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Let’s Rock and Ride! with Konami
Biker Mice from Mars was a 90s animated series that had three seasons and about 64 episodes. The first one premiered in 1993 and the last one in 1996. Like many cartoons of the time, it was more focused on selling toys than anything else and followed a formula very similar to Teenage Mutant Ninja Turtles: anthropomorphic animals who fought crime and lived in a hideout, but in this case they were mice who rode motorcycles. As a kid I remember watching an episode or two on TV but I never paid much attention to it, nor did it manage to hook me, even though I loved cartoons. Outside of my personal experience, the truth is that the series was well received by the public, especially when it came to selling toys, and obviously, being the 90s, if there was an animated series making money, a video game couldn’t be missing to squeeze even more money out of parents’ pockets. That’s why Konami got to work and in 1994 developed and published an adaptation of the series in cartridge format for Super Nintendo. Luckily, the Japanese were clever and instead of making an action-platformer or a beat’em up, as usually happened in these cases, they opted for a racing game, which makes perfect sense considering the source material. Specifically, they went for the combat racer genre, a kind of racing game with vehicular combat mechanics, in this case from an isometric perspective. Very similar to the classic Rock N’Roll Racing but set in the Biker Mice from Mars universe. The game in question was released in 1994 in the United States and Europe, and although there are no official sales figures to know how it performed, it was very well received by the press; most reviews of the time gave it very high scores. For example, the Italian magazine Consolemania in issue nº 37 gave it 91 points, Superjuegos in issue 33 gave it 88 points, and the American magazine Video Games in issue nº 72 gave it 8 out of 10. All these reviews were published in January 1995. Port for SEGA Mega Drive (Cancelled) Some media outlets of the time announced a future port for Mega Drive, at least in the European market, but it never materialized. Specifically, Computer and Videogames in issue 146 from January 1994 and Mega Power in issue 16 from November 1994, both from the United Kingdom. This cancelled port is also referenced in the LinkedIn profile of John “Turbo” Brandstetter, who worked at SEGA for several years. In the end, SEGA users were not able to enjoy this title on their consoles. Mechanics This game can be defined within the combat racer genre, which as its name indicates is a combination of racing with vehicular combat, something popularized by Mario Kart, but in this case more similar to Rock’n Roll Racing both for its isometric perspective and for its progression elements through purchasing upgrades between races. Basic Controls We accelerate with B, activate items with A, use our ability with X, brake with Y, and with L and R we can slide to the sides or jump depending on our character, and if we hold them during a turn we perform a power slide; not all characters execute it the same way. Obviously, with the D-pad we control the bike’s direction left and right, and we can also lift or lower the bike like in Excitebike. Although these controls are the same for the 6 available characters, each one has their own variations. For example, the 3 mice and one of the villains can do a wheelie and the other two cannot. Not all of them move sideways with L or R; the scientist, for example, is the only one who throws a hook to grab onto surfaces. Vinnie doesn’t slide but instead spins his bike doing a wheelie; Modo jumps instead of sliding. Additionally, each one has their own abilities: Throttle fires a projectile that stops rivals, and if we hold back while firing, he leaves it on the ground as a trap. Vinnie doesn’t shoot projectiles; instead, he performs a big jump that can be used to overtake or land on enemies to damage them. He can also leave a trap by holding back. Modo activates a turbo and lifts the bike, hitting anything in his path and clearing ground traps; he can also leave traps like the others. Grease Pit fires a grease projectile that temporarily melts targets and also leaves it on the ground as a trap. Limburger is the only pilot who can shoot both forward and backward, since pressing down makes him turn around instead of doing a wheelie, making his attacks impossible to dodge if aimed well. Dr. Karbunkle fires an energy ball that temporarily turns enemies into a small mutant that can still move but much slower. If during the race we hit an enemy trap on the ground, we can avoid it by doing a wheelie. Projectiles, however, cannot be deflected; we either dodge them or get hit. In the upper-right corner of the screen we have a counter with red circles representing our armor; if it reaches zero, our bike is destroyed and we lose several seconds before returning to the race. Items Each time we complete a lap, we automatically obtain an item. The manual says the item type is random, but there is surely a hidden system based on our race position, since if we are in first place we never get the most powerful ones. There are only 5 items in the entire game: the classic nitro, a star that makes us faster and invulnerable for a short time, an earthquake that slows all rival racers (especially useful on uphill sections), a clock that stops time for everyone except the user, and finally a money bag that gives extra cash to spend between races. If we are in first place, we almost always get this or, with luck, a nitro. Shop / Upgrades After finishing a race and before starting the next one, we can enter the shop and invest our money in upgrades for our vehicles. We can improve our engine (increasing top speed and acceleration), armor (increasing our health counter), tires (improving grip), and increase our ammo capacity. Each upgrade can be leveled up to 5 times and becomes more expensive each time. Game Modes Biker Mice from Mars features two very different game modes plus a training mode, offering good variety in gameplay. Main Race The first game mode, and according to the title the “main” one, is the typical tournament divided into races, each with 5 circuits. We earn points depending on our position, and at the end of the last circuit we must finish in the top 3 to advance to the next level. On normal difficulty, circuits have 5 laps and there are 5 levels total; on hard difficulty, races have 6 laps and there is an extra level with the hardest circuits in the game. Battle Race This mode focuses more on combat than driving. All participants start with max ammo, and if our bike is destroyed, we are eliminated directly with no respawn. The main objective is to survive; if we are the last one standing or finish in the top 3, we advance to the next phase. If we are eliminated or fail to reach the podium, we get the continue screen. According to the manual, we can continue from the race where we left off keeping our upgrades, but this is not true; if we lose, even if we press continue, we must start from scratch. Practice As expected, this mode is for testing the different