Review: Evergate

What happens after we die? Some believe that our souls move on to another place until they get reincarnated and that is exactly the concept that the developers of Evergate attempt to make use of.

Review: Life of Fly

Games are supposed to let us drift off to a faraway land, to forget our worries about everyday life. But occasionally a game gets released to the market that makes you contemplate who you are. Its atmospheric gameplay and in-depth narrative make you question all your life choices. Life of Fly is one of these titles that will have you thinking about your own existence, while enjoying the action that unfolds before you.

Developed and published by EpiXR Games, this exploration title allows you to take on the role of 12 different flies. You will navigate different real-world environments while listening to the story of each of these expressive creatures. You soon realise that being a fly isn’t as simple as buzzing around a steaming pile of faeces. These annoying little animals have feelings, and a whole host of politics that is as complex and intense as the life of a human.

A great way to tell a story, but it won’t be for everyone!

This immersive adventure title will not be for everyone, its relaxed approach, and exploratory ways are repetitive throughout. What makes each level stand out is the brilliant narrative that accompanies all the action. An Americanised voice over explains the existence of each of these hovering bugs. A stage is broken down into many small sections, and you must flit through several glowing orbs to progress. Once you touch each one, an additional portion of audio is played out to continue the story.

This need to find specific orbs to keep the story flowing was at odds with the main concept. The developers want you to listen to each tale while engrossing yourself with the landscape that they live in. Instead of being able to observe your surroundings, you will focus on a small corridor of view, desperately searching for the next checkpoint. This short sighted approach ruins the immersive nature and means that you have to play through a stage several times to piece together all the elements.

It’s an odd concept.

I have previously reviewed Aery – Little Bird Adventure. This follows a similar approach to its gameplay, and still I find the genre an odd concept. I love the relaxing approach, the stunning audio, and beautiful world that it’s set in, but the demand to hunt for objects during each chapter means you miss most of these points. Why create a game where you should lose yourself in its concept, but yet you are always held back by the need to search for orbs?

The casual and straightforward approach ensures that this won’t test anyone that wishes to play it. If you come into this expecting fast-paced, explosive action, then you will be truly disappointed. Think of this as an adventure spoken-visual novel, and you won’t be far from the mark. Even though I don’t entirely understand the draw to this genre of game, I enjoyed every stage because of the interesting and witty tales that were told.

Why were the stories so good?

It could have been easy for EpiXR Games to create 12 individual tales that didn’t connect, but each had an underlying theme that connected each of the flies. Some links were more obvious than others, with characters talking about each other, and some were joined at an emotional or political level. Each of the chapters resonated with me, which was the aim of the developers. They want you to enjoy the game, but to look at how everything no matter how small has issues and problems that need to be overcome.

A beautiful and immersive world to explore.

When a game has limited gameplay mechanics to focus on, and its main concept is about exploring and losing yourself in its story, the visuals and audio need to be correct. Luckily, Life of Fly is fantastic to look at, and has an incredible soundtrack. The character you control has a golden glow to him, giving the impression that you command the spirit of the animal, and not the body. Each level has many details to observe. You will fly through several stages from; saunas, Christmas living rooms, dining areas, and many more. At a distance each look fantastic, but on closer inspection it looks dated. This isn’t a problem, as you rarely focus on one area for too long. A variety of colours and tones are used to enhance each area, you zoom past jovial bright scenes, to dank, dark areas that have a haunting gothic feel.

Though the mixture of landscapes adds a layer of emotion, the soundtrack is the champion here.  Each chapter has a unique tale, and the style and pace of the music beautifully accompany each one. The pace at which the audio plays emphasise the feelings expressed and brilliantly delivers the intended message.

The easy controls allow you to enjoy the moment.

Though I have my issues regarding the orbs, and the requirement to hunt these down. The control system is so easy to pick up you become one with the fly in front of you. Both analogue sticks move your bug, and this is the extent of the demand of the controller setup. Zooming around the world is a smooth and worry free experience. If you forget about progressing the game you’ll have a wonderful time. You’ll soar through massive doorways, past gigantic pieces of furniture, and through some amazing environments. It emphasises how small you are compared to the world around you.

