A year after the first release this new version of Space Hulk looked to build on the foundations of the first game and bring the digital version of the franchise close to the realms of a turn based strategy game rather than a recreation of a table top board game and as such a host of new features have been implemented.
Sunday, 31 May 2026
Space Hulk Ascension (Warhammer Classics) Review (PC)
Monday, 11 May 2026
Warhammer Classics Round up (Steam)
Recently, a load of Warhammer games have been picked up and republished on Steam. We will be covering some in more detail in coming weeks. But here is a round up of one of the bundles that is available currently. It’s worth noting that almost of all of these are complete packages that include any DLC or extra content released.
Space Hulk and Space Hulk: Ascension
We have covered both Space Hulk and Ascension before a good
few years ago. The first Space Hulk game does a pretty good job of recreating
the board game experience. As a result, though it can feel slow and clunky in
places. Ascension adds a bit more into the mix with the ability to level up
your characters and having maps created from scratch. Both games are incredibly
tough, but fans of the original game or Warhammer 40,000 are well served here.
Just don’t expect anything too pacey.
Warhammer: Dark Omen and Warhammer: Shadow of the
Horned Rat
Our first experience of both these games was with their
release on the first PlayStation. You would have hoped that using a mouse would
have brought a better control scheme, but they are extremely clunky with a very
small window to view the actual battlefield from, as most of the screen is
filled with the user interface. Yes, instead of using the mouse you must
control the game with different on screen buttons. These were clearly developed
with the console ports in mind. If you can get into them, they are tough and
engrossing, but we really struggled and found the games far too frustrating to
stay with for long. Still, if you want to take on hordes of Skaven or the
Undead it certainly has some scale to it.
Warhammer: Mark of Chaos
Finally, proper mouse controls come to Warhammer. Many see
this as the sort of precursor to Total Warhammer. It’s like the Lord of the
Rings strategy games in terms of it using smaller groups of characters and
telling its own story. There are campaigns from the Empire and Chaos sides with
the DLC adding the Orcs and Goblins. Further races such as Dark Elves and
Skaven can be played in multiplayer. It’s certainly not perfect but it’s a game
we fought our way through on the Xbox 360 and loved, and naturally it plays a
whole lot better here. It’s a lot of fun with a solid campaign and a decent
enough multiplayer mode. A good progression from Shadow of the Horned Rat and
Dark Omen and though it’s lost a bit in terms of looks it plays perfectly fine
still.
Final Liberation
This is the PC attempt at getting Warhammer 40K Epic into
game form. The controls are pretty good and it’s easy to identify your troops
and move them around. There is also a ton of units and things you can do with
them. It is crazily tough though. Taking on the first mission on the easiest
setting we found our Marines always missed their shots, while simple groups of
Orks managed to destroy heavily armoured vehicles. Once you get the hang of it
though it’s an engaging game that certainly deserves a second life.
Warhammer 40,000 Chaos Gate
Note, this is the older version of the game. The Games
Workshop attempt at UFO: Enemy Unknown. Build your squad, equip them and then
send them into different missions to take down imperial cultists and demons. It
works well and there are a ton of customisations and weapon options available
for tackling levels in different ways. You can even use terminator marines and
other specialist categories like apothecaries and tech marines. It looks dated
but plays well. It’s worth playing for fans and we can see people losing a good
few hours of their lives to it.
Warhammer 40,000 Fire Warrior
Looked upon as a disappointment on release, Fire Warrior is
a perfectly ok FPS game. Now the hype has died down it certainly has it charm
(although it was certainly never going to be a Halo killer). You play as a lone
Tau warrior trying to fight off the Space Marines and forces of Chaos. It plays
well, has some impressive set pieces and runs at a decent pace. It certainly is
never going to be a stone cold classic, but fans of the theme and genre will
find a lot to like here.
Warhammer 40,000 Rites of War
It seems there is no genre or template untouched by
Warhammer. While Chaos Gate took on the Enemy Unknown template, Rites of War goes
down the turn based hexagonal grid route and draws inspiration from Panzer
General. The game has players taking control of the Eldar as they first fight,
then unite with imperial forces to fend off a Tyranid Hive fleet.
Like a lot of these games, it’s a mix of good and bad. The
classic mechanics are addictive and work well but missions are overly repetitive
and pestered by small annoyances. Enemies have a habit of running away and healing
before you can finish them off and characters can only carry a single object,
so if you get to the end of a mission with no troops left to pick up that vital
artefact you can’t complete the mission. And no, you can’t drop other objects
already picked up. All that said, the core of the game is good. If you are
looking for something that’s a bit more of a slow burn approach to Warhammer,
then this is well worth a look.
Man O’War Corsair
Corsair is pretty much the definition of being an overlooked
gem, if it was an indie game at least. It’s certainly the Games Workshop game
which had the most potential if it had continued to be updated. It’s basically
a rip-roaring pirate adventure set in the Warhammer world. Not only can you
fire on other ships at range but also board them and let crews fight it out on
deck.
There’s certainly a lot to like but the game is unpolished
and messy. A lot of the ports look the same, sea monsters descend into predictable
attack patterns and while naval combat is fun, when you get up close it looks
tired and feels clunky. If you are forgiving though there’s a lot of ambition
here to admire.
Sunday, 3 May 2026
Space Hulk (Warhammer Classics) Review (PC)
Space Hulk started life as a table top board game where heavily armoured Terminator marines from the Warhammer 40,000 universe, pitted themselves against the multi-clawed Genestealers aboard massive drifting freighters known as ‘Hulks’. The tight corridors meant it turned into a battle of the strong and slow versus the quick and deadly.
Monday, 16 September 2024
Shovel Knight Dig Review (Switch)
Shovel Knight Dig joins a small, but compelling, coterie of games that plunge down ‘tward the core like in that film where a group of scientists go to the centre of the earth to restart it with nukes, but the name escapes me.
Dig is on one hand really familiar territory. Blue Knight is back with his sort of unflappable-yet-flailing charm. The moveset is pretty much the same, as it has been, since Shovel of Hope, but there’s an emphasis on the digging (deeply unsurprising). You’re urged downward, making the most of Blue’s Duck Tails-esque pogo-shovel jump attack. Enough is changed by this 90-degree clockwise spin rotate, to give a fun, if short, addition to the series. Unlike Downwell, for instance, you are not in free fall. And unlike Raising Hell, you’re not going up. There is still a “room” quality to the progression. You go down, dig, collect loot, traverse environmental traps, shovel enemies, and that’s about it. Occasionally there are bosses to cap off sections, where you get a choice of two paths. Also, shops to change your loadout and thus alter your stats, help to give some purpose to the greed.
