Review: Gelly Break

A common misconception is that the length of a game tells you the quality of said title. While some say unlimited play of a game is best,I disagree. Eventually every title needs to be moved on from, and I personally would rather leave on a high. Now I’m no stranger to games like Monster Hunter Generations Ultimate where I’ve sunk hundreds of hours into multiple files in both the english port and the Monster Hunter Double Cross Japanese version. Yet a game I reviewed once, Detective Gallo, still pops into my mind despite it lasting only a few hours. It’s on the shorter side of things that Gelly Break ended up, taking up only a single night of my time. 

Gelly Break blends together a plethora of ideas boiled down to their simplest variations. It’s a predominately 3D platformer, occasionally going to a side scrolling build. Combat wise you have two methods of attacking; a powerful spinning hit, and an unlimited ammo pea shooter. However these physical moves are most often utilized in puzzle solving and overcoming obstacles. 

What I want to first discuss though is my biggest issue with the game, the visuals. Now I rarely have issues with the audio/visuals of a game, yet for once I find myself being critical of the audio/visuals of a game. Aesthetically the world is fine enough, using the cartoony CGI look and mixing in colors that get the job done. Where the issue lies is in the main character’s designs. 

The unnamed controllable protagonists are almost identical except one is green while the other is red. For a large majority of players this isn’t an issue, but as someone who is partial red-green color blind I had major issues with this. The platforming is crafted using the colors of the characters in mind by having to switch between who’s top and bottom to navigate. Red and green platforms would only let the corresponding color stand upon them. As someone who couldn’t tell the difference between them by looking, I suffered damage and took extra attempts because the game lacked the ability to cater to my slight disability. 

What did help diminish this issue was that even at the end of the game the platforming isn’t so difficult that I couldn’t trial and error my way through the obstacles. You’re given a generously sized health bar to take hits from hazards and enemies. In my entire playthrough I died maybe once or twice. 

On the subject of enemies, they serve more as a nuisance than a threat. While you can take the equivalent of a warhead to the face, they perish after a spin attack or two. You can fire projectiles, but between their low damage and scattering nature it ends up not being worth it compared to the spin. The biggest challenge the enemies provide is that the aforementioned spin attack also swaps your character’s positions, causing me to lose track of who my bottom dude was after encounters. 

The game lacks an overall challenge for the vast majority of the play time. Enemies were never overwhelming or problematic and the platforming was so-so at best. Each level features two little critters to free from glass jars, but the rewards for it are, to my knowledge non-existent, so there’s no reason to bother with it. Overall the stages feel sluggish and sticky, the challenges so start and stop that they become boring and just not fun. There is one area that does absolute shine and was the highlight of my playthrough though; the boss fights. 

Large contraptions that take animalistic forms, these fights were fast and engaging. In the main levels a lot of the ideas were disjointed and would slow down the game. Here the antagonists instead used them as extensions of themselves by making them accents rather than featured. A solid mixture of melee and ranged combat was also on display. It required you to master both, timing your spin strikes or keeping up a barrage of shots while avoiding attacks. 

Visually, these monsters were unique and looked great. A standout was the flying snake like monster that was a glorified platforming section that pressured you to move and hide from laser strikes. This sped up the movement in a way the rest of the game couldn’t. If my time with Monster Hunter has taught me anything, these are the kinds of fights that could have carried the entire game and in my opinion should have been extended and/or expanded upon. 

However as good as the bosses were, the lack of background on them, the playable characters, or the world was also a massive disappointment. Knowing more about anything else could have upgraded my time. Knowing why I was embarking on the journey or where the outstanding bosses came from would have been a massive boon. Instead the complete lack of any form of lore does nothing to help make the game stand out. 

Ultimately, I find myself disappointed by Gelly Break. I never want a game to leave a sour taste in my mouth, but ultimately I find myself looking like a Warhead wrapper. The lack of color blind options or consideration is admittedly a very personal issue, but there is nothing to help me get past this when I look back. 

The best moments of the game were spent fighting unique adversaries that lacked character. The complete absence of lore makes the game easily forgettable. Deep in the bones of Gelly Break there are potentially strong ideas, but the failure to capitalize on them left me just wanting to go back to playing Monster Hunter Generations Ultimate. 

Review: Partisans 1941

The war genera is one of the most heavily delved upon topics in the video game medium, with World War II in particular being adapted to the video game format more times than I can count. Many developers have given their go at successfully portraying World War II in a compelling way, that can keep the player entertained and engaged. With all the options available for experiencing this sub genera of games, standing out is both crucial, and difficult. Many World War II games come out and quickly become unspoken of. Partisans 1941 enters this genera in a unique way by looking at the war from a prospective that isn’t told as often as the average war story, from the prospective of a small depot of people fighting and surviving on enemy lines. Partisans distinction in story type goes well with its tactical strategy playstyle. Despite the games promising distinctions from other titles in the genera, the overall experience is lacking in some departments.

Partisans 1941 is a tactical strategy game with an emphasis on stealth. Most missions consist of taking parties of four or more through large levels full of enemies who you need to avoid, or quietly dispose of in the way of your main goal. As you progress you unlock more party members, equipment, and level up your characters through individual character skill trees. Along with this, in between missions you return to your base of operations. From here you can heal your allies, research new items, and manage your camps resources, food supply, and moral.

The missions themselves are fun! The map layouts are fair enough that I never feel like a mission was impossible, but complex enough where it may take me a while to figure out how to approach whatever obstacle I encounter. Enemy layouts are balanced very well. I never had a moment where I thought there were an unreasonable number of enemies in the way. When the game would feature an area with a large number of enemies, their layout was fair, and challenging. Taking out enemies in this game is incredibly satisfying. Picking the right time to run in with a silent melee attack or coordinating all your party members to quickly take out a group of enemies feels fantastic, especially when getting to utilize character specific abilities. Partisans 1941 is at its best when the player is able to analyze the enemy’s locations and movements, wait for them to line up in the perfect position, and then carry out a well-organized attack.

Sadly, despite Partisans 1941’s enjoyable combat and level design, there are many components of this experience that are underwhelming at best and intrusive at worst. One component that feels incredibly underwhelming is the games skill tree system. Every character gains skill points after leveling up, and each character has their own skill tree. Although character specific skill tress sound like they provide the player a lot of freedom, the number of times new skills would feel as though they actually had an affect on the game were slim. This made going through the process of individually going through each character and leveling up specific abilities feel like a chore that could have been streamlined by having characters gain abilities automatically as they level up.

The inventory system is incredibly underwhelming. There are so many items that the player picks up just to immediately forget about. Every inventory slot is taken up by a low detail black and white outline of whatever item it may be. Some items like medicine packs and rifle rounds are easily distinguishable, but there are multiple items that are unclear as to what there may be. Unlike most games with a multitude of items, hovering the mouse over an inventory item does not tell you what it is. This becomes incredibly annoying when you have all of your equipment for the mission, possible key items you may have found, and random junk from across the level, all separated across four different character inventories. Also, some ammo is incredibly hard to differentiate from other ammo types, especially when trying to separate the ammo across multiple different characters, all with up to two different weapons. The sub machine gun ammo’s design is four tiny bullets, and the pistols is three tiny bullets, and of course hovering over the ammo does not tell you what type it is!

The story was subpar. As far as World War II Stories this is very generic despite the unique perspective of people stuck behind enemy lines. You start as a general who must escape a German war prison. During the escape you encounter a young man and his injured comrade and you all escape together. This opening feels incredibly over done, and the characters feel very typical as well. Even the missions feel as though they have been recycled from other places. For example, one missions involves stopping an execution in a certain amount of time. This mission is not terrible, in fact it is very fun, but the concept behind it is nothing that hasn’t already been done. The voice acting however is fantastic. Each character’s dialog never feels forced, and nothing feels over or under delivered. Even in moments where the script starts to become generic and typical of an average war story, the actors still manage to make it sound convincing.

