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Showing posts with label PC (Steam). Show all posts
Showing posts with label PC (Steam). Show all posts

Nivalis Nights - PC Review


Nivalis Nights by developer ION LANDS and publisher 505 Games—PC (Steam) review written by Mike with a copy provided by the publisher. 

Estimated reading time: 5 minutes 


“Anyone can paint garbage, it takes true Artistry to paint garbage beautifully”

Nivalis Nights is an experience that gives a strong sense of what a talented team of visionary minds can create. Nivalis Nights crafts a living breathing painting of neon basked splendor with a futuristic new art style of game that is both beautiful and urban futuristic.


Nivalis Nights is a slice-of-life simulation set in the cyberpunk city of Nivalis where you will spend time growing your future business. Your story begins with you waking up in Lowtown, traveling to Meridian Market sector and taking over "Ramen Noir" from Thaddeus the old owner. He hands over the business to you happily, along with the debt attached to the business. After meeting your first and only employee, Banor, you start setting up the seating area, shopping for ingredients, furniture, and adding to your overall menu thereby increasing the quality, comfort and popularity of your Noodle Bar.

AVA, a digital automata assistant communicates frequently with the player to steer them in the right direction when all seems lost, or new information needs addressing. Conversing with certain residents and customers can lead to a pleasant outcome of improving your reputation with the locals.

As you begin to collect staff and ingredients in order to begin your management of this restaurant, recipes will need to be learned by word of mouth with the city's citizens and rival food vendors. It doesn't just stop there, though. You also need to buy tables and chairs. Purchasing machines, such as a drink machine, food chopper, extra stoves, and various other upgrades will keep you wanting to return to make the noodle bar of your dreams.

I started exploring off to the side after a few shifts and discovered the docks. After talking it up with a few locals, they handed me a boat. Different areas on the water presents optimal fishing locations for different varieties of fish. There are also Loot zones that allow the player to fish up treasures such as Jewelry, Garbage, or even ancient technology scrap to sell off. A fishing rod is a great way to make easy cash when the restaurant is running low on funds.

So not only am I chasing fish, I'm also chasing profit at the restaurant. Once you hire a manager as well as wait staff and another cook you can start to accumulate a far greater profit. Things become less stressful with more cash flow. Be cautious on giving the staff a raise right away though, if you don't have enough money to pay them, they might not return and just outright quit.

The city is filled with Neon lights and massive mega structures housing the citizens, their personalities ranging far and wide. I found myself discussing with a social influencer whether her band deserves a 10% discount at my restaurant. The next moment I was running dirty mugs to the sink to ensure the area of operation remained clean and tidy.

There's danger in the town though. Due to a serial killer stalking the regions, a curfew is put into place, so time management is a key factor in running your potential enterprises. Yes that is a plural. You have a large list of potential shops to purchase in the many outer areas as you grow your monopoly on the major sector. Many NPC's are wandering the environments, allowing for a living breathing city utopia filled with citizens. I found myself often times looking at every moment of this game exuding a picturesque beauty with the smallest details taken into account in a successful immersive environment.

I did find myself at times a bit overwhelmed with the number of side quests and objectives flowing in at me in the beginning of the game. Discovering how to manage and multitask will ease off any stress this may present. It seems every single patron that has something to say has a want or need of your assistance. Being a people pleaser will have you charming the masses by offering restaurant discounts, pleasant conversation or appealing to the persons better nature. You must also keep in mind to keep the rent paid on your apartment or you might encounter an early eviction or a visit from the landlord. There is a loan shark that can help you with a bit of interest, but I have a belief that if the player avoids taking out loans, it might save them additional pressure for their business's success. The interest may just outweigh the earnings. 

Everything from the user interface to the controls is very clean and feels natural. The team clearly put a lot of time and effort, as well as energy, love, and care in crafting this wonderful experience. The animated skyline of the mega structure apartments and skyscrapers dance with light amid the sorrowful and downtrodden street life bustling below. Contrast is a key player in this moving painting of a city. The musical score is a fine blend of synth-wave mixed into an ambient saturated living world. The game comes with a Photo Mode as well, allowing the player to admire and explore the areas highs and lows in leisure without losing valuable money-making hours in game. If you are not a big fan of Store management, gardening, fishing or exploring, this title is still a great addition to anyone's game collection for the presentation and delivery of this polished creation.

Controls: 9/10 - Managing staff, keeping track of social influence, adjusting menu item costs and movement feel proper and flow nicely. Collision with NPCs is non-existent and it works well with the flow of the games population.

Audio: 9/10 - The music and sound effects are placed accordingly further saturating the player into the environments and overall emotion breathed into this game. Spending hours with the music playing in the background and never noticing time flow away fluidly is a true skill in musical arts.

Graphics: 9/10 -  A voxel graphics style captures a spectacular presentation of this game that every scene is meticulously made with time and care. A UI interface clean and organized that takes little to no hand holding.

Overall I personally could count this as a top 5 contender for game of the year in 2026. The team has been hammering away at this title for a while and the end resulting presentation is well worth the wait.

Score: 9 / 10

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Fallen Tear: The Ascension - PC Review

Fallen Tear: The Ascension by developer and publisher CMD Studios and publisher Holysoft GmbH—PC(Steam) review written by Richard with a copy provided by the publisher. 

Estimated reading time: 15 minutes 


Welcome to an adventure across the land of Raoah! Help guide Hira on this metroidvania quest across a land that is being choked by corruption. Can you help Hira return peace to Raoah with the help of the companions he meets along the way, or will the world fall into desolation? Only you can help out in Fallen Tear: The Ascension!

Fallen Tear is a beautifully crafted metroidvania title filled with a lot of character. From pretty graphics to solid soundtracks, it’s obvious that a fair amount of care was put into Fallen Tear. Fallen Tear has an interesting combat system directed by how you assign upgrades. It also features a fairly unique bond system where you can bring different allies with you to provide both passive and active effects. Combine these two and there’s a lot of customization for your combat and exploration.