It is important to stress that this has rogue-lite elements to it. A persistent hub area with a host of wonderfully realised characters (by far, to me, the crowning glory of the series is the character design, animation, and writing). You collect armour sets, trade in gems for relics, and therefore have some control over your gameplay feel. This is, admittedly, quite thin, as the level traversal is the real loop here. And by loop, yeah, you go back into the hole in the ground caused by the schemes of (checks notes) Drill Knight, to pursue him and your pilfered loot, over and over until you get to the end. I haven’t gotten to the end, but all reports I have read seem to suggest a reasonably short experience of around five hours if you slightly backseated a 100% completion of collectibles, and were any good at it. I, for one, am not enhanced in my ability to play platformers whichever way the action in the game is moving toward, be it down, up, or the traditional right.
The game was responsive, looked great, and sounded superb. Another highlight of this series is the music, and this is no exception. Shovel Knight has consistently managed to find that sweet spot of nostalgia and newness, evoking something at once familiar and yet not tired, or second-hand. With a toe dipped into the one-more-round paddling pool, there is a different motivation than a traditional level-beating goal. It puts a lot of the load onto the satisfaction of competency through iteration. If you must repeat sections (however differently randomised) you get a keen sense of your change as a player. Part of my love of Hades for instance, was the creeping skill wall. The risk is, perhaps, how this sense of progression is felt by the player, and those permanent upgrades do help, but sometimes short play time can do it too. I will see where the load shifts to, or whether the pursuit of collectibles rears its strange head.
All in all, Dig is as consistent, enjoyable, and effective as ever. I consider these games to be a part of the high-water mark of the new platforming set. With the exemplary visual design, they’re not afraid to try these twists, like Pocket Dungeon, to capture a whole new way to engage with their gorgeous world and loveable characters.
Overall 8/10
Monday, 1 July 2024
Free Stars: The Ur-Quan Review (Steam)
Buckle up, as
you are about to take a bold adventure through time and space to a land of OLD
GAME. In this remastering (freemastering?) of Star Control 2, you can
feel the anxiety of gaming in the past as a gamer of the present as you game a
past-present game. Widely lauded, the Star Control titles from the start
of the ’90s broke ground on many forms of games we still see crop up today. If
you read about it, people mostly concoct a family tree to Mass Effect or
Stellaris, but also things like Fallout. The strongest a-likeness
I felt was one of the games of the century, Faster Than Light: FTL, and Highfleet.
At the time of Star Control coming out, I was just too young for
it. It would be over the subsequent couple of years that I’d discover point and
click adventure games, that led me into the world of games proper. While I
would soon enjoy being baffled by Elite 2 and played such sci-fi
milestones as Pickle Wars (shareware), I never encountered Star
Control. Now, this new resurfacing allows us all to experience a bit o’
history and hopefully a charming resuscitation of a classic IP.
I’ll warn
you, this is a strange and uncompromising title that is, so I understand, a
faithful porting. Be prepared to do a little research around its unexplained
edges. I especially came to confusion over controls. Piloting a wayward
research ship returning to Earth, your first encounter will most likely be with
an Ur-Quan surveillance drone that approaches when you close in to the planet.
Being briefly informed that humankind is now enslaved, and Earth is a sort of
zoo-farm, and the space-caterpillar police were soon en-route. After connecting
with a human slave to have an exposition dump, we are launched into a mission
to rally allies and compatriots to the cause of galactic riddance of the
insectoid overlords.
The Ur-Quan,
and all the creatures and characters, are colourfully voiced in this version,
with joyfully ludicrous animated portraits. These were roundly imitated by Fallout,
among other games, to good effect. The voice-acting is kitsch and camp and adds
a lovely Ed Wood vibe. The typefaces for each alien species remind me of when
the Neil Gaiman Lucifer comics helped provide accents visually with a
vivid range of evocative hand-made type. It would be worth entering this game
with a wry smile rather than a po-face, especially when you experience these
aliens. I remember the abject seriousness (and punishing consequences of
failure) of the Star Trek games such as 25th Anniversary and
Last Rites. This is not that, which was trying hard as it could to
legitimise its game tie-ins. Ur-Quan feels more like the absurd
bio-racer Vangers most of the time. Racing around different
space-vehicular minigames for resource gathering, combat and traversal. This is
an open-world survival game that has an alpine learning curve and, what feels
like, 8-axis movement.
You can visit
all sorts of planets, craft new ships, and primarily form relationships with
the alien cultures. It plods along well, but simple mistakes are hard to
recover from. I often found myself struggling to make ground on enemies, or
turning at the wrong point and losing lots of progress (almost identical to the
brutally gorgeous Highfleet, but for different reasons). It becomes a
little repetitive, and I eventually ran out of steam, but for the time it
endured, Ur-Quan was a wonderful experience, well ported. A lot of
jaunts down Dos Box lane that I’ve had over the years resulted in games simply
falling apart, or being themselves simply torturous to play. Enough has been
smoothed, and some accessibility options are present in this “museum” piece that
it is a worthwhile experience for curious gamers. It’s free, the hu-mans are
not!
Overall 6/10
Monday, 24 June 2024
The Darkside Detective Review (Steam)
Written by Thomas Sharpe
The memorable duo list is long, and while not
philosophically as potent as Rosencrantz and Gildenstern, McQueen and Dooley
in Darkside Detective are far funnier. I think you’re meant to
find Rosencrantz and Gildenstern funny. Or maybe ribbingly meta. Or hilariously
intertextual. But there’s more of the Morcombe and Wise in McQueen and Dooley,
thankfully. Rosencrantz and Gildenstern are visually reminiscent of Hall and
Oates, with their rakish flocculence, and this is arguably their only real
source of humour.
There’s certainly more of Sam and Max with McQueen and
Dooley, but without the American bombast. When, at the time of Indiana Jones
and Sophia Hapgood in Fate of Atlantis, Lucasarts point and clicks
never quite peaked the surreality of Sam and Max, and one could argue that
McQueen and Dooley in Darkside Detective are a successful
descendant. Especially in a vast landscape of over-zany (Edna and Harvey) and
perhaps over-whimsical (Vella and Shay) duos that read more like a Joss Whedon
script (largely interchangeable dialogue that could be attributed to any
character).