Overall, the skill tree and inventory issues, as well as subpar story are nothing game ruining, but do make the game less reasonable to recommend due to the extensive library of media in the genera. The games stealth mechanics, combat, and level design were a good time, but unfortunately those moments are interluded with an extremely unenjoyable, confusing, time waster. After completing each mission, the party returns to their camp. From here players must manage their food and resources, as well as raise moral, upgrade the camp and complete missions. Players assign Partisans with jobs every day, and the tasks are completed when the day ends. This entire portion of the game feels like an incredible waste of time and is the antithesis of fun. Managing your camps food and recourses feels like it only exists to waist your time. It is not difficult to send a Partisan to get food, or go fight a mission since these actions are done automatically without the player seeing them. The action of sending them to do these tasks is not fun either. At the end of the day it makes managing the camp feel like a drag. Sure, gaining resources allows you to upgrade your medical station to heal your party members after missions or gain new items and weapons, but couldn’t items be gained simply by beating the missions? Most items gained from missions directly go into the camp, allowing you to upgrade your base, which then allows you to upgrade things such as weapons. Also, healing your allies feels like a waste of time. Making the player send an injured member to the medicine tent is not required when they could just heal on their own in between missions. I would much prefer playing the actual missions consistently instead of taking a five-to-fifteen-minute detour between missions to manage a camp without any interesting gameplay. I understand that some people enjoy base management mechanics, but this certainly was not my cup of tea.

Partisans 1941 is a good game, with small issues, and a few major annoyances. Where the core gameplay and level design succeed, other elements such as UI and other gameplay elements really get in the way. The camp mechanic was certainly my biggest problem with the game, and it takes up a lot of time. With there being so many options in the World War II genera it makes recommending this game difficult, but I do think there is enjoyment to be had. The stealth mechanics are enjoyable, and missions are overall a fun experience that is certainly worth a try. If you think the camp mechanic sounds fun then I definitely recommend Partisans 1941, but as someone who did not enjoy that aspect I must say proceed with caution.

Review: Skul: The Hero Slayer

You might want to make your way through old platformers and apologize to the minions you killed. In Skul: The Hero Slayer, they’re out for revenge. The roles in a typical Indie game have been flipped. You play as Skul, the titular character, who is also a meager skeleton, who would be nothing more than a forgettable enemy in most games. Here, though, Skul has been refashioned into a proper hero replete with magical abilities and enchanted items. And revenge against the usual protagonists feels so good.

It goes without saying, but Skul: The Hero Slayer is a unique experience. The game is a beautifully crafted yet simplistic sort of revenge story. It’s the inverse of most games, and humans (typically the heroes) are now the villains. Be forewarned: you might feel a serious pang of guilt for all the skeletons you dispatched in Ghosts ‘n Goblins.

While the narrative is fairly straightforward, there are enough twists and turns to keep you firmly buckled in. And the cast of characters you meet along the way are quirky and reminiscent of truly atmospheric games like Legend of Zelda. The world of Skul: The Hero Slayer is also filled with references to everything from Overwatch to World of Warcraft to Ghost Rider. The game never takes itself too seriously. It’s always a refreshingly light-hearted romp through each stage as you recruit new friends to aid you in your quest.

I’ll spare any preamble and say: the combat system simply works. You can dash around the screen, interrupt your own attacks, cast abilities, and the whole encounter will feel fluid. The game doesn’t skip a beat even at the highest levels of chaos. Don’t get me wrong, Skul: The Hero Slayer can get crazy. The screen can get downright swamped with enemies, but when you die, it was always your fault. The mechanics allow you to point the blame at yourself. You’re in complete control.

The only thing out of your control is the RNG power-ups—in the form of skull replacements—that are available to you. These are found throughout your run at the end of stages (or from NPCs at your starting castle). SouthPaw Games got incredibly creative with these. They run the gamut from Minotaur to Dark Paladin to even the Grim Reaper. The abilities and drawbacks offered by these replacement skulls all feel well thought out and distinctive. There is very little overlap between skulls, and players will quickly determine a list of favourites.

I can foresee that the few complaints surrounding Skul: The Hero Slayer will center around these power-ups. In fairness, there is quite a disparity between the usefulness of some of these upgrades. There were some that were downright useless, and some that were game-breakingly effective. Is this really a flaw though? If all the power-ups were solid, then you’d never find the game difficult. And, of course, the inverse would occur if the power-ups were all useless. This still doesn’t change the fact that a few skulls are just overpowered. I’m looking at you, Grim Reaper.

In true rogue-like fashion, Skul: The Hero Slayer also offers permanent upgrades (called “traits”) from your base that persist through every run. These are bought with dark quartz which you gather primarily from enemy minions and bosses. Within traits, we have the usual suspects: permanent health upgrades, attack upgrades, speed buffs, and the like. The upgrades are a welcome relief from the crushingly hard difficulty of the first couple of runs. They are also that safety net that guarantees even the worst players will become increasingly more powerful and inevitably have a successful run.

Aside from these traits and skull upgrades, the player will also encounter a myriad of items. These act as more or less passive upgrades to the character. For instance, Standard-issue Carleon Armor will decrease incoming damage by 15%, or Thorny Boots will damage enemies if you land on their head Super Mario style. There is a stage that acts as a shop where players can replenish health as well as purchase skull upgrades and these items.

The net result is an absurd amount of customization. As you sink more and more hours into the game, you’ll find what works and what doesn’t. When you get to that level of experience, it’s little more than finding the right items and racing to the finish.

Skul: The Hero Slayer isn’t perfect, but it’s getting dangerously close. The cynics among us could nitpick at the repetitive level design or the supposed imbalance found in the power-ups, but these criticisms would both be severe reaches. In truth, the game is a rare gem that sets a high bar for other Indie titles to aspire to. It’s the perfect blend of innocent and quirky. The combat system is fluid and responsive. Oddly enough, you just feel comfortable playing Skul: The Hero Slayer. It’s the type of game you could sink days into and not even notice. It’s truly effective.

Review: Ash of Gods: Redemption

I have always enjoyed games set in a fantasy setting. The genre need not matter, though RPG has always been a favourite of mine. The classic RPG has been blended with other genres over the years, and one such mixture that has always intrigued me is the tactics based model. Ash of Gods: Redemption (AoG: R) is one game that combines all these elements and asks the player to experience a part visual novel, part Rogue-lite experience.

Developed by AurumDust and published by AurumDust and Buka Entertainment, this fantasy genre collaboration will have you planning every moment of your gameplay. Alongside some lengthy battles, you will be stuck with some weird and oddly written text cutscenes that are pivotal to the plot. Gamers who don’t like to involve themselves deeply in lore, or choice-based dialogue best turn back now, because this makes up the core of a strange fantasy title.

A plot based on a Russian author.

AoG: R uses the work of Russian author Sergey Malitsky at its core. It also has heavy influences from the much-loved game The Banner Saga. Being heavily influenced by another game isn’t a new or a bad thing, but in this case it reduces the originality. The story revolves around a group of heroes who follow their subplots to face the Reapers. These ungodly creatures lay waste to everyone and everything in their path. They curse humanity with a plague that infects its host and sends them into a demonic rage.

Slow gameplay and odd battle choices.

