Tuesday, October 30, 2018

Battle Princess Madelyn set for imminent release

Who wants to see a new platformer then? Or should I say, who wants to see an new action platformer that isn’t trying to do anything massively new and wants us on the nostalgia train? You do? Good. I’ve got a lovely bit of information for you about a Ghouls n’ Ghosts-esque romp that will be hitting your consoles and PC screens very soon indeed. Battle Princess Madelyn is hitting it’s imminent release phase and is due to be gracing us at some point this Autumn.

So as I’ve just mentioned Battle Princess Madelyn is one of those games where you run around hacking at evil things and praying you won’t get eaten by everything that moves. You follow the adventures of Madelyn, a young knight in training and her ghostly pet dog Fritzy as the two set out to save the kingdom and her family from an evil wizard. This daring journey will see you traversing graveyards, swamps, castles and more.

This type of platform romp reminds of two fairly common factors from my youth. I played an awful lot of games like this and two things were always apparent. The first of these is that these games were frantic and you never really got breathing or thinking time while playing. Secondly these games where hard. Many of you will know of Ghouls n’ Ghosts and it’s shocking difficulty, not to mention the whole having to complete it twice thing. The lovely devs behind Battle Princess Madelyn have done something to circumvent this. They’ve given us more than one game mode. If you want fast and furious the game’s Arcade mode is there for you. If you don’t they you can strike out into the Story mode and engage in all of the questing enjoyment it will have in store for you. Speaking of tales, this one was written by a professional child’s author which is absolutely lovely to see.

On top of what I’ve just mentioned this game will have it’s fair share of collectibles for you to gather. Find them all and you’ll unlock some extra rewards and hidden stages. If the 10 levels this game already has, each containing 5 sub-levels, (some of which branch,) isn’t enough there’s more for you to fight through neatly tucked away in the game. Isn’t it nice when you get something more for your effort than just points?

So we have a brilliantly written story, loads of levels to play through and bits to unlock … what about your gear? Well Battle Princess Madelyn will give you a really good sized arsenal of weapons to wield all of which can be upgraded. These upgrades come dependent on your armour should you be playing in Arcade mode or visits to your local, friendly neighbourhood blacksmith in Story mode. While we’re on the subject of weapons some of these will grant you access to secret areas.

Christopher Obritsch of Casual Bit Games stated, “From it’s initial concept days, right through the successful Kickstarter campaign which reached over $212,665 CAD, until its imminent release, Battle Princess Madelyn has developed and grown from inspiration from feedback from my daughter, who inspired the original idea, gamers and ideals from the very best of classic retro games fused with modern presentation complete with gameplay and fun. I believe all our goals have been achieved with much much more added ingredients, features and elements that will have gamers engaged in a game that has been crafted with real planning, dedication and, a lot of love.”

So there you have it. It’s nice when someone pays genuine homage to a very classic, well loved genre. As we’re coming up to release, (I’d love to give you a date but we don’t know yet either,) we’ve also been given a bit of a trailer to show you. I’ll leave you to have a look and decide whether all this is peaking the old interest. From what I’ve seen of it I have to admit, it doesn’t look half bad.

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Wednesday, October 24, 2018

REVIEW / Ultra Space Battle Brawl (PC)

 

Ultra Space Battle Brawl is a 2D fighting game with bright pixel art, multiple modes, fun 80s synthwave music mixed with funkot dangdut (Indonesian house music). It also bears a weird similarity to Pong. The game was developed by Mojiken Studio and was released earlier this month. Ultra Space Battle Brawl is incredibly simple, easy to get into, and damn fun to play. Simply hit the story mode, choose a character, and you’re on your way through a series of battles in different locations throughout space!

 

 

The game itself is fairly simple. You and your opponent start on either side of the arena. On each side there are one or more targets which are surrounded by weird minion things (they look like chickens with the same hairstyle as the character you’re controlling). You and your opponent smack a ball around which ricochets off the walls and other obstacles on the field in the hopes that you’ll whittle away the minion defenses and break through all of the goal targets. When you do, you win! Win two out of three (or whatever number of rounds you deem acceptable in versus mode) and you win the match! The action is fast-paced, wild, and super fun.

 

 

Players can select from one of 10 playable characters, each with different skill distributions (e.g. speed, damage). Each has a unique move – your “ultra” – which has the potential to quickly turn the tide of battle. For example, one character’s special move allows him to very rapidly swing his bat, which can basically decimate your minion defenses if he is able to get the ball between them and a wall. Another character’s ultra allows the ball to be split in two when hit by that player, resulting in double the damage potential!

 

 

The single-player campaign mode provides each playable character with a little background story for why they’re competing in the Ultra Space Battle Brawl, and then tosses you into a lineup of battles against other NPCs which get progressively more difficult. Playing single player is a great way to learn more about the other characters and their play styles and ultra abilities. There are also occasional bonus stages in between the usual battle lineup where you have to do things like smacking around minions that appear around the field in different places. These segments function as a great way to improve your ricocheting skills.

 

 

I also took a whack at versus mode, which is even more fun than the story mode because now you can brutalize your loved ones! One of the beautiful things about Ultra Space Battle Brawl is that it’s so unbelievably simple, yet deceptively difficult to master, that pretty much anyone can pick it up and be just as good as the not-quite-beginner in a matter of moments. Unless you’re really striving to be the best player in the world while inviting newbies to play with you, even the newcomer will feel like they’re getting a fair fight. There’s also a co-op mode where you can play in pairs, so there’s that option if you have even more people to play with.

 

 

I didn’t know what to expect from this dinky little game, but the graphics are neat, the music is great, the gameplay is solid and it’s good to play alone or with friends. Honestly? If you’re looking for a great way to kill some time, Ultra Space Battle Brawl is definitely worth the $10 USD. Ultra Space Battle Brawl is out now on Steam for PC and also Nintendo Switch.

 

 

 

This review is based on a retail copy of the game provided by the publisher.

 

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Storm in a Teacup comes to Switch

 

Puzzlers seem to be coming into their own of late. Now I’m not saying they were never a thing, of course they were, but devs seem to be trying to do more and more with the genre and this is really lovely to see. With this being said, I’m here to drop a little bit of news on Storm in a Teacup, a game which will be coming to your Nintendo Switch this coming Thursday.

