Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Sunday, 30 November 2025

Productivity, Space Whales & Anime Girls

 
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Too Tired To Type

I honestly didn’t think I’d ever get round to writing this blog. The week promised to be hectic and, true to form, work threw a few curveballs that kept me on my toes.

It’s taken me until the bitter end of the week to summon the energy (or motivation) to sit down and write. But ironically, that exhaustion brings me perfectly to today’s topic: The blurred lines between a video game, an experience, and a productivity tool.

Chill With You: Lo‑Fi Story sits squarely in that grey area; it’s a title that really begs the question: What is a video game in 2025? Because while this feels like an aid, it’s also desperately trying to cram itself into a gaming costume.

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The Hybrid Hustle

A bit of context: My job is hybrid — some days at the office, some days at home. Best of both worlds, right? Home days mean lie-ins and isolation from office pests. Office days mean social contact and actual collaboration. But working from home has a motivational downside: No one’s silently judging you into productivity.

Enter Chill With You, a Steam purchase born from the desperate hope that a virtual desk buddy might stop me doomscrolling and get some work done.


















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My New, Judgemental Desk Buddy

The premise is simple: It’s a "game" set in a fictional world where an app pairs you with a study buddy. You work; she works.

Upon booting it up for the first, you are greeted by a young anime woman in her room, fiddling with her webcam. Her name is Satone — or "Sa-to-ne", as she sounded out very slowly for me. I got the distinct impression she could see through the screen, took one look at me, and concluded, "Ah, an ignorant Englishman who barely speaks his own language, let alone anyone else’s”. Bloody charming!

She gives you a quick tutorial of the interface:

  •       📅Calendar: For meetings and plans. I used it to slot in work meetings and blog time.
  •       ✅To-Do Lists: You can run multiples of these. I set up one for the day job and one for the blog.
  •       📝Notes: I’ll be frank — I ignored this. I’m old school; if I’m not scribbling in a physical notebook, is it even writing?
  •       ⏱️Pomodoro Timer: Set work and break lengths then the number of loops.

The Pomodoro is simple and effective. Want to work four hours with 55 minutes work then a 5-minute break? Set four loops. Done.

💬A small critique here: You can’t set custom lengths for individual loops; it’s a universal setting. I would have liked to mix up the flow a bit more.

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Cutscenes & Coffee Breaks

So, where’s the game element? Complete Pomodoro loops and you earn XP, which unlocks chapters and cutscenes. These cutscenes reveal more about Satone and reward you with items to customize her environment. Some items are realistic; others are gloriously bonkers. I had a whale swimming through space while fish floated by, and then Satone opened the window to the vacuum of space — which was equal parts surreal and slightly alarming.

You can mix realistic and fantastical elements to build a workspace that suits your mood: calming lo‑fi music, ambient world sounds, or your own playlist.

📋Note for developers: Separate settings for time of day and weather would be lovely, and the rain effect needs work — if Satone opens the window during light rain, the drops splatter on a non‑existent pane of glass.

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The Danger of Getting to Know Me

The narrative allows you to learn about Satone, but it is heavily tilted as a one-sided affair. You learn about her; she doesn't really learn about you.

Honestly, that’s for the best. It would be impossible to program a character to react to every personality type. Plus, it would have been weird if, after hour one, she realized I was a complete dick and refused to talk to me — or worse, just sat there giving me the finger while I tried to finish a spreadsheet.

It would be cool to see them add more characters in the future, just to offer a different vibe or be able to pick a pairing that feels more like you.

Satone has idle animations that sell the illusion of making you feel like you aren't working alone — whether it be typing, jotting notes, making coffee, opening the window, reading, even dozing off on a break.

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Nudged, Not Zapped

❓The big question: Did it make me more productive?

Short answer: Yes, but with caveats. It nudged me into focus and made working feel less lonely, but it doesn’t do the heavy lifting. It won’t shock you with electricity if you slack off by opening YouTube, and it won’t magically motivate you on a bad day. It’s a tool that helps — not a miracle.