I’ve played enough games to know that developers want to build up to their key ideas slowly. There is no need to blow all their good ideas in the first chapter, and it never shocks me to discover a gradual build-up to the pivotal moment. Unfortunately, it takes an age for AoG: R to kick into life. The multitude of minor and major characters does not help. The story constantly flip flops between characters and political stances. It felt like a sitcom, but with no clear path to an end goal.

Outnumbered but have no fear, tactics will win you this battle!

Three main areas form the backbone for this title; the world map, the choice based cutscenes and turn-based battles. Though each flowed into one another well enough, in playing terms, it felt bitty and disconnected. Freedom of choice allowed you to select where you want the adventure to take you, though I’m not sure if it altered the course of the game. As with most visual novels, decisions have consequences. In AoG: R this was loosely explained with little understanding of the impact to the storyline. Your decisions affect peoples lives, and frustratingly you never know this until it’s too late. The best part has to be the battles, but even this has odd mechanics.

Magical cards for you and your foes!

Two elements make up the key parts of any battle; health and energy. Each character that you choose also has its stats that can be levelled up in true RPG fashion. But what makes this stand out from others in its field is the use of odd magical cards. During part of the dialogue these are explained away as a relic, and a worthless item that’s sold for pence, that is until the troubles begin! Once the world is in danger, then the cards have another use apart from being sold as tat at the local flea market. They add a tactical advantage to you and your foes.

Add; health, energy, attack power, defensive strength and more with each card. But remember, you don’t hold all the cards, and your enemies can use them against you. This unknown element added an extra level of intrigue and difficulty to an already challenging tactical experience. The cards are ever-present, but once used in a fight, they do not replenish until you finish the battle. Another tactical layer is added, as you must consider the best time to use each card to give you an advantage.

Nothing new, but well delivered.

The plot isn’t particularly original; a demonic group attempts to wipe out humanity by using its people against one another (we’ve heard it all before.) If you can forgive it for its lack of originality, what you soon discover is a title that is slow to get started, but enjoyable to play. The depth in the tactics, character selection, levelling up, and other choices available to you mean you can approach each battle how you wish. Each of the main protagonists; The Captain of the Guard, Thorn Brenin and Hopper Rouley have their narrative that ebb and flows alongside one another towards the game’s conclusion.

The snowy scene where this tale begins. By the end, this seems a distant memory.

Familiar graphics and a mixed bag audio.

I’ve touched upon the influence of The Banner Saga, and this is apparent in the artistic approach taken by the developers. A distinct comic book art style has been implemented for the cutscenes. The clean lines and earthy colours create a nice, if not familiar game to look at. The turn-based combat plays out from a birds-eye perspective, allowing you a clear view of the action.

Frustratingly, you cannot rotate or pan the camera. This restriction isn’t game-breaking, but I would have liked the freedom to view from different angles. Another annoyance was the use of the camera during any conversation. It would jump from each person and felt like a game of verbal tennis. A fixed position would have been more suitable.

On the whole, the audio was presented brilliantly. Atmospheric music plays throughout, and the tunes step up to match the energy of each of the battles. Sombre and melancholy tones play alongside troubling times, and upbeat songs get you ready to jump into action. What I found strange and unnecessary was the relentless sounds of bells tolling, or doors being hammered upon. I wanted to take my time enjoying the dialogue, but this constant noise was irritating and distracting. It would be more interesting and pleasant if it was dialled back considerably.

Clumsy controls.

I imagine that this would be great on a PC. The keyboard with all its keys to use, and the accuracy of the mouse to select each space with ease. Unfortunately, I had to use a controller and my experience of the game was tainted because of it. Selecting your party is time-consuming, and the lack of camera movement impacts the line of sight. I was never sure of the square I had selected when an obstacle or person blocked my view. Selecting attacks required several steps, which prevented the action from flowing. Though none of these things ruin the game, and you get used to it, I just wish it was smoother.

Health and safety would have a field day on this bridge.

What makes this stand out from others in its field is its replay value because of the rogue-lite influence. No game would ever be the same, and you are free to level up, and select which character goes to war. Your party will lose its members because of death, so planning is a must if you don’t want this to happen. 3 difficulty modes are available at the start; An easy story focused option, the middle ground that challenges all skill sets, and the hardcore mode. Each of these increases the replay value, as does the challenging achievement list.

It’s all too familiar, yet an enjoyable experience.

For all the negatives that I’ve noted, and the all too familiar plot and game style, I enjoyed myself. The artistry is fantastic, and the world that is created is both beautiful and daunting in equal measure. The audio is fantastic, mostly and will transport you to the fantasy setting with ease. The dialogue is badly translated in places and leads to some odd moments that are devoid of emotion or sense. Is this worth adding to your library? I think so. Not a classic by any stretch, but it does enough to warrant being part of your library if you are a fan of the RPG genre. If you want a copy, it can be purchased here! Can you survive the Reaping? Plan your every move and hope for luck in this world that the gods have forgotten.  

Review: Ninja Foodi 9-in-1 Multi-Cooker

Here is our review of the Ninja Foodi 9-in-1 Multi-Cooker.

Quickly and easily create delicious homemade meals, sides, snacks and desserts with the Ninja Foodi 9-in-1 Multi-Cooker.

Get creative with 9 cooking functions including Pressure Cook, Air Fry, Slow Cook, Steam, Bake/Roast, Sear/Sauté, Grill, Yoghurt and Dehydrate functions. Perfectly sized for up to 4 people, you can cook and crisp a whole 2kg roast chicken.

The pressure cooker that crisps. With Ninja’s exclusive TenderCrisp Technology, pressure cook tender meals up to 70% faster than traditional cooking methods, then crisp to give your food a perfect golden finish.

What’s in the box?

The box contains:

  • 1 x Foodi Unit 1460W
  • 1 x Pressure Lid
  • 1 x Reversible Rack
  • 1 x Cook & Crisp Basket
  • 1 x 6L Cooking Pot

A Closer Look

Final Thoughts

The Foodi 9-in-1 Multi-Cooker had 9 separate functions including Pressure Cook, Air Fry, Slow Cook, Steam, Bake/Roast, Sear/Sauté, Grill, Yoghurt and Dehydrate functions and is designed to cook for a family of 4 and can even cook a 2KG roast chicken.

As you would expect the multi-cooker is quite large and heavy and it comes with everything you need to start cooking – just turn the dial on the from to select the function you want and select the timings you need, then sit back and wait.

Depending on the function you select, the multi-cooker can cook 70% faster than traditional methods and in the case of the air fry, uses less fat that traditional methods.

The box also contains some recipes to get you started and using the multi-cooker is very simple.

Cleaning the multi-cooker is simple and doesn’t take too much effort. Depending on how much you cook you might want to consider buying additional accessories, but for most people what you get in the box is probably good enough.

All in all this is the one kitchen gadget you never realised you needed but won’t be able to live without, and if you already have separate items in your kitchen you can consider getting rid of them. It is big and it’s heavy and it doesn’t look amazing, but it gets the job done and works very well.

The Ninja Foodi 9-in-1 Multi-Cooker is available now priced £199.99.

You can learn more from the Shark website.

Review: Project Starship X

When a game is afforded a sequel, then you know you are on to a good thing. Released in 2016 Project Starship took the indie market by storm. PC gamers loved its fast-paced gameplay and bullet hell approach. The average review score came out as 9 out of 10 on Steam, so when I was offered the chance to look at its sequel nearly 5 years after the first instalments release, I jumped at the chance.