circuits; all are unlocked from the beginning. It is the only game mode that does not allow multiplayer. Since we are the only racer on the track, abilities and lap items are disabled, and traps do not affect us. It is good for learning the tracks, but it would have been nice to include an option to enable traps and scenario modifiers. Versus Finally, we have the option to compete against a friend in a one-on-one split-screen match. It works similarly to a normal race but only two players compete and there are no lap items. At the end of the race, the loser can choose to retry or change characters or track. Dynamics Regardless of the mode we play, at the start of the race none of the racers have ammo or items; these always unlock after completing the first lap. Another similarity is being able to buy upgrades in the shop between races; here the only difference is that in battle mode we start with max ammo. Other than that, upgrades and their prices are the same in both modes. The main difference between game modes is the gameplay focus: the main mode centers on driving regardless of how much we use our weapons; whoever completes all laps first wins. The higher our position, the more points and money we earn for upgrades. Although this remains true in battle mode, there it is much more important to manage our armor and ammo well than to be the fastest. In this mode, if our bike is destroyed, we not only lose the race but must start from scratch with no upgrades, making it a much greater challenge. Additionally, there are no passwords in this mode, so it is a total game over. In fact, driving is so secondary here that if we are in first place, it is better to stop on the side of the road, let rivals pass, and shoot them from behind to weaken them. If we manage our projectiles well, we can eliminate all rivals before they finish all laps and ensure we stay alive, since if we are in front we are an easy target for enemy projectiles. Gameplay One of the game’s strongest points is the variety in driving styles of its characters. Although a roster of only 6 racers may sound limited, each one plays differently and it shows. And I don’t just mean differences in stats: speed, acceleration, and grip. Between this and the different types of sliding, drifting, and more, each racer plays differently from the rest. For example, in the good guys’ team, each one has their strategies: Throttle and Modo handle similarly, relying heavily on drifting, but the former is a bit safer since he has projectiles to knock down rivals in front of him, while Modo must be close to run them over with his turbo. Vinnie, for example, is the slowest in the entire game and his drifts are very hard to control, but his jumping ability gives him a huge advantage that compensates for his drawbacks. The villains’ team is even more diverse. For example: Grease Pit is the racer with the highest top speed but the worst acceleration, and his grip is terrible, making him extremely difficult to control and in certain situations especially vulnerable to circuit obstacles, especially water currents in sewer sections. Additionally, his trap is the hardest to execute in the entire game; you must hold back and maintain the wheelie, but it is quite difficult to predict the exact moment it will come out, and many times we end up shooting forward by accident. Then there is Limburger, who has more acceleration than anyone but less grip than anyone, although in practice he is much easier to control than Grease Pit. He cannot do a wheelie, which prevents him from avoiding traps, but instead he turns around, making him the only character in the game who can shoot backward. And this is not like leaving a trap, because those can be nullified by lifting the bike, but projectiles cannot. Additionally, since his vehicle floats, he is not slowed down when driving over water like the rest of the racers. Finally, we have Doctor Karbunkle, who has the best grip, good acceleration but low top speed. He is very easy to maneuver, and instead of sliding with L or R, he throws a robotic arm in the selected direction that can both hit rivals and grab onto surfaces to launch himself in that direction. This makes it much easier to dodge projectiles, and since he can also lift the vehicle to repel traps, he is a fairly safe option, although overtaking rivals becomes more difficult. Racing Circuits There are 30 different tracks in the entire game (the last 6 only available if we play on hard). These are grouped into 5 types of circuits, which become more complex as we progress and begin to include particular traps and obstacles. We always start in city circuits, then beach circuits, sewers, off-road style tracks, and finally space fortresses. Each type of circuit differs not only in appearance but also in the obstacles they contain. City circuits, for example, have potholes in the asphalt that slow us down when passing over them, and then add other obstacles like hydrants, signs that make us bounce if we hit them, and even ventilation ducts that lift the bike. Beach circuits have water sections that slow us down (except Limburger), and if we go too far and fall into deep water, we sink and must wait for a hook to lower from the sky to put us back on the track. These are the levels I hate the most by far. Sewer levels, on the other hand, are my favorites. They have parts where there are flamethrowers on the ground that can damage us, sections where water currents make us much faster or slower depending on the direction of the flow, and even make us fall into the void or crash into spike walls. Off-road circuits are full of jumps and tight curves like real-life motocross tracks; personally, I find them quite difficult to interpret, but they are entertaining and offer a lot of gameplay since they are very long and give time to recover. Finally, there are the space fortresses, which start on the Moon and end on Mars. Here almost all curves are straight or U-shaped, and they usually have electric traps, jumps, fans that push us, and sections without edges where we can fall into the void. Aesthetics Graphics One of the most important aspects of a video game based on a cartoon series is undoubtedly its graphics and how similar it is to the source material. And in this regard, I think Konami did an excellent job. Although the sprites are not very large, each character and even the vehicles they drive are perfectly recognizable. Everything is drawn very well, including the circuits, and it gives the impression of watching an episode of the series in pixel art. The environments are very well done, and the color palette helps effectively represent different times of day in the city circuits, which are the only ones that vary chromatically. Additionally, details like signage, destroyed track sections, and other decorative elements make the environments feel alive, which is quite remarkable in a racing game. Outside of gameplay, both the racers’ portraits and the interface in general are of very good quality, and the opening cinematic, while nothing extraordinary, is attractive enough to encourage us to try the game. Differences Between Versions When publishing the game in the European market, Konami sought