But if you struggle with the silence of WFH, it’s worth a look. It’s £9.99 on Steam, and there is a demo that gives you a generous 5 hours of playtime. Your progress carries over if you buy it, which is a nice touch.

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From Lo-Fi Focus to Festive Frenzy

That’s all from me for now. I need to get back to the day job and focus on the final run into Christmas.

It’s that time of year where I start reflecting on the chaos that has been 2025 and where on earth I want to be in 2026. I can’t say too much about work right now, but let's just say there are a lot of moving parts, and I have some serious thinking to do about my future.

On a lighter note, the next blog will likely cover the Steam Sports Fest (running Dec 8th – 15th). I plan to dive into a few demos and let you know what stands out.

😤Mini-Rant: I really don’t understand why developers drop a demo for a festival and then delete it the second the event ends. Surely it makes more sense to keep it up there. Let people play your demo and get hyped for your game and follow its progress to release!

Anyway, rant over. Stay warm, get a bit festive, and keep gaming!

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Sunday, 16 November 2025

Lost in Convention Space








Returning to Orbit

It feels strange to pop back in here after such a long break, so let’s start with the obvious: sorry for vanishing for almost a year. Back in November 2024, I thought I had everything neatly planned. The idea was simple: Icelandic holiday, festive season back home in the UK, and then BAM! — a full-throttle return to indie game blogging in January 2025.

Life, as it often does, decided to tear up the script. 2025 turned into a tough, bruising year that demanded my attention elsewhere, and blogging had to take a back seat. Still, I’m determined to squeeze in a few posts before the year wraps up. And when 2026 rolls around, I want to hit the ground running with regular articles again.

So enough about me. Let’s jump right in and dive headfirst into the belly of a beast — specifically, my recent experience at To The Moon (TTM) in the Birmingham NEC. A convention that promised the stars but barely managed to launch off the ground. 

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Houston, We Have a Convention Problem!

When a public event falls drastically short of expectations, social media doesn’t just light up; it explodes faster than you could say “Willy's Chocolate Experience”. That’s precisely what happened as feeds were deluged in posts, videos and photos about TTM.

Before we get into the grim details, let me state: I’m only commenting on what I personally saw, verified, or experienced. The internet is flooded with third-hand anecdotes — and you’ll find no shortage of videos, photos, and posts on your platform of choice if you’re looking to do a deep dive.

I’ve taken a few days since the exhibition wrapped up to gather my thoughts, check a few details, and figure out what I really want to say. And the truth is, the whole expo was on shaky ground from the get-go.

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Mission Control or Fantasy Control?

The first warning sign? Timing. TTM decided to run on a Wednesday and Thursday. Let’s be honest — weekends are the lifeblood of conventions. Choosing midweek felt like setting the event up to fail before it even began due to most potential attendees have jobs or are in education system.

Then came the website. Reading it felt like stumbling into a fever dream. The organisers were making bold claims: 15,000 attendees, up to 150 exhibitors, and 40 million follower digital footprint. On paper, it sounded impressive, but it was either wildly optimistic or downright misleading.

Take the attendance figure. Fifteen thousand people at a brand-new expo that barely anyone had heard of. Pure fantasy. I only stumbled across TTM by accident while searching for alternatives to MCM Comic Con/EGX — and that was just two weeks before the event. When I asked my gaming friends, none of them had even heard of it. So where exactly were these thousands of gamers supposed to materialise from — enough to fill a small football stadium. The fact is, they didn’t. The lack of grassroots buzz and effective, early marketing meant this figure was fiction masquerading as a target.

The claim of up to 150 developers and publishers was equally baffling. Attracting 150 studios requires a massive amount of credibility and a proven track record. It means studios must take a huge gamble on an untested event, it isn’t a scam and that it will deliver genuine value in terms of foot traffic and press.

