Tag Archives: Indie

Mr. Shifty Review (PC)

Mr Shifty is much, much easier than its clear inspiration, Hotline Miami. Thanks to your ridiculously overpowered ability,  there’s only a couple of rooms in the whole game that gave me any problems. That being said, there’s nothing wrong with some serious power tripping in video games.

If you’ve seen X-Men 2, you can understand the main innovation in Mr. Shifty, you can teleport just like Nightcrawler. Your bamfing is even accompanied with a little puff of smoke, and you can do it five times in quick succession before it needs a few seconds to recharge. With this ability you can charge headfirst into full rooms of enemies, all pointing machine guns at you, and dispatch them all before they know what’s happened. Bamf. Punch. Bamf. Punch. and so on. Over the course of the game you also find a variety of melee and thrown weapons that can help you out like a broom, a metal pipe, a shield, and even a trident.

The whole game only took us just under three hours to beat, but that was in three sittings and we loved every second of it. Levels are short and most stages introduce some kind of new mechanic like new enemies or traps. The levels ramp up just after they’ve introduced a new idea so, for example, when you first find proximity mines you have all the time in the world to figure out what sets them off and the fact you can pick them up and throw them once they’re activated. Within a couple of levels you’re sprinting at full pelt through a minefield, grabbing one, teleporting through a wall into a room full of enemies, throwing it on to someone’s chest, teleporting back in to the room that just exploded and watching the enemies disintegrate. Moves like this are surprisingly common in the game.

The whole thing is played from the top down perspective, similar to Hotline Miami, but it doesn’t have the same visual style. The animations are quick and sometimes impressive, and the fact that bodies will stay on the floor even when you return to an area is a nice touch, but it’s not a spectacular game and you’ll be hard pushed to remember anything about what even the main character looks like once you’re done.

Everything from the music to the dialogue is incredibly generic for a video game, I think on purpose, and this gives it a certain blandness which is unfortunate when the main mechanic of the game is so engaging.

If you’ve got a spare afternoon and £10 free, Mr Shifty is definitely a worthwhile play. It might not be a classic but we really hope we see this mechanic return for more games.

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Syndrome Review (PC)

Note: This is the first of our reviews where we will not be giving a score. We are following the trend of many sites where we think a score is simply no longer meaningful. We’d prefer for you to read the reviews and see what we think rather than assign some arbitrary number for you to compare against other arbitrary numbers. 

Last week we attended the Fright Night at Thorpe Park. I hadn’t been through a scare maze for many years so was unbelievably jittery while we were queuing to be taken through a series of rooms and scared silly. When we finally got in it turned out all these people can really do to an adult is make you jump. I knew the actors were just actors, I knew the weapons were fake, I knew the blood was just make-up, so while they could easily make us jump by leaping at us out of the dark, this was no more frightening than the childhood bully trying to make you flinch. Once you realise that the whole premise becomes hollow as your fear leaves you and you start to see how cheap the props are and how bad the acting is. All of this reminds me very much of Syndrome, a horror game that is entirely capable of making you jump, but nothing more than that.

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Starting off with some story exposition about waking up on ‘totally-not-the-Nostromo’, which just so happens to be a large ship that looks like the Nostromo, Syndrome drops you right into a clichéd space horror. You awake from cryosleep and everyone’s dead, except for a few groups who you’re not sure if you can trust. Syndrome is content to leave it there though, quickly introducing you to your objectives which attempt to outdo each other in how much of a cliché can they become. Find keycards? Check. Find a door code in a diary? Check. Crawl through a vent to get around a malfunctioning door? Check. That’s all within the first few minutes.

Unfortunately Syndrome doesn’t really progress from there. Of course there’s some monsters in the way of weird zombie things but they all look the same and will react to your trusty wrench smacking them, but not getting shot until they die completely. Later on you face some slightly more intimidating enemies but beyond being faster and tougher, they act the exact same way and somehow manage to sound less frightening.

All of this would be forgiven if it built up a frightening atmosphere like Amnesia or Outlast, but it simply doesn’t. The ship you’re exploring looks like it was created in the Half Life engine and just smattered with some dynamic lights. Most of the decorations don’t make sense, like awkwardly placed boxes everywhere, there’s no moments of intense fear or calm, it’s just constant grey corridors and rooms with occasional enemies to murder or run away from. The fact it’s a indie game could answer for some of this, but then the developer is charging £18.99 for what feels like a horror mod and for that kind of money you could easily buy much better games in the same genre.