You will find yourself taking the role of Storm as him and his enchanted teacup set out into the dream-like world created by his brother Cloud. On your adventure you will find yourself guiding him through colourful levels, navigating jumps and avoiding deadly enemies as he goes. You will also be looking to rack up those all-important high scores by gathering sugar cubes and other collectables. To up the challenge further, there will be a multitude of fiendish puzzles in your way and you will have to overcome these if you are to succeed.

This is designed to be a game that’s fun for all ages, meaning that the controls have been created to be intuitive and easy to pick up. This, of course, doesn’t mean the game is going to be a cake-walk. Each level is rated and you will need to be a master of Storm in a Teacup if you are going to be able to get the maximum number of stars and say you’ve truly aced each zone.

If this title sounds like something you might want to have a crack at, it’s not too far off release now. It will be showing up worldwide in your Nintendo eShop October 25th. If you’re not so sure whether you’ll be wanting to spend your hard earned money, it’s coming in the princely sum of $2.99 so you aren’t really going to be breaking the bank. Puzzle games are usually hugely addictive things so you might get a lot of fun out of this title. Even if you don’t get the kick you’re looking for, you’re not burning a hole in your pocket, so no harm no foul. Either way, you know where Storm in a Teacup is should you want to get involved.

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Tuesday, October 23, 2018

REVIEW / One Hand Clapping (PC)

 

Initially developed as a visceral input experiment by Thomas Wilson, and then as a class project with two other students at the University of Southern California, One Hand Clapping is most notable for a couple of reasons. Firstly, it is currently only available as an approximately 30 minute demo through itch.io. Secondly, the puzzle mechanics of this 2D platformer are controlled by the user’s voice.

 

The hermit and the hero stand on a cliff edge and sing floating rocks up to help them cross

 

As a name-your-own-price game, it received a decent amount of attention over the summer from various YouTube and Twitch channels, and more recently has been recognized as a favorite of audience and critics at IndieCade 2018.

The glimpses we see of the One Hand Clapping universe are compelling, full of hints at a complex backstory but no explained lore, a la Journey. The graphics are even similarly abstract, if a bit more cartoonish (in a good way). Beginning in a ruined city full of shadowy, watchful forms, you play as a largely genderless, roundish purple person, with big mournful eyes and a snazzy turquoise bandana. You quickly learn the basics of using your voice to manipulate the environment around you, and spend very little time in the incongruously gray and gloomy streets before escaping to a colorful desert wild (with no nightmare blob people watching you, bonus).

 

The hero stands on a lit platform surrounded by colorful orbiting shapes

 

 

There in the wild, you meet another colorful person, known as the hermit. He guides you through the more complex vocal mechanics of obstacle navigation in the wild. Other areas in the game include caverns, cliffs, and one mysteriously dark void full of invisible platforms and strange tonally controlled orbits.

Most of the voice mechanics are vaguely reminiscent of the Lead Singer mode in Rock Band; pitch and tempo matching are key to conjuring bridges and opening portals, but some are harder to decipher. The mysterious obelisks you encounter along the way (possibly save points, but I never died so I’m not sure) have symbols that indicate generally the pattern you should sing. They were definitely the most difficult to figure out.

 

The hero stands next to an obselisk-like shrine in a colorful desert landscape

 

 

The best part about this was being able to play with my son. He’s not quite two years old yet, and although he finds it interesting when his parents play video games, he is either quickly bored or frustrated by the fact that he can’t manipulate the characters on the screen the way we can. With the vocal input in One Hand Clapping, he could imitate the hermit character’s instructions as easily as I could, and he thought it was funny both to watch me sing my character across the screen as well as to throw his own notes on top of mine, giving me unexpected and always hilarious results. Even among games designed for toddlers, there’s not a lot that holds his attention like One Hand Clapping did- he was entranced for the entirety of the game.

Even if you don’t have a rambunctious tiny human lurking somewhere around your house, this game is really easy to enjoy with others despite being a one-player game. In my opinion, that’s why it enjoys such popularity with streamers; it makes you feel a little silly, but in a fun, let’s-order-pizza-post-snapchats-of-each-other-playing-this-game way. The artwork is beautiful, and the story, while mostly untold, is really well-developed for a demo game. Definitely check it out, and be sure to support the developers if you can!

One Hand Clapping is available from itch.io, learn more at their website or follow them on Twitter.

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Monday, October 22, 2018

Hallowed Blight Live now in Dead By Daylight

 

Asymmetrical multiplayer horror game Dead By Daylight has a Halloween event going on right now named The Hallowed Blight. From October 19th to November 2nd players will interact with toxins set off from a new plant.

During gameplay, survivors fill vials with the toxin from a plant that comes from the world of the Entity (the evil spider-god-thing that grabs survivors when they die). Killers can fill their own vials by hanging the survivors on hooks and offering them up to the Entity. Whoever fills their vial will be rewarded with Putrid Serum, the in-game currency for the Halloween event. Putrid Serum can be exchanged for items that Behaviour Studios describe as “wicked Hallowed Blight cosmetic pieces, a Survivor’s Will’o Wisp flashlight or the All Hallows’ Eve Lunchbox (medkit) that glows with ghastly images.”

The original gameplay for Dead By Daylight which involves survivors starting up generators to open an escape will be put on hold for the event. The survivor’s sole purpose is to collect nectar and escape while the killer can get his nectar by putting survivors on hooks. It seems that there will not be enough serum for everyone so survivors will also be competing against each other throughout the match.

If you want to see the stream with the developers talking about the new event check out the video below. At 37:35 they start looking at the new skins.

While the two survivor skins they show are nothing exciting, the killer skins look terrifying. I absolutely love them. Do you plan on checking out the Hallowed Blight? Let me know in the comments!

Since we are neck deep in the season for terror, Dead By Daylight is now on sale through Steam, PS4, and Xbox One.

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Flipping Death gets physical

 

Just got a little bit of information on a game we reviewed the PC version of recently. Flipping Death has just seen physical copies release both for the Nintendo Switch and PS4 in North America at the modest price of $29.95. This is brilliant for those of you that still like to actually hold your game. I’m all for digital copies of things but there’s something to be said for having a collection that you can actually see and touch, right? If you’re of this mindset and like a good puzzle-platformer this might just be the addition to your library that you’ve been looking for.

