Heading Out – PC

«It’s you, your car and the road. As you drive across the USA, people take notice. But nobody knows where you’ll end up». We’ll see what it’s about.

Story and Gameplay:

We find ourselves with a narrative adventure, developed by Serious Sim, and published by Saber Interactive, that mixes roguelike, roadtrip and management, in which we will have to travel through the United States to escape our problems. A journey with many difficult decisions, inspired by our personal experience, that will play with our emotions. This review will delve into the various aspects of this game, exploring its story and gameplay mechanics, analyzing its graphics and sound design, and ultimately reaching a conclusion about whether this interesting adventure is really worth it (or not).

Like we said, the game is about crossing the vast United States in search of adventure. With that said, the gameplay is divided into 4 acts, where each of them introduces new mechanics, missions, traps and a car. In this sense, the way of playing is designed in a very interesting way. We start with an introductory race that will introduce us to the basic mechanics of the game. We can see striking and graphic presentations of the accelerator pedal being pressed or a slight embarrassment on the faces of our opponents. Also, we have several types of races, but they usually consist of going forward the way you want (as long as you stay on the road), at the pace of absolutely original tracks. For it´s part, when a song ends and we’re ahead, we earn style points, which are then transformed into reputations. Points are deducted for errors, and during the race we can use up to 5 respawns on the track in case something went wrong.

On other hand, radio broadcasts are the backbone of the entire game. After each completed race, we can hear something special. When we close the first race, we will see a huge map of the entire United States. The main routes are marked here. In the upper right we can see the amount of our money, the percentage of the so-called “fear” that is chasing us and if it catches us, we will finish the game, as well as the interest of the police and a series of opportunities. We always determine the path on our own. Many of these routes will be covered by looking at the map from above, passing various events along the way. We literally drive, because we see ourselves as a dot on the map, and by stepping on the accelerator pedal we accelerate. We can also slow down when the police arrive to avoid arousing suspicion.

That being said, along the way, we will encounter some strange stories. In this sense, the story presented in this game is multidimensional and often unusual. The game is designed to be played multiple times, each time taking a different path. If we reach a town or city on the map, we can rest there, repair the car or buy some equipment. We often find options to earn extra money by transporting drugs, winning races or fighting over time. Money is very important, because we pay for gas to drive in the United States, and if we run out of money, we can get scared and lose.

As one would imagine, racing plays an important role in this game, so the driving model must be refined to perfection. It’s not perfect, but you can feel the car and you can get into the rhythm pretty quickly. The nice thing is that each subsequent unlocked vehicle handles slightly differently. The only thing to criticize are the collisions, which are quite strange, by the way (just touch another car to land on the barriers or jump to the side of the road, which can be sadly quite tedious).

Graphics and Sound:

The graphics are comic-like and black and white. In this sense, colors appear only when they have some justification or create an additional atmosphere. That said, we’re not talking about cutting-edge graphics, but they hold their own quite well. The detail of the cars, roads and background landscapes is very well done.

Regarding the sound section, the radio is the main protagonist with a fantastic soundtrack that features a nice variety of genres. Also, we can hear the sounds of our car when accelerating, braking or even colliding with rivals, who will even insult us when we beat them. In this sense, the voice acting is also very well done.

Conclusions:

Heading Out offers an immersive gaming experience that combines narrative adventure, road trip and management. Through four acts, players explore the United States, making significant decisions that affect the development of the story. Despite some peculiarities in the driving mechanics, the game captivates with its narrative depth, comic-style graphics, immersive radio dynamics and unique atmosphere. The game touches on many contemporary themes in a very accessible way, which is why it can be a title to take into account, whether you have liked narrative adventures for a long time or are someone who is looking for new experiences.

My Score is 8.0

Narcosis – PC, PS4, Xbox One

«Survival, horror at the sunless depths of the Pacific Ocean: Stranded on the seafloor with low light and few tools, an industrial diver takes desperate steps to surface before his oxygen and sanity give out». We’ll see what it’s about.

Story and Gameplay:

Narcosis, a 2017 title developed by Honor Code Inc, plunges players into the chilling depths of the ocean in a first-person psychological horror experience. Taking on the role of a lone commercial diver, the game throws you into a disorienting struggle for survival after a catastrophic event. While Narcosis boasts a hauntingly atmospheric underwater world and a strong emphasis on psychological horror, it´s execution falters in some areas, leaving a somewhat mixed experience.

Regarding the story, we start in a submarine base dedicated to the exploitation of Pacific resources. One of the scientists, Kip, is doing a routine inspection in his diving suit when a gigantic earthquake generates a devastating tsunami underwater, devastating the station and all it´s employees, except him. After the initial shock, he has to compose himself, return to the facilities, or what remains of them, and find a way to return to the surface. In this sense, this odyssey for survival is told through the concept walking simulator: from our diving suit we must go through the different compartments following the indicated instructions (return energy to a certain point, activate an emergency capsule and so on) to advance until we reach the outcome.

This will take place about two and a half hours after the adventure has begun and after numerous dialogues from the protagonist, Kip, with himself and with Emily, the radio host who interview for the publication of the book where she details his experience. Something interesting is that Narcosis is narrated as a flashback: a trip to this traumatic mishap from the present to the past, counting all the moments of anguish experienced until achieving come to the surface. Or well, that’s what the game makes us believe because the script is millimetered so that, as you progress, you doubt everything that is happening, even the smallest detail. If we are the only survivors, who is that strange figure that she has activated some floodgates? Why hasn’t he contacted us to cooperate in our rescue? Was there really a tsunami? The unknowns will multiply as the events develop. events, which will play a distraction with sudden changes of scenarios, landscapes that deform as we pass and voices with enigmatic messages.