Darkside Detective, with it’s allusions to a broad
avenue of spooky pop-culture, delivers magic like Penn and Teller rather than
Siegfried and Roy. Joyful, ironic and minimal animal abuse. The writers have
managed to not just give textual homages at the rate of Pegg and Stevenson
in Spaced, but incredibly gave it breathing room where others get
bogged down in a referential mire. Maybe it’s just that Spooky Doorway’s silly
humour lightens me rather than paws at me, much like the comparable yet
different results of Reeves and Mortimer when set next to the at times
cringingly try-hard Fielding and Barratt. A similar result is the products of
collaborations between Pratchett and Gaiman, who maddeningly make something
less playful and fun than Adams and Lloyd, with their Meaning of Liff,
a true philosophical benchmark.
The puzzles and gameplay of Darkside are
balanced and largely amusing, rather than the travails of Rincewind and Luggage
in the egregious Discworld point and click, which is
notoriously left-field. Nico and George from Broken Sword were
left in the dust by contrast, despite that excruciating goat puzzle in the
first game. The big and blocky pixels are a reverse of Jake and Dinos Chapman,
subsuming the player in a just-rich-enough visual style to evoke nostalgia and
playful simplicity in good measure. Crucially, Darkside Detective tries
much less hard than the painful conceit of this missive, and is one of the
funniest games I’ve played in years.
Overall 10/10
Monday, 27 May 2024
Planet of Lana Review (Switch)
Written by Thomas G.J. Sharpe
Thankfully, this is not a terrifying vision of an entire global sphere populated by Lana Del Ray clones that sing interminably, this is another cinematic platformer, and a darn good one at that! Much of the early coverage of Planet of Lana focussed on the visuals, drawing slightly basic comparisons to Studio Ghibli. While this comparison is correct in level of finish, the three-and-a-bit hours I spent with the game belie an interesting style of its own, no less beautiful, and a brilliant blend of puzzle, platform, and story.
This short, but well-formed, adventure starts in the titular Lana’s village. A coastal accretion of shacks and huts, with a population living out quiet lives. You learn the controls following your sister around and discover a sad family history. Then, in timely fashion, robo-aliens start piling through the atmosphere and do a kidnap job on everyone, which the nimble Lana is able to evade. These charmingly designed robots leave Lana alone, save for a small black cat-like creature called Mui. This is Limbo and Abe’s Oddysee for fans of Journey in a Wind-Waker colour palette. I dunno, the comparisons are still slightly non-functional. I was reminded of Brothers, obliquely, with the twin dynamics of tragic-adventure and co-operative puzzles. Lana and Mui work together to traverse the landscape, tame wildlife, and trash robot invader plans.
Some shots are just for show. The camera pulls out as you chase Mui down, wider and wider, until there’s a boulder crammed in a leafy canyon. There’s a tree sticking out of the top. It’s just for effect, played slow and careful. Lana trudges across a desert, despondent and defeated, everything lost (but a set up for an exhilarating reversal before the climax). Wishfully Studios have crafted something that has less vicious edge than its most obvious ancestors, Limbo and Inside. There was a longing, or hope against hope, that came to me from the sublime Spiritfarer. Lana is just capable enough, but there is a lonely and dangerous quality to the game. In this is my only real gripe, that many of the puzzles were a frustratingly tightly timed series of actions. If you failed to pull it off, there was a little long to get back into it, and often some setting up or pre-positioning that became real old, real fast if you’re stuck. This is certainly a personal problem, as I have such low patience, and such I am not docking too many points off Planet of Lana. Most puzzle or platform players will find this fine to accommodate.
Of particular note is the music. The score is so deftly handled that there is a real built sense from the small, yet bustling village, the peace of a forest gravesite, and quiet childhood games, to the soaring chase scenes, tense stealth sections, and eventual sci-fi battle grandeur. The compositions are linked with recurring motifs and themes, perfectly placed. There’s horns and bleeps and pads and all sorts. Just a real joy to experience.
Planet of Lana lasts around three to four hours (I was closer to four, but after looking playtime up, most did it around three, so I just suck) and is a taut experience that blends the best of this genre together. Between its presentation and its gameplay, there is huge value in a small package. Its core strength is this brevity, as the formula would not, in this reviewer’s opinion, have lasted to five hours. The push-me-pull-you, stelf-jump-stelf pattern is deployed for the right amount of time to engage us in a well-crafted adventure story, and no more. Knowing when to stop is a real virtue in games. Wishfully have made something special, intimate, yet grand, that seems to fit in your pocket.
Overall 8/10
Monday, 6 May 2024
El Shaddai: Ascension of the Metatron Review (Switch)
Written by Thomas G.J Sharpe
Wise-crackin’ angels vaguely playing out a mangle of lesser-known Judeo-Christian texts? Sursum corda! You got it! And somehow, wherever I looked for information on El Shaddai, it was sprinkled in the risky words “cult classic”. Sadly, I simply do not see it.
This is pitched as a third-person action game (feat. Mild platforming) with some other bold claims than it’s cultish-classicism; “deeply artistic”, “outstanding aesthetics” and “exceptional setting”. Shaddai is proud of its design, and in a way, it probably still stands out after 10 years. It is “unique”, but I find it hard to apply “artistic” in the way I feel that the marketing wants me to feel about it. Stylistic might be better; it is an interesting blend of crisp, heavenly brightness with piercing colours that provide a jarring, otherworldliness, or even between-worldliness to it. In this way, Shaddai puts a lot of burden on the visual adornments to hook us in.
But it falls apart as soon as you squint past the divine rendering and play the game after a run of bargain-basement story-telling cinematics (these pop up constantly throughout the game, never once being interesting, tense, moving, funny or any such thing). You play as Enoch (quick search… ancestor of Noah… wrote a bunch of guff about demons and monsters to make ancient people (and the modern day credulous) terrified of everything) who is writing a bunch of stuff out in a bunch of books and is led by Lucifer (who has a cell-phone which he uses to smart-talk Yahweh on) to defeat seven fallen angels who have confused reality on Earth. Or something.