My good mate and TVGB writing buddy Ryan Wagoner did a brilliant job reviewing this title so I’m not going to step on his toes by going too deeply into it. To give you a brief overview, you play the character of Penny. After dying under some pretty mysterious circumstances she wakes up to find herself filling in for death himself. This temporary, slightly morbid position has given her a new power so there’s a plus in there somewhere. She is now able to flip between the worlds of the living and the dead. This is going to be absolutely vital if she is to get through her ordeal and unravel the mystery of her own demise.

This puzzle platformer will see you leaping platforms (obviously), flipping worlds and helping the living pass seamlessly into the afterlife. It will also see you possessing the aforementioned souls as you’re going to need their limbs (and brains) to solve the puzzles that await you in this dark, comic adventure. All this gets coupled with a colourful, cartoony world to dive into and certainly sounds like a recipe for quite a bit of fun. I’m not going to go any deeper than that but should you want to find out what our Ryan thought of this game you absolutely can here.

So there you have it. Something new for your bookshelves, or crates, or warehouses … wherever you happen to keep your games. If you want to get your hands on a real life, physical copy of Flipping Death you aren’t doing it sitting here. Off you pop then. Just read that review first.

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Sunday, October 21, 2018

REVIEW / Shadow of the Tomb Raider (PS4)

 

The last time I played a Tomb Raider game, I was five or six years old and Lara Croft still looked like this:

 

Image result for tomb raider ps1 cover pal

 

Having now played Shadow of the Tomb Raider, I can say with confidence that there’s been some pretty significant changes. Shadow of the Tomb Raider is the third and final installment in the new Tomb Raider trilogy. As you may have gathered from the introduction to this review, I haven’t had the pleasure of playing the much-acclaimed previous two games in the origin saga before launching into this one. Regardless, games like Tomb Raider, Uncharted, and others of their kind are made to be accessible to the newest of players. While Shadow of the Tomb Raider doesn’t go into great detail about who any existing ancillary characters are beyond “this is Jonah, he’s your best friend,” you don’t really need that background to fully enjoy the game. Likewise, the game introduces you very quickly to Trinity, the villainous organization responsible for Lara’s father’s death. There’s some history there, but you don’t need an in-depth knowledge of the Tomb Raider lore to understand that they’re the bad guys. So if you’re reading this review and wondering if you can pick up here without playing the others, you sure can.

 

 

In this installment, Lara and Jonah are hoofing it around South America and Mesoamerica, having dedicated themselves to meddling in Trinity’s plans. While tracking a cell to Mexico, led by the head of Trinity’s High Council, Pedro Dominguez, Lara and Jonah happen upon a temple which contains the Dagger of Ix Chel and references to a hidden city. Per her usual self-confident attitude, Lara ignores the murals warning about “the Cleansing” – the Mayan apocalypse – and runs off with a sacred dagger to prevent Trinity from using it. When caught by Trinity later, Dominguez reveals that in taking the Dagger, the Cleansing has been triggered, and along with it four cataclysms leading up to the apocalyptic event, the first being a tsunami. Dominguez plans to reunite the Dagger, which he steals from Lara, and the Silver Box of Chak Chel in order to stop the apocalypse and use the power bestowed upon him to remake the word in his image. Lara, stubborn and guilt-stricken, escapes the tsunami with Jonah and sets out on a quest to find the Silver Box before Trinity can and prevent the apocalypse, along with Dominguez’s plan.

Shadow of the Tomb Raider features a few sort-of-hub areas, piles of tombs, crypts, monoliths and artifacts to review and explore, animals to hunt and strip of their hides, a reasonably large skill tree to flesh out, and countless weapons with upgrades in which to invest. Environments vary from jungle to cave to underwater to jungle to cave to tomb to underwater to underwater to underwater…dear lord does this game have a lot of underwater sections. One can’t expect insane amounts of variety when you’re dealing with a) a Tomb Raider game and b) a game set in a predominantly jungle-y area, but I could not believe the amount of time I spent splashing away underwater. Not only that, but there are enemies that will attack you underwater that you have to hide from (mostly piranhas). I have to give the underwater sections credit because the swimming mechanics are actually very good and aren’t an enormous pain to use, but every game developer worth their salt should know by now that underwater areas are the bane of most gamers’ existences. Why are we swimming so much?! This isn’t Pond Raider or Underwater Cavern Raider.

 

 

I have no shame in admitting that I was playing on the easiest difficulty, but I found that the amount of breath you’re allotted without having purchased any upgrades is very fair. There are also semi-frequent air pockets where you can catch a quick breath in the longer underwater cave sequences. There’s so many good points to be made about the way the underwater mechanics are handled in Shadow of the Tomb Raider, but the insistence on swimming all the damn time is completely baffling to me! Lara’s not even dressed to swim. She’s dressed to efficiently climb cave walls and rappel down from ropes and the like. All that heavy gear would 100% make her drown in real life, guaranteed. Stop making me swim everywhere, Eidos Montreal/Square Enix/Crystal Dynamics. In general, the Shadow of the Tomb Raider is really lacking in environmental diversity. I think this would have been a bit less noticeable if the game wasn’t as long as it was, but there’s only so much jungle-cave-water-jungle-cave-water that you can really handle without getting a bit bored.

Moving on from swimming, let’s talk about non-water-based gameplay. Like any game of its kind, when you’re confronted with enemies (particularly human enemies, as you can’t do a lot of sneak attacks on jaguars) you have the option of playing it cool and stealthy or just Leroy Jenkins-ing your way into battle, guns blazing. I thoroughly enjoy picking off enemies one by one, especially when you start to obtain new skills that allow you to rig dead bodies with beeping shrapnel explosives that lure in unsuspecting soon-to-be-bodies. At any point in the game, whether it be during an enemy encounter or otherwise, you can activate Survival Instincts, which is basically your super x-ray, infra-red, resource-highlighting supervision that is a must in all AAA games of this kind. During battle, enemies are highlighted in either yellow (not able to be seen by other enemies) or red (able to be seen). Obviously if you want to remain stealthy, you need to target enemies that are yellow. I often found myself getting screwed over by stealth-attacking yellow enemies that turned red halfway through the kill animation, although that’s probably down to watching the enemy cycles and monitoring where they’re looking but ain’t nobody got time for that.