Regarding the gameplay, restricting the field of vision so much and focusing on a suffocating darkness enhances the feeling of overwhelm, by always having a reduced visual information; and this intention of being an uncomfortable and oppressive game is reinforced by the clumsiness of our movements. For it´s part, the monumental weight of our diving suit turns us into slow and tedious walkers. In this sense, we will not be able to look at left and right without turning the entire suit little by little, and each of our footsteps will be accompanied by a good shake in the command, so that there is as much evidence as possible that we are at the bottom of the ocean and inside a very heavy shell. This is something that they do not let us ignore at any time; among other things, because our oxygen is in a constant countdown; That is to say, if we don’t search the scenarios for new oxygen tanks, the game is over.

As a curiosity, it´s worth mentioning that the lower the level of air in our diving suit is, the more easily it will cause hallucinations and delusions in the imagination of the protagonist, like the vision of some memory; and, likewise, the presence of disturbing images or some threat from the sea will also trigger oxygen consumption. To deal with some of these dangers we have three resources: the first is a knife with which we will break some natural structures and defend ourselves against some fish (the movement is clumsy and imprecise and most encounters of this kind, with octopuses and other sea creatures, are resolved based on quick time events). The second object that we will have are the flares, which are essential to illuminate sections where we cannot see what we are stepping on and also to scare away some fauna or make them move and let us pass through certain areas. The last tool at our disposal is a boost that allows the suit to move at higher speeds for a few seconds; With this boost we will have to reach further platforms and also avoid attacks from sea creatures that could destroy the shell.

Graphics and Sound:

Narcosis’ underwater world is visually good. These aren’t state-of-the-art graphics, but they’re still pretty decent. That said, the developers use a muted color palette, emphasizing the inky blackness of the deep ocean. Sunlight struggles to penetrate the water, creating a sense of constant gloom. Schools of bioluminescent fish and vibrant coral reefs provide splashes of color amidst the oppressive darkness, adding a touch of beauty to the otherwise bleak environment. The character models themselves are somewhat dated, but the focus on the environment ensures a visually immersive experience.

Sound design plays a crucial role in amplifying the horror. The constant hiss of your breathing apparatus creates a sense of tension, while the groans of the diving suit and the creaking of the ocean floor add to the feeling of claustrophobia. The soundtrack is sparse but effective, utilizing distorted ambient sounds and unsettling drones to heighten the atmosphere.

Conclusions:

Narcosis delivers a chilling underwater experience, placing you in the desperate shoes of a lone diver after a catastrophic event. The limited visibility and clunky movement perfectly capture the disorientation and weight of a cumbersome diving suit. In this sense, the horror builds not just from threats, but from the deteriorating mental state of the protagonist due to dwindling oxygen.

In summary, it offers a unique and atmospheric horror experience. The unsettling soundscape and oppressive darkness create a genuine sense of dread, while the story’s unreliable narration keeps you guessing until the very end. If you’re looking for a psychological horror trip beneath the waves, Narcosis is worth considering, but be prepared for a quite strange ride.

My Score is 7.0

Sand Land – PC, PS4, PS5, Xbox Series (X/S)

«Lead your company of heroic misfits and explore the legendary world created by Akira Toriyama». We’ll see what it’s about.

Story and Gameplay:

Emerging from the creative wellspring of Akira Toriyama, the mind behind Dragon Ball, Sand Land isn’t your typical post-apocalyptic video game. While it features a desolate world ravaged by desertification and ruthless factions, it injects a hefty dose of Toriyama’s signature humor, imaginative world-building, and surprisingly poignant storytelling. Developed by ILCA and published by Bandai Namco, this game carves it´s own niche in the gaming landscape, offering a unique blend of exploration, vehicle crafting, and combat that’s both engaging and surprisingly heartfelt.

In this post-apocalyptic world, reminiscent of the desolate landscape of Mad Max, a peculiar scenario arises starring a demon known as Beelzebub. In this reality, demons coexist with humans, although the latter consider them malevolent and mischievous beings, avoiding any type of contact with them. In the midst of this discrimination towards demons, Beelzebub challenges stereotypes by revealing a noble and pure heart, although he himself tries to hide it.

Being the son of Lucifer himself and, at the same time, just a child who only wants to play video games, he delves into the adventures that this world proposes with Sheriff Rao in search of getting water for his towns, because this is the resource that is in short supply in the vast desert of Sand Land. Also, we have to say that, those in charge of this precious asset are the King and his army, who do not have the best intentions at all. In this sense, this game offers a story where the axis of its construction clings to the fact of freeing a land from a hidden tyranny, with secrets, lies and the search to resolve the absence of one of the vital elements for the towns, which They increasingly suffer the consequences of this authoritarian world at the hands of the King but which, at the same time, is adrift and ends up being almost anarchic due to the proliferation of groups of dangerous looters.

The world of Sand Land is also characterized by being an ode to Akira Toriyama’s great passion for designing vehicles that he has incorporated throughout his works, such as in Dragon Ball and the inventions of Capsule Corp. In this manga, he took the the use of machinery for mobility is extreme and in the game there is great emphasis on this aspect. I must say a great success, since the customization and RPG aspect is entertaining in this section of the video game. That said, as we progress through the game we will unlock different vehicles that we can assemble and customize in our workshop once we reach a certain city in the game (Spino), which functions as our base, while we help it grow with missions. high schools. We will have tanks, motorcycles and much more. All designed for the exploration of an open world that depends exclusively on having these tools to make it much more accessible.

For it´s part, the combat is more reminiscent of Armored Core or similar but old mecha games. It’s rough but not excessively so. Still, the combat rhythm is simple and is limited to shooting two types of weapons and driving the vehicle. It’s pretty good, one doesn’t expect more in a tank war, but the game gives us a range of customization that ends up being more anecdotal than anything, since all the bosses or enemies are defeated more or less in the same way, sadly. In this sense, open world and combat share a key problem which is repetition. In itself, the problem lies in the lack of depth of the playable mechanics, rather than in the aforementioned repetition. That’s why it ends up being a much more linear experience than expected. Still, while the map at a key point in the story is going to change, no matter if it’s in an arid desert or a lush forest, there’s a lack of variety. The enemies throughout Sand Land are 4 or 5 that are repeated ad nauseam and are very simple to defeat, either with our vehicle or melee with Beelzebub.