Project Starship X has been developed and published by the same team. Developers Panda Indie Studios and publishers Eastasiasoft Limited have kept to their guns, and follow a similar style in their latest creation. A rogue-lite title that asks players to command a spaceship as they take on aliens by shooting and crashing into them repeatedly. The stages melt away as the hectic action unleashes itself on your screen. Power-ups and additional equipment can be found and purchased to aid you on your mission.

Addictive action.

An addictive colourful 16-Bit arcade shooter that demands that you return to try again. Aliens fly around your ship without a care, their only aim is to unleash their bullets in your direction. Think fast and react faster as you wipe out anything in your way. Not only are the aliens against you, but so is the environment. Asteroids surround you, tentacles reach to grab your ship taking away your precious shields, and rock formations appear in your path.  

When the universe is out to get you, and the main concept of death is final, you may think that this would be a frustrating mess. It really isn’t! Failure isn’t the end, you learn from your mistakes and come back stronger. Several characters can be chosen, and each has specific skills that will aid you depending on your gameplay style. I would like to say that planning is a must, but it really isn’t. Reactions, defence, and luck are the ingredients that see you succeed.

No matter how much you try the tentacles will always get you!

Extraordinary bosses!

When Hitler appears as one of the bosses, you know you are playing a surreal game. Unfortunately, though, Panda Indie Studios didn’t push forward with all the narcissistic fascists that have plagued history, so Hitler takes prime spot. The gargantuan and monstrous bosses barely test you, unfortunately. Their attacks are easy to read, simple to overcome, and fail to present a challenge. It should disappoint, yet it doesn’t. The lack of difficulty allowed me to enjoy the action, simply sitting back and being victorious with minimal skill for the genre was a joyous occasion.

“Mad Events” ensure that the gameplay isn’t repetitive. Aliens spawn at random, the environment alters, and all hell breaks loose as it lives up to its hectic style. These unspecified events can happen at the drop of a hat, so stay alert as death is the last thing you want as you aim for the high score.

Gloriously old-school.

When a developer creates a retro shooter, you want every detail to be correct. Fortunately, this lives up to the billing. A lovely top-down perspective allows you to observe all the aliens falling towards you and spawning to the sides. Your clear view of the action allows you time to plan ahead and see the mayhem ensue. The colour choice represents classic arcade games, as do the pixelated graphics. I was particularly fond of the art style for the weapons and the bullets. Streams of ammo fly continuously, mowing down wave after wave of alien scum.

Shrill and upbeat music accompany every part of the gameplay. This adrenaline pumping approach keeps you on point, demanding that you don’t drop your guard at any point. The piercing sound of the lasers and the crunching noise of fallen foes was glorious to listen to. This is exactly what old-school should sound and look like.

You know that there is going to be an issue when giant alien arms are attacking.

With so much going on, I needed more fingers!

My only regret when playing this is that I only have 8 fingers and 2 thumbs. I needed more! Dexterity and agile digits are a must if you want to compete at the highest level. If you have slower reactions like me, then don’t be disappointed if you fail. We all have to concede that age will define us at some point. Practice makes perfect, and the controls aren’t overly complicated, it’s simply a case of being able to work fast enough.

Death is all but guaranteed, no matter your skill level, and as a rogue-lite game this means starting all over again. This was a cause of some frustration, but it added a layer of replay value. The level setup remains the same throughout, but the “Mad Events” and character selection made for enough variety that I wanted to keep playing no matter the annoyance of losing my progress. The achievements are simple to unlock and obtaining them all takes between 1 and 2 hours. A NG+ mode would have been a nice addition, but without it there still is enough to keep you coming back for more.

A sequel that is worth your time and money!

Not all sequels succeed, but Project Starship X certainly does. It’s zany and upbeat audio is reminiscent of old-school shooters, and keeps the adrenaline flowing. A delightful art style will catch your eye and fill you with nostalgia. It has easy controls to pick up, even if I didn’t have the agility or reactions to get the best out of them. Overall, it is a title that is worthy of your time and money, and one that I recommend. If you fancy a copy for your library, press the link and purchase it here! Can you dodge the projectiles in this Bullet Hell themed shooter? Grab your spaceship and shoot, weave and crash your way to victory. 

Preview: Danger Scavenger

Danger Scavenger is a twin-stick shooter, one which heavily draws inspiration from dungeon crawlers and roguelites. The game features randomly generated levels, plenty of items and weapons, and an optional perma-death mode. 

I got the chance to try Danger Scavenger for the first time during a Steam Festival, and I must say that I wasn’t really impressed by it back then.  However, having played it now, months later, I can say that the game has definitely changed my mind in some ways. It’s worth noting that the game has been in Early Access since June of 2020, but the 1.0 version should be released by the end of Q1 2021. 

I’ve already mentioned that the game is a twin-stick shooter, but that doesn’t really do the game much justice, as it has more things going for it. For instance, the game features two different modes that you can play, Arcade and Hardcore. While there are other small differences between both of these modes, the biggest one is that in Hardcore you lose everything when you die. Meanwhile, in Arcade, you get to keep some items and weapons whenever you die. There’s also local co-op support for 2 players.  So, it doesn’t really matter if you just want to have some fun, play something more challenging, or do one of these two with someone else, as the game offers you enough options to satisfy different audiences.

The game takes place on the rooftop of skyscrapers made out of hexagons, which was undoubtedly a design choice made to facilitate the randomly generated aspect of levels. The goal in Danger Scavenger is to climb to the top of each skyscraper and deactivate an antenna that is being used by a rebel AI to control nearby machines. When that is done, you simply move on to the next building of another corporation. 

Currently, there are six different characters that you can choose from. There’s Captain J., which is the most balanced of all, but you also have the Doctor that has a jetpack, but other characters also have their own quirks. Besides these gameplay differences between them, they all start with different items, so you may be able to find one specific character to better suit your playstyle.

As far as weapons go, Danger Scavenger’s arsenal ranges from bazookas and nuke launchers, to miniguns and laser rifles, but it also includes melee weapons such as frying pans and katanas. There are dozens of weapons in the game, and more will probably be added before the game is done in Steam’s Early Access. All these weapons can be upgraded, just like items, and they all have different stats and effects that can trigger during combat, like having a chance to dodge an attack or to shoot a sticky bomb every time you shoot. In terms of items, both active and passive items can be either offensive or defensive in nature. These range from simple companions, to more simple items that simply boost some of your stats, such as weapon accuracy or range.

Although the game does provide players with a wide range of weapons and items, I’m afraid that the same can’t be said about other aspects of the game. For example, there are currently five different skyscrapers, but they all just feel like a different coat of paint to better suit the theme of their corporation. Also, the levels are extremely flat, there are only props scattered around to make them feel more crowded and serve as cover, but you very quickly destroy them as soon as the action starts. I understand that we’re fighting on rooftops here, but the game just feels like it’s lacking something to make each level feel special in their own way.

Meanwhile, while each skyscraper has its own unique final boss and a series of enemies, I really wish there was more variety. In this regard, the game doesn’t feel like it’s that replayable. It took me just about an hour to complete a full run of the game on Arcade on my first try. Still, it’s worth noting that, as you play the game, you’ll unlock new weapons and items, which will then start dropping in future playthroughs. Nonetheless, after only spending 3 hours with the game, it feels like I’ve seen all it has to offer.

Overall, despite being in Early Access, Danger Scavenger is a good enough game. It might not be groundbreaking or have tons of replayability, but what it does, it does reasonably well. However, if you’ve been looking for a game to scratch your roguelite itch, I don’t think that this might be it. As of right now, I’d recommend that you wait for the full release. At the moment, Danger Scavenger isn’t a game that I’d classify as a MUST PLAY. This is mostly because there are so many other excellent games in this genre, so I guess you wouldn’t miss much if you decide to skip it for now. Still, definitely keep an eye out for this one, as updates have only made the game better and better.

