Review: Breakpoint

Overview

Studio Aesthesia revitalizes a niche genre, and adds a new touch to create an exciting twin-stick experience to add to your Steam Library. You play as a small white ship, being bombarded by other simple geometric spacecrafts. Swords, axes, or even spears will be at your disposal to equip and upgrade to achieve the high score. The design is reminiscent of the vector-style arcadelike graphics from the ’80s. For those seeking a new approach to some classic vintage action, in quick bursts Breakpoint will deliver.

Gameplay

When you begin a new run, you’ll find yourself immersed in waves of approaching enemy ships. They will come in full swarms utilizing different projectile patterns and flight movements. You must navigate carefully and take things up-close and personal with melee weapons as your arsenal. My personal favorite is the spear due it’s quick and responsive attack speed. Each upgradable weapon has a primary attack and a slower, yet stronger secondary attack. You also have the option to throw your weapon like a projectile as a special attack. Collecting points left behind from destroyed enemy ships will fill your meter to increase your total amount of weapon throws.

First-time players are immediately pulled into a tutorial, before reaching the main menu. This creates a unique and memorable experience, much like the first time inserting quarters into a new arcade cabinet. It takes less than a minute to be introduced to the controls and game goals. The main trick to learn is to attack with swords and axes, instead of the traditional guns, lasers, and missiles in similar games. It feels strange at first, but the melee gimmick was implemented nicely, creating what Breakpoint is referred to as a “twin-stick slasher.” This is a well executed introduction to what the title has to offer.

Graphics

Visually, Breakpoint looks clean and the bright colors are easy on the eyes with no motion blur. The sprites are a nice minimalist design, but maybe a little uninspired when paired with the more detailed weapons. What really stands out is the juxtaposition of your white ship using medieval weapons to fight off vibrant enemies with futuristic space technology. With the retro gaming revival in full stride, many games today fully embrace the pixelated aesthetic. It’s nice to now see developers draw new inspiration from other consoles such as the Vectrex.

As you progress, tougher enemies fly in with trickier maneuver patterns to add to the increasing amount of action on screen.

Audio

The neon color palette is accompanied by a simple, electronic music piece that serves it’s purpose as in-game music and nothing more. It’s not bad or anything, but you’ll eventually tune it out due to the increasing demand for your focus as you reach higher and stronger waves of enemies. If you want some audio variety, maybe drop the music volume and find a Vaporwave playlist to jam out to. On the other hand, the sound effects are solid. It genuinely feels good and satisfying to swing a mighty hammer at the enemy and feel the impact of the explosion. Hearing your foes explode in a crunchy, full soundbite is what gives Breakpoint life.

Controls

Although this is a twin-stick game, I had little to-no-issues playing with a keyboard and mouse. It really doesn’t diminish the gaming experience at all. The real fun began, however, once I connected my Bluetooth controller to fully realize the game, as I assume the developers intended. That is of course by utilizing the analog sticks, hence the genre. Just know that the right stick (or mouse depending on your peripheral style) merely aims your ship. Those who are used to having the fire and aim function both assigned to the right analog, in all honesty will not have any issues adapting. The controls are tight and responsive.

The weapons each have their own weight and feel to them. The sword is like a windshield wiper covering the front half of your hitbox at a moderate swing speed. The delayed, yet loud impact of the hammer is brutal. I love holding down the secondary fire and charging up a huge cleave while pursuing waves head-on. When your special meter is full, toss your weapon to get you out of a tight corner and clear gatherings at a distance. Picking up and cycling through the different weapons to freshen up the action is clearly Breakpoint’s biggest strength.

Anything Else?

After several attempts to best your own high score, or even top the leaderboards if you’re an arcade veteran, you’ll quickly see all that Breakpoint has to offer. There’s really not much else to do aside from the main game. Players seeking extra features, such as character customization, level select, or a story mode, may be left with a little to be desired. For those longing for more, I suggest to check out Xeno Crisis. Breakpoint reaches out to those who can enjoy the retro arcade experience without the need for any extra bells and whistles.

Bottom Line

Drawing inspiration from the likes of Robotron: 2084 and Smash T.V., Breakpoint is another solid entry to the twin-stick action library with a fresh coat of paint. Best played in short bursts, this is a satisfying title to return to here and there.

Review: Loot Hero DX

I love the fact that modern gaming is complicated, far-fetched and as beautiful as anyone can imagine. Developers have free rein to create the world of their dreams, and most gamers desire big open landscapes to lose themselves in. Now, I also adore this concept, but I also want something that is simple, easy to try, and quick to play through. I invest a lot of my time in indie games as they scratch this itch for me, and my latest review title ticks these boxes and more. Loot Hero DX from developer Varagtp and publisher Ratalaika Games is as indie and retro as it comes.

This straightforward 2D side-scrolling adventure title asks you to control a heroic knight. His task is to overcome the fierce dragon that has taken over his lands. A tough task as our knight is nothing but a lowly weakling who struggles his way past the most basic of enemies. You must ram your way through your foes, collecting health potion, vials of invincibility and treasure on your way to increasing your stats, and destroying the end boss.

Basic levels match the main concept.


You must pass through 5 different lands; Woods, a volcano, swamplands, a jungle, and the dark forest. Each contains its own main boss, and a selection of unique creatures to overcome. On the final stage you will face down your nemesis, where you must be prepared to slaughter it without issue. Failure to survive does not mean game over, you do not lose your progress, and you don’t have to start the grind again. Losing your life ensures that you respawn, discarding some of your coins, while beginning again.

As you kill everything in your path, you will gain XP. This is used to increase your level, but oddly this has no impact on how strong you become. Statistics are increased by the money looted, and you have a choice of 4 options; Attack, Critical, Defence and Speed. Each plays a key part in success, and as the game is predominantly just running at your opponents until they die, there is very little in the way of strategy. 

Grind, grind, and grind again….

The game starts by stating that success is earned by grinding through levels; they weren’t wrong! You will grind like you’ve never ground before. You’ll sprint up and down each stage like a headless chicken with a lance. Enemies fall to the wayside, spilling their precious loot for you to gather up. Once you have enough coin in your purse, you stop at one of the conveniently placed Ye Olde Shoppe’s en route, and choose the stat you wish to upgrade. Then the process begins again.

What happens when I finish it?

