Review: The King is Watching

The influx of Rogulikes hinders many, but not The King is Watching. This game came out swinging from the start with a unique and fun gameplay system that captures my heart and hours of my life.

The King is Watching is a Rougelike, Deckbuilding, RTS with town management mechanics.

I had no hopes for this game going in, and that is mostly because I am getting very fed up with the non-stop release of Roguelikes and Roguelites on Steam. Alas, once I started getting into the eye-heavy, town-building, and war-fighting action of The King is Watching, everything felt just right.

The King must defend

Many pieces make up The King is Watching, and while not all are created equal, they are just enough to make it shine.

You play as the titular King who is titular-ly watching. Your town is being ravaged by many different evil entities and beasts. You have to fight them off.

Here is how it works.

You have a board segmented into tiles and multiple cards to throw on it. These cards start as basic resource generators and end up as knights-in-armour generators, siege weapon makers, or arcane relic forgers, depending on your build.

Each card takes the spot of one whole tile and produces an item for you. Some tiles consume items to produce new ones, and so the cycle of automation continues. You might produce logs, convert them into planks, use planks to make weapons, and then equip your fighters. It’s a domino effect of supply chains that must be arranged with care and foresight.

But you’re not just setting up a passive engine and sitting back.

Alas, it is not automation but autonomation. You are the machine.

The King is Busy

Every round begins with a movable and rotatable bright selection bar formed over the town. This starts at a 3-tile size but increases as the round continues. This glowing bar is the king’s view.

Only cards or buildings that are under the king’s watch are allowed to operate. This means that throughout your play, you must constantly move this view and place it over the required title.

It’s not just a mechanic. You’re forced to prioritise, to adapt, to decide what lives and what stalls. 

Do you let your resource production slow down to protect your barracks? Do you pivot your attention to healing structures or double down on offence? 

Every second matters, and every misstep has consequences. The king isn’t omniscient—he’s painfully, strategically limited.

Having to manage this alongside the real-time combat constantly taking place on the side keeps you on your toes and strategising every second of what are essentially hour-long rounds of the game.

MY LITTLE RANT

Roguelikes and Roguelites are the cilantro of indie games: everywhere, pungent, and not everyone’s favourite. Steam feels like a dungeon crawler itself, except every chest is filled with yet another procedurally generated, pixel art, permadeath passion project. 

Look, I love randomness as much as the next gamer, but it’s getting exhausting. 

The King Looked Good

Against all odds and oversaturation, The King is Watching earns its crown. It’s a rare entry in the roguelike arena that doesn’t just wear its genre influences.

It bends them into something unfamiliar and exciting. 

There’s a strange rhythm here, where town-building serenity clashes with chaotic survival, and somehow the chaos sings. Even the King’s limited gaze becomes less a gimmick and more a compelling constraint that fuels tense, meaningful decisions.

Yes, some edges might be rough. Some mechanics feel like they’re still being sharpened. But in a genre flooded with sameness, this one is different. 

It doesn’t just want to be another deckbuilding roguelike… it wants to be the one you remember.

I didn’t expect much, but then The King is Watching had me unable to take my eyes off.

Review: Monument Valley 3

Monument Valley 3 is truly a very special and beautiful game to experience. The aesthetic look of the game is truly outstanding and reminds very much of games like Journey for the PlayStation 3. Monument Valley 3 has finally arrived to the PlayStation 5. It’s a puzzle game with breathtaking visuals but is worth your time? How are the puzzles and is this a game that you can just boot up and turn your brain off and just relax? I believe it is. Here is the review of Monument Valley 3.

Beautiful Visuals

Monument Valley 3’s visuals are the strongest point of the game. Everything is incredibly detailed, from the characters to the world design. Looking out at the cast ocean is something you will do when you start playing the game. The sun shining while the nearby lighthouse lights up the area. It truly is captivating and will keep players in awe before they even start playing the levels. Monument Valley 3’s levels are brilliant as well. Buildings and platforms lead to multiple areas that need to be accessed by Noor, the playable character. Some of the levels have the most trippiest visuals I have ever seen in a video game. One of my favourite levels in the game has you go through an Inverted Palace. The moving of the palace and its interiors and exteriors is wild, creating a confusing but amazing visual masterpiece full of colours.

The game isn’t afraid to give players a lot of these moments as they progress through the levels. You can move other objects like flowers that you can grow and each leaf helps you to the next area of the puzzle. It is magical and Monument Valley 3 plays to what it knows is its biggest strengths. Developer Ustwo did a fantastic job here. There’s even a boat which you can sail around on in certain levels. I found the controls clunky at times but it’s not a main gameplay mechanic and doesn’t overstay its welcome.

Monument Valley 3 Gameplay

Soothing Music

Another strong part of Monument Valley 3 is its audio and music. The soundtrack here is amazing and a treat to listen to. Monument Valley 3’s music does a great job at presenting the type of stunning world it is trying to showcase. It is calm, soothing and never too loud or obnoxious. The whole soundtrack is just a time for the player to chill while they guide Noor on her journey and solving multiple puzzles as they progress.

A Puzzle Adventure

The main gameplay of Monument Valley 3 is its puzzles. It is pretty straight-forward. Players control Noor who must save the lighthouse that is keeping all the boats in their world safe at sea. The light is slowly dying and Noor must solve puzzles to retrieve the lights needed to make sure the light never dies. A nice, simple plot to follow. Each level has players guiding Noor through levels. Players do this by clicking where they want her to go, whether its climbing ladders or following the correct path to reach a height out of her reach. You can move platforms up and down, side to side with Noor on them.

Paths can be twisted to try and get Noor on a side path that can be only accessed if players twist it the right way. This is where the trippy part of the game comes into play. A lot of the puzzles were surprisingly easy though. That’s not to say they aren’t any brain stumpers in Monument Valley 3 but a lot of them seem very vanilla compared to others. When you solve the more difficult puzzles in the game it feels great. You earned the right to show off your high IQ. But unfortunately I found some a bit easy. Also the levels are short. Like really short. You can finish some of them in under ten minutes. There are only ten levels available in Monument Valley 3. The game only takes about two hours to finish and you can even platinum the game in that time too.

A Story That Doesn’t Hit

The story isn’t emotional or too engaging either. Noor meets other characters on her journey but because the game is so short, it’s hard to connect with them or the emotions that the game is going for. Monument Valley 3 needed more content and more is coming soon. Just a shame that when the game gets going, the credits start to roll. The story is simple and is good overall but it just might not connect with a lot of players, especially the characters. If the game was a bit longer, the story would have been stronger.

Verdict

Monument Valley 3 is a good game. It has fantastic visuals and a brilliant, soothing soundtrack. The characters look great and the world is just breathing taking to look at. The gameplay and puzzle solving is good but some are a bit easy and fast to get through. Some of the harder puzzles are head scratchers but are satisfying to solve, unfortunately there aren’t many of them. Noor and her journey is good but way too short to fully appreciate or connect with. Where this game is now though, it can be hard to fully recommend. Monument Valley 3 can be finished in just two hours. It needs more content and there is more to come according to the end credits. Overall, a good beautiful game but too little to experience.

