Hook: Complete Edition – Main Features:
- simple and intuitive gameplay;
- relaxing mind training;
- minimalist graphics and ambient music;
- two games included;
- low price.
Marvel Cosmic Invasion is a very good brawler that provides a large roster of characters, excellent pixel art visuals and plenty of replayability. It’s a rather short beat-‘em-up...
Escape Simulator 2 is a fantastic escape room game developed by Pine Studio. The sequel has new exciting locations, challenging puzzles, and an updated room editor.
Purrrifiers: Cleaning Chaos is a goofy clean-up game that has you battling the forces of dirt, grime, and weird characters asking for some really weird things.
Mistonia's Hope: The Lost Delight is a fantasy based Otome visual novel that dives you into a world of Humans, Fairies and Revenge! This story follows our beautiful protagonist Rose...
Freemind S.A. has extended their building simulation games (another reviewed here) into the country of Egypt where a fellow author and myself would love to visit. Welcome to Egypt Frontiers where you, a master builder...
Seventy-ish logged hours later (so far), I have been reminded anew that my veneration of this franchise is nothing short of completely deserved, and that if I can count on one thing in this world, it’s that I will inevitably find myself obsessively pulled into whatever latest little quaint town Marvelous USA has graciously bestowed upon us.
Hot Wheels Let's Race: Ultimate Speed is a game based on a Netflix cartoon series. I never knew about it until I reviewed this game, so I am unsure whether the game is anything like the show, but I can tell you what I do know, having played it.
It's 2008. I'm halfway through my second college certification which will propel me onto my career path. My PC is getting older, it's not running the software I need. Sacred 2, which I've been waiting on forever to come out after playing the original Sacred and its expansion, is here.
The long awaited sequel to Moonlighter is finally here after many years in development as well as a slight delay from the original release date. Digital Sun launched Moonlighter 2: The Endless Vault into early access and I'm loving what I'm seeing so far.
This month we chose racing games. Now I know that some racing games used licensed music, but here are a couple with composers for the soundtracks of their games.
Best known for his work in the overall Mario Kart franchise, Kenta Nagata got his start with the Nintendo Entertainment Analysis & Development department with a pair of Nintendo 64 titles: 1080° Snowboarding and Mario Kart 64. I was personally quite late to the SNES party, having gotten a SEGA Genesis well before the SNES came out, and didn’t play the original Mario Kart on that platform. My first exposure to the series was Mario Kart 64 (which along with Madden and Golden Eye were some of the most popular ‘party games’ my college buddies and I played on a regular basis. Mario Kart 64 was a fantastic blend of battle and racing games, complimented by accessible but deep gameplay, whimsical visuals and highly enjoyable sound effects and music.
Kenta Nagata found his talents put to use on a variety of well-known Nintendo titles such as Mario Kart 7 and 8, Super Mario 64, Phantom Hourglass and New Super Mario Bros. 2 in various capacities. But it is his first work, Mario Kart 64 where he was the Music Composer, I want to reflect on here. The music so often complimented the unique tracks, from the whimsey of Choco Mountain, to the deep and menacing sounds of Koopa Castle and the procession-heavy Donkey Jungle Park.
Of course, the most memorable for me is the longest, most visually impressive track Rainbow Road, which at just over five minutes in length is also the longest song on the track. This track felt like the ultimate one in the game, and something about this particular song has remained burned into my memory decades later.
~~~~~~~~~~~~~
Now I’ll be the first to admit that racing games aren’t usually my forte. Sure I’ll find some of them fun, but more often than not they don’t really catch my interest the same as other genres do. Well, Cruis’n USA is one of the few exceptions to that, and the soundtrack is one of the main reasons why.
Back in the day, one of the first games I got for my N64 was Cruis’n USA. Before I knew whether or not I liked racing games, before I even had my own money, Cruis’n USA was probably the 2nd or 3rd game I ever owned on the N64, and boy did I play the hell out of it.
I’ve never been all that great at racing games. Consistently average, but that’s about it. I remember the good old days where I would have friends over for sleepovers and we would wake in the early morning, scamper downstairs to my basement where the TV was, and play Cruis’n USA at five in the morning, much to my parents’ chagrin. I fondly recall us skipping through the tracks while driving, some notable tracks being “House Special”, “Deadwood Drive”, and “Bluegrass Boogie”.
To this day I’m still not a big racing game fan, but Cruis’n USA still holds a special place in my heart, and on my shelf, for a beloved childhood game, and Vince Pontarelli did a solid job of helping to make that happen. Pontarelli has also worked on some pretty big titles, such as NFL Blitz, Mortal Kombat titles, NBA Ballers, and WWE games. If you’ve got a chance to try out this retro classic, I’d actually suggest giving it a go. It’s from a time when there were no gimmicks, just straight driving!
“Nintendo has been a part of our gaming journey since day one, shaping the way we see and create games.” said Tommaso Bonanni, CEO of Caracal Games.