We must say that we are facing an action game, so we will also have bare-knuckle duels that we will improve in combos as we level up, as well as the skills of our companions that we will execute using commands. Boss fights, on the other hand, are more recommended in mechas, otherwise, it will be almost impossible to pass them. Regarding the story, its pace is quite slow and this is a problem that video games based on anime usually have. These types of games have a narrative that practically loses the viewer in terms of the dynamism that we are used to seeing in both a manga and an anime. It all feels very slow, like a big starting tutorial at the beginning. Only reaching 50% of the game does one begin to be able to customize their vehicle more and find a little more entertainment in this aspect. We can also build our own shelter within the city of Spino, but perhaps this is not so striking.

Graphics and Sound:

Sand Land’s visuals might not be the most technically impressive, but they possess a certain charm that fits perfectly with the game’s world. The vastness of the desert is captured beautifully, with a constant sense of scale that makes the world feel truly expansive. The character designs are classic Toriyama, with exaggerated features and a vibrant color palette that pops against the stark desert backdrop. The occasional pre-rendered cutscene adds a visual flair, showcasing the impressive animation style and the sheer scale of some of the game’s set pieces, on the other hand.

The soundtrack is another highlight. Upbeat, desert-themed music keeps the adventure spirit high during exploration, while the music intensifies during battles, adding a layer of excitement. The sound effects are well-crafted, from the satisfying rumble of your sand buggy to the explosive blasts of your weaponry. The voice acting, while not overly dramatic, complements the characters well, particularly with Rao’s enthusiastic delivery and Khan’s booming pronouncements.

Conclusions:

Sand Land offers a unique blend of exploration, vehicle crafting, and combat in a vibrant desert world designed by Akira Toriyama. While the story boasts humor, heart, and a fight against a tyrannical regime, its pacing can feel slow, especially in the beginning. The open world, while vast, suffers from repetitive enemy types and a lack of depth in combat mechanics.

Despite these details, this game shines with it’s charming visuals that perfectly capture the vastness of the desert, classic Toriyama character designs, and an upbeat soundtrack that fuels the adventure. If you’re looking for a quirky and lighthearted post-apocalyptic experience with a focus on vehicle customization, Sand Land might be worth checking out, but be prepared for a slow burn.

My Score is 7.5

INDIKA – PC, PS5, Xbox Series (X/S)

«A third-person, story-driven game set in alternative Russia at the turn of the XIX century where religious visions clash with harsh reality». We’ll see what it’s about.

Story and Gameplay:

This is not your typical video game. It’s a genre-bending, psychological adventure that plunges players into the mind of a troubled nun named Indika, who embarks on a surreal journey of self-discovery accompanied by an unlikely companion: the Devil himself. Developed by Odd Meter and published by 11 Bit Studios, This game presents a unique blend of exploration, puzzle-solving, and introspective storytelling, leaving a lasting impression long after the credits roll. Will it live up to what it intends to show us? We will see it below.

INDIKA unfolds in an alternate 19th century Russia, steeped in religious fervor and mysticism. The narrative follows Indika, a young nun haunted by a past trauma and plagued by doubts about her faith. Tasked with delivering a mysterious letter, she sets off on a pilgrimage across diverse landscapes, each imbued with symbolic meaning. In terms of gameplay, the game seamlessly integrates exploration, environmental puzzles, and introspective moments. We navigate through meticulously crafted environments, interacting with objects and characters to uncover the secrets they hold. The puzzles themselves are not overly challenging, often relying on observation and manipulation of the environment rather than complex logic. However, their true significance lies in their symbolic representation of Indika’s internal struggles and the themes explored within the narrative of which we do not want to give too many details, since the game is more interesting when exploring it for yourself, in this case.

What we can say is that throughout the journey, Indika grapples with her fractured faith, questioning the tenets of her religion and the choices that led her to become a nun. The Devil, a sardonic and surprisingly insightful companion, acts as a catalyst for these internal debates, challenging Indika’s beliefs and forcing her to confront her inner demons. Their interactions are a highlight of the game, offering moments of both humor and profound philosophical discourse. In this sense, as the narrative progresses, the line between reality and illusion blurs. Players encounter fantastical creatures, surreal landscapes, and cryptic messages that push the boundaries of conventional storytelling. This ambiguity is really intentional, inviting players to interpret the events through their own lens and ponder the deeper meaning behind the symbolism.

While the core gameplay loop revolves around exploration and puzzle-solving, INDIKA’s true strength lies in it´s ability to evoke emotions and provoke thought. The introspective moments, often triggered by environmental interactions or conversations with the Devil, delve into themes of faith, guilt, forgiveness, and the very nature of existence. These introspections are not merely passive cutscenes; they are interactive experiences that actively involve the player in Indika’s emotional journey. Without a doubt, it´s something very well done.

Graphics and Sound:

INDIKA’s visual presentation is a feast for the eyes. Developed using Unreal Engine 4, the game boasts stunning environments that blend historical realism with fantastical elements. The developers masterfully capture the stark beauty of the Russian landscape, from snow-covered forests to bustling cityscapes, each location imbued with its own distinct atmosphere. Also, the character design is equally impressive. Indika is a striking figure, her nun’s habit contrasting with the ethereal glow that surrounds her. The Devil, on the other hand, is a charismatic entity, his design shifting between human and monstrous forms, reflecting the ambiguity of his role.