Let’s start out talking about the world of Raoah and our protagonist: Hira. Hira has grown up in a small village with his mother and brother. One day, when he is taking the test to become a hunter, a profession of monster slayers, his town is attacked by demons. Hira then comes across a woman named Runa who tells Hira his fate is to seek the gods to ask them for answers to his questions. Needless to say he has to reach them first, which is easier said than done.

As a metroidvania title, Fallen Tear is very exploration heavy, and there are a number of abilities and upgrades to earn to help you reach new places, as well as one of the better systems to incentivize exploration. Ability upgrades are primarily earned through Ascension skills. These skills can be earned by exchanging points in your main hub area. When you first check out the upgrades you can select between different moves. I’d suggest unlocking from left to right if you aren’t confident in your abilities, but you can choose whichever you wish. As you get more points you’ll be able to unlock more abilities. These points are earned every time you meet a new companion and recruit them to your cause.

Now is when I’d like to introduce you to an interesting core mechanic of Fallen Tear: fated bonds. Basically, as you explore the world of Raoah, you’ll come across NPCs who you can ask to help you out. Sometimes you just need to ask, and sometimes they have a task for you to fulfill. Once recruited they show up in the Temple of Oras, your de facto base of operations, and you can bring them along with you on your journey. Each time you recruit someone to your cause you earn one of those points needed for ascension skills.

But that isn’t all that they’re useful for! See you can equip up to three friends to bring with you. These friends can be swapped out at the fast travel nexus points, but they all have an active and passive affect. Active consumes SP and will generally be a form of attack to enemies nearby, while the passive effect can be a number of different things, some helping with exploration. I will bring your attention to my favourite partner: Altapi. Her active skill is really useful in combat, which I will cover a little later, but her other abilities light up dark locations (yes you’ll definitely want that) and you will have a glowing pulse when near a hidden passage. Super useful for exploration, and competent in battle is a great combo. Some other characters may give you stat boosts or an increase to damage from certain attack types.

Bonds can also be upgraded, improving the bonus from their passive and permanent abilities as well as increasing the damage of their active skill, or the affect it has. Bond level increases are earned by hitting certain benchmarks for in-game goals. Some may be tied to map exploration and combat goals, some could be for acquiring a certain number of collectible items, visiting a set number of locations, or even one greedy bugger that just wants all your money. Once you meet the upgrade criteria you can fork over a grand in currency to upgrade their bond.

Fallen Tear gives you a lot of freedom with what you can do. Basically after the tutorial-like areas you’re told “here are your main goals, now go do whatever while achieving those”. I often bounced between different areas while exploring and didn’t really go straight in one direction. I’d head left on the map and clear an area, then head back to the temple and go right and clear an area, maybe I’d go up on the map next. I think this is probably going to be a sticking point for some people, but you’re literally given free reign over what order and how you want to complete your tasks with very little direction other than knowing where the gods you are looking for are. You don’t HAVE to make it through the super rough area that you’re probably underequipped for, but you still probably can. You almost assuredly won’t be able to collect everything on your first go, but you can still get through the area.

A really handy thing they’ve done for exploration is the ability to take screenshots and attach them to your map as self made markers. They appear as little nodes and when you hover over them a picture appears. This is so incredibly useful for remembering areas of interest and what you needed to do there that I’m willing to overlook some of the other minor exploration hurdles in the game. I’ll warn you now, while I did thoroughly enjoy the environments and the exploration, it wasn’t always…super cohesive. I have a particular umbrage with the wind city. No, not the underwater segment surprisingly—that I didn’t hate—but the wind city of spinning blades of migraine inducing platforming certainly wasn’t great. So what is my issue you ask? Well, it turns out that the camera will sometimes zoom out to give you a better view, or move in a direction to help prepare you for future platforming. In an area where touching a spinning blade sends you back to the start of the platforming segment, you can imagine my frustration when the camera is too slow to keep up with you in a spinning blade maze. I literally had to time it and jump and dash off-screen and hope I made it. Was not amusing.

That being said there weren’t a whole lot of issues I came across that really dampened my playthrough other than this. There were a few camera issues here and there, and dropping down the stairs in Purist Isle is nigh impossible, but otherwise I found the majority of the platforming to be reasonable. There are a few areas that are rather sparse in fast travel points, so be aware that returning to certain places may be a little frustrating if you’re collecting everything like I did.

Speaking of collecting everything, you may be asking yourself “why would I want to do that?”. Well, turns out there’s actually a reason for you to explore everywhere, not just for completion sake. Hira has “tasks” assigned to him that are listed as “fated goals”. These goals include discovering certain landmarks, finding all the items of one type in an area, or defeating a set number of each individual monster type. Upon meeting these requirements, you can receive the rewards as a sort of point resource. This resource can then be spent on a skill tree for Hira called “Masteries”. There are four “tiers” of Masteries and each tier has six common masteries and two “capstone” masteries. You can have three common and one capstone mastery equipped per tier and they all provide different effects, as well as permanent unlock bonuses. They can be mixed and matched to suit your playstyle and swapped out whenever you need. For example, generally speaking the six common masteries would include two attack based ones, two defense based ones, and two ‘other’ ones that are usually some sort of supporting effect. Similarly the capstones tend to be either offensive or defensive focused. Going up a tier requires purchasing the current tier Masteries. While I’m not certain on the particular requirements, unlocking three common Masteries and a capstone was enough for me to unlock the next tier.

I’ve talked a lot about exploration and upgrading abilities, both exploration based and combat based, but I haven’t talked about the actual combat yet. Combat is, for the most part, pretty dang smooth. You have your standard combo hits, a dodge, and a counter as your basic moves to get you started. A counter is performed by dodging an attack at the last second and then attacking. Both enemies and you have a guard gauge, and depleting it causes a stun effect and increased damage on that target. For bosses, they regain their guard gauge after recovering from the stun but most small enemies do not. You have a souls-like healing mechanic that is based on mana rather than set uses, and you regain mana through hitting an opponent or countering attacks.