As a gamer, I can’t speak from the developer or publisher perspective, but I was fortunate enough to read an excellent article written by an indie developer who explained exactly why their studio chose not to attend. It highlighted the kind of due diligence companies should — and must — do before committing their time, money, and staff to expos. It perfectly illustrated precisely why they fell monumentally short of their exhibitor quota.

Even their promotional material raised eyebrows. Some of the logos on the website were effectively doubled up, showing both the game logo and the developer logo, which, to the casual eye, inflated the appearance of having more exhibitors than they had. It felt less like solid planning and more like a cheap magic trick, designed to create a visual impression that couldn't withstand closer scrutiny.

But perhaps the most laughable claim of all was the boast of a 40 million follower digital footprint.

Not even close.

It’s almost certain that they were trying to count the combined follower numbers of the people or companies they were partnering with. If so, they were due for a seriously rude awakening. The engagement transfer from the partnered people and companies to an unknown brand is minimal at best. This claim wasn't just misleading; it demonstrated a profound lack of understanding of modern social media dynamics.

With cracks showing before a single ticket was scanned, the stage was set for disaster.

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One Small Step… Into a 40-Minute Line

Just as I was about to head out the door on Wednesday, a message from TTM dropped into my inbox: the doors wouldn’t open until 11 a.m. because the event “wasn’t ready”. The delay, they claimed, was due to adverse weather and travel disruption. What exactly wasn’t ready, though, was anyone’s guess. Were the developers still stuck in traffic? Or had the organisers simply not finished building the expo floor?

For some attendees, that message came too late. Many were already enroute or arriving at the NEC when the announcement landed. This immediately set the mood for frustration and dissatisfaction.

Stepping off the train and making my way toward Hall 1, I immediately joined what turned into a 40-minute, entirely unnecessary, impromptu queuing game just to get inside.

The reason for the snail's pace quickly became painfully clear: only one person was staffing the entire ticket booth. They were handling scanning tickets and distributing wristbands — a ludicrous situation for a supposed major convention. To their credit, eventually, additional staff were pulled in to help and the queue got moving.

In fairness, the blame for the bottleneck doesn’t rest entirely on TTM, as the NEC contracts the booths out to AXS, but combined with the delayed opening time, it created a chaotic and amateur start to the day. If you can’t handle getting people in the door smoothly, what hope is there for the experience inside?

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The Vacuum of Space

Once I finally gained entry, I wasn’t greeted by the buzz and energy of a packed convention floor. Instead, I was met by a cavernous, barren, echoing hall.

The vast, empty spaces stretched out in front of me, making it agonizingly clear that the chosen venue was simply far too big for the event they managed to put on. Worse still, there was absolutely zero effort to dress up the space. No decorations, no banners, no atmospheric lighting, just bare concrete, high ceilings, and an oppressive sense of emptiness.

Walking the perimeter, it became evident that the physical space dedicated to the few zones that did exist was drastically smaller than the generous plots indicated on the website map. This made the whole affair look even more sparse and, frankly, sad. I genuinely couldn’t tell you the intended purpose of certain cordoned-off sections, and with a noticeable absence of visible convention staff anywhere, there was no one around to ask.

TTM did attempt to soften the blow for Wednesday’s disastrous opening by honouring tickets on Thursday for those who couldn’t make it due to the "adverse weather". But let’s be honest: how many people can truly rearrange their schedules at such short notice? And after the backlash that had already erupted across social media, did anyone really want to return?

The real disappointment here — the nail in the coffin, organizationally speaking — was the visible lack of care for their own expo the next day. Despite having a full 24 hours to regroup and at least attempt to make the vast venue look less barren for Thursday, absolutely no effort was made.

They had a window — a tiny chance — to show attendees that they were trying to salvage the situation, to show respect for the money and time people had invested. That chance was completely wasted.