Review: Wuchang: Fallen Feathers

Few game genres have dominated the last decade as much as the soulslike. FromSoftware created the basic concept in 2009 with the release of Demon’s Souls, before rocketing to meteoric success with Dark Souls and the more recent Elden Ring. Other developers have begun to catch up, releasing acclaimed titles aping the formula, and many of the signature design characteristics have been gradually incorporated into more traditional action titles.

Wuchang: Fallen Feathers represents an interesting development within the genre’s proliferation, given that it comes not from any high-profile western or Japanese teams, but from China. While not an established player in the AAA games space, the Leenzee team from Chengdu proves to be more than up to the task, drawing from the cultural aesthetics of the Ming dynasty and delivering a solid entry into the soulslike canon.

Combat is obviously the main focus, and you’ll be immediately comfortable if you’ve played similar games. Animations are deliberate, forcing you to commit to your choices. A stamina meter governs all of your actions, which means you’ll need to constantly pay attention or risk not being able to evade because you overextended a melee combo. It’s not my preferred combat system, but it functions properly and lays out clear rules for the player. Your stamina can also be upgraded, allowing for a slightly smoother play experience if the default proves too restrictive.

Performing precise dodges will grant you Skyborn Might, a resource that allows you to perform magic and enhances your equipped skills. This adds a bit more flavor to combat, since you’ll be able to attack from range or unleash increased damage up close. I appreciate the developers incentivizing skillful play, but the dodge timing required can feel a bit inconsistent at times. However, this is somewhat negated by your skill tree; certain upgrades will unlock new avenues to earn Skyborn Might, better tailoring the experience to your preferred weapon type.

Leenzee really impresses with their level design. You’ll spend most of your time searching for shrines (where you enhance your character and reset the world state), but that never takes away from the grandeur of the environments. Wuchang is set in a connected world with an impressive variety of locales. The verticality is also admirable, with plenty of secret areas to find should you explore every nook and cranny.

As you progress, you’ll encounter various NPCs who will give you hints about the world or ask you to retrieve certain items. This environmental storytelling represents the majority of Wuchang’s narrative ambitions, mirroring its progenitor, Dark Souls. It’s a technique that has never been my cup of tea, but those who enjoy it will be well served. If nothing else, it will make great fodder for YouTube lore videos.

Playing the game on PS5 Pro, the graphics are noticeably rougher than you would hope for. Character models can appear very pixellated during gameplay, which is disappointing to see in an otherwise gorgeous experience. Thankfully, the frame rate is steady on performance mode, ensuring a smooth play experience. It’s worth mentioning that the PC build was mired with technical issues at launch, though several patches have been released to alleviate these problems.

I’m not someone who has spent a lot of time with games like this, but in my limited experience, it doesn’t seem Wuchang is adding anything meaningful to the genre. It feels like Leenzee set out to create Dark Souls wrapped in traditional Chinese aesthetics, and assuming that was their goal, they should be very proud of themselves. The team’s only previous credit I could find was a VR title, and this game is a significant upgrade in both scope and global exposure. With that being said, other devs have been making games like this for years and have brought their own ideas to the table, making Wuchang feel a bit like well-trodden territory.

Leenzee has built an excellent foundation with Wuchang: Fallen Feathers and proven themselves as worthy competitors in the soulslike space. Although the game may not deliver meaningful innovation, it was able to nail the trademark combat and exploration fans have grown to love. The future is bright for these developers, and a sequel could propel them to new heights.

Review: FATE: ReAwakened Bundle

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Recently released for Android and iOS, FATE: ReAwakened Bundle offers a comprehensive and compelling entry point into the action RPG genre. This collection carefully brings together all four legendary titles from the FATE series, each thoughtfully remastered to provide an enhanced experience on modern mobile devices. It presents an exceptional value proposition, delivering a vast library of fantasy adventures that are both deeply engaging for seasoned players and remarkably accessible for those new to mobile gaming, ensuring a rich and immersive journey from the outset.

A Fresh Coat of Paint: Visuals and Graphics

The moment you fire up any game in the FATE: ReAwakened Bundle, you’re probably going to be pretty surprised by how good it looks. I mean, these are classic PC games, but the developers actually put in the work to make them shine on mobile without losing that awesome, familiar vibe. They’ve really touched things up, so characters and the world itself look smoother and more detailed, no more super blocky graphics! Plus, they’ve added in some neat lighting effects and shadows that just make everything feel more alive and immersive. The best part for us mobile players is that the whole user interface has been tweaked and optimized for touchscreens, so navigating menus and managing your gear is a total breeze. Each game will genuinely look fantastic and keep that nostalgic feel perfectly intact.

Diving into the Dungeon: Core Gameplay Loop

Essentially, the FATE: ReAwakened Bundle is your classic dungeon crawler, and honestly, it nails that super satisfying rhythm that makes these games so addictive. You kick things off by creating your hero, then it’s off into the dungeons you go! What really makes this game a blast is that all of these dungeons are procedurally generated, meaning every single time you enter, the layout, the enemies you fight, and even the treasures you find will be different. That’s a wonderful addition that ensures the game never feels repetitive, preventing you from easily memorizing layouts or specific item locations as you reenter.

Another feature that truly makes this game a blast is its real time combat, which keeps the entire experience super engaging. You just a smooth touch on the screen, to defeat enemies by slice’em up, blast’em with spells, or shoot’em with arrows. As you conquer each foe and finish quests, you’ll rack up experience, level up, and unlock awesome new skills. The whole progression system just feels right, delivering exactly what you’d expect from an RPG. It’s a rewarding feeling, and being able to personalize your character exactly how you want them is another favorite bonus that makes the game so entertaining. A few examples could be creating a muscular warrior, a sneaky rogue, or even a powerful mage.

The Good, The Bad, and The Furry: Companions & Nuances

Beyond all the dungeon hacking and slashing, the game bundle throws in some genuinely charming features that really add to the experience. My favorite has to be your loyal pet companion. Seriously, these little guys (or big guys, depending on what you pick!) aren’t just there to look cute. They fight right alongside you, they can carry all that overflowing loot you find, and get this, they can even transform into powerful creatures to help you out in a pinch. It just makes the whole adventure feel less lonely! Additionally, for someone who wants to relax after a few battles in the dungeons, there’s fishing. Yep, you heard that right. You can actually take a break from battling to cast your line into magical ponds. You don’t just reel in fish; you can snag valuable items, rare artifacts, and even awesome gear that’ll totally boost your hero’s power.