collaborators and found one of the most interesting (and unexpected): Snickers, the famous chocolate bar brand partnered with the Japanese company to place advertisements inside the game. Thus, when starting the game in the PAL version of the cartridge, after the Konami intro, a screen appears telling us that the game is brought to us in association with Snickers. Additionally, advertising signs with the brand’s logo appear in all circuits except city and beach ones, also on the podium floor in the end-of-round cinematic and in the character selection screen. Along with the appearances in the environments, now all racers hold a Snickers bar in their respective portraits, which were modified from the original version, and to further emphasize it, at the end of each race an image appears of the winner holding a Snickers and saying: “Even winners need something to satisfy their appetite.” Another detail is that when going to the shop to buy upgrades, armor is replaced with “food” and, of course, the protective plates with the sponsor’s logo. But the most notable change was undoubtedly the replacement of the star that makes us invulnerable with, obviously, a Snickers. At first, everything seems normal; it is what one would expect. The truly bizarre thing is that when using the item, in addition to becoming invincible for a moment, the Snickers logo appears in the middle of the screen flashing for a few seconds, which besides being ridiculous can be annoying in certain situations. Music and Sound Talking about Konami is talking about good music, and this is no exception. Although the game does not have a long list of songs, all the ones it includes are very well composed, with a rock vibe and aggressive riffs that add their dose of adrenaline to each race. Each circuit has its own track of just over a minute, and although we will hear the same tracks over and over again, instead of getting tired of them (which would be the most likely), they end up stuck in our heads. Full of high-quality sampled instruments for the time and with very well-crafted compositions, they perfectly capture the essence of the game: frantic races full of action and very cool characters. The sound effects, for their part, are fine; they fulfill their function and I haven’t found any particularly bad ones. I find it very remarkable how well they configured the balance of the effects, especially being a racing game, since at that time engine noise would usually end up frying our brains after a while. But not here; everything is well balanced in that regard. We can hear the sound of our engine, the rivals’ tires drifting, someone activating an earthquake, or someone shooting at us, all together with the music playing and without anything overlapping or cutting out. This attention to the levels of each type of effect is something to appreciate, especially considering that as an unwritten rule of that era, games usually did not have the option to increase or decrease the volume of music and effects independently, much less each type of effect. Conclusion Although the vast majority of licensed videogames from the 90s tended to be bad or mediocre, Konami did know how to mark the exception to the rule, and this is one of the cases that proves it. Biker Mice from Mars for Super Nintendo not only plays well and is entertaining, but also leaves aside the Beat’em Up genre, which used to be the standard for licensed games, and adopts the combat racer genre, doing justice to it’s base material. With a very good level in the graphic and gameplay department, a well‑adjusted difficulty that takes some time to master and that at its highest level becomes truly demanding but with a well‑adjusted difficulty curve. It is an entertaining and highly recommended game, both for fans of the animated series and for those who have not seen even one episode in their life.

Re-playable shooter
I first discovered Deadzone Rogue when looking for free demo’s of games coming out soon. I installed it and played it with a couple of friends. Bearing it mind it was a demo, I spent thirty hours playing it so, when it launched fully, I felt they deserved my money. I now have 345 hours in the full game! So, let me tell you something about it and less about how sad I am. Deadzone Rogue is a Co-Op PvE shooter with four zones that you unlock as you progress. Each zone has a couple of ‘Story’ missions and then a series of themed missions like Uniform Enemies or special missions to unlock new weapons. As you progress you unlock more items and weapons, as well as recovering ‘tech’ to upgrade your character stats, so you are a little stronger every round until you have maxed everything out. But don’t worry, when you open the next zone, you get a new attribute to upgrade and make yourself stronger. I think I am making this sound terribly complicated; its not when you actually play it. When you have selected a mission, and ideally got your two mates to join you, you proceed through the levels and at the end of each get an upgrade, whether that be a new gun, an elemental power or something else. There are six different elements to get randomly so every round is a different experience, throwing you in to create a build that suits the weapons you have picked up and the element you have chosen. Ice is popular for new players as it freezes enemies and stops them advancing on you but all the elements have their place and fit various styles. You can, of course, play solo but it is harder. With friends, if one of you makes it to the end of the round, you all respawn to collect the loot. Solo, it’s game over, man! With so many combinations to try out, no run is the same, add to that there are five difficulties on most missions, which you unlock as you complete the previous difficulty, there is plenty of room for replaying the game, as my 345 hours can attest. There is a Deadzone Rogue 2 on the horizon too. Some have complained that the original should have been developed further, but I am of the opinion that the original game is spot on as it is. A second game allows them the finance all the work they have put in to create this masterpiece and continue the story. I am looking forward to it.
It's so bloody hard!
Cuphead · 1 min readI wanted to love Cuphead more than I actually did. The art is glorious, hand drawn 1930s cartoon mischief with a jazzy swagger that honestly belongs in a gallery. But blimey, it is punishing. This is not a game you casually pick up after a long day. It demands your full attention and a few choice words muttered at the telly. I admire it enormously and respect every single pixel, yet I rarely felt the pull to load it back up. Gorgeous to look at, brutal to live with.

Co-Op Perfection
You should all know this by now, but it needs repeating. This is an excellent co-op experience. I use that work because it is an experience. Multiple genres in one package, that demands you pay attention and work with your second player to get the job done. Again I played this with my daughter, and she and I absolutely loved it. To quote her, "I wish I could go back to not having played Split Fiction so I could play it again like new". If that isn't a recommendation then I do not know what is.