The game’s soundtrack further enhances the immersive experience. Haunting melodies and atmospheric soundscapes perfectly complement the visuals, creating a sense of unease and introspection. The voice acting is particularly noteworthy, with Indika and the Devil delivering their lines with conviction and emotional depth, drawing players further into their world.

Conclusions:

INDIKA is a unique and unforgettable experience that transcends the boundaries of conventional video games. It´s a thought-provoking exploration of faith, doubt, and the human condition, wrapped in a captivating narrative and beautiful visuals.

However, it’s important to acknowledge that this is not for everyone. Its surreal and symbolic nature might alienate players seeking a straightforward, action-packed experience. The introspective gameplay and emphasis on internal struggles may require a certain level of patience and willingness to engage with the game’s philosophical themes.

In summary, INDIKA is a remarkable achievement in storytelling and game design. It offers a unique and thought-provoking experience that will stay with players long after they’ve completed their journey. While its niche appeal and introspective nature might not resonate with everyone, for those seeking a game that delves into the depths of human emotions and challenges their perception of faith, INDIKA is a journey worth taking.

My Score is 8.5

Ereban: Shadow Legacy – PC, Xbox One, Xbox Series (X/S)

«Harness mystical shadow powers, high-tech gadgets and avoid or kill to uncover the truth about your past and the key to saving a dying, morally grey universe». We’ll see what it’s about.

Story and Gameplay:

This time we found a fast-paced story-driven stealth platformer game developed and published by Baby Robot Games. Will it be a revolutionary stealth game or will it be just another copy? We will see it below.

Players embark on a journey recruited by the villainous conglomerate, Helios, led by The Enlightened. The story unfolds with Ayana (our protagonist), an Ereban, possessing shadow-based abilities, confronting them as the main antagonists. Speaking of enemies, we have said that the majority of the game’s enemies are robots, who come in a few varieties. You have your standard walk-in straight lines over and over again bots. Bots who are purple, walk in lines and can see any disabled bots they come across. There are sniper bots, stealth bots, and some more as well. All of them have various light sources they emit, and their range of detection for your character is decently large.

On the other hand, humanoid workers don’t fight but will really raise alarms if they see Ayana. In this sense, our choice of whether to kill these workers or avoid them alters the outcome of your campaign. This carries over into your choice of upgrade paths as you hit the end of certain levels. You can go with stealth or more murder-focused powers. To upgrade these you’ll use various shadow orbs and other items hidden throughout each stage. Also, you can replay stages at any time, although your main story choices will be locked.

We must say that, Ayana lacks prowess in combat, often being swiftly subdued by robots who grab her by the neck, ending the encounter abruptly. However, the game offers generous checkpoints and failure incurs no penalty other than affecting the end-mission grade. Progressing through each stage allows for diverse playstyles, including lethal, stealthy, or merciful approaches, each contributing to the final score. Additionally, Ayana possesses a variety of gadgets to aid in remaining undetected, such as decoys, non-lethal mines, flashbangs for disorientation, and a shield for absorbing damage, providing players with a broad selection of tools to utilize.

Graphics and Sound:

Visually, this game is a feast for the eyes, boasting beautiful landscapes, quite detailed character models, and stunning visual effects. The game’s art direction captures the essence of a fantasy realm, with vibrant colors, intricate architecture, and atmospheric lighting setting the tone for each location. Whether exploring ancient ruins or navigating cities, players are treated to a visual spectacle at every turn. Also, the robot models are nice to see, in this sense.

The game’s soundtrack is enjoyable, although not particularly memorable. It effectively complements the tone without becoming a distraction. Similarly, the voice acting throughout the game is satisfactory, despite being somewhat generic, with the main cast endeavoring to navigate occasional clumsiness in the dialogue.

Conclusions:

In summary, this is a very interesting and fun stealth game. Although it´s not an extremely long game, it´s quite entertaining and has different endings, depending on what one does in the game or decides to choose. In this sense, those fans of robots and stealth will find, in this game, a title that they should not miss. Those just starting out with stealth games will be guaranteed entertainment, on the other hand.

My Score is 7.5

Broken Roads – PC, PS4, PS5, Xbox One, Xbox Series (X/S), Nintendo Switch

«Survive, form bonds, and make tough choices that will shape your dangerous yet mesmerizing 25+ hour journey across the wilds». We’ll see what it’s about.

Story and Gameplay:

Broken Roads, the CRPG developed by Drop Bear Bytes and published by Versus Evil, takes us on a journey through a post-apocalyptic Australia filled with tough choices and moral consequences. This review delves into the game’s narrative, gameplay mechanics, and technical aspects. In this sense, we invite you to discover this world, with us.

Set in the desolate future of Australia, the game boasts a strong narrative where survival is paramount. While drawing comparisons to other games, like, for example, Disco Elysium, the aesthetic resonates closely with the Fallout series, particularly with the recent release of the Prime Video series. Character creation offers four distinct origins, each impacting early gameplay, attribute points, pre-assigned skills, and occasional dialogue options throughout the adventure. However, aesthetic customization options are preset, with other features revealed later.

A notable aspect is the game’s focus on dialogue rather than combat. The cornerstone of gameplay lies in navigating through conversations, guided by the «Moral Compass.» Broken Roads presents moral dilemmas, with dialogue choices often leading to morally ambiguous outcomes. The implementation of such a mechanic in this genre is commendable, although occasionally marred by unclear dialogue. In this sense, exploring the four philosophical orientations of the «Moral Compass» – Humanist, Nihilist, Utilitarian, and Machiavellian – adds depth to character decisions. Additionally, traditional RPG mechanics govern character attributes and abilities, offering a familiar yet engaging experience.