Endless Adventures and Strategic Choices: Replayability & Progression

The truth is that with this wonderful game bundle, you get all four full games, each with its own quests, unique monsters, and awesome environments. This means you are getting an absolutely massive amount of replayable content. Even if you play through the same game multiple times (which, if you’re like me, you totally will!), you’ll always run into new challenges and discover different paths. Your character doesn’t just level up either; you’ll gain some awesome new and powerful gear and additional opportunities as you progress. There’s one twist that even new players will love about this game, and it’s something that makes it super better than many similar titles: you won’t have to deal with death being a game over. Instead, you can decide how to go about being resurrected. Each option will cost you, but it feels much more forgiving and less punishing than having to start from the very beginning over and over again.

The Verdict: Is This Your FATE?

Finally, the FATE: ReAwakened Bundle is a fantastic package for anyone looking for a deep, engaging, and super accessible action RPG experience on Android. You’re getting an incredibly valuable set with four remastered games, which means literally hundreds of hours of pure dungeon crawling fun. The updated visuals make the classic world feel vibrant and new again, while the core gameplay remains just as addictive as it always was. Whether you’ve never played an RPG before in your life or you’re a seasoned veteran ready to dive back into some cherished memories, this bundle totally delivers. It’s a brilliant example of timeless game design, proving that a well crafted adventure—which includes those loyal pets and even fishing—can still grab your attention and entertain you for ages. Seriously, if you’re ready to embark on a grand quest right from your phone or tablet, your FATE just might be reawakened with this bundle!

Review: HE68 Lite Keyboard

The HE68 Lite Keyboard from Epomaker is designed for gamers. This wired-only device is perfect if you want a compact device that has a refined look. Moreover, the shine-through PBT keycaps add a vibrant and eye-catching edge. Accordingly, it ticks many boxes.

Gamers require rapid and reliable inputs. Thankfully, the hall effect switches and mind-blowing polling rate deliver competitive results. Additionally, the 65%, 68-key layout is perfect for smaller workstations. Consequently, gamers and office workers can enjoy a responsive keyboard without compromising their workspace.

What’s in the box of the HE68 Lite Keyboard?

  • The packaging is somewhat understated. However, it is durable and recyclable. 
  • The HE68 Lite Keyboard comes in 2 colourways. Both the white and black are clean and pleasant to look at. This wired-only device is light and perfectly streamlined. 
  • Spare switches and parts are provided. 
  • Pull the keycaps with the provided tools. 
  • A wrist strap can be attached to the device. 
  • Learn the basics with the user manual. 

Technical aspects. 

The HE68 Lite Keyboard has 8K polling and 128Khz Scan Rate. The result is a low-latency device that will not disappoint. Alongside this, you’ll enjoy Dynamic Keystrokes (DKS) and Simultaneous Opposite Cardinal Directions (SOCD) inputs. This is the pièce de résistance for high-end gamers. Both of these tools let you move, strafe, dodge, weave, and slide like a pro. The result is a match-winning edge that catapults you up the leaderboard.

This wired-only option has no battery. This may disappoint wireless-loving gamers, but it shouldn’t. The lack of a battery creates a pleasant and light device that is great to use. Moreover, a wired connection has no latency issues. Accordingly, you can focus on winning matches without the distraction of low power. 

Usability. 

This keyboard is incredibly easy to use. If you love a plug-and-play option, you will not be disappointed. Furthermore, the lack of dead zones for each keystroke was phenomenal. However, if you love adjusting polling rates, macros, actuation distance, and more, the HE68 Lite Keyboard lets you play to your heart’s content. 

I play a variety of genres, and I have to adjust my keyboard profile accordingly. Thankfully, this task was remarkably easy to achieve. The free-to-download Epomaker software was simple to understand and easy to master. Subsequently, I could save profiles, tweak settings, and create the perfect approach for every game I played. 

Build quality. 

The phrase “creamy soundscape” may not be on your radar. However, plenty of gamers want this smooth but familiar clacky audio profile. Fortunately, the HE68 Lite Keyboard delivers on this front as well. Layers of sound-dampened material generate a rich and enjoyable typing experience.

Alongside this, the small form factor has full functionality. Thanks to the FN macros, you have the space-saving benefits without undermining usability. Finally, the cherry profile keycaps are durable and comfortable. The double-shot PBT plastic is scratch and stain-resistant. Furthermore, the shine-through PBT keycaps deliver a wonderful RGB display that can be adjusted with ease.

Is the HE68 Lite Keyboard worth it?

This compact device is surprisingly affordable. Though it is jam-packed with tech, it retails at under $50! This is incredible value for money. Moreover, the gaming-focused design, compact key layout, and simple but effective livery will appeal to a large audience. Accordingly, I think it’s great and recommend buying it here!

(More information on Epomaker can be found here!)

The HE68 Lite Keyboard has been awarded the Movies Games and Tech Gold Award.

(Full disclosure! A sample was provided for an unbiased and free review!)

Review — Kick’n Hell

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The debut game by Fire Foot Studios, Kick’n Hell, is tongue in cheek what it’s all about. Players control a no name monk with a decent right push kick. The goal is to bounce off glowy brains onto various platforming challenges until you get to Satan. Let’s review how that went. 

From the jump, players have all the signs to see what they have to do. The visuals are simple but polished, with options to toggle pixel blur on or off. Naturally, I went no pixels. The challenge is unique. Kick’n Hell commits to the central mechanic of kicking to ascend, and it pays off. The kick-to-launch mechanic is insanely accurate. No two kicks are the same. Never truly knowing where I’m going to go, or how much maneuvering I’ll have to input. I thought about Anger Foot while playing this, but there kicking and shooting mechanics in that game. This is purely kicking. Kick’n Hell is a fine example of easy to pick up and hard to master.

The small pool of painfully hard games can make one think. Am I good at video games? A lot can go into what defines someone’s experience with a game. How they’re feeling, the condition of their hardware, and whether the game runs as it should are all significant factors. There comes a point in challenging video games that push the uncaring out, and draw out the committed. 

I certainly began facing that in Kick’n Hell. It’s the kind of game very similar to Getting Over It With Bennet Foddy. Suffering for suffering’s sake. It doesn’t want to be a friend. Checkpoints exist only in Apprentice mode, one of the game’s two difficulties. But there are no hidden mechanics to help lock on to the brains, or slow-motion tricks. Players achieve success strictly on their own skill.

Players can kick anything, but few things will interact like NPC’s and enemies. Players can get air from enemies, and they respawn if kicked off the map. NPC’s have arbitrary and filler dialogue so don’t worry about missing any lore or development. The same goes with Satan and his taunting. Hidden in the game are eight Chi orbs found by jumping to every nook and cranny. They don’t offer any upgrades or benefits.

The music goes along with the game. Short spurts of organs, or a choir of hums. IT doesn’t feel out of place, and doesn’t stick around long enough to feel overdone. Some of the sound effects like crunchy kick noises are great, but the static snake noises and monster screams are not so great. Together it forms a solid space to lock in.

For me, the tip of the toe came in the Burning Desert. It’s the level right after the beginning, and the first place combo kicking is mandatory. The location is where I began trying to think outside the box. But I was met with disappointment. Kick’n Hell will let you get away with standing on a chain, or a tiny corner of a tower sometimes. But most of them time, there’s nothing to help. Players must do what the developers want, and get better at it.