One of the Best
I started playing this with my wife, but she is not a gamer. So I finished it with my daughter. What a great dad gaming experience, she and I working together to solve puzzles and finish the game. The story is not really suitable for her, at least I am not sure I want her understanding the themes just yet. But the game itself is a delight. It looks great, plays amazingly well and is a joy to experience. Not a lot of replayability though. Hight recommended
Ninjas assemble
Aragami 2 · 2 min readI never played the original, I was introduced to this game while it was available on the Xbox Game pass, specifically because it can be played co-op with up to three players. Given that criteria we thought we would give it a try and I am glad we did. The game is mission based rather than open world; you are set in a small hidden village where you are set tasks from and follow the story. Basically, you’re a ninja with mystical powers that you upgrade with experience. There are multiple options to choose from meaning the three of us had differing skill sets. I expected the game to be relatively short and bearing in mind I replayed a few missions; I sank over thirty hours into the game before completing the story which just seemed to go on for ages. I don’t mean that in a bad way; it was long enough to progress through the upgrades tree and feel badass without out leveling the ever-strengthening enemies. Can you play it Solo? Absolutely! If anything, you can achieve more solo because you can dictate the fighting style more but like with most things, the game is more entertaining with more than one ‘player’. As you progress the story introduces more powerful and varied opponents and there are collectibles and money to find on each level so there is plenty to keep you going. You need money to buy the usable items like healing potions and smoke bombs (you’ll use those a lot) and to unlock different weapon and armour styles, including colours all of which are purely cosmetic. I had a lot of fun playing this game, so much so that I purchased it when it left the game pass. Multiplayer connectivity is about the smoothest experience in online gaming I have seen, although you can only join when in the village before a mission; there is no mid-game drop in option. Originally published on 15 September 2022.

If only I wasn't such a scaredy cat!
After recently taking up archery in real life I decided I wanted to take it up in virtual life also and found this game. After going through the tutorial (which is great!) I was super excited to play. I moved along the different platforms shooting the enemies in the distance feeling like Link, as I entered the first castle a knight appeared a few metres in front of me and my heart started racing! I shot several badly aimed arrows at him panicking then heard something in my ear, swung round to find 2 zombie type creatures right behind me, flung the headseat off and nearly cried in fear. I felt slightly disheartened after this, too scared to give it another go, and was tempted to take oculus up on their no quibble refund policy. HOWEVER, after a bit of researching I found a DLC level designed for people like me. Scaredy cats! (and fun for brave peeps too!!) Siege of heavens, which lets you stay atop a platform for away from all the scary creatures and enjoy perfecting your aim and trick shots. I've played this same level over and over again and because it is procedurally generated, it feels different every time. Although my back and shoulders absolutely hate me for it, ive decided to keep it in my collection and can see it becoming a regular in my VR sessions. Originally published on 10 February 2022.
weirdly fun sim-style challenge
Extreme Forklifting 3 · 1 min readI received Extreme Forklifting 3 from DEVM Games, the developer, and it turned out to be a quirky little Steam game that takes a simple idea and turns it into something surprisingly entertaining. It leans into forklift driving, awkward physics, and a bit of controlled chaos, which gives it a lot more personality than you might expect from a game with this premise. What I liked most is that it knows exactly what kind of game it is. It doesn’t try to be a huge cinematic experience or overcomplicate things — it just gives you a weirdly fun sim-style challenge and lets the gameplay speak for itself. That makes it easy to appreciate if you enjoy unusual indie games with a sense of humor and a bit of jank in the mix. If you’re into oddball simulation games, or just want something different from the usual Steam fare, Extreme Forklifting 3 is worth checking out. My video review: Extreme Forklifting 3 review on YouTube https://www.youtube.com/watch?v=oxbkpe1mYus&t=1055s

A brutal, gritty urban action immersive experience
Samson is a solo indie game that puts you into a story-driven experience where you really feel like the main character. What stood out to me most was how centered it felt around your character’s journey, which gave it a strong and personal vibe while playing alone. NOTE: I did get it free fro mthe publisher /developer. One thing I especially liked was how naturally my character’s semi-long hair flowed during movement. It added a lot to the presentation and made the character feel more alive and cinematic. It may have been helped by some of the NVIDIA RTX features, but either way, it looked great and added to the overall immersion. As a solo game, that made it more engaging for me. It felt less like just moving through gameplay systems and more like following a character-led experience that keeps you involved from start to finish. That sense of being the person the camera follows gave the game a lot of identity. The game has a clear indie style and a strong sense of direction, which I appreciated. It doesn’t feel generic, and that helped make it memorable. If you enjoy solo games with personality and a strong focus on the player’s journey, Samson is worth checking out. My Youtube First impressions video here: https://www.youtube.com/watch?v=7HgCHq8Er5o
A Fantasy RPG That Feels Like Skyrim’s Spirit Lives On
Fatekeeper · 2 min readI got Fatekeeper for free from the publisher THQ Nordic, and after spending time with it on PC through Steam, I can say it really gives off that classic fantasy RPG vibe. The first thing that stood out to me was how much it reminded me of Skyrim and The Elder Scrolls games in general, with that familiar mix of exploration, atmosphere, and adventure. It has a really strong fantasy feel, and I liked how it made me want to keep moving forward just to see what was around the next corner. There’s a nice sense of mystery to it, and the world has that sort of old-school RPG charm that fans of the genre will probably click with right away. It’s not trying to be something totally new, and honestly, that’s part of the appeal. Fatekeeper feels like one of those games you play because you want a solid fantasy adventure that scratches that Skyrim-style itch. If that’s the kind of game you enjoy, this is definitely one worth keeping an eye on. Overall, I thought it was a fun one to check out, and if you’re into fantasy RPGs with exploration, atmosphere, and that classic Elder Scrolls feel, Fatekeeper is probably going to land well with you. My full first impression video is here : https://www.youtube.com/watch?v=tZAiN8yHm7E&t=1751s

Competitive Teamwork
