LATEST ARTICLES

Review: Amnesia: The Bunker

Amnesia: The Bunker is a suspenseful horror title that often refers to its predecessor. However, fortunately, you don’t need to have played any of the games from this series to enjoy what unfolds. Instead, you may be confused by some of the lore and the finer points. Yet, this matters not as the core gameplay trundles on regardless.

This first-person horror experience was developed and published by Frictional Games. Moreover, its chilling story is easy to digest even though it will chill you to the bone. If you enjoyed Alien Isolation, you’ll adore an array of similar mechanics. As such, every playthrough is creepy, sinister and wonderfully uncomfortable.

Amnesia: The Bunker proves that death is a welcome release. 

To discuss death and loss so flippantly is a big mistake. Yet, Amnesia: The Bunker toys with this idea throughout. With signs of loss surrounding you and a deadly entity hunting you, it’s unsurprising that death is at the fore of the protagonist’s mind. Yet, this isn’t as depressing as it could have been. Instead, the developers use this sense of despair and loss to create a captivating and scary game.

You play the role of a French soldier who is wounded whilst running through the mud-filled trenches. When he comes around, his world is in turmoil. His squadron is dead, dying, or missing. Furthermore, a creature known as The Stalker hides in the darkness. This bloodthirsty monster creeps around in the shadows and slays anything it catches. Accordingly, you must avoid its attention while you seek a way out of your new prison.

Uncomfortable gameplay. 

Unlike its predecessors, Amnesia: The Bunker focuses on one antagonist. This skulking monster hides inside the walls, under the floors, and within the ceilings. Additionally, it thrives in the dark and it hunts acoustically. Consequently, any noise grabs its attention and darkness is its best friend.

This wouldn’t be so bad, but every task you complete makes a noise. Moreover, The Stalker is practically bulletproof. Therefore, stealth and soiling yourself are your go-to solutions. On top of this, you must keep the lights blazing. If you fail to do so, death is all but guaranteed. 

Sadly, time isn’t on your side either. Yet, a hasty approach creates noise, and noise attracts the beast. It is a fine balance between exploration, problem-solving, and staying alive. 

Hey Mr Stalker, are you stupid?

Alien Isolation blew me away with its sense of AI. The antagonist studied your form and adapted accordingly. Disappointingly, the same can’t be said for Amnesia: The Bunker. The monster is blind to the obvious and playing hide and seek isn’t its forte. Unfortunately, when you realise that skulking under a table will save you, the sense of drama is somewhat reduced.

However, not all is lost as the lack of fuel and a sense of death-induced darkness has a sense of foreboding. As you progress further from the central safe room, you must rely on your watch and a poor-performing generator to keep you safe. Consequently, hiding in the dark whilst watching the sands of time drip away isn’t the smartest of approaches.

This fine balancing act reinstates that underpinning horror edge that we all love. There is nothing worse than the flickering of lights and the growl of The Stalker.

Amnesia: The Bunker is delightfully grey. 

The grey nature of the imprisoning claustrophobic tomb should have been as depressing as Birmingham City Centre. However, the WWI-specific design was well-considered. Furthermore, the half-mauled bodies and blood-splattered rooms captured the scene perfectly. If you then consider the hulking beast that stalks your every move, this game delivers on multiple levels. My only gripe was the clunky UI. Yet, this minor issue can be addressed with some practice. Consequently, it doesn’t undermine the end product.

The audio is cold, callous, and memorable. The blend of echoed ambient sounds and blood-chilling monster noises will haunt you. Though the unrealistic sci-fi nature of the beast was laughable, it worked incredibly well. Accordingly, you’ll shudder as the grunts and moans hone in on your position.

Clumsy controls. 

The controls were mostly suitable. Yet, the clunky reloading of your pistol and the arduous torchlight will drive you mad. Yes, both of these elements enhance the tension and despair, but they were frustrating and lacked polish as well. 

There is an array of puzzles and other core gameplay elements that change every playthrough. This random nature ensures that no run is ever the same. However, I’m not sure whether this would be enough to entice me back in. Subsequently, this has limited replay value and longevity. 

Amnesia: The Bunker is a short but worthwhile experience. 

Though Amnesia: The Bunker isn’t as far-fetched as its predecessor, it is still wonderfully absurd. Additionally, the core mechanics are petrifying, and you’ll be fearful of the dark once you’ve completed your playthrough. Disappointingly, though, it is far too short as you don’t get much change out of 7 hours of horror fun. Yet, despite this shortcoming, I recommend buying it here! Can you keep the lights on and escape your destiny? Find the fuel, solve the puzzles, and avoid The Stalker.

SPIDER-MAN: ACROSS THE SPIDER-VERSE – LIVE IN CONCERT

Following on from sold out shows throughout the world for Spider-Man™: Into the Spider-Verse Live In Concert last year, a debut UK tour has been announced for the second chapter of the Oscar®-winning Spider-Verse saga: Spider-Man™: Across the Spider-Verse.

​The films have become a sensation, not least for their incredible and ground-breaking soundtracks which have been heralded for their unique mix of orchestral meets electronic music and scratch DJ’ing.

​The world premiere of Spider-Man™: Across the Spider-Verse Live In Concert will take place on 30 June at Royal Festival Hall and will see the film presented on a huge HD screen, accompanied by a range of musicians and instrumentalists performing music from the film’s score and soundtrack live to picture. This will include a full orchestra, a scratch DJ on turntables, percussion and electronic instruments.  

