Tag: game review

Shelter 3 Review

Developer: Might and Delight
Publisher: Might and Delight
Music: Retro Family
Platforms: PC (Steam)
Released: 30th March 2021
Genre: Adventure, Indie

You are Reva, an elephant with a new calf, and your matriarch, the leader of your herd, needs your help. She is old, her eyesight is failing, members of your herd have been lost. And now, with a young calf and a small herd, you now must use her memories to reunite with the rest of the herd safely. The decisions you make will dictate your journey, your patience and bond with your herd will keep you safe. But it’s not easy, a slip in judgement, rushing at the wrong moment, or neglecting the needs of your herd will make your journey challenging.

Shelter 3 is a 3D adventure game, with a gorgeous artstyle that reminds me of a patchwork quilt, branching paths, and a beautiful insight into the life of an elephant, and the responsibilities she may have.

Shelter 3 takes a different approach to previous Shelter games, where instead of focusing on a single member of your family, instead you must guide and look after your herd, with the memories of the old matriarch to help your decisions. You have the ability to sprint, knocking fruit out of trees, sensing the environment around you, calling your herd into a protective formation, and to feed your calf. But you also have the ability to pluck flowers to carry with your trunk, play in the water, sharing joy with your herd. All these maintain the health of your herd, and their happiness.

The old matriarch will guide you to landmarks, and once you read that landmark she invites you to listen to her stories and her memories, deciding on the next landmark on your journey. You have a couple of options, with differing dangers and challenges. Fog, crocodiles, a maze of stones, dangerous ravines, swamps that threaten to drag you down. You’ll have to navigate them all.

And if you make the wrong decision, rushing through a river at the wrong moment, putting your herd in harm’s way? Well… I lost my calf that way, the hearts of the herd breaking. But I couldn’t just stop, I couldn’t just restart. My calf was not my entire herd, and so I had to continue, thinking of what I should’ve done.

This is not an action-packed game however. It is very slow-paced, linear, but I suppose that makes sense for a game about elephants retracing the paths of the past. There were minor interactions with the environment and my herd, but I really wish there was more I could do. Perhaps give them the flower I had plucked, or spray them with water. It felt very much like the journey was just about me, and not my herd.

I greatly enjoyed the music, the layered instruments, chords, and melodies replicating the quilt-like effect of the world in audio form. The music warned me of dangers, letting me know when it was time to be on alert. It immersed me in storms, beautiful rich plains, the paths I explored, the moments of joy my herd expressed.

Shelter 3 is a beautiful game, I cannot deny that. Visually unique and gorgeous, with layered textures that reminds me of a quilt. And the story starts out nice and simple, with wanting to reunite with the rest of the herd. Having lost members of the herd along the way, I felt resolved to see it through, to bring the herd to safety and security, the old matriarch telling me about how beautiful it would be.

And when we finally made it, the joy I felt seeing her old body rush forward with excitement was also met with sorrow as the realisation hit. She was reunited, and so happy, and it was beautiful. But it was also a story of loss, and life after death. The understanding that death comes for us all in the end, and sometimes it comes swiftly, with only snapping teeth as warning, or it comes quietly and peacefully, like coming home.

Monster Hunter Rise Review

Developer: Capcom
Publisher: Capcom
Music: Satoshi Hori
Platforms: Nintendo Switch, Microsoft Windows
Released: 26 March 2021, 2022
Genre: Action role-playing

You are a new hunter in the beautiful, but small, village of Kamura. Your task as a hunter? To hunt the biggest, baddest monsters that roam this world. But that’s not all, you are also tasked with protecting this village from a devastating event called the rampage. Where a dozen monsters, bigger and badder than the one before it, descend upon Kamura in a furious siege. And you have to not only repel it, but also discover the cause of the rampage in an effort to put an end to this ferocious stampede.

Monster Hunter Rise is the newest game in the Monster Hunter series, with a semi-realistic 3D artstyle, detailed gameplay and mechanics, and a lineup of monsters who will challenge you, while managing to be distinctive from other games in the series.

