First Impression: Pokémon Scarlet & Violet (Switch) ~ Closer To Good

Pokémon.com micrositeWikipedia

It has been a while since the latest Pokémon game came out. Honestly, I expected myself beating this game a lot sooner. But, we are now over half a year later, and I haven’t beaten the game yet. What’s going on? Is this game the first Pokémon game I’m going to drop or did I get distracted? Well, I have some opinions on this game and I wanted to talk about this game… but, I was unable to find the right words or a great angle to write about this game. So, this week I decided to give myself time till my writing day and then sit down and give my opinion on this game. In the meantime, I have almost completed the game but since I haven’t, this is going to be a first impression. And of course, I’m going to invite you to leave a comment in the comment section down below with your thoughts and/or opinions on the game and/or the content of this article. Since, this game is something else… It split the fanbase into two camps, and I want to talk about it.

There is a story?

In this game, you play as a student who enrolls into the local Academy. It doesn’t take long before your usual adventure in the Paldea region starts. The introduction in this game is something you’d expect from a Pokémon game.

After the headmaster visits you, you can pick your starter Pokémon and go attend school. You meet your rival on your way to school and not too long after, you get introduced to the actual main story of this game. The treasure hunt.

This treasure hunt is sort of a final exam / field expedition. Whilst you want to start your treasure hunt, you get introduced to the three different story lines that will go on.

Two out of the three story lines are your typical Pokémon affair. The first story line is your journey to become a Pokémon Master, by defeating the 8 gyms spread across the region and then taking on the Pokémon League. The second story line is what I call the “Team Rocket” story line. Basically, taking on the evil team of the game. But, in this game, we also have a third story line. This is a nice change of pace and adds a bit more depth to the game.

In terms of writing, this game is fine for what it sets out to do. If you expect a more mature Pokémon game story, you won’t find it here. The story is more aimed at young children and teens. My biggest problem with the story is that it’s too tame most of the time. There is no real tension, no real line to pull you into the story.

Yes, the evil team this time around isn’t just your cheerleading squad for one of the major side characters. Looking at you, Sword and Shield. No, this time it’s a team of students that ran away from school. Delinquents, if you will. If only they did a bit more to stand out. Besides your first interaction with them, they barely do anything outside their bases. On top of that, their bases are generic, I have a hard time telling their bases apart.

I totally understand that it’s difficult to create an open world game and having a story that really pulls you in. Since, you never know where the player is going to go next and if you lead the player too much, they might feel that the game is too linear and scripted. But, I’m convinced that you can do more than what this game does.

Let’s keep with the evil team, Team Star, as an example. Your first encounter is at the school gates. You fight two grunts that are causing a small bit of ruckus. After you have beaten them, you get some backstory and during the start of the treasure hunt… You get challenged to take down their bases. That’s cool, great setup. But, the annoying thing is that the gameplay behind that turns into almost additional gym battles.

We never see Team Star take over a village or do something. There is no actual reason to interact with Team Star besides for the story. When will we see the evil team actually being evil or being a danger to the player? That’s what I feel that the story in this game is missing. It feels like an afterthought, a way to get the player to point A to B. I feel that The Legend of Zelda – Breath of the Wild did it a lot better. In that game, we as a player have a reason to go out and explore. We need to gear up to defeat Ganon and save the world.

In this game, we … Explore the world because it’s “homework”. I’m sorry, but the story is swinging a miss in this game. Maybe I’m a bit too old, or maybe I’m being too critical, but it’s too safe. Yes, you have three separate story lines, and they are fine, but they never cross paths with each other and there are not of hooks for the player to want to follow along and continue the story. I really don’t get what other reviewers are seeing in this story.

After a lot of thought, I think I can explain why I’m not clicking with the story. First, like I said, it’s too safe. There is no lurking threat in the world that make you want to save this world or want to see what happens next. The closest of the three story lines is actually the new story line. Where you help heal a sick Pokémon.

Secondly, it lacks a lot of progression. Most of the tension of the story stays on a flat line. For example, let’s take the Team Star story line. There is no real worry in Team Star after you defeated the other bases. I mean, I don’t notice anything different when I have defeated one or three bases. Yes, the interactions at the start and after beaten the base are a bit different… But, you have the gameplay loop is always the same in the bases.

And third, the gameplay is working against it. For an example, you can read the paragraph above. Another example is that the trainers on the routes don’t notice you anymore, like in the previous games. Yes, you have to interact with them before they start a battle. So, you don’t naturally level up anymore and that way you have to grind… And that way, the player is more focused on the gameplay than on the story. Also, the dialogue isn’t different if you are rematching a gym leader after being defeated by the leader for one or more times… I mean, come on, things have to work in tandem for it to work.

Re-heated dinner

One of the best ways I feel to describe this game is that it’s a re-heated dinner. Of course, those dinners can still be extremely tasty, but it isn’t fresh anymore, and you don’t know which parts are heated enough or need more heating.

This game has a lot of going for it. I love the fact that this is one of the first main line Pokémon games that isn’t linear. You can choose where to progress and decide your own pace.

Sadly, I have to mention the elephant in the room. This game has a lot of issues in terms of performance. The frame rate can dip in some areas, but the texture pop-in is awful.

You can mostly see this problem in large area’s. You see the environment loading in, in the distance. It’s like the render distance is too far to begin with. If this was created by a small team of developers, I could understand. It’s an ambitious big open world and some areas might be rough. But, this is Game Freak we are talking about. I feel that they stretched themselves too thin. Since 2010, we are roughly getting a Pokémon game every year. And we got two big titles last year.

The more that I played this game, the more I got the feeling that the ambition for this game was too big. I’m just glad that this game doesn’t have a lot of game breaking issues. Or at least, I haven’t encountered any. According to this article from the Sun, the raids might be broken… But to be honest, I don’t really bother with the raids. I don’t like the gameplay loop of raids and I feel like it’s a boring, very optional activity.

Just like the camping and sandwich mechanics in this game. Sure, it’s amazing they are in this game and add some depth we Pokémon fans are asking for… But, it feels undercooked. I have to be honest, I haven’t bothered using the camping at all. I had even forgotten that it were mechanics in the game.

Now, a mechanic that really hits its mark in my opinion is the gimmick mechanic of this region. Terastallization is such a unique idea, and it works extremely well. The gist of the gimmick is that Pokémon can become a crystal form of themselves. Depending on the Pokémon, they either hold their typing or change into a different type. This adds another strategy layer upon the game. I really like this mechanic over some of the previous gimmicks. You can even change the Tera type of your Pokémon to obtain an edge in battle. I’d explain it all in depth, but I’ll let this amazing NintendoLife article handle that.

Something I also really like is how you get a fast way to explore this quite open landscape. The world feels real and is a lot of fun to explore. The bike legendary Pokémon you get is a godsend. To be honest, I would have complained quite a bit if you only could walk everywhere. Since the walking speed isn’t that fast. It’s also cool that you can upgrade the abilities of your ride during the story.

But, then again… The world feels too empty. There are areas that are just devoid of anything. Barely any wild Pokémon walking around, items to find or trainers to battle. Yes, wild Pokémon walk around visibly and they are to scale. You can let the Pokémon that’s first in your party also run around to battle and gain XP automatically. Too bad that your partner Pokémon is too slow to keep up with your ride.

There are also different type of items in the world. There are materials and items. The items are just like in previous Pokémon games where you have potions, healing items, TM’s, Pokéballs… to name just a few types. But you also have materials you have to use to craft TM’s. Yes, craft TM’s. They are finally single use again but you can stop at Pokémon Centers to go to the TM machine and craft a TM again if you have the needed materials. And you can find materials to craft new sandwiches too.

I feel like Game Freak had a long list of things they wanted to implement. But in some areas they didn’t succeed. For example, the Pokémon Centers are just a joke now. They feel like a gas stop at the side of the road, if that even. A small food truck is a better description. Each Pokémon Center feels copy pasted everywhere. There are also barely any unique characters around in the Pokémon Centers…

Also, healing with healing items is a bit broken. You have to use each potion one by one while you can choose to use more than one XP candy at the same time. Oh, and when you want to heal more than one Pokémon, you have to reselect the healing item.

What the future holds and gives

I have to be honest, I have written a lot of drafts for this review. There is so much this game does right but there are also various fundemental things where this game swings a miss. Let me give another example: It has a more expansive story but all the characteres are still silent. Not even small grunts like in Breath of the Wild.

The fact you can finally control the camera during Pokémon battles to a degree is great fun… But, the visual mess you can create sometimes is just shameful.

There are so many buildings in the villages now but so many of them are just set decoration. To the point where there is barely any additional lore to be found. No unique thing that sets the villages apart, apart from their geographical location. And all special locations are visited during the story at some point… So, yeah.

The controls are extremely responsive in this game, but the map screen is a nightmare to use. It’s a bit too easy to zoom in and out, there is no easy way to center the map or to go to your location. A lot of times I had to rotate the map since I wasn’t sure where I was in the region.

The music in this game is something where I don’t have any complaints about. The music in this game has the amazing mix between new and oldschool Pokémon music and it does quite a lot for the atmosphere. I highly recommend that you play this game with a good sound system or a good headset. Since, that’s what is giving the areas some more atmosphere and brings the game more to life.

There is also a day and night cycle in this game that isn’t linked to the real life day night cycle. It’s just like in Minecraft, but in this game the length of the cycle is a lot longer. It’s almost an hour and twenty mintues, give or take. This makes it enjoyable since you don’t have to devote time at a certain part of the day to try and catch a night Pokémon. Then again, it looses that charm too… So, it’s a double edged sword with no right answer.

Listen, I could keep talking about this game for a while longer but I think I have talked about the biggest things I wanted to talk about. I think I have explained why this game split the fanbase into two. There are some people who dislike this game because of all the technical problems and some of the shallow parts of the game… yet, there are people who like this game because it’s that big open world Pokémon game that finally dares to take the plunge into doing something new instead of holding to the “8 gyms and defeat evil team along the way” story from all previous gens.

It finally has more mechanics, more depth but parts are unpolished and we don’t know if that polish is going to come or if they are more focusing on all the DLC and/or this year’s big Pokémon title. Personally, I’m curious to see where they are taking the series next. If this was their first attempt on the open world Pokémon game… I have to say that it was a nice attempt.

My personal advice for the next game is to scale the scope down by a lot. I’d rather see a polished and well crafted game then a game where there is a lot to do but nothing has depth. Like, you have two types of currencies but you can use both of them for everything. (Thank god by the way that you don’t make these microtransactions, or all hell would have broken loose.) Make your mechanics unique, meaningfull and fun to use. Focus on that and on the technical aspect and the rest will come. You can always add more depth in updates and/or DLC.

Before I start rambling about this game for too long, I think it’s high time to write the conclusion. What do I think about this game? Well, I think that this is your typical 7/10 game. It has a lot going for it but it’s rough. Very rough sometimes in the technical department. But, it isn’t unplayable or unenjoyable… it has just some (very) low moments and these make the high moments sometimes taste bittersweet. I’m enjoying myself while playing this game, but it was a good idea to enjoy this game in chuncks since it came out.

In any case, that’s everything I wanted to say about this game for now. I’m rather curious what you think about my article. Feel free to leave a comment in the comment section down below. I also hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Advertisement

Review: Resident Evil 8 – Village (PS4) ~ Putting Together Rose.

Official websiteWikipedia entry

One of my favorite genres is action adventure games. The Indiana Jones, Tomb Raider and Uncharted games are just a few examples. And I don’t mind when you sprinkle in a bit of horror like in Fatal Frame or Silent Hill. Now, I have played Resident Evil in the past and I have gotten quite far in Resident Evil 4. So, at the start of 2023, I decided to pick up Resident Evil Village on my PS4, since it was on a massive sale, and I was able to grab it with all the DLC for €10. So, was that a good decision? Or should I have skipped this one? Is it a bad thing that I haven’t finished Resident Evil 7? These are all interesting questions that I’m going to answer and maybe you too. Because, I invite you to leave a comment in the comment section down below with your thoughts and/or opinions on the game and/or the content of this article. And just before we start the article, I want to mention that this game was played on my PS4 Pro and I have only played the single player campaign on the default difficulty. I haven’t played a lot of the other modes and I haven’t played a second of the VR mode in this game.