Mana is also used to summon the teammates you brought along to do their attacks. By exchanging enough blows with enemies you can also build up a sort of super move that summons all your equipped teammates to attack in front of you. This attack also slows down time while being used so enemies don’t move out of range…usually. The last boss and one particular boss is a little egregious for this, but by the time you fight either of them chances are you’ll be overpowered enough not to really care other than mere annoyance. In addition to this, You can also parry most enemy attacks by attacking them at the same time they attack you, but there are a decent number of unparry-able attacks, so take that at your own discretion. A cool thing to note is that any Ascension skills acquired after the first three can also be used in combat. Furthermore, you can customize these skills with certain unlocks you get, but how you get them is a little spoiler-y, so I’ll let you discover how on your own.

Getting in fights is a weirdly diverse feeling, as common enemies, bosses, and the routine gauntlet challenges you come across all feel very different. For normal monsters you can usually get them by themselves or as a group of two, and you can use the terrain to your advantage. It’s always a good idea to practice the dodge and parry on the enemies the first time you see them. The reason for this is that there are numerous gauntlet challenge “rooms” you usually have to go through. As the name implies, these gauntlet rooms require you to beat a number of enemies before being able to leave, and this is almost always in flat ground rectangle rooms where you can’t hide or use the terrain to protect yourself. While I understand most people tend not to be fans of this, I actually like the gauntlet style rooms because it feels like a little bit of spice added to the combat every so often. Bosses tend to have unique mechanics or aspects to their fights and will usually throw some pretty interesting attacks your way. Breaking their guard to get the big damage in is always a good idea, but figuring out when to heal and when to be less aggressive is also important. While some bosses are basically just larger versions of smaller enemies, none of them felt particularly stale to me. Other than the one bonus boss in Lilac Mire and the last boss I didn’t have too difficult a time playing on normal difficulty, but your experience will change based on your normal playstyle, whether you’ve been exchanging the collectibles for health/mana/damage upgrades, and your Mastery and teammate load out.

While you’re out and about, or even in combat, there is a world mechanic that is a Blood Moon. During this period monsters become much tougher, demons can spawn in, but enemies drop a lot more money. Resting at a camp or fast travel point ends the Blood Moon, so you can always “turn it off” if you’re struggling. Fair warning, a blood moon can happen during a gauntlet challenge, so halfway through if the enemies get super tough you know why. Contrary to what you may hear, there is actually a plot relevant reason for the Blood Moon, and I don’t actually hate the mechanic. It’s easy enough to end if you aren’t confident in exploring while it’s going on. It increases money generation while it’s happening, and it spices things up if you’re re-exploring areas for collectibles.

So let’s talk a bit about the aesthetic design here. I absolutely love the visual design taken for Fallen Tear. The animations on characters and enemies seem well thought out, the background designs are really great and are unique to each area you visit, and the NPC character designs all have their own individuality. Couple this with a very well fitting soundtrack that accompanies the theme for the area you are exploring without being either overshadowed or obtrusive and you have a great package to present Fallen Tear. Hidden areas are reasonably indicated by differences in design that are subtle enough to be tricky but not so invisible you need a guide. A cool design choice involves the use of foreground art. There can be creatures moving in either the background or foreground to give a dynamic feeling, and whenever you pass behind something that would obscure your vision it goes see-through so you’re never left in a bad spot.

Area design is also mostly really good. One of the few underwater segments I didn’t hate in a game, and there were only three areas that really caused me grief, one of which was reasonable enough to give a shortcut once completed, and wasn’t too awful to begin with. The Golem Ruins and Zapana were quite rough however. Golem Ruins could really do with an unlockable shortcut after the “dark room you need to push switches in” but was otherwise rather reasonable for the nature of the area, at least comparing it to similar styled areas in other games. I’ve already outlined my frustration with Zapana’s spinning blades and camera, but you also need to make sure your computer doesn’t lag in this area. While I admittedly played this on an older machine, I did have some stuttering which caused me to restart a platforming section because I touched the blades. That being said, almost every game I’ve played, especially metroidvanias, tend to have a few zones that are awful to get through. Sometimes this is due to challenge, sometimes it’s developer oversight, but it’s really rare to find games without them. Fallen Tear’s case is fairly tame compared to some other titles out there, and the developers are very open to feedback so it might not even be as bad when you play.

As a pre-closing segment before we wrap up here, I would like to be clear that the game is currently experiencing some glitches and issues here and there, and there is a FREE DLC planned for the future that expands the world story. My personal issues apart from the lag in Zapana include: 

  • crashing when viewing the tutorial for enhancing the Ascension skill that happens after a certain boss fight, 
  • being unable to upgrade a particular teammates bond because their dialogue for the final boss overrides the option, 
  • and not playing a cutscene after beating the last boss. 

Thankfully I ended up joining the game’s Discord and could see the final cutscene that way, but I do hope this gets fixed in the next major patch. I would also like to say that the game felt a little lacking in terms of the NPC teammates and their stories. I realize it’s tough getting 20+ different fully fleshed out character arcs into a game like this, especially since doing that for every character would also feel like a drag on the player as well, but a little more into all their backgrounds and such would be really nice to see. 

Furthermore, the game ends on a really weird note. It feels like there is more that was supposed to be there, but stops just shy of reaching the real conclusion. It’s kind of like getting to the final area of an RPG, beating the miniboss at the halfway point, and then the game says “ok, we’re done”. Maybe this is meant to be addressed in the free DLC planned, or maybe it’s supposed to be set up for a planned sequel, but it does end on a bit of an anticlimax. Still better than ending poorly, but it did leave me feeling a little disappointed. Good news though is that the devs are super active in the discord and steam discussion threads and are looking into all the issues and suggestions players are sending them. Chances are by the time you read this review many of the issues others have had will have been resolved.