You have spent a matter of minutes levelling up; splurged your coin on your character, and you go face to snout with the red dragon. You ram into him repeatedly until his slain body lies beneath you, now what? Start again, that’s what! The levels increase, XP and money drops increase and you go through the whole process again. What’s the point? The game is completed, you’ve defeated the stinking dragon, surely the world is now safe? No, you have Feats to unlock for your pride. They show you to be the mightiest and toughest knight in the whole land, so you can’t walk away when they haven’t been unlocked.

In short, Loot Hero DX is a very easy game to complete. Most of the time you’ll not even think about what you are doing. It’s mindless fun that oddly doesn’t get boring. As your knight gets stronger, faster, and unstoppable, it’s addictive watching him bowl his enemies out of his way. You won’t be tested while trying this out, and very little skill is required to beat any opponent you face, but yet it sucks you in, and you find that you don’t want to put it down.

Retro graphics to match a retro theme.

Varagtp has created the perfect pixelated world for you to experience this retro ramming adventure title. Everything about this screams old-school, from the choice of tone and colour, to the art style for the sprites. Its basic approach should not have worked well on a large screen, yet it was a joy to play. The variety of backdrops were good, and each stage had a unique look that matched the description of the level. The details in the enemies could have been better, but you fly through them so quickly that it mattered not in the long run.

As you’d expect, the audio followed suit with this classic theme. The sound effects were understated, with the chinking of money being collected, and the thump of your weapon on heads being the highlights. An upbeat, synthesised soundtrack brought back many memories of early 90s gaming. It was reminiscent of Mega Drive RPGs like Shining Force with its inspirational and heart warming tunes.

Controls, what controls?

Life as a knight couldn’t be much simpler; choose your direction of travel, set your weapon, and run. This is the depth of difficulty that you will face you when you play this game. The hardest part was ensuring that you didn’t attack the end boss when you were grinding loot. If this happened, you wasted valuable seconds whilst you awaited the level to reload again.

For a game that can be completed in around 20 to 30 minutes, it has a lot of replay value. The achievement list is completed during that time, leaving you with very little to aim for, except for those Feats. You’ll have no real reason to keep playing, yet you will, as you want to see how easy it is to defeat the harder enemies, what loot they drop, and if you can destroy the dragon again. A simple concept that gets under your skin.

Retro gaming is champion again.

On paper, Loot Hero DX shouldn’t work. The length of playthrough, the extremely simple game mechanics, and the lack of fresh content after the first completion means that this should be terrible. However, I really loved it. It will not be recognised as a great, but it’s a nice game to have in your library to play casually. Do I recommend it? Of course, and if you want a copy, it can be purchased here. It’s time to become the hero and slay the dragon that is threatening your way of life.

Review: White Day: A Labyrinth Named School

0

Why anyone would put themselves through this, I will never understand. I have never been at home by myself thinking; man, I sure wish I were scared right now. If being tense and scared is your cup of tea, go ahead and have a look at White Day: A Labyrinth Named School.  

White Day: A Labyrinth Named School is a Korean survival-horror game originally developed and published by the studio Sonnori back in 2001. It was remade for mobile phones in 2015 and for Windows and Playstation 4 in 2017.

Story

The reason you find yourself in this super creepy school building at night is not very important. The fact of the matter is that you are in a school at night, and it is filled with ghosts and the janitors from hell. The game rushes to put you in this setting early on and thus it gusts you through a quick introduction and sets you on your path. Basically you want to deliver the notebook of your crush back to her so you enter into this haunted school at night. While in school you find out a few other students have also entered the premises. As you wander around exploring, the ghastly story starts to unfold. There are a bunch of ghosts for you to encounter and to be scared by, but the most terrifying part of this game is without a doubt the janitor. Especially the first one as I was accustomed to his company when being introduced to his baseball cap wearing co-worker.

The janitor is introduced early on as you observe him beating a fellow student to death with his baseball bat. That sure sets the mood and tell you what will happen if you are caught.

The story is there to give you a reason for exploring this haunted school and to be a victim of the terrifying atmosphere. You are given tidbits of the story mainly through different notes that you can pick up. However, I assume you mainly play a game like this for the ambience and thrills and not for the story, and that is where the focus of this game is. There is a story surrounding the experience if you take part of all the documents you can find, but my main take-away was the setting.

You can probably clear the game in four to six hours, which is enough for this game to not overstay its welcome.  

Gameplay

You play as the main character Lee Hui-min through first person perspective. There are no weapons in your arsenal. You are very underpowered and have no means of fighting. Your weapon of choice is legging it out in order to find a good spot to hide out in while the ever-looming threat wanders on. You utilize items to regain your health after getting a beating by the janitor or an encounter with the supernatural.

There are different difficulty levels for you to choose from. The lower difficulties offer you some hints through text messages in your phone, and this is recommended if you are not well versed in these types of games. The game can definitely put up a challenge so don’t feel bad for choosing a lower level of difficulty.

You explore the school in different sections where you find clues and solve puzzles to advance. The puzzles vary in their level of difficulty and I must say that some of the puzzles really had me scratching my head trying to find the solution. The puzzle solving and exploring would probably have been a lot easier if the game didn’t make sure to put you in a state of anxiousness with the ever present threat of the janitor or a jump scare waiting to happen. Being tense and stressed while playing definitely adds to the difficulty of advancing.

The gameplay mechanics were mostly fine, but frustrating on a few occasions. If I wanted to open a door I had to look exactly on the handle and if I wanted to pick up an item from the floor, I had to look directly at it. This was a minor inconvenience unless I was in a hurry trying to outrun the janitor. On those occasions it was truly frustrating.

Art style and sound

This game truly shines when it comes to ambiance and tensio. The tension is mainly built through the excellent sound design and mixing. An eerie setting combined with the ghosts and the threat of the janitor is enough to keep you on edge. When a tree branch hits the building, a floorboard cracks or a phone starts ringing, you are sure to have your heartbeat raised. For the first few minutes of exploring I was so anxious fearing that the janitor was coming to get me. I heard his footsteps wherever I went and couldn’t shake him. Later than I care to admit, I figured out that the footsteps that had been haunting me, were my own. That is what a game like this does to you. Thankfully, after learning the pattern of the janitor, his terror did let off and he became more of an annoyance than anything else.

This being an older game does show in the visuals department. Don’t expect a cutting edge graphical achievement, as this is a game that originally came out in 2001. It hasn’t gotten the glow up of say a Final Fantasy VII Remake, but that is not something that is required to deliver the frightening setting for this game.