For these reasons, I couldn’t in good conscience recommend future TTM conventions to friends — especially if travel and accommodation were involved.

It was hard to escape the devastating conclusion: TTM had overpromised and catastrophically underdelivered.

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The Final Frontier of Ineptitude

After all the promises, missteps and fantastical figures, one thought lingers: What does the future really hold for TTM?

Quite frankly, I think that’s the end of it. We opened the box and Schrödinger’s cat wasn’t just dead — it was dead before it was even placed inside.

The inevitable question is: Was TTM a scam?

Based on my observations, I don’t believe so. To convince me of that, far more damning, and verifiable evidence would need to surface. What I saw instead was something arguably more frustrating: Incompetence. A fundamental, catastrophic inability to organize, to plan, to deliver, and to manage the expectations — both their own and everyone else’s. It was a failure of logistics, marketing, and basic business execution on a monumental scale.

If, by some truly unlikely twist of fate, the organisers decide to bring TTM back next year, they’ll need to take a long, hard look at themselves. They must decide what they truly want the expo to be — a regional showcase, a small indie festival, or a true competitor — give it a clear, realistic identity, and, most importantly, learn from the litany of mistakes that defined this year’s attempt.

What saddens me the most is that gamers in the UK genuinely want — and deserve — a premier, gaming focused event. The appetite is there; the community is ready. Someone just needs to step up and deliver the experience we’ve all been waiting for.

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Beam Me Up, Developers — You’re the Real Stars

Now, let’s not end on a sour note. There were moments at TTM worth highlighting, and for me, that bright spot was Indie City.

If we ignore the barren hall around them, this section was genuinely a beacon of light. I got proper, focused, hands-on time with games at various stages of development, and — crucially — I had great, unhurried chats with the passionate people behind them.

Speaking to developers, the consensus was clear: TTM’s pricing structure allowed them to showcase their games in a place where they’d normally be priced out of a stand at other expos. Seeing them not only present their games but also support one another gave Indie City a real sense of community.

So, while the event was a monumental failure, the core reason I went delivered. Indie City was proof that even in the middle of organisational chaos, creativity and passion can shine through.

As for me, I’ll be back soon with a dedicated post highlighting some of the standout indie titles I discovered at TTM. Because while the expo itself may have been a disaster, the games were anything but. And that, at least, is worth celebrating.

What are you most excited to see from the indie game scene over the next year? Let me know!


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Tuesday, 12 November 2024

Death of the Reprobate: God’s Gift to Gaming?

Developer: Joe Richardson
Publisher: Joe Richardson
Available Platform: Steam
Review Platform: Steam
Genre: Point & Click Adventure

Renaissance Revival

Joe Richardson brings his Immortal John trilogy to a dramatic conclusion with “Death of the Reprobate”. This point-and-click adventure, a whimsical masterpiece crafted from the canvas of Renaissance paintings, exudes a distinctly British humour that would not be amiss in a Monty Python sketch. But does this audacious blend of art and comedy ascend to the heights of a magnum opus, or is it just a bottle of piss?

Paintings Come to Life

Sticking to its iconic formula, this series masterfully blends the visual allure of Renaissance paintings with classical music, punctuated by timely sound effects that reflect in-game events. The artistry of incorporating scenes and characters from various works of art continues to astonish, even into the third instalment. The labour required to seamlessly fuse these elements to make them appear naturally part of the scene is truly overwhelming. The orchestral background music perfectly captures the period setting, and even those unfamiliar with classical music will recognize many of the tunes as they navigate through the game's diverse sections.

One minor critique concerns the revamped dialogue display. While the improvement is mostly welcome, and the calligraphy-style text complements the game's aesthetic, the choice to present it in speech bubbles rather than on strips of paper feels out of place.

A Good Deed Gone Wrong?

Let us be honest, point-and-click adventures are not usually celebrated for their rich storytelling and deep character development. This is perfectly fine for the genre, as the narrative's primary role is to provide a starting point and a clear goal. It simply needs to be engaging enough to keep the player moving forward, with characters serving as puzzles to solve and move on from.