Though I played through this several times, it’s not a game that I’d place in the high replay value category. I enjoyed every aspect of this title, but can see its limitations, and other than missing some key points on my first run through, there wasn’t any other reason to return. An easy achievement list is unlocked by playing from start to finish, and you’ll have the whole thing finished in between 1 and 3 hours.

Though its niche, it’s worth playing.

A genre that is very niche, but it’s one that is fantastically relaxing. Forget all your fast-paced shooters and challenging puzzle titles, this is all about the story and reflecting upon your own life choices. Do I recommend you play this? I do! It’s easy to play, beautiful to look at, and contains some delightful audio, and can be purchased here. Do you resonate with the tale of the flies? Only time will tell, listen to the 12 stories and be one with their way of life.

Review: Override 2: Super Mech League

As a kid who grew up surrounded by Gundam and Transformers, few games hold as much promise as those that put you inside a gigantic mech suit and send you into an arena to fight.

Override 2: Super Mech League does exactly that. You choose from a myriad of different mech suits and enter into an arena to duke it out amongst other giant robots to find out who is the best. It’s a simple concept that assures countless hours of fun. Unfortunately, this one manages to fall flat.

Aesthetically, Override 2: Super Mech League is a major win. It boasts solid graphics and a cast of memorable characters. There is Pescado, a giant fish-like mech who is slow and cumbersome, but ultra powerful. Sparkles, an effervescent robot who is no doubt inspired by a gumball machine. Everywhere you look, Modus Games has managed to create a memorable character. And, to bolster an already killer roster, they managed to secure Ultraman himself to join in the fun. If only the creativity extended beyond the appearance of the characters.

Not even Ultraman can save the game from stale, repetitive mechanics. Despite looking vastly different, the characters all operate in more or less the same manner. Sure, Sparkles shoots orbs at a character during her power attacks, and Pescado swings wildly from his waist, but there is nothing truly innovative here. Remember Voldo from Soul Calibur with his ridiculous movement patterns? That’s sort of what I was expecting. I wanted each mech to feel unique and effective in their own right. Instead, they end up feeling a bit like a reskin of one another, primarily with changes to their speed or damage capabilities.

Let’s address the main problem in Override 2: Super Mech League. The mechanics are absurdly exploitable. Without seeking it out, I was able to find an unbeatable combo on nearly every single character. Nya is the most overpowered of all. As a lithe, cat-like mech, Nya is one of the quicker robots on the roster and is nearly unbeatable as a result. No matter what opponent I faced, I could simply left click and right click (a simple punch combo) my way to victory. Seriously, I beat the entire campaign in this manner. I’d always get the first shot off, and then my opponent would be stun locked for the entire fight. If I managed to get them into a corner, forget it.

The items on the map only compound this issue. They could have been useful to add a little diversity to the monotonous mechanics, but instead they stand as another aspect to be exploited. Again, they did a great job designing multiple unique items from a pulse rifle to a spear to a giant hammer, but they are all ludicrously overpowered. The AI had basically no idea what to do if I picked up a spear. They would just run forward endlessly, getting knocked down, until the item broke.

In fairness, Override 2: Super Mech League actually tries to match you with human players before every match. This might have remedied most of the issues I was running into, except it never happened. Despite letting the search timer expire every time, I never encountered another human player. Instead, I was forced to battle my way through the woefully ill-equipped AI. It was the same old thing, time and time again. Start the battle, get the first hit, and force my opponent to the edges of the level where they would be locked in a combo. Within a matter of hours, I had beaten the entire League mode (the equivalent of career mode).

I need to talk about the stages. When you compare them with the effort that was put into the characters, they feel downright sloppy. First, they are too small across the board. It takes, at most, a few seconds to cross the majority of the maps. And, they are all littered with pointless obstacles and elevation changes. When you’re controlling clunky, gigantic mechs, you aren’t going to be able to perform precise platforming. They only serve to get in the way for a moment before your character naturally moves around them. Also, with a notable lack of destructible features or interactable objects, the stage always feels kind of empty.

Override 2: Super Mech League is currently wasted potential incarnate. It looks good, and it has all the aesthetic bells and whistles one could ask for, but the heart of the game is lacking. The mechanics are stiff, clunky, and all too exploitable. The levels are unimaginative and feel even more unusual when compared to the wonderful character design. As it is, the game looks great, but is a glorified button masher that is in desperate need of innovation.