And I mean, or something. Because, despite the interest I personally have in the development of superstitious cults, like Christianity, this is not a compelling interpretation. Primarily, as the player never once cares about the fate of Enoch himself. He is devoid of sympathy and interest, there is no character arc to speak of. His struggles against amusingly designed enemies and bosses with his divine weapon-stick (looks like that awful company Tesla designed a Bat’Leth) are without risk. Not just in a narrative, conceptual sense either. The combat is, at best, functional. There is little to no development beyond a couple of mild combos. If you consider that Bayonetta was released two years prior to this, it really shows its weaknesses.
On the more positive side, yes, this is an interestingly designed game, and the mixture of 2D platforming into the 3rd person action is a nice idea. It never quite translates, however, going no deeper than mild changes of perspective and settings, thinking aesthetic abstraction is enough to win the day. It simply is not enough for me. For a game to not excite me that has as it’s primary game loop as hack-n-slash action, is shocking. Again, I just do not see the appeal. Neither fantastic enough, thrilling enough to inspire anything in me more than a resounding, Godly, meh.
Overall 6/10
Monday, 21 August 2023
Testament: The Order of High Human Review (Steam)
Written by Thomas G.J. Sharpe
While I have a fondness for mid-market, smaller scale
titles, Testament falls a little limp in too many places for me to be
able to recommend it. As an action game, it feels light and low on impact. As a
story, I was left a bit underwhelmed too often. The stealth elements are hard
to engage with. The RPG systems a bit arbitrary. Yet, it does have some good,
even great aspects to it. So, I am more sad than incredulous at Testament.
As I try to get my thoughts straight about what Testament
is, it occurs to me that it’s a good demonstration why I feel it falls short. I
should start with things I’m sure of, however, and say that it is a
first-person, action-adventure in a dark fantasy setting. Looking at the
developer, Fairyship Games, website, and the website for Testament itself,
this seems to be an attempt to create a series of games about the land of
Tessara with all these odd moving parts. There’re divine lords, orc-like
humanoids, more recognisable animalia, and strange unnatural aberrations, as
well as different spiritual powers and sects. It washed over me, but it’s
spirited enough and done with some degree of enthusiasm and conviction. It very
rarely, however, made too much sense. You play as Aran (a sort of gruff fallen
angel-lord type; bit earnest, bit vague) who has lost his powers and has been
captured by a talking tree. I felt there might be a creepy woodland vibe for
the whole game, but it shifts about to different locales.
The visuals are great. Not amazingly cohesive, but it has an
atmosphere. There’s a tonne of slick wetness, bloom and brightness going on.
Very flashy use of effects. I enjoyed the dingy caves and manky woods, more
than the temples and mountains. Visually, the GUI and HUD are ugly, and break
the gains of the nice art and design, sadly.
Similarly, the writing plays coy and vague, wasting any good
ideas hiding in the world. Throwing around unestablished lore and
world-building with no context. With little or no connection, sympathy, information,
or motivation to be or help, at least, Aran move forward on his
quest, I hoped to find fun in the gameplay and have the story be a bumbling
side-dish. Your daily bread is first person action, mostly swords and arrows.
These both feel damp and too light when executed and when they land. With
little feedback, it did dirty on some good, fun villain designs. I rarely felt
weight or result of action. Stealth can be employed to clear areas of enemies,
but it becomes a bit of a guessing game with hard to ascertain distances of
awareness and sloppy AI.
A real shock here, for me, was that one of the more
enjoyable parts of Testament were platforming sections. What’s that?
First-person platforming sections? No, I’m not a High Human (yuk yuk). There
are some genuinely creative platforming sections with some interesting
environmental puzzles. No, it doesn’t feel as good as Dying Light or Mirror’s
Edge or something like that, but for a game that has so much spaghetti
thrown at the wall, this one of the bits that has stuck.
Progression is blocked by bosses that what you might expect.
A bigger, tougher version of a mob, or a big creature. These were mostly
frustrating, exposing some of the lack of interaction between stamina, energy,
health, and attack styles systems. The challenge is in the wrong place; rather
than feeling as if I was losing a skill battle, I felt like I’d been given
poorly optimised tools to do the job with.
As I trundled through Testament, I did lose interest
I’m afraid and did fail to finish. A final criticism is the length, which is a
co-morbidity of the pacing of the story. It struggled to move me to investment,
as there was only so long I could be sort of into it. The world looks fun and
there is something lurking back there, but too many dull systems amounted to a
misfire here. I hope that the dev looks to tighten the focus of any future
titles. Testament could have been a quite engaging action story if it
were half the time and markedly less flabby.
Overall 5/10
Monday, 10 July 2023
Planet of Lana Review (Steam)
Written by Thomas G.J. Sharpe
This short, but well-formed, adventure starts in the titular
Lana’s village. A coastal accretion of shacks and huts, with a population
living out quiet lives. You learn the controls following your sister around and
discover a sad family history. Then, in timely fashion, robo-aliens start
piling through the atmosphere and do a kidnap job on everyone, which the nimble
Lana is able to evade. These charmingly designed robots leave Lana alone, save
for a small black cat-like creature called Mui. This is Limbo and Abe’s
Oddysee for fans of Journey in a Wind-Waker colour palette. I
dunno, the comparisons are still slightly non-functional. I was reminded of Brothers,
obliquely, with the twin dynamics of tragic-adventure and co-operative puzzles.
Lana and Mui work together to traverse the landscape, tame wildlife, and trash
robot invader plans.
Some shots are just for show. The camera pulls out as you
chase Mui down, wider and wider, until there’s a boulder crammed in a leafy
canyon. There’s a tree sticking out of the top. It’s just for effect, played
slow and careful. Lana trudges across a desert, despondent and defeated,
everything lost (but a set up for an exhilarating reversal before the climax).
Wishfully Studios have crafted something that has less vicious edge than its
most obvious ancestors, Limbo and Inside. There was a longing, or
hope against hope, that came to me from the sublime Spiritfarer. Lana is
just capable enough, but there is a lonely and dangerous quality to the
game. In this is my only real gripe, that many of the puzzles were a
frustratingly tightly timed series of actions. If you failed to pull it off,
there was a little long to get back into it, and often some setting up or
pre-positioning that became real old, real fast if you’re stuck. This is
certainly a personal problem, as I have such low patience, and such I am not
docking too many points off Planet of Lana. Most puzzle or platform
players will find this fine to accommodate.