​The show will then tour across the UK, beginning in Manchester on 3 September before travelling onto Glasgow, Birmingham, Bath and Sheffield. Tickets for the tour are on general sale on Friday 26th April.

​Sci-Fi Bulletin commented on the Spider-Man™: Into the Spider-Verse Live In Concert tour last year:

​“This isn’t just a rehashing of a brilliant movie. It’s an experience that is designed to inspire you. For me, at least, it was a triumphant success. 10/10.”

​The Liverpool Echo said:

“… the crowd were rapt, clapping and hooting and so appreciative of what they had seen despite the tender years of many in the audience.”

​The score for the film was created by Emmy-winning and Academy Award® and Golden Globe®-nominated composer, Daniel Pemberton, known for his work on movies such as FerrariThe Man From U.N.C.L.E.Oceans 8Enola HolmesThe Bad Guys and Steve Jobs. The album for Spider-Man™: Into the Spider-Verse has now been streamed 200 million times worldwide, racking up over 11 million UK streams and 75 million in the US.

​Pemberton took influence for both Spider-Verse film scores from growing up amid the London rave scene in the 90s, where he regularly immersed himself in ambient and techno nights. Daniel also drew inspiration from the scratch DJ’s at The Blue Note Club in East London, where he first witnessed scratching vinyl being used in an artistic form.

​This, coupled with heavy-drumming and punk guitars, gives the soundtrack its unique sound, fusing genres to make something bold and unparalleled which will be brought to life in an exhilarating style in these live concerts.

​Miguel O’Hara also known as Spider-Man 2099 in Across the Spider-Verse became a viral TikTok sensation, as the sound behind the ‘Canon Event’ trend. The sound reached #1 on the TikTok Viral Chart just two weeks after release and entered TikTok’s US Hot 50 Chart a week later. Videos using the sound on TikTok have amassed over 9 billion views to date – an average of 33 million views per day. The track has been streamed almost 50 million times worldwide.

On bringing the sequel, Spider-Man™: Across the Spider-Verse to life for a UK tour, Pemberton says:

​“Across The Spider-Verse is probably the most exciting, ground breaking and impactful score I’ve written. I’ve always believed that there should be no barriers to music, but it’s rare to get the opportunity that you get within the Spider-Verse – where else could you have powerful orchestral themes side by side with punk drum solos, virtuoso record scratching next to twisted electronics, off-kilter whistling next to hip-hop beats?

Watching the film with the live band performing in a huge room of people is one of the most thrilling ways to experience it and it’s a huge honour to know that audiences are going to get a show that delivers a unique emotional hit they will hopefully remember for a long, long time after.”

​The film’s soundtrack was curated by Metro Boomin, and features the likes of Future, Nas, Swae Lee, James Blake, Lil Wayne, Lil Uzi Vert, and more. Miles Morales returns for the next chapter of the Oscar®-winning Spider-Verse saga, Spider-Man™: Across the Spider-Verse. After reuniting with Gwen Stacy, Brooklyn’s full-time, friendly neighbourhood Spider-Man is catapulted across the Multiverse, where he encounters the Spider Society, a team of Spider-People charged with protecting the Multiverse’s very existence. But when the heroes clash on how to handle a new threat, Miles finds himself pitted against the other Spiders and must set out on his own to save those he loves most. Anyone can wear the mask – it’s how you wear it that makes you a hero.

​Sony Pictures Animation/Columbia Pictures’ Spider-Man: Across the Spider-Verse was directed by Joaquim Dos Santos, Kemp Powers and Justin K. Thompson. It was written by Phil Lord & Chris Miller & David Callaham, based on the MARVEL COMICS. Phil Lord, Christopher Miller, Amy Pascal, Avi Arad and Christina Steinberg served as producers with Bob Persichetti, Peter Ramsey, Rodney Rothman, Aditya Sood and Brian Michael Bendis serving as executive producers. The film features the voices of Shameik Moore, Hailee Steinfeld, Brian Tyree Henry, Luna Lauren Velez, Jake Johnson, Jason Schwartzman, Issa Rae, Karan Soni, with Daniel Kaluuya and Oscar Isaac. 

Spider-Man™: Across the Spider-Verse is a critically acclaimed and box office smash hit, grossing $690.9 million worldwide, making it Sony Pictures Animation’s highest-grossing film of all-time. The film was named among AFI Awards 2023 top 10 best films of the year, winner of the Critics Choice Award, Hollywood Critics Association Astra Award and National Board of Review Honor for Best Animated Film, winner of seven Annie Awards including Best Feature, winner of the Producers Guild Awards and was nominated for multiple others including the Academy Awards® and the Golden Globe Awards®.

​Spider-Man: Across The Spider-Verse is available to buy & watch at home from your favourite digital platform.

Tour Dates:

30 June                      London Royal Festival Hall 
3 September              Manchester Bridgewater Hall 
4 September              Glasgow Royal Concert Hall 
6 September              Birmingham Symphony Hall 
7 September              Bath Forum 
8 September              Sheffield City Hall 

TICKETS:
Presale – Thursday 25th April 10am 
General Sale – Friday 26th April 10am
Available from 
Ticketmaster.co.uk

Review: Sticky Business

The world moves fast, with hustle culture highly prioritized. Having to work, especially if you a running a business yourself, can be exhausting, cumbersome, and tedious . . .

But what if, just maybe, running your own business could be an enjoyable, relaxing experience? Spellgarden Games’ Sticky Business gives us all the opportunity to develop our own startup by creating cute, little stickers and going through the motions at one’s own pace. What’s not to love about stickers?

