk. The main aim is to defend the valuables left strewn around each room. Each stage has a set number of burglars, 1 for the first, rising to 6 for the last. One object of value is placed for each of these thieves of the night, and you must do whatever it takes to stop them. 

Run and clean, run and clean.

Luckily, the RVC is no ordinary household appliance; he can hack other electrical appliances. This skill comes in very handy as it allows you to lay traps to take down the intruders. You will; set off sprinklers, charge sockets, drop ceiling fans, blow up tv’s, control showers, and more. It takes little thought process to win a stage, but this is one of its main selling points, its mindless gratuitous violence. 

Once you’ve done killing, you must do what a vacuum does best!

After you’ve finished being chased by the would-be burglars, and you’ve taught them all a lesson, you must eliminate their bodies and clean up the mess. And by god, it’s an almighty horrendous sight to behold. After you hacked the bodies to pieces a la lawn mower style, you must hoover up the chunks of meat and all the blood. A clean house is a high scoring house, and depending on how accurate you were with the traps, you’ll be graded between S+ and F. 

This is Roombo: First Blood in a nutshell. It’s a brilliant, casual experience that requires no skill level. You will roll around, planning your attack and hacking everything in sight. It’s a short endeavour, but it encompasses everything that makes an indie title great. Yes, there are a few tweaks that would improve longevity and replay factor, but in its current state, it’s an enjoyable and mindless action game that will have you chuckling with delight.

So much blood, and only one robot.

It reminded me of the Untitled Goose Game.

The absurd nature of the gameplay and the visual presentation reminded me of another humorous indie title, Untitled Goose Game. The bird’s-eye perspective and simple cartoon style made for a straightforward, yet delightful game to observe. Though each level was identical, I never tired of how it was set up. The opposing colours that represented real life, and the hacking screen made it easy to follow the action. A golden hue surrounded any usable items, making it easy to plan your approach. The well designed levels were easy to navigate, and my only gripe was the lack of a rotating camera angle. It wasn’t entirely necessary, but it would have been nice to have the choice to alter your view.

An upbeat, yet seedy audio plays alongside all the action. The music adds suspense to the situation, and works perfectly as you sneak about hiding under the furniture, avoiding detection. This combined with the amusing sound effects of sockets popping, and ceiling fans cracking skulls will make you chuckle with delight. It’s evil, disgusting, but above all else, it’s great. Samurai Punk are a twisted bunch that has created a dark and messed up game.

2 control systems, both as easy as the other.

One of the great things about this is the simplicity of the controls. You are given the chance to choose between 2 methods, both are easy to master, and neither will cause an issue. The opening level acts as a tutorial, but within 2 minutes of playing you will be up and rolling like a pro. It was a pleasant change to get a game that could be played instantly with no care about how to play it.

That’s right, hiding in plain sight works wonders in this game.

Because of its short nature, the replay element is impacted. A small achievement list can be unlocked in no time, and all the levels can be completed in around an hour. But don’t let this put you off. A tiny price tag of around £4 still makes this good value for money, and murdering burglars with a vacuum cleaner is amusing no matter the body count. An area which the developers overlooked was skill development or customisation. If this had been used alongside small tasks during each stage, then the desire to return would have been vastly increased.

An indie title worthy of a download.

Because of its casual nature, and limited game time, this is ideal to play between major sessions. Whether you decide to ram the thieves, or round them all up to shock them to death, it doesn’t get old. Watching their bodies fly around, and the blood splatter shows you are keeping the house safe, and fills you with a warm sense of success. Do I recommend it? I do, so buy it here! Put your sensible brain to one side and get this downloaded. Mindless violence and traps galore await you in this modern version of Home alone.

Review: Football Manager 2021

The sporting world may have had to make some noticeable adjustments over the last year, but in the world of Football Manager 2021 (FM21), its business as usual. The latest instalment in the beloved franchise from Sports Interactive, FM21 promises to build upon the series’ success with a host of new features, revamped match engine, and the all-important inclusion of Brexit’s impact on the beautiful game. Much like previous entries, players can make their choice between three versions of the game – FM21, FM21 Touch, and FM21 Mobile – with many of the new (and old) features being watered-down for the latter two options. In addition, this year Football Manager makes its long-awaited return to Xbox with ‘FM21 Xbox’, sharing many similarities to the ‘Touch’ Version. Nevertheless, for the purpose of this review, I will solely focus on the full game, as it provides what I consider to be the full FM21 experience. Of course, players may wish to opt for the more streamlined versions, however you may find some of the subsequently-mentioned additions absent from your game. For those seeking the full managerial experience though, tracksuit-and-all, let’s dive right into what you can expect from this year’s release.