Of particular note is the music. The score is so deftly
handled that there is a real built sense from the small, yet bustling village,
the peace of a forest gravesite, and quiet childhood games, to the soaring
chase scenes, tense stealth sections, and eventual sci-fi battle grandeur. The
compositions are linked with recurring motifs and themes, perfectly placed.
There’s horns and bleeps and pads and all sorts. Just a real joy to experience.
Planet of Lana lasts around three to four hours (I
was closer to four, but after looking playtime up, most did it around three, so
I just suck) and is a taut experience that blends the best of this genre
together. Between its presentation and its gameplay, there is huge value in a
small package. Its core strength is this brevity, as the formula would not, in
this reviewer’s opinion, have lasted to five hours. The push-me-pull-you,
stelf-jump-stelf pattern is deployed for the right amount of time to engage us
in a well-crafted adventure story, and no more. Knowing when to stop is a real
virtue in games. Wishfully have made something special, intimate, yet grand,
that seems to fit in your pocket.
Overall 8/10
Monday, 3 July 2023
Evil Wizard Review (Steam)
Back in the realm of satire, Evil Wizard works hard
to evoke some nostalgia for character pieces. Swimming around in this spirited
but messy game there’s all sorts of things to enjoy for fans of retro games,
ARPGs, metroidvanias and arcade slashers. Evil Wizard comes with a big
ask, however, and if you don’t want an all-encompassing, ever-present satirical
performance, you may struggle to maintain patience. I just about found enough,
in balance, to enjoy a lot of this title, but the gameplay is playing a bit of
second fiddle to the main orchestra of poking fun at games, media, pop culture,
and the like.
I would say that you play as the titular wizard, but
within bare seconds of the introduction the fourth wall is broken and the
player is acknowledged directly. After being defeated by the hero, the wizard
is looking to take back his castle and exact some oft cited “sweet sweet
revenge”. There is, therefore, an odd sense of discovering what the wizard
should already know about his castle as you break back in. This is the only
sense in which this game is similar to the film The Rock.
There are three elements to the gameplay as you progress
through the castle. General combat with enemies, boss fightin’, and
environmental puzzles. Of the three, the most satisfying are the boss battles
because they lean into the strength of Evil Wizard. Enjoyable
characterisation kept the game afloat for me. Finding the different ways each
boss was designed to mock or satirise was a lot of fun, and similarly some of
the NPCs had some great dialogue and crass sensibility. The combat of boss
encounters went on the rumble strip close to the verge of too-frustrating, but
not fatally. The environmental puzzles, similarly, have a nearly-too-simple
feel that strips back a lot of the gameplay experience to something a bit more
passive than I’d like.
General hack-n-slashin’ in Evil Wizard lacks a depth,
or maybe a heaviness. I felt the movement skatey, but functional. There is a
lack of connection between the wizard and the world, in a “physical” sense,
which causes a floaty feeling.
While some enemies are nicely conceived, there was a bit of
a repetitive vibe, and you’ll see familiar faces a lot. Abilities and moves,
items and weapons all are present but again are in service for the atmosphere
rather than a great playing game. A lot of these elements feel like
opportunities for gags than developing play experiences.
Where Evil Wizard works is in presentation. The
artwork is charming as hell. It is bold, well executed, yet detailed and
subtle. The animations are cracking, and the lighting effects set everything
off. The utility animations for GUI and game signals are really solid too, with
lots of dynamism and zing to help the screen stay active. Visually, this for me
was somewhere between Zombies Ate My Neighbors and Dungeon Keeper.
I like the blocky, yet nuanced pixel work so much that I resented it when the
game zoomed out for sections. The other part that I cannot skip over is the
music. This is pitch-perfect stuff that evokes some real old time Sierra games
vibes.
The drop in rating for me is simply the uninspiring combat,
as it drags the whole effect down. It is a tough game and can get tense when
you’re trying to execute finishers as a way to bolster your health, but most of
the time just lacks the punch I expect from something predominantly arcadey-fighty.
Placed next to the clear creative zeal of the developer for the presentation of
the game, it is a shame to mark it back. This sort of crass fun is very welcome
in my world, and I think games that satirise games are a welcome relief, but I
hope the developer ups the ante for a more robust gameplay experience to match
a clear talent with artistry.
Overall 6/10
Wednesday, 29 March 2023
Legends of Kingdom Rush Review (Steam)
Written by Thomas G.J. Sharpe
I recall a period of time I spent unemployed and found myself on Newgrounds playing Ironhide’s flagship series Kingdom Rush. I know some stand by Bloons TD, but the best tower defence for me was Kingdom Rush. I whiled away the expanses of a few days between job applications and the inevitable wall of silence that prospective employers feel entitled to supply. The light-hearted world building, comic cutscenes, and accessible learning curve scratched all the itches. It was good casual gaming done with style. Ironhide have started to branch out into new territory after testing a non-fantasy setting with Iron Marines, a “casual RTS” as they put it. With a follow-up to this and some sort of post-apocalyptic, Mad Max-type title coming out, the towers seem to be receding into the background.
Legends of Kingdom Rush is set in the world of KR
but is a strategy roguelite that takes an X-Com angle on it’s gameplay.
While fun and seated firmly in all the trappings of what we can expect now from
Ironhide in the way of tone, aesthetic, fun, and accessibility, LoKR
falls slightly shorter than the good times of the tower defence titles. A hard
standard to maintain, if I’ll be honest, and the Steam reviews do reflect that
this hasn’t quite hit the same mark.
With a light, story that lines each run, you accrue a motley
band of familiar heroes to fight the current evil of the day, encountering
different events along the adventure. Sort of like the things you’d meet on the
road in the euphoric silliness of Death Road to Canada. Do I want to
rest at the campfire or search the area? Go fishing or tell a story. That sort
of thing. As expected, there isn’t the depth of the encounters of Darkest
Dungeon, but the characters till develop and level up as you go. It is an
enjoyable process to customise these heroes, and it isn’t overwhelming. None of
LoKR is, and this is a strength, broadly speaking.
The combat, between encounters, makes up much of the game.
Little hex-arenas that pit your squad against some wee beasties and some
not-so-wee beasties. The learning curve is ok, the difficulty is just ahead of
you. Using your various spells from mages, cleaving strikes from knights, and
volleys of arrows, you must consider positioning, thinking (a bit) ahead, and
item usage to survive the day.