Who is this game for

If you are a fan of the survival-horror genre, you will surely find enjoyment in this game. If you are not a fan of the horror genre in general, I doubt you will have a good time with White Day: A Labyrinth Named School. You will however loose an hour or two of sleep, which is always nice.

Verdict

Good for fans of horror. The sound design and sound mixing in this game stands out while the visuals do show signs of aging. It is in large thanks to the different choices in the sound department that this game manages to deliver its unnerving atmosphere.

For more reviews be sure to check back to

Review: Fatal Fury: First Contact

Fatal Fury is a part of SNK’s fighting game franchise, which dates way back into the late 20th century where arcade cabinets were still the go to medium to play fighting games on. Although not as popular as fighting game giants such as Street Fighter and Tekken in today’s day and age, Fatal Fury has been slowly regaining its popularity with its iconic characters popping up in other big games; with Geese Howard appearing in Tekken 7 and Terry Bogard making his appearance in Smash. Much like other 2D fighters, the goal of the game is to deplete your opponent’s HP bar before they can deplete yours. Sad to say, the game is a little mundane compared to newly released 2D fighters with more complex game mechanics and much better graphic quality.

Fatal Fury: First Contact was released for the Neo Geo Pocket Colour more than 20 years ago in 1999. The game was ported over to the switch just last month in hopes of creating a sense of nostalgia amongst its loyal fanbase. In terms of gameplay, however, the game does not really bring anything new to the table.

When booting up the game, the screen shows a Neo Geo Pocket Colour device, and you play on the small screen in the middle (Yes, a screen within a screen). I do not really get why they did this, as it makes it much harder to actually play the actual game. There is an option to zoom in, so it becomes much easier on the eyes, but it does not fit the entire screen of the switch, which is kind of annoying in my opinion.

The game only offers 2 modes: a single-player mode where you battle in an arcade mode fashion, beating AI and AI until you beat the final boss character; and a 2-player mode in which you can play in a versus match against a friend. The 2-player mode is really neat as the screen shifts into a horizontal mode so that both players can face each other on a single switch system. This is probably considered to be revolutionary for the game as in the past you would need to have 2 systems and a link cable that joins both devices in order to fight your friends. Other than these 2 modes, there is not much to do. The game even lacks a training mode, which is crucial for a fighting game nowadays.

2 Player mode

The game does come with a manual that teaches you how its mechanics work and how to perform each character’s special moves. The manual is really helpful in learning how the game works and learning how to perform cool and deadly attacks that can give you an edge over your opponent. One flaw about it though is that every time I wanted to refer to the manual in the middle of a match, it automatically returned me to its starting page. I had to keep flipping through the manual countless times when I wanted to refer to a specific character’s move list. It got really annoying after a while, and I decided to just button mash till I got bored.

Overall, I feel like the developers of this game just tried to make a quick buck by porting over their old game without adding any new constructive updates. With bigger, better, and more entertaining fighting games in the market today, Fatal Fury: First Contact does not have any features that would keep me playing for long hours. I wouldn’t recommend it to any fighting game enthusiast to get the game unless it’s for nostalgia’s sake. Casual players might find it fun for a while but probably wouldn’t spend hours on end on the game.

Review: Skelattack

The best Skeldefense is a good Skelattack.

Skelattack is a brutal, unforgiving and exacting test of your reflexes, patience and fine motor control which is thinly disguised as a cutesy indie action platformer. So much so that I went looking for a difficultly setting. ‘A game this cute shouldn’t be this hard’ I thought, naively.

You play as Skully the skeleton and, with the help of you bat friend, Imber, you have been quested to save your afterlife home from the deadliest of enemies – humanity. On the day of your ‘skeletons-get-their-memories-back-from-when-they-were-alive’ ceremony, a group of humans attack Aftervale and it’s up to you to platform your way through a series of distinctive worlds to save the day, all while trying to piece together your memories from your time in the mortal world.

The first thing you’ll notice when you boot up the game is the absolutely gorgeous art style. It’s a hand-drawn, gothic affair, with vibrant, colourful and detailed characters and environments that you could stare at for hours, think Cuphead meets Pixar’s Coco. It’s what makes the game so endearing. You want to get through this bit of punishingly difficult platforming so you can see what visual delights are waiting for you in the next room. This is especially true during boss fights which push you to pull together everything you’ve learned up to that point and are the most challenging part of the game. But you’ll keep coming back, attempt after soul-crushing attempt so that you can pass on to the next level and see what Skelattack’s art style has done with the concept of a woodland world or a lava kingdom.

On the topic of environments, each one gives a different gameplay experience with new enemies to face and platforming elements to master. The first level is a dark and claustrophobic sewer, strewn with mousetraps and humans to fight. It’s occupied by some friendly rats who’ll help you on your quest if you can hunt down their stolen food supply.

As a contrast, the second level is in the Greenery, which is open and bright, with lots of plant life, including the sentient mushrooms whose home you’re trying to save. This environment gives you (hopefully non-sentient) mushrooms to jump on for a height boost and new wildlife enemies, like beetles, mosquitoes and giant venus-flytraps to face. Disappointingly, the combat isn’t anything particularly special and the different enemy types don’t lead to a different combat experience. You just need to get close and mash the attack button, there’s no strategy to it.

I won’t spoil any of the surprises for the later levels but it’s worth persevering to the last level which plays like a final exam for the game. It mashes together every enemy and platforming element you’ve faced so far to present you with a twisted climbing frame of death. Once you’ve made your way through that and faced the final boss, you feel like a true master of the underworld.

The basis for that feeling of mastery is the difficulty of the game. It is so hard. So hard. You’ll need to do some pixel-precise platforming over blocks that will insta-kill you and some boss fights that dish out damage from every direction, making The Orphan of Kos from Bloodborne look like an old lady with a rolled-up newspaper. Sometimes that difficulty is hair-pullingly frustrating and, to be completely honest, I had to put the game down and go away for a bit to let the rage simmer down before going back and trying again. Fortunately, the game has a generous checkpoint system and loads up after a death almost immediately, which limits the potential for frustration. Overall, the high difficulty level leads to a great sense of achievement when you eventually manage to get past the spikes, lava and flame monsters by nailing that wall jump on the 82nd attempt.