In conclusion, Fallen Tear: The Ascension is a lovingly crafted metroidvania with rewarding exploration, plenty of unique biomes, a colourful cast of characters, and some pretty fluid combat. While there are a few issues currently being worked through, and the storyline does feel a little lacking or incomplete at times, you can still be drawn in to a fantastically crafted world both visually and auditorily. Despite a few hiccups here and there, Fallen Tear: The Ascension is definitely on my list for recommended metroidvanias. 

 

Score: 9 / 10

 

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Isle of Reveries - PC Review

Isle of Reveries by developer and publisher desertcucco—PC(Steam) review written by Richard with a copy provided by the publisher. 

Estimated reading time: 7 minutes 


Isle of Reveries is a top down 2D action adventure game that made my nostalgia for old school Zelda games flare up really hard. A good blending of puzzle, exploration, and combat, Isle of Reveries is a wonderful title to experience inside and out.

In Isle of Reveries you take on the role of Lief, an owl who has traveled to the Isle of Reveries with a fellow group who want their wishes to be granted by the Goddess of the island. Needless to say this doesn’t go as easily as hoped. Lief must explore the island, overcoming challenges and monsters, as he works towards his goal. With the aid of a fairy companion and a cast of interesting characters you meet along the way, Lief aims to uncover the secrets of the island.

Isle of Reveries is a very clearly Zelda inspired title, if I had to guess I would say it takes biggest inspiration from Link’s Awakening and Oracle of Ages/Seasons, and it does it very well. Much akin to these older Zelda titles, you will explore an “overworld” where you’re looking for Dungeons that contain the reveries. You will meet characters and interact with them, solve their problems, and get rewarded for it. Finding your way to the next Dungeon is a puzzle in itself, as you need to use all your wits and tools at your disposal to even get into the Dungeons. Once inside things are taken up a notch, with more enemies, tougher puzzles, and unique Dungeon mechanics to explore.

Along the course of your adventure you can pick up many tools to help you out. Some of these tools are actually really unique as well. While you have a few classics, there are also some that I’ve rarely seen, if ever. I am being a little vague here because I feel like discovering the tools and what they are used for are part of the fun. In addition to your variety of tools, which all require a magic/stamina resource that regenerates over time, you can also make use of your fairy companion. This fairy is, surprisingly, quite useful, somewhat chatty, and arguably the most useful companion I’ve seen in a Zelda-like title in this style. Your fairy friend is capable of copying most types of objects. This includes pots, blocks, torches, statues, and a lot of other things.

Exploring the island you can equip up to three tools, that includes a sword. Choosing the best tools for the job is pretty important. Unlike in most Zelda games where you probably only need one tool and a sword, some puzzles and bosses may require a full loadout of three different tools, and the sword may be useless. Luckily you can swap out tools on the go from your pause menu. Let me tell you though, some of the puzzles made my brain hurt. In a good way, but good lord did I feel unconscionably dumb half the time I figured out the answer. Pro tip, if you can’t figure out what to do, you probably need to use the fairy for something. The two times I got absolutely stumped for an hour or two were because I forgot I could copy things with the fairy.

As you explore the island and the Dungeons you will come across trinkets, of which you can equip up to three. These can only be changed out at save points and provide an array of different benefits. A few such examples include faster magic regeneration, making all thrown items explode (I liked this one), and making a noise when certain specific chests/interactable points are on the screen. Deciding upon a loadout for your trinkets can be as important as choosing your tools.

The overworld and the Dungeons all have their own interesting themes. The Overworld comes in the flavour of eight distinct biomes all with their own scenery, themes, and style of area. Maybe one is flooded, one has quicksand, one has a lot of annoying rocks you need to walk around. Each biome comes with it’s own enemy types as well as environmental effects and objects. Similarly, Dungeons all have a unique theme and mechanic. One of my personal favourites was actually the second last Dungeon. It has a bit of a unique premise to it that requires you to use only some basic tools. Arguably I forgot I could copy almost anything with the fairy and spent an hour pulling my hair out before feeling dumb when I realized I could just copy it over with the fairy, but I really enjoyed the Dungeon design.

Both Overworld and Dungeon exploration is done screen by screen, where moving into the next room, or frame on the overworld, puts you on the connecting screen. Moving between biomes or caves/houses in the overworld, or up and down floors in Dungeons, will count as a sort of “full transition”. Why I bring this up is that enemies do not respawn when changing screens, but when you go through a “full transition”, something that can be useful if you’re low on health or need to play more carefully. Speaking of health, just like in classic Zelda format you need to discover four pieces to get an extra heart. Have fun searching for them!

As an additional note, you will eventually come across a rather peaceful valley. It is here where you can have any character you interact with gather after meeting certain requirements. As you build up your little village you can take on requests from the inhabitants, or build structures in the village. These structures require building materials that can be dropped from defeating enemies.

The graphic and sound design for Isle of Reveries is also a well thought out decision. Graphics remind me of playing my Gameboy Colour Zelda titles back in the day, searching for heart containers and trying to find the next key for that locked door in the Dungeon. Here the graphics are just like that old school vibe, a retro bit style that speaks to the nostalgia of an older generation while still being visually appealing enough for modern players. The sound design also takes me back to that same era, and each tune is well fitting for the location, often giving a more sad or melancholic feel that the game takes on, as opposed to the peppy tunes that used to be more common.

As much as I have loved Isle of Reveries, there are a few issues here and there. There were a few puzzles I solved unintentionally by messing with either my copied object placement or by doing a series of weird jumps and finagling myself somewhere I shouldn’t be or completely messed up by moving something in an unintended way. Good news is that most issues can be resolved either by leaving and re-entering the room/screen, or by quitting to title and reloading. There are a few glitches that popped up now and again. The most frustrating was probably being unable to re-enter the fifth Dungeon after completing it, some weird screen wrapping during the ending cutscene, or one specific textbox shifting when talking to the crow buddies outside the tavern. Fortunately, the developer is paying attention and is fixing any issues that arise, so those issues may be resolved already by the time you read this.