As the name of this game suggests, this game can only be played by two players. As I understand it, only one of you needs to own it and the second player can download the game to play for free. In my case, we played It Takes Two through the Xbox Game Pass so were able to both download it and not find out the intricacies of one not having immediate access. From the Xbox app it opens into the EA app, so I was never quite sure if it was up to date or not but complications on installation and where it was running aside, let me get the important part, gameplay end entertainment. The start of the game sets the scene and there is a fair amount of cut scenes to do that. Ultimately though, you play a married couple who no longer get on and want a divorce, only somehow your daughter accidentally curses you into doll-like figures and, with the aid of an animated ‘Book of Love’ you must rediscover why you married and work through a series of challenges and varying landscapes to figure this out. You play Code (Clay man) and May (Wooden doll) and are equipped with various attachments along the way to complete each section which flow into each other well with no obvious loading screens; it’s sleek. Sure, it’s loading in the cut scenes but its good enough to make it feel like a fluid game. The odd thing at the start of the game is that you play on a vertically split screen which seems odd when you are not in the same room. But this becomes more useful as the game progresses and you can view your partner’s screen to figure out what you need to do as you often have different skills or powers. Dotted around the levels are various mini games where you compete against each other; some are fun, some are tedious and some just downright odd! There were all entertaining in some ways. The style of the game is quite beautiful, Toy Story style in animation and it makes for some gorgeous interactive scenery along the way. The story also seems to have a darker side to it as you see two supposedly loving parents do some questionable things to an elephant to make their daughter cry. Overall, this game is a lot of fun, assuming you get on with your game partner. Much like with Portal 2 you can have some fun killing each other, I mean, it is hilarious for a short time, but this game always comes back to teamwork, and you need to work together and trust your partner otherwise it will become frustrating, and you will never finish. The content was far greater than I had imagined; that said, we played it for about 15 hours to complete the story. 15 hours of thinking, cursing, and laughing, so well worth it. Originally published on 28 August 2022.
New Year, Same Game
EA Sports FC 26 · 1 min readI've got this game on PC, PS4, PS5 and Xbox Series X. My son has it on Switch. Every year I say I am not going to buy it again, because I know that fundamentally it's the same game regardless of platform. Of course on the Switch it's a 10 year old game that's the same every year, but that's a different bone of contention for me. Realistically, you've already bought this if you like Football / Soccer, as it is really the only way to play a decent game of it on your device. Graphically it does the job, the sound is forgettable to the point where I just turn it off and put on an audio book when I play. I have no interest in the virtual football card version of the game (Ultimate Team) that my son loves, especially since it seems to be pay to win. That EA make more than $1billion per year in selling those cards staggers me. For all of this though, will I buy next years game? Yes Why? Well because it's fun making someone rage quit when beating them on Seasons.

Old Person Gaming
Good lord I'm old now, but at least I have MS Solitaire to keep my brain going Don't start playing this though please, it's a little too addicitive...
Spaceman starts with nothing
Icarus · 6 min readWhat is Icarus? - Well firstly it’s a survival game. It’s not the same as most survival games though as the premise is a little odd. The world of Icarus below your space station has been terraformed but it’s not ready for habitation yet; there are frequent storms and some work needs to be done to pacify the environment before large-scale settlement can be started or something like that. Anyway, it’s a little odd because despite wearing a space suit and deploying from a space station you arrive with nothing on the planet. You land in a drop pod and step out into the very beautiful landscape and the first thing you must do is make the tools with which to survive… usual Survival Game antics right? So, you harvest the local fawner and wildlife to make tools and weapons, you build a base and everything you do counts as experience to allow you to level up. When you level up you get a Talent Point and three Blueprint point. Talents - This is a personal skill tree which allows you to develop your character to suit your style of play. On recommendation from TheTokenGeek, I put many points into Bow skills and this meant I was able to craft better bows, became more accurate and eventually got the highly effective and not at all cheat-like, auto aim which basically means ‘head-shot’ if you fire it anywhere in the general area of the animal. One friend of mine went all in on pick-axes and he gets to make those cheap and extracts more ore and another went for wood axe bonuses so he doesn’t have to actually collect wood anymore, he auto-picks it up as he chops away. You stop earning Talent points at level 40 so plan your point spend carefully. Blueprints - Blueprints allow you to unlock recipes of items to make. In the early levels you cannot unlock everything you need so playing with an adaptive friend will help but you can Solo it, it just takes a bit more daring do. Missions / Prospects - When you start a game, you choose a Prospect, this is the mission and there are many to choose from. They all have a different Mission Time ranging from 6 hours to 30 days. The time listed is real-world time, not in game time and you need to make sure you jump back in your pod and leave the planet before the timer runs out. This is because the premise is that you have to return to rendezvous with the space station as it orbits the planet and if you miss that window your character is lost on the planet presumed dead. If this happens, you lose access to that character until the devs decide to revive everyone as they did at Christmas 2021. Every time you drop on to the planet you start with nothing, although this is not strictly true as you progress. For a successfully completed mission you earn credits that can be spent in the space station Load out tree. This allows you to bring to the planet a 3D printed item that you have unlocked. I currently take a new Enviro-suit that gives me a Food slot, a Water slot and an Oxide slot (Oxide allows you to breath the air on Icarus, or it filters it in your helmet…). I also take an MXC Knife, Pick axe and Wood Axe. These are great starter tools/weapons but you must make sure you take them with you when you leave, so pop them in the Pod storage when they are replaced on mission or you have to repurchase them. The game is Session based so you can start a game and have up to seven friends join you, all playing on your session. When you leave, they will all have to leave but anyone can then continue the mission and become the new host and you can then join them. The mission can be progressed by other players when you are offline. Just make sure to leave before the mission timer runs out. Base Building - Certainly in the early missions this is optional. You can drop on to the planet, build the basics and go off to do the mission. As the missions get harder or you open up other areas you are going to need a base and a wooden one will not be good enough. Chances are it will get damaged in a storm or even set on fire and while you can research the Fire Whacker for such events, who spends that point early on? You’re going to need a stone base but for that you need iron nails so you’re going to need to find iron. This can be found in caves. Spelunking - Caves are where all the Ores you need to progress are found. Some are just big open entrances in the side of cliffs and some are covered in stone and you will need to ‘mine’ your way in. Once in there are dangers inside so it’s not for the feint hearted. Take a couple of cloth torches and drop them to light areas of interest. So Many Skills - There are so many things you can do in Icarus. You can learn how to make potions on the herbalist bench, you can learn masonry, learn animal skinning, make a machine bench to gear up, there is so much to keep you occupied. The game play evolves as you level up. At the beginning you start by making stone implements, dying to wolves and bears and then later, you arrive with the knowledge to progress quickly, breaking out shotguns and rifles. I still prefer the bow, whether it be the trusty long bow, the wonderful Recurve bow or the magnificent Compound bow but there are plenty of offensive options as long as you can find the resources. If you like survival games, you will probably enjoy Icarus. Like most games it is better with friends but you must work together. Originally published on 9 January 2022.