Review: REKT! High Octane Stunts

I have never really been into racing or driving games in general, but every now and then there are a few that pique my interest. That’s exactly what happened with REKT! High Octane Stunts. REKT promises “a high-octane, stun, arcade game with an addictive combo and trick-based gameplay set in a retro arena”, but does it actually deliver on that commitment? 

Three things actually made me want to check out this game in the first place. First, there was the aesthetic, then the music which is right up my alley, and then the fact that the gameplay immediately reminded me of Trackmania, which I must admit that I’m still very poor at, even though I can’t even imagine how many hours I poured into the original release more than 15 years ago.

It’s all about the stunts and tricks

The core premise of the game is quite simple, you go into an arena full of ramps and loops and you must do your best to chain together as many stunts and tricks as you can in the short amount of time that you’re given. At least that’s what happens in Highscore Run, the main mode of the game. This mode tasks you with completing a series of challenges to unlock new cars and earn credits, by achieving the highest score that you possibly can. To do so, all you have to do is put your pedal to the metal and use the layout of each arena to your advantage. Use ramps to propel yourself into the air to flip and roll your vehicle around. While these manoeuvres are how you’ll make most of your points, you can also drift to make sure that you don’t lose your score multiplier.

This might sound easy, but the thing is, if you crash, if you fail to land on your wheels, you not only lose your multiplier, but you also lose points. Then, since Highscore Run puts you on a timer, you have to make the most out of it. In any case, there’s also a practice mode with no restrictions, as well as split-screen local multiplayer with up to 4 players.

You have to look good

Although there are 53 different cars that you can unlock, they feel like they handle pretty much the same way, besides a few exceptions. I honestly couldn’t tell that much of a difference about how most of them handle. Still, each car can be customized, you can change its wheels, spoiler, and even slap different stickers at the bottom of your car. On top of that, each car’s speed, flip, boost, and grip, can also be upgraded by spending the credits that you earn by completing arena challenges. 

Personally, I’m not a fan of games that revolve around score mechanics, so I wasn’t really that motivated to unlock everything, given the way that the game handles unlocks. Furthermore, I’m also not really someone who’s into collecting cosmetics, so that also didn’t help matters.

Don’t overstay your welcome

Like I’ve already mentioned, I’m not the biggest fan of this kind of games, but, with that said, Rekt can be fun for a while. However, I have to admit that I lost interest in it rather quickly, having only spent a couple of hours with the game, at which point I felt like I had seen pretty much everything that it had to offer. Nevertheless, I’m not saying that the game can’t keep someone entertained for longer than that, it’s just that this isn’t my cup of tea.

For the most part, the driving is just fine, the best part about the game really is how you can pull all sorts of stunts by flipping and rolling your car over and over while going at high speeds. However, something like braking in particular just feels odd, it doesn’t feel like braking affects the car in the way that it should, but maybe that’s just me. I should also mention that I tried playing the game both with mouse and keyboard and an old Xbox controller, and, dare I say like most games that involve any sort of driving, this one also definitely plays better with a controller. This is mostly due to how you’re more able to control your car and flip it around with an analogue stick than with a mouse.

Overall, REKT! High Octane Stuns is a decent game, which, for the price, might be worth checking out if it sounds like it’s your thing. Nonetheless, I honestly don’t think that you’ll miss much if you decide to skip it. If you’re on the fence, you can always download and check out the demo on Steam.

HITMAN 3 Launch Trailer

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Watch the Launch Trailer for HITMAN 3 as Agent 47 returns as a ruthless professional for the most important contracts of his entire career. This is the dramatic conclusion to the World of Assassination trilogy.

HITMAN 3 is the dramatic conclusion to the World of Assassination trilogy, taking players around the world on a globetrotting adventure to sprawling sandbox locations, with Agent 47 returning for the most important contracts of his career. Supported by his Agency handler, Diana Burnwood, Agent 47 joins forces with his long-lost friend Lucas Grey. Their ultimate mission is to eliminate the partners of Providence, but they are forced to adapt as their hunt intensifies. When the dust settles, 47 and the world he inhabits will never be the same again.