Sticky Business is a cozy, fun, sticker-crafting experience full of vibrancy and charm. This title can be played on Steam and on the Nintendo Switch.

Create, Complete, Sleep, Repeat

First thing’s first: you must give a name to your business.

The game asks players for their own name, and then requires a title for your sticker business. Name it anything, the world is your oyster! The tutorial of Sticky Business thoughtfully shows you how to proceed throughout the day. First, players must design a sticker. There is a wide variety of shapes and words that are already given to you to use, such as a skull, leaves, a sleeping kitty, and the word “handmade.” The stickers can either have a white or a black border, and can be made larger or smaller, rotated, and some allow players the option to change its color.

After creating your initial sticker, it is advertised on the player’s online store. Customers can view this webpage and make their purchases! The next step is to print the sticker you crafted, which costs about 10 coins per printed page. You will want to fit as many copies of a sticker on one page as possible in order to be cost efficient.

After printing, players will receive phone notifications that the customers have made purchases. You then proceed to package the requested amount of stickers, fill it with colorful packaging and crinkle paper, and voilà! The packages are ready to ship. Players end the process by clicking the mailbox icon in order to send the boxes off to the recipients.

Become a pro sticker artist

There is so much charm and delight within Sticky Business! Players have quite the range of customization options. There is an “upgrades” icon that allows you to make new purchases, such as more sticker options and colors to mess around with, and even more printing paper options that could make your stickers shimmer and sparkle.

There is also a bit of leverage when it comes to personalizing the online store. Players choose their business name as mentioned, which is displayed at the top. You can also choose the background color and design of your website. Unfortunately, these options are limited, and players are not able to customize their avatar that is displayed next to the business name. Oh well. I do believe that adding more personalization options to the webpage would be a big plus for a future update.

Players can also innovate with the packaging of the stickers. I personally enjoyed using rainbow-striped packing paper and green crinkle paper, which looked like grass. My stickers heavily revolved around witchy and plant themes! Players can be diverse in their sticker designs or focus on a certain theme, such as holiday, animal, food, and music themes.

Endless creativity and innovation

In order to upgrade your shop, players need coins and hearts. Coins come from customers buying your stickers, which grants you access to more kinds of printing paper, packaging materials, and even little candies. Coins also buy more available slots on your website, which are used for advertising your stickers. Customers can only buy what is listed on the site–so make sure to save up money for more slots!

Getting hearts comes from leveling up certain sticker designs. These level-ups occur the more you utilize and sell enough of certain sticker categories (e.g., plant stuff, shapes, words, holiday stuff, and more). Packing candy into shipments can also boost XP, as well as adding extra freebie stickers! Of course, you do not accrue more money with these little extras, but it sure makes customers happy.

This kind of process may seem slow, but it is efficient and easy to handle. Sticky Business truly operates as if you were your own little seller on Etsy. You, as a seller, want customers to support you and return to your shop, so be nice! Offer extra treats. Everyone loves that, and you will receive more XP in return.

Adorably addicting

A big aspect about this game is that players can only do so much in one day. At the bottom left corner of the screen, there is an icon that shows you how much time there is left in the day. Creating stickers, printing, packaging, and shipping all take time. At the end of the day, players sleep, and you will be shown a rundown of your successful and failed sales of the day, as well as accrued money and XP. You can choose to sleep at any point to end the sales day, but you must do so once it hits nighttime.

A lovely additional aspect to Sticky Business is the (majorly one-sided) interactions with customers. Buyers will text you, perhaps giving a simple thanks, or maybe a full rundown of how your stickers have brought light into their otherwise miserable week. There are so many little storylines happening with your customers and they may share their lives with you. While you cannot directly interact with them, it is a nice, emotional touch. Reading about someone’s bad day may influence you to add little extra treats to their purchase–and they might acknowledge this too! Sometimes customers will ask if you will be making more of certain types of stickers, and if you proceed to do so, they will thank you for it.

Final thoughts

While the time mechanic and possible heaps of orders may seem stressful, it certainly is not. Sticky Business is fantastically slowly-paced and offers a cozy, casual experience for players . . . with highly addictive qualities. Honestly, I had a hard time putting this game down, becoming fully immersed as my creative juices were flowing.

Players become invested in the characters’ lives and become enamored with the plethora of options that can be worked with. Sticky Business is a near-perfect casual game, but I will admit that I wish there were a bit more online shop customization options, as well as the potential for replying to customers, even with a simple thank-you note. Also, sifting through all the stickers one has created during the packaging phase can be awkward. In this case, I wish that there was another option to organize them better by “bestsellers” or something.

Otherwise, I now admittedly feel like a professional sticker artist!

Review: Immaculate

Immaculate Review 2024 is here!

Drama, religiousness, psychological terror, and mystery…

Great performances and a bit unique script story.

Let’s jump in.


Immaculate – A Religious Terror

I’m happy to have seen this movie not for the profound aspect of the movie or the horror.

But for the nice performances. Especially, the star Sydney Sweeney.

Who I suppose struggle a lot with such emotionally and physically intense scenes.

This film is filled with fiction, unpredictabilities, and derogatory religious meanings.

Which I’m impressed since it’s getting tougher and tougher to accomplish something like that these days.

But! Is way far from a good movie.

Is entertaining at list.

Immaculate Review
Immaculate Review

Immaculate Review – It Got Better While The Movie Progressed

Ok, I said what I said.