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Overall it’s impossible to recommend Syndrome. If you’ve played Alien: Isolation, the Dead Space Trilogy, or System Shock, it’s going to feel like a massive letdown and far too familiar. If you haven’t played them, buy those instead, they’re all much better.

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No Man’s Sky Review (PS4)

So we’ve been to the centre of the galaxy, we’ve got the platinum trophy and we’ve streamed over fifty hours of No Man’s Sky over the last four days. But what do you do in the game?

No Man’s Sky is the much anticipated space explorathon that Hello Games unveiled three years ago. Coming out as a PS4 console exclusive with the Sony Marketing machine taking care of the advertising, this is very much still an indie game. You’d be forgiven for thinking a space simulator with 18 quintillion planets, a score by 65DaysofStatic and such polish was an AAA game, but it’s important to remember that this was made by a small team and not in particularly long time for its ambitious scope.

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In the game you start off with very little on a randomised world. Everyone starts on a different world, but everyone is in the same galaxy. If you zoom out on the galactic map it’s hard to get over the breathtaking awe over the numbers involved. Yours is one of so, so, many stars. You will almost certainly be the first person to ever see this planet, you’ll be the first to see the creatures that inhabit it, the particular type of landscape, the plants, and the first to experience the thrill of exploring it. Explore you must because your ship is broken you and you need minerals to fix it. Mining minerals is as simple as finding them and shooting them with your multi-tool, but finding them is the real challenge. Not a challenge because it’s mechanically difficult, but because on your way to find some big blue-black pillars of heridium you’ll discover ancient ruins, outposts, trading hubs, monoliths, crashed spaceships, amazing creatures, incredible vistas and so much more. This is at the heart of No Man’s Sky. We’ve played a huge amount of time and still constantly find things that distract and enchant us – it really is a procedural dream.

It’s not just the planets that are procedural either, the music mostly is courtesy of 65DaysofStatic and it deserves special mention because it’s just incredible. It ramps up at just the right moments, dials back when something relaxing is happening and constantly sounds fresh and innovative. There hasn’t been a single time when we’ve thought we’ve heard the same track twice in all our time of playing. It could easily be the soundtrack of the year, if not the decade.

Once your spaceship is fixed up you can head into space and explore new solar systems, black holes, huge space stations and much more, finding new things and upgrading everything as you go. Everything can be upgraded or replaced and getting a new ship really is as simple as asking people if you can have theirs – they’re always willing to sell even if it’s for an incredibly high price. New spaceships bring new capacities and capabilities and even these are procedural so you can spend ages trying to find one that looks just right. In space you really can do whatever you want, there’s a vague path where the game leads you from place to place for the first couple of hours to get some important upgrades outlined a little in our top five starting tips but you can completely ignore this if you want to. The goal appears to be to get to the centre of the galaxy, but that’s entirely up to you. Much like how Minecraft has a boss now that plenty of people will never see, getting to the center isn’t that important. It’s the journey that matters.

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Visually, No Man’s Sky is like nothing else. The developers wanted to capture that feel of the 80s sci fi book covers and they succeeded gloriously. Although plenty of planets are ugly, none of them look completely out of place. We’ve found plenty of beautiful oceans, canyons, meadows, forest, deserts, and everything else you can imagine and it feels like every single planet we’ve landed on (which must be in the hundreds) has had something interesting about it, even if what was interesting was just how barren and inhospitable it was. Every multi-tool has a unique appearance, every ship, every animal, every planet, every planet. It’s amazing how this kind of variety really helps to keep you interested and unlike lots of attempts to make things procedurally, No Man’s Sky manages to make it look like it was designed.

Of course not everything about the game is perfect. While the launch day patch went a long way to fix the problems people had early on with the game, there’s still plenty of strange glitches, the game crashes a lot, and occasionally things don’t work the way you should. This is to be expected from a game with such a grand scope and it’s certainly more stable than anything by Bethesda, but it’s still a frustration when the game crashes in the middle of something important or when you can’t do something for the arbitrary reason that the game engine says no. We also believe that much of the game is smoke and mirrors, with multiplayer being the obvious controversial example. There is no multiplayer in this game. We’re confident that there are no player models, no animations and no ways to meet up with each other in-game. You all explore the same galaxy so as streamers have shown yesterday, you can get to the same place at the same time, but you are not connected in any meaningful way. What you can do is share your named creations and others will see this. There’s a chance we’re wrong on that and I’d be happy to retract all of it, but the evidence isn’t looking good and you definitely shouldn’t pick this up for multiplayer.