Monster Hunter Rise at its base is just like every other Monster Hunter game. That is you are a hunter, and you hunt monsters, each unique and with its own set of behaviours and abilities. You can choose from 14 weapon types, such as a hunting horn, great sword, hammer, dual blades, bowgun, or sword and shield, just to name a few. Once you complete the hunt, you get rewards such as money and points, and resources from the monster you just carved. And you can use these rewards to make extremely cool and helpful armour and weapons, and upgrade your gear.

Monsters do not have a health bar in this game, and instead you will have to rely on visual cues to tell you when it’s exhausted, close to death, or if it’s about to do a particularly brutal attack. So you have to be observant, learn about the monster, and adjust your gear and approach to achieve a successful hunt.

Monster Hunter Rise also has some mechanics unique to this game, such as the addition of wirebugs, which creates wires that can help you pull off devastating abilities, hold onto monsters, and even allow you to ride the monster, controlling it for a limited time. Another unique feature is the rampage, where a stampede of monsters attacks the village, and it’s up to you and some brave NPCs to push them back before they can get through the giant gate. You have access to special, heavy-duty weapons, such as cannons and ballistas, to help, and when the gong is hit it gives everyone a surge of power, allowing you to go toe-to-toe with some of the more brutal monsters in the rampage.

And outside of the rampage, there is the mystery behind the cause of the rampage. And solving that mystery will mean having to face, you got it, more monsters.

The music in these games have always been rather epic, and quite beautiful. And Rise is no different, including some beautiful singing from characters in the game. When the language is set to Japanese, you are introduced to poetic singing with the introduction of the monsters, like the game is telling you a story. And the audio experience can be extremely helpful during your hunt. Your characters will shout call outs, warning you when the monster is targeting you, but also telling your teammates when you’re in trouble, reloading your bowgun, or taking a health potion. It’s not essential, but it is helpful, especially if you and your friends aren’t using microphones.

I have been playing Monster Hunter for about 9 years now, and I’ve always enjoyed how over-the-top, challenging, and kinda goofy the games are. And I really got to enjoy the multiplayer aspect with the release of Monster Hunter World, and that hasn’t changed with Rise. Rise has streamlined a lot of the mechanics from previous games, making it less daunting. There are still a lot of areas that have me looking up guides to understand, but you can enjoy the game without it. The hunt itself still has a lot of details to think about and consider, and to hopefully turn to your advantage. I’ve had my friends find a stinkmink to lure another monster to our target, so that the resulting turf war would soften them up a bit.

I would advise making your way through the singleplayer village quests first, as that introduces most of the monsters, mechanics, and features of Rise, and they’re not too challenging. It’ll also introduce you to the ‘big bad’ monster. But once you are ready, jump into the hub quests for the multiplayer experience, and prepare for a wild ride. Whenever we felt things were getting a bit easy, boom. We’ve been mauled by a tigrex and someone just rage quit.

So what do we do? Have a break. And then try again. Craft a special hunting horn that looks like a cello but gives us earplugs, bring out some flash bombs and poisoned food, and get a bit smarter about our hunts.

And then once we succeed, cheer and pat ourselves on the back and go check out what cool armour we can make now, so you can get back to the hunt.

Hey, we’re monster hunters. What else are we going to do?

Carrion Review

Developer: Phobia Game Studio
Publisher: Devolver Digital
Audio: Cris Velasco
Platforms: Switch, Xbox One, Window, Mac & Linux
Release Date: 23/7/2020
Genre: 2D Action Platformer

Carrion is made for those who have, in one way or another, wished to unleash their inner Mr Hyde. And a warning to the wise and not so wicked, if you dislike the creepy, or are triggered by pixelated gore, the spatter and squelch of viscera, screams of terror, or unleashing the horror within… you are probably not going to be into this.
In Carrion, you control the hive mind of a symbiotic colony of an antediluvian ancestor to the tubifex worm, resulting in a cyclopian monstrosity of Lovecraftian horror. Basically, you’re a mass of prehensile tentacles and teeth bent on freeing yourself from the scientific dissection of your biomass.