This is not the best movie in the planet, again.

And I’m sure it will be very difficult for me to make a statement like that bluntly.

But it surely got better while the movie progressed.

In a dynamic and unpredictable way. Even though it looked like it was a cliché.

Immaculate is about Cecilia, a devoted Cristian American woman with the opportunity to move to an Italian Convent in Italy.

And while the movie continues, it gets horrific and dark secrets are dismantled.


The Ending Is Loved Or A Total Disappointment – No In Between

Well, as this title says. There is no in between here.

There are a lot of people who thought the ending is absolutely lacking.

I must agree with ”a lot of people”. Because the movie was impressively progressing, until it got absurd.

Do you know when movies get to a point where they are absurd or a total comedy when the first goal was to cause fear?

Well… That happened…

And there might be audiences who enjoyed the ending and found it thrilling. Who knows!

What I did enjoy was the meaning behind her actions alongside the movie.

With that I’m pleased.

But nothing more!

Sydney Sweeny Immaculate 2024 - IMDB
Sydney Sweeney – Immaculate 2024. IMDB

Immaculate Review – Conclusion

Is this movie any good or worth the trouble and hype around social media?

As any other film right now, people tend to watch it for drastically different reasons from the actual goal.

And I could only say this movie is not in the list of the ”unwatchable”.

Not at all!

You will not waste your time.

More reviews to read?

Please check this link.

Or this one.

Thank you for reading and happy praying!

Review: Yoshi’s Crafted World

Yoshi is no stranger to having games of his own. Best known for his role as Mario’s dependable sidekick, Yoshi has become popular enough to star in games with his name. While Yoshi’s Island was the game that made him a breakout star, the games that came after it (for the most part) did not quite replicate the magic of the original. Still, Yoshi’s Woolly World brought the dinosaur back with a fresh coat of paint (and by paint, I mean wool). Which brings us to its successor: Yoshi’s Crafted World. 

Upon playing through Yoshi’s Crafted World, it’s easy to tell that this game is to Yoshi’s Story as Yoshi’s Woolly World is to Yoshi’s Island. Study its gameplay and you will find that inspiration from the N64 title. 

The story this time is that the Yoshi Clan are guarding an artifact called the Sundream Stone, which contains gems. After Baby Bowser and Kamek try to steal the stone, the gems become scattered across the crafted landscape. The Yoshi Clan decide to go search for the gems before Baby Bowser and Kamek get to them first. The story is standard Nintendo fare, and it does its job of putting the players down the road that the game has laid out for them. 

Throughout the game, you will come to expect the levels are all dioramas of sorts, with each containing arts and crafts aesthetics. Some levels take advantage of this by branching the paths into 3D environments, letting you explore levels unlike anything seen before in the Yoshi series. 

If you have played any Yoshi game before, you know the drill by now: Yoshi can eat enemies to make eggs, and he throws these eggs at stronger enemies. It is the same deal that has made him famous, though this time Yoshi can throw eggs into the foreground and background. The game strongly emphasizes this by putting collectables in out of reach areas, and you will need to throw eggs in both the foreground and background to obtain. Yoshi still retains his abilities to flutter jump and ground pound as before. 

Simply beating a level is the bare minimum for a Yoshi game, but for those completionists out there, you need to collect all of the red coins and flowers, and you need to reach the end with full health. The game also throws additional challenges too, such as going through the levels in reverse to find little poochies under a time limit. Point is, every level has a checklist of things to do besides getting to the goal, so there is a lot that players can busy themselves with.

While having variety is nice, side objectives can also drag the experience down a bit. I want to point out that the game encourages careful exploration to find all of the goodies, which means looking at the levels from all angles. However, the levels themselves can feel lengthy, and when you consider having to replay levels to fully complete it, the experience becomes bogged down by tediousness. 

In other news, the music in this game is a noticeable step backwards from the music of Yoshi’s Woolly World. While the music of that game was varied and pleasant to the ears, the music of Yoshi’s Crafted World follows the tradition of nearly every song being a variation of the main theme. Music has been overall a weak element of the Yoshi series, so it’s no surprise that the music here isn’t as good as the music from Yoshi’s Woolly World or Yoshi’s Island. 

The game also supports co-op mode, so grab a buddy and work together on getting through the levels. The best part? You can select whichever color Yoshi you want to play from the menu, as you do not always have to be the green one all the time. 

Yoshi’s Crafted World is a decent platformer that is fun to go through, despite its minor hiccups. How players can approach this game depends on either desiring to reach the end of it or collecting everything to completion. The game won’t raise the bar, but it will remind you that it is a harmless artsy platformer starring everyone’s favorite rideable green dinosaur.

Review: Kingsgrave

I don’t think Kingsgrave quite knows what a king actually does. It seems to think that a king is one part soldier, to one part mage, to one part village handyman. The kind of royal that will destroy an invading army with one hand, while erecting a logging mill with the other. Bit of a far cry from the kings that I know. These days, it’s mainly doing little understated waves to cameras. Even back in the day, it seemed they spent most of the time beheading their wives.

There’s little of that in Kingsgrave. Instead, what we’ve got is an odd little concotion of different gameplay mechanics. At its base, it’s a Zelda-eqsue game, with a dusting of metroidvania. You stroll around the landscape, looking for the one that little area that you can break into it, so you can hunt around for the item that’ll unlock the next area. Kingsgrave layers a variety of bits on top of that, the most peculiar being a crafting system. It took me a while to decide if I liked it. The answer is ‘yes’, but imagine it said in a hesitant, hand-waving way.