Kick’n Hell is a wildly simple game that focuses on gameplay only. The game has a finish rate of 2-5 hours, and the in-game leaderboards are already stacked with absurd speedrun times. Kick’n Hell doesn’t want you to succeed or be happy. The game won’t even let you kick Satan! Truly, there is no reward in this game. I feel comfortable saying that it can sit on the same shelf as Sexy Hiking, and players can expect the same kind of experience.

Review: Phantom Squad

Phantom Squad, launched on July 18, 2025, for PC via Steam, is a top‑down tactical shooter from indie developer CTRL Freak and publisher Super Rare Originals. Think of it as Hotline Miami’s frenetic pace meets Ready or Not’s SWAT realism. It’s demanding, unforgiving and surprisingly satisfying when executed well. Ghost‑marked and rogue, you and up to three friends plunge into high‑risk missions involving hostage rescue, bomb defusal, stealth infiltrations, and brutal clear-outs. With no matchmaking and no AI backup, it’s a game designed to thrive in tight co‑op coordination. So here is a solo players review.

We are getting more tactical shooters, and I am all for it!

Phantom Squad is a top down shooter with limited vision, gadgets and ammo. But also Every mission has access to the, Assault Coordination Engine (A.C.E.), where squads draw routes, mark entries, tag enemies, and outline objectives. This is an essential mechanic; friendly fire is enabled, and coordination failures can be fatal. Proper use of A.C.E. can feel like conducting a SWAT drill, miss it, and your team pays the price. As for solo players. A.C.E. was still an extremely useful resource. marking off cleared rooms, tagging safe hostages for easy extraction route on the way back or marking down booby traps and locked doors.

Phantom Squad offers over 13 weapons and 20+ tactical gadgets, heartbeat sensors, door cams, flashbangs, grenades, breaching tools, and more. These tools are indispensable when used thoughtfully, especially in multi‑layered objectives and dynamic maps. However, in solo mode, many gear options feel wasted unless carefully adapted mid‑mission. A huge change between co-op and solo is that when alone players will have a defibrator allowing for 3 revives during the mission. But I do wish as a solo player I could also hold more gadgets with either more slots or a higher number of them.

Combat is lethal: both enemies and players can die in one or two hits. The top‑down visual clarity, lighting effects, and gadgets help, but mistakes are brutally punished. The game runs brilliantly with consistent frame rates and solid optimization. However, AI inconsistencies, sometimes seeing too little, sometimes hitting across walls, can add unpredictability to encounter. As a solo player I felt like I was practicing for speed runs, learning the maps and enemy positions with every failure and eventually executing the perfect run.

Lots to do while staying fun all the way through

Phantom Squad launched with 11 missions, each offering distinct objectives, rescue operations, stealth infiltrations, hostage crisis, bomb defuses, across varied locales like museums, compounds, and labs. Levels feel well‑designed in layout and environmental detail. The star system is also more interesting than simple ‘rescue all hostages’. There are challenges like extracting all hostages instead of leaving them, or defusing ALL traps in trap infested warehouse. The variety makes grabbing 3 stars in every mission a lot more engaging especially since the levels are not procedurally generated and enemies have their set positions and patrol routes.

Playing alone is possible, but far from optimal. There is no matchmaking or AI squad mates, so you’re on your own, aided only by a pair of self‑revives and your limited loadout. With the ever growing responsibilities of adulthood and tight schedules I have mostly played Solo as I did with Ready or Not and I have to say. Solo play is unbalanced, tedious, and considerably more punishing than intended, more trial than triumph. Where Phantom Squad truly shines is within a co‑ordinated team of friends. Communication, shared planning, and tactical synergy transform chaos into choreographed action. Room clears, synchronized flashes, and multi‑angle breaches feel impactful. Friendlies saved, targets neutralized with precision, these moments are rewarding in ways solo play simply can’t match.

With match making it could of been something special

Phantom Squad, is a bold and uncompromising tactical shooter that rewards planning, precision, and communication above all else. If you’re someone who thrives on cooperative tension, enjoys coordinating breaches, and can laugh off repeated failures, you’ll find something special here. That said, if you’re looking for streamlined solo play or gradual difficulty, Phantom Squad may be too steep.

In summary, Phantom Squad offers a powerful tactical experience. It’s tailored for squad-based gameplay, where the planning tools, gadget roster, and high-risk gunplay hit their peak. Solo? It’s rough, unbalanced, sometimes frustrating, and often exhausting. As a solo player I have to say it will not beat Ready or Not But get a team together, share a plan ,and when that plan unfolds flawlessly it’s something genuinely memorable. If you’ve got at least one friend (or two) ready to squad up and are willing to embrace the chaos, Phantom Squad is a compelling, adrenaline-fueled co‑op tactic game worth playing.

Review: Drill Core

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Drill Core uniquely combines elements of roguelikes, mining games, and tower defense. In a grim futuristic setting, you manage a drilling platform for a corporation that focuses on extracting valuable materials for profit, all while claiming to prioritize “safeguarding the future”—whatever that means. During the day, you drill down toward the planet’s core, hoping that you have sufficiently prepared to fend off the monstrous hordes of bugs that descend from the night sky.

The Foundations of Drilling

Stages, or contracts, are categorized by difficulty levels (1-10) and can take place in one of three biomes: Cavernous, Frost, and Jungle. During my 35 hours of gameplay, I primarily focused on the Cavernous variant, while tackling a few contracts in the other two. From my experience, I found that each biome presents unique challenges that necessitate adaptation; however, switching between them felt more like minor knowledge checks instead of fresh experiences. 

Before starting a contract, you’re provided a digging platform that is stocked with an energy core, three types of buildings, and two basic turrets. The buildings consist of barracks that allow you to hire workers (miners, carriers, and guards), factories that produce construction materials, and laboratories that unlock upgrades for your workers. As you progress, you can unlock two additional platforms, each with different buildings and workers. I chose to stick with the starting platform to learn the basics.

From Dusk Till Dawn Till Dusk

You begin by directing your platform to dig down one level toward the required depth specified by the contract, which typically involves three or more levels. Throughout the day, you’ll direct your miners to drill through individual blocks of varying hardness, some of which contain ore or hazards. The ores that your carriers collect can be used for construction, platform digging, or for permanent upgrades purchased between contracts.

You can utilize the ores to enhance existing buildings, increasing their speed or capacity. Additionally, you can construct buildings that become randomly available as you collect Technology ores. These buildings yield both daytime and nighttime abilities, such as command over drones that assist with ore collection or ones that attack enemies. Technology ores also offer options for turrets and worker upgrades, requiring you to make frequent decisions on how to develop your platform. 