The first knock against this is the sheer amount of time the
runs take. I almost would have preferred a full little RPG-lite, rather than a
roguelite system. The characters are enjoyable and well-written enough to carry
something like that, I would offer. Further, once you start to realise that
certain playstyles expose a lack of balance, the scope to want to try other
combinations feels a bit uninviting. A couple of goes through, I’d settled into
what I learned to be a bit of a cheesy strategy, and this always feels
underwhelming. I just didn’t really have much desire to go back to it, however
much I enjoyed it.
The developer, however, is up-front with players about being
a primarily a non-desktop, casual and accessible game. I read some opinions of
the GUI being quite clunky on desktops, and I must say that this was on my
mind, but certainly wasn’t game breaking for me. I’ve always quite enjoyed
Ironhide’s big clunky buttons, but perhaps there are some inelegancies to the
clicking you have to do.
All in all, I enjoyed LoKR, but I think not for as
long as the game was designed to be enjoyed for. I’m going to mark this one
down, for myself, as an interesting foray into another bit of KR-world
fun, but one that I won’t return to over KR tower defence titles. This
may land better with more patient players, however, and especially those who
are looking for a touch more of the gorgeous comicky world filled with detail
and joy.
Overall 6/10
Wednesday, 22 March 2023
Sokobos Review (Steam)
By Thomas G.J. Sharpe
Most Sokoban puzzles can be stripped down to the
simple format of shove item in right order, but various mutations have appeared
in the genre since it’s first incarnations. A reasonable assumption is that the
inspiration for Sokoban would be a sliding or tile puzzle, but changing
properties of items is something that extends the formula from it’s non-digital
roots. Sokobos has colour-changin’, water-crossin’, far-travellin’, and
even tellin’ a story, while its all going on. This is a neat package that is
bigger than it appears, challenging (I own that I am terrible at these sorts of
games), and feels satisfying. Most significantly, the feel of moving Aeschylus
(your character) around has more connection than a casual-retro puzzler it may
appear. There are some fun feedbacks with screen shakes, effective audio, and a
great soundtrack. The writing is strange, bleak, and poignant. I don’t know how
the story ends (as I do not have the abilities to finish this), but the use of
a classic Greek tragedian as the protagonist gives some idea of the tone of Sokobos.
I got sort of connected to the world and it’s dream-like, void-y atmosphere.
There is almost the shards of threat, or something sinister wrapping everything
together.
For dedicated puzzle fans, this could be either just too
familiar or just the ticket, I’m not sure. Not being a frequent visitor of the
pushing-blocks around scene, there was enough to keep me engaged, but was too
frustrating for me to last. I’ve looked longingly at games like Escape Goat,
for example, and wished myself more patience. I found the process much like a
Sudoku, in that it is a process of elimination that had vastly more routes to
eliminate. Sokobos hits enough of a mark to have an impression on its
non-target audience, but did eventually bounce off. An interesting and
effective little game, if you’re down with that sort of thing.
Overall 6/10
Wednesday, 8 March 2023
IXION Review (Steam)
Written Thomas G.J. Sharpe
In recent years, I’ve read more sci-fi and, in my head, the
aesthetic that is closest is stuff from The Expanse or Alien or IXION.
I like this robust and lived-in vision than the clean lines and pearlescent
wonder of a more magical cosmic design. IXION wants me to know that I’m
at the coalface; the administrator of a colonising space ship called the
Tiqqun. A big metal donut that is meant to be forging the path toward a new
planet for humankind to ruin afresh. Before the big interstellar jump (that
goes wrong and initiates the main thrust of the story), you are tutorialised by
building structures on the ship. Why the Tiqqun was not constructed properly on
Earth before launch seems to indicate to me some reasons why the jump engine
caused a solar-system wide cataclysmic event. I do not need clumsy Greek names
for menacing corporations to tell a cowboy builder.
Trying to draw on some of the social elements of things like
The Expanse, perhaps, there is now a focus on keeping your workers happy
in the new, changed, solar system where most life and planets have been reduced
to devastated baubles. You require workshops, eateries, residential buildings,
service ships, stock piles, and so on, and so on. A tech tree expands your
building options, and prospects of occupying other parts of the Tiqqun (again,
I have no clue why this ship was not finished before they sent it out as the
vanguard of humankind’s final hope).
You settle very quickly into a whack-a-mole problem solving
balancing act, which is (in my humble opinion) what a well designed
colony-sim/management game should not feel like, even if it is. Frostpunk
has an elegant groove it slots into and drives the point home to a crushing
climax. Tropico is a careful nurturing of balances. Workers and
Resources makes you enrol in Excel courses. IXION puts on a good
show, throws a lot of moves, but in the end I felt little of the joy that I get
from those other (similar-ish) titles. And I so desperately want to enjoy the
gameplay more than I did, as the world looks and sounds so good (bar the
pedestrian/robot traffic). It seeps and oozes atmosphere, dread and abandonment
to the brutality of space. Sadly, I spent more of my time trying to wrestle
with poor design choices that I made out of necessity and then am punished for.
I ended up resenting the population of my little metal life raft for humanity.
My first impression was that this would be if some grand
sci-fi opera writer did a version of Startopia, the criminally good
space station sim. Some de-flabbing of the unfun gameplay systems would’ve
served this beautiful looking, but slightly charmless, title better. Nearly a
three out of five, so maybe I’ve some personal disappointment going on as I
wanted to like it more. Not the worst space management, but unfortunately, not
the best either.
Overall 4/10
Monday, 6 March 2023
Rogue Legacy 2 Review (Switch)
Way back in 2013 we got our first take of Rogue Legacy. Now,
some ten years later the sequel has appeared so it seemed we ought to dive into
the ever changing castle once more and see how it holds up. It’s still very
much a randomly generating and highly difficult game of exploration, loot and
beasties. And who would want it any other way?
Right from the start it’s clear that Rogue Legacy has much
more going on than many of the other Rogue-like games of recent times. You
start off with your hero entering a castle from a 2D, side on perspective and
then proceed to hunt around for treasure and the boss monsters that guard each
area. When you die your offspring must then take up the reigns and continue the
search.
The continual line of offspring randomly generate into a
number of predetermined classes. There are mages, knights, lancers and others
which can then be expanded out into more specialist explorers such as the gunner
and assassin. Each class has its own strengths and weaknesses and different
weapons and traits that it uses.