Commonly, this game is described as reverse horror. Instead of playing the protagonist hiding from the horror as it stalks through the facility seeking freedom, you are the horror.
After breaking from your containment, you stalk your captors, ripping and tearing apart the available flesh to absorb as precious biomass. The biomass you will need to protect yourself while searching for the genetic skills of your kin scattered the of throughout the facility.
Towards those that dare fire upon your amassed power, you will revengefully return to chew on their corpses for the audacity of attempting to damage your majestic abomination.

Or maybe that’s just me…

What the developers at Phobia Game Studios really got right was the weight and movement in the game. The feeling of throwing doors, grates, vending machines, and human torsos come with a satisfying inertia and the added benefit of distracting – or even dismembering – your human opponents. This satisfaction also extends to the effects of your size on your movement as well.

Your own movement is also hypnotic. The worms that make up your body constantly move and shift, slinging out to fling you, swing you, and catch you. And while the movement looks complicated, it controls remarkably well.

I played on PC, and if you have ever played a shooting game, you know that your hand need not move from that position. The mouse controls your movement and prehensile tentacles while your left hand activates skills and levers, the latter of which are many.

Carrion is at its core a linear game pretending to be metroidvanian. The aim is to move from area to area, with you unable to traverse to the next without a new genetic skill. To reach the next save point, lever, or destroyable terrain piece, you are required to solve little puzzles or battle the different types of security intent on annihilating you.

And did I mention there is no map? You will have to rely on your own unique awareness and memory, a special little trap for overthinking completionists and people to took so long between gameplay that they forgot where they were up too… not that that happened to me.

Visually, the pixel art is perfect for the transitions between the clean, bright scientific active compounds, the rusted and disorderly industrialism, and the luminous greens and blues of botanical cave systems. It also means the game can live between the super realism of our imagination and the disbelief of pixelated abstraction, allowing for a modicum of separation between you and the horrors you commit. This is especially relevant as the game play actively covers all the interacted environment with a visceral palette of reds and purples as you course through them.

Acoustically, the game does balance the need for horror elements to the environment without overdoing it. So, while the screaming and whimpering of the cowering humans is ended with the crunch of cartilage and bones, there are no wet slaps of tentacles as you traverse. Instead, a pleasant soft carolling of schwips as your weight-bearing tendrils flail about to find purchase. The atmospheric soundtrack, composed by Cris Velasco, matches the horror theme perfectly. The tension-filled tracks, rather than filling you with dread, instead drive you further into the carnage as you lay waste to all before you.

Overall, Carrion is not a long game, and manages to find a place in the truly short list of games I’ve actually finished. The game’s length means it sits comfortably between learning how to utilise all the skills, and not overstaying its welcome. If you are looking to speed run this metroidvanian world in your first playthrough, I don’t think you’re going to get much satisfaction out of Carrion. However, if you choose to relish the screams, take revenge on those that hold you back, and take your time to work through the puzzles like the Dexter you always knew you were, then I think this sinewy tale might just be for you.

It is no wonder this game won the 2021 BAFTA’s Game Awards Best Debut Game and was nominated for best original property game.

Progressbar95 Review

Developer: Igor Uduslivii aka icoeye
Publisher: Spooky House Studios
Audio: Composer – Gemfire (Andrei Scerbatiuc)
Platforms: Mobile and Windows
Release Date: iOS/Android: Summer of 2019, Steam 8/9/2020
Genre: Simulator/Arcade/Casual/Experimental

While away from my aging beast of a computer and staying with family, I found myself listless and avoidant of the games I had brought along to play on my Switch. So, like any sane person, I started trawling the Google Play store for a game. A game that was not bogged down with ads and provided some escapism from this family trip without draining the rural wifi, or relying upon non-existent mobile connectivity… and for the low, low price of freemium. This is how I came upon today’s game, Progressbar95.

Some things really bring out the nostalgia in me. I thought the sound of a dial-up modem, or the smell of warm chipsets would be the only things that could bring me back to my childhood gaming world, but Progressbar95 brought out a new one in me.

I never thought I would hear that warming computer rattle sound again, the click as the cathode ray tube monitor started up, and while the start-up sounds have been changed, they are still reminiscent of the operating system … of your choice…

Yes, not only can you relive the operating system ending in 95, but you can go as far back as inserting a floppy disk in the A:\ drive and loading your DOS operating system. You can also push forwards to the questionable choices of the present, and even sideways to operating systems you may have only ever heard of. And for those of you who had fancier parents than I, you can even unlock the other operating fruit’s systems as you progress.