It’s crucial to efficiently route your miners’ drilling to reach the ores that will help you progress through the day/night cycle, especially coals, which enable your platform to dig to the next level once you have collected a certain amount. In addition to careful routing, responding appropriately to hazards while mining is essential to avoid losses. For instance, drilling beneath a Boulder block can crush all your miners in an instant, while neglecting a Hatch block when you are low on guards can lead to your carriers being defenseless against newborn bugs, forcing you to spend precious ores on rehiring units. The act of navigating blocks and making spending decisions creates a tension that keeps you on your toes, but unfortunately, the lack of precise control over your units can occasionally lead to frustrating deaths. 

When night falls, waves of bugs come to assault your platform. During the first couple of nights, they can be easily handled by your starter turrets. Though as the nights progress, particularly on higher difficulties, enemies can quickly breach your defenses and destroy your core, ending your run. 

Nighttime generally demands less micromanaging due to brevity and fewer options. You can pause the action to set up the perfect shot from a rocket launcher or build a last-second shield to defend the core, but a lot of the action relies on how your various turrets are arranged. There are multiple enemy types with varying amounts of health, speed, and unique abilities, such as shooting webs at turrets to slow them down. Extra-large enemies appear in later night cycles and may require adjustments to your offensive setup to counter their attack. 

Drill Core is at its best when your experience is put to good use, allowing you to effectively balance all the resources at your disposal. A genuine sense of accomplishment comes from successfully mining a surplus of ores while minimizing worker losses once you have learned how to mine quickly and avoid hazards. Additionally, it’s incredibly satisfying to perfectly arrange your turrets to slow down, weaken, and ultimately eliminate large groups of enemies at night. You’ll soon find yourself quickly finishing contracts that once held you back.

Cracks in World Building

Drill Core’s presentation feels disorganized. While the premise of the game is satisfactory, the objectives and stakes are not clearly defined. Additionally, the game lacks originality and cohesiveness in its art design. The sprites are animated with sufficient detail, and the effects suitably convey the actions taking place. However, the intros, menus, and in-game visuals fail to create a consistent or standout style. Lastly, the music is adequate but tends to fade into the background; a greater variety of tracks could help alleviate the monotony.

The Core Experience Matters Most

Overall, I enjoyed my time with Drill Core. Its approach to gameplay offers enough novelty, especially for someone like me who hasn’t been overly exposed to these genres. For better or worse, the game has some steep difficulty spikes. I found myself hitting a wall at the 8th difficulty level due to both the challenge and my growing fatigue. My experience could have been less tiring if the game had prioritized onboarding, providing more instructional guidance instead of relying so heavily on repetitive trial and error. Fortunately, I eventually found my rhythm, and most of my playthrough felt satisfying. Ultimately, Hungry Couch Games has demonstrated with Drill Core that they can create a solid game, and I will be looking out for their future projects.

Review: Phantom81 Lite keyboard

The Phantom81 Lite keyboard from KiiBOOM is truly stunning! Though the cute look may not appeal to everyone, it has 4 unique colourways. I selected the green finish with the Rainy Froggy Days keycaps. This wholesome design is eye-catching and a conversation starter.

This 75% form factor peripheral is ideal for smaller workstations. Additionally, it has FN macroing for full functionality. Moreover, it is a tri-mode device for enhanced versatility. Accordingly, it is perfect for gamers, office workers, or anyone who commutes. 

What’s in the box of the Phantom81 Lite keyboard?

  • The packaging is attractive but understated. It can be recycled, and the contents are well packaged. 
  • The Phantom81 Lite keyboard has 79 keys. Furthermore, the build quality is impressive, and I adore the clean and colourful finish.
  • A USB-C cable charges or connects the keyboard. 
  • The USB dongle is used for a wireless connection. 
  • Spare keycaps, switches, and a keycap puller are provided. 
  • Learn the basics with the user manual. 

Technical aspects. 

This keyboard utilises Bluetooth 5.0, 2.4 GHz wireless, and wired connectivity. The result is a versatile device that has a stable and reliable connection. Polling rates of 1000 Hz and 125 Hz can be enjoyed through either the wired or wireless approach. Alternatively, the lower figure can be achieved when using the Bluetooth functionality. Subsequently, this should be reserved for offline gaming or work-related tasks.

The single 4000 mAh battery offers impressive one-charge power output. You can observe the power loss with the handy RGB lights. If you run out of charge, you can continue playing wired or take advantage of the quick charge facility. This is great if you love to pump up the RGB lighting, but you have a woeful memory. 

Usability. 

Customising inputs and your lighting is a must for many gamers. Thankfully, you can adjust every setting with ease. The QMK and VIA compatibility lets you create the keyboard of your dreams. Consequently, you can design profiles for different genres to get the best out of your peripheral.

Additionally, you can hot-swap the switches if you prefer to do so. The KiiBOOM Mochi Switch is a joy to use. It is responsive, comfortable, and has a fine actuation distance. As such, it complements the style and is perfect for gamers and office workers.

Flitting between Bluetooth settings was a walk in the park. The Phantom81 Lite keyboard can seamlessly switch between 5 compatible devices. Furthermore, it will connect to Mac or Windows-based devices. Changing the Bluetooth profile was a cinch, and connection times were practically nonexistent.

Build quality. 

I was absolutely blown away by the build quality. Every element of this keyboard looks and feels great. The rounded casing was a pleasure to hold. Moreover, the MOA keycaps were a joy to type with (Cherry profile keys are available as well).

This keyboard stands out from its peers! The ABS moulding and UV finishing protect the livery from fading and becoming scratched. Moreover, it makes the colours richer and more vibrant for an eye-catching finish. Each of the keycaps has a stunning level of detail. These durable keys resist staining and damage and will last the test of time.

Finally, the Phantom81 Lite keyboard has a beautiful audio profile. A combination of different damping materials generates a lush and pleasant clicking sound. Moreover, the gasket-mounted structure combines rigidity and flexibility for the ultimate user experience.

Is the Phantom81 Lite keyboard worth it?

I’ve tested some amazing keyboards, and the Phantom81 Lite keyboard is up there with the best. Though it isn’t as technologically advanced as some of its peers, it delivers on every key aspect. Furthermore, it is customisable, comfortable, and truly beautiful. Accordingly, it is amazing and I recommend buying it here!

(More information on KiiBOOM can be found here!)

The Phantom81 Lite keyboard has been awarded the Movies Games and Tech Gold Award.

(Full disclosure! A sample was provided for an unbiased and free review!)

Review: Giant Machines 2017

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Giant Machines 2017 is a heavy machinery simulator developed by Code Horizon. The game puts you in control of some of the world’s largest machinery in order to complete different tasks given to you by your unseen, slightly humorous, mispronouncing, southern-drawl boss. The gaming industry is no stranger to these realistic simulation games and Giant Machines fits the mold in that it does some things right and some things…which could be improved on? Ok, some of the game elements are just plain bad. I’ll divide this review into three sections: The Good, the Not So Good, and Just Plain Bad because, unfortunately, Giant Machines misses the mark in a lot of ways.