Part of the difficultly when you first pick up the game is caused by the platforming controls. You only have access to a jump, double jump and wall jump throughout the game so it’s important that you can nail those controls exactly when you need them. To initiate a wall jump, rather than pressing the jump button when you land against a wall, which I’m personally used to, you instead push the stick away from the wall. So, when you need to navigate up a pair of parallel walls like some kind of reverse Father Christmas, you need to carefully time pushing the stick from side to side and avoid the urge to press the jump button. Those controls were the cause of many of my early deaths but once I got used to them I found I was dying from platforming less. Like 10% less. It’s still a punishingly difficult game.

Skelattack is a beautiful and endearing indie game with a soul borrowed from a FromSoftware game. It’s gorgeous, challenging and so compelling. When you put it down, it won’t be long until you pick it back up for another go. It is let down by some awkward controls and uninspired combat but on balance, I came away with some really positive feelings for Skelattack.

Review: Fairy Tail

Fairy Tail is based on manga/anime of the same name. It promises to be a faithful adaptation of its source material and is promoted with a tag of Magic x Guilds x RPG. I am not very familiar with the license but after looking it up the game felt fairly similar. It also does have the feeling of that type of TV Show with a straightforward plot and quirky, endearing characters, that are always trying their best and are fighting for the sake of others. The game definitely manages to deliver on its promises of magic and guild experience however it struggles with the RPG part. There is little opportunity to be a character living in that setting, since all events are scripted and linear. However it has a robust character/party management system and tactical combat where each character needs to fulfil a role. Which are emblematic of the JRPG genre.

The game opens with the main characters, members of the titular Fairy Tail guild, facing off with a great villain at the end of their last adventure. The battle ends with heroes victorious but with an appearance of a greater threat that they can’t beat. Using the power of their bonds, they manage to cast a magic spell that protects them but at the cost of putting them in stasis for 7 years. When they awaken and return home they find that their guild fell upon bad times while they were absent.

While controlling various members of Fairy Tail the player follows a storyline involving  restoring the guild to the strength and reputation it once had. The progress of the guild’s restoration is represented by its place in a ranking of magic guilds. The guild’s rank increases when the player completes various side quests. Reaching certain rank milestones unlocks quests in the main storyline. In turn completing main story quests unlocks more opportunities to upgrade the guild and the characters. This creates a nice loop of options for the player to progress the main story and experience the world of the game.

The plot of the game is pretty standard and there are moments in which I got invested and empathized with the characters. However it is not presented in an engaging way, most of the time it ends up getting in the way or dragging. There are several scripted story sequences that are poorly paced or interrupt gameplay without a good reason. A cutscene often leads into gameplay requiring the player to run a few meters in order to play another cutscene. At times story sequences contradict the gameplay for example requiring you to win a battle only to show that you lost it. There are also several cases worth mentioning where a character model and sometimes their voice were not in the game resulting in the character in question being off camera while still interacting with other characters.

Easily the most satisfying part of the game was doing various quests to level up the characters and the guild headquarters in order to take on more difficult quests. This classic gameplay loop is simple but fun. It allows you to quickly get into combat to try out different tactics and abilities while letting you get to know the characters by occasionally showing bite sized cutscenes and dialogue sequences.

The combat consists of the player picking a party of up to five characters. The game has a good roster of characters that grows over time via quest, each of them is relatively unique in what they can do. While the combat is mostly standard for the genre it is a little faster paced and has some extremely nice interactions between how your roster interacts with each other, adding a lot of room for players to experiment. It is also a good reason to switch up your party beyond the requirements of quests.

As character’s level up their stats increase and new abilities are unlocked. Some of the side quests are specific to characters allowing for unlocking of their passive abilities. Side quests requiring the use of a specific team increase those character’s bonds and make them work better together. Upgrading the guild headquarters further improves stats and passive abilities for all characters.  Considering all this progression I never felt like  I had to stop and grind in order to progress. The difficulty curve is quite smooth and the game remained challenging throughout.

Visually the game is mostly in line with other games using similar art style. The characters, environments and visual effects look very much like their anime counterparts when compared. Sometimes took me a moment to notice when what the game showed me was 2D artwork instead of in game graphics. The game shines the most during combat with all abilities having different, dynamic character animations and visual effects on top of great camera work. The game becomes a visual spectacle during those moments and is a joy to look at, especially when immersed in an especially difficult battle.

However in other aspects the visuals fall short. When out of combat, character animations are quite stiff and make the characters feel like dolls rather than living beings. Some of the comical expressions they use makes that even more noticeable since the expressions look like they were glued onto the character’s face. Character animations also lack fluid transitions with feet noticeably sliding into idle position when a character stops walking. Finally the game lacks some variety in terms of environments and enemy types outside of the main storyline, mostly consisting of the same assets.

Sound design in this game is consistent with the visuals. It is mostly good, enhancing all the exciting animations during combat with appropriate sound effects. The music too matches the action with several fast paced music tracks which sound like a mix of Rock and British Folk music. The more intense events during the main story are accompanied by more epic music tracks that feel like they are cheering the player on.

In terms of technical difficulties I found that there was a lot of shimmering on my screen and my screen appeared to be cut off at the edges, perhaps some issue with resolutions or scaling either way I wasn’t able to fix it. The frame rate also tends to drop when there are several objects/vfx on the screen. Surprising for a game without a lot of small visual details Other than those issues I didn’t find anything in visuals or otherwise.

To summarise, I mostly enjoyed Fairy Tail however some of the issues were impossible to ignore and often took me out of the game. The best thing I can say is that it is a competent and at times exciting JRPG. I would recommend it to someone who loves the anime and wants to get into this genre. You might want to wait for a sale though as the game is quite expensive.

Review: Pixel Ripped 1995

Back in Time

I had no idea I missed the train when Pixel Ripped 1989 was released. I can honestly can say I regret not getting the ticket. Pixel Ripped 1995 is one of the best representations of my childhood that I’ve ever come across. PR95 is whats best described as a game within a game. Honestly, the best way to explain it, is to play through the intro level. I slip on the PSVR headset and like a dream, I find myself sitting in the living room floor. I’m wearing a full suit of cotton pajamas and the floor is covered with gaming magazines and junk food. In the background is the overbearing parent, who ironically enough is named Karen, pacing around the room berating you for constantly being glued to the TV. The moment the lecture stops the phone rings and Karen is relaying your incoherent behavior to your grandmother.