 

 

At a certain point later in the game, you’re often dropped into situations where it feels like the game is forcing you to take the aggressive way out. You’re surrounded by goons to the point that you can’t easily sneak away (and haven’t yet been taught to scramble, unseen, from hiding place to hiding place) and it’s just easier at that point to get caught and riddle Trinity with bullets. When you want to play stealthily, it’s annoying when you don’t feel like you’ve been given a choice, but one can never argue that going on a killing spree with a gun (in a game, in a game) is highly enjoyable. You can also hunt animals to get particular crafting resources or just for kicks, but I seldom felt the need when I could easily find what I required just laying around.

While weapon accessibility changes depending on the part of the story you’re currently completing, you typically have a bow (my favorite  and the most iconic weapon), a knife, a pistol, a shotgun and a rifle. You can buy or find a few of each except for the knife, which gets upgraded during the story missions, and they can also be upgraded using resources you pick up during your travels. Accessing the fourth and final branch of the upgrade trees requires buying a skill to do so, but it isn’t prohibitively priced.  There are merchants in the few town hubs you visit where you can buy ammunition and resources, as well as accessories like silencers and the weapons themselves. If you’re playing on easy, you’ll come across so much gold and jade ore to sell that the prices for these accessories will be an absolute joke.

 

 

The gameplay itself when hunting animals and bad guys isn’t bad, but it’s nothing innovative or interesting. You can find the same calibre of shooty-stealth in most games like this. I did enjoy the somewhat interesting addition of slathering yourself in mud to access a further option – muddy walls – for hiding, but that’s really just another wall filled with vegetation so it’s not really that ground-breaking.

It wouldn’t be an Uncha– *cough* Tomb Raider game without climbing every structure in sight, now would it? While I keep making snarky nods to Uncharted, I have to thank Shadow of the Tomb Raider for not having an excessive amount of wall breaking when I was trying to climb things. I mean, things definitely did still shatter, but I can only think of a couple of times where it actually set Lara back properly or flung her to a completely new area.  There’s good variety in the traversal methods available to Lara: she can jump, wall scramble, climb suspiciously holey-looking walls with her pick(s), even climb walls of the same kind which are parallel to her, rappel down, swing  and jump, swing and run along walls, then jump, jump and then throw a grapple to latch onto something across a too-large chasm – the list goes on. I do feel like almost all of the segments with climbing could have been shortened by half, but this is what the public wants: an excess of things to climb so we can feel cool and look at pretty things while we do it.

 

 

During the game I came across little barriers where I needed upgraded traversal/weapon-based skills to pass through. Some of these…well, I guess having a reinforced knife to break through harder barriers makes sense, but I will never agree that a shotgun is the only thing that could ever break through a “shotgun wall”, which was just a wall of thick wooden sticks. I would argue that any gun or even the reinforced knife could do it. Even a strong kick! For some reason, games that put blocks to traversal with very clearly marked “you need to come back when you have the X power” warnings remind me of Spyro 2. All of Spyro 2‘s skill requirements made sense. If you’re making less sense than a game about a purple dragon, then something has gone awry.

While we’re discussing skills, I wanted to mention that I liked the way the skill tree was set out, I liked the symbols and the design, but most of the skills weren’t particularly exciting. Obviously all of them are intended to be useful, but I think most of the basic ones that fill out the majority of the grid would have a greater impact on a non-easy playthrough. The later skills like the aforementioned body traps are so excellent, but it feels like you have near-unlimited breath on easy mode anyway, so there were a lot of skills I bought because I wanted to get something but it didn’t really feel like anything good was on offer.

 

 

Another way to earn skills is by completing challenge tombs. Challenge tombs are, without a doubt, the best part of the game. The puzzles are fantastic – in fact, all of the puzzles in the game, story or otherwise, are really good. I take my hat off to the puzzle masters in the development team because they made so, so many and while a lot of them employed similar physics-based problems, they all felt just different enough. The challenge tombs also felt like the main area where environment diversity was actually a thing, too, which really increased my enjoyment even more. I’m not exactly Queen of Puzzles over here, but even when I got a bit stuck I could take a moment to regroup and come back and try many more things and never felt like I needed to completely give up. Shadow of the Tomb Raider strikes an excellent balance of puzzle difficulty and enjoyability.

So before I get started on the main story, I want to tackle a bit more of the side content. A friend well-versed in the Tomb Raider universe told me that one of the worst changes they made between Rise and Shadow of the Tomb Raider was the way artifacts are handled. This complaint feeds into the main story as well, but in general she told me that discovering artifacts used to come with actual investigation and backstory which fed into the main story and fleshed out the world. In Shadow of the Tomb Raider, the importance of the artifacts is shoved away into optional reading (which, by the way, is a chore to listen to because Lara reads the entries aloud like a 10 year old slowly and awkwardly reads from an assigned novel in English class). As a layperson in the Tomb Raider universe, I will say that the artifacts and monoliths and other potentially interesting bits and pieces you could investigate and collect felt like afterthoughts – just things scattered around the map that you could look at for five seconds purely as a collectable and not as something interesting.

 

 

As a Tomb Raider initiate, I didn’t know how linear the game would be. I expected some exploration, but I didn’t come into the game expecting sidequests. I’m grateful for the exploration allowed by the base camps and mini hub areas (towns, cities) which helped the game feel less linear, but I don’t think that side quests were really necessary at all. I think a lot of the side quests could have been made into smaller parts of the main story line, as they concerned main characters and presumably important parts of the culture and background. I think Shadow of the Tomb Raider wanted to be an open world game, but it knew that it couldn’t be, so it threw a few side quests into the mix for the sake of being side quests, but so few that it just looks awkward and serves as a distraction.

As for the main story? Phew, well…when I found out that the game was less about Lara discovering her past and exploring cultural places of interest and almost entirely about being the Scooby Doo Gang to Trinity’s monster of the week, I was disappointed. I get it – Lara has a bone to pick with Trinity. They’re bad people doing bad things. They killed her daddy. However, Trinity aren’t interesting – they’re every generic bad super organization with a zillion expendable dudes and maybe two (in this case Dominguez and Rourke) semi-interesting dudes at the upper management level. By making Lara’s fixation on Trinity the only thing she cares about, it makes the game feel less like Lara Croft: Tomb Raider and more like Lara Croft: Hate-Reading Your Enemy’s Social Media Every Day So You Can Find Reason to Hate Them More. In other words, not a good way to live your life, not an interesting way to live your life, and not a good premise for a game.