“Star Overdrive is a love letter to our childhood and crafting it for Nintendo Switch has been an honor.”
Spirit Valor is an interesting title from KEMCO and Exe Create Inc., the same people that brought us Astrune Academy if you saw my review for that. Another turn-based RPG with some twist elements thrown in, Spirit Valor is a pretty entertaining journey through a fantasy world, so let’s take a look at what it has to offer!
In Spirit Valor
we take on the role of a spirit summoned by a mighty warrior to help in the
defeat of an Overlord, one who controls the rise of demons in the world.
Unfortunately, there is a magic outburst from the warrior, and so the spirit is
stuck in the warrior’s body. Unable to return home to the spirit world, and
feeling a sense of obligation to fulfill the warrior’s goal of defeating the
new Overlord, the spirit inside the warrior’s body gathers three other
companions to set out and save both the human and spirit world from the
overlord.
So set out
the warrior “Richard” (totally not a spirit, shhh), Alice, a young warrior in
training, Finn, the flirty knight, and Vallerie, a spirit researcher. Those of
you who remember old school Final Fantasy titles, like the first game, or who’ve
played Astrune Academy will have a pretty good idea how things will play out,
but for those of you who haven’t, we’ll take a look at what makes Spirit Valor
enticing.
Spirit
Valor has a pretty standard JRPG game loop. You go visit someone of importance
and have a cutscene, you get told where to go, you explore a dungeon, you
repeat. This is pretty basic fare for many JRPGs. You’ll explore a world map,
getting into random fights until you either enter a town or dungeon. Feel free
to explore the various local settlements at your leisure, buying and equipping
new equipment, talking with the townsfolk, and picking up any chests you may
see hidden around, as is pretty common in these types of games.
Once you
enter a dungeon, there are a few things you’ll probably notice right off the
bat. First of all, you’ll probably see a little panel on the floor and a weird
floating rock tower somewhere nearby. The panel is a warp point, which will
bring you to any other panel in the dungeon you’ve stepped on. If you step on
it, the floating rock tower is a sort of enemy adjustment device.
Basically, battles in the dungeons are random encounters, but the towers near
the warp points allow you to adjust encounter rate, as well as summon a set of
three battles to use for gaining levels, money, or items. While the first time
you interact with a tower you can either increase or decrease the encounter
rate slightly, after reaching the last tower you can either stop random
encounters or greatly increase the encounter rate. This is pretty handy when
you return to an area for a sidequest and don’t want to bother with way too
weak enemies while looking for the sidequest objective.
So, what
about when you actually get into a battle? Well, this is where Spirit Valor
brings out some interesting ideas. Basic combat is turn based, with a sliding
bar where both enemy and ally icons will move along indicating each turn order.
Faster characters mean faster moving icons. Once it comes to your turn, you can
perform your actions. While Spirit Valor has the basics, like attack, defend,
and item use, it also has a pretty unique spirit summoning system going for it.
In battle,
you can opt to spend a percent portion of your max mana pool to summon a spirit,
at varying strength depending on your mana used. The spirits you summon however
are actually somewhat random, determined by the area you’re fighting in, and
will change each time a spirit gets summoned. Being a spirit himself, the main
character doesn’t have that option, but the rest of your party members still
do. So let’s say one of your party members summons a spirit. Well, there’s a
chance the spirit will stick around and ask to make a contract with you. If you
agree. That spirit will lend you it’s power. You can have up to ten spirit
contracts per character, but can only “equip” four at a time. You can swap
these out outside of battle.
Now,
forming a contract with a spirit doesn’t mean you can summon them whenever, it
actually means you can use their abilities as skills. Spirits also have levels,
and as you bring them into battle with you they will level up, gain new skills,
and maybe even evolve! You can swap them out and level other spirits to see if they
gain skills you want. Some spirits can provide healing or buffs, and some have
large single target damage.
In addition
to the spirits and their skills, you also have these things called mana stones.
Basically they’re sort of like discount pokeballs. You can throw one at an
enemy, and if they have a skill that can be used, there’s a chance you can “capture”
the monster’s skills at a certain chance. These mana stones that have a skill
can be used three times before they either break or lose the skill. If the mana
stone loses the skill, you get the mana stone back and can use it on another
enemy. If it breaks, a spirit is released and a character can contract it, or
the warrior can learn a skill from it. If you either summon a spirit or break a
mana stone and receive a spirit you already have a contract with, that
character’s spirit will get a power increase.
Those of
you who have played Astrune Academy may remember the store system, where you
can exchange gems you’ve gained for items, or permanent buffs applied to your
game. Unlike in Astrune Academy however, the items don’t include primary
equipment, just accessories, so it’s much tougher to “break” the game, although
you can still purchase experience and money increases. These can also be
toggled, so you can adjust the game to your preference.