The Good:


What Giant Machines does well, that some of the larger simulator games slightly miss on, is the realistic accuracy of the machines. With the word “machine” in the name this is to be expected I grant you, but given how generic the rest of the world is in-game it is a nice surprise. That being said, while this is a “good” feature of the game there may be a reason so many simulators simplify heavy machinery: quality of life. But we’ll save the downsides for the next two sections. Giant Machines details the machinery you work on and operate down to the fuses and hydraulic lines. Another good feature is that while the number of different machines may leave something to be desired, the variety most players want is there: bucket-excavators, behemoth dump trucks, dozers, cranes, and even the crawler-transporter for a space shuttle.



The Not-So-Good:

There are a variety of elements that may bring Giant Machines down a notch in many players’ eyes. That’s not to say everything listed in this section is unforgivable, just from my personal experience playing the game there are a variety of annoyances. For starters, the movement is very clunky. Whether you are walking or driving there seems to be a good bit of drift along with some lag in certain areas. While this is not a deal breaker there are some pretty technical challenges you have to navigate through where precision is crucial. Another point against the game, for me, is the audio. When you are walking all you hear are your own clunky steps (until you have to put the hazmat suit on and be treated to a forbidden CPAP machine noise coming through your TV speakers) and when you are driving all you hear is the current radio station. I have not found a way to disable the radio, other than the audio settings themselves, so while crawling along with a space shuttle that is threatening to fall every…single…second you have the options of listening to Ave Maria, elevator music from the Fifth Element, or “Dr. Gore 2000” on “Angry Radio.” Again, some players may find that music helps them concentrate however this was not the case for me. That being said, it did spice up those super long runs you occasionaly have to make with a machine whose speed tops out at a blistering 4 km/hr.

Just Plain Bad:

The bad points of this game do seem to outweigh its strengths, unfortunately. There is no real tutorial. Most challenges seem to be pretty common sense, however the game does rely on the player to be a bit familiar with machinery in general. There are numerous ways to “fail”: fall off from too high a point and die (I did say it was a realistic simulator), damage the machine, run out of time on certain missions, and/or damage the cargo. You do start back at your checkpoint though so no real damage other than frustration. The machines themselves are, as the title states, giant. A lot of the gameplay is just you traversing the many staircases of these huge machines (hopefully the right staircase) and finding components to interact with such as battery compartments, fuses, etc. They begin to feel akin to 8-bit dungeons in a sense and most of the time, not in a good way. The story is pretty linear: mining ore, transporting ore, clearing snow, loading radioactive materials, and finally launching a space shuttle? Yeah never mind about the plot, the point is you are completing tasks in a linear “sense” with a final goal in mind. However, with the linear comes the monotonous: between each “stage” you are going to be transporting the material, fueling up the truck, and outrunning tornadoes. Yep. Tornadoes. It’s a bit weird at first, but when it happens again it just feels, well, lazy. Also, the quality of life is boiled down to just giving you life. This game would have been greatly improved with some of the simplifications common in many modern simulator games. Just the Farming Simulator element of switching between vehicles/operator positions with a button would have went a long way. However, if many quality-of-life changes were implemented, the already very quick main story would be approximately 50% shorter. Yeah, there’s a lot of “fluff.”

In conclusion, I have to give Giant Machines 2017 a solid five. The concept is great, the machine execution is great, and the music…is terrible (sorry, couldn’t resist another dig at that blasted radio). The game has the bones of a good game, but it falls quite short in polishing and quality-of-life. It really seems like the storyline was halfway through, the mechanics/physics were 75% there, the machine animation was completely finished, and they decided to go ahead and publish. Would I play it again? Probably not. Would I give an updated version or possible sequel a chance? Yes.

Review: Misc. A Tiny Tale

Misc. A Tiny Tale is a bright light in a murky gaming world. It is heartwarming, wholesome, and a joy to play. Each chapter is compact and fun to explore. Moreover, the story is silly with a familiar twist. As such, this is the perfect title for gamers of all ages and abilities.

Tinyware Games developed and published this 3D adventure title. It is a single-player affair that has platforming and mischief at its core. Additionally, there is a sense of environmental dynamics as the hero scrubs and cleans every world. 

Misc. A Tiny Tale will make you smile. 

I love a cheeky story. Thankfully, Misc. A Tiny Tale keeps you hooked with its bite-sized instalments and amusing tidbits. The plot revolves around 2 wild robots. Buddy and Bagboy are determined to spread joy wherever they roam. This infectious pair will stop at nothing to help everyone and everything they encounter. However, there is a dark twist as a naughty robot tries to ruin the fun.

The story is silly but great. Furthermore, it flows at a wonderful pace. The central elements are nicely juxtaposed by each side quest. Consequently, you are pulled in every direction as you attempt to help every robotic citizen. 

Simple ideas. 

Each chapter asks you to find up to 10 golden cogs. 8 are required to open the broken gateway and exit the chapter. En route, you’ll find discarded nuts. These are essential as they are the currency of the robotic world. Additionally, every piece of rubbish can be recycled to earn more money. 

Though the ideas are simple, they are nicely presented and work well with the puzzle elements. Alongside this, there are some parkour challenges to add depth to the story. Though they can be ignored, you really shouldn’t. The platforming elements are tight, and overcoming every obstacle was enjoyable. 

Misc. A Tiny Tale looks lovely. 

The developer has done a great job with the graphics. The rich colour palette adds to the wholesome edge. Furthermore, the robots are unique, and their animation and odd facial expressions will make you smile. Though the stages are relatively small, the level design is interesting. The 3D elements work well, and you’ll search every nook and cranny to find collectables. 

The audio is upbeat but not overbearing. Each joyful track is punctuated by silly sound effects. The result is a game that captures your imagination without being annoying. 

Decent controls. 

I admit that I prefer a gamepad. However, Misc. A Tiny Tale works well with a mouse and keyboard. The basic inputs are easy to follow, and the tutorial explains every core element. Moreover, the platforming moments are tight, and a handy shadow allows you to judge each wild jump. 

Replay value and longevity are questionable. If you are not a completionist, you will not return for more. Yet, if you love searching for every collectable, you’ll be kept busy for hours. Finding every cog isn’t an easy task. Subsequently, there were some head-scratching moments.

Misc. A Tiny Tale is a great indie game. 

If you adore a relaxed, amusing, and joyful platforming game, then Misc. A Tiny Tale is the title for you. It is colourful, fun, and easy to play. Furthermore, the story is great, and you’ll love the charming characters. Accordingly, I adore it and I recommend buying it here! Can you spread joy to every robot? Find the cogs, clean up the mess, and watch for that crazy robot.

What are the costs of creating a ‘short film’ movie?

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Filmmaking is costly, and this is the case even for short films. The overall cost of making a film is contingent on many different elements. Generally, depending on the film, it can cost anywhere from $500 to $50,000, and up. Let’s take a look at the breakdown of the costs associated with making a short film.

Pre-production costs

At the outset, this is where all the preparation for the movie is key. Typically, this is around 10% of the overall budget of a short film. It needs to include looking for locations, getting insurance for the film and any workers, and finally in finding the talent for the film be they the actors, writers, or even director.