Once you find your bearings, you reach down and grab the oversized game cartridge and slam it into the console. The clicking into place is just as satisfying as it was 25 years ago. The game powers up, with your mother still pacing back and forth, and you start to play. Nostalgia hits extraordinarily hard here as the game sounds start to ring a bell (Sonic the Hedgehog and Metroid are heavily referenced) and the vivid colors remind me of platformers like Tomba.

One of the few VR games that can make you feel immersed in sitting in a living room in your pajamas.

Within a few moments, Karen’s voice fades into the background, becoming eerily reminiscent of my own childhood. A moment later when you glance back over, she is slowly encroaching on your position. A dart gun has magically appeared in your hand and you begin panning around the room to cause a distraction. If you miss, Karen shuts of the game and you lose several moments of gameplay.

Throw into the Mixer

Just when you start to get comfortable with the game play loop of distracting Karen, the game starts throwing 2D and 3D/VR into the mixer and spitting out some incredibly fun and hilarious game play that I haven’t seen before. The stereotypical evil wizard magically breaks the game cartridge allowing the game world to spill out onto the floor in front of you. Cue the boss battle that consists of your pajama wearing self providing covering fire to your 2D hero as the fight keeps you busy on two fronts.

I Love the Smell of Nostalgia in the Morning

If any of the above brings back memories, then this game is for you. It clearly has a target audience and it absolutely caters to it. From the Super NES style console to the generic mall video game store (complete with game display demos that you can play), this game oozes the mid 90s gaming culture. All pop culture references revolve around the first half of the 90s and watching the 2D era give way to the 3D.

Playing a 2D scroller in 3D VR never felt so good.

Controlling the Past

I’ve always found that in 90% of VR games, the one common issue is the control scheme. One of the most, and honestly only, frustrating parts of PR95 was this exact issue. When you’re moving your hands around and interacting in the VR portion, the motion controllers are clearly the way to go. However, for any other moment in the game your basic game controller is far superior. In my case this was the Dual Shock 4. In most cases, the best option was to revert back and forth between the two types. The major downside to this was that half of the time I had to either shut the game off to switch types, or just embrace the suck and use one or the other.

Sticking with the Dual Shock 4 worked better for me, but it’s still a long way from convenient. Using the DS4 to interact with anything outside of the 2D portion required me to readjust my position in front of the camera several times. Even after adjusting, your onscreen arms wound up looking like a half eaten bowl of ramen.

A Grand View

Luckily, one area that doesn’t cause issues is the in game motion. The only character motion, aside from moving your hands, is in the 2D sections. This is extremely helpful in two ways. The first being, that you don’t have to contend with awkward controls and awkward motion at the same time. The second being that if you’re prone to motion sickness, you don’t have to worry about that here. In any VR game, I usually wind up with a small amount of motion sickness at least once or twice. Especially in games with fast directional motion, such as Doom VFR. Luckily in this case, we never have to worry about that here. Throughout my four and a half hour playtime I never encountered any motion sickness whatsoever.

Overall this game is a blast, especially if you enjoy the memory of the games from your childhood. It’s well worth the $15 asking price compared to many of the other options out there. There’s not a lot of replayability here and I could see the game play loop getting repetitive after a while. However, thanks to the short run time and changing back and forth between viewpoints and objectives, this title stayed fresh for my entire run through.

Review: Transformers Battlegrounds

Getting into a new turn-based strategy game such as XCOM or the Civilisation series can be a bit daunting, with a lot of unique mechanics to learn and tactics to consider. How, then, to make this genre of games appealing to younger players? Transformers Battlegrounds is how, and the game very much delivers on this promise.

I’ll say right at the start that if you’re a seasoned, adult gamer who has spent a lot of time playing these sorts of games, you’re likely to find Transformers Battlegrounds as a fairly dull experience. This game is firmly aimed at newer gamers or young fans of Transformers and both the gameplay and the storyline have been greatly simplified down to match that target audience. If you’re hoping for a challenge with a lot of new and exciting mechanics to explore, this is not the title for you.

That being said, if you are a fan of the long-standing Transformers franchise or you’ve been thinking about getting into turn-based strategy games for a while and didn’t know where to start, then this game is a perfect choice.

A lot of Transformers Battlegrounds’ success lies in its visuals. The game is filled with bright, vibrant colours and a cast of characters that are all clearly distinct, but the true victory is the HUD display, which may seem daunting at first, but very quickly becomes indispensable. Fringe elements reveal what tools the player has at their disposal, while the map overlay makes it very clear what each action will do and how it will affect any of the Transformers involved. As random chance elements – such as a character missing a ranged shot – don’t appear in the game, the result is that player can weigh up their options quickly and easily and start to strategize on a broader scale.

And strategy is important in this game. While most levels are relatively short and straight forward in their objectives, completing them can require a surprising amount of forethought. One mechanic in particular that encourages such forward planning is the ability to trade a character’s actions, of which they are given three each turn, for Energon, a resource that builds up over time and is used to power Ultimate Abilities, extra powerful moves that are unique to each character. For challenging missions, players will need to weigh up the risk of giving up their action points for the sake of a payoff that may come much later in the round.

Furthering this need for strategizing is the inclusion of friendly fire, which means players will have to be aware of all their characters at all times, or else risk putting them in harm’s way when you want to set off a large AOE attack. This, like many other features in the game is cleverly demonstrated to the player in an early mission when you are spawned out of a cutscene with a new ability that you are obviously meant to use on the enemies around you. However, when you go to do so, you’ll notice that your ally is also in the path of your attack and if you trigger it, they will lose a substantial chunk of their health. While many new mechanics are explained in clearly defined tutorials where one or more of the characters explains directly to the player, several more are introduced in this understated way. As a result, you can learn a lot about the game without having to sit through continuous, slow tutorials.

Gameplay itself is satisfyingly punchy, with an impressive array of thumping and clanging sound effects to add weight to the Transformers’ movement. Each attack has its own animation and characters visibly react when hit, making it feel as though each shot really is connecting. Similarly, the Ultimate Abilities typically have impressive animations that make them worth the wait – watching a house-sized mechanical dinosaur charge into a cluster of enemies and breathe fire over them is going to be exciting no matter how old you are.

The gameplay can feel a little slow at times, particularly when you have a lot of characters in play, but it’s more a result of the genre itself than a failing of the game.