Putting together Rose

This game is a direct story sequel of Resident Evil 7. While I own Resident Evil 7, I haven’t finished the game yet. In a matter of fact, I’m still at the beginning of the game. I didn’t finish that game because I got distracted by other games and I haven’t made the time yet to finish the game.

Now, if you dislike spoilers, I’m afraid to say that the intro to this game spoils the whole ending of Resident Evil 7. Thankfully, you don’t have to have played Resident Evil 7 to understand the story and what’s going on in Resident Evil 8. I’m sure that some references and story beats went over my head, but I take that.

One thing is for sure, now that I have finished Resident Evil 8, I want to finish Resident Evil 7 as well. How did Ethan Winters get in this mess? Ethan Winters is the character you play as in this game. After being kidnapped in your own home and the car being attacked, Ethan lands in a strange village filled with monsters. The opening story beats are in a way similar to Silent Hill 1’s opening if you squint and ignore a lot of details. But I’m going to explain it like that to avoid spoilers of this game.

Let me just say that the world building and overarching story in this game is amazingly put together. The mystery in this game is great, and it leads to an ending that I didn’t see coming at all. The ending leaves so much open for a potential sequel or continuation of the story, it’s insane.

Now, you can experience this game in various modes. I played this game in 3rd person, since I feel that’s the way how Resident Evil games should be played. And it’s a decision I don’t regret at all. Since, the voice acting in this game gets so much more powerful when you see Ethan’s full character model in cutscenes. Not only is the voice acting of the voice actors extremely well done, the sound design of the voices adds so much. The amount of times I was able to hear an enemy crawl up to me and take the right action during combat… I lost track of counting.

I was very immersed in the story of this game. The world building, the story, the additional notes scattered around, and the voice acting are just a few examples of things that this game does really well. The only thing that this game isn’t, is a survival horror game. Maybe it gets more tense when you play on the higher difficulty settings but on the default difficulty, this game isn’t too difficult. And it’s a shame, since I feel that the easier difficulty in this game drags it down a bit.

It’s not that the game holds your hand, but it’s that the game is a bit too easy. There are a lot of signs and moments where the game tries something unique to spice up the gameplay like having a big vampire hunting you down in one section… But by then, that section is reaching its conclusion, so it’s over before you know it.

But, how is it?

I think it’s fair to say that the 8th mainline entry in the Resident Evil series takes some inspiration from the 4th entry. This game feels a lot like Resident Evil 4 in core concepts. Which isn’t a bad thing, but it might not be what Resident Evil fans expect from the series.

I’m just thankful that this game doesn’t overfocus on action like in Resident Evil 5 and 6. In this game, you are having an adventure trying to find answers to various questions.

I’m going to describe the next section for avoid spoilers reasons a bit vague. But, the gist of this game is that there are, depending on how you count, 5 main area’s in this game. One hub area and 4 other sections.

Each of these sections have their own theming and puzzles. You have to explore each one of those sections, trying to find the next puzzle piece to progress. All the while you avoid enemies and loot your environment for supplies. You mostly use these supplies to craft more ammo since some of these enemies you fight either come in mass quantity or are anything but push overs.

Overall, most of the puzzles in this game aren’t too difficult when you pay attention. Only once I looked at a walkthrough because I totally forgot about a mechanic that actually held the solution. Now, something I really liked in this game is how the map system gives you a clue if you got everything in a certain room or not. When the room is colored red on your map, there is still something of value to be found in that room. If it’s blue, you got it all. I really enjoyed looking in every corner to try to find some more items or treasure to get more cash. Do know, that this only counts for rooms, so outside areas don’t follow this mechanic.

The map system is a really great tool to aid you in puzzles. It’s filled with handy notes to quickly find certain locations back when you got the required item. Or it’s a hint on which item you need to find to progress or open that location. So, if you are stuck… Keep an eye on your map. It saved me a handful of times.

Usually, I’m really hesitant when it comes to shooting weapons while playing on a controller. I feel that you can’t aim as well as with a mouse. Of course, there is aim assist but still… Somehow it feels strange in my mind. But, in this game I didn’t have a lot of trouble during combat. I enjoyed the tense moments in combat. The weight of the weapons and trying to find the correct weapon for the situation felt quite rewarding.

While playing this game, I often felt like I was playing the newer Tomb Raider games. The story takes a little backseat in during the campaign but it ramps up near the finale. Also, near the finale it gets more clear that this game is a more cinametic experience then an action adventure game. I have read reviews from other players who call this game a walking simulator. While that’s extremely harsh, some moments do feel like that sadly.

Visually, most of this game looks quite stunning. The enviroment and character models look mighty fine. There were a few textures here and there that felt last gen like dense grass. Granted, I saw that drop in some textures when I disabled HDR in my PlayStation since I think my fan isn’t supporting HDR. But, besides that tall grass texture, this game looks amazing. There are even a lot of throwbacks and easter eggs in the visuals and animations for long time Resident Evil fans to enjoy.

Speaking of animation, the animation in this game gets an A+ from me. The only nitpick I have is that the death animation of some enemies is a bit too long so it gets confusing if you have downed an enemy or if you have killed it. But, apart from that, the animations are so immersive. To that point that I sometimes had a hard time knowing when a cutscene starts or ends. Not only that, sometimes I really felt the punches I threw or the gun being shot.

Survival with a handbrake

The soundtrack in this game is also well crafted. It adds to the creepy and spooky atmosphere of this game. The score for this game feels like a more orchestral version of the Zero Escape soundtrack. When it’s not tense and making you nervous that there is something behind you, the soundtrack is loud and proud. It made me sit on the edge of my seat sometimes.

The only thing I regret is that I didn’t play the whole game with my bluetooth headset on. I only played the finale with my bluetooth headset and let me tell you, it makes the soundtrack that much stronger. It also helps with the sound design. The growls of the enemies are that much creepier when they are creeping up on you.

The controls in this game get a chef’s kiss from me. They all felt really natural and responsive. I only had some occasional janky moments when trying to run and duck underneath something. Since clicking the left stick once is going in or out of a crouch and pressing and holding the left stick is actually running. And in tense moments, the game didn’t always recognise that correctly.

In terms of UI, the only complaint I have is that the map screen and the inventory are two seperate menu’s. This is something that tripped me up multiple times. But, that’s the only complaint I have about the UI. The UI is perfectly designed and everything is easy to find and navigate. So, I was able to tweak the settings in the option menu to my liking. Since, I felt that the sensitivity of the aiming wasn’t fast enough.

The amount of things you can change in the options menu is just perfect. You even unlock some interesting stuff after you have beaten the game once which you can toggle on or off. Something I liked as well, was the fact that you get a warning before you an buy an attachment to a gun you don’t own.

Sadly, there are some glitches in this game as well. Thankfully, I have only experienced a few, but I have seen some strange things online and especially with the speedrun of this game… This game has some crazy out of bounds glitches. I even found one in my playthrough. Thankfully, you have a restart button in the pause menu to go back to your latest save, but the fact that it is there…

Apart from that, I mostly had a glitch free experience. I did have some graphical pop-in in the late game but that might be because after I had beaten the game, I discovered that my HDMI cable was going so that take with a grain of salt.

I do have one nitpick I have to mention as well. I find that the credits’ text didn’t had the best contrast to the background and I was unable to read some names because of that. I usually reference the credits to know if my research is correct.

Now that I have beaten this game, a lot of additional content got unlocked. Currently, I’m playing through the DLC Shadow of Rose. But, I think I’m going to do something unique for this game. I’m going to play through the additional and bonus content and write a follow up review article and tell you if my thoughts and opinions on this game changed. So, if you want to read that, feel free to subscribe to my blog and you’ll get it an e-mail when it’s published. It’s also a good idea to follow me on Twitter to get the latest updates.

So, I have beaten this game in give or take 9 hours. I was able to save quite easily at save spots or rely a bit on the auto save here and there. Now, from what I read, I still have at least three hours of DLC content and some additional game modes to play through. I feel that this game is a bit short and uses it’s idea’s a bit too quickly. Similar games go on for at least 3 – 4 more hours. But, that’s what the additional content will bring. So, if you want to get the most out of this game, I encourage you to buy the DLC as well.

Conclusion

The good:

+ Great visuals

+ Great soundtrack and sound design.

+ Great voice acting

+ An adrenline rollercoaster from start to finish

The bad:

– A bit too easy, no real survival elements in this game.

– Over too fast, some idea’s could have been used more/better.

The final thoughts:

You know what this game feels like in the end? Like you are eating the best french fries you have ever eaten but without any sauce. No ketchup or mayo, just french fries. While you still enjoy these french fries since they are the best you ever had, you still feel that there is something missing.

This game does a lot of things right, but it makes a few mistakes that hurt the game quite a lot. While you can run around in large open area’s, the game is overall quite linear. You go from one large area to another. Combine that with a bit too easy game, you get that your encounters become less scary and your amazingly crafted horror atmosphere looses a lot of its tenseness.

I think that this game shows that there is a great foundation for the future of Resident Evil. A tense story about something that transforms humans in something grotesque and inhumane and about somebody confronting it. But, please, make the game a bit less forgiving and don’t make the next game so linear. I’m not asking for an open world Resident Evil, but I’m asking for the possibility of having more puzzles to work towards at the same time. I feel that Shadow of the Tomb Raider hit a slightly better balance.

Now, is this game a disappointment or is it worth playing? Well, it depends on what you are looking for in a Resident Evil game. If you are looking for a survival horror game, you might enjoy this game if you play it on the highest difficulty… But, I’m afraid that this game isn’t a survival horror game on lower difficulties. If you are looking for a game that’s like the games I mentioned in the introduction of this review… Games like the Indiana Jones games, Tomb Raider or Uncharted but with a more creepy and horror edge to it, then you are in the right spot. Maybe that’s the sauce for those best french fries you have ever eaten… Perhaps Resident Evil is changing its target audience. Or maybe I’m overthinking it and the sauce is something else.

In any case, I still enjoyed my time with this game. I’m planning a second playthrough with the new game plus mode. I’m curious in what I missed. Furthermore, I know that this game has some shortcomings, but honestly, they didn’t bother me. This game was an amazing game to start off my year with, and I’m glad I finished the game. Now, let’s re-install Resident Evil 7 on my desktop and let’s finish up where I left off. Let’s see if Resident Evil 7 is as good as 8, or better or worse…

So, do I recommend this game? Yes, I do. To anyone who is into action adventure games. The production value is through the roof with this game. There are a few things holding it back, but they aren’t so bad in my honest opinion that it hinders the game that much.

Now, I still have to finish the additional (DLC) content of this game. Will this change my opinion on this game? We shall see. I don’t exactly have a time line for when the follow up article is going to be written but it will soon. So, for now I slam this book shut, to be opened in another time.

And with that said, I have said everything I wanted to say about this game. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in a future article, but until then, have a great rest of your day and take care.

Score: 85/100

Game Quicky: Snow Problem (PC – Steam) ~ Sorting The Snow

Steam store page

It’s winter. So, that means that snow is falling. Snow is something you can’t stop and that might cause a problem. But, not in this game. In this game, the concern is that we need a certain amount of colored snow to beat the level before the time limit is up. This game is created by Dave Seaman from whom I reviewed games in the past. He was the developer behind The Rat Pack and Captain Disaster in: Death Has A Million Stomping Boots. Is the 3rd game I’m going to review from him a recommendation or is it one where he swings a miss. Let’s find out together in this Game Quicky article. For full disclosure, the developer provided me with a press key to play this game, but you may rest assured that you’ll get my 100% honest opinion on this game. And as usual, I invite you to leave a comment in the comment section down below with your thoughts and/or opinions on this game and/or the content of this article.

Let’s save the snow

This game is the perfect easy to understand game. This game is perfect for small sessions when you have a bit of time to kill. The levels in this game are short and easy to understand, so it has that one more round mentality.

The controls are extremely easy. You basically only need the mouse to control this game. While there are keyboard shortcuts for the menu, the game is played with the mouse. It’s a little finicky at first to know at what speed you need to draw the lines, since the faster you go… The more holes there are in your line.