Before I wrap things up here, let me just say that Isle of Reveries isn’t particularly easy. I’d definitely put it in the harder category, as some areas and enemies can beat the tar out of you, even with max health and upgraded gear some areas are still pretty tough. Personally I appreciate the challenge and found it rather enjoyable, but expect to die a few dozen times throughout your playthrough.

Overall Isle of Reveries is an absolutely stellar title done extremely well. A sort of fan or homage game for old 2D Zelda titles that has also broken through the “fan game” ceiling to be able to stand well on its own. With unique tools, an interesting cast of characters, and some wonderful overworld and dungeon design, Isle of Reveries will have you fighting through enemies, scratching your head at puzzles, and getting invested in the world for quite a while. Wrapped up in a nice retro style visual and sound design package, I would highly recommend Isle of Reveries for any looking to relive those old-school titles or for those looking for a 2D action adventure.

 

Score: 10 / 10




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Din's Champion - PC Review

Din's Champion by developer and publisher Soldak Entertainment—PC(Steam) review written by Richard with a copy provided by the publisher. 

Estimated reading time: 8 minutes 


Are you interested in 2D survival crafting games like Terraria but want something a little grittier and more in-depth? Well then, I might have a game for you! Din’s Champion is an interesting title that could best me summed up as some sort of chimeric cross between Terraria and Diablo.

Set in a world where an evil goddess is poised to destroy and recreate the world according to her whims, it falls to you to take on the forces of evil. You must build a town, craft your own weapons, and set out to slay the evil generals of the army set against the world. As you explore the world you are in, the game will progress with or without you, crafting a unique environment, both ecologically and militarily, each time you play.

Din’s Champion is a bit of a tough game to pin down because it does, well, a lot really. Let’s start off with the basics of how it works. The main premise is that of a survival/combat crafting game with a 2.5D side scrolling style, hence the similarity to Terraria. You start out with very little and must begin by chopping down trees, mining resources, building houses, and making gear through smelting ingots and forging armour and weapons. Unlike Terraria however there’s also a big emphasis on the combat oriented portion of the game. In Din’s Champion you have levels, skill trees, skills that increase as they’re used (like mining or forging), and various classes all with their own specialties and skills. As a comparison, this is much closer to Diablo in nature, both graphically and character progression wise.

As a good example of this, the warrior and assassin classes, which you can choose when making a new character, have different skills and intended playstyles. Not all classes will be available from the get-go however. A lot of them require unlocking by hitting certain in-game benchmarks, such as defeating a certain number of a specific enemy type. Needless to say, this makes individual character building a lot more of a critical factor, unlike most crafting type games where your equipment is the codifier for your playstyle rather than a chosen class.

So let’s talk a little bit more about the crafting side of things before delving into the combat. As I’ve mentioned, Din’s Champion is much like Terraria in the crafting style. You must go around collecting resources via mining with a pickaxe, chopping down trees, and digging up the terrain. If you happen upon some copper ore, you can create a furnace, produce copper ingots, and then forge equipment. You start with very little to your name and must create everything as you go, including workbenches and required stations. Once you’re somewhat set up, now you can make your first house! And you will want all your stuff in houses. Basically once you “finish” a world, your houses and contents get transported to the next, so make sure nothing is left out!

Now that you’ve got a house and some equipment, it’s off to go explore the deadly reaches of the wilds! There are different zones, spread both horizontally and vertically, throughout the world and each have their own biomes, traps, and monsters as well. Pay attention when entering a new area to make sure you won’t get beaten too badly. So now you are in enemy territory, and you see an evil demon across the way! You can now exchange blows. I’m assuming this means you will be swinging a sword at it with the first character you play. The surface tends to be pretty lenient from what I’ve experienced, so this means a few hits should dispatch your foe! You will be rewarded with money, experience, and if you’re lucky some drop items that can be used for crafting.

Once you start leveling you can now acquire new skills. Some of these are active skills and need to be assigned to your hotbar number keys, and others will have a passive effect. Active skills will consume MP but tend to do decent damage or provide good effects. Your health and mana will regenerate over time, more noticeably when outside of battle, so as long as you’re not being attacked you should be able to hide somewhere for a bit.

And you will need to hide. Enemies in Din’s Champion are not just static patrol units in their general area. They will dig, they will break through walls, they will get in fights with NPCs you haven’t met yet and kill them before you have any way of getting there, and they can and will subjugate other boss monsters to form alliance all while you’re trying to correctly place a table in your house so you can make new gear. Din’s Champion is an incredibly dynamic game, which is both a point in favour and against it in a broad view. While it is really neat to have constantly evolving threats, everything is on a sort of timer. Enemies will get stronger while you’re getting used to things, the challenge will increase, and you’ll be left sitting there thinking “how the heck do I make better gear or get better resources?”.

This also has an interesting spill off that results in any quests you take, whether they be from your base crystal you need to defend from the monsters or from wild NPCs, have a time limit. Sometimes these time limits are long enough to be considered negligible, other times they’ll be so short there’s no way you can reasonably complete them in the timeframe requested. I once had a sidequest from an NPC asking to find his buddy’s body. I only managed to explore half the area the body was supposed to be in before I timed out on the quest. While this dynamic is a really cool concept, it generally means you’re probably going to get pounded into the pavement for the first couple of world’s you run. Definitely a nice aspect for those a little more used to the game, but starting off is a bit rough.

Speaking of a little rough, it’s about time I mention the user interface. It’s pretty clunky and a little unwieldly. There are plenty of menus to navigate, stats to view, and mechanics to learn. Seriously, you’ll want to read all the tutorials/hints they give you as well as explanations. It might be a bit of a drag when you’re starting but trust me it’ll be helpful. Unfortunately navigating these menus isn’t exactly intuitive since there are so many, so I found myself checking the keyboard controls more than once because I couldn’t remember a hotkey. Even the menus at some workshop tables are pretty rough as well. Trying to repair equipment, since it has durability, and being unable to repair only one thing because you don’t know how is a bit frustrating. My biggest advice? Your first world is purely testing and getting used to how things work. Don’t put too much stock into performance until you learn how to walk. Once you get a handle on things then the game really takes off. I would also like to mention that the game isn’t exactly easy either. Enemies, especially boss units, can pound you into paste pretty easy, so make sure you’re prepared and know how to fight going into that.