NPCs are similarly designed to give the impression of intelligent life in the galaxy, but after a while you realise that all the aliens stand perfectly still, say the same thing over and over, and are generally devoid of life. This is a real shame as your interactions with them, while funny, are very limited and after ten or so hours of exploration you’re likely to encounter the same immersion-breaking events again and again.

There’s also the issue of terrain deformation. When you shoot the ground with a grenade, you make a hole. But this isn’t you mining in to the world like in Minecraft, instead you are simply creating a space with a shell around it. We discovered this when we made a hole then accidentally slipped through the edge of it and entered the inside of the empty planet. Sadly this means no adventures to the core of a planet because there’s simply nothing there. This issue won’t affect the majority of players but we felt it’s worth mentioning so you don’t spend too long getting your dig on.

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Overall, No Man’s Sky is easily a contender for Game of the Year. There’s so much to do, so much to explore and it’s an experience unlike anything else. People are constantly moaning about the lack of new IPs so I hope that people support one of the most exciting new original games to appear in a long time. It’s a beautiful and enchanting game and we can’t wait to buy it again for the PC release.

BRB – off to explore the universe.

Verdict 9

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Super Mutant Alien Assault Review

Super Mutant Alien Assault is a clear throwback to the 90s console era (one of the few places where the word ‘super’ is appropriate) in almost every way. There’s some fantastic pixel art spaceships and alien designs and the structure is quite simple, you take on three sets of rooms, each with a fairly simple objective, then you fight bosses and you win. Or you die horribly. Each time you go around you unlock a bunch of stuff like new enemies, new weapons, and new powerups. Thankfully the developers have also learnt a lot from the last two decades of gaming and while functionally it might seem like a purely retro shooter, the weapon and alien designs are quite inventive and the controls are so perfect and fast that it really rewards skill rather than luck.

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In Super Mutant Alien Assault you jump around in a single room on each level trying to complete objectives and kill enemies. Scattered around each randomised level are stations like new gun stations, health stations, grenade stations, then a few other ones designed to mess with you. Once irradiates nearby enemies periodically, making them stronger. One deposits balls that must be carried to a receptacle, but when you are carrying them you can’t shoot, and if the ball gets hit it explodes. One overheats constantly and must be manually vented until the level is over. All of these are designed to stop your from camping and keeps the tempo up throughout. Additionally each weapon you get has an extremely limited pool of ammo, so you’re constantly having to pick up new (random) guns. One is a grenade launcher that bounces around the tiny levels so much you’re almost more likely to kill yourself, one is a powerful sniper rifle that rewards some awesome trickshots. One is a pogo stick. No, really, you just kind of jump on their heads and kill them.

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The game is addictive in very short bursts and with three difficulty levels plus an endless mode there’s definitely a fair amount of replayability. We would have like to have a score and some friends’ leaderboards to compete against, but for a little timekiller while you’re waiting for something, it definitely has a place. A more significant problem is the influence of RNG. Of course in plenty of games, particularly roguelikes, this is a factor, but it can feel cruel when you’re on a good run but then you don’t find a health station at all, or you just get given the worse guns over and over. Sometimes things will go your way and the game is almost too easy. On our first success at normal mode it was probably more down to the fact we got loads of pogo sticks and C4 rather than any real skill on our part.

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Still this is a budget game and for what it is, it’s really fun. Sadly there’s no online co-op which would have made this hugely better, but for a single player experience it’s more than fun enough, especially if you have any nostalgia for this kind of art and shooting.

Verdict 7

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Furi Review (PC)

Furi isn’t an easy game. Considering there’s very few enemies (this is a boss fight game in the vein of Shadow of the Colossus) you’ll likely find yourself quitting out of frustration more than once, before you get drawn back in because you’ve thought of a new way to approach something. It’s challenging, but in a good way, and this is important. If you lower the difficulty you can completely ruin the game for yourself as all of the enjoyment in this comes from struggling against a boss, whether it’s for minutes or for hours, and then eventually emerging triumphant.