As for the combat system, saving distances, they have a faint strategic nuance. The cover system is quite simple and the maps where the combats take place are very little varied and also have a single level where the elements are not destructible. All this boils down to killing the enemies before they kill us in a fairly direct combat, where there are at most a couple of options for cover. Encounters are either initiated by some dialogue option or random encounters. As a big drawback, the variety of enemies is quite limited and boss fights or special combats are very lacking throughout the entire game. Regarding the arsenal, we have at our disposal a very limited cast and the occasional throwable object (in addition to consumables). Weapons can only be upgraded up to +3 and the game does not have any crafting system, something that is greatly missed.

Graphics and Sound:

Broken Roads’ visuals are a double-edged sword. The world map boasts a distinctive, hand-drawn aesthetic that effectively captures the harsh beauty of the Australian outback. However, in-game environments lack detail and suffer from repetitive textures. Character models are basic, and animations are stiff, particularly during combat sequences.

The sound design is similarly uneven. The soundtrack features a melancholic ambiance that complements the post-apocalyptic setting. However, voice acting is sparse, with only a handful of characters receiving full voiceovers. The rest rely on text narration, which can feel uninspired at times. The sound effects are functional but lack the impact needed to elevate the combat experience.

Conclusions:

Running on the Unity engine, Broken Roads delivers a decent performance, albeit with noticeable loading times and occasional technical hiccups. Despite it´s conservative approach and ambitious narrative, the game falls short of it´s potential. While offering an enjoyable experience for genre enthusiasts, maybe it will be hard to digest for new players.

In summary, while this game manages to entertain, it´s shortcomings prevent it from shining as brightly as anticipated. It remains a solid choice for devoted genre fans but struggles to compete with the genre’s leading titles on equal footing.

My Score is 7.0

Anomaly Collapse – PC

«Command a squad of adorably fierce warriors in Anomaly Collapse, a turn-based Roguelite strategy game that offers a fresh twist to an old formula! Face off against otherworldly beings and uncover the dark secrets of supernatural calamities. Immerse yourself in a story where every move counts!». We’ll see what it’s about.

Story and Gameplay:

This time we find a game developed by RocketPunch Games and published by Spiral Up Games. In this sense, this game takes us through Episilon, a city ravaged by monsters and strange anomalies. Forming a team of three characters, you’ll travel through each winding area of the city in an attempt to reach the epicenter of the outbreak. What will this game bring us? We will see it below.

The story takes a backseat. While the initial tutorial provides context, dialogue is repetitive, and lore is hidden in the library. Character backstories, unlocked through area progression, feel shallow and disconnected. This might be surprising considering the detailed character designs. Even the true ending requires multiple playthroughs.

We started by choosing a leader from eight unlockable characters, each with unique abilities. Glitch, the dog with a sword, is your starter and a reliable choice. As you progress, you gain access to tanks and healers, building a well-rounded team. Runs consist of four areas. In this sense, our goal is to fill an investigation bar by completing encounters and acquiring money and equippable items called Abnormalities.

For it´s part, the combat unfolds on a grid where positioning is crucial. Characters use Movement Points (MP) to move and a shared pool of Action Points (AP) to use abilities. Mastering this resource management is key, especially in the beginning. On the other hand, Abnormalities are where things get interesting and complex. These equippable items grant active and passive abilities. However, the number of slots limits your customization. While some items expand these slots, it’s the Abnormalities themselves that make or break your runs.

What is the problem with all of this? the answer is that rarity doesn’t always reflect usefulness. Success often hinged on finding specific combinations rather than strategic play. For instance, one winning run involved stacking AP-generating Abnormalities on Glitch, allowing for constant attack spam. Conversely, many non-AP options felt situational, hindering experimentation. Sadly adding to the unbalance are Area Factors (random modifiers applied to encounters, pushing units or reviving enemies). The potential benefits rarely outweigh the frustration of these punishing effects, making players avoid them entirely.

While challenges offer some mitigation by unlocking permanent upgrades for each character, the progression feels shallow compared to similar games. In this sense, the biggest offender, however, is the information presentation. Buffs and debuffs are cryptic, relying on generic icons. Understanding effects requires excessive menu navigation, especially cumbersome on controllers. This makes an already difficult game even more confusing to learn. Despite these issues, Anomaly Collapse has potential. The core combat offers strategic depth, with positioning and flanking maneuvers playing a significant role. New enemy encounters keep things interesting as you learn their attack patterns.

Graphics and Sound:

Visually, this game adopts a charming art style. The characters, despite their fierce weaponry, boast a certain adorableness that adds a touch of whimsy to the bleak backdrop of the anomaly zones. The environments are varied and detailed, with each zone boasting a distinct visual identity that reflects the corruption brought about by the anomalies.

The game’s soundtrack deserves equal praise. The music is a blend of upbeat, adventurous tunes and tense, atmospheric pieces that perfectly complement the on-screen action. Sound effects are crisp and impactful, effectively conveying the weight of each attack and the otherworldly nature of the enemies.

Conclusions:

Anomaly Collapse is an intriguing roguelite, but one that might benefit from some patches to address it’s information presentation and balance issues. With it’s adorable facade hiding a brutal challenge, it’s best suited for experienced roguelite players who don’t mind a steep learning curve. Even so, new players are also invited to venture into this great challenge.

My Score is 7.5

House Flipper 2 – PC, PS5, Xbox Series (X/S)

«Buy and renovate run-down houses! Or maybe you want to build new ones? Now you can! Start as a rookie Flipper and make a fortune by helping out the community of the charming town of Pinnacove». We’ll see what it’s about.

Story and Gameplay:

Simulation games that take actions from everyday life and turn them into something simple and rewarding are increasingly common in the industry and there are several exponents that can be named in addition to this game. In this sense, House Flipper took the world by storm in 2018, offering a unique blend of house renovation and business simulation. Players donned the virtual toolbelt, transforming grimy fixer-uppers into dream homes for a tidy profit. House Flipper 2, released in 2023, aims to build upon this success story. Does it deliver a complete renovation or leave the experience feeling half-demoed? Let’s dive into the nitty-gritty.