Kingsgrave - combat

Long Lived The King

Let’s set the scene before we delve into the strangeness. Kingsgrave opens with our titular king lounging around on his throne, overseeing his domain. It would be almost peaceful, if it weren’t for the fact that he’s literally a crumbling skeleton. Fortunately, a spirit soon appears that shocks him back to life and tells him to get off his royal behind and begin combing through the rubble of his kingdom for survivors. It’s a quest that’s going to involve a lot of bopping slimes with your scepter.

The destroyed kingdom is rather an important note, as it turns out, as a lot of your skills are gained from reconstructing the relevant buildings. So if you want a new spear, say, you need to rebuild the special spear smithy. To do that, you need to collect the wood and other materials to build it and a villager to run it. Quite the far cry from grabbing it out of a moldy chest in some forgotten dungeon. I think I like this aspect of Kingsgrave, but it’s slightly hard to say. It seems to add and yet subtract from the overall metroidvania formula.

It adds because it prevents the standard linear flow that tends to plague the genre. Rather than just moving from one mechanic to the next, you need to poke around to continue finding materials. Stumbling on a cache of scrap metal can unlock a variety of different things, ensuring the map unfolds in an open-ended way. It’s a bit more freedom than usual – even if it does descend into just buying up materials with monster guts. On the other hand, the overall lack of direction makes it easy to get hopelessly lost. Fighting through a tough battle to be rewarded with three emeralds – which I cannot find any use for yet – is confusing and not a little demoralising.

Kingsgrave - combat

Royal Rumble

Kingsgrave’s plot doesn’t give much direction to things either. It’s a light presence throughout, giving little prompts other than ‘find survivors’ and ‘collect all of the weapons’. A little bit more of a nudge – or at least giving more villagers a personality beyond a number – might have helped. It also ends extremely abruptly. After beating the final baddie, there are a couple of lines of dialogue before a smash-cut to a single page of text. It’s like if The Lord of the Rings cut at the exact moment the ring melted and covered all the other stuff with a hastily scrawled page sellotaped to the screen.

It’s largely saved by the quite excellent map and some interesting notes in the combat. The main one being that enemies have types. Not in the usual fire, water, grass kind of way, mind. In this case, it’s best described as bony, squishy and woody. Each type has a weapon that’s suited for it: scepter, spear or axe. Ever try and cut down a tree with a spear? It forced me to use all the different weapons, which I feel is good design. I couldn’t pick a style and stick with it. Weapons also play directly into the puzzles, though they’re a bit too easy as a result. Half are just hitting a block with the right weapon to change the block’s symbol. Others fall back on the standard beam of light puzzle.

The combat does have quite a few upgrades to it, though, which can be freely swapped out. I liked that. I could switch from light arrows to fight the shadow creatures, to fire ones for the trees. It does have a bit of clunkiness around it though. Blows don’t have much impact, for one, and the reach of the weapons is awkward to gauge. Kingsgrave‘s difficulty is also a proper bell curve. The axe is awful, for instance, so wooden enemies massively spike the difficulty. You also can’t hurt shadow enemies until you get a certain spell. When you have that spell, though, you’ll shortly find it does insane damage when combined with the bow, meaning even the final boss went down without a fight.

Kingsgrave - combat

Kingsgrave – Rough But Interesting

I found Kingsgrave easy to pick holes in but honestly I struggled to put it down over the weekend. It’s certainly rough around the edges – I kept triggering the same dialogue sections over and over for instance – but I think the core gameplay loop keeps it afloat. The need to collect and invest resources means poking around in the corners is always rewarded. Whenever I’d find a new mine or trader, I’d immediatly get excited about all the new opportunities that were suddenly available to me. Plus I’m a sucker for some light Bullet Hell mechanics.

At times, it feels like a big chunk of mechanics thrown into a pot, a few of which are unnecessary. It counts your days, for example, respawning enemies and healing you at the cost of one day. The day counter doesn’t seem to do anything, though. I also wish we had a bit more context to things; a bit more flavour to the world. Still, I found Kingsgrave to be quite pleasant, in a way that’s almost reminiscient of old-school flash games. It’s a hodge-podge of ideas, some of which work and some of which don’t. But it kept me entertained on a dull Sunday afternoon, and you can’t say fairer than that.

(Kingsgrave’s Steam Page)

Review: Call of Duty: Warzone Mobile

Call of Duty: Warzone Mobile allows players to scratch that itch when they are on the move. Furthermore, as long as you have an Internet connection and a decent phone, you can jump in free of charge. Now, you may need to create a fair bit of room as this takes a hefty 1.5 GB of storage space. Moreover, the installation is a little temperamental, so, some patience is required.

This cut-down FPS was developed and published by Activision. It has 2 game modes, and it allows you to challenge up to 120 online players in head-to-head combat. Additionally, in typical COD fashion, there is a battle pass to purchase and an array of events to complete. These extra elements can be ignored, but serious FPS gamers rarely do. Accordingly, though the core game is free, you’ll invest your hard-earned cash in unnecessary extras instead.

Call of Duty: Warzone Mobile treads familiar grounds. 

Verdansk is a cold and chilling location. Furthermore, the varied terrain allows sneaky snipers to take potshots and squads to ambush you. However, if you have played the console/PC version, you can use your experience and knowledge to your advantage. Yet, if you are new to the game, don’t let this put you off. Death is par for the course, and every failure gets you one step closer to victory.