One factor that some players might find disappointing is that the storyline of the main game is relatively short. Where Transformers Battlegrounds makes up for this, however, is in its Arcade, a series of individual VS. matches that can be completed solo or in local multiplayer and which pad out the replayability of the game considerably. None of these minigames are particularly innovative in terms of their structure and they’re fairly easy to win, but with six different game modes, each with multiple levels to unlock, there’s plenty of content to keep you going.

The one flaw I did find genuinely frustrating during my time with the game was another of those simplifications designed to lower the skill floor: the inability to determine a character’s path. When you wish to move a character, you select the square you would like them to go to and they’ll walk, drive, or fly to it depending on the character in question and the distance you’re asking them to travel. The issue, however, is that you have no control over the path it takes to get there. While this is generally a good thing as you don’t have to get bogged down in route mapping, it means that there are occasions where the automatic pathfinding leads characters into zones where they will take damage, when they should be able to go around the danger without a problem. The only real solution is to use multiple moves in a turn to carefully lead them where you want them to go, which not only slows the game down to a crawl, it can result in an entirely wasted turn. While it isn’t a game breaking issue, it is frustrating and could easily be fixed by some basic improvements to the pathfinding system.

Overall though, these complaints are minor. Transformers Battlegrounds is a brilliant little game for younger players and Transformers fans, and is well worth a look if you’re thinking of investing some time into turn-based strategy. And since we’re all staying home anyway, what better time could there be to get in some local multiplayer with your family?

Review: Professor Lupo: Ocean

Imagine waking up dazed and confused after your spaceship has crumbled around you, but also you’re underwater. There are no other people around to provide any sort of reassurance. With only the cynical personality of the AI computer system and the conspicuous voice from your collar, it becomes your mission to regain the memory of who you are.

So what is it?

Professor Lupo: Ocean is a 2D grid-based puzzle adventure from BeautiFun. Featuring 40 challenging levels aided by an engaging story line, this game does not fall short of joyfully frustrating content.

Following the story of Professor Lupo and his horrible pets, it is a great play for any fans of the original. Combining use of the touchscreen and joystick it’s as if the game mimics the essence of space travel. You are granted an exciting hands on approach to puzzles which allows you to feel completely in control. 

Meeting the team.

Each character you come into contact with is fully voiced and well acted, and dialogue between them is often amusing. The AI computer system (Plato) is set to help you and ensures that you learn to utilize the destruction in order to progress. The interactions between characters is charming and I definitely found myself laughing at the witty exchange from time to time.

Puzzles to make your brain ache.

As you progress through levels the difficulty steadily increases. Instead of just controlling water flow to avoid fatality, you have to avoid alien lifeforms and eventually complete a variety of puzzles under time constraint. After the simplicity of the first few puzzles, these more challenging tasks provided a refreshing new test. They often left me feeling as if I needed to put my switch down for a second to breathe.

Additionally, there is extensive research available to read about the alien lifeforms you come across. I found this to be one of the most engaging elements since you learn about all their strengths and weaknesses. Most of the time this information came in handy when trying to complete a particularly challenging puzzle. I was constantly going back to these documents to complete puzzles and found it hugely useful to have them on hand.

On several occasions I caught myself holding my breath whilst being chased down by unknown creatures, vigorously tapping my screen trying to unlock the next area. The fear of getting caught and killed was thrilling, yet terrifying. I did appreciate the consistent reference to the protagonist as ‘clone’ so rather than feeling the guilty when dying, I felt as if another clone was reproduced as soon as one… ahemMalfunctioned. 

Slow and steady…

Regarding how the game actually feels whilst playing I can’t help but think the controls were a little bit clunky. Since it is a grid based puzzle game, your character can only move in one of four ways. The lagging controls ended up letting the game down to a certain extent. Especially since you move at an extremely slow pace.

Upon receiving the news that your ship is flooding and you must run. The music increases to a heavy, fast beat – yet ‘clone’ still moves so slowly. Rather than enhancing the gameplay it just encourages frustration. You want to get tasks done and you just feel held back. More often than not, you’ll end up taking an extra step forward or two and end up face to face with an enemy.

Final thoughts.

As a whole Professor Lupo: Ocean is easy to pick up and can be enjoyed without prior experience with the first game. The game is well designed and the concept is engaging, however the slow movement and heavy controls let it down. I can see myself picking it up and completing a few levels at a time, but I’ll admit there wasn’t enough to keep me invested in the story to play for hours. It’s a short game, so it is definitely one worth playing to pass the time. I’d definitely recommend it for that.

Available on Steam https://store.steampowered.com/app/1292980/Professor_Lupo_Ocean/ and Nintendo Switch via eStore.

Review: Monster Sanctuary

I’m of the age that I remember the hype over the original Pokemon games for the Gameboy. Kids would go crazy trying to get a copy. It was all that was being talked about at school, and for a short time the geeks ruled the roost (probably not, but you can always dream). I never really bought into it, nor did I understand the desire to “Catch them all……Pokemon”. When I look back, I don’t understand how I didn’t get swept along with the crowd as all the major components are what I enjoy in a gaming experience. Maybe at my young age, I didn’t want to be a sheep.


25 years on, a new game that takes inspiration from this much loved franchise has been released upon the market. Monster Sanctuary from developers Moi Rai Games and publisher Team17 is a side-scrolling 2D RPG inspired monster collecting and turn-based fighting adventure. You control an inexperienced Monster Keeper who must; complete quests, hatch monsters, and battle enemies to become the greatest Monster Keeper in the land. 

It all sounds very familiar!


You are probably raising an eyebrow and thinking that you’ve heard this all before. That there are plenty of these games to try, so why would you waste your time on something that may be a cheap knockoff off. I’m guilty of that thought process, as I’ve had a Steam copy of it since EGX 2019. Sadly, it’s been sitting on my hard drive ever since gathering theoretical dust. Roll forward 18 months, and Xbox Gamepass has added it to its expansive library, so I bit the bullet to see what it was all about.


I will not bore you with the lay of the land with previous titles in this genre, but Monster Sanctuary uses these gameplay mechanics to create a sturdy foundation. It then builds on this with some fantastic in-depth concepts. When a game has the tag “Metroidvania” you know that there will be a degree of difficulty, just like when someone says “It’s Dark Souls-esque” you know that you are going to be in for a rough ride. The challenge arises when you must combine different monsters within your team to overcome an array of enemy creatures. Get your plan right, and victory is all but assured, judge the situation badly, and its monster ass whooping time.


Skill trees, super monsters, and more…..