(Previewed PC, but it will be available on PS4, Xbox One and Switch)

Review: King of Fighters XIV Ultimate Edition

Launching itself into the world of 3D, SNK’s King of Fighters (KOF) series has joined the fray of modern 3D fighters, managing to make substantial changes from previous instalments, meanwhile capturing the core essence players are familiar with. With a brand new story, 3D models, and a host of DLC to tide players over, all signs look positive for the Ultimate Edition of KOF XIV – however, this is not quite how it plays out. Despite some remarkable strides taken by the developers, the game certainly falls flat in several areas. So, how exactly does KOF XIV fare in the arena of 3D fighting games? Well, let’s take a look.

KOF XIV Ultimate Edition is a re-release of the 2016 instalment, and comes packaged with the base game, as well as all DLC characters and costumes. I’ll mention these extra add-ons later on, but the primary focus here will be on the base game – KOF XIV. The game is essentially split into three core areas: story mode; tutorial/training modes; online multiplayer, and I’ll tackle each of these elements, before breaking down the gameplay mechanics and other key areas. We’ll start with the story, as this is the mode I certainly have the most (and least) to talk about.

Story (Spoiler Warning)

Simply put, the story mode included in KOF XIV is abysmal. I’m well aware that many fighting games, and to be honest most games with online functionality, forego single player content in favour of a greater focus on multiplayer. This is fine, however what irks me the most about KOF XIV’s attempt at a story mode is the sheer lack of effort put into contextualising it. Despite opening with a gorgeous and promising cinematic, players will be thrust into 10 consecutive fights (with a single cutscene midway through), before the story wraps up with zero explanation. Bearing in mind your opponent AI is mediocre at best, being thrown from fight to fight with absolutely no idea why you are there simply divulges into and endless grind of auto-combos and boredom. You’ll find yourself suddenly pitted up against the current King of Fighters, with minimal build-up, before a (totally unexplained) demon-thing appears, resulting in you apparently saving the world… from a threat that had appeared 5 minutes earlier. Roll credits. Honestly, the inclusion of this mode as a ‘story’ is an insult to every narrative designer to have ever lived. Had SNK decided to completely remove the story mode, that would have been fine. Had they openly placed players in a challenge mode instead, that also would have been fine. But what SNK had opted for is both lacklustre, and blatant content-padding. Frankly, there are many more issues I could point out with this mode, but I’ll leave it here on one final point – don’t bother playing it.

Side Modes

With the horrors of the story mode out of the way, let’s talk about the remaining single player content of KOF XIV. Training and Tutorial modes, a staple in any fighting game, come as expected, both giving beginners a chance to learn the ropes, and more experienced players the platform to hone their skills. There is not much to say about these modes – they will be very familiar to anyone who has played a fighting game – but I will note that I found the UI quite unfriendly for beginners. Disclaimer, I’m by no means an expert on fighting games, however I’ve played my fair share of them, and so probably sit somewhere in the middle in terms of experience. Nevertheless, being told to press ‘HP+LK’ for example, meant absolutely nothing to me without looking up the button list in the options menu. Granted, this isn’t the biggest of flaws, but I do think the inclusion of controller keys in the UI would have gone a long way in improving accessibility for new players. Aside from this, both modes are comprehensive, and are a great way to learn the plethora of combo moves available. The Missions mode is a surprise hit in KOF XIV, as one would expect a list of meaningless challenges, with no real value outside of beating your personal best. However, I found these a great place to practice combos, and become more familiar with each fighter’s move-pool, whilst simultaneously striving towards a greater goal. I’d definitely recommend players check out this mode, even if it is only briefly.

Multiplayer

OK, here we are at the bread-and-butter of KOF XIV – multiplayer. Your standard range of modes are all included: ranked; non-ranked; local multiplayer, and so you’ll get what you’d expect upon entering multiplayer. Connectivity was fine for me (provided I was playing someone in the same, or similar, region), and I had little difficulty playing an opponent once I was in a match. However, this part is important – once I was in a match. Playing in 2021, the player-base of KOF XIV is astoundingly small, ultimately meaning I could only find a match in non-ranked rooms, which often only had 3-4 players in them. Considering you often cannot jump straight into another match, as you are dependent on an opponent joining your match (or finding an open one yourself), this results in more time spent waiting for a match than actually being in one. Ultimately this is the major issue with the online multiplayer – there’s almost no one to play with. Nevertheless, I will note that once you do find yourself an opponent, multiplayer can offer you the very best of what KOF XIV has to offer.

Gameplay

As previously mentioned, KOF XIV has made a sizeable departure from previous series’ entries, breaking new ground in the world of 3D. Nevertheless, SNK should be applauded for maintaining sharp, frantic gameplay, ensuring that the core of the game is neatly polished. With a huge roster included, creating your team of three fighters can feel fresh each time, as each fighter offers markedly different move-pools. This is a standout feature of the game, as it offers players an endless supply of content as they learn to perfect each fighters’ combos, and build their ultimate team. Once in the fight, fast and fluid movement allows you string together these newly-learned skills, and the inclusion of the rush mechanic certainly helps tip the fight in your favour when you need it most. Admittedly, the learning curve of KOF XIV is a steep one, but as with all great fighting games, it is the mastery of each fighter that provides the player with a sense of reward that drives them back into another fight. I do wish there was a little more, outside of the rush mechanic and auto-combos, to give beginners a chance of said mastery, but those dedicated to the cause will certainly reap their rewards.

Audio & Visual Design

Although the audio design of KOF XIV is nothing to write home about, with some decent backing tracks and suitable SFX, the visual design has plenty to note. I personally found SNK’s foray into 3D to be a successful one, with character models, fighting stages, and visual effects all looking sharp, albeit somewhat lacklustre considering the console generation. Much more could have been done in this regard, as I feel like SNK play it safe with much of the visual effects, however overall I was satisfied with the game’s visual design. I would expect KOF XV to make some notable improvements, but considering the base game came out almost 5 years ago, I have little to complain about. Lastly, considering how beautiful they were, I would have loved to have seen more cinematics throughout the game, as these almost always managed to ramp up my anticipation before a fight. However, that would require me to start again on the story mode… *shudder*.

Ultimate Edition Extras

Anyone already familiar with KOF XIV might want to know why they should opt for this version, rather than just the base game. Well, in truth, I can’t really give you an answer. Yes, you’ll get 8 new fighters, as well as a handful of new costumes to match, but that’s about it. New players probably won’t see the value in this, whereas fans of the series may wish to consume every drop of content they can. If you do find yourself falling into the latter bracket, then by all means, the Ultimate Edition may just give you what you had been wishing for. But the rest of us, these extra tidbits do little aside from prompting an “OK, cool”, before getting lost in the already existing pool of content. Ultimately, as with most ultimate editions of games, the extra content is great if found on sale, but often they are not worth paying extra for.

Conclusion

So, in 2021, is it worth picking up KOF XIV? In all honesty, no. With an appallingly-bad story mode, and notable absence of online opponents, there is really not much content to justify a purchase. Yes, the gameplay is fantastic, and these other flaws are not indicative of that, but simply put, you’ll be getting a very empty game. Waiting on KOF XV would likely be your best bet, but if you do opt of the 14th instalment, you will still get a fighting game with sharp, fast-paced and rich gameplay. Nevertheless, although I do have to hand it to SNK for their successful attempt at entering the 3D fighting game market, considering the other options available, I find it difficult to recommend KOV XIV over them. Who knows, maybe KOF XV will continue to build on the foundations laid here, but that awaits to be seen.