The streamlined gameplay and quick matches will pique the interest of casual gamers. What’s more, the tweaks to the UI and the refined visuals are perfect for your mobile phone. The aim of the game is simple. Go it alone or team up and be the last person standing. Flip your arsenal of weapons, and use the environment to your advantage. Anything goes and the sweatiest of kills are acceptable. In short, this captures the essence of its bigger brother without undermining the gameplay.

How does it perform?

My ROG Pro 6 phone dealt with Call of Duty: Warzone Mobile admirably. Yes, it got hot, and the battery drained quite quickly, but this didn’t impact my experience. The biggest snagging point was the Internet connection. Unless you have a fast and steady source, you are going to be lagging terribly. This issue somewhat undermines the mobile nature of the action. Yet, if you have 5G or a decent Wi-Fi nearby, you are laughing.

The on-screen controls are easy to master and the ability to use auto fire was ingenious. However, younger gamers and pros will probably prefer the manual option. If you wish to improve your experience further, I suggest a Turtle Beach Atom or Recon Cloud controller. These controllers create a best-of-both-worlds situation. You may enjoy the freedom of gaming on your phone with the accuracy of a gamepad.

Call of Duty: Warzone Mobile looks pleasant. 

Mobile gaming has improved vastly. Consequently, I wasn’t surprised by how pleasant this was to the eye. Though the attention to detail is missing, it works well where it matters. Additionally, other than the latency issues, it was easy to track players and utilise the HUD. Moreover, the Gulag is as imposing and as grim as I remembered. Subsequently, there is a sense of drama and oppression in this fun mobile title.

The audio does well to pack depth and destruction into proceedings. However, your experience will vary depending on what audio device you use. I tested ROCCAT’s low-latency gaming earbuds and the result was fantastic. The ambient sound was captivating, and the sound effects were realistic. As such, it was easy to lose yourself in the moment.

A game for the oldies. 

My reactions aren’t what they used to be. Accordingly, I liked the auto fire and the more forgiving controls. Yes, oldies will always lose out to young bucks, but Call of Duty: Warzone Mobile gives us a decent shot at the title. Additionally, if you pair this with a mobile gaming controller, you’ll improve your experience vastly.

Thanks to the battle pass and in-game events, there is plenty to keep you busy. Moreover, the short, sharp games allow you to get your fix in no time. Therefore, if you love COD, you’ll become addicted to its portable alternative in no time. 

Call of Duty: Warzone Mobile scratches that itch. 

Mobile gaming will never rule the roost. Yet, it is a great way to pass the hours when commuting or waiting for your children or friends. Sadly, a reliance on modern tech and a decent Internet connection will put many people off. However, if you scoff at these problems, and you love the FPS genre, then this is the game for you. Subsequently, I recommend downloading it for free here!

Review: Rauniot

Often games try to test your patience by holding a slower pace than others, these games usually win you over with their storyline, puzzles or some other interesting gameplay loop. The polish game Rauniot has none of that, it’s just slow. 

In simple words, it is just gówno!

Act Normal games’s trailer for Rauniot

Excuse me, what?

The story throws us headfirst into the action, and right away, I can tell you there was a lot of potential. We play as Aino in search of her husband in the nuclear fallout post-apocalyptic Poland of Rauniot.

Our character experiences many nightmares every time they either go to sleep or get knocked out. In these nightmares, Aino is seen killing her husband, and there are also some glimpses of a disfigured newborn child.

(won’t go into detail as that would be spoiler territory.)

Here’s how to mess it up

Characters stand with a weird zoom to their faces, and they portray the story through robotic conversations with each other. Not flinching, not moving, just standing still and staring as their mouths slowly and painfully reciting their lines. The dialogue itself has a lot of long uninterrupted useless information that goes on and on and on…. 

There is this one funny scene where a guy draws you a pic of a man you need to find. It is not a sketch of a man nor a drawing of a face but an almost stickman-esqe drawing of an entire person. At first I thought our character would make fun of it but instead she acknowledges the picture. It is all beyond hilarious stuff.

From okay to infuriating

It is the usual affair of a point and click game where we walk around clicking on things to get information, hear dialogue and solve puzzles(if you can call put thing in thing, puzzles).

Now this polish game is very beautiful and there are some great moments worth filming but at points it interferes with the interaction element of the game. 

For example: there was a moment I completely missed a rolled up piece of dark grey rope because it was set inside a shadow that itself is dark grey. I had crossed this place many times and only realised it was there after I consulted a walkthrough online. Even then it was hard to pinpoint. 

This happens multiple times throughout the game and it is infuriating each time.

I could talk for hours on everything that messed with me in my playthrough of Rauniot but that would just remind me of the pain I had to suffer. 

The head guard

There is one scene which I remembered from the trailer of Rauniot at a gaming awards show. The scene has you tied to a chair and you have to drag yourself to retrieve an item.

Let me run you through what I had to endure.

When my character wakes up, I take a look at the surroundings. I find two interactables, a shelf and a door. I clicked the shelf, after 6 real life seconds, Aino made her way to the shelf. She kicked and the shelf did nothing.

Next, I went outside of the door. When the game loaded, I saw stairs. I clicked the stairs and she decided to jump. After a hideous cutscene, where she hit her head and snapped her neck, the game resets back to the room.

Okay so that was wrong. Now I realised I can also kick the door. Combine that with the shelf, I managed to get a helmet down. Which landed right on my characters head.

Despite my queries that such a thing should not work, I chose to take the stair jump again. This time with a helmet. It worked!