Back to the drawing board.

Before getting into the new, let’s first take a look at old. For the most part, anyone familiar with the series will likely feel right at home in FM21. Your social feed, tactics menu, and more are all still present in FM21, with some minor adjustments to the UI here-and-there. For example, players’ role familiarity is now hidden away in their profile menu, rather than directly on the tactics board. The changes are relatively unnoticeable though, and seasoned veterans will likely already know multiple ways of assessing the various aspects of their chosen club. Indeed, the series continues to do a fantastic job of providing depth and complexity to its gameplay loop, helping give a real sense of agency and accomplishment to players. Overall, on the surface, there are no noticeable absentees from FM20, and so you can expect just as rich of an experience this time around.

Well then, what’s new? The addition that will probably stand-out most to players in FM21 is the changes to the interactions system. Quick chats with players, agents and staff are all useful in making informed decisions, and improved conversation UI and dialogue options certainly add to the experience of haggling down wage demands (and more). However, it is the new gestures mechanic that offers the most noticeable change to interactions in FM21. The implementation of gestures to conversations with your players, staff, etc, can feel a bit gimmicky at times, however for the most part helps create a greater sense of immersion. Deciding to throw a water bottle before demanding improvement during your half-time team talk, for example, can make the difference needed to ensure your players clinch back their two goal deficit. Conversely, you might have just pissed off the entire team. Although these gestures largely don’t make a massive difference to your interactions, I can certainly say they are a welcome addition. I had endless fun demonstrating my stance in contract negotiations with stubborn players by kicking a chair halfway across the room. It is the combination of these gestures with the existing dialogue system that goes a long way in creating a greater sense of realism in FM21, even if the effects of such can seem minimal. Ultimately though, Sports Interactive have done well to add greater depth here, without having to change the fundamentals.

New quick chats with players.

However, what really drives the experience of playing FM21, as opposed to its predecessors, can be found under the hood. Sports Interactive has decided to make some significant changes to the match engine in FM21, promising much more varied gameplay, as well as greater success with different tactical systems. Previous instalments have often been overshadowed by overpowered tactics, which can almost guarantee success, and an easy ride to the top of the footballing world. Subsequently, players can feel limited in their options, and for the game that offers so much, only having a small fraction of it worth exploring is a significant issue. However, with FM21, there is a much greater balance between different tactics, and how your choices impact what happens on the pitch. Player AI has a significantly greater element of randomness (within reason) in all areas of the pitch, meaning that copying-and-pasting tactics you’ve found online isn’t as cut-and-dry as it once was. This is something I welcome with open arms, as one of my gripes with the series has been the sense that if I set things up a certain way, I can let the game manage itself. FM21 encourages you to pay closer attention to your individual players, and ultimately gives a much more satisfactory pay-off for the decisions you make. Although this doesn’t come without its flaws (bizarre player animations can make deciphering play somewhat difficult), FM21 does offer players a much improved experience on matchday.

Speaking of matchday, there are changes more visible to players whilst managing their team from the side-line. Changes to the matchday UI are welcome, and offer a smooth, sleek experience. Similarly, pop-up advice from your staff is far less intrusive, and significantly more helpful. One of the reasons for this is the inclusion of Expected Goals (xG) in your match analysis, which goes a long way in helping breaking down what is going wrong (or right) with your team. Anyone familiar with the Football Manager series knows how overwhelming the plethora of text boxes, stats and graphs can be for those unaccustomed to them (more on this later), and so small additions like this help bridge that gap between being a complete novice, and an expert data analyst. Again, much like the new features previously mentioned, what makes FM21 shine is the attempt by the developers to create a more digestible, engaging experience.

xG can greatly help with analysing your performances.