Review: YesterMorrow

I love a colourful and well-designed game that will test my skill levels, and provides me with a unique concept to keep me interested. When I was offered the game YesterMorrow to review, I instantly warmed to the art style and the concept, but was put off by the genre. It’s a puzzle/platform adventure title that asks you to leap, roll and solve problems to overcome obstacles and save your family. The storyline isn’t unique, but the main concept that is intertwined through the gameplay made for an intriguing proposition. Time travel, and a lack of combat form the spine of this otherwise well designed 2D platform adventure.

Developed by Bitmap Galaxy and published by Blowfish Studios, you control the life of a young girl named Yui. The daughter of the village timekeeper, and someone who will define their own future, by travelling through the past. You are expected to follow the set paths to find temples and houses to explore. Chains and webs must be climbed, and platforms traversed to pass gaping chasms. The platforming element is nothing new, but what it presents is enjoyable and will test your skill as you try to progress.

The story plays second fiddle.

The main principle of the story is old as the hills. A village festival is about to begin, when tragedy strikes. Shadow monsters appear from the Nether, where their only aim is to control the light and cast permanent darkness upon the world. You are sent to get help from the Elders, but you fall short on your quest. Your failure ensures that your village is destroyed, and your father goes missing while he searches for your missing body. Roll on many years, and you now control an older and wiser Yui. She is haunted by her past, and her unanswered questions empower her to seek answers.

Your world was bright and full of hope before the shadows came along.

It is from this point that you gain your first of many abilities, time travel. This mechanic allows you to flit from the current day, back to the moment before the shadow beasts attacked. The aim is to find the cause of the invasion and attempt to stop it before it happens. Many other abilities are added, none of them new to the genre, and fans of platformers will feel familiar with the inclusion of double jumps, and more. Bitmap Galaxy appeared more concerned with the platforming elements that the story itself. A tepid storyline features throughout, and serves to break up the exploration, rather than a reason to be searching the surrounding area.

A great concept that was unappreciated.

I have played several puzzle/adventure games that use time travel at its heart, and each one utilised it well within the gameplay. The Great Perhaps is one that springs to mind, where constant flitting between the past and present allows you to solve the many puzzles you face. Unfortunately, it never developed to that level in YesterMorrow. I desperately hoped that the complexity of the puzzles would increase, allowing for a more in-depth experience, sadly it never came. Like the story, the gameplay simply placed all its eggs into the platform elements, and used every other mechanic as a filler.

Unsurprisingly, the platform elements are fantastic and form a great foundation for the rest of the game to be supported. It was a pleasure to work out the best way to overcome obstacles, and how to gather the many collectibles that you will find. This part is a resounding success, but I’d still consider it to be entry level, not in design, but in difficulty. The puzzle element follows suit. Veteran gamers will find it frustratingly easy, and new gamers won’t find it much harder. It was a shame that the developers failed to enhance the challenge in these parts, and had they done so, it would have been a much more solid performance all round.

The guardian is here to help, follow its wise words!

The concept falls short, but the visuals and audio doesn’t.

The outstanding art style is striking and makes this title stand out. The developers have stayed away from an exclusive pixelated art style, like many of their peers. Instead, they have created a bright and colourful world that is easy on the eye. Once the shadow realm grasps control, the sinister shades and darker colours, add an ominous edge to proceedings. As well as looking great, its attention to detail is marvellous. Cute sprites represent both character and loveable animals, creating a Disney-esque world for you to enjoy. The beauty of the light juxtaposed with the ugliness of the dark generated a classic good Vs evil backdrop.

Though the story is lacking in emotion, the music does a great job in building an atmosphere. An oriental score accompanies all the action. During times of reflection a calm song rings out, setting the scene, allowing you to focus on the text. As you move through the world, a more upbeat and simple audio drifts in the background. A mixture of tempos matches what is happening, adding energy when you roll past spiders, leap snakes or avoid bats and bugs. Both the audio and the graphics support this game perfectly. If it wasn’t for both these elements and a strong platforming foundation, YesterMorrow would fall short of its desired outcome.

With no combat, it’s all about the accuracy.

A non violence ethos is rare, especially when the developers use so many monsters throughout. The game is designed so that you think on your feet. You must use your environment to overcome your enemies, and you mustn’t rely on hack ‘n’ slash techniques to proceed. This lack of button mashing allowed Bitmap Galaxy to focus on a responsive and tight control system for the other mechanics. Responsiveness and ease of controls were not an issue when using the Xbox controller. The button layout was easy to understand and didn’t take long to master. As with other elements, this was aimed at the entry level gamer.

The darkness rules the world. There is no way past its oppressive nature.

The overall tone of this review appears that I didn’t enjoy my time playing this, and that isn’t the case. The mixture of genres has diluted the developer’s approach so much that they have missed the chance to enhance the key mechanics. If you then mix this with a weak and tired story, which is unforgivable in an adventure title, it left me hoping for more. It’s a game that is good enough that you will want to return to find all the collectibles, and you will try to unlock all the achievements. However, there are limitations to the quality, and this pulls it back from reaching its true potential. If you are looking to experience the story, you’ll need around 6 hours. If you want to complete it, 10 hours will have to be invested.

Is it worth an investment of your time and money?

As a platform game, it’s very good. The level designs are interesting, dodging your foes instead of attacking them is an interesting twist, and clambering around is fun. As an adventure title, it never truly gets off the ground, mainly because of its tired plot. The missed opportunity for me was the lack of development in the time travel mechanic. This part could have been spectacular, instead it acts like a gimmick and has the finish of an afterthought.

It’s beautifully presented, and I wish that the developers had balanced focus across the board, and not placed their eggs in a few baskets. At £16.74 it will not break the bank and is a perfectly serviceable entry level title. Do I recommend it? Maybe, I’m on the fence, but yes is my answer! I had fun, but I know what I wanted it to be. If you want to buy yourself a copy, then look no further! Can you forge your own destiny? Travel to the past to fix the future.

Review: Injection π23 ‘No Name, No Number’

Get ready for your…

Rivalling N++ for the crown of worst video game title of all time comes Injection π23 ‘No Name, No Number’, a survival-horror game that pulls no punches with its painstakingly difficult puzzles and terrifying soundtrack in an homage to the Silent Hills and Resident Evils of old.  

Set in Malaga, the unnamed protagonist has his dog stolen from him, tipping him over the edge and forcing him to leave the relative comfort of his home – into a zombie apocalypse. Unfortunate, I’m sure you’ll agree.    

Someone’s not best pleased. “Give me back my dog” is what he’d probably say, if he actually spoke.

In typical survival-horror fashion, you’ll need to find items, unlock doors and solve puzzles to find your way through to your goal. Simple enough, you’d think, if it wasn’t for the fact that these required items can’t be clearly seen in the environment, meaning that you find yourself running along the walls of the room hitting ‘X’ in attempt to find something – anything – to get you into that locked room. Not exactly my idea of fun. 

Some conventions have changed for the better in video games over the years, like a game’s ability to save automatically for one, but Injection shuns that for save points with a twist – a puzzle that needs solving. Puzzling by modern standards, this counterproductive ‘feature’ is incredibly frustrating, especially considering the challenge the game’s puzzles already provide. It’s almost like you’re being nostalgically trolled.

Perhaps the game’s biggest flaw is its failing to provide anything of substance to entice the player to continue beyond the first chapter of the game, making me wonder how many people gave up on it within the first few hours. Injection’s slow start does improve as you begin to pick up your weapons, but even then you are restricted to just a few enemy types and very few bosses to speak of throughout the entire game. 