Why do I tell you this?

Well, because it was painfully slow and in the end all I felt was stupid. 

This should give an idea of what this polish game has on offer.

The good

Honestly I can say this game has some good. Like the fact, if you walk through a room once, the next time you click on the door, it will just take you to the other side instead of having to walk over. Also you can open a map and teleport to any location that you have previously been to and characters don’t repeat the same lines every time you meet them.

These are some really nice features, such a pity they find themselves in a game like this one.

I would suggest other game devs to take inspiration from this Polish game and make use of these features before any idiot decides to patent it.

Gówno!

So yes, this sad game about sad people doing sad things for sad reasons ends up making you feel a little too sad.

I mean, the red flag was up when the game told me that an item of use cannot be carried until that use is obvious.

So if you were an individual who seemed interested in a point and click adventure… Well, Here is what a polish man would say: 

“Są o wiele lepsze opcje. Nie marnuj pieniędzy na to!”

Review: Harvest Hunt

The sun dips below the fields and night settles on the cursed town of Luna Nova once more. The people are scared, and rightfully so, for something terrible lurks in the cornfields, something malevolent, something hungry. Don the mask as this harvest season’s Warden and creep through the swamp to collect as much Ambrosia as possible. Fight the Devourer with a slew of cunning weapons or cower in the corn and skulk through the mud. Your options are many, yet one thing is certain: The Devourer is coming for you.

One thing Harvest Hunt has in abundance is style. Right from the get-go I was sucked in by the unique graphics and gothic story-telling. Hooked before the game even began, I was desperate to dive in. The brilliant hand-drawn washed-out aesthetic alongside the charming little tarot cards was a brilliant bit of design that added a huge amount of character and personality to the experience. In addition, it’s important to note that the writing is fantastic, full of history, dread, and intrigue that sucks you into the journey of the Wardens and the town of Luna Nova. Based on real European folklore with a dash of magic and a drizzle of horror, Harvest Hunt captivates by handing out snippets of tantalizing information every night, leaving the player hungry for more. This mystery won’t untangle itself after all.

But what about the gameplay? Well, the concept is rather simple but it’s handled very effectively. The first few nights do a great job of easing the player into the experience and initial gameplay loop. You are a Warden, tasked with collecting as much Ambrosia (a mysterious, red mushroom-like plant that the townsfolk have become addicted to) as possible. Sneak around and collect it from natural Ambrosia stalks or banish the Devourer and collect Ambrosia from his demise. Or do both! You do you. Harvest Hunt gives you a lot of freedom with how you play. Whether it’s the way you collect, which weapons you pick or even the selection of tarot cards you want to use, the permutations lead to an endlessly varied experience.

While each night becomes more difficult than the previous, with the Devourer becoming stronger and smarter, you also gain access to more powerful tools to add to your arsenal. The tarot cards can increase your speed, bolster your health, or even affect the map itself. Yet while you grow in power, the Devourer mutates, gaining new abilities like poison trails or the power to corrupt your sight. Planning your route, deciding which tools to use, and how much health you wish to sacrifice to achieve your goal is crucial to your survival. If you panic and lose your way through the maze-like cornfields… well, you’ll be easy pickings.

But there certainly does seem to be a bit of a balancing issue here. Not all cards and tools are created equal after all. Some are useful, some are fairly redundant and others are completely and utterly broken. Once I figured out that I could retain my village fortifications every Harvest season, I didn’t see why I should change them.

One power in particular truly carried me through the game. Let me introduce the Hideout perk. Once this is unlocked, coffins can be found dotted around the map. Find one, and you will be healed to full health once. Sounds good right? Oh yeah, also, while you’re inside, the Devourer can’t target you… at all. But you can still hit him. And there are multiple coffins. Now if you combine this with the voodoo doll weapon which drains your health to basically zero, you can damage the Devourer from anywhere on the map without worrying about your imminent doom. Or even sit inside your nice little coffin house with a cup of tea and jab away at the all-powerful demon with a blunt pitchfork. Poor Devourer. I felt a little sorry for him scuttling around outside with what I could only imagine was a look of confusion on his face (if he had a face).

Once you figure out little guaranteed combos like this, it’s hard to go back to things like the jaw-trap (which often doesn’t work) or the hatchet… (which also often doesn’t work.) One thing I can say for sure, the Devourer’s hitbox needs a bit of a touch-up. Moreover, if you collect enough Ambrosia by night three, for example, you needn’t bother with the next two nights. Just enter and leave. There should be an incentive to gather extra Ambrosia and reward riskier gameplay. Maybe more unlocks in the main menu, or even something cosmetic for the cards or the map. Little additions like this can sometimes make a big difference.

But little niggling gripes aside, the sense of tension and fear never left me throughout the experience. Even when I knew what I was doing, I was always alert. The team has done a great job in this regard. The only thing that disappointed me was that the experience was so limited. Five wardens, 25 nights, all on the same map. Upon completion, I really wanted more. Maybe two more maps, with two new monsters, fresh horrifying designs, and more complex powers. This would make Harvest Hunt a much more complete experience, gameplay-wise, and one that I would have played through again. At this stage, I’m hesitant to do another playthrough, because 25 more nights on the same map may just feel like unnecessary repetition. Yes, of course, this would be a lot of work, but it would be so worth it just to experiment with the weapons and tarot cards in a new dangerous environment.