This is evident in other areas of the game too, such as the inclusion of recruitment meetings, aiming to help streamline the scouting and transfer experience. As someone who often gets lost in the immeasurable number of responsibilities held by a football manager, having opportunities to break down one of the most essential elements of this experience with your staff helps enormously. Similarly, when scouting a player, you now have the option to quickly contact their agent, which can provide a host of useful information, such as their expected transfer fee and more. Again, having greater access to this information is invaluable, not only to new players, but those who have been with the series for several years. Nevertheless, as I mentioned earlier, I do want to discuss the overwhelming nature of FM21, as despite the successes in improving accessibility, I think offering a more comprehensive tutorial would be incredibly useful for new players. Something akin to being taught how to catch your first Pokémon, having a step-by-step guide BEFORE entering a new save would allow players to experiment with the game’s many features without potentially making a slew of season-ending decisions in their first month in charge. Of course, there are many tutorial just like this online, but having them in-game is something I feel Sports Interactive should consider implementing. Nevertheless, I certainly applaud their attempts to improve the experience for new players in FM21.

Before I finish, I just wanted to mention a couple of things in regards to visual and audio design. Much like its predecessors, sound is almost completely absent from FM21. Unless I missed a memo, the ONLY option I saw was for switching on/off matchday SFX, which is basic at best. Similarly, although the visual design for a majority of the game is perfectly acceptable, matchday animations and visuals are in serious need of improvement. I understand that these two elements will always take a backseat in the series, as developers prioritise gameplay enhancements. This is great actually, as I, and I’m sure many others, would much prefer excellent gameplay with lacklustre visuals/audio, than vice versa. However, I feel like this is an area that should Sports Interactive focus on, would lift the experience of Football Manager to new heights.

Familiar matchday visuals.

So to conclude, FM21 offers a bit of something to players both new and old. Largely a familiar experience to previous entries, fans of the series will find all the fundamentals they already know, with a few bells and whistles thrown on for good measure. The improved matchday engine provides the most significant of the changes noted in FM21, and this goes a long way in creating the sense of immersion and agency the series is known for. New players are given more of a helping hand with features such as recruitment meetings and matchday xG, but Sports Interactive still has someway to go in making the game more accessible for these players. I have noted some minor gripes with the visual and audio design, however I can appreciate that these will remain secondary to the core gameplay loop. Overall, FM21 offers a familiar, rich and enjoyable experience, and one that keeps the series on an upward trajectory towards greatness.

How To Spot An Advanced Online Scam

Photo by Tima Miroshnichenko from Pexels

Scammers are becoming more and more advanced, to the point where even savvy tech-heads are sometimes being caught unawares. Advanced developers are creating super sleek, almost carbon-copy versions of well known brands or corporation websites, meaning that more and more innocent people are becoming the victims of cyber crime. 

If you consider yourself to be pretty savvy when it comes to sussing out a site, think again. In this blog we will explore a few ways to spot even the most advanced of online scams. 

Too Much Money Off?

With large companies suffering at the hands of COVID-19, some places have slashed prices considerably in a way that hasn’t been seen before. It is becoming quite normal to see big brands offering low prices on their sale stock, all in a bid to save their skin during the rough economic changes that are happening right now.

Nevertheless, too much money off is a red flag in many cases. While most reputable companies use pop-up ads to let you know they have a sale going on, and scammers have adopted this methodology to convince you that the sale is real. 

If you see something slashed at up to 70% off or more, definitely conduct further research to ensure this is not a false piece of advertising. 

Read The Small Print

Reading the smallprint of a website will give you ample information about its legitimacy. While the whole site might look fine, with no red flags showing you as far as you can tell, you should always read the small print to double check.

Often, illegitimate or scam sites will contain garbled, badly written small print that contains many mistakes. These mistakes could be grammatical, punctuation or generally bizarrely written text that doesn’t seem like it fits. If there are mistakes in the content of a site, it often means it isn’t legitimate. The small print will give you big clues as to whether you should continue with your purchase!

No Easy Way Around It

Typically, scam sites will try to get you to pay as fast as possible – to avoid you scrutinizing or browsing the site further. Nevertheless, there will usually not be a simple way to pay for your items online. For example, a legitimate brand may have multiple payment options, such as using PayPal or your credit card, using a QR code, fast pay, or another method – whichever you prefer. 