The gameplay is simple enough. There’s two main phases, one where you run around a large arena shooting and dodging, then another where you’re up close and rely more on your sword, slashing and parrying until all of the many life bars of your enemy have been exhausted. Each time you lose a life bar, you get it back, but the current stage of the fight resets, up to three times. If you fail three times you’ll be starting the fight again. If you complete a stage then you’ll get all your chances and all your health back. This is a simple mechanic but not one I remember seeing in any other game. It means there’s some beautifully tense moments when you’re on your last bar, but you’re not crippled for the rest of the fight, some of which can easily go on for 15 minutes.

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The controls are unfortunately one of the main problems with the game. While you need controls in a game like this to be incredibly responsive and sensitive, it feels like dodging and using charge attacks suffers from a very slight delay, making some of the various bosses’ attacks irritating rather than tough. There’s simply not that finesse that you expect from these games and while it’s nearly perfect, it’s not quite there and that’s a significant issue. Perhaps it could be fixed in a patch, and perhaps it’s different with different setups (we’re running it at 144fps) but if you’re the sort of person to notice any kind of input lag, I’d be very wary of this game.

It’s a shame because so much of the rest of the game is so right. It looks beautiful with a low-fi but 3D engine that lights up the screen with a neon rainbow of plasma balls and sweeping sword strikes that are all easily identifiable in the game’s own language of violent colour. Green will give you health back, blue is unguided, purple is guided. Different bosses might have very different attacks but the visuals of the game help you to understand common mechanics to give you a chance on your first shot against bosses. The soundtrack is fantastic and develops a thick atmosphere that punches up a beat before any significant action. It feels organic, but also tuneful enough that you’d want to listen to it outside of the game, which isn’t something I often say.

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The story is interesting, mostly thanks to the excellent voice acting of a side-character who speaks to you between bosses. These parts are almost unbearable because you’re forced to walk between them across long distances with some bizarre camera-relative controls, but the voice acting saves it and the simple story is told effectively, giving you pause to think about the fight you’ve just experienced and what’s coming up.

Overall we’d say Furi is mostly a success, but the strange feeling of input lag on the dodge ability is a real shame that almost ruins everything. There’s a lot of fun to be had with the game, and those of you looking for a hardcore action fix are going to find a lot to like, just try to be forgiving on the controls and look past it if you can.

Verdict 7

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Perpetual Night Preview At Norwich Game Festival

2D atmospheric puzzle platformers have become surprisingly commonplace since the incredibly innovation that we saw with games like Trine, LittleBigPlanet, and Limbo a whole generation ago. It’s a crowded market thanks to the comparative ease of developing in fewer dimensions and the capacity to create stunning and effective artwork with control over how it will be seen. You can see why Perpetual Night took this route, it’s a beautiful game already and while at this early stage some of the puzzles can frustrate and confuse you, the joy of finding a new environment or pulling off a perfect leap is hard to deny.

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Perpetual Night is a puzzle game more than anything. You run, you jump, you pull switches and you stand on moving platforms. The innovation comes from the use of light. Once you move into a turquoise light you become your shade, a huge skeletal Moose-like creature that is much more agile and can climb different kinds of walls. What starts off as simple and fun exploration quickly gives way to some challenging and precise jumping puzzles where you need to make sure you transform at just the right movement to make a leap to the next platform before you move out of the light.

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So far, so familiar, but what sets Perpetual Night apart for me is the quality of the writing. In our short demo with the game we got to play through a decently sized section of it that took us through what seemed like catacombs and caves filled with interesting characters. You’d expect them to be melancholy and cryptic like in Dark Souls, but in fact they were often cheerful and at times hilarious. The writing is on point and the tone might be what sets this game apart.

We’re looking forward to spending some more time with Perpetual Night but for now it’s early days so you’ll have to make do with this video.

 

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Night Blights Preview at Norwich Game Festival

We played through a single night of Night Blights – an upcoming horror game – at Norwich Game Festival. It was hardly an appropriate setting to be playing it, with quite headphones in the brightly lit forum surrounded by people, but it was enough to make us want to play much more.

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Night Blights takes a fairly simple (and innovate) premise. You are a young child who has to stay up at night to protect his family from the blights. In the first night (the one that we played) you had to rush around the house finding toys to feed the monsters under your parents’ and sister’s beds, and close all of the cupboards around the house as they opened. At first this is easy, there are toys everywhere and it doesn’t take too long to get between the rooms. As the night continues on however, you quickly find yourself running out of accessible toys. You have to resort to climbing and exploring to grab toys off shelves and do all kinds of things parents wouldn’t approve of, just so you can prevent the blights from murdering your family.