The graphic and sound design for Din’s Champion is certainly a choice I wouldn’t have made, not that it’s bad or anything like that. This is another aspect that’s closer to a Diablo like game than it is to a Terraria or crafting game where things tend to be “cutesy-er”. A very much grittier look and some rather basic looking assets at times, but that sort of adds to the charm of the game really. It sets itself apart from the crowd both through the drawn inspiration and unusual art style.

As a sort of wrap up I will give a disclaimer that I am not good at Din’s Champion. I constantly overestimate myself, fall into pits I think I can get out of, miss jumps I could probably make. I also have an unfortunate habit of running into strong enemies before I reasonably should fight them or being completely unable to locate a quest objective. Despite all this I’m actually more inclined towards the game than you’d probably expect. Yeah, it’s rough around the edges and a little janky here and there, and the combat sometimes feels like something off an old Newgrounds flash game at times (wow how old is that), but it has a certain charm and depth that a lot of other 2D crafting style games don’t. You actually build a character off your character instead of gear, the world is constantly evolving, and it has a really unique presentation for the genre.

Overall I’d say Din’s Champion is a bit more of a niche title. For those who enjoy hack-and-slash RPGs and want to shove that system into a 2D survival crafter type game? This is probably a great choice. The world is always changing and enemies are active and can tunnel under your base or make alliances in real time, providing a unique challenge. On the other hand the menus and combat can be a little janky at times and feel a little rough. I’d highly suggest checking out the trailer available to see if it’s something you might enjoy!

 

Score: 7 / 10
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Outbound - PC Review


Outbound by developer Square Glade Games and publisher Silver Lining Interactive—PC (Steam) review written by Valerie, with a purchased copy. Additional points by my partner in crime, Susan N.

Estimated reading time: 9 minutes 


Let me tell you about this cozy game my daughter and I are playing together called Outbound. Now, I've been following this game from the initial Kickstarter back in April 2025 to its full release in May 2026. The best Mother's Day gift for myself and my first ever collector's edition in a physical copy!

Outbound is fulfilling my camping itch just nicely with all the visuals and sounds of nature. I've played the single player and have been experiencing a lot of fun and exploration. However, we do have a couple of gripes in multiplayer (more on that later), but we are having a grand time!

We are currently in the third biome and really enjoying hunting for things to complete, rebuild, or fix the various 'attractions.' We even had the pleasure of a hot air balloon ride! The only things missing are the smells and the wind through our hair as we float up.


Gameplay: 

Source Energy 

You start out in Outbound with an electric powered camper van that starts out at a slow speed, but through the vehicle upgrades the speed increases. When you open the trunk portion of the camper you find the crafting. There's also the motor info as well as the bio burner power plant to fuel the camper. I wasn't good with the minigame in the workbench, but feel free to have fun with it for crafting your tools.
 

Build

Along with living off grid with your camper van you can build your dream home on top of it. You have access to the upper level with a ladder, and later with the latest fishing update you get stairs to build a multi-level home. There are also blueprints to collect so you can build that awesome home and make more upgrades to your vehicle. 
 

Craft 

Your character has a health gauge, food gauge, and there's also the power / fuel gauge for your camper so you know when to stop to power up again. You find many resources for building, food consumption, water collection, and make other parts to fix those attractions you visit. 
 

Grow 

As you play, you can build crop plots to grow food for yourself (or your group) and I was amazed at the rating of how much food health you gained from each new recipe we unlocked. After finding the blueprints for the machine needed to cook the ingredients, you can make food that provides up to one hundred percent food health! 
 


Multiplayer 

Since I'm hosting our multiplayer game I'll let Susan N. tell her side of the coin for gameplay. 
 
Susan here. Outbound has been quite enjoyable to play both in single player and multiplayer. With Valerie, we've driven across the various biomes, solved puzzles, found multiple gnomeos, and even caught some fish! We've had a great time exploring the world and grabbing plants to grow our own. 

I've had the opportunity to do a lot of the driving in our camper van which is quite fun and it allows you to get just about anywhere. Although, there were a couple of locations that were a bit rough to get through like in one of the maps there is a sharp dip in the road filled with some water. That particular section is steep for any vehicle, nevermind the camper van's size or weight.

Anyways, Val and I were able to build a nice house atop the camper van with a couple of lovely fish tanks, an assortment of plants, and as much lighting as we can muster because the lighting is admittedly not the strongest in the game. And it is one of the bigger pain points in the game for us both. Val and I have gone camping together many times over the years and a flashlight or two are some of the first pieces of gear that we pack. In Outbound, the ability to unlock a flashlight or lighting in general is much too late in gameplay, and even at that, the lamps and decorative light for your mobile home is simply not strong enough. The lights barely illuminate anything and the player flashlight is much too harsh at close distances. 


That said, there are many other aspects of Outbound that I personally love. I enjoy the lore notes found scattered around the houses and landmark locations. And with every location, you can find a large amount of supplies to be collected for both players - mostly. With the exception of certain later resources that are sparce on purpose, there are plenty of items to gather. Thankfully, most of the items you need respawn quickly. 

Now, most of the multiplayer aspects of Outbound are fantastic and the game is really cozy. However, there are some frustrating issues I have found with the multiplayer version of the game. The biggest two have to do with the design of the multiplayer itself, and the lighting.

First, let's talk about the multiplayer design. I will say that it is easy to play with your friends or family since all you need is a succinct five character code to input. Unlike other games where you may need to create a password, you don't need to worry in Outbound. And generally speaking, the multiplayer in Outbound does not have any desyncing to the host player, which is awesome. However, the game struggles with item unlock syncing. As Val is the host of the game, I get to experience the issues of being the other player in the game which is not a bad thing because I have been streaming our playthrough and my PC can only handle so much! Anyways, while Val has all of her upgrades and items unlocked each time we play, I have to pull objects out of the camper for the game to register recipe unlocks. I also have to take time to scroll over all the items in the build menu because the game treats it has having just been unlocked right then. This leads to my having to ask Val to craft certain items because I can't see items in the machines. Once I have done this, then I no longer have the duration of the session. I only have to worry about it on the following stream when we go back in. 