"Death of the Reprobate" follows this formula to a tee, clearly outlining the player's objectives and, upon completion, rewarding them with a brief, darkly surreal ending. Along the way, you encounter bizarre and quirky characters, each with their own problems to solve, serving their purpose adequately.

However, it is worth noting that the plot echoes the first game, "Four Last Things." Instead of committing the seven deadly sins, this time you must complete seven virtuous deeds.

Quick Trip Through the Absurd

The short playtime kept the simple puzzles from becoming tedious in this entry. Interestingly, only one puzzle left me puzzled, though I found a workaround, I am still unsure if it was the intended solution or just an easy bypass. Compared to "Four Last Things" and "The Procession to Cavalry," I found the puzzles to be much easier this time, or I had simply become more attuned to Joe's unique and twisted thought process. Reflecting on my playtime of the previous two titles, it was evident that this one was slightly shorter.

The Book of Quality Assurance

Those who know me well are aware that I have a knack for inadvertently uncovering bugs and glitches in video games. However, this time around, I did not encounter any game-breaking or significant issues. In fact, there was only one minor and inconsequential bug, if I clicked near a building's entrance, the protagonist would sometimes enter the building instead of moving to the desired spot. This was easily remedied by clicking a slightly different spot on the screen, so it is hardly worth addressing.

Blasphemous Masterpiece?

Did I enjoy it? Absolutely. Is it a stellar example of a point-and-click adventure? Without a doubt. Would I recommend it? Wholeheartedly. Should you play all three games in The Immortal John series? Definitely. Is there a “but” coming? Yes, and here is why.

I adore the idiosyncratic and playful essence that harks back to the genre's classic roots. It is a must-buy for any point-and-click fan. Although it is a stand-alone game, I recommend playing all three to fully appreciate the developer’s story that spans seven years.

So, what is the “but”? At its core, the formula has not evolved much across the titles. This leads to diminishing returns, not in quality, but in the novelty and impact of each release. With each iteration, the experience feels a bit less fresh. Consequently, I cannot rate “Death of the Reprobate” as highly as I would like.

Pros

  • Masterful Blend of Art & Music
  • Humorous Narrative

Cons

  • Lack of Evolution


Score: 7/10 – Stays true to its iconic formula, though it lacks the fresh impact of its predecessors.

Saturday, 9 November 2024

Albatroz: Lost in The Wilderness

 

Developer: Among Giants
Publisher: SOEDESCO
Available Platforms: PS5, Steam, XBox Series X|S
Review Platform: PS5
Genre: Survival RPG

Trailblazing Or Stumble into The Abyss

Albatroz combines RPG, survival, narrative, and open world into what it describes itself as a “Backpacking RPG”. Journeying as Isla, in search of her brother, retracing trails he loved to traverse. Along the way companions accompanying us in our quest. Has the developers, Among Giants, produced a captivating hiking adventure or is it a misstep off a ravine?

Beautiful But Flawed Journey

As I progressed through the game, I often found myself pausing to take in the breath-taking scenery, captivated by the stunning vistas before me. Immense care and effort went into capturing the natural beauty, reminding us why we venture into the wilderness to be awed by such moments.

However, despite the voice acting brilliantly bringing the characters to life, the music and sound effects sometimes detracted from the experience. Sudden and misplaced sound effects would physically make me jump at the unexpected loudness, while music triggered at certain points would clash with the ambient background music as the ambient music failed to stop playing. This left me marvelling at the landscapes while gritting my teeth at the jarring audio.

Mystical Lore and Personal Quest

The storytelling truly excels in Albatroz, whether it be understanding Isla’s personal story or uncovering the rich folklore of the land. Isla’s search for answers and her path to accepting what has occurred are beautifully woven through flashbacks that provide crucial context and interactions with the companions she meets along the way.