Well Hello Again
Mass Effect Legendary Edition · 7 min readMy Mass Effect History Originally I played ME2 first and loved it. The suicide mission at the end really affected me when my team didn't all survive. I went back and replayed it, with all the DLC and loved it even more (though Shadow Broker is not enough Liara in that game). I bought ME1 and all the DLC, played that and while the game is ace, the inventory management sucks. So I played it once and then used the interactive comic if I wanted to set up a specific ME2 set of character decisions. When ME3 came out, of course, I was a day one purchaser. I bought all the single-player DLC as it came out (I can't bring myself to pay for multi-player DLC content). That you had to play the multi-player to get a decent war score was a bit of a fudge, but at least it gave me a reason to. Turns out it's a good multiplayer. Even the ending didn't bother me that much, as I could only imagine how hard it would be to get all of those potential decisions whittled down to something that gave every player the end they hoped for or wanted. I have also played (and completed) Andromeda... In summary, though, the Mass Effect universe is - for me - up there with Star Wars. I know this is a common comparison, but I think it a worthy one. The depth of the world creation, the different races and politics involved. The little intrigues and the quality of the writing give it all the depth that science-fiction needs to be epic. Of course, it's very gamey in its delivery. But, like Star Wars, the Mass Effect world is a fully-featured and rich one. It is a creation that will always stick with me, no matter how old I am, and these are games I would always keep playing again and again. Anyone that knows me knows that Mass Effect 2 is pretty much my favourite game ever. The Remaster Suffice to say I have played a lot of Mass Effect over the years, and when a remaster was announced I was both excited and slightly apprehensive at the same time. The idea that my favourite game, and therefore favourite game franchise was going to subject to a possibly phoned-in, purely for money remaster was quite an unpleasant one. There is a reason why We The Players wrote a blog about remasters. So what did we end up with the release of the Mass Effect Legendary Edition? Well, personally, I would compare it to getting your house professionally redecorated. Still the same house you know and love, but everything is new and bright and shiny. Your decorator also took the time to clear up some of the issues you had too, they fixed that squeaky step on the stairs, and made that door close properly. In this remaster. everything is pristine and how you remembered it at the time but brought up to date. Previously when I played Mass Effect 2, I would have to install mods like the ALOT graphical enhancements to make graphics look the way I wanted them to. Now I don't have to go through that faff, and have to worry about Origin overwriting the game files when I installed the mod, even if I installed the game through Steam... That all the DLC for all the games (bar Pinnacle Station in ME1) is available is an excellent addition too. The gameplay is mostly unchanged, but when the games are this good that is ok. It really is a graphical overhaul, that is what most people will notice, but that is no bad thing. There are some quality of life improvements, mostly those are limited to Mass Effect 1. The comedy that can be driving the Mako is now less comical, it's definitely harder to crash and need to flip the thing. The female Shepard has now got a consistent default face through the trilogy, something I for one welcome. Personally, I find the fem-shep voice to be the better option. I think the acting involved is better, and fem-shep is always my first choice. I will be using man-shep for my renegade run through though for sure. Mass Effect 1 definitely benefits from the most obvious graphics updates. Mass Effect 1 was first released in 2007, Mass Effect 2 in 2010 and Mass Effect 3 in 2012. The first game was one of the early major releases on UE3, so had access to fewer features released in the subsequent enhancements. With the remaster, ME1 is now an even more beautiful game. The colour palette used is slightly darker and colder than I remember, so maybe there has been a change to the colour balance used as well. That the textures have been uplifted to look good at the higher resolutions we now play at is a great thing. It is in the first game that you will see the most obvious graphical enhancements, assuming you're old enough to remember your original playthrough... Mass Effect 2 was always a pretty game, but again the enhancements are clear to see. The textures again look lovely, but again there seems to be a slight colour palette change. I struggled in some of the Collector missions to see some of the enemies, the combination of brown collector models on a dark brown or black ship backdrop made it difficult sometimes. Still such a good looking game though. Mass Effect 3, which I am still playing through, is the one game where the graphical enhancements are not immediately obvious. Of course, everything looks sharp and lovely, but being the newest game, I am not convinced there has been much updated here. Now, across all games, there has been one important addition. An addition that makes me at least incredibly happy about. An addition that normally wouldn't bother me, but now it does. We now have a photo mode. Not just a phoned-in one, but an actually fully featured one. A photo mode with all the camera controls that I don't really understand, but have a lot of fun playing with. Of course, the natural question is, for those that have already played (and hopefully) loved the original trilogy, is this remaster something to consider buying? Summary If you've never played the trilogy, yes you should buy this. The games are so good that to be able to play them on modern hardware in one package, with all the DLC you could want and all the newly flashy visuals should make this an easy purchase. If you've already played and completed the trilogy, then perhaps the answer is slightly harder. For me, it was a no-brainer. If you like the Mass Effect games, then I think the answer is yes. The fact that in one package you get all the games, all the DLC and all the enhancements, there is value there for sure. This is one remaster that has had some actual effort put into it. Or I could be blinkered by my love of all things Mass Effect. But since this is my review, I'll end it there and just declare this trilogy and remaster wonderful, and fully recommend it as a buy.