The biggest challenge in this game is to know where and how to draw your lines. Since, momentum is still a thing, so you really need to be careful so that you don’t screw yourself over by drawing a bad line. That’s why on the store page the developer recommends playing with a mouse… Since, this game with a trackpad, auwch. I tried it, and it wasn’t so much fun anymore.

To get used to the game, I highly recommend that you put the prep time to the highest setting in the main menu. The game can be pretty challenging and turn into a trail and error puzzle game, but the short prep time is really irritating if you aren’t used to the game. But, if you want more challenge, you can switch the difficulty easily by changing the prep timer.

A lot of the music in this game is famous classical music and, while I would have loved some original pieces by the developer as well, they fit the game perfectly. There are various tracks which play randomly in the background. It’s almost like you have your favorite music app playing a playlist in the background. Maybe it would be fun if the name of the track shows up somewhere and there is a sort of mini-player. But, that’s possibly a bit of a wild idea.

There is also a level editor in this game. So, that means you can share self created levels with other players. There is no Steam Workshop integration, but if that ever comes it would be nuts. But, the level files are small and easy to share… And the developer invites you to share your levels with him and who knows, they might be added as bonus levels in a future update.

Now, if you are unsure about this game… There is even a demo out of this game. So, you can easily try it before you decide to buy this game for the low price of 4€. You can also bring your progress of the demo to the full game which is an amazing feature.

There are also adorable punny Steam achievements in this game. They are extremely easy to get, but the pun filled nature really adds to the charm of this game.

Something I really like is how you don’t need to play all the levels in order. I really dislike the 21st level. I have tried various times to beat it, but I’m unable to. But, since you always have a handful of levels unlocked, you can just skip that level and keep it for later. You also unlock the next levels so, you don’t have to worry that one level will block you from seeing the rest of the game.

But not all is good in this game, sadly, I do have a few things to criticize.

Let the snow melt

There are a few minor issues in this game. First, there isn’t a safe way to alt-tab out of the game. Usually, when you use alt-tab OR the Windows key to go back to the desktop, you can quickly look something up on the internet and return to the game. Not in this game, since when you re-open it… The resolution goes off, and all color is drained. I had this issue on three laptops I tested this game on. So, be careful if you alt-tab.

But, that’s a minor point. Since the levels are rather short and the game opening so fast, it’s easy to recover from that. Something that I do find a bit disappointing is that there is no pause feature during gameplay or a speed-up feature. Several times I was tapping my fingers on my desk because I knew I was going to beat the level, but I had to wait until it had played out.

Something I’d personally change is that the “how to play” is something that appears before you play your first level. While the gameplay is pretty simple, it didn’t click for me right away. It was easy to figure out after a bit of messing around, but I find it strange that this game has a sort of tutorial but hides it in the main menu.

Which brings me to something else, and it’s something I also have a solution for. This game doesn’t have a colorblind mode. And this is a big issue in this game since this game is highly based on color. One solution is to drastically change the colors OR use different shapes somehow. Like squares that aren’t filled or triangles. Or a 3rd solution is that you can see the color of the snowflake when you hover over it… But, that might not be too handy in the short levels. Now that I think about it, I think drastically changing the colors when somebody enables colorblind mode would be the best solution.

A minor thing I’d love to see changed as well is that after the prep timer ran out and the snow starts falling, that timer turns into a timer that shows for how long the snow will fall. While you have a little more time than there is snow falling, it would just be an additional touch on the game.

Something I have to bring up in the negatives is that this game can be repetitive for some people. That’s because this game only has “one” mechanic. You can only draw those brown lines to try to guide the snow to the spot you want too. I have a few ideas for other mechanics like having to draw those colored lines yourself OR having weight switches to open another path. And wouldn’t it be cool if there were levels where you have to avoid ANY snow from reaching the bottom? There is a lot more that can be done with this game and maybe food for thought for a sequel or spin-off? Or maybe DLC?

The final nitpick I have is, that ALT+F4 isn’t working. Only the assigned keys in the menu’s are working and that can throw you off when you forget about that. I got used to it, but it was a bit annoying sometimes when I accidentally alt-tab’ed out of the game to write this article and I had to force shutdown the game via task manager.

The final suggestion I’d give is that in the main menu… It would be amazing to see a small level preview pop-up when you hover over the level. It would be handy if you want to let your friends try a level without you having to click through all the levels you think that it is.

And with that said, I think it’s high time I wrap up this article. So, in conclusion…

But, what’s the snow quality

Overall, this is a very charming and relaxing game. While it has some rough edges, I think it’s honestly worth it’s €4 price tag. This game is the perfect time waster to waste a few minutes. It can be addictive as well. The game is easy to understand, and it has that “one more try” and “one more level” atmosphere to it.

There are a lot more things that can be done with this game, like more mechanics to spice up the puzzles but like I said in the article. But, the basis of an amazing charming little puzzle game is here. I’d recommend it to everybody who enjoys puzzle and/or casual games. Since, this might be right up your alley. It’s also perfect for to get into gaming in the first place.

I think this will be a game I’ll boot up once in a while to beat a few levels and move on. Especially, when my other games are downloading updates for example. Or I’d boot it up when I want to wind down. Since, I felt very relaxed while playing this game.

Snow Problem is another game by Dave Seaman with a lot of charm I had a blast playing. I’m really glad that the developer asked me to play this game since otherwise I might have just written it off as a silly little game, but under the hood you have a nice relaxing puzzle game.

And that’s everything I wanted to say about this game. I want to thank you so much for reading this article and I hope you enjoyed reading it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Score: 7,5/10

First Impression: We Who Are About To Die (PC – Steam) ~ It’s But A Flesh Wound.

Steam store pageOfficial website

Usually, I try to avoid writing about early access games. Especially when they are still in development. Because, you never know if my article and review is still going to be relevant down the line. But, this time I’m making an exception. A while ago, I got a press key for ‘We who are about to die’ from the solo developer of this game. The solo developer is actually a fellow Belgian and created this project out of passion. So, as a Belgian hobbyist blogger I feel I have to write an article about his game. Although, I got a press key to review this game you don’t have to worry. When I go into the arena to battle this game, you as the crowd will get my 100% honest opinion on this game. Now that the countdown is starting, and I’m readying myself to enter the arena… I hope you as the audience for this article tell your opinion/thoughts on this game and/or the content of this article in the comment section down below. So, let’s go and start the match!

Editorial note: the review version of this game is the first publically released version after the beta versions of this game. (Early Access v0.1)

A story discussion

In this game you play as a starting Roman gladiator who is trying to raise through the ranks. In general, there isn’t really a story in this game. This game more focuses on the gameplay and it’s mechanics. Depending on what you enjoy in games, this can be a positive or a negative. Personally, I’d have like a bit more world building with a small intro or something. There are several mechanics like the four hosts who remain a bit “faceless” because they don’t have a backstory at all in the game. Now, the backstory of your own fighter is created on your battles. That works a bit like Rogue Legacy, where you can create bonus traits on your previous runs.

At the other hand, I can understand that there is no real story in this game since now the game is more open and anything can happen. We can create the story and lore ourselves, which gives the game a more sandbox-y feel. This can help with immersion into the game. Now, because certain mechanics in this game… I think it would be hard to create a story of any kind for this game and the characters.

Maybe the only thing that I’d love to see in the future in the game is a bit more historical backstory in the game. What I mean by that is that, this game uses the terms like Aspirant. But, what is an aspirant? Some history lessons would be a nice touch to this game.

So, what do you actually do in this game? The idea of this game is that you play through various battles to build up your fame and budget. With the fame and budget you can acquire various things like new gear or bonus buffs. But, a stronger character doesn’t mean a guaranteed victory. In one of my runs, I did a 5 vs 1 match and my team of 5 was beaten by that one dude since he used a strong morning star that was tricky to block.

This game is somewhat unpredictable, because there is a lot of randomness involved, you have to decide if using your hard-earned cash and fame is worth it to heal or get better gear or better save it for another roll. But do you risk waiting? Since, you might not survive the next battle and the money passed on to your next character is only a fraction of it.

Let’s please the crowd

Trying to describe the genre of this game is one of the harder things to do. Part of the core gameplay is a fighting game. In the arena, you have to fight and win the battle. Depending on your performance, you may have multipliers for your gold and fame. But, if you please the crowd by making nice hits and not hitting your teammates, the crowd throws additional weapons and gear that might win you the match. I’ll talk more about the fighting mechanics later in the article.

This game is also a strategy RPG. Since, you have to strategically uses your resources to improve the gear and stats of your character. Also, the more you use a certain weapon, the more damage you do with it. So, you have to take that into account since you won’t be using the same weapon and gear throughout your run. Using your gear efficiently is key to survival in this game. I lost one run because I forgot to repair my shield and I got cornered with my enemies, and I was unable to get a shield that the crowd threw onto the battlefield.

Earlier in this article, I already talked about the randomness in this game. So, this game is also part roguelike. Due to the rougelike elements in this game… the game becomes a huge balancing act. This game isn’t the easiest out there, but it’s forgiving in a way. It’s easy to get back into the action with a new character and to build him up. But, since the new character has different stats and perks, the gameplay is new and fresh.

If I had to place this game in a certain genre, I’d say that it’s a sort of action simulation game about gladiatorial combat. Since trying to put it in a better category would be a nightmare.

Now, let’s circle back to the combat system. This combat system isn’t your typical combat system. The best way to explain part of the combat system is the following: image that the main controls of the fighting system is the Wii remote. This game doesn’t have mention controls but the idea behind it isn’t too far off. To swing your weapon, you have to left-click and swipe your mouse into the direction you want to hit. The strength of your swipe also influences the strength of the attack. Also, when you right-click to defend, the location of your shield or weapon depends on how you swing your mouse.

There are a lot of different layers to the movement and combat that make the combat feel janky and unpolished, but it’s the entire idea behind this game. Since, you can interrupt and attack and decide to throw your weapon or shield to the enemy instead. The combat system might need some more iterations for it to feel perfect, but it’s a unique system. It may put some people off playing this game, but I find that it adds to the charm of this game. Since now the game is a bit more newcomer friendly towards people who don’t play a lot of fighting games. You don’t have to remember a lot of combos for strong attacks, you need to learn how these directional attacks work and how to use them in your favor.

This brings me onto the point of the controls of this game. The starting tutorial explains the mechanics you can use in this game quite well. The only tutorial that can use some better wording is the tutorial on how throwing weapons work. It took me a while before I was able to get throwing weapons to work consistently. Now, it’s a bit funny how the wording in the Aspirant Trainer is better than the actual tutorial. This Aspirant Trainer is a great way to quickly check your abilities in the pause menu, when you are unsure how a certain mechanic works. A very minor UI complaint is that when you click the “?” mark outside of battle, is that clicking on it again doesn’t close the explainations. You have to “approve” it on an empty part of the screen.

A great piece of advice, stay in the tutorial area as long as you need to. Get used to all the mechanics and little quirks of this game, since unless you reset your whole character and everything, you are unable to return there. And trying to learn the mechanics on the battlefield is anything but a good idea.

The current gameplay loop is as follows. You start first on the battle preparation screen where you can decide to heal, get new armor, bribe enemies… Here you make the most difficult choices since a few bad mistakes might cost you your character. When you are finished preparing your character, you choose a battle to praticipate in and fight. This can be a 1vs1, 1 vs many and many vs many.

Overall, fights are short. Most fights are done in 5 to 7 minutes. Currently, there are only 12 out of the 14 planned arena’s in the game but every arena feels unique and has it’s own additional challenges and quirks. Like one has wooden panels you can hide behind and another has a central elevated stage. Depending on your preformance in that battle, you get fame and coins for winning the battle. Loosing the battle, will mean you have to start over with a new character but you can pass a few things on, especially money.

Your goal is to buy your freedom from being an aspirant. Basically, an aspirant is a prisonner in acient Rome that’s fighting for his freedom. These goals is extremely steep and aren’t easy to achieve. Don’t expect to get it with the first few characters unless you are very good in these type of games. The difficulty in this game is a bit unforgiving. But, it has that “just one more run” mentality written over it. That “I’m going to get it this time” phrase is one I said often. And then, I’m out of glory to re-roll the fights I can enter and I get fights I know I can’t win… And then I win one by the skin of my teeth.

I’m quite curious what the other gameplay types and modes are going to be. Those who you can see on the roadmap of this game.