Sence, a wannabe shaman, adds a mystical layer to the world, sharing tales that intertwine with the main narrative, and her light-hearted banter often provides much-needed comic relief. The final companion, Serpi, unfortunately, feels a bit underutilized and forgettable, like the NPCs in the villages.

Despite these flaws, the game offers an engaging and intriguing storyline that kept me invested.

Survival Shenanigans

Personally, I found numerous issues with the mechanics and gameplay loop. The survival component felt unnecessary and often got in the way. While you and your companions have different abilities intended to ease progression, I quickly realized they were redundant. The stats only decreased for the character you were controlling, so if your hunger was causing health to drop, you could just switch to another character. This made the game feel like a brute force exercise, leaving little incentive to upgrade skills.

Additionally, the immersion was broken during interactions when you had to eat, drink, or use a companion's ability due to low stats. Albatroz encourages exploration, but the survival mechanics clash with this, as limited resources discourage straying from the designated path. A more linear approach, focusing on the storyline and environmental puzzles to reach the next plot point, would have been more effective.

Glitchy Adventure

From the get-go, it was clear that the game lacked polish, and the bugs and glitches only worsened as I delved deeper. The framerate struggled consistently in both cutscenes and gameplay, making navigation, especially while driving, a unique challenge. I lost track of how many times I had to reload a save after getting stuck in the environment, being flung into the air, and becoming stuck like a scene from "The Matrix," or finding myself spawned inside an object after a cutscene. Some overlays would stubbornly remain, rendering the game unplayable.

Now, I understand why there was no autosave feature and why you had to find a save point, the whole survival aspect, but it quickly became frustrating when I had to reload and lose considerable progress. To their credit, Among Giants reached out and asked me to provide a list of issues, and they have been diligently patching the game.

Stunning Yet Lacking

This project is clearly a labour of love, infused with time, passion, and dedication. However, despite its stunning visuals and compelling story, it falls short of greatness. The console release needed more time to iron out its faults. Coupled with a significantly higher price tag than on Steam, it is hard to justify the purchase. A more compact, streamlined, and linear game would have been preferable to the open-world survival version we ended up with.

Pros

  • Gripping Storyline
  • Stunning Scenery

Cons

  • Very Buggy
  • Survival Mechanics

Score: 5/10 – Enchants with its gorgeous views and storytelling but stumbles with unnecessary survival elements and glitches

Sunday, 13 October 2024

Phoenix Springs: Rising From The Flames or Mirage?


Developer: Calligram Studio
Publisher: Calligram Studio
Available Platform: Steam
Review Platform: Steam
Genre: Point and Click Adventure
 
Unravelling Mysteries in the Heart of the Desert

Calligram Studio’s debut game, Phoenix Springs, is a surreal and eccentric point-and-click adventure. Players embark on a journey with Iris, who is searching to find her brother Leo. As she follows the clues, her path leads her to the enigmatic desert locale of Phoenix Springs. But is this place a true oasis or just an elusive mirage?



Vivid Visuals and Noir Narrative

Phoenix Springs immerses you in a world that is delightfully bizarre, both visually and audibly.

The art style, reminiscent of an art student’s wildest fever dream, is strikingly garish. Despite its assault on the senses, it manages to draw you in, perfectly setting the stage for the peculiar adventure that awaits.

Throughout Phoenix Springs, Iris’s voice guides you, narrating the unfolding events. Her narration often feels oddly out of place, as if it does not fit, sounding off-key and mismatched in tone. This might be a deliberate choice, enhancing the game’s uncanny valley effect. Iris’s matter of fact, emotionless recounting starkly contrasts with the emotional weight of searching for her sibling, perhaps a failure in the noir-style storytelling.

Overall, it left me feeling detached from the experience which strangely made me want to delve deeper and uncover the reasons behind it.