Featuring six meticulously detailed locations packed full of creative opportunities, HITMAN 3 gives players the unrivalled freedom to complete their objectives in a game world that reacts to everything they do. All of this is made possible by IOI’s award-winning Glacier technology, which powers HITMAN 3’s immersive game world to offer unparalleled player choice and replayability.

HITMAN 3 launches 20 January on PS4, PS5, Xbox One, Xbox Series X/S, Stadia, Switch, and PC.

For the latest updates, follow @IOInteractive on Twitter or via www.IOI.dk/news

Review: Puyo Puyo Tetris 2

Puyo Puyo Tetris 2, takes what we all love about the classic 2D puzzle games Tetris and Puyo Puyo and adds even more content to create a nostalgic package that outshines its predecessor. As expected, both Puyo Puyo and Tetris are perfect games and remain untouched.

A blockbuster

Combining these games in a package similar to the first Puyo Puyo Tetris allows each game to shine. As both standalone titles and together. It is partly due to the significant range of modes and challenges that successfully mix both puzzle titans’ gameplay in a fun and engaging way. The game stands out in this aspect.

The considerable amount of modes and variety of modes adds significant depth to the game. You have the option of picking between online multiplayer modes, such as boss raids, to a variety of solo modes against CPU controlled players. Solo game modes include classic versus, challenge modes and the newly added skill battles to name but a few. Puyo Puyo Tetris 2 also has a range of tutorials to help new players through various modes. It is an excellent addition. For those who have not had experience with either puzzle games or those who want to refresh their knowledge.

A boss raid

All of Puyo Puyo Tetris 2’s modes are excellent. However, its skill battles stand out as innovative additions to the game. During a skill battle, you need to build a team from selecting characters the game provides. Each character has individual skills. These skills can be handy tools in changing the tide of a Puyo Puto Tetris showdown. Each player in a skill battle has a health bar, once all of your health bars hits 0, you lose. When you chain Puyo Puyo or Tetrises, you damage the other player through attacks, this combined with the ability to use skills that can do more damage or even be used to regain your health, makes this mode stand out as a highlight of the game. When you complete a level, your characters gain experience points—turning the game into a Japanese role-playing game.

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A skill battle

The story doesn’t quite fall into place

The story mode is also an okay addition to the game. Although simplistic, the story involves you effectively battling CPU through Tetris and Puyo Puyo across various game modes. From versus battles to skill battles. It is fun and adds multiple game modes to keep the gameplay somewhat interesting for a short period. That brief period was the first chapter. I found myself entering chapter two, and the various subsequent chapters instead burnt out by the repetitive gameplay present in the story.

Nevertheless, the gameplay does offer a considerable challenge on a positive note, and it is addictive. Similarly, Puyo Puyo Tetris 2 also has a great art style. With a cartoon JRPG art style that brings you back to both puzzle games Japanese roots. The music is also very appealing with the original Tetris’s classic musical beats, and Puyo Puyo remixed into a delightful tune.

Verdict

Overall, Puyo Puyo Tetris 2, much like its predecessor is a great game. Once again it combines two of the all-time great classic puzzle games. That not only make both games shine but innovate on both in a new and unique way. Puyo Puyo Tetris 2 builds on this further with the addition of modes such as skill battles while keeping the charming music and art style we expect from a Puyo Puyo Tetris collaboration.

Review: HyperX Quadcast S Microphone

Here is our review of the HyperX Quadcast S Microphone.

The HyperX QuadCast is the ideal all-inclusive standalone microphone for the aspiring streamer or podcaster looking for a condenser mic with quality sound. QuadCast comes with its own anti-vibration shock mount to help reduce the rumbles of daily life and a built-in pop filter to muffle pesky plosive sounds. Instantly know your mic status with the LED indicator, and simply tap-to-mute to avoid awkward broadcasting accidents. With four selectable polar patterns, this mic’s prepared for nearly any recording situation and also features a conveniently-located gain control dial to quickly adjust your mic input sensitivity. The included mount adapter fits 3/8” and 5/8” thread sizes and is compatible with most stands. The QuadCast S model provides RGB lighting and dynamic effects that are customizable through HyperX NGENUITY software.