This game is the excellent game for one or two quick rounds and can is even fun for longer play sessions. The balance of between being not repetitive and repetitive is small but currently the game is balacing on it just fine. Especially, since you have to fight with different weapons and a unique battle system that is so much fun once it clicks.

For seven years?!

This game has been under development for seven years. Most of it is done by Jordy Lakiere, and it’s really impressive. For example, the amount of detail in the visuals is mind-blowing. The game looks wonderful and runs extremely well. In the options’ menu, you can set your max frame rate to 60FPS or 120FPS, and let me tell you that this game runs extremely smooth. My gaming desktop is getting rather old, but I didn’t have any big frame drops or lag in this game.

The effects and animations used in this game are also superb. There are a lot of weapons & shield combinations, and they all have unique animations. Something I really like is how the game slows down when you are going to make a strong hit or about to kill an enemy. Sometimes the blood animations might be a bit overboard, but then again… It feels quite rewarding when you kill that one annoying enemy with that big shield that’s blocking all your attacks since the start of the match.

The only minor complaint I have about the visual presentation is that in team battles, it’s a bit unclear sometimes who is on your team and who isn’t. This issue is mostly present in nighttime arenas where visibility is lower or when the other fighters aren’t wearing a lot of armor. Due to your teammates following you, I sometimes mistook my allies for enemies. And that negatively impacts your rewards. But on the other hand, it can be a balancing thing.

In terms of audiovisual presentation, the game is also pretty good. The music is a joy to listen too but the sound effects and sound design really adds to the atmosphere. There are a few things I’d improve on. First, I’d change the sound effect when you don’t have enough gold to purchase an item to a more “error-y” sound effect. It’s a bit “basic” and didn’t communicate the message always. Maybe add a little visual animation as well instead of only a message in the left corner.

Secondly, I think the sound effects of the weapons breaking and/or throwing should be polished up. Quite often when I was playing a character with a spear, I didn’t realize I have thrown my weapon. I feel that those sound effects get a bit too lost into the gameplay and doesn’t communicate with the player enough when you are unarmed.

And finally, I feel like the pause menu should have music as well. Since, it’s quiet, and I find that a bit boring. It could also be a great sound test when you are in the options’ menu.

Something I really like is how this game has an in-game menu to report bugs. It’s easy to use and helps the developer to quickly gather bug reports and things that the players don’t like.

Speaking of which, here are a few things I’d change and/or improve:

  • You can only see the week you are on, on the battle select screen. Why not show it over the whole screen?
  • The music doesn’t “follow up” with each other. Sometimes there is a silence gap when one track fades out and another one fades in.
  • What is “mouse X” and “mouse Y” in the keybind menu? Is that moving up and down / moving left & right? And how would you rebind that?
  • Make it easier to compare stats of armor. Since, sometimes I had to write things down or take a quick screenshot.
  • Buying an item is only possibly when you click on the icon. It also only shows the stats when you hover over it. Why not the whole box?
  • Why not have items of different status like Legendary have a special color around the icon box? It’d be easy to swap things around from your storage to your character.
  • During the game, I’d change the option in the pause menu of “Save & Quit” to “Save & Quit to main menu”. Since, that’s what happens. You don’t quit the game.

Most of those are polishing suggestions. Now, the roadmap promises more gamemodes and more things that can happen… which is all fine and amazing to look forward too. But I hope to developer doesn’t forget that sometimes it’s not about the amount of content but about the quality of the content. That’s what I sometimes forget when writing as well. I sometimes forget to make sure I still enjoy writing and write good and informative articles instead of trying to push out one a week to have more articles.

Overall, I really enjoyed my time while playing this game. I took me a battle or two to “get used” to the game but then the game hooked me. If you enjoy action simulation games or just want to try something different… This game is excellent. The game is also still in development, so more content is going to come in the future. The game is also fairly priced at 22€ here in Belgium and with the amount of polish and content there is already here, it’s a steal. The developer is also very open in his communication. I mean, look at this massive thread about the received feedback and what he is going to do with it moving forward. So, the fact he is talking about addressing a lot of the current feedback in the first patch(es), is amazing.

I think I may revisit this game on my blog after a while, when there are more patches out to see how the game evolved. Since, this is a game to keep your eye on. I’m so glad that Jordy reached out to me to try his game since it’s a real indie gem and I can’t wait to see what he is going to do next with it.

And with that said, I have said everything I wanted to say about this game for now. This amazing gem of a passion project game that’s worth your time if you enjoy action fighting games with unique mechanics. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then, have a great rest of your day and take care.

Game Quicky: In Retrospect (PC – Steam) ~ Automatic Mario

Steam store page

What if, in retrospect, Mario was supposed to be moving on his own? Well, that’s a perfect line to open this article about “In Retrospect”, a runner game developed by Paper Salamander about reflecting on the past. The developer send me a press code for this review, but don’t worry, you’ll get my unfiltered 100% honest opinion on this game. Also, this review is going to be rather short to avoid spoilers, especially because the game is roughly 2 hours long. But, is it worth your time, or should you skip this game outright? Well, let’s find out in this game quicky review while I invite you to leave a comment with your thoughts/opinions on this game and/or the content of this article in the comment section down below.

The good memories

It’s kind of difficult to talk about the story of this game. Especially since this game is a sort of “choose your own adventure” style of game. This game is a sort of self reflection game, without it being a forced self reflection game. The way how the story is handled in this game is wonderful.

The way how certain game mechanics like resetting a level is implemented into the story, it’s charming. As charming as the visuals. The pixel art is extremely well done and makes the game burst with personality.

This game is also excellent at teaching the ropes. Most new mechanics are taught in a sort of safe tutorial level just before the actual level. And, you can skip this tutorial level when you are playing through this game for a second time on another difficulty level.

Usually, I’m not too fond of runner games since I don’t have the best of reflexes when it comes to timing things with the music. Yet, I didn’t find this game too difficult. It was easily to learn the basics of this game and play through it. I played a bit on casual and normal and the balance in this game is really well done.

Besides the story, there are also challenges you can partake in. These are small bonus levels with a special gimmick. You have to reach the highest scores to get on the global leaderboards. Personally, this isn’t really my cup of tea, but it’s an extremely nice addition to the game and I find that it works really well.

The music for this game is pretty good. The tracks are right up my alley, and they really fit the atmosphere of this game like a glove. If the developer ever offers the soundtrack of this game as DLC, I’d buy it right away. Since I want to add the soundtrack to several of my playlists.

The gameplay of this game is really simple but fun. This game is an autorunner, which means your main concern is dodging the enemies and obstacles. During the level, you can pick up items. These items can restore your health. Depending on your answers to the questions you get in between the levels, one pick-up might be more beneficial than the others.

Also, the mechanics slightly change depending on the path you choose. But, if this sounds interesting, I’m going to leave that as a surprise for you to find out! I’m leaving out some mechanics of course, but each level has its own special gimmick or “thing” and I love it. It works wonders in such a short game and really feels like the developer placed a lot of passion in the level design.

The bad memories

There are some things I don’t think work that well. The first thing I want to talk about are the default controls. Overall, the controls are quite responsive, but I think the hover mechanic could have been implemented differently. Quite often I forgot that this game was an automatic runner and I had my hand on the right arrow. Now, when you jump and hold right arrow, you hover in place. This is something that frustrated me during my playthrough.

So, I had to get use to only press the space bar for jumping since this game is an autorunner. But, why is it then that in the options’ menu under controls we have a listing for “directional – arrow keys”. You can’t turn back in this game and only the right arrow is used for hovering. And the up arrow to activate switches, or down arrow when you are running on the ceiling. Which is never really explained in a tutorial in the version I played. But the fact that the down arrow is used for ground pounding is explained in a tutorial level.

Also, you can only choose between WASD & the arrow keys for this movement. This personally bums me out for two reasons. As an AZERTY user, I find it strange that ZQSD isn’t recognized by this game. Also, it would make more sense in my opinion if you were able to find the mechanics to your own keys, so the controls are easier to learn and master for everybody.

A minor complaint I have about the game is that the time you have to reply to questions is just a bit too fast. I barely have any time to read the four answers before I have to decide. On top of that, it’s not always too clear on what the question is. Personally, I think this could have been polished up a bit more.

A second minor complaint I have is that you don’t get a level select after beating the story. It would have been quite fun to be able to play a level with the gimmicks you enjoyed after finishing the story.

Overall, I barely found any bugs in this game… Apart from one. The achievement system is somewhat broken in the version I played. In v1.0.2, the achievements only show up after I have closed the game. You get a small text box instead of the actual achievement pop-up that Steam games usually gives. But, this might be my third minor complaint too… The reason I mention it here is that the amount of pop-ups is a bit ridiculous after you close the game since there are close to 100 achievements in this game.

The truth

Now, is this game worth your 4 bucks? In my honest opinion, if you enjoy casual runner games, yes. This game might be rather short, but it has some unique mechanics that make each level fresh and enjoyable to play.

The biggest issue in this game is with the arrow (or WASD) controls and not being able to rebind them to the keys you want. Apart from that, my complaints about this game are rather minor.

This game is perfect if you have to spend an afternoon, and you are waiting for a big game to download. It doesn’t overstay it’s welcome or get repetitive. This game is walking the fine line of too short and too long and I find it’s balancing perfectly.

Now that my article is writing, I think I’m going for another run since I want to finish the challenges and finally unlock the final challenge. If you are interested in autorunners or casual games, I think this game might be right up your alley. I’m glad that I was able to play this game and that the developer reached out to me. This game gets a personal recommendation from me.

And with that said, I have said everything I wanted to say about this game. I want to thank you for reading, and I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care!

Score: 80/100

Game Quicky: Stygian (PC – Itch.IO) ~ Short Spooks

Itch.io page

It’s that time of year again. It’s time for some spooky scary skeletons. Well, it’s time for some horror. This year, a small developer sends me a mail inviting me to look at Stygian. It’s a short horror game just in time for the spooky season. Today, I’m going to take a look at it and talk about my own opinions on it. It’s free on Itch.io, but the developer accepts donations if you want to see more from them. In any case, in this review I’m taking a look at v1.01. I also have to give a content warning. Since this is a horror game, there will be some scenes that can trigger certain people especially when you aren’t good with anything related to gore and/or death. So, with that said, let’s dive right into this game quicky and let’s see what this game has to offer. But, one thing before that. I want to invite you to leave a comment in the comment section down below with your thoughts/opinions on this game and/or the content of this article.

Editorial note: this is a rather short game, so I only took screenshots of the first few minutes.

The good

This game takes place in the late 1980s in England. A friend group of girls is doing a creepy sleepover at an abounded church. You play as Katherine, a young girl who arrives a bit late from work but is right in time to hear the creepy backstory. But, when Katherine goes back to her bike to pick up her sleeping bag and enters the church again… Things go horribly wrong.

The voice acting in this game is rather charming. The line delivery is a bit off from time to time but overall, solid performance of the voice actors.

Since this game is rather short by design, I’m not going to go more in depth about the story. Otherwise, I might spoil the experience and the story is best experienced as blind as possible.

Overall, the camera system works pretty well. I adore the Resident Evil – early Fatal Frame static camera shots at weird angles. It really takes you back to the early style of gameplay on the PlayStation and early PS2. Sadly, there are a few instances where the camera angles are a bit janky. For example, in one room you can walk through a door with some draped cloth over it. But, the camera switches a bit too soon, making it a pain when you missed entering the door and trying to get out of the corner, so you can attempt back going into the door. Thankfully, these issues happen far and few between.

Now, this game is a complete throwback since this game also sports some early PS1 3D visuals. This visual style can be a turn off for some people but not for me. I adore the visual style of this game. It fits the story and atmosphere like a glove in my eyes. There are a few minor things I’d have tweaked like making it a bit more clear who is talking, but more on that later.

And the throwback continues with the controls. Do we get tank controls? Yes sir, we do! And I love it. It takes me back when I was playing games like Silent Hill, Fatal Frame and Resident Evil on my PlayStation 1 & 2. Now, sadly this game doesn’t know that other keyboard lay-outs like AZERTY exist… or do they? Since the arrow keys also move. I quickly got used to the controls, and I was able to explore this game pretty fast.