A forgotten gem
I was idly thinking the other day, that I needed a new racing game to play. So off I went to the playstation store and there was Burnout on sale. So I bought it for the PS4/5 to enable my son to play it, and promptly installed it again on my PC. What a great game this is. Racing is great, soundtrack is great, destruction is all of the fun. In an alternate universe somewhere, Forza has married Burnout and their babies are magnificent. Periodically they invite cousin Blur to play too and that world is a good one.

2026 Conan Exiles Enhanced: Isle of Siptah Edition Review — A Brutal Fantasy Survival Adventure
Conan Exiles Enhanced: Isle of Siptah Edition Review — A Brutal Fantasy Survival Adventure I received Conan Exiles Enhanced: Isle of Siptah Edition for free from FUNCOM, and after playing it on PC through Steam, it’s very much the kind of game that pulls you in if you like survival, building, and harsh fantasy worlds. It has that classic Conan feel, but with the Isle of Siptah setting giving it a darker and more isolated vibe that makes the whole experience feel a bit different from the main game. What I liked most was the atmosphere. The island feels dangerous, mysterious, and full of that harsh survival energy that Conan Exiles is known for. There’s always something to do, whether that’s gathering resources, building up a base, fighting off enemies, or just trying to survive long enough to get stronger. It definitely has that “one more hour” type of gameplay. Since this is the Enhanced version, it also feels like a good chance for new players to jump in or for returning players to give it another look. The visual upgrade and overall presentation help make the world feel more immersive, and if you enjoy sandbox survival games, this is one that can easily eat up a lot of your time. Overall, I thought Isle of Siptah Edition was a solid and enjoyable survival experience. If you like tough survival games with building, combat, and a dark fantasy setting, this one is definitely worth checking out. Checkout my video review on youtube here: https://youtu.be/tZAiN8yHm7E

Aidens Assemble!
Dying Light 2: Stay Human is a vast improvement of the original in many ways but it’s not perfect. There are plenty of bugs and even when the devs claim to be fixing them in a patch, they seem to introduce as many as they remove. That said the game is beautiful and the parkour is mostly intuitive and smooth and only gets better and more fluid as you unlock additional skills. You play the part of Aiden, a Pilgrim searching for his missing sister, Mia. It explains very early on that Pilgrims roam the wastelands between the cities and you arrive in Old Villador on the trail of Mia. The tutorial is embedded into the start of the story so you are learning to play while making your way through the beginning of the game. Personally I find this far more rewarding than running an assault course to prove you got the moves. As you progress there are some defining story decisions to make and those moments restrict the time you have to make the decision. Different choices produce different outcomes in the game and while, you mostly get to the same point no matter your choice there are some fun differences and you can explore these differences by playing cooperatively with friends. When playing Co-op, the host has the final decision on all options, but other players can suggest what they would like to see chosen which is fair. Playing with others, as with so many other games, is fun in Dying Light 2 where you can help a friend up when they fall too far or get brought down by a horde. There is no friendly fire, which is just as well with everyone flailing around with melee weapons, though explosions caused and fire will hurt your friends. As with the first game, you can mod weapons to make them stronger or add effects that suit your play style… Fire, electric or acid maybe. There are a variety of fun combinations to try and almost everything can be upgraded using in game currency and zombie trophies taken from the slain undead. What you upgrade is up to you, although the First Aid kit is a popular upgrade. The skills tree is only restrictive in that you have to be a certain power level to unlock the higher end skills but that’s good; it means you have to make choices on how to build your Aiden. Bugs aside my biggest grip with the game is that in so many cut scenes you, as a character wait for or just allow your opponent to hit you before it returns to player control and allows you to end the fight in your favour. That and the requirement for all players to be there to speak to a quest giver or open a quest door, hence the quote “Aidens Assemble!” This game is huge. There is fighting and parkour which differs at night and by day but I did not find the night time to be quite as terrifying as the original game. In this game you can hold your own at night and fight all the zombies that come at you, use the combat to harvest the parts you need for upgrades but be warned, once your Chase level goes up to 3 of 4 or 4 of 4 the volatiles will decimate you; but they too, drop parts you need so maybe it’s worth the risk? I’ve played though the story now and with playing a fair number of the side quests I have spent 65 hours in the game; I am happy that I got my monies worth. It’s been an entertaining experience and watching how various decisions play out differently when in co-op with friends has been very interesting. Originally published on 28 February 2022.