The QuadCast family is certified by Discord and TeamSpeak so you can ensure that your microphone is broadcasting loud and clear for all your followers and listeners, and you can also monitor your mic in real time using the convenient headphone jack on the back of the mic. Compatible with PC, PS4, and Mac as well as major streaming platforms like Streamlabs OBS, OBS Studio, and XSplit so you’ll be able to deliver quality sound to anyone tuning in.

Features

  • Dynamic RGB lighting effects customizable with HyperX NGENUITY Software1
  • Anti-Vibration shock mount
  • Tap-to-Mute sensor with LED indicator
  • Four selectable polar patterns
  • Mount adapter included
  • Convenient gain control adjustment
  • Internal pop filter
  • Built-in headphone jack
  • Multi-device and program compatibility

What’s in the box?

The box contains the microphone, a cable, instructions and a mount adaptor.

A Closer Look

Final Thoughts

The QuadCast S comes ready to use out of the box – you just need to connect the USB cable to your device and you are ready to start using it.

The QuadCast S has customisable lighting and effects that can be programmed using the NGENUITY software, just download it and set it up however you want. This can make for an interesting addition to any live stream you might be doing.

The QuadCast S also comes with an anti-vibration shock mount which isolates the mic and stops those annoying sounds that might get if there is some movement wherever you have placed the mic.

The top of the mic has a really useful feature called Tap to Mute. Basically a single tap mutes, or un-mutes the mic and you can easily see if your mic is live or not from the light.

There are four polar patterns that can easily be selected from a dial on the mic – stereo, omnidirectional, cardioid, bidirectional. Just choose whichever one you need and that’s it, the mic does the rest. There is also a mic gain dial as well so it’s very easy to have the mic set up for whatever you need with very little effort.

There is also a mount adaptor included in the box so you can fit the QuadCast to your existing setup.

The quality of the mic is fantastic – it’s one of the best mic’s I have used for recording audio, it comes with a built-in internal pop filter so you don’t need to add that on afterwards. For me personally I don’t really need the RGB customisable lighting, so if you don’t need that function either you might want to consider the QuadCast rather than the QuadCast S.

The HyperX Quadcast S Microphone is available now priced around £159.99 and is compatible with PC, Mac and PS4.

You can learn more from the HyperX website.

Two Minute Review: Battery:Kit SX from snakebyte

It’s time to do a two minute review of the Battery:Kit SX from snakebyte.

Features

  • Includes 2 m dual USB Type-C Y charging cable
  • 800 mAh
  • Power consumption: 5 V / 0.3 A
  • Output voltage: 2.4 V / 0.15 A
  • 3.5 – 4 hours playing time / 1+ hours to recharge
  • Compatible with TWIN:CHARGE SX (SB916328 & SB916359)
  • LED charge status display
  • Colour: Black

Who are Snakebyte?

Established in Germany 1997, the snakebyte group is a leading global provider of consumer electronics. The Company has offices in Germany, Shenzhen, the US and Hong Kong and develops and distributes a wide selection of products specializing in connected media devices, gaming, simulation, drones & RC products. In addition, the Company provides its services in the OEM/ODM sector, working with partners to realise their goals and stay ahead of the competition. The snakebyte group have high levels of expertise in hardware engineering and software development, experts at creating an ecosystem in which technology and media can co-exist and provide state-of-the-art experiences for the consumer.

What’s in the box?

The box contains two batteries, a charging cable and some instructions.

Final Thoughts

There is nothing worse than running out of batteries in your controller in the middle of a game! This is where the Battery:Kit SX comes in. It is designed for the new Xbox Series X controllers and has two batteries in the box.

There is also a USB-C charging cable that allows you to charge both batteries at the same time (which is very useful).

Just take the back of your controller off, remove any batteries that are already there, and pop one of the Battery:Kit SX batteries in it’s place, and that’s it.

The batteries come in either black or white, so you might want to consider buying the colour that matches your controller.

The Battery:Kit SX from snakebyte is available now priced around £19.99, and it’s a bargain if like me you go through normal batteries all the time!

For more information, please visit mysnakebyte.com and follow snakebyte on Facebook, and Twitter.

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

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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.