These aren’t enemies, but they probably should’ve been.

If that wasn’t reason enough to get you to dig out and dust off your PS1 and play the original Resident Evil and Silent Hill, the graphics and animation of Injection’s enemies are PS2 standard, which makes it hard to feel afraid of them as they hover about rather than provide any jumpy movement or suspense by appearing out of nowhere. They can attack you through walls and doors and disappear for no good reason though, which is impressive I guess.  

Wait? Is this Watch Dogs: Legion of Doom?

So little excitement does this game inspire that it’s quite difficult to know where to begin when describing areas in need of improvement, but its generic cutscene-driven story is exempt, getting a free pass for it’s genre-standard plot, until its cutscenes revoke it, looking like a VHS cassette tape has been put through a blender. Notes littered around the levels that might have added to the story are mostly in English, but are occasionally in Spanish, without any English subtitles, which also doesn’t help the conveyance of the story. Above all though, it’s the lack of any real communication between characters, or even with yourself, that makes the game feel one-dimensional – you don’t even get to see your dog until the end! Who’d have guessed the zombie game would be lacking life.   

Attempting to offer respite from the mediocrity surrounding it, the game’s decent features exist through its puzzles, which vary from lock picking, code-breaking to item crafting; the detailed, but relatively empty environments, and the effective soundtrack which mostly consists of monsters moaning. Wroooaahhh.   

He’s hiding a gun, I’m sure of it…

Despite all its failings, it’s clear that a lot of love and care has been put into this project by its one-man developer, with plenty of collectables and extra features available, but with it not being cheesy enough to pull off ‘so bad, it’s good’, Injection exists only as a hardcore fan’s guilty pleasure, with its below-average production values and lack of variety creating a functional but dull game. 

Review: Cook, Serve, Delicious! 3?!

“Did someone order stress with their grilled cheese sandwich?”

To encounter a game you wouldn’t usually go for, only to be pleasantly surprised, describes my experience with Cook, Serve, Delicious! 3?! As a lover of food, this title had its appeal, but soon the glitter and glam of delicious meals began fading away as the orders came flying in.

It’s all in the preparation

Set in post-war America, the year is 2041, and the restaurant business is booming. With many franchises doing well, Cook, Serve, Delicious! is still the leading restaurant known for its exceptional quality and taste. Well, perhaps I should say was. An unfortunate explosion brought the entire establishment down, with the acclaimed chef in it. Thankfully, our culinary maestro survives the blast with a successful rescue by two androids – Cleaver (guardian) and Whisk (driver). It also just so happens that these two lovely artificial souls are fans of the chef and own a food truck. Call it fate or destiny – but with an opportunity available and your efforts, Cook, Serve, Delicious! can once again be the powerhouse name in culinary excellence that it has always been and make it to the Iron Chef Championship.

The gameplay of Cook, Serve, Delicious! 3?! is relatively simple at first glance: prepare meals, cook a few special orders and serve hungry customers at your stops. I assure you; it quickly becomes far from straightforward. To become the best in the food truck game, you need to master swift coordination with your menu preparation, food cooking practice, holding stations, special orders, and speedy fingers (as well as the occasional cramp in your right thumb).

Each day begins with a curated menu with a set number of points based on the foods available and their tier. The higher the tier ranking, the more challenging to produce, but equally financially rewarding when executed accurately. Your earnings from each day’s takings go into the food truck by purchasing new menu items.

What’s on the menu?

Thankfully, there is room to practice preparing each food before purchasing it or adding it to the menu. Helping you plan your energy for the upcoming stops. I loved how Cook, Serve, Delicious! 3?! curates hundreds of different foods from all around the world. I was chuffed to see Koeksisters and even Bunny Chows on the menu as a South African. The game offers insight into each kind of food. From the country of origin to cooking methods, and even its evolution throughout the decades. If you take a closer read at the food information, you may spot some hilarious not-so-true facts there. There is something for everyone on the Cook, Serve, Delicious! 3?! menu.

You begin with four holding stations where you can prepare larger batches of menu items in advance. These come in very handy when having to feed a crowd in one go. Depending on each item prepared, an icon will indicate the expiration of the foods in each station. Should the food become unconsumable before reaching your stop, a new batch will have to re-cooked. With every successful food stop and day, you earn points that level you up. These upgrade your food truck (my advice: be quick to add holding stations, you’ll thank me later).

Make it your game

At the end of each day, you have ranked either bronze, silver, or gold medals. Factors like a customer’s waiting time and accurate order delivery will contribute to your ranking.

Besides the ranking system, you will be making moola in the form of a cryptocurrency called Crumb Coin. The money you make comes with an exchange rate displayed at the end of each day. And yes, the money carries over to the next day if not used. This money can purchase items called ‘Trinkets’ that spruce up your truck and the feel you want it to portray. From cool interiors to social statement pieces like BLM and LGBTQ trinkets, whatever drives your food truck can be yours.

Cook, Serve, Delicious! 3?! is played in your choice of two modes: Standard and Chill. In Standard, there is limited customer patience, food truck attacks (yes, you read that right), but the opportunity to earn a Gold medal ranking. Chill mode offers unlimited customer patience, no food truck attacks, and a maximum silver achievement. Having never played the previous two titles of the series, I spent quite some time getting the hang of things through Chill mode. But this didn’t take away from how fun Standard is. Oh, did I mention that you can play local co-op at any time you choose?

Final verdict

There is just so much in Cook, Serve, Delicious! 3?! I have not even begun to scratch the surface of the 380 levels available. From chicken nuggets to kimchi, soda to beer – Vertigo Gaming Inc. outdid themselves with this game. The range of customizable gameplay in Cook, Serve, Delicious! 3?! is commendable and ensures that you can enjoy the title how you want to. Sure, my stress levels went through the roof, and I often had my sleep interrupted with flashbacks of failed orders, but it was so worth it.

A definite recommendation from me.

Review: Waves Out!

0

Waves Out is small game about using magnetism. I hesitate to classify the genre as I’m not sure what it would be. In the game you have to transport spheres to goal holes as each world gets progressive harder. Each level has around three rounds with a timer counting down. If you don’t get enough spheres in the holes in time, you have to restart.  

There are three different ‘worlds’ which have four levels each, but they’re just slightly varied versions of the same level. That coupled with the rounds makes the game very repetitive, even with the variance. The last two levels somewhat deviate from this, but I doubt most people will get to that point. The score goals are way too easy to achieve for almost the entirety of the game, so much so that I often found myself standing around in the last round as you can continue to score even after you’ve achieved your goal for that round. Not only that, but each level has up to three stars you can get for extra spheres and I got all three half the time. There are also powerups to help, but they’re not really needed. There are also goals that offer two times or four times points, but you again you don’t really need them. 

The time trial idea really holds the game back, discouraging you from even going to collect powerups. Towards the of the game at the last two levels there’s an attempt at a longer level, but I’ll tell you that getting stuck in the floor on the third part and having to restart from the beginning of the level all over again was pretty frustrating. The game would have been better if there was no time component at all and instead a set number of spheres needed to open up the next part of the level. As it stands everything that gets added to increase the difficulty it either not fun or doesn’t make the game that much harder anyway.  

That’s about all there is to the game. There’s a two-player mode, but I doubt you could get anyone to play this with you. There’s also a time trial mode, but the core gameplay makes it not worth playing.  

The only good thing about this game is the magnetism idea. Even then, I not sure if the way I’m using it is intended, as I often mash the button to keep the spheres sticking to me without overloading, although you do need to hold the button down for a bit to drag spheres up slopes. The fact that you have to walk over them to activate them before putting them in the goal is fine, but like everything else in the game the challenge of it is basically irrelevant most of the time. 