However, on an advanced scam site, you will likely be forced to enter your full card details as the only payment option. This, of course, allows them to defraud your bank account. If you are not given any payment option except to manually enter your credit card information, it is worth checking out the other details of the site to ensure its credibility.

Final Thoughts

No matter how much time you spend online, and how knowledgeable you feel you are about noticing scams, make sure to use this guide to fortify yourself against fraud and scams.

Review: Windbound

I have always enjoyed the survival genre, its challenging nature and brutal difficulty bring out the caveman within. I have lost track of how many games I own in this category, but I’m happy to return to each and everyone when I get the itch. One title I failed to get hold of at launch was Windbound by developers 5 Lives Studios and publisher Deep Silver. A mere 6 months after release I’ve dipped my toe into the waters of this seafaring survivalist title, to see what all the fuss is about.

The game follows the story of Kara, a seafaring girl who has lost her tribe during a terrible storm. A sea monster rises from the deep and annihilates her vessel. Upon waking, she is left with nothing but a knife, her wits, and a mystical necklace that will help her find her tribe. The game is broken down across 5 chapters where you must search for beacons hidden in looming towers. Once each of the 3 triggers is struck, a gateway opens and you can progress to the next episode.

A game that is light on story, but heavy on mechanics.

If you are looking for a title that will give you clear direction, and a fulfilling story, Windbound will not be your first port of call. The story is almost nonexistent, and little guidance is offered to the player about where to go, and what to do. If you are happy to go with the flow, and try to survive while searching for each beacon of hope, then this could well be the game for you.

The sea is in your blood, and it helps to forge a pathway home.

With a fantastic crafting menu, and a deadly rogue-like theme running through it, this is not a game to take lightly. Planning, preparation, and knowing when to run is key to being successful. 3 game modes are at your disposal; storyteller, survivalist and endless. The latter allows for unlimited sailing, with the freedom to explore with no pressure. Storyteller allows you to start the chapter you are on with all the equipment you have gathered. You’ll note that death is only a slight inconvenience. Survivalist will restart all your action back to the first chapter, and it will wipe all your goods, with the exception of a select few. The hardcore mode is a kick in the balls and makes you consider your options.

Crafting and sailing is a treat.

The game’s rich level of crafting is an absolute delight to experience. Gathering new resources will automatically unlock a blueprint for new equipment. A tutorial pop-up kindly advises you of your new discovery, and you will search through your list hoping to build your new tool. You soon realise you don’t have the resources, so more exploration and hunting is required (so near, yet so far). This restriction of what items can be made was frustrating, but it keeps the gameplay balanced, ensuring the player can’t get to the end game too quickly. It was a well thought out concept from the developers, even if I cursed them when I couldn’t make an axe or other items in the early stages.

When every chapter is a procedurally generated archipelago, you’ll find that a boat is the only way to get around. Luckily 5 Lives Studios got this element spot on. You start out with nothing more than a grass lined canoe, yet this soon evolves to a well designed sea faring vessel that can take on any weather front. The wind will whip across your bows, and you must tighten or loosen your sail accordingly. You cannot mindlessly float to each island, you need to understand the best way to get there, and that requires planning.

Disjointed fighting and hunger pangs.

Surviving is as much about gathering resources as it is hunting big game. You craft a spear or sling and go to town on some gigantic beast that roams the islands. You hope that the battle is smooth and quick, but what you discover is a slow and arduous affair that is painful to get through. Dodging is pointless, and your attack strength is pitiful. We all know that death is a certainty in life, but I never guessed I’d be killed by a baby wild boar repeatedly.

Hunt for meat and cook it on the campfire, it’s not a bad way to survive.

This leads me nicely into the next major concern, Kara is constantly hungry. You explore and the hunger meter falls, jump in your boat, and you see it dropping like a rock. Starvation is an annoyance that never goes away. Food is scarce, and when you have gathered it, it spoils in record time. Berries can be collected, meat harvested and jerky created, but it’s never enough. You must come to terms with the fact you will die because Kara is painfully greedy.

Essence of Zelda.