Running around in this creepy church, reading various clues and discovering what really happened is a blast. The game gives you small sparkling hints to most objects you can interact with. So, this is no game of mashing the use key while going over every area to find one or two items.

The music in this game is great. While playing this game, the music reminded me a lot of Silent Hill. The more quote unquote strange ambiance sounds that strange form a melody that’s interesting to listen too but also puts you on edge. This is helped by the silent moments and the excellent sound design with the sound effects to make the game even more creepy.

Something else I want to mention is that this game is available for Windows & MAC. So, if you are a MAC user… You can also play this game.

The bad

There are certain things that this game lacks that make this game a small chore to play. And these are small things that can help make the game more enjoyable to play.

Let me get the biggest problem out of the way first. You can’t skip dialogue at all. Now why is this an issue? Well, in one playthrough I got the wrong ending. Without any game over screen, I got booted back to the main menu. I thought that was it, but then I decided to play through it again, and I found another route and got to experience more. But, that isn’t communicated well enough.

And the opening dialogue is runs on for a bit. But the intro cutscene has a few shots too many and that can’t be skipped either. Other horror games like the Zero Escape series did this a lot better. There you can skip through dialogue you already experienced, and it automatically stops when you encounter new dialogue.

There is something about the visuals I want to mention. The animation in certain cutscenes is a bit lacking. For example, in the opening cutscene, I thought I did something wrong since we see the same scene of Katherine riding her bike twice. It’s a bit confusing and pads out the opening scene too much. But a better example is when we get to meet the other characters for the first time. We are sitting in a circle, and they start talking. Yet, it’s not too clear who is who. A bit later this is better since you can speak to the girls one by one but still, this shouldn’t have been an issue. Just a bit more character animation when somebody is talking would go a long way. It’d also give some scenes a bit more pazzaz, if you understand what I mean.

The final negative I want to mention is that the screen to toggle full screen on and off only works in certain places. Do yourself a favor and toggle full screen on at the main menu. The keybind is F.

The conclusion

This game is an amazing indie game to play at Halloween night. It’s a charming throwback to the early PS1 games that might make you nostalgic to that area.

While this game is a bit rough especially when it’s missing some more modern innovations like skipable text/cutscenes or even a sort of save system, I was able to put those negatives to the side and enjoy my time.

This game isn’t for everyone, especially since some people can be turned off by the visual presentation and/or the control scheme of this game. But I think this game is developed for that niche audience that loves old school horror games and want to experience something like that again.

I think it’s clear if I recommend this game or not. Even with its shortcomings, that might be fixed or improved upon in a patch, this game an enjoyable horror story to play through. It’s charming, and I feel that it’s clearly a passion project done right.

Ant that’s everything I wanted to say about this game. A short article about a short game. I hope you enjoy playing this game and also enjoyed reading this article. I hope you enjoyed reading it as much as I enjoyed writing it. Likewise, I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Score: 70/100

First Impression: Island Saver by NatWest (Switch) ~ Saving The Planet With Banks?

Official websiteNintendo.com microsite

I love games with a unique story or goal. When I saw Island Saver by NatWest for free on the Nintendo Switch eShop, I didn’t hesitate for a second. While playing, it suddenly dawned on me. The publishers of this game is an actual English bank from Westminster. Is this free game a hidden ad for their bank or is it a fun game? Or is it something else? Well, allow me to tell you about my experience as a Belgian citizen who doesn’t know anything about the English banking system what my 100% honest thoughts and opinions are! Meanwhile, I also invite you to write a comment about your thoughts and/or opinions on the content of this article and/or the game in the comment section down below.

Let’s save the world!

In this game, you play as an unnamed Bio Agent, and your goal is to clean up a peaceful island from pollution. You get equipped with a blaster which can vacuum and shoot out items. This also doubles as your water gun to clear out the goop on the island.

The story in this game is very light. To be brutally honest, the story isn’t anything to write home about. It’s a very generic plot. Yet, I’m going to praise it for something else. As an IT admin in two art schools here in Belgium, I have seen a lot of “edutainment” games that try to teach children things. But most of these applications and games I have seen are mostly exercise machines with a pretty skin.

Not in this game! The basic mechanics and idea’s of taxes and the risks of pollution are explained with mechanics. You also get from time to time, quick and small pop-ups referring to the real world. But, these are far and few between it isn’t a problem at all. This game really reminded me of those old school Humongous Entertainment games, those that sneak actual education in their games without it feeling like a lesson.

NatWest also provided some nice work sheets together with this game on their website for teachers and parents to use. Yet, nothing about this is forced into this game. All these mechanics feel natural in this game, and it all flows extremely well.

Now, what is it that you have to do in this game? Well, in this game you go to various islands to go from area to area, to clean it all up and help the animals living on the island. You do this by vacuuming up all the trash in the area so that plants can grow. You deposit this trash in the correct recycle bin while these animals eat from the plants. These animals are special bank animals, which have to fill up to be saved. As soon as you have saved all the animals in a certain area, you can move on to the next one.

There are a few other mechanics, like you can only store 20 items of the same kind per inventory slot. You also have to clean the goop left by the enemies in this game. But here is one of the first negative things about this game. This game does have enemies but besides undoing some cleaning progress and temporary ink your screen… They don’t do much.

We are so close, oh so close.

The disappointing enemies are the perfect example of one of the biggest flaws in this game. This game is way too easy. Because of this, the game barely has any challenge.

Yet, the gameplay loop of cleaning up the island can be enjoyable for some people. Especially if you enjoy games like Slime Rancher. But there is no real risk in this game.

You could argue that the challenge can come from collecting the special twenty items on the island. But, that’s an optional collectable. When I finished the first island, I found 17/20 without even really trying. So, even that isn’t challenging.

So, let’s see if there is any challenge to be found in this game? Let’s see, you sometimes have to buy seeds to progress from the in-game store. But wait, the game showers you with coins… I can’t remember one moment where I didn’t have enough coins to purchase what I needed.

I’d talk about various other examples, but the biggest issue is that this game doesn’t have enough meat around its bones. And then, the cracks start to show. Because of the repetitive nature of this game, it’s better played in short bursts. And to be quite frank, if you have played the free islands… The DLC islands don’t offer too many new things to justify the asking price.

It’s a shame, since a lot more could have been done with the world that was created here. Maybe we could have used the trash we vacuumed up to create new houses for the animals, or maybe we had to water the plants more than once to make them give off their fruit. But, alas, the game stays too much on the surface level and doesn’t dare to dive into the depth of its possibilities.

I wish it did since there is a lot of potential here. Visually, this game looks amazing. Colorful and family friendly. It’s also easy to understand so the tutorials are short, sweet and to the point. But, then the game lacks a map screen so, it’s a pain to find certain areas when you get lost in the later parts of the level. It’s also a pain to sometimes find a full bank animal in a large area… Since, when a bank animal is filled, it stays in place until you vacuum out the coins from its belly. Yeah, these bank animals are basically walking piggy banks.

The animation in this game is adorable and works really well. Together with the clean UI, it quickly shows the player all the information that you need… But, then finding the enemies can be a pain with the annoying radar. You barely see the distance between you and the enemy. And on top of that, the amount of times the enemies just stopped in front of me, so I could shoot them. It’s painful.

Beware, it breaks.

It’s clear that a lot of passion and love was put into this game. The joyful and relaxing music and charming sound effects are another examples of that. This is a game you can wind down with and relax.

At one hand, I miss some challenge in this game… But, on the other hand it’s still enjoyable to have a game that you can wind down with after a long day at work.

The fact that this free game isn’t riddled with microtransactions left and right is a blessing. The only content you’ll have to pay for are two optional, additional levels. But, here is where I have to report on something. I don’t know yet if this is a freak occurrence but, in one of the DLC levels, the game broke for me.

Broke as in, really broke completely. Just look at the following Tweet I posted yesterday. So, some background. Quite often I play games I want to review on the train from and to work. During one train ride, my game decided to crash during a cutscene that would allow me to go to the next area. Now, I think some variables got flipped but not all. And sadly, the automatic saving system screwed me over here.

Since, when I reloaded that save after rebooting the game, I was unable to vacuum up any items. The gun kept being stuck in the vacuum mode and my rumble went into overdrive. And when I tried to open the pause menu or the menu to summon a bank animal to ride… The game went into a full softlock. This is a situation where a game keeps working, but almost everything locks up, and you can’t do anything about it. Sadly, to recover from this, I had to fully wipe my save file and restart everything. It’s a shame to see that certain softlocks and bugs are still in the game. Thankfully, a lot of the reported ones got fixed but, I don’t see this issue getting fixed almost 2 years after release.

Just like I don’t have high hopes of seeing the power-ups coming to the game. Since, it always says: “coming soon”… But the last update to this game was in September 2020.

Yet, I don’t think I can complain too much. I mean, this is a free game released during a pandemic. Also, when you look at the website of the developer Storm Cloud Games, this is the first game that greets you. It’s also released for free on almost every platform. The amount of work that this would have taken is just insane.

Overall, this game is clearly an edutainment children game that put entertainment first. With easy to learn and easy to master controls, this game is quite enjoyable to play in short bursts but the lack of depth in the game and the repetitive nature of the game makes you wish for a bit more. The game has the charm but not the “umph“. I’m honestly afraid that other similar games like Slime Rancher blow it out of the water.

Would I recommend playing this game? Yes, I do recommend it for casual players who are looking for an enjoyable charming adventure game. But, don’t set your bar too high… Since, this game doesn’t dare to go deeper into the ocean than dipping its toes into it. But, maybe that’s enough to have an enjoyable train ride to school or work for you.

But, with that said, I have said everything about this game I wanted to say for now. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in the future, but until then, have a great rest of your day and take care.

Speedrunning Indiana Jones and the Infernal Machine GBC – Level 2 – Babylon

In May and July, I have written about how the speedrun of Indiana Jones and the Infernal Machine for the GBC works. I wrote about the Any % route and the All Treasures route of the first level Canyonlands. Today, I want to take you on a journey to the second level Babylon. So far, we are following the levels of the N64 and PC version. But later in the game, we’ll have some differences. Anyways, before I get right into talking about the route, I want to mention that I’ll be talking certain terms and techniques that I have explained in the previous articles. If something is unclear, feel free to leave a comment in the comment section. Also, feel free to leave a comment in the comment section with your thoughts/opinions on this article! Anyways, let’s get right into it… Here I go explaining the route of the second level.

A small update

I have a few announcements to make. The first announcement is that two weeks after I published my write-up on the All Treasures route of Canyonlands, I decided to run the level again. With the possible time saves I have talked about in the article. And wouldn’t you know it, I have lowered the record from 4 minutes 41 seconds to 4 minutes and 36 seconds. Yup, I lowered the record by 5 seconds. I’m convinced that with a bit better movement and a bit more luck with RNG, the record might even go lower.

The second announcement is that all GBC categories are currently filled. What I mean by that is, that each category has at least one run. The only category that didn’t have a run was the full 100% run of the game. Where all treasures were picked up, almost all healing items (and sold) to play the full game including the secret level Return to Peru.

This run is stressful and not a lot of fun to do. Since, one or two mistakes in a level can cost you the whole level and in certain levels that can be a major time loss. In my run, I made a lot of mistakes, and I’m convinced it can get lowered, but that’s not for today. After trying for over three months, I finally got a run that I felt happy with, that made it to the end. And to my surprise, the end time was only ~25 minutes longer than my All Treasures run without Peru. The run took me 2 hours, 25 minutes and 56 seconds.

The final announcement is that I lowered a few other records. I lowered the time on Palawan Volcano and Infernal Machine. But, I’ll go more in detail about that when I get to the write-up of those levels.

With that said, here are the current stats of the second level.

Link to Speedrun.com page (All Treasures)Link to Speedrun.com page (Any %)
The current world record at the time of writing is owned by:

for Any %: the_kovic who ran this level in 4 minutes and 19 seconds on January 29th 2022.
for All Treasures: me who ran this level in 6 minutes and 44 seconds on February 28th 2022. (Note, my ILS is part of my All Treasures – No Peru record. That’s why the video time is so different.)

Editorial note: when I haven’t given credit to screenshots, it’s taken from my runs.

ILS = Individual Level Speedrun. A speedrun of only one level.