Overall, I wouldn’t really recommend this game to anyone unless you really like magnets for some reason. The game’s short, the gameplay’s boring and there’s no story. I could also mention other things like how the music in the main menu isn’t very good and a couple of the glitches I saw, but I think you get the picture.  

Review: SuperMash

As gamers, I’m sure that we have all dreamed of being able to publish our own creations. We all have that picture of what we think is the perfect game, and curse developers when they fail to deliver it. In SuperMash you are given the chance to blend several genres to make the randomised title of your dreams.

Developed by Digital Continue and published by Limited Run Games, you will be expected to mash together as many wonderful ideas as you can conjure up. So what is the point? Random, fun, and that is it! It’s mindless, retro gameplay that will tweak at those nostalgia fuelled nerve endings.

So, how do you mash together games?

The game starts with a colourful cutscene that describes the lay of the land. A group of friends run a failing computer store, the lease has been terminated and you have 1 month to move out. Our hapless heroes have previously visited a garage sale and were given a box of junk as a gift for their kindness. Unbeknownst to them, this box is like the magic beans in Jack and the Beanstalk. It is the gift that keeps on giving and is the gateway to the future of gaming. In the box is a double slotted console, and after some experimenting the team of friends discover it allows them to mix genres together to make a new game. And so the scene is set, and the concept becomes clear. You must save the store by creating hybrid mutant games.

That moment when Metrovania meets retro platformer.

6 categories await you; Stealth, Shoot ‘em up, JRPG, Metrovania, Action/adventure and platform. Each pay homage to the early days of Nintendo, and their policy of experimenting to create weird and wonderful titles. Each style utilises a classic approach, with instantly recognisable characters and gameplay styles. Combining them leads to some brilliant results, but also produces some stinkers. You are warned at the start that you may create; easy, impossible, fun, frustrating or broken games. And you are also told to expect fun, and that is something you definitely experience.

A tale of 2 concepts.

The gameplay is split into 2 portions; An action visual novel (VN) and the mashed up creations. Each depends on the other, but you need not pay too much attention to the VN portion. It’s weak in its writing style and is used as a lame excuse to progress the storyline. The game progresses as you complete tasks that are in a journal that came with the console. Completion of each section allows you to face a boss, and then you proceed onto the next segment.

The fun for me was in the random outcomes that you attempted and succeeded at. Who wouldn’t want to play “Happy Jump” or “Vylania’s Dungeon?” As a concept it was fantastic, unless the randomly generated worlds failed to allow a successful outcome. Walls would be spawned in front of the final item, or monsters would spawn and be impossible to kill. I know it could be considered luck of the draw, but it simply left a bad taste in my mouth.

No one gets to tell me that this isn’t a good mix. After all, what could possibly go wrong?

Indie games full of glitches.

As gamers, we all hate glitches. They allow for unfair advantages, crash your attempts, and simply ruin your enjoyment. Put this mindset on hold when playing SuperMash, as these issues are a deliberate portion of the gameplay. Dev cards are collected and purchased throughout your time in the shop. You can then use these to enhance your character, or to tip the balance in your favour. Spawn extra items, kill random enemies, invincibility and more await you. But where there is good, there must be bad! For all the positive bugs, negative ones infect your title as well. Enemies are quicker, the screen jitters and shakes, health spawns faster than you can shoot, and so on. Once you start glitching, it’s hard to stop, so be careful how you use your cards.

Classic inspiration with retro graphics.

Part of the joy of this is the brilliant retro styling that matches each of the genres. Digital Continue hasn’t strayed far from the path in design and look. Character models look deceptively close to the original protagonists, and this adds a layer of amusement when you see one of your heroes in a world that they shouldn’t exist. A variety of perspectives are used to emphasise each category, but each uses a beautiful vivid colour palette to create their visions. If you do not like pixelated or old-school imagery, then you will probably want to give this a miss. But if you are a fan, then you will enjoy the presentation.

As with the graphics, the audio keeps things simple and reminiscent of the era the theme is dated to. A ridiculous mixture of over the top sound effects, and chiptune music forms the backbone of the sound files. It’s all oddly familiar, even though none of the music has been used before. If you are old enough, then this trip down memory lane will bring back some fond memories.

Classic JRPG combat never gets old!

Each game is as easy to control as the last!

No matter the category, or the mashup, you will master each in seconds. An intro that explains the controls and your special powers acts as a tutorial, and then the rest is down to you. Your only limitations will be your own skill set. I’m terrible at platform games, and this didn’t change when trying this. No matter your experience level, you will play this without issue. It’s well designed, straightforward and easy to pick up.

If you can get over the lack of depth in the gameplay, then you find that there is plenty of replay value to be had. An untold number of combinations can be produced, some a success and others, well, rubbish. Hours of playtime lay ahead of you, and a large and challenging achievement list is there if you are so inclined. At £16.74 it is a little pricey for concept, but great value for context.

Will you get sick and tired of Mashing?

The random nature of the creations and the variety of genres leads to a lot of possibilities, yet it feels hollow. In design, it’s a fantastic idea that could have been developed and nurtured, think Super Mario Maker. In reality, you crave more control over the outcomes and want to feel that you have created an excellent title. Even when you have a great result, it never reflects on your abilities as it always relies on luck rather than judgement. Do I recommend it? I’m on the fence! I’ve had fun, and experienced some enjoyable things, but it isn’t quite enough for me. If you want to see what it’s all about, you can buy it here! Can you save the game store from going bust? Will you be able to design the next big thing? Luck and no judgement are required to beat this colourful retro title. 

Review: Tracks The Train Set Game

Tracks-The Train Set Game is a charming game with excellent content. The main game’s premise is to build train track sets to transport your trains to complete various modes.

Tram-endous content

From the onset of the game, you can play various game modes across multiple of the game’s environments. Game modes include Free play and passenger game modes with the former involving a sandbox-style mode. This particular game mode allows you to create your very own custom train set. Enabling the player to choose with considerable freedom, where they want to place tracks and what sceneries they want to play their very own custom playsets. The free play mode also allows you to customise your sets environment with a range of props, for example, trees, mountains, houses and even people. This game mode stands out as one of the highlights of the game. The customisation and free play capability levels granted to the player are superb. Although the developers could have added train customisation.

Free play at its best

On the contrary, although the latter game mode (The passenger mode) isn’t as great. It does offer a decent experience. It requires the player to place tracks in such a way to pick up passengers to transport them to designated areas such as a train station. Although not a bad experience. It is as described and offers very little else in terms of gameplay.

Both game modes take place across different environments, from a bedroom to a living room. These environments look great, offering graphical polish. The game’s soundtrack is also pleasant with a mix of relaxing tunes, suiting the game well. These, combined with relatively easy controls, make the game a delight to play.

Running out of steam

Unfortunately, even though the game’s content is excellent, there is not enough of it. There are no more than the two-game modes and several environments to pick from within the base game. It will cost you for more content with the game offering different environments through DLC packs to purchase more environments. Thus, the game gets let down by the limited amount of content available within its base game without having to pay for it. Therefore, offering limited replayability once you have exhausted the free play modes. It’s a shame that such a limited amount of content is available within the game as its content is excellent. Well suited for train and toy enthusiasts. 

Verdict

All in all, Tracks: The Train Set Game is a great little toy train simulator and is sure to appeal to train and toy enthusiasts alike, with its excellent free play mode, charming graphics, soundtrack and gameplay in general. Despite this, its let down by the limited amount of content available for it, limiting its replayability.