It is a great game to look at, and I was reminded of Breath of the Wild. The bright colours and cartoon style made this easy on the eye. This garish approach distracted you from looking at the finer details, and when you do, you realise that the finishing touches are rough. Textures are off and items don’t flow like they should. At first glance it was lovely to look at, but this faded the longer you spent playing. It was a shame as the trailers and opening cinematic set an expectation that I’d hope would continue throughout.

A light-hearted sea shanty style audio matches the theme brilliantly. This upbeat and fun to listen to soundtrack matches the action, as do the simple and retro RPG sound effects. Kara grunts as she climbs, screams as she swings her weapon, and hears the wind howling in her face while at sea. The audio does well to create a great atmosphere and makes up for the shortcomings with the visual elements.

Don’t be fooled by its cute face, this will be dinner in no time!

A busy UI, but easy to play.

With such a complex crafting system, it was understandable that the UI would be in-depth. Lots of sub menus allow you to navigate many categories of craftables. A separate page is reserved for your inventory, so you can identify your goods at the touch of a button. Annoyingly, however, was the lack of a mini map. You float from island to island searching and exploring, yet you have no clue where you are going unless you access the main menu. This was an irritating oversight from the developers, and a mini map should have been included as part of the main screen. Other than the clumsy fighting mechanics, the rest of the controls are straightforward, and you’ll play this with ease quickly.

The survival genre is renowned for its replay value, and Windbound is no different. If you get hooked by the concept, you’ll lose hours sailing the oceans and crafting all that is on offer. The sandbox mode allows you continuous play, and the procedurally generated algorithm ensures that no combination of islands is ever the same. A large achievement list will add hours to a playthrough. But, only the most hardcore of players will attempt a 100% completion. Currently on offer until 09-02-2021, you can purchase it for £12.49 (normally £24.99). This 50% discount makes it great value for money, even at full price it’s worth spending your money on.

Does it stand out amongst its peers?

The survival genre is a cramped place. There are so many and wonderful games that it’s hard for one to stand out from the crowd. Windbound offers a unique package, but it’s held back by its lack of story. On the surface the graphics look great, but don’t look too closely otherwise you’ll be disappointed! The audio is fantastic and helps to set the scene, and the crafting options are the best I’ve experienced. Do I recommend it? I do, but I know it won’t be for everyone. You can purchase your own copy here if you wish! The sea may have taken Kara away from her tribe, but now she must use its power to return her home to them. Build a boat and live off the land. You must do all it takes to survive and return to your people.

Review: Fracter

Reassemble Yourself

Brought to you by 4L Games Limited, Fracter invites you to an isometric, puzzle-filled journey of self-discovery. Move along dim areas with a spherical guide to reclaim lost pieces of yourself. Internal conflict takes the form of demons that get in your way to hinder your progress. Don’t fear however, this is an optimistic adventure. The punches aren’t too hard and the reward is satisfying enough. Ported from Android and IOS to console, Fracter is a beautiful, ambient, and quick playthrough that will make you feel a little better about yourself.

Your journey begins..

Gameplay

Fracter introduces itself seamlessly, as you would expect games to do so these days. You’re immediately moving your character around as the environment opens up. Use the left stick to walk. The right trigger selects objects, and the right stick operates the selected objects. Align platforms, and mirrors to guide light to trigger door openings, allowing you to progress. The puzzles get more complex as you go, but the game is only seven levels. The difficulty never falls out of reach. I struggled more with the right analog stick (it is a mobile game port), than I did solving the puzzles. There are a few hidden pathways, where fragments of yourself are hiding, waiting for your rescue. Collect them all for the true ending.

connect the pieces to the puzzle, and also yourself

Also lurking in the depths of your mind are dark silhouettes of your self, representing negativity, fear, and other dark emotions that you must avoid or destroy with the light. Checkpoints are a plenty here, so falling to the demons won’t set you far back. This keeps frustrations down, and raises eagerness to advance. I love the concept of the enemies lurking about, but feel like it’s a missed opportunity for diversity. A simple suggestion would be if the monsters in game took different forms. Each manifestation could symbolize a different kind of issue or struggle. All in all, the themes of self rediscovery are portrayed very safely. There are no instances of “taking it too far.” This can help bring necessary attention of human conflict to the unaware. I’m tempted to classify Fracter as more of an experience, rather than a game.