You get to pick from three randomly created characters at
the start of each adventure and these can be in any of the classes you have
unlocked so far. Each individual then also has traits which give them their own
strengths and weaknesses. There are a massive amount of different traits and
these range from things like Gigantism (makes your character bigger), to
dyslexia (can’t read signs) and things such as having an affinity with magic or
boosting your speed. There’s no real way to know what you’re going to get so
you need to adjust your play style accordingly.
Everything in terms of unlocking or levelling is done with
the gold you find around the castle. This can be used to up your stats, buy new
equipment or unlock the specialist classes. Upon your death any money or
equipment you have is passed onto your next character to use and spend. The
kicker is that any money left over after upgrading then needs to be given to
the ferryman in order to be let back in. This can create a cycle of not getting
very far as you don’t quite find enough to upgrade while being out matched by
the difficulty.
Rogue Legacy 2 is certainly not here to treat players with
kid gloves. It takes a good few hours to get to grips with and to actually feel
like you making progress. Unlike the first game, gold is not the only way to
level up so at least you will get something for the all the monster bashing
being done. Certain objects and unlocks stay in place as well so while progress
can be slow it will come with persistence. There is also a massive amount of tinkering
you can do with the ‘house rules’ if you find yourself hitting s brick wall.
This allows players to change health, damage and many other things to help make
progress easier – should you wish.
Though the castle is randomly generated you can use the
architect to lock it down. For the price of a percentage of your gold this
keeps the room layout the same and allows you to use the teleport squares you
may have found to get you right back into the action. The main benefit of this
is when you discover a boss. Bosses are fierce and difficult and will require a
number of goes to get the better of. If you decide you character is strong
enough then getting the castle locked down allows for repeated characters to
simply teleport right to them for another go. Once a boss is downed they stay
dead for good.
It’s fair to say this isn’t going to be a game for everyone.
It very tough, especially at the beginning and you will need to sink a load of
time into it to get you to a point where you feel safe to explore properly. Alternatively,
you can of course play around with the house rules. Once you level up a bit and
get used to the game it really does start to get going and you’ll be
continually drawn back for more. However, many gamers might not make it that
far and that’s a shame as this is probably one of the more inventive games of
it’s type.
Approach it patiently and with the knowledge that you are
going to die and it offers an experience among the best in the genre. It’s a
must for fans of the Roguelikes but the more casual gamer should probably get
their kicks with something a little easier to handle.
8/10
Monday, 30 January 2023
The Excavation of Hob's Barrow Review (Switch)
You play as Thomasina Bateman, a barrow archaeologist whose skepticism drives much of the story forward. Much seems to be reminiscent of Lovecraft here; a protagonist who is steadfast in a no-nonsense scientific empiricism, slowly broken down by the relentless inexplicability of other-worldly horror. There is also something similar to Lovecraft’s The Colour Out of Space here; a subterranean mystery that has seeped up to the surface to ruin lives and challenge sense. To describe Thomasina in more relevant terms, she felt like a wonderful, charismatic mash-up of both Indiana Jones and Sophia Hapgood from The Fate of Atlantis. Through her, you interact with a bevy of Derbyshire (presumably) characters. A luddite local resistant to the new railway connection; a sad but well-meaning drunk somewhat lost in his own tangled memories; a chirpy, unconcerned barman; a stoic, restrained blacksmith. They’re all fully voiced superbly and uniquely, especially notable as it is largely a Yorkshire accent being used.
Thomasina’s arrival in the town, with this population of variously mysterious individuals, is spurred on by an invitation to excavate Hob’s Barrow. The farmer on who’s land it is situated, however, won’t grant you permission to dig it up. This, amongst many other obstacles, must be overcome to reveal the story. The locations are vivid, in a classic style. Especially noteworthy is the town square at night, which aches and creaks with atmosphere, with the fog fighting the glow from the pub’s window. Navigation across the locations is easy and accessible, as is all the user-interface. There’s even a fast-travel system, which is quite fortuitous as some progress is made really by checking out all the locations to see if something has changed. This is one of my few gripes with Hob’s Barrow, as I felt like I needed to run the list of places rather than solve anything. The developers do emphasise that this is a narrative-driven adventure, so I understand that the puzzlin’ might be a bit “lite” for some.
Much of the point and click puzzling is immediately quite straightforward. If you have the items, they are rational and fitting solutions which drive the plot forward. I never felt like I was doing something absurd (aside from the more supernatural settings, where it is understandably reality-bending). I had a couple of stumbling blocks, but it turned out I just hadn’t checked out an area.
Barrow is a short game but has enough time and space to do what it needs to. You may well spot the trajectory of some of the story beats if you’re familiar with folk horror, or creepy Victorian stuff, but despite its clear influences, the journey to the outcomes is really something special. The time spent in the dialogues is a joy, the music is eerie, the cutscenes are sublimely weird, and there are just enough puzzles to keep you engaged.
I have since found some more work by the developer that I can’t wait to play. While I would have loved to have had a deeper point and click experience, this just speaks to how much I loved being in the village of Bewlay with Thomasina. The attention given to some folklore is brilliant, and there is even a goat that felt like a nod to Broken Sword. At the close of the game, I was hoping that Cloak and Dagger Games make some sort of point and click version of Turn of the Screw or Hardy’s Desperate Remedies. They’ve got the eye for this sort of atmosphere, and I can’t wait for the next one.
Overall 8/10
Monday, 19 December 2022
Video Game Fables: Arena DLC
If you wanted a bit more of Momiji’s charming cut-out Video Game Fables, maybe this will do it. It’s not quite what you’d expect, which is very much in keeping with the rest of VGF. An arena mode seems like a bit of low-hanging fruit, but there’s enough twists here to make it a decent bolt-on, complimenting the main game well. A bit extra for existing players, and a bit of extra fat to appeal to prospective players.
The intrepid trio are back with their cheery bickering,
those cut-out scamps, and can now (after a certain point in the main story)
enter the arena. I very much enjoy the pallid Concierge who is a great guide to
the new area. Rather than be a wave-based or boss-rush setup, the arena has
limits on XP and progression through cups, so there are more choices here than
just a series of standard fights taken out of context. In fact, there’s a sort
of Running Man thing going on, where the fighting is observed on a TV
show by the Nightmare Dimension.