Unlike Pokemon, you can’t just grab your favourite and most powerful companion, and plough your way through the opposition. Strengths and weaknesses have to be considered. Any monster you hatch joins your party. (You don’t catch them all here, no you *cough, cough* you hatch them all!) Each has an elemental strength (wind, water, fire and earth) and they will also have a weakness too. You must pick the 3 strongest candidates and use them to annihilate your opponents.


The RPG elements form the backbone of most of the gaming concepts. Anybody who enjoys 16-bit Role-Playing Games will feel right at home here. There are; Skill trees, items to equip and use during battles, and weapons to wield. The combinations are almost endless, and it takes a bit of luck, planning and the highest possible score per battle to obtain the best gear.

Levelling up of your creatures is done once you’ve obtained enough XP. Each level gifts you a skill point, and these can improve your monster’s abilities. There are plenty to choose from, and the tree grows from a tiny shoot to a mighty oak in no time. The fights are scored from 0 to 5 stars depending on how well you have performed, the higher your score the better loot you will gain. The prizes are chosen on a RNG basis, so it’s a bit hit and miss what you get as a reward.


Is it just about hatching monsters?


This is a collect ’em all game at its heart, so most of the action revolves around fighting and building your ultimate team. Yet, it’s not as simple as exploring and fighting whatever is in your path. You are tasked with obliterating Champion beasts and challenging other Monster Keepers. There really is a lot to keep you going. Alongside these side quests, you will be expected to follow a rather plain and predictable story that does little to enhance the gameplay. This is by far the weakest part of this title! It could have been so much better if the developers had taken a risk, and deviated from a tried and tested formula that has been seen in monster hunting games since the mid 90s.


Is it all predictable?


Mostly, it’s a comfortable retro fuelled game that will keep you happily interested for hours. Yet, it’s not as predictable as you’d think. The Metroidvania style exploration leaves you with several uncertain moments, and puzzles to solve. Your ever-present companion of one of your familiars must help you explore further along the map. They will allow you to; weigh down switches, or jump higher. You can leap on their back and travel faster than you could ever imagine possible. Claws are used to slash through walls and vines, and so much more. The beast that sits at your side is much more than an ornament. Utilising them is key to getting the most out of your time in this game. It was a clever twist from Moi Rai Games and added an unusual element that makes it stand out from its peers.


Retro gaming is all the rage.


The monster hunting genre is all about tapping into that retro inspired market. Its followers want the Pokemon feeling they first had from their childhood. Luckily Monster Sanctuary is as retro as it comes; bright yet basic colours, simple backdrops, uncomplicated sprites and emotive audio. If you closed your eyes and were not told what era the game came from, you’d instantly say the 90s. Its desire to look and play like an old-school game paid off mostly, but its lack of detail and enhanced character models leaves it feeling flat in places. Like the storyline, I wish the developers had pushed these areas to the next level to improve the overall experience with the game.


Ironically, though, the simplicity of the audio makes it work so well. The variety in tempo of the synthesised tunes added to the emotion and helped build suspense during battles. The sound of the monster’s attacks and special effects were unique, ensuring that the fighting portion didn’t feel too repetitive. This is definitely a good thing as the battles make up around 80% of the gameplay.


Metroidvania platform games are usually rage inducing.


It’s a well known fact that the exploration and platforming elements of a Metroidvania inspired game will ensure that you rage quit at least once while playing. Monster Sanctuary doesn’t inspire you to do that. Though the jumping from one ledge to another can be tricky, it’s not too tough, and the UI and controller set up make it easy to play. Several submenus are easily navigated, and everything is well labelled to avoid confusion. Moi Rai Games have done really well in their delivery of a straightforward title that will be played by a range of different skilled gamers.


Pokemon keeps you coming back for more, how about Monster Sanctuary?

It’s a well known fact that Pokemon keeps you coming back for more! Do you get the same feeling from Monster Sanctuary? You definitely do. With so many combinations of approach, and a fun world to explore, you won’t get bored easily. The achievement list is in-depth, but none of them are difficult to unlock, so a 100% completion is on the cards if you get stuck into the storyline. To complete this game, you are looking at around 40 hours, with an extra 10 to get all the achievements. This is great value when you think this is available for free on Gamepass subscription or £15.99 to own outright.


I enjoyed my time playing this, but I can’t say that I’m an avid fan of the genre. Monster Sanctuary does so much more than most of its peers, yet I still wasn’t sold on the concept. If you are a lover of these games, then playing this will be right up your street. But if you’re on the fence, now is the correct time to try it as part of your Gamepass subscription. Do I recommend that you give it a go? Absolutely. Hunting monsters is nothing new, but what this does so well is to build on many well loved mechanics, and enhance them to make for a much more polished and in-depth experience. Can you be the best Monster Keeper in the land? Can you beat everyone else and hatch the best beasts around? Choose your starting monster and begin your journey of discovery.

Scott Pilgrim Vs The World – The Game: Complete Edition Out Now!

0

Scott Pilgrim vs. the World: The Game is finally back and AVAILABLE NOW in the Complete Edition! The Complete Edition includes the original Scott Pilgrim vs. the World: The Game, plus both original DLC – the Knives Chau Add-On Pack, and the Wallace Wells DLC.

Rediscover the beloved 2D arcade-style beat’em up inspired by the iconic comic book series and movie Scott Pilgrim vs. The World in this Complete Edition! Play as your favorite characters – Scott Pilgrim, Ramona Flowers, Knives Chau, Stephen Stills, and more. Team up with 3 of your friends as you battle your way through waves of tough enemies to defeat the League of Evil Exes!

Play as your favorite characters and kick ass with up to three of your friends. Level up, learn epic abilities, and unlock secrets as you battle your way through waves of tough enemies on your way to defeat the League of Evil Exes.

Scott Pilgrim vs. the World: The Game – Complete Edition is available now on PS4, Xbox One, Nintendo Switch, Google Stadia, Amazon Luna, PC (Ubisoft Connect, Epic Games Store) and Ubisoft+!

Watch the New ‘Live Action’ Trailer for The Medium

0

Bloober Team, the studio behind acclaimed horror games including Blair Witch, Observer: System Redux and Layers of Fear, today released a live action trailer for its upcoming psychological horror title, The Medium.

The cinematic two-and-half-minute trailer was produced in cooperation with award-winning VFX and animation studio Platige Image, with academy award nominee Tomasz Bagiński serving as Writer and Creative Producer, and talented Paweł Maślona as Director.