Harvest Hunt has a great foundation: a deep and twisted story and enthralling gameplay. It has so much going for it, and yet, it’s just not quite there. There’s obviously a lot of love in this project, and that passion is clear when you read the compendium and sift through the hand-drawn art. But I fear that novelty may just wear off too quickly with a lot of players. We need variation, new settings, and a change of pace. Maybe add these and a touch of polish, and you’d be looking at a stunning title that would attract horror fans across the world. Harvest Hunt is a truly promising game and one I would recommend to anyone looking for a bit of a thrill. But in this state, it just feels a little… lacking. Like the people living in the gloomy town of Luna Nova, Harvest Hunt needs a little more meat on its bones.

Review: Please, Touch The Artwork 2

Please, Touch The Artwork 2 is the artistic blessing we needed this year.

I’m very pleased to make this review and I hope you really get this game to exercise your brain in a less than an hour playtime.

I truly wish you experience the artistic magnificence of this game after reviewing if purchasing it or not!


Please, Touch The Artwork 2 is a brilliant masterpiece

Source?

Me! What? I’m impressed.

This is one of the best games I’ve played in a while. And I’m not only exaggerating but praising this type of games.

In my point of view, a masterpiece is compound on these factors:

  • Beautiful sound/music/visual design.
  • Straight forward story and gameplay.
  • Intuitive.
  • Nurturing.
  • Artistic.
  • Story-rich.
  • A game that causes ”addiction”.

Not that much, huh?

Well, remember I said factors to make the game a masterpiece.

And is obvious by now. Please, Touch The Artwork 2 is an accomplished project and tics all the boxes for me.

Oh! And if you are as obsessed with art and museums as me.

You will probably think this game is perfect and if you don’t know the first game yet.

Then, you will buy that one as well.

Vive La Social - Painting from, Please, Touch The Artwork 2 Steam.
Please, Touch The Artwork 2 – Steam

2. Supports Upskill Yourself – Is Good For Your Brain

I mean, we know games support our development at some point because requires certain kinds of skills and attention.

But Please, Touch The Artwork 2 reaallyy supports your skillset in a level I would absolutely recommend taking advantage of while playing a fun game!

How Does That Happen In The Game?

While you are embarked in massively relaxing, interesting and visually fantastic missions through paintings.

Having Attention To Detail And Testing Your Abilities Are A Requirement:

Puzzle games are highly beneficial for our brains and there is a mission where you have to find the differences between two visually even paintings.

Aside from being a game with a focus on object finding tasks!

Is very similar to Waldo at times. I loved it!

Please, Touch The Artwork 2 - Steam
Please, Touch The Artwork 2 – Steam

Built For Patient People Or For Who Wants To Become One:

With it’s conveniently relaxing music that helps you navigate the missions in a realistic but at your pace style.

Paying enough attention to the same frames to find an specific object that didn’t appear to be there in the first place, and repairing broken canvases in one click process.

Supports your ability to control impulses and make more thought processed decisions.

Benefiting our capabilities while having an amazing and creative time!

Canva being repaired in game. Photo property LDPLAYER.
Please, Touch The Artwork 2 – LDPLAYER

Is An Interesting Game That Leads To Overcomplicate Ourselves:

What I mean by overcomplicating ourselves through Please, Touch The Artwork 2 game.

Is the interest it’s built throughout the story that increases our attention levels and makes us guess deeper than we should to re-check the same paintings all over again overthinking where the objects should be.

As if it was even more difficult to find while the story advances.

And indeed, it gets ”harder” while you keep playing it. But is absolutely probable that the elements weren’t that impossible to find in the first place.

That is why they offer hints as a game feature to help out a bit while playing.

Find objects in Please, Touch The Artwork 2 Review
Please, Touch The Artwork 2 – Steam

But there was a little problem I found with the hints.

They were difficult to use or not that intuitive. So, I obtained the option of not using them at all.

And I’m aware some other players had the same issue with this.

You can find some of those discussions by clicking here if you want to know further about it.


3. Please, Touch The Artwork 2 Made Me Experience A Wide Range Of Emotions

This well-polished visual design was so surrealistic, mysterious, terrifying, quirky, educating, simple, impressionist, brilliant…

I could keep adding adjectives but I suppose you already get the point!

Navigates you through a story-rich experience but in such a simple way. That there’s no space for boredom or impatience.

Very straight-forward and to the point.

It’s absolutely made for players from 12 to +99 years to give it an age range.

And maybe because of the painting experience journey or I’m not so sure why. As soon as I opened the game, it reminded me of a kid’s book I read when I was in junior high school that’s called:

”Descubriendo el mágico mundo de Renoir”.

Descubriendo El Mundo Mágico De Renoir - apagea.com
apagea.com

Apologies, it’s in Spanish but it simply was a gratifying memory of a famous painter’s journey that was absolutely educating at the same time.

And there’s where this kid’s book and Please, Touch The Artwork 2 meet in the timeline for me.

Do you ever get the feeling or desire to go through a painting and experience it all yourself?

Well, this is your chance!

Steam screenshot paintor
Please, Touch The Artwork 2 – Steam

4. Please, Touch The Artwork 2 Has A Brilliant Ending – Conclusion

Please, Touch The Artwork 2 has a really nice ending.

Just exactly as I was expecting and hoping.

Is an obsessive game that makes me want more!

There’s nothing more to be said. Just that go try it yourself.

Baron James Ensor's Skull painting.
Please, Touch The Artwork 2 – Steam

Want to read more of these reviews?

Please check the most recent reviews by clicking this link, this one, and this one out!