Secondly, the lighting in the game is mostly annoying to us both. The floor lamps are not bright enough to cover an area, in fact it seems to only affect the square it sits in. Conversely, the hand flashlight is quite bright, which is great for exploring the great outdoors, it is awfully powerful when you approach a machine or another player. Sadly, I'm unsure what type of solution this would require, but the lighting needs a bit of attention.

Thirdly, there are some interesting issues with falling through parts of the terrain. However, even in saying that, I imagine some of the locations are not meant to be traversed, so I can understand why there isn't always collision where you expect it to be. Val and I didn't find many areas where there were egregious issues with collision, it was noticeable when we did fall through terrain. 

All of that said, The multiplayer is mostly seamless which is an incredible feat at times. I will say that Val and I have both had a blast playing Outbound in search of adventure and hunting for gnomeos - clearly one of the best parts of the game! 
 

UI / Graphics: 

The graphics style is a low-poly look using the Universal Render Pipeline (URP), and what the heck is that you ask? Well, "The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs." This is a direct quote from the Unity3D website and it is a part of the Unity game engine that is quite popular in today's games. The vibrant colors and 3D environment that is Outbound are fun, easy to navigate, and just an all round wonderful world to drive around in. As an artist I was quite curious about this URP, so I looked it up! You can also read about how Square Glade Games used it here.
 

There is a little bit of everything in this utopian futuristic game and Outbound has a lot of playability in it with all the little adventures and environments. Susan and I really enjoy hunting down the gnomes (we yell out Gnomeo! each time we see one), so when we find one the other can come see it if she is close to the location. Other than that, I've been taking many screenshots during this game. 
 
The user interface is easy and I am so glad that we have a 'log book' style of menus to navigate. This makes it feel more like being on a camping trip. The first page if you will is your backpack where you also have separate slots for bottlecaps (Remind you of another game? Fallout 3 maybe?) and vouchers. The map takes up the second page and third page is your Task Log where you can see your current objective, any side tasks, and all the ones you've completed. The fourth page is your journal which keeps track of your progress, and the final page is for multiplayer. In order to get to this though, at the start of the game, you have to finish the tutorial. When multiplayer is unlocked in Outbound there is a code you can copy and share with the friends you're going to invite to your game.
 

There is weather that we experienced days where it rained a few days in a row. You also experience the passage of time as you 'sleep' to 'End the day'. There isn't any combat in cozy games which makes this an awesome exploration game. Yes, you can buy things to decorate your camper with them. 
 

Sound/Music: 

Outbound's music is very relaxing in this game and complements the sounds of nature around you. The realism to the sound of the tires on the sandy gravel roads I found to be a little low in volume, but other than that spot on! The attention to the detail of the sounds for each of the crafting machines definitely gives the feel of you actually operating it. Some of the visuals for the machine are cute and interesting. The voice actor for your character is awesome and doesn't overpower the gameplay. 
 

Final Thoughts: 

All in all Outbound has been a lot of fun to play and even more of a journey playing this game with Susan. I'm giving Outbound a 10 out of 10 because it has everything I need to camp and have my home with me to live 'off grid'. Oh! I forgot to mention you also get a companion in this game. The dog type you choose with help you carry the items you pick up and be your buddy for wandering around. If you love cosy games like this as much as I do, go get it! It's available in all platforms now.
 
 
Score: 10 / 10 
 

 
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Tormentum II - PC Review

Tormentum II by developer and publisher OhNoo Studio—PC (Steam) review written by Valerie, with a copy provided by the publisher. 

Estimated reading time: 4 minutes  


Nothing says 'horror' more than what's inside your mind some days, and Tormentum II definitely delivers on horror inside the mind of a computer programmer (I assume), by the name of David, trying to get a simulation to run and ends up inside it himself!

The images in this point and click puzzle game were inspired by a pair of the many artists I had been following for quite a while now. I was so excited to see these creations inspired by H.R. Giger and Zdzisław Beksiński that I just had to experience this game myself. Kudos to Piotr Ruszkowski and Łukasz Rutkowski and their wonderful works of art, gameplay, puzzles, music, oh just everything is so awesome!


Tormentum II opens with David (played by you) asleep on the bed. As you run your mouse over the room you discover points of interest and possible clues to what you do next. Where you point your cursor is where David moves to and each point that he can move to is labelled with text and an animated icon. I hear that in the first Tormentum: Dark Sorrow this type of 'direction' wasn't in that first game. Next, my curiosity draws me to all the pictures on the wall. I am loving that this game is all hand-drawn and the detail is just stunning!  

David is trying to get his simulation to run and has been offered a mysterious coprocessor. Once he installs it he wakes in a prison with the very beings capable of human-level thought that he had created for the simulation. Many things are similar to what he remembers creating and also many new things show up as he goes around talking to anyone he meets. When he meets a being you notice that there's a puzzle to solve. Clues are given by the beings you are talking to. Oh! One beautiful feature of this game is David carrying a notepad where you literally have access to clues that are for either the puzzle you are on or another one further ahead! I loved this as it saves me writing down, yes exactly that, physically writing down notes. I know I'm not the only one doing this. 


The music is so on point in this game that in some of the rooms I have actual shivers up my spine from it playing. There are definitely Lovecraftian vibes all through this game. That same feeling from the music I have felt before in the Sherlock Holmes games from Frogwares. 

Another feature of this game is the map. The detail on this and every image that makes up this game is visually stunning. I am so blown away by that. I'm so glad that they took those 8 years to make this game. Well, with only 2 of them making this game, I can understand the long wait for it. Definitely well worth it! 