Getting into production

This is often around 30% of the overall budget and is the initial main section — i.e., it’s when the movie is actually filmed. For this part, you need to factor in the cost of all the equipment, compensation and pay for the crew, and costs for being on location and filming.

After the camera has rolled

Post-production is typically also around 30% of the budget, and a ton of work gets done at this juncture as well. It’s where the crafting of the movie actually takes place. Here you need to ensure that the movie is edited properly, sound mixing is done efficiently and effectively, with color sorted, digital effects added and so on.

Getting it out there

Finally, there is the distribution and marketing phase. Often, this is overlooked, but marketing can be one of the most costly parts of making a film, even a short one. Usually you’re looking at 20% of the budget being spent on marketing, getting the film out there and noticed. This can include the costs of getting the film into festivals, general publicity, and even the creation of short trailers.

Once all this has been laid out, you need to add a contingency fund of 10% to the budget for when things go over. All of this should be carefully planned and noted, which is where the best reporting software can be useful for keeping track of expenses and general finances.

Further considerations

There are some numbers that can be outlined here too. Generally, if we factor in inflation, short films cost around $700 to $1500 per minute of screen time. So, if the film is ten minutes long, then you should be thinking of a budget running from $7000 to $15,000. Depending on the quality, cameras are around $350 per day, and lenses can be as much as $150. It’s essential to have good sound unless going for a silent film. With sound, typically, you’re looking at $200 per day of filming as well. Editing is very costly, with editors commanding prices from $500 to $1500 a day depending on their expertise and experience. Similarly, upper-end sound design can set you back $1000 a day.

All of these costs will differ depending on the location of the film, how available equipment is, and the requirements of the project itself. As such, careful research is needed to get specific quotes that actually meet your project’s needs. An accurate budget is crucial if you want proper funding and to get your movie project off the ground.

If the budget is potentially getting out of hand, then you can also consider cost-cutting strategies to help you save. For instance, instead of purchasing, rent the equipment. Renting means that you get insurance, protection and even guidance when it comes to the tools you’re using. However, if you plan on making regular short films, then some items are good to have permanently in your arsenal, saving you some costs for a future project.

While it may be tempting to have a large crew, careful crew selection can mean both efficiency and budgeting. Generally, a solid team of 5-7 professionals can accomplish the same thing as a larger, less-polished team. Make sure your team includes a director, cinematographer, production designer, and sound recordist as a starting point. The best team members will be able to operate and contribute across many different film sectors.

Where to get funding

Armed with your budget, the next step is to find the money. Depending on your network, a good place to start can be a crowdfunding platform such as Kickstarter, which is great for getting artistic projects and short movies off the ground. Being prepared is essential though, and a strong support base is needed in advance of the actual shooting. Grant opportunities and product placement can also be beneficial.

Review: Tony Hawk’s Pro Skater 3 + 4

Five years after the successful launch of 1+2, Tony Hawk is back again with the return of Pro Skater 3+4. Is this remake a faithful retelling or should this legendary franchise have been left in the past?

Blast From The Past

If we cast our minds back to 2020, Vicarious Visions had just released Tony Hawk’s Pro Skater 1+2 to enormous success, with a faithful and fun remake of the beloved games. To my dismay, after this success, Activision decided to merge Vicarious Visions into Blizzard and cancel development of THPS 3+4. I feared this would be the end of a gaming franchise I grew up playing on the PS1 but thankfully Activision reversed course and tasked Iron Galaxy with restarting development. What an inspired decision that turned out to be! THPS 3+4 absolutely rules!

Remarkably, despite the cancellation and the change in developers, THPS 3+4 maintains the look and feel of THPS 1+2 along with the same streamlined design and structure. Like the previous collection, both games included in this game act as two separate campaigns in terms of the levels and maps but the overall user xp experience and stats are shared over the two games. If you have played THPS 1+2, you will feel right at home. All the levels from these classic games have been rebuilt from the ground up and animations have been modernised, but at its core, they are still the games I grew up with, for the most part. You have a two minute timer on each level to complete specific goals to the maps whilst gaining all the skate letters and high scores, an absolute blast as always. Foundry remains the seminal map you remember and the best introduction to a Tony Hawk game ever. Airport and Canada remain some of my all time favourite levels in THPS3 to rip high scores and clear the gaps.

There are some changes to THPS 4 that I feel you’ll either love or hate. The original THPS4 had open-ended levels where you interact with NPC’s to gain missions and challenges. This has been replaced with the two minute timer from THPS 1,2 +3. For me, this is a welcome change as I love the challenge of the two minute timers to master each level but for purists of the original, this may frustrate and anger you. There are also three new maps added to THPS4: Movie Studio, Waterpark and Pinball. These new additions are solid maps but don’t feel as memorable as the originals. Perhaps I’m a victim of nostalgia here; they don’t capture the same feel but Waterpark is easily the best of the three. Overall, the content available at launch for THPS 3+4 is absolutely fantastic with online modes and create a park added, as in the previous game.

At Least In Heaven I Can Skate

Similar to the campaign modes, THPS 3+4 follows the same gameplay design and concept as THPS 1+2, because why change something if it works so well?! This is still the golden recipe of Tony Hawk games, attempting to piece together a scintillating combo of tricks and jumps across different environments. Perfecting a Hard Rail Grind, performing a sick 540 Christ Air or just a simple Ollie feels so satisfying that it’s magical at times. I could skate around these maps all day long just performing combos and having fun; it’s downright therapeutic. The C-O-M-B-0 challenges and goals have been added to more maps, which is great to make them even more challenging. As with all THPS games, it’s a case of a game that is very easy to play but hard to master.

The roster of skaters returns from the previous game with some additions. There are 31 professional skateboarders who form the bulk of this roster which is the largest in series history. There are also some fictional characters added in such as Officer Dick (Voiced by Jack Black), and even the Doom Slayer appears this time! And yes, Bam Margera returns as a special skater after intervention from Mr Hawk himself. As is common in the series, each skater has unique stats and combos, making replay ability options virtually limitless if you want to master every single skater. The challenges and tours for each character also act as further difficulty spikes for players who are seeking the ultimate skating experience.

There are some new quality of life changes from the previous games that are very welcome and much needed. The Create-a-Park editor has been updated, allowing players to create their own goals for their levels. This gives user levels more purpose, whether it’s adding letters to collect around the map, completing combo goals or doing some smashable challenges. The editor updates don’t stop there either as you can also add death pits which force you to spawn back at a specific point, some boost jumps and pads and even aggressive NPCs. Iron Galaxy have excelled in polishing and honing the work Vicarious Visions had made, whilst innovating and adding superb updates and QOL, making this a brilliantly polished package.