This game retains the core gameplay of it´s predecessor. You’re a budding property investor, scouring for neglected houses, renovating them to their full potential, and then flipping them for a profit. The bread and butter involves the usual tasks: demolishing walls, laying tiles, painting, and meticulously arranging furniture. In this sense, the satisfaction of transforming a dilapidated space into a masterpiece is undeniable. This time, this game presents two game modes: one of free creation and a story mode where we will have to overcome different levels. We are a renowned house remodeler who returns to his town Pinnacove after a long time and we quickly get to work fulfilling our clients’ requests.

In narrative terms, we will not find a particularly elaborate plot, since the story is built through emails and phone calls with customers, who share details about their lives and the town along with their orders. The interesting thing lies in the ability to choose our responses in dialogues, which will influence our degree of sociability or reserve. We will even have the option to end the conversation by hanging up the phone at any time.

On the other hand, the story mode also plays a tutorial role since the mechanics are added progressively. The first houses where we will work are smaller and we will have fewer tools at our disposal, something that increases as the hours go by. The first section they present to us is cleaning: rags, garbage collection, vacuum cleaners and window cleaning. All of this is presented to us in very entertaining cartoons and even in advertisements, in which we see how a large stain can be removed with just a movement of a cloth and It´s something very pleasant to see that, unfortunately, does not translate into real life.

In this sense, we must say that, for example, each of the cleaning tools has it´s own minigame or way of use, and can also be leveled up to improve or facilitate some of its aspects. Still, cleaning is not the only aspect of the game, as house renovation is also part of the experience. For this reason, we will have the possibility of selling and buying furniture, demolishing and building walls, painting, laying floors and even unpacking moving boxes and organizing their contents.

This game aims to offer an expanded experience but the player has the freedom to focus on what they want most. If you like cleanliness over renovations, you can focus on that and the game doesn’t penalize you. Each level has a requirement to fulfill it that is translated into the number of stars where three is perfection. Anyway, we can pass the level by completing only the first star. Depending on how we complete the work, that is, the number of things we complete, we will receive more or less reward.

Beyond the missions, we have our own residence, which we can personalize and refurbish according to our preferences. Moreover, numerous properties will be on offer for purchase, allowing us to reconfigure and enhance them before selling at a significant profit. Notably, the renovation potential is extensive, given the game’s vast selection of items, furnishings, decorations, walls, floors, appliances, plants, and more to adorn our abodes or those of our clientele. Additionally, there’s a diverse array of colors and shapes to choose from, ensuring ample creative possibilities.

In addition to what has already been mentioned, the game also has another very interesting modality that involves assembly. As we progress we will unlock the possibility of creating elements for the game in our own workshop. This means that, through different mini-games, we will have to assemble structures step by step until they are completed. Solving these levels means that that object or structure has a discount in the store to be used later in our homes or in that of clients.

Graphics and Sound:

At a graphic level, it presents a visual improvement over it´s predecessor. Environments are more detailed, with improved lighting and textures. The grimy state of fixer-uppers is convincingly rendered, making the transformation all the more rewarding. However, the environments themselves lack the visual flair to truly impress. Textures can appear flat in some instances, and the overall aesthetic leans towards functionality over graphical splendor. Even so, this section completely fulfills its objective, that the game looks realistic.

The sound design is decent but unremarkable. The sound of hammering and sawing creates a sense of immersion, while the ambient music provides a relaxing backdrop. However, the music lacks variety and can become a bit repetitive during longer play sessions.

Conclusions:

House Flipper 2 builds on the first game’s successful formula, letting players buy, renovate, and sell properties for profit. While the core gameplay of buying, renovating, and selling remains, a new story mode with increasing difficulty and client interaction has been added. In this sense, the core gameplay loop is enjoyable, but the story mode lacks a deep narrative, relying on emails and calls for details. However, it functions as a helpful tutorial, introducing mechanics gradually.

For it´s part, House Flipper 2 offers significant freedom. Players can focus on cleaning, renovations, or both. Extensive customization is possible thanks to the vast selection of furniture, decorations, and building materials. An additional workshop mode allows players to craft items at a discount. Visually, It improves upon it´s predecessor with more detailed environments and lighting. However, the graphics prioritize functionality over visual appeal, and textures can sometimes appear flat. The sound design is decent but unremarkable, with repetitive music during long play sessions.

Overall, House Flipper 2 is a solid renovation experience for fans of the first game. It offers more content, different game modes, and a high degree of customization. Furthermore, for newcomers, it´s an essential title in the world of simulation games.

My Score is 8.5

Vaporum – PC, PS4, Xbox One, Nintendo Switch

«Stranded in the middle of an ocean, in front of a gigantic tower, the hero has to find out what the place is, what happened there, and most importantly, who he is». We’ll see what it’s about.

Story and Gameplay:

For dungeon crawler enthusiasts yearning for a bygone era of grid-based exploration and puzzle-solving, Vaporum emerges from the shadows, offering a meticulously crafted homage to classics like Dungeon Master and Ultima Underworld. Shrouded in a steampunk aesthetic, the game transports you within the colossal confines of the aptly named «Vaporum,» a colossal clockwork tower brimming with secrets, dangers, and a compelling narrative waiting to be unraveled.

At Falbot Games, the creators of Vaporum envisioned crafting a timeless video game experience with the polish and sophistication expected in modern gaming. Embracing the quintessential elements of dungeon crawler classics, they developed their game as a single-player, grid-based adventure centered around dungeon exploration. Set in a steampunk science fiction realm, Vaporum immerses players in the foreboding expanse of Arx Vaporum, a colossal metal tower rising ominously from the depths of the ocean. Within its confines lurk legions of enslaved laborers, mechanical monstrosities, and other nefarious entities. With our protagonist awakening with no memory, the journey begins as they embark on a quest for answers and aid, uncovering the tower’s dark purpose, its hidden mysteries, and their own pivotal role in the unfolding narrative.