Should you succeed, and make it through to the morning (which we thankfully did on our one attempt) you then get to move on to the next night where new mechanics take over and the house expands into something much more intimidating.

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Visually the game is functional more than anything, this is a fairly simple 3D environment but instantly recognisable as a perfectly normal house. The slightly lower viewpoint of a toddler and the haunting familiar quiet of the house adds to the tension and we quickly found ourselves thinking ‘we need to rush to the fridge’ or ‘maybe there’s a toy on the mantelpiece’. While the whole game takes place in this single house, there’s plenty to do and to get a perfect three-star rating you need to master your routes through the house, shutting every cupboard before it opens and organising your toy/food collection well.

We should be able to play a little more of this game very soon but for now you can check it out on Steam here Steam Greenlight

 

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Superhot Review (PC)

We saw Superhot a long time ago, back when it was announced in a Gamescom trailer that blared out the title over and over like some kind of twisted Kraftwerk video. The premise is simple, time moves when you do. You can hit someone to steal their gun, throw anything to stun enemies, and must kill all the enemies to beat each level. There are only three colours, white, black, and red. According to Steam it only took us two hours to beat, but that’s not counting a challenges mode and endless mode that unlocks after you win. It’s the most innovative shooter we’ve played in years.

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The beauty comes from the intricate ballet that you craft. Death comes from a single bullet you must dodge every single one. Guns have hardly any ammo so you’re constantly discarding weapons like Neo in the bank lobby and feel all the more awesome for doing so. Grab a katana? Why not slice a bullet that you can’t avoid in half, then spin around and rend a man in half before jumping in the air and throwing it like a javelin into a heart of another enemy before landing, taking the pistol that still hangs in mid air from the first opponent and lining up a perfect headshot from across the room? Organising that will probably take ten or so attempts, restarting almost instantly each time you mess up and get hit, but once you finally crack it you can watch the whole thing at full speed as if you’re some kind of savant.

The levels themselves are bite-size chunks but all are crafted to introduce new or interesting challenges like a different kind of cover or more angles from which enemies will attack you. The best ones involve vehicles and plate glass windows but all of them are enjoyable in their own way. Really we just wish there were far more of them.

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The game does have a few rough edges, the restarts feel like they should be instant but there is a brief delay which irritates after a time. Games like Trials HD and Hardline Miami got this so right, allowing you to constantly rewind a try again, but in Superhot the pause is distinct and frustrating. The levels are generally very small in scope and it feels like there could be a much broader range of interesting environments but the game is sadly over before you know it. The hit detection is adequate but often you’ll see a bullet appear to pass over your head but end your game, as if the camera is in the middle of the player’s chest. These are all small annoyances but they prevent Superhot from becoming the class it could have been. With a level editor and Steam Workshop support we’d be playing this game for months to come, as it is we’ll spend a bit of time in the challenges but then pass over it as an interesting curiosity. It’s a beautiful and innovative game, but it doesn’t have the staying power of many others.

There are interesting questions in the game that we feel touch on the morality of deriving so much pleasure from senseless mass murder, but we wouldn’t want to spoil the story here. Suffice to say this game is easily recommended and for £16.19 (you can get it cheaper if you have a friend who has finished the game) you can’t go far wrong. Just don’t expect anything too lengthy.

Verdict 8

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Wondershot available now on Xbox One, PS4 and Steam

An interesting new multiplayer indie game has just been released on the Xbox, PS4 and PC called Wondershot. Designed for four-player matches, we’re always keen to find new games that could be good fun in local co-op. The full press release is below and we’ll be bringing you our impressions as soon as we can get our hands on the game. The full press release is below:

 

PARIS, FRANCE – February 26, 2016 – French indie game developer Leikir Studio announced today that Wondershot is available now for Xbox One via ID@Xbox, PlayStation®4 and PC viaSteam. Featuring intuitive controls, multiple unique modes, four different weapons and multiplayer for up to four players, Wondershot guarantees a fun time for all!
Download the all new Wondershot launch trailer HERE:www.hightail.com/download/ZWJWWWVoZ1BlM1M5TE1UQw

Watch the all new Wondershot launch trailer HERE: www.youtube.com/watch?v=rNkN3OM-ofg