Curious Journey Through Chaos

The story left me baffled and captivated; I cannot confidently claim to grasp the narrative of Phoenix Springs but wished to garner further insight into the game as I progressed. I am unsure if there was a clear plot which I failed to follow or a deliberate intent to obscure it, either way if the player fails to decipher unfolding events, then the message is lost.

The characters only add another layer of wackiness to Phoenix Springs. There are a limited number of NPCs are interactable and drive the plot forward, the remainder ramble incoherently. They do not enrich the story or provide any clarity.

Regrettably, Phoenix Springs squanders its chance to deliver a clear and cohesive narrative through its storytelling and character interactions.


A Bold Reimaging of the Genre

Phoenix Springs flips the script on the classic point and click formula and breathes new life into the genre. Its unconventional system takes some getting used to, making me rethink how I interact with the environment. I compare it to learning a new language, as I adapted to this fresh approach to world interaction and puzzle-solving. Instead of picking up and combining objects, we use leads, unlocking further clues and driving the story forward. This mechanic truly immerses you in the investigative spirit of the game.

Phoenix Springs captivates players from start to finish, due to its concise length, emphasise on exploration/experimentation and a link to a comprehensive playthrough guide. This allows the player to continue their journey without losing interest.

Unfortunately, Phoenix Springs strays from the genre’s core principles, where nearly every environment, character, and object play a crucial role in advancing the plot, with only a few red herrings thrown into the mix. Instead, numerous locations serve no purpose, characters that do not contribute to the storyline, and objects that remain unused. This results in a world that feels empty and underutilized.


Sound Woes and Comical Bugs

During my playthrough, I stumbled upon a few technical issues. At times, the music and sound effects overshadowed the protagonist’s dialogue, and while adding subtitles helped, it marred the game’s visual impact. Some cutscenes were fleeting and ended so abruptly that it felt quite jarring. Midway through the game, an update introduced a new bug, making it tricky to move between areas. It often took a while for the protagonist to navigate to a new location, sometimes humorously flitting back and forth between two locations.


Elusive Answers and Modern Take on Classic Genre

As the credits rolled, I felt Phoenix Springs was an enigma. What had I just experienced? What events had truly transpired? Why was I compelled to see it through to conclusion?

Regarding the first question, I honestly do not know. Could it have been a university project that they kept working on that was arty and highbrow, or was it meant to be nonsensical? For the second question, it is not a true reflection that I was completely lost regarding the narrative. I have a vague outline of the series of events of the game, but I certainly did not have the full picture by the end of what transpired. Lastly, why did I finish the game, well in a small part it is a short game but mostly there was a fascination with wanting to understand Phoenix Springs.

To wrap up on a high note, I must highlight the innovative mechanics that drive interaction and progression in the game. It felt like a breath of fresh air and eager to see this system evolve and implemented in other games of this genre.

Pros

  • Captivating and Garish Art Style
  • Innovative Mechanics
  • Kept My Interest

Cons

  • Did not Utilise World Fully
  • Narrative Incoherent

Score: 6/10 – A refreshing take on the genre but lacked cohesive story




Tuesday, 8 October 2024

Bloomtown: Bloom or Gloom?

Developer: Lazy Bear/Different Sense Games
Publisher: Twin Sails Interactive
Available Platforms: PS4 & PS5, Steam, Switch, Xbox One & Series X|S
Review Platform: PS5
Genre: JRPG Life Sim

A Summer Adventure with a Supernatural Twist

From the creators of Graveyard Keeper, Lazy Bear Games presents their latest offering, a blend of life sim and JRPG set against the backdrop of 1960s America, with a supernatural element. In Bloomtown: A Different Story, you step into the shoes of Emily, who, along with her brother Chester, embarks on a summer adventure to their grandpa’s house following their parents’ separation. Is it a delightful escape from reality or merely the humdrum of mundane life? 