Considering Bioshock is entirely common; indeed, its initial moments mirror Ken Levine’s renowned creation almost identically, featuring storms, pipes, statues, and cramped passageways where a misstep could render you easy prey in the shadows. While this setup might appear straightforward and somewhat clichéd, the reality is that the intricate lore and dystopian world it presents are remarkably distinctive, richly developed, and meticulously crafted. It even includes a glossary in the form of an encyclopedia that gradually unfolds as we progress. Moreover, the underlying narrative gradually unveiled throughout the journey is effective. While the script itself may not boast grandiosity, the abundance of audio diaries, extensive textual content, and the enveloping atmosphere ensure that we remain sufficiently engaged, preventing us from abandoning the game out of boredom at the earliest opportunity.

Familiar with fast-paced video games and easily accessible titles, stumbling upon a game of Vaporum’s intricacy and classic style, where patience and strategic decision-making are rewarded, might deter some. However, this complexity isn’t a deliberate challenge or a flaunt aimed at those critical of modern games’ lack of difficulty. Rather, it faithfully translates the dungeon crawler genre’s principles and mechanics, offering players the flexibility to adjust assistance levels to their liking. Vaporum delivers a nostalgic yet modernized experience reminiscent of 1990s PC adventure and role-playing games, capturing the essence of those cherished gaming experiences.

We are talking about a first-person video game, in which the exploration of dungeons or convoluted and very labyrinthine levels, along with combat against enemies, will be the main factors. It should be noted that we will move through a series of squares or quadrants, just in the style of a role-playing game or board game, forcing us to move between four main directions on each turn. The combat is in real time – within limits, of course – and it may seem a little chaotic at first, but it´s functional and includes certain adjustments that allow us to even weigh our actions with a kind of time paralysis that is great to react.

Also, we find value in another aspect of our exploration: the puzzles and the various traps scattered throughout the tower’s corridors. While these challenges may not be overly intricate – involving tasks like pressing buttons, riding elevators, and moving boxes repeatedly – they contribute to the immersive experience of the game. They inject depth and diversity into the gameplay, making it both engaging and rewarding. This blend of challenge and reward in the Falbot Games video game provides a sense of satisfaction, balancing consequences for our actions with valuable discoveries. Through thorough exploration of the labyrinthine levels, players can uncover new equipment, secrets, and treasures, enhancing their character’s capabilities with better armor and weapons for more effective combat.

On the other hand, the progression in this game is quite classic, all a direct translation of the most classic role-playing games, with statistics, success and error probabilities, bonuses and the like. We will accumulate fumium, experience, we will have devices that will serve as magical spells and we will implant circuits that will become skills. We will not find differentiated classes, and everything will be based on the type of game we play in the game and the specialization of our armor or exosuit. In this way, we will find four variants, each one framed within the type of combat we use and with its own pros and cons. There are many destructive powers, hand-to-hand combat and numerous tools powered by steampunk technology that will mostly serve to hit from a distance. Mastering this type of attacks becomes an obligation over time, since it will allow us to anticipate the enemy’s attacks and damage them in advance, leaving them to our melee or closer and destructive blows once we approach their square.

Graphics and Sound:

Vaporum’s visual aesthetic embraces the steampunk genre with aplomb. The environments, while rendered using a traditional 3D engine, evoke a distinct sense of place. The metallic corridors, bathed in the dim glow of steam vents and flickering gas lamps, create a wonderfully oppressive atmosphere. The intricate machinery lining the walls and scattered throughout the floors pulsates with an unsettling life of its own, further amplifying the sense of mystery. While the character models are not the most graphically sophisticated, they possess a certain charm that fits the overall aesthetic. The animations, particularly for the enemies, are smooth and convey a sense of threat effectively.

The sound design deserves special mention. The omnipresent clanking of gears, the hiss of escaping steam, and the rhythmic thrumming of the tower’s machinery create a captivating soundscape that truly immerses you within the Vaporum. The aforementioned well-acted audio logs add another layer of immersion, bringing the world and its characters to life. The game’s soundtrack, while not overly flashy, complements the atmosphere perfectly, with its blend of industrial and ambient tones adding tension and intrigue to your exploration.

Conclusions:

Vaporum is a game that touches the heartstrings of fans of the dungeon crawler genre. The first minutes evoke a trip to the past, with mechanics and playable elements that are rare to find in the current video game landscape. Its setting is captivating, the challenges are attractive and its duration is more than satisfactory. Although it may seem repetitive and have a complicated control scheme in it´s version for Xbox One, PlayStation 4 and Nintendo Switch, if we manage to overcome that barrier and immerse ourselves in its proposal, lovers of the genre will find that it is totally worth it.

My Score is 8.0

Minishoot’ Adventures – PC

«Fly into an enchanting hand-crafted world and embark on an adventure that combines open exploration and twin-stick shooter action». We’ll see what it’s about.

Story and Gameplay:

This time we found a charming title from SoulGame Studio, that takes the classic Zelda formula and injects it with a thrilling dose of twin-stick bullet hell action. Released in April, this indie gem has garnered critical acclaim for it´s innovative gameplay, delightful aesthetics, and surprisingly deep world. This review will delve into the various aspects of this game, exploring it´s story and gameplay mechanics, analyzing it´s graphics and sound design, and ultimately reaching a conclusion on whether this unique blend of genres delivers a truly unforgettable experience.