Left It Back In Naughties

In terms of its visual presentation and animation design, skating has never looked or felt this good. Ever. Each map across both THPS 3+4 look absolutely phenomenal as they have been remade from the ground up. Cruise Ship particularly with the vibrant colours of the hull, blended with the gorgeous visuals of the sea behind you, is mesmerizing. Every map you remember from the original games still has the same geometry as it did before but now, they shine with jaw-dropping visual fidelity and lighting. Everything just looks and feels so much more full of colour and life. Of course, they have removed some of the more problematic aspects of map design; the Neversoft girls on the Cruise Ship and the gun shots heard in LA are no more. Along with the visuals is great character model design for each of the pro skaters, making every pro look almost lifelike. Animations are top tier, which is needed for a fast paced game like this and Iron Galaxy have delivered, with lifelike animations showing each pro or character performing wonderful stunts and tricks. It’s a real visual treat.

In terms of its sound design, THPS 3+4 delivers with superb design as you hear the skateboard scrape, clip and land on different surfaces, to great satisfaction. All the classic sounds are present, such as picking up tapes or letters, which makes this a real trip down nostalgia lane. Now, let’s get to the most controversial part of this remake – the music. Whilst there are some returning tracks from the original games, the vast majority of songs have been left in the past. There are only six returning tracks for THPS3 and amazingly only four for THPS4. This is a travesty of the highest order for someone like myself who adored the original tracks. Not having Alien Ant Farm’s “Wish” or ACDC’s “TNT” just hurts my soul. Activision and Iron Galaxy have done a commendable job crafting a updated modernised version for this remake with over 59 songs making up the soundtrack across the two games. Sadly, it doesn’t have the same nostalgic effect as the rest of the game does. A damn shame, but have a look for your self: https://open.spotify.com/playlist/37i9dQZF1DWU4xkATYcbh7?si=7rWgcnqtTfaR5vAMGEnLVw

Verdict

Tony Hawk’s Pro Skater 3+4 is another triumphant return to a franchise dear to my heart. Superb campaigns remade in glorious visuals and a streamlined user experience help make this collection the definitive pro skater package. Whilst the changes made to THPS4 may upset some purists, this is still, for the most part, the games I grew up with fantastic modernised controls and gorgeous visual and animation design. Of course, the glaring omissions in the soundtrack soured my experience to some extent, but thankfully, not terminally. In an era of remakes or remasters, you can place this one squarely in the remake category. A fully remade game from the ground up. Tony Hawk Pro Skater games give you a little slice of nostalgia and they’re just downright fun!

Review: The Drifter

If I had a penny for every point’n’click game this year that revolved around people going backwards in time and the consequences thereof, I’d have two pennies. While Old Skies was a moody look at the regrets of our past lives, The Drifter is more like sinking into a freezing cold bath, in the knowledge that things are going to get worse before they get better. It’s a horror game, is me point. One that thoroughly enjoys smacking about its central protagonist.

Not that it doesn’t touch on deep themes. Much like Old Skies (and I promise this is the last time I compare the two), regret is a major theme. After all, I suspect the whole concept of time travel was born from the desire to fix or erase past mistakes, or plaster over old heartbreak. It’s fertile ground for a horror game. The Drifter sprinkles it with an excellent protagonist and serviceable, occasionally exciting, gameplay.

The Drifter

Boxcar Mishaps

If you just glance at the pretty, animated pixel art and point’n’click trappings of The Drifter, you might think you’re in for an experience like the old Sierra adventure games. Well, until you look at the above screenshot anyway. The Drifter opens with our protagonist, Mick Carter, waking up on a boxcar, having returned home for his mum’s funeral. Already, a gloomy start. Then, when he wakes up another drifter to try and escape the car, a bunch of goons in tactical gear shoot his companion dead. He stumbles his way into the sewers, but a chain of events ensue that result in him getting chucked into the reservoir and left for dead.

Then something strange happens. He drowns, but at the moment of death, he’s brought back to life with a jolt – right at the moment he’s dropped into the water. That’s the time travel bit. From there, Mick is framed for the death of another drifter and goes on the run, while trying figure out what’s given him this power, and why it’s turning his brain to scrambled egg. The Drifter has a great story, full of a sense of creeping dread in the first half, where Mick begins to question what’s real and what isn’t.

It does risk getting a bit up itself in the latter half, though. There’s rather a sudden shift of tone, where we go from being locked up by a serial killer to bumbling around a futuristic lab. The ending does bring things back, though, and it works because it’s anchored to Mick. It’s a testament to both the writing, and the excellent voice acting on display. Mick isn’t just a passive observer. He has his own past demons, which he ran from, and his own beliefs. He also isn’t shy at telling people to piss off if needs be. Critically, while he can be funny, he doesn’t just spew glib remarks. He feels like a real person, in a distinctly unreal situation.

The Drifter

Rewind’n’Click

Mick’s also fantastic at cobbling together complex solutions from random assorted junk, making him the perfect protagonist for a point’n’click. The Drifter follows the basic setup for such a thing. You have a problem you need to solve. Say, you need a map of a graveyard. So you pick up every piece of junk around to try and solve it. Like lobbing a brick through a window so the alarm goes off and you can steal a glance at the code, then unlocking the door with an umbrella. You know, normal things that people do every day.

To be fair though, The Drifter is more grounded than most. It deliberately gets away from the ‘moon logic’ of others in the genre. This is a double edged sword though. There are no rubber chickens with pullies, which is good. You can intuit most solutions from what’s scattered around. The flip side is that a lot of standard puzzles feel like busywork. At one point, we boot up a PC to find the hard-drive has been taken. We then visit a stranded car, which has the requisite HDD in its glovebox. The story can handwave it away, but it’s awfully convenient.

A few too many puzzles don’t require brainpower, just mooching from place to place. But, in key sections, The Drifter does something I thought impossible. It makes point’n’click games exciting. There are moments when you’re solving puzzles against the threat of sudden death. Like the reservoir bit, where you have limited time to figure things out as Mick frantically narrates his own impending doom. The time rewinds do take the sting out, but the panicked music and Mick’s frantic monologues go a long way. The solutions are never amazingly complex, but the sense of immediate urgency jams my brain up. I start trying silly things. It’s a great trick.

The Drifter

The Drifter – Wonderfully Loopy Writing

I keep coming back to the writing. It’s easy for a game about time travel to get a bit self-absorbed. The Drifter gets close. The back-half of the game descends into chats about the science of time travel, and paints away the horror in the first half as hallucinations. It’s saved by two things. Firstly, a great ending that brings all that horror back in. Secondly, the characters are all well written. Mick’s ex-wife, Sarah, for instance, is great. Furious at Mick for leaving, but human enough to know that now is not the time to twist the knife.

The Drifter‘s plot only works because the individual pieces are high quality and all fit together well. The voice acting is stellar, the writing handles the loopy subject matter well ,and the gameplay manages to be nice and exciting. Even the pixel art is fantastic. Though if you’ve read my reviews before, you know that’s my weak spot. Realistically, the only issue with The Drifter is that paring down the point’n’click madness exposes the holes in the genre. A minute issue. If you can ignore that, you’re left with an interesting and exciting adventure game, that enjoys dropping ice cubes down the back of your neck.

(The Drifter‘s Steam Page)