 

Warning: Significant plot spoilers beyond this point

I actually found the story regarding Unuratu (Queen of Paititi) and Dominguez’s youth in Paititi quite interesting. It was a damn sight more interesting than anything Lara was contributing to the story. In fact, most characters, be they antagonist or support character, showed more character and personality than Lara did. In Shadow of the Tomb Raider, Lara Croft is a boring plot device that moves the story from tomb to tomb while interesting stuff happens around her.  In particular, I have two major story gripes which I could rant about for hours on end:

1) The Yaaxil
You’re about a quarter of the way through the game when you start hearing raspy shrieks and guttural growls around you. You come across scared Trinity goons and even see one attacked by something humanoid but…wrong. You’re thinking it, I was thinking it: zombies.  No, of course they’re not zombies, they’re later revealed to be this weird feral-but-not-quite-feral people who sort of coexist (this is briefly explained but mostly hand-waved by Unuratu during one conversation) with the people of Paititi. They shriek and attack you when you try to progress through caves and puzzles (Resident Evil, anyone?), they scale walls and do other inhuman things but…aren’t monsters? Let’s face it, the developers wanted to put zombies in the game, but they knew that just putting zombies in the game would be sneered at, so they did this instead. I don’t care that they made them sort of plot relevant at the very end: they’re zombies because you wanted zombies. It’s a cop-out and it was completely unnecessary and out of line with what the rest of the game was like.

2) Rourke
Shadow of the Tomb Raider doesn’t really know who its villain is. Obviously they want it to be Trinity or Dominguez, more specifically, but Dominguez himself only shows up now and then to steal shit from you and sneer a bit. He barely even monologues at you. At some point, right towards the end, Rourke (the super militaristic American guy) starts taunting you constantly. He’s obnoxious and nasty – obviously he’ll be some kind of mid-boss, right? Nope. He just gets…killed off at the end there by the Yaaxil. My boyfriend, who was watching, pointed out that they never did anything with Rourke. He didn’t even realise it was him who had been spontaneously turned into jam by the not-zombies, that’s how unceremonious it was. Honestly, the whole end of the game felt rushed, like they didn’t know what to do with it.

 

 

To slather a more positive layer on the cranky review cake I’ve been decorating, Shadow of the Tomb Raider looks great. The interface is mostly user-friendly, the graphics are really nice, the option to give Lara PS1-era skins gave me a giggle, and while it’s not necessarily innovative at all times, the gameplay plays nicely with the graphics the majority of the time. Occasionally while rappelling under something the camera angle would cut back and forth weirdly and make it near impossible to know where you were, but otherwise it was good on the whole. The best music I heard in the game was during the chase and strictly plot-related battle segments. Most of the BGM you’ll hear in Shadow is ambient noise, and that suits the tone of the game much better than constant music, in my opinion.  Let’s move out of the positive layer: the sound/volume balancing in this game is absolutely horrendous. It’s a good thing I had the awful (more on that later) subtitles on, because most key dialogue is insanely quiet, even when there’s no music playing. When you sit down at camp and Jonah joins you not even a metre away, Lara’s voice is crystal clear and Jonah sounds like he’s talking at you from across the cave. This isn’t isolated – it’s everywhere and it’s absolutely terrible.

Let’s start with voice acting. I already gave Lara a hard time for reading like a 10 year old when artifacts are described in the menu, but I have an enormous bone to pick with Survival Instincts voice acting during puzzle sections. When you’re in a puzzle area and you use Survival Instincts, Lara will speak up to offer a helpful hint about what to do next. Usually she’ll tell you straight up what you have to do. If you’re actually lost, this isn’t a terrible thing. However, as someone who just uses Survival Instincts to see where resources are most of the time, having the solution to the puzzle I’ve barely looked at immediately shoved in my face was not welcome. Further to that, as you continue to use Survival Instincts (which isn’t mandatory, obviously), Lara will repeat the same line of “helpful” dialogue in the same tone, word-for-word, over and over and over again. The only thing that made me want to stop playing the game was hearing Lara say “spigot” for the hundredth time. IT’S DARK AND I’M LOOKING FOR LOOT, LARA. I DON’T NEED TO FUCKING HEAR IT AGAIN.

 

 

Next up, one of my most-hated things in the entire game. I’m not the type of gamer that really thrives on “immersion”, but there was nothing more immersion-breaking than my experience with native vs. non-native languages in this game. At the start of the game you have the option of selecting a bunch of language options, but aside from that you can also choose whether everyone speaks in your chosen language or whether everyone will speak in their native language. I chose the latter because after my recent obsession with Yakuza games, I can honestly say that it feels wrong to be playing a game set in a very specific place and not hear most of the people speaking the native language. As we dove deeper into the jungle and came across supposedly untouched towns and cities, this happened a lot:

Lara: “Hello, is something the matter?”
NPC: (explains problem in native South American language, subtitled in English)
Lara: (responding in English) “Can I help with that?”
NPC: (responds in the affirmative in their native tongue, apparently understanding fluent English without ever having met someone outside their own tribe before)

 

 

And don’t even get me started on the supposed untouched village leaders who know fluent English and will speak to you in said language. Nope. I’m not buying it. It breaks immersion so hard and while I understand it may not be practical to have Lara know the language perfectly, it makes absolutely zero sense to have everyone magically understand English but keep talking to her in their native language. Further to that, great explorer Lara Croft hasn’t made even the slightest effort to learn Spanish, arguably one of the easier languages to learn? I’m not saying she has to be fluent either, but what kind of world-weary traveller are you?

Oh, this was another brilliant scene where this problem was truly noticeable:

Known character: (in native tongue) “Lara, those guards won’t let you through without the password. It’s [password]”
Lara: (in English) “Got it.”
She walks up to the guards, disguised as one of them.
Guard: (in native tongue) “Only the exalted shall pass etc etc.”
Lara: (in British English) “[Password]”
Guard: (in native tongue) “Right this way.”