Spirit
Valor is a pretty nice retro style JRPG that still manages to put some
interesting twists on things. The graphics are definitely a little more
old-school looking, but fit really well with the style. As a nice added bonus,
while the storyline is somewhat generic, there are still some twists, and
tropes that are commonly used that are either subverted or altered in a pretty
interesting way. Probably one of the more interesting storyline decisions comes
in the post-game, where there is a split in how the story goes based on what
you choose. I thought the choice to go this route was pretty interesting, and
while I liked the split in direction it went for, being unable to carry over
from one plotline to the other is a little annoying. What I mean is that
completing one of the branches doesn’t allow you to keep playing with all the
stuff you’ve gained in that route. You have to reload from before the branch,
although it isn’t too bad, and you can earn the equivalent back on the other
branch.
Overall, I
actually had a lot of fun with Spirit Valor. It’s a nice JRPG with a pretty
unique twist and a solid storyline. The characters all have unique
personalities, the graphic style is very fitting for the game type, and there
are a number of quality of life options for players. If you’re looking for a smaller
JRPG to fill your time, Spirit Valor may be something for you!
#Outbound @SquareGlade is an open-world exploration game set in a utopian near future. Start with an empty camper van and turn it into the home of your dreams - alone or together with your friends. Build and explore at your own pace. Scavenge materials, craft, and build in and on top of your vehicle with modular parts. Advance in technology and efficiently use energy to power your home. Adjust your playstyle to adapt to new landscapes and changing environmental conditions.
Source Energy - Power your electric camper van with energy from the sun, wind, or water.
Build - Build your moving base with a modular building system. Customize your vehicle with paint, decorations, and furniture to create your own perfect cozy place.
Craft - Craft workstations and tools from resources provided by Mother Nature. Research advanced technology to refine and combine them into new materials.
Grow - Create gardens to nurture delicate and delicious plants and mushrooms. Eat them raw or cook delicious meals to refill your needs.
Play together - Explore a colorful open world with a variety of biomes, resources, and secrets, together with your friends. Play Outbound alone or with up to 4 players cooperatively.
| Title | Outbound |
| Developer | Square Glade Games |
| Publisher | Square Glade Games |
| Genre | Cozy Open World Crafting-Exploration Game |
| Platforms | Windows, Xbox S/X, other consoles |
| Stores | Steam, Xbox |
| Alpha launch | April 2025 |
| Planned Release | H1 2026 |
Square Glade Games is a small independent game studio co-founded by two developers: Tobi and Marc. The team is based in the Netherlands.
Tobi started the journey of developing his first commercial game, Above Snakes in 2021 as a solo project. Marc joined the team in 2022 and, together, they formed Square Glade Games. Above Snakes is their debut title and it sold more than 60.000 copies within six months.
After Above Snakes has been released, the studio has been building various game prototypes. One of those prototypes was Outbound, which has been further developed by the team for a couple of months. The game was revealed to the public in February 2024. Square Glade Games ran another successful Kickstarter campaign for Outbound in 2024 which raised over 250.000€. Outbound is under the top 50 most-wishlisted games on Steam and is set to come out in the first half of 2026.
For more information you can contact them via their official website, X (Formerly Twitter), Facebook, Instagram, Youtube, and join their Discord. Don't forget to wishlist it on Steam!
Article by: Valerie
“It's always great watching someone play the game and discover a new combo I didn't even realize and then pretend it was all planned. I’m looking forward to seeing what players come up with when they put their hands on the release version and see all the cool stuff we added.” - Eddie Cai a.k.a. axolotl, Lead Designer.
“Each memory is an opportunity to put yourself in the shoes of someone close to you: a friend, a girlfriend, a schoolteacher... We're not playing Tim or his abuser, but the people 'around' him, of which we're all a part.”
Memories come to life thanks to comics writer Exaheva (Mekka Nikki, Still Heroes): “Having already experimented a lot with interactive comics, I was able to think about a hybrid form between what I'd done previously and a more classic visual novel. The art direction had to evoke an intimate comic strip, both through the colors, but also through the framing approach, adapted according to the vignette. I tried to have a similar approach to my work in comics, with different staging for each memory.”Nico Nowak (There Is No Game: Wrong Dimension) designed the theme park, the gateway to Tim's memories: “The theme park acts as a link between the various scenes and stages of the story. Within this universe, the game exists, and the character played it as a child. It had to be realistic and familiar, like a real game from the 90s, but also consistent with the vignettes created by Exaheva. I therefore chose to work with two dominant colors, as in the rest of the game. This imaginary park is very nostalgic, both within the story and for the player”, she says.
“The hardest part is not to speak up. It’s being heard.”
“As lifelong fans of Nintendo, we are thrilled to have had the chance to collaborate with them to bring our game to their platform, it's a dream come true!” said Tommaso Bonanni, CEO of Caracal Games.“We can't thank them enough for their continued support and the opportunity to share our passion with fellow Nintendo players!”