I am now on my third playthrough of this game because on my first playthrough, when I got to a puzzle that I had all the pieces for, my choice killed off a being I had made a promise to. Wow, did that hit me in the gut for sure, which loomed over me throughout the first time through.

I am so glad for the different endings because of my choices. That gives this game a lot of replayability. The puzzles are easy to solve and the story carries you along. I remember the voice and the huge chest in David's dream which definitely has a kick all its own. For all these reasons this game rates a ten out of ten! Thank you Ohnoo Studio! You guys rock! Now I am off to play the first Tormentum just because I'm hooked! Looking forward to your next game, and all of you who have this on your wishlist? Go get it! Some point and click games usually just pass time for me, but this one has me coming back to replay the points I had saved.

 

Score: 10 / 10 

 

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Artificial Extinction 2 - PC Review

Artificial Extinction 2 by developer 100Hr Games Inc. and publisher 100Hr Games Inc., Gamersky Games—PC (Steam) review written by Valerie, with a copy provided by the publisher. 

Estimated reading time: 6 minutes  


So, let me start by saying the tower defense genre are games where I die a lot. I seem to have trouble with the keybinds and have yet to figure out what works for me. Then my mind orders me to do this and my fingers just go ahead and do something else. Eh, you know what I mean.

Either way, my first time playing a tower defense game was in Starcraft II. Actually it was one of the maps in the game with tower defense as the type. Not the campaign. Yep, died there a lot too, but I was also in a team with my son and daughter where I learned a lot—but still, those fingers of mine! Certainly keeps one on their toes.

The next tower defense is the current Riftbreaker which like Starcraft II has multiplayer in it. My son and I are having a great time in this game. Yes, I still die, but not as much as way back in Starcraft II.


Now, Artificial Extinction 2 is another hybrid game combining the tower defense, FPS, and RTS with turrets, drones, and mechs. Single player only which is great, that way I can focus on my way of playing and not copying someone else. I found out during the tutorial that I would do my commands from above, and of course my 'eye in the sky' is a drone. I'm to protect my base from waves of enemies while my computer decrypts an important data card. Definitely was cool where you're directed to go check out an ancient artifact on the field not far from your base and you get a countdown after removing the item inside it. Boom, lovely explosion and a precursor to how quick and on your toes you have to be in this game. Ya, another factor in my spectacular dying sequences! *laughs*

You are greeted by the AI module 101-U22 who tells you that there have been many upgrades since the last time you were there. The voice actor chosen for this AI is spot on and perfect for his role in this game. I can almost hear the maniacal laughter as he tests and torments you during your tutorial. 

On the menu screen you also have access to Intel on the mechs in this game. There's also the test range where you can try out different builds to use in the campaign as well as the dos and don'ts of what goes with what. When the game opens you are in a chamber and the sound of it opening to let you out overpowered the AI talking on about your next objective. I guess I was a little impatient to get out to search for that ancient artifact. 

After retrieving and setting the card in the computer that is flashing blue-green you prepare for those incoming enemies. You learn to use the overhead view where you can plainly see all the commands at your disposal. To access the overhead view from above you hit the 'V' key. You have tabs for the Build screen, the Turrets, Equipment, and Build Queue. This screen combined by switching with the tech tree screen you unlock all your equipment and defenses. You start by setting up mining for resources, putting down the power grid you'll need to keep everything running, and even placing one repair drone to start! Oh, and please note that it takes two clicks to place them instead of one. I kept thinking on where and how many until that one click didn't even place the turret I was lining up to defend the base.

When you place your generator there is a red dome surrounding it to indicate that should the generator get attacked and destroyed, other surrounding defenses and buildings will be taken with it if they are in that zone.


The Tech tree is activated by the keybind of 'T'. During the tutorial while learning about those I found it a bit hard to keep focused on where the enemy was coming in from on the minimap so much so that my first placing of defense turrets were too far out and in the wrong spot. I did better the second time around in the tutorial. I would like to say that this tutorial was the most comprehensive I've experienced recently.

You also have the use of binoculars in this game, which made my field of view a lot wider than through the scope of my weapon. The overhead view gives me an extensive view of the terrain all around my base. Real time strategy is a definitive part of Artificial Extinction 2 with the added bonus of first person shooting. I am loving that those two types are together in this game so I can actually participate in the destruction of the enemy waves, especially if they manage to get past my turret defense line and attack drones.


There are shields and even an EMP module in Artificial Extinction 2 that are an added protection (the shields) and a way to level the incoming enemy waves (the EMP). I am learning to balance the variety of turrets as they are unlocked as well so, yes, I'm still on Easy difficulty.

Artificial Extinction 2 has a lot of replayability, especially for those of us wishing to improve upon planning and precise aim. Sure, I've got the quick thinking down pat, but I definitely need more in the way of calculating how many turrets and where to put them to defend my base. On top of that in the FPS portion where I get to fire away at the enemy ground units, I still need to remember reload times, ducking out of the way, or even my pitiful dodging out of the way of enemy fire. Gets hairy sometimes when I lose health and not familiar with the healing portion of this game. However, the AI's comment during the tutorial, "I can reboot you into a new body" tells me that nope, no healing.


So my third and fourth time through the tutorial of Artificial Extinction 2 gave me the practice I needed for zooming in and out from above. I'm definitely going to spend my tech points in the campaign to build more than one repair drone! I'm going to need that to survive for sure!

I commend Chris, the game developer and owner of 100Hr Games Inc., for a complete package game! The graphics are superb, the music intoxicating, and the gameplay that makes me come back for more. When you replay a level, it is never the same twice. Always different! 

Score: 9 / 10 

Final Thoughts:

I would like to apologize to 100Hr Games Inc. for the long delay in getting this review out. Real life and health had prevented me from staying at my computer long enough to play the game. You know you're addicted to a game when you argue with your doctor about needing to get home to play that very game! Anyways, for anyone else who's addicted to mechs and RTS and even tower defense games, give this one a roll. It'll keep you on your toes! 


  

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