….WHAT?! This is a horrible mishandling. If I knew it’d be this bad, I would have just taken the all-English option.

 

 

And while we’re on the subject of subtitles, I chose the least-intensive subtitle option, whichever one leaves out all of the background conversations and so on. Purely character speech. Now, I know that detailed subtitles are a must to make games accessible to the deaf community and I fully support that, but these subtitles are too overzealous. Here are some common ones that appear in almost every single scene in the game:

(breath)
(breathing)
(effort)
(muffled sounds) – this one is every time you go underwater
(death) – every time someone dies
(music stinger)

Not so bad so far? The subtitles also let you know prematurely when the action sequence is over or when it’s about to start. (music slows) lets you know well before the actual gameplay does that you can put down your weapons and run around looting bodies.  The subtitles get worse, though. Remember that someone had to write these, a few of my personal favourites:

(long grunt of determination)
(scream of dying horribly)
(annoyed moan) – me too
(bloodcurdling scream of agony, then wet death)

I feel I’ve made my case with that last one alone.

 

To wrap up an incredibly long rant, you’re probably surprised to find that I’ve given Shadow of the Tomb Raider an even remotely positive score. The game was incredibly average, but not so despicable that I couldn’t have fun playing it. The story had me invested, but it was part genuine interest and part “Well I’ve come this far, might as well see it to the end”.  Even if a game is painfully average, there can still be enjoyable parts. I maintain that the general gameplay is good but nothing new, and the tombs and puzzles are fantastic. The graphics are quite stunning and traversal feels relatively smooth and intuitive.

Shadow of the Tomb Raider had a lot going for it and could have been something incredible, but instead it became a game I spent more time mocking aloud than truly enjoying. Would I recommend it? Not unless it was on sale for real cheap or you split the price with a bunch of friends and spent a weekend playing it and ragging on the stupid subtitles. In addition to all of the other niggly problems I covered earlier, the main issue Tomb Raider needs to overcome is remembering what the series should be about – exploring tombs, not stalking Trinity around the world.

 

 

 

This review is based on a retail copy of the game provided by the publisher.

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Friday, October 19, 2018

REVIEW / Assassin’s Creed Odyssey (PS4, X1, PC)

 

Assassin’s Creed Odyssey is carrying a bit of a burden. The tenth entry in the core Assassin’s Creed franchise has come hot on the heels of Origins, a re-imagined return to form for Ubisoft’s violent historical bonanza. Moreover, doubling down on the RPG side whilst stripping away even the most recognizable Assassin’s Creed mainstays – the hidden blade, for example – is a huge risk. Odyssey is entering uncharted waters in more ways than one. So does this sprawling homage to Grecian history tick the right boxes?

 

 

If you traipsed across the deserts of Origins, you will already be familiar with much of what Assassin’s Creed Odyssey has to offer. Combat is unchanged: the satisfying ebb and flow of a more tactical approach to fighting enemies is now complemented by ludicrous special moves that will have you Spartan kicking opponents into next week. A slightly frustrating targeting mechanic only slightly dampens the engrossing and often challenging fights with enemies who have all the skills that you do.

 

 

Odyssey‘s skill trees, however, are far better utilized than those of its predecessor. Your Warrior abilities – the combat mentioned above – are joined by Hunter and Assassin abilities that offer the foundations necessary for some genuine variety in character build. Weapons and armor now offer small stat bonuses, too, and you can re-distribute skill points at any time (for a small fee). It’s a little rudimentary for an RPG, but the choice is nonetheless more pleasingly varied than it has ever been.

 

 

And yes, believe it or not, Assassin’s Creed Odyssey is an RPG. Choices are everywhere: from the gender of your character to the leader of the city of Athens, the decisions you make have very physical consequences. If you are caught stealing or killing, a Mercenary will make your life miserable; fight for the Spartans, and don’t expect any love from Athenian soldiers. You influence the world around you as much or as little as you choose.

 

 

At one point, I was shocked to have an Oracle shame me for a less-than-pleasant decision I’d made earlier in the game. The knowledge that your actions have consequences can be considered a resounding success for Odyssey, though I sense that this was a bit of a cautious effort. The influential dialogue options – flirting being the obvious example – seemed like an afterthought, when they ought to have taken center stage.

 

 

Our protagonists certainly do no harm in helping engross the player in their story. I chose Kassandra, and was not disappointed: a highly authentic performance from voice actress Melissanthi Mahmut rounds off a proud, wryly funny Spartan warrior with a heart of gold. In fact, the gruff exterior and mercenary lifestyle reminded me of a certain white-haired monster slayer, though I’m sure any resemblance was unintentional.

 

 

Assassin’s Creed Odyssey manages to complete its RPG home run with a well-written plot that stands out as a high point for the series. Convincing side-characters – many of them historical figures – litter the meandering story; the presence of Assassin’s Creed‘s unusual Ancient Civilisation is finally rationalised within the context of such a myth-drenched period of history. The franchise has always taken pride in its representation of the real world, but a flimsy narrative has too often let the bustling environment down. Not this time.

 

 

Even the side quests are unusually entertaining, masking their goals – go there, kill/steal this, get paid – with touching stories that breathe further life into an already lively world. In fact if anything, these optional objectives are so numerous that it’s easy to feel overwhelmed by your own to-do list. I’ve yet to engage with the huge Conquest Battles, and am struggling to complete Bounties, Contracts, and Limited Time events as fast as they are thrown my way.

 

 

Obviously, Odyssey is a gorgeous game. Though it seems somehow less populous than Origins, the world is infinitely more enjoyable to explore; I found myself drawn to the series’ famous viewpoints, impatient to take in the view of the entire Aegean Sea as it unfurls toward the horizon. The return of ships could not have been better timed, more appropriately suited to this environment. Sun-bleached Greek islands dazzle with blinding white beaches that slide into azure water; to be honest, it’s hard to progress in a game with so many photo opportunities.

 

 

The scope of Assassin’s Creed Odyssey cannot be understated. This is the largest, most diverse world yet, a thrillingly detailed recreation of Ancient Greece that will consume all of your free time and then some. It’s a little rough around the edges in places, but it comes across as an earnest effort to offer more than any Assassin’s Creed has offered before. This is very nearly a true RPG, and the itch to explore has never been more insatiable.