Regarding the story, we must say that we start with a cinematic in which we see the «living ships» happy in their city until a structure with a skull emerges. That structure unleashes hundreds of ships with the red core to destroy and imprison in crystals our allies. In this sense, our protagonist ship is captured in one of these purple crystals until a voice speaks to him explaining that the corruption returned with the «False Chosen One» and that now he has to free his friends, search for the primordial powers and with all that return balance to the world´s great crystal. As we progress in the game, we get tablets to decipher, which tell us more about corruption, the False Chosen One and the powers of this entity that speaks to us at the beginning. In general, the story follows these simple but effective canons. It´s a very simple story, but quite nice and entertaining.

Regarding the gameplay, although we are strongly asked to play with a joystick, the use of mouse and keyboard is also quite intuitive and fun. On the other hand, we must say that we have three options to choose from, in terms of difficulty: Explorer, Original and Expert. From a much simpler mode for those who are just entering the world of bullet hell, to a more professional one, in which the bullets and enemies move at a higher speed. In addition, we have three different aiming modes: Manual, Assisted and Automatic, according to our preferences.

The game map is divided «in two» at all times. The surface is represented as we obtain fragments of the area we are in and these are placed on the world map like a piece of stone to complete a small puzzle. We also have subsoils, caves and numerous structures to explore that do not always appear on said map, increasing our curiosity to explore. We also have various indicators, mostly aimed at indicating a main objective (which most of the time was the position of a boss), a distress signal (which came from a living ship to save from the crystals) or a lost power, which consisted of new combat skills. Just as there are map fragments to collect, this partly applies to life. We start with 3 hearts in the upper left corner of the interface and each heart will disappear when hit by an enemy bullet. To increase maximum vitality we need to get 4 (four) «heart containers». Without a doubt, it´s a mechanic taken from other games, which is why it will be well known to many players.

That said, the aforementioned world is full of enemies, aggressive ships that will attack us as soon as they see us, either with bullets or with their own body kamikaze style. When you destroy them, they will give us small red crystal fragments that will fill a bar in the shape of a blue cylindrical crystal. By filling it we will level up and have a crystal. In the C key menu, on the left side, we can invest the blue crystals that we earn as we level up, to improve the damage of the main weapon, the rate of fire, the shooting range, the speed of movement and some abilities and powers that we gain. At the same time, we can dismantle an improvement that we have made to get the same crystals back to be able to invest in some other aspect that we want to improve for the moment we are in.

In terms of skills, there are many, although we have the four central ones, which will help us access certain areas, have more movement or dodge bullets: acceleration, running, surfing and the super shot. Acceleration uses ship energy that recharges over time and is activated by holding down the space bar (giving us a boost in speed along with the ability to use the ramps that divide the path from time to time). Running is also activated with the space bar, but only by pressing it once, it is used to dash bullets (does not give invulnerability frames) and to jump short spaces between the floor. The super shot, meanwhile, is a right-click shot that uses blue energy from the ship and enhances the shots, making them more powerful and capable of destroying rocks or walls that seem more fragile. And finally, surfing simply allows you to slide through the areas of the water where before our ship only fell.

As we said at the beginning, our objective is to rescue our friendly ships. In this sense, as we go to the areas marked with requests for help and after destroying waves of enemies or completing puzzles in a dungeon we will be able to rescue them. The rescued ships in question are usually found in the center of the map, where our «main hub» city is. They provide us with services, in some cases they heal us, they reveal things to us on the map, they exchange pieces for objects and among others. Also, some ships or characters that we encounter sell us objects in exchange for pieces dropped by the largest enemies and golden beetles that are very well hidden in the adventure. Some sell us passive items that improve our damage percentage or the CD of the skills, the amount of crystals we need to level up, among many other passives that are found in the menu on the right side of the screen.

Finally we have the ancient powers, these are only three, they are found exploring the map and marked as «lost power» and they are the powers that will help us in combat: protective, time and spiritual power. These three recharge by hitting an enemy target or by shooting blue crystals to quickly charge them and appear available in the bottom center of the interface. The protective power makes an explosion starting from the main ship that makes the projectiles around it disappear, very useful if a pattern of attacks overwhelms you and you can have a break to get back into the rhythm. The time power slows down the bullets, making you move faster and is easier to dodge, and the spiritual power summons two small spirits that shoot at any enemy that is near you.

Graphics and Sound:

Regarding the graphics, made with Unity, this game has a very elaborate and beautiful drawing that in certain parts of the map highlights the art of the game. Being in 2D with a camera from above, the enemies have a great variety of designs among themselves where the red ones stood out for the enemies and the purple ones for those who were much stronger than the rest. With different attack patterns where the bullets are very well differentiated from the background and are quite visible from the smallest to the largest, this is important when wanting to have at the same time a screen full of them and not losing sight of your character, something that this title achieves in spades. In this sense, it´s a very colorful and detailed world, something really remarkable for a game of this style.

Regarding sound, the game has an original soundtrack that matches the area we are visiting at the moment, combining the ship with futuristic overtones with notes taken from a fantastic adventure, thus creating a very striking soundtrack. On the other hand, the sound effects are very well done. From ship shots to sounds like moving through the water, they give rise to a great atmosphere and immersion.

Conclusions:

Minishoot Adventures fuse the exploration characteristic of a metroidvania with the intensity of a 2D bullet hell. The plot, although simple, is effective, and you gradually become attached to the small protagonist ship, which, although it does not communicate verbally, makes sounds in response to the ships it rescues. The gameplay stands out with its excellent controls, a vast world to discover, a large number of collectibles and abilities, as well as a large number of projectiles to dodge.

The game features detailed graphics with a charming aesthetic, diverse landscapes and ship designs, as well as a wide range of colors that, together with the soundtrack, achieve an immersive atmosphere. The sounds of ship propulsion, projectile impacts, and water movement all add to the experience, all without any significant glitches occurring during the hours we spent playing the game.

Without a doubt, this is a highly recommended game, whether you are a fan of this style of games or are just starting to enjoy them.

My Score is 8.5