Wondershot shines with its four-player multiplayer madness
“Our aim in developing Wondershot was to create a great multiplayer game that everyone can truly enjoy and I believe we achieved that,” said Aurelien Loos, co-founder of Leikir Studio. “My best gaming memories were playing competitive video games against buddies on the couch and our hope is that we bring that type of fun experience to gamers today with Wondershot.”
Wondershot Key Features Include:
·         Multiplayer Fun: Whether it’s intense competitive four-player matches or cooperative play against an endless wave of baddies, Wondershot is all about multiplayer fun
·         Intuitive Controls: Responsive controls and play mechanics enable gamers to focus on the multiplayer mayhem
·         Choose Your Weapon Wisely: Players choose from four different weapons, each with their own strengths and special abilities:
o   Arrow: Select from basic slow homing arrow or lightning-fast straight shot
o   Boomerang: Quick-firing weapon with special “hover” ability use for strategic sneakiness
o   Hammer: Powerful melee weapon with the special ability to fly through obstacles
o   Slingshot: Use the wall bounce ability to shoot big, slow, small or fast bullets
·         Unique Maps and Obstacles: Players must deal with shifting obstacles, mud that slows down movement, quick map portals, and much more
·         Challenge Mode: Learn the basic, master advanced tactics, and challenge each of the 45 challenge stages to get the top ranking
Winner of multiple indie awards including Indie Prize’s Best Multiplayer Game 2016, Wondershot is a top-down, multiplayer focused game with a strong emphasis on family-friendly party play. Players will take control of different characters in intense “one shot and you’re down” rounds in different map environments. Learn to use the bow, boomerang, hammer, and slingshot to master the special abilities of each weapon.
 
Wondershot also encourages cooperative play as gamers can join together to take on waves of wicked enemies in environments that constantly change. Simple controls, quick pace of play, and surprising intensity make Wondershot an amazing multiplayer experience for all ages.
Wondershot will be available for PlayStation®4, Xbox One via the ID@Xbox self-publishing program and PC on Steam. For more on Leikir Studio and Wondershot follow them on Twitter, “Like” the game on Facebook and visit the official website.

 

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Firewatch Review (PC) [Spoiler-free]

Firewatch is the most stunning game we’ve played in a long time, despite being three hours long, featuring almost zero gameplay, and being almost entirely linear. After finishing it there’s the same kind of mourning as when you finish the last episode of Breaking Bad or finish reading The Martian (The Martian is an excellent comparison to this by the way, if you enjoyed that book or film you’ll get a lot out of this game), it’s a slight sense of accomplishment alongside a very real sense of grief that it’s over. We really hope Campo Santo is immediately setting to work on their next game because something like this isn’t like to come around again anytime soon.

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Firewatch as a game sits somewhere between walking simulators like Gone Home and dialog-driven adventures like The Wolf Among Us. You star as a new recruit to the a Firewatch post in a forest in North America. Your backstory is shaped somewhat by decisions you make in a text-based prologue, then for the rest of the game you drop in to various days across a Summer, completing basic tasks and exploring the wilderness. The things you are doing are quite simple, such as retrieving supplies and investigating smoke, and the game goes out of its way to present them as monotonous and every day. Because the tasks are so mundane it’s easy to get wrapped up in the beauty of the heavily stylised environment and rely on your sole companion, a radio link to your boss, for entertainment. The real heart of the game lies with your interactions with your boss and this is all done through dialog options which are then beautifully voice acted. The actors deserve no end of praise for being completely and utterly convincing and captivating. The script is similarly excellent, with incredible amounts of pathos and some genuine humour that feels so natural it’s difficult not to care for them.

A slightly more complex story expands before you and while you have some significant choices about how to react to things it’s essentially linear. This could be annoying for some but it’s also designed to avoid some of the cliches of modern games. This isn’t particularly ambiguous, things are explained and there are payoffs for all of the mysteries and questions. The soul of the story is in the telling and the way the characters deal with it, but the actual events are definitely interesting and keep you engaged in wanting to find out a little more.

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The game might be a little short at three hours and very little replay value, but the whole experience was so entrancing we would happily have paid more for this. The graphics, music, acting and script are all so good that they put many other games to shame. This is a real work of art and so perfectly realised that we sincerely hope other developers take note. This game is easily as important as Journey or Gone Home and is a must-buy for anyone who cares about stories in games.

Verdict 10

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