Good to know: when I talk about a “two block gap” or “a tile”… the size of a tile is give or take half Indy’s sprite.

The route

You would think that the route is quite different in the two categories due to the almost 2 minutes and a half-time difference between the two. But, let me assure you, that’s not true. The route is almost the same but only some differences that add up some time on the clock. So, I’ll mention these “side paths” in cursive when the time comes. So, the cursive text is something additional for the All Treasures route. Text in cursive should be skipped and ignored when you go for the Any % route.

The first 30 seconds of the level is the exact same for both categories. As soon as the level starts, you’ll have to mash “A” to get the text box out of the way and move to the right.

Run from the_Kovic
Run for the_Kovic

You’ll quickly reach a part of the structure where you can jump on. Jump on top of the lower brick and try to stay at the right edge of it while moving up. Here is a screenshot from the_Kovic’s run that has amazing positioning.

The reason that you have to be as close to the right edge as possible is that it saves a few frames on the jump to the right you’ll have to do when on the top.

Also, the_Kovic also discovered during making the TAS of the Any% of this game… That when you are on the edge of a block, the actual edge… You can make jumps further and higher than you expect. This’ll come in handy in the next screen. So, after the jump to the right, you’ll have to do some jumping up a “staircase” to exit the screen.

Run from the_Kovic

When you enter the next screen, it’s important that you land on the block that’s sticking out. The reason is that otherwise, you’ll lose a lot of health. Health that you’ll need later in the level.

Granted, there is a herb really close by but grabbing that herb in Any% is out of the way and makes you lose more time than landing on the block. If you are certain of your abilities, this block can be skipped when you go for the All Treasures route, but the time gain is as good as lost with picking up the herb. So, yeah. I usually try to avoid taking damage here.

Now, next is moving towards that movable brown block. In the current world record by the_Kovic, he actually lost time. Remember how I talked about the discovery he made during the creation of the TAS? Well, you can make two gap jumps and land one block higher when you jump from the edge of the block. It’s something you can see in action in my All Treasures run at the 6 minutes mark.

Sadly, this is quite a precise trick and being able to do it saves ~ 2 to 3 seconds. Yet, failing it… Well, let’s say it can cost you ~ 5 or even more seconds. Depending on if you move the block or not. This jump can be implemented in more spots, but it’s not too beginner-friendly. Since, the edge of the block almost looks like Indy isn’t touching the block anymore at all.

Anyway, after you made this jump you’ll have to jump on the building. Be careful when you jump since almost the whole back tile is blocked by a wall. So, don’t jump too early. When you land on the building, a small cutscene plays with a door opening. And here is where the first route difference happens. After the cutscene, you’ll have two options.

The blue arrow points to the all treasures route and the red arrow to the Any % route. Now, this door goes to a location where you only pick up one treasure and only has one entrance and exit. So, after picking up that treasure, you’ll have to jump on the building again and continue with the Any % route.

Now, let’s pick up our first treasure. To enter the door, you can either drop and run or jump from the block.

Jumping is a few frames difference since jumping is a tad bit faster compared to first having the dropping down animation. Anyhow, it can also be a mental thing… It feels faster to me. Now that we entered the room, we have to do something that I always call… Dancing with the guard. The treasure is in the top left corner of the room. In the top right, a guard spawns. This guard is annoying and can decide if you lose time or not.

The fastest way to get the first treasure is going to the bottom of the tent and picking up the treasure, like the purple line shows. Now, the faster you do this, the less far down the guard goes. If the guard is at the position from the screenshot, you are safe to leave in the exact same way you came. Otherwise, you’ll have to go around via the top of the tent and lure the guard a bit away from the exit. Since, his hit box otherwise blocks the exit if you take the bottom route. Going via the top route looses a second but is safer. Also, if you lost too much health, don’t take the herb from the other screen… There will be a herb that’s a bit later you can grab that’s less of a time loss. Now, take the route with the red arrow before the cursive text began.

So, when you jumped over the gap and moved down to the next screen. Here, you’ll enter a room with two treasures and this room is a pain for the All Treasures %. But, for the Any %, you’ll have to just drop in the water… Or when you know the right spot, jump into the water to save a few frames.

Now, picking up these treasures is a pain in the behind. It doesn’t matter to which way you jump first. But it matters from where. The safest is jumping from inside the purple squares. The best thing that can happen when you jump wrong is that you hit the wall. The worst thing that can happen when you jump wrong is that you drop into the water, and you’ll have to go around to get another chance. And that time loss, is way too high when you want to beat the ILS. This can only be a back-up strat in full game runs. In any case, after picking up the two gems, drop down in the water, so we follow the Any% route again.

After dropping into the water, you’ll have to swim up. Now, for the all treasures route of this level, you’ll have to make a small detour. The quickest way to exit the water for the Any% route is like the black arrow, hugging all the way to the left. For the All Treasures route, let’s go with the red arrow. You’ll enter the same room but for the all treasures route, swimming all the way to the right avoids one scorpion to pick up the treasure. Also, there is a herb in the middle of the path. Something good to know is that this herb also cures poison stings.

So, let’s pick up our fourth treasure. For this treasure, you’ll have to avoid some scorpions in narrow hallways. After exiting the water, go up right away until you hit the well and then go to the left. You’ll find a blue gem. Be careful with jumping to avoid the scorpions on your way back to the other side of the wall where you picked up the blue gem… Since, jumping too far means, back into the water with you.

When exiting the water following the black arrow, avoid the sting when going up and exit the screen via the left exit. When you are following the All Treasure route of this level, the room you enter in might look familiar. It’s on top of the room with the tent where the first treasure is picked up. When you missed picking up the second and/or third treasure… Those gems, you can drop down here to get another shot.

Depending on how good your lines are, you won’t loose too much health in this screen. Go around the bend and jump on the ladder when there is one tile between you and that will make Indy grab almost the top of the ladder. After climbing up, go left right away, with a bit of luck, the guard won’t shoot you. After that, go down when you can’t go left anymore. But don’t hug the right most edge of the pathway down since the screen transition to the next screen won’t happen.

In the next screen, go to the left and drop down in the section without the guard. To get to the next screen, run on the left most line of the sand. Walking on the tiles won’t transition you to the next screen. On the next screen, hug the left wall and when it bends to the left, go left as well all the while hugging the wall. Now, you’ll come into an open area.

Let’s go a bit to the right to pick up the treasure we saw when entering this screen. When you jump up the block via the right edge to reach the right edge of the platform… You’ll be able to grab the golden coins without the guard being alerted.

Now, go left a tiny bit to enter the door. You’ll enter a small room with a lever. Try to flip the lever as early as you can. This’ll open a bigger door to the left. Exit the room and go to the left to the newly opened door. Now, it’s time to dodge some guards. Also, don’t get distracted but this is one of the few rooms where you’ll notice some slowdown, it looks like this room isn’t optimized and in the long corridor, you’ll notice it… If you don’t hug the wall that is.

In this office space, there are three guards. Now, not taking damage here is almost impossible. So, dodge and weave boys. Go up, go left (don’t forget to pick up the treasure in the first office room, to the left) and go down. Go to the right. Now, in the one to last room, you’ll see a David Star with a hint to solve a block puzzle later. Since we are speedrunning, we shall ignore going into that room since the solution is easy and will be shown later in the article.

When you go up after the room, you’ll see the last guard. If you lost too much health, feel free to pick up the herb. If you have at least half your health, you are safe to continue. Shoot the two barrels so they explore and you can continue to the next screen.

The way forward is quite clear, it’s going down. This will make Indy drop down into a pool of water and now we get to the water maze. The biggest reason why there is such a big time difference between the Any % route and the All Treausures.

Now, allow me to me to use a diagram from the walkthrough by Jeff H. to explain the next parts. The red line is how the fast way in the underwater maze is. Always hug the walls, since that saves frames. Also, there is a small mistake in the diagram. The part before the last bend is a bit higher than shown on the diagram. Don’t waste too much time, since it’s a thight squeeze otherwise. When you go for the all treasures route, do pick up the first treasure in the first swim. After picking up treasure one, exit the water maze and let the breath meter fill before you go to pick up treasure two. This additional swim is one of the biggest reasons for the time difference. We have collected 8 treasures now. Be careful to not press A too soon to pick up the treasures, since Indy’ll swing his machette and this is a small timeloss.

After exiting the water maze, you’ll notice two pressure plates to the edges of the room. First go for the left one and then for the right one. This’ll activate an elevator down in a small cutscene. Then, from the right switch, go up to hit another pressure plate. Hit this switch three times by going on it and off it and on it again. The faster you do this, the more time you save. Then, press the pressure plate one of the left also three times for a small door opening cutscene. Enter that door.

Now, you will enter the room with the David Star where you saw the clue earlier. Move the right block to the most bottom spot on the star. Move the left block to the second spot if when counting anti-clockwise. A door should open. A visual aid:

We are almost at the end of this level. Let’s pick up some tablets. Now, remember this moment for a bit later in the article. Go to the left right away to find a small platform with a yellow L looking thing on it. This is one of the four tablets you’ll need to finish this level.

The red circle in the screenshot is where the tablet was. Now, the next jumps are a bit tricky if you aren’t too used to diagonal jumps in this game. Of course, in the all treasure route, we pick up the treasure. Doing this jump to the ladder saves some climbing time. And like I explained in the Canyonlands write-up, climbing in this game is extremely slow.

When you reach the top of this ladder, you’ll see another L-tablet. Of course, pick that up. Then use your whip to reach the platform to the right. On that platform, pick up the tablet and use your whip to go to the right again to go pick up the final clay tablet.

Now, on the last platform, there is an extremely tricky ladder snipe you can do. The ladder at the bottom is extremely close and it’s extremely easy to over or undershoot it. Feel free to try it since it save a few seconds, but missing the snipe means game over. I usually play it safe and jump across the gap on the right to slide down. This is one of the main reasons why I said you’ll need some health, since if you keep pressing down to go faster on this slide down, you’ll take a considerable amount of damage.

The next step is exiting the room. Now, remember that moment when I said to remember that moment? Well, if you know this room well and practice it… You’ll be able to finish this room in 45 – 50 seconds. The most annoying bit is the whip part since if you aren’t at the right spot, Indy swings his whip in the air and this is the biggest possible time loss in this room. Also, don’t forget that the SELECT button swaps faster between your inventory than actually going in it. The clay tablets don’t appear while using SELECT.

So, now you will need to head to the elevator you activated earlier. Activate the elevator by pressing A whilst having the hand icon at the bottom. This room is the final room of the level. Don’t forget to pick up the final treasure. Since, you won’t be able to pick it up as soon as you place the final tablet! I usually pick it up before doing anything else in this room.

You’ll see a cog and something that looks like a button/switch. Go stand right in front of it, facing it. Open your inventory and select the cog item. This will open the location where you need to place your four tablets you picked up.

Now, when you face the tablet placing spot… Keep calm whilst navigating the inventory. Know that the cursor goes a bit slower then when you press or hold it. The amount of time I lost by doing horrible inventory navigation, it isn’t funny anymore. After placing the 4th and final tablet, a map will be revealed and the end of the level jingle will play.

Wrapping up

This is one of the levels I rarely have trouble with. While I did make some silly movement mistakes in my All Treasures ILS, I did have the route down. I think I can shave off at least 5 to 10 seconds with a lot better movement.

Also, the current Any % world record can be beaten when the at the start, the block isn’t pulled to get on the building and the ladder snipe at the end is implemented. It would bring the record a down by a few seconds. But, you’ll need to play the level close to perfect to beat it. I tried it once and I thought I got it, but due to a bad jump, a bad lever flip to open the office area and no ladder snipe, I lost too much time.

Both records are close to fully optimized. Like I said earlier, my All Treasures has some bad movement and the_Kovic’s Any% doens’t have all tricks implemented. But, you’ll need to practice to be able to beat the times. Unless, there is something I’m overlooking or a new strategy is found or route optimization.

The biggest thing of this level is that it’s a longer level to run sandwiched between three shorter levels. Especially for the Any% runs. I mean, Canyonlands is beaten in a few seconds, and the two next levels can be beaten in give or take 2 minutes. Actually, think about it, the comment doesn’t really count if you go for the All Treasures route.