So why am I dancing around the names of the systems? Because that’s what Proagressbar95 does… there will be no glass filled wall holes or fruit-based names found in this game. Instead Wista, Largehorn, and Bar OS will tickle that nostalgia nerve within.

The progression of this operating system sim occurs through a range of casual arcade minigames, the premise of all being the collection of segments to complete the infamous loading bar. The points you receive award you with computer part upgrades that you need to then move to the next operating system.

The first core gaming loop to gain these points is to collect the completed blue segments as they fall from the top of your screen in the ever-diminishing space in your loading bar. All while avoiding pink errors, yellow fragmented particles, red system errors, complicated pop-ups, mines, electrical surges, occasional lasers and the omnipresent and always helpful Clippy. These are all available in the unlockable difficulties of Normal, Relaxed, Hardcore, and Custom, as well as the random bonus stages reminiscent of galaxy zooming screensavers and The Matrix’s computer interface!

But be not afraid of the many popups and system errors that will drain the heart tally at the top of your screen. You can occasionally fall back on the minigame fixes with Defrag and ScanProgress to assist you with errored segments and blue screen of death system errors. All with appropriately long cooldowns.

As you level up your skill by filling your load bar, your progression will unlock more minigames that take you deeper into the rabbit hole of nostalgia.

A selection of these being; ProgressSweeper, a mine-finding game similar to another sweeper game you may have heard of, with a double layered twist; Progress Defender, a tower defence version of the base game where you work to block the persistent Clippy and protect programs generating loading progression segments; Progress Commander, where you need to react to make sure to accurately move a command in time to build your loading column; plus so many more, and with current development schedules, even more are coming!

Other ways to get points can be found by finding dead pixels on the screen, or lady bugs in programs, shutting down the operating system when you finish your playtime, mini puzzles, and a DOS simulation. This is one of my favourites, as in this DOS sim Command/DOS aficionados can find hidden cheat codes and bonuses in randomized file systems and match 5 HEX puzzles, plus the ability to explore the programming files and all that entails.

Finally, there is also Bin. Bin is your Tamagotchi-esque pet who needs constant reassurance, petting, and cleaning. Cleaning this pet daily rewards you with a nice chunk of points, especially if you fill them with folders from the previous day of DOS based files. Plus seeing them grow in happiness is its own reward.

However, this game would not be the joy it is without the nostalgia that glues it together. What immerses me in this game and makes me rave to my wife about resurfacing old memories, is the soundscape changes that match the game’s visual changes. A DOS based operating system would not seem accurate without hearing the A:\ drive clunk and grind away loading up the blue visual base, and the near constant whir of fans and hard drives in the background. I was almost disappointed when I reached the point where I managed to get solid state drives removing the need for the background hum, and then with joy did I see a popup asking if I wanted to keep it.

It’s the accuracy of these and the mouse clicks, the sounds marking the opening and closing of basic user interfaces, the alert tone of system crashes and associated hardware shutdowns, all of these makes the game feel close enough to the old experiences allowing one to wallow luxuriantly in the joyous nostalgia.

Now I experienced most of this on my PC, as once I returned from my rural family visit I wanted to explore this game through my other everyday screen. This means I generally missed-out on the pop-in advertisements and pay-to-progress elements that are built into the mobile version of this game. However, I did not find that my freemium experience was intruded or overwhelmed by these monetisation methods, and for those that do find issue with this, there is an ad-free price point available to purchase.

There are also a few bugs in the Steam version. Earlier in my game time (<20 hours) I was unsure if the game glitches were intentional or not, because, as we all know, operating systems can be very buggy. But as I put more time into the game, I was not too sure. Despite this, Progressbar95 has a great fan-based bug reporting system with constant developer updates and regular game expansions, so I can only see this game bettering over time.

So, if you are like me and remember fondly the days of A:\ drives, Windows upgrades and DOS commands, I would recommend downloading ProgressBar95, because at whatever price point you choose, the memories that this game revives are worth the price of entry.