 

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Wednesday, October 17, 2018

Discord opens their very own marketplace

 

Since 2015, Discord has grown to take up loving homes in many PC users’ hard drives. Due to the lightweight processing power required for the app to run in the background, Discord possibly is the best way to party chat on the PC platform, and its large user base shows. Now Discord is going a route that may seem strange at first glance but makes a whole lot of sense with how they are planning to implement it. Discord is opening a digital game store.

Discord is seeking to make their online storefront more than a derivative of juggernauts such as Steam. This new storefront is highly curated title selections, exclusive rights to First on Discord games for 90 days after launch, a Universal Library that can launch every game through Discord instead of separate launchers, and a Discord Nitro subscription that works similar to Xbox Game Pass.

Discord launcher

The universal launcher doing its thing

Obviously, this is highly ambitious, which is why the storefront is making it clear that this is very much a beta. There are a lot of mistakes to iron out and difficulties ahead. However, this marketplace is looking more and more exciting the more I learn about it.

The store is launched right from the Discord app. Each game title has a preview video, a description from the developers, Metacritic score, review quotes, and an updated list of latest news about the game.

Discord game screen

The list of the very first First on Discord games is looking promising; even including a game I personally backed on Kickstarter a long time ago called Last Year: The Nightmare, an asymmetrical 5v1 survival horror game in the vein of Dead By Daylight. The First on Discord games also include a cutesy pixel art multiplayer game called King of the Hat, a tactical roguelite game titled Bad North, and many more shared in this hype video for the service:

The Discord Nitro service is currently offering 60 games to download and play for $9.99 a month. This is similar to the Xbox Game Pass or PS Now services; albeit at a much smaller scale. There’s no doubt about it that Discord Nitro is growing and will net more and more titles as the service pushes forward and out of beta stages. You can read more about the update here.

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Thursday, October 11, 2018

Assassin’s Creed Odyssey smashes franchise sales records

 

The Assassin’s Creed franchise took a much-needed break following the 2015 release of Assassin’s Creed Syndicate. The titles kept coming year after year causing a major fatigue on the market, so Ubisoft took a more reserved route. After reflecting on the series for a whole extra year, they came back to deliver the fantastic Assassin’s Creed Origins that revamped the formula and breathed a second wind into the franchise. This past weekend saw the launch of the latest in the franchise, Assassin’s Creed Odyssey, and the reception is literally off the charts.

Assassin's Creed Odyssey

Odyssey is officially the fastest selling game in the franchise on current generation consoles. This means Odyssey has outperformed the likes of Origins, Syndicate, Unity, Rogue, IV: Black Flag and the Chronicles sub-series. The sales numbers are strong and are an indication of a huge profit for Ubisoft; meaning this type of Assassin’s Creed game is here to stay.

It’s not just the sales numbers that are blowing up, either. The critical reception to Assassin’s Creed Odyssey is outpacing the previous games in the series; holding a higher overall aggregate score than every other game in the franchise outside of Assassin’s Creed II.

“We are incredibly proud of what the team accomplished with Assassin’s Creed Odyssey, and humbled by the amazing reception from critics and players,”  says Geoffroy Sardin, Ubisoft Senior Vice President of Sales and Marketing. “Based on the quality of the game and the very encouraging reactions from players, we expect Odyssey to be one of the top performing Assassin’s Creed games of all-time.” Ubisoft is planning on extending the legacy of Odyssey with post-launch DLC similar to the post-game content in last year’s Assassin’s Creed Origins. Season pass holders will get access to the story DLCs Legacy of the First Blade and The Fate of Atlantis, along with the free story missions in The Lost Tales of Greece.

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Gear.Club Unlimited 2 announces a holiday release date

 

It’s been nearly a year since Eden Games and Microids unleashed Gear.Club Unlimited to the Switch fan base to a, let’s say, lackluster reception. The original game landed in a platform hungry for racing games in the wake of Mario Kart 8 Deluxe. To this day the Switch is still coming up short on racing titles, much less a solid racing sim to rival Microsoft’s Forza or Sony’s Gran Turismo. This holiday season Gear.Club is coming back for another attempt at the racing simulator glory with Gear.Club Unlimited 2.

The original Gear.Club included 32 licensed cars including models from Acura and McLaren as well as split-screen local multiplayer races. The sequel is upping the ante with over 50 cars, online multiplayer, and a variety of new game modes to keep the racing interesting. Last year’s entry caught some flak for the overly simplistic design and it appears that Gear.Club Unlimited 2 is addressing that criticism head on.

Gear.Club Unlimited 2

Eden Games and Microids haven’t released much info on the game other than the cars that will make an appearance and the inclusion of online multiplayer. The trailer included definitely shows that the newest iteration sets its sights on a much larger scope than its predecessor. The map view and changing locations of the race events brought back memories of games such as Midnight Club: Los Angeles; offering a wide variety of locals while also providing zippy arcade racing through them and some unique customization in between. Gear.Club Unlimited 2 will release on December 4th worldwide on the Nintendo Switch.

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Saturday, October 6, 2018

REVIEW / Shikhondo: Soul Eater (PS4)

 

There used to be a time when shooter games were all the rage and putting up a high score in a game like Defender, Gradius or R-Type was proof of your gaming greatness.  Well, that’s not the case these days, as good things aren’t meant to last, but it is nevertheless good to see development studios still working at keeping the shmup genre alive.

 

Shikhondo: Soul Eater - PS4

 

While they don’t get the recognition anymore that they truly deserve, bullet-hell shooters are still being made and offer some of the best gaming bang for the buck.  Recent offering from developer Deer Farm and publisher Digerati called Shikhondo: Soul Eater melds Korean mythology with fast-paced shoot ’em up action against the backdrop of beautiful Oriental artwork.

Shikhondo: Soul Eater is described as a Korean bullet-hell shoot ’em up set within a beautiful and bizarre world of Asian mythology.   You will face off against armies of demons known as yokai that have escaped from Limbo and are spreading like a plague across the land, sowing fear and stealing souls.   You take on the role of one of two female protagonists known only as “Grim Reaper” or “The Girl” and will need to use their magic abilities to destroy the pestilent invaders and free the captured souls from their eternal torment.  The game features an Arcade mode, a Hardcore mode for genre purists and Local Co-op so you can invite your friends to come over and play.