Symphony of Pixels and Tunes

Visually and aurally, Bloomtown shines within its genre and setting. The pixel art style, while familiar to fans of cosy Life Sim games, also evokes the charm of classic JRPGs, updated for the modern era to vividly express the characters’ emotions. The weather visuals in Bloomtown are particularly delightful, adding an immersive touch. Musically, the game draws inspiration from JRPGs like Persona, yet it seamlessly fits the 1960s backdrop. Together, the graphics and music beautifully complement both the genres and the era.


Summer Joys and Mystical Thrills

Set in the 1960s, the developers have cleverly sidestepped the era’s contentious issues, instead weaving a tale of kids blissfully enjoying their summer holidays, oblivious to the global politics swirling around them. The narrative does delve into the characters’ personal traumas without becoming too intense or heavy. However, some movie and video game references miss the mark, as they are from decades after the game’s setting. Despite this, the story remains charming, never overstaying its welcome, and concludes a satisfactory ending.

Exploring the town is an engaging experience, as we encounter a variety of residents, each with their own unique personalities and quirks. These characters offer tasks that feel perfectly suited for a child’s summer holiday, while also unwittingly aiding in the game’s supernatural elements. Emily quickly gathers a diverse group of allies to help her combat the town’s evil, though the ensemble sometimes feels reminiscent of a Scooby-Doo knockoff. The sibling banter and bickering between Emily and Chester feels authentic, and their candid discussions about their parents’ separation add depth as they navigate their new reality. Emily’s interactions with Ramona can be a bit awkward, but they share a hilarious moment trying on makeup for the first time. Hugo, the talking dog, rounds out the gang, reinforcing the Scooby-Doo vibe as they face the town’s dark forces together.



A Light-hearted Journey with Depth and Charm

Bloomtown fuses two game genres, resulting in a mix that feels like a lighter version of both. This duality is both a blessing and a curse. On the positive side, it never becomes too complex or tedious, but it also leaves you craving a bit more depth. It would have been exciting to see some innovation to make it stand out. While it does not aim to rival giants like Persona, the life sim genre is a staple in indie games, and a fresh twist could have added a unique flair. On the bright side, the game excels in introducing and integrating its mechanics, culminating in a satisfying final act.

Your main activity is battling demons, like in Persona, you can choose to defeat or capture demons. Capturing them allows you to add new demons to your team or fuse them with others to level up. It would have been nice when levelling up demons that their new abilities were predetermined rather than based on a percentage chance of acquiring new abilities or resistances.

As you explore, you will encounter various activities that help level up Emily’s skills, crucial for various aspects of the game. Skill levels influence your success in skill checks during interactions and demon captures. However, there are missed opportunities: being Smart does not make crossword puzzles easier, and Proficiency does not speed up task completion. Investing time in building friendships is worthwhile, adding depth to characters and providing useful battle perks.

Bloomtown offers a variety of activities, but you do not need to do everything to complete the game. If something does not appeal to you, you can simply move on to other tasks.



The American Dream Is Far from Perfect

During my playthrough, I encountered a few hiccups. Some fish seemed impossible to catch, hinting at bugs that need fixing. At times, it was challenging to tell which character was speaking, especially when they were close together. I also spotted several typos and issues with the English localization, though nothing that made the dialogue incomprehensible. Quest markers occasionally pointed to the wrong locations, and quest updates could lag on the screen. While these bugs did not stop me from finishing the game, they were frustrating and wasted my time.



Slice of Americana or Backwater Trailer Trash?

I thoroughly enjoyed the game, it was solid, with a compelling story that reached a satisfying conclusion. However, I wish it had introduced something new to revitalize the genres. The visuals and audio were perfectly suited to the genres and period, and there was a good variety of activities to keep you engaged. That said, they do need to fix a few annoying bugs.

Pros

  • Gripping story
  • Graphics & music in harmony
  • Variety of activities

Cons

  • Lacks Innovation
  • Annoying bugs

Score: 7/10 – A solid game that required a unique twist to truly shine.