The trailer brings to life in stunning detail the game’s unique atmosphere and art style inspired by painter Zdzisław Beksiński – in addition the key characters central to the game’s mystery, including Marianna the titular medium, an enigmatic man named Thomas, a spirit called Sadness, and The Maw, a deceptive and hostile entity who can travel between the material and spirit world.

“The Medium is a game with a very strong narrative backbone. The most important thing for me was to understand what the essence of this story is, who its heroes are and its tone.” said Writer & Creative Producer, Bagiński. “The task was to lean as hard as possible on the emotional side of the story while trying to keep as many of the twists as possible a secret. The script is supposed to build a certain mood rather than reveal a story”.

Bagiński is an academy award-nominated and Bafta-winning filmmaker, visualist and storyteller. He was responsible for directing the now-iconic cinematics for such games as The Witcher series and Cyberpunk 2077, as well as Microsoft and Ubisoft productions.

While the live-action trailer takes a thematic, atmospheric and character-driven approach to The Medium, Bloober Team also recently released an extended 14-minute gameplay trailer that can be seen below. Players will be able to fully recognize and appreciate the many references and interesting details included as part of the live-action trailer once they have the chance to play the game later this month.

“The Medium is our biggest and most ambitious project to date,” said Piotr Babieno, CEO, Bloober Team. “When we thought who could write a live action trailer for the game, Tomasz Bagiński quickly became the most natural choice. After all, his Oscar-nominated The Cathedral was also inspired by the art of Zdzisław Beksiński, just like the spirit world in our game. I’m personally very happy that we could create something together.”

Players can head to www.themediumgame.com to preorder on SteamEpic Store and the Microsoft Store at the price of $49.99/€49,99/£41.74 with a 10% off discount before launch. Players who pre order via Steam will receive The Medium Original Soundtrack (by Akira Yamaoka and Arkadiusz Reikowski) and The Art of The Medium (digital artbook).

Developed and published by Bloober Team, and rated M for Mature by the ESRB and PEGI 18. The Medium will launch on Xbox Series X|S and PC via Steam and the Epic Store on January 28, 2021. It is also included with Xbox Game Pass Ultimate for the Xbox Series X/S and can be preinstalled right now ahead of release on the 28th.

For more information on The Medium, please visit www.themediumgame.com; Follow on Twitter @TheMediumGame; Like on Facebook @MediumGame, or follow on Instagram @the_medium_game.

Ubisoft Announce New Star Wars Game for Lucasfilm Games as EA Exclusivity Ends

0

It has been a very busy 48 hours following the news that Disney announced they were both bringing back but also changing the branding of a very familiar brand in gaming many gamers will instantly recognise as Lucasarts has now become ‘Lucasfilm Games’ . The aim is to bring all video games from across their licenses including Star Wars, under one publishing brand.

This has been timed perfectly to match the expiration of the EA exclusivity deal that meant only they could release Star Wars video games, something that suffered many bumps in the road. With Lucasfilm Games now fully in operation, one of the first non EA games to be developed will be with Ubisoft who confirmed the news via Twitter:

It’s a genre long-requested by fans, and will come to life via Massive Entertainment, as new Lucasfilm Games VP Douglas Reilly explains: “We’re really excited about an opportunity to work with the team at Massive, led by David Polfeldt and the creative director, Julian Gerighty. We’ve spent almost a year now, working to get to know them and what they want to bring to the table. I’m a huge fan of them, personally. I think we’re really excited about where that project is going, because they have a unique vision for the story and the game they want to deliver.”

Not only that, but yesterday it was announced that Bethesda is working on a brand new Indiana Jones video game as well under Lucasfilm Games. Xbox fans can be particularly excited by this news with Bethesda now an Xbox Studio meaning this will likely come to Xbox Game Pass Ultimate on day one of release.

This does not mean that EA’s time with Star Wars is over, Reilly goes on to explain how this is still a relationship and collaboration for years to come still: “We will continue working with them and our relationship has never been stronger. While we may not have a lot of details to share at the moment, we’ve got a number of projects underway with the talented teams at EA.”

This is good news as I am personally looking forward to the follow up to Jedi: Fallen Order and maybe even a sequel to Squadrons.

To keep up to date with all things Lucasfilm Games make sure to follow them on social media starting with their Twitter.

4 Accessories You Need For Your Car

0

A car can be more than just a way to get from point A to point B, it can say a lot about who you are too. It can be a lot of effort to take care of your car, but showing it the love that it deserves can be rewarding in its own way. Cars need care to keep going and live a long life, but there’s more to it than just maintenance care, there are changes you can make to it to make it feel more like you own it. There’s a whole range of accessories you can get to personalize your car, some of them are a must!

Navigation

If you’re someone who drives a lot, you probably already have a method of finding out where you need to go, but navigation devices can be so much more than that if you’re willing to put in the extra money. Companies like Pioneer offer devices that not only help you navigate, but can receive and play music from your phone, connect up cameras, or even mirror your phone screen too! If you’re a tech enthusiast, a product like the Pioneer AVIC-W8500NEX is a great purchase for you!

Custom plates

While custom plates don’t do much for your driving experience, it’s a great opportunity to personalize something that most people ignore. Private number plates can be what you make them, so long as they fit the requirements and are available, and they make your car stand out in comparison to others! 

Dashcam

It’s a wonder why more people don’t have dash cams installed in their cars, they’re great security, and can be lifesavers if you end up in an accident! A dashcam can provide a lot of evidence and detail if you end up in a traffic dispute, as it can be hard to accurately recall the details. Oftentimes people who end up in these disputes are caught in the heat of the moment, or it happens too fast, so it’s hard to remember clearly what happened – and having a dashcam means no more getting caught out!

Car security

No matter where you park your car, you want to know that it’s always safe from people with ill intent, and there are many ways you can make sure it is! Cars are expensive, and having them stolen can be a major setback. Security not only acts as a way to prevent your car from being stolen, but it can be a deterrent for people even attempting in. 

Having visible security like a lock on your wheels, or your steering wheel can help to prevent someone from damaging your car with the intent of theft, this way you don’t have to face any setbacks for repairs or a rise in insurance costs.

Cars are expensive but they’re essential to most people’s lives, and if you spend a lot of time driving, it doesn’t hurt to make that experience much more enjoyable. Investing in your own comfort is worth every penny, and you can save yourself a lot of stress!