Audio and Visuals

Fracter’s soundtrack is more focused on high reverb and sustain. Echoes, droplets, and ethereal droning tunes come in and out depending on what’s happening on screen. As you complete puzzles and open doorways, the music will boom in with loud hums and heavy bass. The soundtrack really gives life to the game, considering the absence of color. It feels like you’re exploring a dark cave or chasm, but you’re not alone. Your internal struggles will keep you company as you fight darkness with light. Visually, the monochromatic color scheme fits perfectly with the journey. The different shades of grey do a great job of adding detail to the environment. The light from your guide shines bright in contrast to the dark labyrinth of your mind. Put some headphones on for this playthrough.

Darker manifestations of yourself will try to hinder your progress

The message

Upon entering each of the seven levels from the circular hub world, you’ll receive a short poem that serves as a hint to complete the following puzzles you’ll encounter. The poems double as life advice, which is a brilliant use of metaphor. When you complete the final obstacle, you’ll receive one last poem congratulating you for your conquest. If you manage to collect all fragments of yourself along the way, you’ll be recognized for doing so with a more conclusive message. I was hoping for a little more here, but the satisfaction of bettering oneself via interactive media is good enough.

Bottom Line

Fracter is a much needed deviation from the normalcies within the gaming realm. It also may introduce atmospheric puzzle games to new players and inspire inquisitive thinking. Loosen your grip on the controller and lower your mental firewall a little. As the credits roll, if you feel anything philosophically, spiritually, or even if you sense just a little goodness deep down, it’s safe to say that Fracter has done its job.

Make Your New Smartphone Pay for Itself With These Handy Tips

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These days, smartphones can be incredibly expensive and are likely going to increase in price as the years go on. Even brands such as OnePlus and Huawei have gone from making budget-friendly phones to having expensive flagships with a long list of features and the latest tech upgrades. As time goes on, we can expect there to be more and more expensive phones, so how can we possibly pay for it?

Of course, you don’t need to upgrade your phone but it’s nice to have the latest tech. Thankfully, you can actually use your smartphone to pay for your phone upgrade, especially if you’re smart with technology. Here are a couple of ideas to help your smartphone pay for itself.

Photo by William Iven on Unsplash

Use your phone to create content that you can sell on websites like Fiverr

Fiverr is perhaps one of the most interesting ways to make money. It really shows that you can get paid to do almost anything as long as you’re willing to spend some time and invest in your skills and find a niche for yourself. For example, many people make voiceovers, they record clips of themselves advertising something, and they even give shoutouts or record testimonies for products. This is all stuff you can do using your smartphone!

Making money on Fiverr isn’t easy, but it can be fun, interesting and very lucrative. We suggest trying out different things and seeing what niches other people have built for themselves to help you get started.

Download an app to help you sell things

It’s really easy to use apps to sell stuff. Whether it’s the eBay app to sell almost anything or Depop to help you sell clothes, you can simply snap up pictures of your old or unwanted stuff and turn it into cash.

This takes a bit of time and you’ll need to price your things fairly, but it’s a fairly simple way to use your smartphone to pay for itself. Of course, you could always do this with a laptop or computer, but if you don’t have one then a smartphone is a great alternative.

Consider trading on your smartphone with different apps

Trading can be extremely lucrative, but most of us don’t know how to invest or where to start. Luckily, you can get started with mobile apps these days. If you don’t know where to buy crypto or how to buy shares, most smartphone apps will run you through the basics and give you all the advice you need to start out. It’s extremely simple to learn and you don’t need to invest a lot of money to get started.

There are actually loads of shares that are inexpensive, and you’ll also find that you can invest small amounts of money. A popular method is to round all of your expenses up and invest a bit of change into your favourite shares or cryptocurrencies. It’s a form of micro-investment that can actually help you make a fair amount of money if you make a lot of purchases or get lucky with the companies or cryptocurrencies that you pick.

Review: When The Past Was Around

If you have never experienced the loss of a friend or loved one, consider yourself lucky. The pain can overwhelm and remembering the good and the bad times can heal wounds. If you have gone through this emotional time, then my latest review game will resonate with you, and you will empathise with the lead character. When The Past Was Around is an adventure point and click title that explores the sense of loss, emptiness and sadness that is felt when you are feeling lost, or a loved one passes.