Anyways, that was the write-up for Babylon. It would be a bit silly to create two parts for this level since almost all treasures are on the Any% route or a bit besides it. But, it made for an amasuing article to write and I hope to read as well. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Review: Gas Station Simulator (PC – Steam) ~ Let’s Fill ’em Up

Steam storeOfficial Twitter

Sometimes, a game just piques my interest. When I saw a game called Gas Station Simulator, I directly wondered… how is this going to work? Especially since we are talking about a gas station in the middle of nowhere. So is this title worthy of your time, or should you skip it? Or maybe wait until it’s more developed? Well, in this article you’ll find my thoughts and opinions on this game. Feel free to leave your thoughts and/or opinions on the game and/or the content of this article in the comment section down below.

Let’s fill ’em up

In this game, you’ll play as an unnamed character who bought up an old gas station in the desert along a busy road. It’s your goal to bring back this station to its former glory. Your shady uncle is here to help you via the telephone.

When you arrive at the station, it’s in disrepair. There is not only trash everywhere, all the walls need a new lick of paint, the store attached to the gas station is totally gone and so on and so forth. With step by step missions, this game teaches all the different mechanics to you. These missions are a tutorial in disguise, but it doesn’t hold your hand. You are free to complete the objectives in any order you want, and you are also free to choose when you go to the next objective. Of course, you won’t be able to upgrade your gas station to the next level without completing all required missions.

Now, if you would play this game only to complete the missions, this game is rather short. It took me around 10-ish hours to beat all missions. Yet, there is more to this game after you have beaten all the missions. There are a lot of upgrades you can purchase to enhance the environment of the gas station. Most of them, but not all, are cosmetic in nature and don’t do anything to attract more customers.

Currently, there is a cheap DLC called Can’t Touch This out for this game. Personally, I recommend buying this DLC as well. Since it not only adds a small bit of post game, but it also adds a lot of new options to customize the look and feel of your gas station, and it’s totally worth it’s price.

This game also has achievements. At the moment of writing, this game has 91 achievements. Currently, I have played this game for give or take 25 hours and I have 80% of the achievements. Most of these achievements are easy to get. Others are a bit trickier to get and require either some luck or some practice. Especially the carting mini-game, to get that achievement you’ll have to become very good. Sadly, those cart controls don’t work for me. But, I’ll talk about the controls later.

Usually, in the first section of a review I talk about the story, the characters, and voice acting. Overall, the story is nothing special. It takes a backseat pretty quickly, and it’s mostly an excuse to string the missions together in a coherent way. Which is for this game a good thing, since it ups the replay value of this game.

Now, I want to talk about the voice acting in this game. Overall, the voice acting is decent, but I do have some things that I’d like to critique. I have nothing to remark on the performance of the voice actors. It sounds pretty good. But, the amount of voice lines is just lacking and plays in strange places. It doesn’t take long before you hear the same voice line over and over again. In addition to that, some voice lines play in situations where they don’t fit at all. For example, I heard a customer shout in the store when the register mini-game failed… “Look what you did to my car!”. I mean, how can a check-out in a store do that?

On top of that, I find it a missed opportunity that some situations don’t have voice acting at all. Your staff doesn’t have any voice acting. Also, as soon as customers step in their car, they have lost their voice as well. So, you’ll never hear a driver shouting to another driver to move. Also, you’ll never hear a customer shout when they aren’t being served.

These things break the atmosphere of the game a bit. It’d give the game a bit more life and immersion when customers only said the appropriate lines in the correct places and the staff would also talk. For example, a simple “Understood” or “On it, boss” when giving them assignments would go a long way.

Let’s play the balance game

So, what’s the gameplay in this game? Well, in the end there are few things your gas station has when you have completed all the missions. Each area has its own little mini-game that’s quick to get the hang of and has its own challenges.

The first is a place to fuel. In this place, you’ll have to fuel the cars of your customers. In this mini-game you have to press the left mouse button until the gauge reaches a certain level. The closer you stop pressing the left mouse button to the ordered amount, the better you get paid.

The second area that will unlock is the store. The mini-game in there is you have to scan all the items of the customer, while keeping the belt clean. As soon as an item either leaves the mini-game area OR drops in the basket without being scanned, you’ll lose that customer when you scanned all their items.

The next area that unlocks is the garage. In there, you’ll have to repair cars. The more you upgrade your garage, the more defects can be fixed with their own little steps. The garage is something you shouldn’t ignore since at the end of the game, this is the biggest source of revenue.

The final thing that unlocks is the car wash. This is a manual car wash where the mini-game is as simple as spraying the car down with water and remove as much of the dirt you can. All in all, this is quite late game and honestly, I leave it closed.

Here are a few examples of things you’ll have to do while serving customers. These are: managing your staff, making sure everything is clean, and the roads are drive-able, making sure you don’t run out of stock for the fuel tank/the garage or the store, unloading deliveries… Honestly, as soon as you get into the micromanaging of it all, you don’t have the time to keep open the car wash. If only you could put your staff to work to unload deliveries or to stock the store/garage OR even do the car wash…

And when you think, that’s all… No, there is the reputation mechanic as well. As soon as you complete a mini-game successfully, you’ll get a few reputation points that can upgrade your popularity level. The higher that level is, the better upgrades you can purchase. But, when you fail a mini-game, you’ll get negative points, and you’ll need to earn them again. There are also optional missions for bonus reputation points after you completed the story missions.

To be honest, it can become overwhelming quite quickly. Especially when you unlocked all area’s. This is why I’m so happy you can close the car wash, and you can enable/disable certain random events in the options’ menu. Don’t want to have to deal with Dennis, who vandalizes your walls? You can turn him off. Don’t want to have to deal with the rush hour party bus? You can turn that off as well. Don’t want to make sure you close your warehouse to avoid stealing? That’s something you can turn off as well. The late game challenge missions are something else.

And the final thing you can turn off, and something I turned off is the sandstorm event. This is a random event that ruin your roads and make them not drive-able and create a pile up. This is a big problem since there is only a certain amount of cars that can be present in your gas station. You can solve this issue with your excavator, but the controls for that are quite tough to control in my opinion. You also have to be extremely precise in order to scoop up the sand, and you can’t dump it anywhere else besides a sandpit at the edge of your station. It’s a mechanic that breaks the flow of the game for me, so I turned it off.

I’m convinced that while talking about all the different area’s your station will have at the end… I forgot to talk about a few mechanics. But overall, this game is a balancing act. You have to juggle various tasks to make sure your gas station runs smoothly, so you don’t have to loan money from uncle. It’s something you can do, but you’ll have a time limit to pay him back. “Or else, Uncle has other ways to earn his money back.”

The reason I can’t tell you what the consequence is, is because it’s extremely easy to pay uncle back when you use it wisely. I never had any moment where I was in trouble of not being able to pay uncle. I mostly used his loan when I was low on stock for the garage and after repairing a few cars, I was able to pay him back easily.

Now, let’s talk about decoration. First, the painting. You can paint your gas station. But, I honestly feel that this mechanic doesn’t work too great. The mini-game to stay in the green area of a slowly rotating circle is annoying and boring and there is no way to cancel when you selected the wrong color. There is also no way to paint the selling in the building itself. You can only paint the roof. Oh, and when you install additional bathrooms, forget painting them. Since, you are unable to enter those. Which is annoying, since the paint decays in this game, so you’ll have to reapply paint after a while and it’s so frustrating to see the dirty paint back there without being able to get there.

In general, all spots are quite easy to reach apart from a few spots in the storage area and the garage. The spots in the storage area are just a bit to reach and the spots in the garage are blocked because the tire rack is in the way and the game thinks you want to fill the tire rack.

Also, you can order a paint job, but this is something I did once and regretted right away. Since, I had a color scheme I got used to and this paint job paints almost everything white. It’d be so much more useful if the color you put on the wall is remembered and for example, for some additional charge that color is applied.

To be honest, I haven’t played too much with the decoration mechanics. I find the default gas station more then enjoyable to play with and first I want to be able to purchase all other decorations before creating a totally new store.

Running out of gas?

This game is being developed by a small indie game studio from Poland called Drago Entertainment. A few days ago, they shared an update on their plans for the rest of the year. Now, why do I talk about this in a review on one of their games. Because they are talking about new features coming to this game in the future and how everything works behind the scenes.

It’s quite clear that the developers are extremely passionate and find communication with their players important. Over the summer break, they also shared what the next update to this game will have. Something I really love to see is there is going to be a patch for the random crashes this game has. In the late game, this game can crash quite often at random moments. There are some work arounds that delay the crashing but at the moment, apart from waiting for the patch, no real fix has been found. Also, you’ll be able to open and close other sections of the gas station. This is something I was going to talk about in this section. I’m quite curious to see how the game preforms when update #7 lands, since it promises to fix the biggest problem I have with this game and that are the random crashes.

Visually, this game look quite good overall. You do see certain models a lot of times but it doesn’t bother me. I think something that might help is randomize the color of the clothing of your customers. Then, when you have the same model coming in, there is a bit more variaty. The animations of this game are great as well.

But, there are a few minor things in terms of the UI that I’d love to see changed. The first is a small one. Why is the default option when you open the main menu, “new game”? I can understand that for when it’s the first time you play the game, but when you reboot the game after a crash and mash a bit… It’s scary to see the game restarting.

And secondly, it’s a mix between a gameplay problem and UI problem. The car wash is extremely picky. Sometimes a car is done with a lot of dirt on it and sometimes you have to clean almost everything. A sort of meter on how statified the customer is would help a lot.

The soundtrack of this game is good. It fits the atmosphere of you working in a gas station in the American desert quite well. The only downside is that there aren’t a lot of tracks so it won’t take long before you hear repeats. In terms of the music, I like and dislike how they handeld it. In the buildings, it’s played from the radio. But, if you put the radio in the store in a corner, it’s possible that, that area is silent. In terms of sound effects, this game is perfect. I don’t have any complaints or even (nitpicky) remarks about them.

Apart from the random crashes, this game runs overall quite stable. But, there are a lot of glitchy moments where things mess up. I have seen flipped delivery trucks on route to the station. I have also seen trash bags glitching through the floor into the void. The physics can go haywire sometimes. Jumping into the side of a car can send it flying or moving in some crazy ways.

Thankfully, the game has a sort of reset button for when cars get flipped or get stuck and you are unable to get them unstuck. You can send an alien craft over your station and reset it all. But, do keep in mind that it also sends your staff into rest mode so, you’ll have to reassign their job.

Speaking about staff and jobs, I truly wish you could manage that a bit more. I’d love to see shedules or commands like: “When you are done resting, go to the garage and fix cars.” Then again, it’d ruin a bit of the challenge of this game micromanaging it all.

Overall, the controls are quite responsive and easy to learn. You can also rebind them if needed. Since, at first, this game thought I had an QWERTY keyboard lay-out but I’m from Belgium and we use AZERTY around here.

I do have to say that reviewing games that still get new updates with new features and bug fixes is quite tricky. Especially, since I don’t know to what degree I can talk about the glitches in this game. There are glitches in this game and most of them are either the physics engine doing strange things are characters doing strange floating stuff. Or talking about limiting mechanics like only being able to have a loan of 1K. We never know what will change in the future. So, maybe some points I talked about in this review will be irrelevant in the future. Like, how tricky it is to restock shelves sometimes. The amount of times I took stock from shelves by accident when trying to refill, it’s silly.

But, something I’m totally looking forward too is that in the upcoming days a new DLC for the 1 year anniversairy of the game will come out. And looking at the store page, it’ll be a free DLC. I’m quite curious to see what’s going to be in it!

The final thing I want to talk about is that this game has an autosave. You can’t set the interval of it but every few minutes, this game autosaves. But you can also manually save. The saving and loading in this game is really quick. You do have some minor texture popping when the game loads in for the first time but it fixes itself quite fast.

Now, with that said, I have said everything I wanted to say about this game. I think it’s high time to wrap this one up.

Wrapping up

The bad:

-Still have some polishing up to do.

-Some mechanics like painting need an overhaul

-Silent staff

-The random crashes

The good:

+ Enjoyable micromanagement simulation.

+ A lot of freedom in terms of customization.

+ Amazing replay value.

+ Easy to learn but tricky to master.