 

Shikhondo: Soul Eater - PS4

 

Levels are set in a vertical orientation with action happening in a bottom to top setup.  Your character can move anywhere on the screen however, enemies usually make an appearance directly from the top of the screen or from the sides along the the top two-thirds of the screen.  There is gorgeous artwork that covers the left and right sides of the screen as that area isn’t really used by the game.

The actual play area is a pretty narrow area of screen real estate, but is typical of modern shmups as this keeps the gameplay intense and at times feeling claustrophobic.  Enemies will invariably fill that real estate with pulsing bullets in various colors and amazingly intricate designs. Working your way to the level boss while navigating that type of environment will be challenging.

 

Shikhondo: Soul Eater - PS4

 

I realize that my next statement really doesn’t need to be said, however I will state it anyway; you will die a lot.  Mythological beasties of all shapes and sizes will try to thwart your attempt to curtail their soul stealing activities. They will launch a seemingly unlimited amount of firepower at you, so not getting hit sometimes will be impossible.

Fortunately, the game is built with unlimited continues so you can just hit Start and pick up right where you left off.  Back in the day, if you were killed you would have to start back at the beginning of the game after you had depleted your original allotment of three lives as well as any extra lives if that was offered in the shmup you were playing.  While this gets rid of the frustration of getting far in the game only to lose your last life and have to start all over, it makes for a quick play-through of the games middling five levels.

 

Shikhondo: Soul Eater - PS4

 

Each of the two characters has just one main attack and a powered up version that can additionally be powered up depending on how many Soul Attacks you have available.  You can fill your Soul Collect gauge by getting as close to the enemies projectiles as possible without coming into contact with them.  Once your Soul Collect gauge is full, you can unleash a devastating attack on the enemies that you can use if you have gotten overwhelmed by the lesser demons.

However, it may be a good idea to save it for when you get to the level boss and need to do massive damage.  One thing that I felt was missing from the game is a system of floating, collectible power-ups so that you can boost your regular weapon beyond its normal operation without having to manage a gauge. It would have also been nice to perhaps have even some different weapon types like a laser attack or pulse attack to complement the machine gun type attack that is standard.

 

Shikhondo: Soul Eater - PS4

 

One aspect of this game that really grabbed me is the amazing artwork that is the foundation that this game is built upon.  Normally, the shmups that I play have some sort of tech or sci-fi aesthetic to them so the player is usually piloting some type of spaceship or aerial vehicle of some sort.  I have even played a fair amount of shmups where the player is in a mech suit with various weapon upgrades to make things more interesting.  Having the player take on the role of a couple female baddasses is cool and was the perfect design choice for the game having them opposite the evil demons.  I recommend giving this one a spin and checking out some of the other features besides just the Arcade mode.  This one has a lot to offer in a small package if you give it a reasonable chance.

 

 

 

This review is based on a copy of the game provided by the publisher.

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Friday, October 5, 2018

Popular puzzle game The Room headed to Switch

 

The highly popular and award-winning puzzle game The Room is headed to the Nintendo Switch. Fireproof Games, the original publishers of The Room, have teamed up with Team 17 in order to rebuild and remaster the game for the Switch. The game was originally released on iOS, Android and PC.

 

The Room is a physical puzzle game coupled with an element of mystery. You, the player, receive a mysterious invitation that leads to a note from a distant companion that delivers a promise of something worthwhile in an ancient iron chamber. The game mechanics revolve around solving visually based puzzles with unique and interesting solutions in order to make your way into the iron chamber.

 

 

The entire game has been rebuilt from the ground up in order to fully utilize the functions of the Switch controls. The game uses both the Joy-Con controllers as well as the touchscreen. Players can solve puzzles through hand-held mode, or with the newly implemented motion controls.

 

The Room was first released in 2012 and will be available for Nintendo Switch on October 18th for $9.99/£6.99/€8.99.

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Wednesday, October 3, 2018

REVIEW / Flipping Death (PC)

 

Flipping Death is an easy game to like—the cardboard slapdash art style and zany humor evoke memories of Psychonauts and other off-beat titles—but it’s a difficult game to love. Luckily, the relatively short playtime and genuinely funny writing still make for an enjoyable romp through the land of the dead, even if the game doesn’t quite live up to its potential.

 

Flipping Death-02

 

The story of Flipping Death follows Penny, a teen with all the personality of an emo kid from the mid-2000s. Through a series of unfortunate events, Penny finds herself working as a temp for the Grim Reaper. Typical of most temp job orientations, she’s given barely any initial training and is expected to help sad souls in the afterlife pass on after finishing their unfinished business.

It’s hard to stay engaged with Penny’s story because she basically remains the same from start to finish, and there’s not really a major narrative hook to hang your hat on after the first hour. Flipping Death is part 2D platformer, part adventure game, but you could completely eliminate the platforming element and still have a good time. Thankfully, the game is very short and you’ll probably see credits within 5 hours of dedicated play.

 

Flipping Death-05

 

The most enjoyable aspect of the game is the core possession mechanic, where you take control of unsuspecting humans in order to complete tasks in the world of the living and solve puzzles. None of the puzzles are particularly challenging, but some of the best chuckle-worthy moments happen when you’re behind the wheels of the weird inhabitants of this game world.

Outside of those moments, however, the jokes failed to land for me. In my mind, for a game like Flipping Death the writing and humor are expected to do the heavy lifting, but when the core gameplay feels largely uninspired it makes that job even tougher, so most of the “funny” fell flat.

 

 

It may be because it’s sitting in the shadow of Stick It To The Man, developer Zoink Games’ first foray into this weird and wacky universe that provided a more enjoyable experience. Coming from Stick It To The Man to Flipping Death feels a lot like your friend recounting their favorite joke from a comedy special. They may remember all the words to the joke verbatim but hearing it without the tone, cadence and skill of delivery from the comedian results in a weak punchline.

If you’re looking for a quick palate-cleanser between the slew of chunky open-world video game releases this fall, you could certainly do worse than Flipping Death. The creative and crisp art style, wacky world and straightforward puzzles provide enough fun to kill an afternoon, even if it leaves you wanting something more.

 

 

 

This review is based on a retail copy of the game provided by the publisher.

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