Developed by Mojiken Studio and Toge Productions and published by Chorus Worldwide Games, this sombre and melancholy game visits some dark and sorrowful subjects, but presents them in a touching and sincere manner. You control Eda, a girl in her 20s who is lost. She is lost on her way to achieving her dreams. You will observe the pain and the joy of her memories, and how she overcomes the dark thoughts that cloud her vision.

It sounds deep and depressing.

The thought that a developer would explore these ideas through the medium of a computer game is an unusual approach. But the story shouldn’t be taken as literally as it’s presented. It is open to interpretation, and you can relate to it no matter your situation. Split over 5 chapters, you will explore Eda’s memories, and see her grow before your eyes. The game utilises a mixture of puzzle solving and point and click mechanics to drive the plot forward. As you progress, you experience harder and more convoluted problems to solve. It was a delightful step up in difficulty, ensuring that you focussed solely on the storyline, while still challenging you throughout.

The owl represents your desire and the love of music.

Only a heartless monster would not enjoy this game. The combination of; beautiful art, emotive audio, and touching memories will tug at your heartstrings. Time simply melts away as you are transported to the world that this girl exists in. You know the outcome of the story from the Prologue, yet; it matters not. You spend the entire game begging for a change in fate, and that somehow your actions will alter her destined path. Unfortunately, like Eda, you are powerless to change her destiny, and you must let the memories of her past wash over you.

Brilliantly designed game mechanics.

The puzzling element isn’t challenging, but the way each is set up is fantastic. Hidden compartments, symbols, and coded messages must all be found and deciphered to keep the story rolling. You will move around the screen searching for the items while reciting number sequences in your head. It’s a great test of short term memory and your observation skills. If Mojiken Studio had made it harder, then it would have ruined the pace, and may have destroyed the emotional atmosphere that has been created.

An anthropomorphic owl represents Eda’s dreams, the deep adoration of this character shows her desire and love of the music. She would sacrifice everything to keep this spark alive, without it she feels lost and alone. Yet where there is death and loss, there is a new beginning, and Eda must find the right balance between holding on and letting go.

Losing yourself to the music as if it was a dream.

A delightful art style.

The 2D nature of this wonderful piece of artistry is fantastic. The image is fixed with the interactive objects, the only thing to change. Doors swing open, items can be moved, and puzzles must be solved. Though little changes, the world feels alive and full of energy. The crisp lines and mix of colours create a vivid picture that oozes an emotive atmosphere. For all the big images, it’s the tiny details that are most significant. The image of her desire is a singular feather, and the blackening of any object highlights her loss. It’s so simple, but undeniably strong. 

Eda’s love revolves around music, and the violin. It’s understandable that the audio would be the key to delivering the story successfully. A straightforward and morose tune plays repeatedly with minor changes that represent her growth and journey. You may think it would get stale quickly, yet the repetition reinforces the nature of the plot, and helps to enhance its meaning. The sound effects are a low-key affair and match each undertaken action. This was a wise choice by the developers, as it allows you to focus on the story.

Simple controls, but a little sluggish.

The point and click element of this makes it easy to control, and move through the game. Items are simple to select as an icon displays as you hover over useable objects. My only gripe is with the pace of the cursor, it’s extremely slow, and I believe would be a better experience on a PC. This genre suffers from the lack of freedom that a controller gives you, and unfortunately this game is no exception to this rule.

Music is her life, no matter the instrument.

When The Past Was Around is a short but bittersweet title, and this does impact on its ability to deliver any worthwhile replay value. The story will take you around 2 hours to complete, and that will cover off most of its small achievement list. If you are a completionist, you have the chance to use a chapter select to unlock anything missing, adding another hour or so. For only £7 its money well invested, as you will experience an amazing story, and great art.

Will you learn to let go?

With such a touching story, it would be hard not to get emotionally involved. A brilliantly balanced puzzle game that plays second fiddle to a mournful plot that takes you on a journey of discovery. Do I recommend it? Absolutely, I loved it, and you can buy a copy here! Can you help Eda let go of her past? Live through her memories and help her look to the future.