You’ll encounter some familiar faces along the way and it
provides an alternative angle to the original take on RPG combat that VGF
had going for it. I didn’t stay too long with it, personally, as the story and
design is what kept me interested in the core game, and new stickers are not my
bag. This is, however, thoughtful DLC which works real nice. If you fancy a bit
more of Tator, Aru and Nate, then this will be a cheery time.
Overall 6/10
Monday, 14 November 2022
Go Straight: The Ultimate Guide To Side-Scrolling Beat-'Em-Ups
We’ve never had a Bitmap book come through the door we didn’t
like. When this heavy tome arrived focused on side scrolling beat‘em ups we
were immediately transported back to the arcades of old. Perhaps of all the
books the team have released this has the potential to hit the nostalgia gland
more than any other with the genre having many games that never made it to home
releases.
Across the 456 pages it’s pretty much guaranteed you are
going to find a ton of game you won’t have played, or perhaps even heard of, as
the book covers games from all over the place. It’s set out into different decades
running from 1980 all the way up to recent releases in 2021. The whole thing
starts with a foreword from Renegade creator Yoshihisa Kishimoto followed by an
informative and entertaining look at what makes a game fall into the genre.
During this afterword section you also get the first of many double foldout
pages.
In a visual representation of a side scroller, many of the articles
about key games unfold to effectively create a four-page layout. This starts
with Streets of Rage which is used to display a numbered scene from the game which
acts as your guide to the key ingredients of the genre. The fold out pages are
double sided as well so there’s no wasted space here.
Starting in the 1980’s with Kung Fu Master the amount of
information you get on the games is massively impressive. For instance, Double
Dragon has six pages dedicated to it covering development, gameplay, ports and
classic moments. More obscure games get less or are reduced to split pages, but
this certainly feels exhaustive in terms of the games featured and it’s hard to
see what else could have been put in (even the notorious Bebe’s Kids is here). The
big licenses are all in here as well, screenshots and all, so expect to see
Turtles, Simpsons and even Michael Jackson’s Moonwalker.
There is a decent selection of screen shots and some full-page
pictures but there is also a lot of text here so it’s certainly not just a
coffee table book to flick through nonchalantly. The research and dedication required
to get all this information together is impressive and everything is interesting
and will likely send you off hunting for more than a few of the games. The fact
each decade comes with a written introduction to the development of the games
and market during that period is further proof that these books will likely end
up on some kind of historical game development course in the future. There’s
certainly enough to take you from knowing nothing to having a huge knowledge of
both the titles and genre through the ages.
Overall, Go straight is an exceptional book. It’s perfect to
dip into to look for your favourite game or read from front to back to get a
detailed overview of pretty much every title in the genre. It’s logically
organised which makes finding things easy and the intros to each decade are great
encapsulations of the time they look at. Much like the Point and Click Adventure
book before it, this is a real highlight in an already packed and impressive back
catalogue from Bitmap books. Utterly essential for all retro fans.
Friday, 11 November 2022
The Excavation of Hob’s Barrow Review (Steam)
It is warming to see point and clicks still burbling along, and even more heartening to see them being chucked around with some degree of excitement. The Excavation of Hob’s Barrow had a trailer that was almost specifically targeted for my tastes. Folk horror, period English setting, that look, sinister synth soundtrack. It looked great, and for the most part did not disappoint. Hob’s Barrow manages to capture something really special in its narrative, aesthetic, and pace, that makes up for sort of light puzzle experience.
You play as Thomasina Bateman, a barrow
archaeologist whose skepticism drives much of the story forward. Much seems to
be reminiscent of Lovecraft here; a protagonist who is steadfast in a
no-nonsense scientific empiricism, slowly broken down by the relentless
inexplicability of other-worldly horror. There is also something similar to
Lovecraft’s The Colour Out of Space here; a subterranean mystery that
has seeped up to the surface to ruin lives and challenge sense. To describe
Thomasina in more relevant terms, she felt like a wonderful, charismatic
mash-up of both Indiana Jones and Sophia Hapgood from The Fate of Atlantis.
Through her, you interact with a bevy of Derbyshire (presumably) characters. A
luddite local resistant to the new railway connection; a sad but well-meaning
drunk somewhat lost in his own tangled memories; a chirpy, unconcerned barman;
a stoic, restrained blacksmith. They’re all fully voiced superbly and uniquely,
especially notable as it is largely a Yorkshire accent being used.
Thomasina’s arrival in the town, with this
population of variously mysterious individuals, is spurred on by an invitation
to excavate Hob’s Barrow. The farmer on who’s land it is situated, however,
won’t grant you permission to dig it up. This, amongst many other obstacles, must
be overcome to reveal the story. The locations are vivid, in a classic style.
Especially noteworthy is the town square at night, which aches and creaks with
atmosphere, with the fog fighting the glow from the pub’s window. Navigation
across the locations is easy and accessible, as is all the user-interface.
There’s even a fast-travel system, which is quite fortuitous as some progress
is made really by checking out all the locations to see if something has
changed. This is one of my few gripes with Hob’s Barrow, as I felt like
I needed to run the list of places rather than solve anything. The developers
do emphasise that this is a narrative-driven adventure, so I understand that
the puzzlin’ might be a bit “lite” for some.
Much of the point and click puzzling is
immediately quite straightforward. If you have the items, they are rational and
fitting solutions which drive the plot forward. I never felt like I was doing
something absurd (aside from the more supernatural settings, where it is
understandably reality-bending). I had a couple of stumbling blocks, but it
turned out I just hadn’t checked out an area.
Barrow is a
short game but has enough time and space to do what it needs to. You may well
spot the trajectory of some of the story beats if you’re familiar with folk
horror, or creepy Victorian stuff, but despite its clear influences, the
journey to the outcomes is really something special. The time spent in the
dialogues is a joy, the music is eerie, the cutscenes are sublimely weird, and
there are just enough puzzles to keep you engaged.
I have since found some more work by the
developer that I can’t wait to play. While I would have loved to have had a
deeper point and click experience, this just speaks to how much I loved being
in the village of Bewlay with Thomasina. The attention given to some folklore
is brilliant, and there is even a goat that felt like a nod to Broken Sword.
At the close of the game, I was hoping that Cloak and Dagger Games make some
sort of point and click version of Turn of the Screw or Hardy’s Desperate
Remedies. They’ve got the eye for this sort of atmosphere, and I can’t wait
for the next one.
Overall 8/10