+ A lot of post game.

+ Gets new content and bug fixes often.

+ …

Final thoughts:

Gas Station Simulator is one of those games that I’d recommend without any doubt in my mind. This game is quite enjoyable to play for everybody who enjoys simulation games that are a bit more hands on instead of your “spreadsheet simulator” where you stare mostly at stats.

While this game isn’t perfect and still needs some polishing and expanding for certain mechanics… The postives outweigh the negatives here by a lot. The biggest issue at the moment of writing are the random crashes but if the promised upcoming update fixes those, I think that this game can shine even brighter.

This game has an amazing foundation to become an amazing indie title. If this game gets polished up so it’s less janky and has a bit more content, I think you might have a winner here. I’d happily fuel up my tank with this game after a long day at work. But now, I’d fuel it up until it randomly crashes.

In conclusion, I quite enjoy this game with jank and all. It has a lot of charm and I can’t recommend it enough. I’m so glad that I gave this game a shot and I hope you will to.

With that said, I have said everything I wanted to say about this game. I want to thank you for reading and I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in a future article but until then, have a great rest of your day and take care.

Score: 80/100

First Impression: Coromon (Switch) ~ Modern Nostalgia In The Making

Official websiteWiki

When you read my blog, it’s no real secret that I enjoy all types of games. But when a game promises to bring back the nostalgic feelings of old school 2D Pokémon adventures with a modern twist… You get my attention right away. It didn’t take me long to buy Coromon when I noticed it in the Nintendo eShop not too long ago. Today I want to talk about this game. Did this game take me back to my childhood nostalgia of grand 2D adventures or is this a game we should all pass upon? Or is it somewhere in between? Let’s find out in this article, while I invite you to leave a comment in the comment section down below with your thoughts and/or opinions on this game and/or the content of this article.

A journey through the world

When I was attending elementary school here in Belgium, we got the first three Pokémon generations. The 4th generation was right when I went from elementary to secondary school (For the Americans, it’s I mean high school). I can tell a lot of childhood stories about Pokémon. So, when I read the description of Coromon and read the official website and got the impression that this game was like the first Pokémon generations, I was intrigued. Now, Coromon has various different mechanics that make this game stand out from Pokémon. But I’ll talk more about that later in this article. First, let me talk about the story of this game.

In this game, you play as a new battle research in the world of Velua. It doesn’t take long before you get tasked to gather all the Titan Essences spread across the whole region. There are 6 in total, and you’ll to travel over the entire region to find and secure them. Why secure them? Well, there is an evil force going after them as well.

I could be very critical and say that the story doesn’t have a lot to it. But where the story lacks meat around its bones, it makes up for it with a lot of charm. There is no voice acting in this game, but there are emojis that can be displayed above the characters in their head. These are used quite sparingly as well, and they add so much charm to the game. You also don’t play a silent character!

The way the entire story is set up makes the game just quite charming and adorable. It doesn’t really go in depth or make you sit on the edge of your seat, but wraps a warm blanket around you on that cool winter morning when you woke up to watch that new episode of your favorite cartoon. It’s charming, familiar, and relaxing. You know what’s going to happen in the story and can see it from a mile away. But the execution and childlike innocent charm to it just makes it all work amazingly well.

Here, have some Zelda too

So, if you think that this game is only a Pokémon “clone” or Pokémon style game… You’d be very wrong. Sure, at it’s core this game is a creature collecting and raising game that hits a lot of the same beats that the first 3-4 Pokémon generations did. But, something that took me by surprise is that there is also a bit of The Legend of Zelda thrown in.

Yes, you read that correctly. This game combines old school Legend of Zelda & oldschool Pokémon to create something extremely unique in my opinion. First, let me talk about how this game compares to Pokémon.

As you can clearly see from the screenshot in this section of the article, the battle system is turned based. If you are familiar with the battle system of Pokémon, you’ll feel right at home with this one. The unique change in this game is that your Coromon don’t work with powerpoints but with SP for their attacks. Now, what does this mean? Well, each attack costs a certain amount of SP to execute. So, you’ll have to manage your SP quite well.

But, what if you run out of SP? Well, then you can use up a turn to recharge 50% of your max SP. And not only you have to do that, your opponents also have to do that. So, sometimes you’ll have to get lucky or hope that your opponent needs to charge their SP, so you basically have a free shot.

There are also healing items that can heal both HP & SP which makes things more interesting. Since, do you want to heal your health and magic or only one of the two… The strategies you will need to use in this game blow a breath of fresh air in the battle system that I’m really interested to see expanded upon.

Something that this game does better than Pokémon in my opinion is how the XP Share actually works. In modern Pokémon titles, after each encounter all of your Pokémon receive XP. This is something that breaks the game a bit in my opinion. It makes the game a bit too easy. In Coromon, they found an amazing solution. There are these gems you can equip your Coromon with that basically act like an XP Share. If you want all of them to also gain XP, well you’ll have to give all your Coromon a gem. There are different levels of gems as well, giving different amounts of XP. But oh wait, this means that your Coromon can’t carry berries or stat boosting items that can help in battles. So, do you choose to play it safe or risk it for XP?

Now, there is a mechanic made the strategy layers even more interesting. Just like in Pokémon, your Coroman have stats. Apart from gaining XP points after each battle or capture, your Coromon also gain potential. When that potential reaches a certain max, you’ll get three points you can use to increase in one or more stat. You can build your Coromon to your liking. It’s a highly simplied version of EV training in Pokémon but now built in to the core of the gameplay instead of being more reserved for the meta.

Something else quite unique to Coromon is how the four move limit is handled. Just like in Pokémon, each Coromon can have four moves to their disposal. When your Coromon wants to learn a new move after those 4, you’ll have to forget a move. Now, in Coromon this works quite differently. When a new move can be learned, you go into the move menu of that Coromon and set the 4 moves you want. This eliminates the need for a move deleter and a move relearner guy in the world. Since, you can choose the 4 moves you want at any moment outside a battle. So, when you catch a wild Coromon, and they don’t have good enough moves, you can look at their list and adjust it to your playstyle.

The side quest system is a lot easier. When you find a trade, it’s logged in your quest log. In there you can also see the status of your main quest, so you can get right into the game when you haven’t played for a while or when you get stuck.

You also get rewards for reaching certain milestones. These rewards give you points and after a certain amount of points, you level up. Each level has its own useful reward, and you can get to level 50. Currently, I’m going after the 5th Titan, and I’m level 37 out of 50.

The options menu is also a blast! This game actually implemented the difficulty system in a way that Pokémon fans are wishing for in modern Pokémon games. Also, you can change some default behavior of the game after catching a Coromon for example.

I’m certain that I can keep talking about this for quite some time. But all in all, this game is quite unique and charming. My bar was set quite high when I wanted to get into this game, but it’s blown out the water for me especially since it also has some oldschool Zelda mechanics mixed in.

So, the locations of the Titans basically replace your gyms in this game. But, each of those locations could as well be a full-blown Zelda dungeon. Some puzzles aren’t puzzles you expect in a creature collecting game. Sometimes you also need a unique item or gadget to open or get through the dungeon.

You also get a sort of “Shiekah Slate” armband that has several functions that can interact with the world. This armband can help you with quite a lot of things. Like making it easier to find the very plentiful hidden items (and store coupons) in the world to destroying rocks that block your path or even push fallen down trees.

Not only that, each Titan area is unique and has its own mini-story to tell. So yeah, I personally can’t explain it better than Coromon is a mixture of oldschool 2D Zelda and Pokémon with their own unique twist and modern inventions.

It’s so close

I find it very surprising the amount of layers this game has in its gameplay. If I want to talk about the other elements of this game, I think I better move on before this whole article is about the gameplay.

Let’s talk about the controls. This is something where this game shines again. Since this game is multi platform, this game can be controlled via the Joy Cons or even just with the touch screen alone. The controls are quite easy to master and learn and I rarely to never had problems with them. The only tricky thing to get used to is that some buttons have a different feature depending if you hold them down for some time or just press it once. This timing to be sure it’s a short of long press very occasionally tripped me up.

The music in this game is amazing. The music is composed by Davi Vasc, and it’s one of the reasons why I’m a bit sad that I didn’t buy the game on Steam. Since, I would be able to buy the soundtrack and add it to my playlist. The soundtrack of this game fits the game like a glove. While it reminds me quite a lot of the older Pokémon games, it also sounds modern. Just give it a listen, it’s really well done.

The sound effects are pretty good as well. I really got used to certain sound cues this game gives during solving its puzzles and battles. You know you did something right when the sound effects are easy to understand and learn without having a tutorial about it.

All in all, this game hits it out of the park with a lot of unique mechanics whilst combining the gameplay of old school Pokémon and old school Zelda. The fact that this game also has three save slots so you can have three separate adventures is amazing.

This continues to show in the visuals as well. The pixel art of this game add to the charm of the story. I honestly think that if this game would be turned into an anime, a bit of the charm of the pixel art would be gone. The animations of this game also don’t go overboard but help to make the game come to live.

The attention to detail in terms of the visual presentation is amazing. I mean, take this example. There are over 100 different Coromon in this game and each Coromon has their own unique shiny variant and ultimate variant. Tripling the amount of variantions you can have. And each time, the colorsheme of the Coromon just works to make it stand out from the default version. Another example of the great visuals is how each unique area also has unique visuals. It’s almost they created an unique tileset per region instead of recycling parts. It gets a thumbs up from me.

Overall, I have nothing but praising for this game. But is this game flawless? Well, not exactly. This game does make some missteps that can get in the way. The first thing I have to mention is that sometimes, you’ll have to either grind or get quite lucky to defeat a Titan or some trainers. Personally, I didn’t find the grinding in this game too much of a bother honestly. Especially since when my Coromon where to low level, I usually went back to previous area’s to re-explore area’s to battle trainers I have skipped or try to check if I found all hidden items. But, it can’t be avoided. You’ll have to grind sometimes.

Another annoying issue is how the cloud saves work. You can enable the cloud saves in the options menu and it is a “set it and forget it” option. Now, usually I play my Switch also on the train to work. But, on the train I can’t connect my Switch to the internet. So, then I get almost every 2 minutes that annoying error pop-up from the Switch not being able to connect to the internet. I wish there was a sort of check built in that gave a pop-up message so you could easly disable that without having to remember, oh yes… Cloud saves don’t work right now. Or even, when the game notices that it can’t connect online, just don’t do cloud saves or warn the player in another way then every 2 minutes with the default “can’t connect online” system pop-up. It’s a small annoying thing that can easily be fixed in my opinion.

Another small issue that there are almost no moves that can attack two Coromon at the same time. So, this means that when you encounter two Coromon in one battle, you have to take them out one by one. I also find it strange that I can’t fight with two Coromon. These battles feel like as if double battles were going to be implemented but the devs ran out of time and took the double battles out and left this in. It feels a bit unfinished, underexplored of a mechanic.

A small usability improvement that can be made is to show a spinner icon when you have caught a Coromon. It’s a small feature I loved in Pokémon but now that I miss it, I totally understand the usefullness of it.

Another very minor improvement that could have been created is to show the player’s name on the main menu before you load the profile. Would make things a bit easier for families with a shared Switch.

When I read about this game online, I notice that a lot of people are writing it off as a Pokémon clone and lazy. But honestly, I have to disagree. I look at this game from a different angle. It’s another take on the Pokémon formula with some interesting twists like the SP system or Titans instead of gyms. And lazy? I mean, you can use your save file across platfroms. Or there is a nuzlocke mode built in?

I can agree that this game looks on the surface a lot like the first few Pokémon games but what’s so wrong with that? It’s the execution that counts and this game does it amazingly well. What’s wrong with more content/gameplay of a formula that works? If the game followed the exact same path like also in the story and settings… Then it would be a different story. But, Coromon stands proudly on it’s own two feet. I’m happy that I gave this game a try since I’m quite enjoying myself with this game. While it has some flaws, they don’t really hamper the experience in my opinion.

So, if you enjoy old school Zelda or Pokémon, monster collecting games like Yokai Watch or Digimon, adventure JRPG games, I say, give the demo of this game a chance. Maybe you’ll also fall in love with the charm of this game.

And with that said, I have said everything I wanted to say about this game, I want to thank you so much for reading and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.