Just one more song...
This game has me repeatedly throwing off my headseat after failing at an expert level 5 times in a row only to pick the headseat up again 2 minutes later to have another go. Highly addictive and fun! My only negatives are that the 1 in 100 times I'm winning an expert online battle , spoil sports can just exit the song leaving me playing on my own! And also that my boyfriend is a lot better at it than me and constantly beats my scores. Great game to show off VR to newcomers and replayability is great. Originally published on 10 February 2022.

A classic series that just got a whole lot prettier
Firstly, I would like to thank this site’s very own Bombjack for getting me into Mass Effect in about 2011 when he told me ME2 was on sale on Steam in the Christmas sale for under £4. At that time, I had never heard of Mass Effect but I splashed the cash and started my career as Commander Shepard and I played solidly through the game, completing it in about 30 hours, only to play through it again spending 60 hours on the game in about two weeks while off work over the festive period. So, to say I liked the second instalment of this trilogy is an understatement. Obviously I played ME3 when that came out and I enjoyed that too. Sure, the ending was a let-down given the expectation but it was still a good game and I loved the Multiplayer, which I still play today from time to time. I had never played ME1 even though Bombjack tried to get me to do so. When I heard they were remastering it I thought “Oh no, please don’t do what Kingdoms of Amalur: Reckoning did!” and just polish the game but change nothing at all. Needless to say, I’m a sucker and I bought Mass Effect: Legendary Edition or why would I be writing this now? Having not played ME1 I decided to start there; I planned to play a Renegade FemShep but as I progressed through I just didn’t have it in me so she went on a redemption arc and became paragon towards the end and as I move into ME2 I am now playing her as a Paragon. I am doing something different here though. I nearly always create a Biotic God character; I love throwing powers around but this play-through I am an Engineer and It’s been fun. But enough about my choices, what’s the game like? ME1 has been polished to the standards of ME3, or perhaps better. It looks fantastic and there’s a Photo mode for capturing your favourite sights. They have mostly stuck with the mechanics of ME1 so the weapons overheat rather than use up a limited supply of ammo but that in itself is ok. The Mako, the ground vehicle I had heard so much trash about was actually really quite useful. Certainly the controls do not do quite what you expect, especially going backwards but she is virtually indestructible and physics defying; I found driving around in the Mako rather fun. I feel lucky that I got to experience the thrills and tragedy of ME1 for the first time on this play through. While I now understand I missed out not playing this before, getting to experience it all fresh for the first time, with the graphics looking so spectacular was a joy and I am enjoying ME2 just as much as I scour the galaxy recruiting allies. The story and journey behind the Mass Effect Trilogy does not change with this version of the game but visually it is stunning and I am thoroughly enjoying it all again. Yes, ME1 is a bit janky compared to ME2 but the story makes it worth the play through. If you’ve not played Mass Effect 1, 2 or 3 then now is the best time to get in on it. The story told is epic and the choices you make throughout the series make you feel that you have an impact on the events that unfold. There is no right or wrong way of doing things there is only Commander Shepard’s way. Originally published on 27 May 2021.

No Mr Bond, I expect you to Game
Update on 14-Jun-2026: If you look at the fundamental blueprint of a James Bond film, it reads like a master design document for a video game. You have the globe-trotting exotic locations, the bespoke high-tech gadgets, the explosive vehicle chases, and the quiet tension of infiltrating a heavily guarded compound. On paper, this is a franchise that should have effortlessly dominated the gaming landscape for years. The medium of video games was practically built to simulate this exact brand of escapist power fantasy. Yet, looking back over the decades, it is genuinely baffling how under-served this iconic property has been. Sure, there were a few fleeting moments of brilliance (I never played Goldneye though), but for the most part, the gaming industry seemed completely incapable of capturing the true soul of Ian Fleming's creation. There are plenty of games that are very Bond-like in their construction, but nothing has ever given us a proper Bond experience in recent times. Then I booted up 007 First Light. You know the feeling when you start a new game attached to a massive cultural license. You brace yourself for the inevitable disappointment of a shallow corporate cash grab, especially given the Amazon ownership and takeover of the brand. Yet, within the first five minutes of the opening sequence, I realized I was in the hands of absolute masters. The developers at IO Interactive have not just made a competent game. They have delivered the absolute best piece of James Bond content we have been gifted in a very, very long time. Playing this game is like slipping into a comfortable pair of slippers. It is like those times when watching a Bond movie at Christmas was the tradition you knew was coming every year, and you looked forward to it. Sometimes it feels slightly stiff for exactly one second before you realize it was constructed entirely for your personal agility and style. The respect this game shows you as a player is immediate and profound. The introduction and tutorial setup are a masterclass in intuitive design. Instead of bombarding your screen with intrusive text boxes or treating you like a complete novice, it elegantly and quietly guides you into the shadows of MI6. What follows is a proper, spectacular Bond story. It is a narrative dripping with international intrigue, unexpected double crosses, and the kind of high-stakes espionage that feels incredibly authentic to the cinematic legacy. The key characters deliver stellar, grounded performances. They breathe genuine emotional weight into a script that could have easily leaned into parody but instead remains gripping from the title sequence straight through to the credits. Naturally, being a Bond story, if you don't know who the bad guy is when they are first introduced, then you are not paying attention. It's not original, but no Bond story ever really is. Of course, a spy thriller lives and dies by the strength of its core mechanics. I am happy to report that First Light gets the delicate mix of stealth and action perfectly right. In so many stealth titles (looking at you early Assassin's Creed games), getting spotted meant staring at a frustrating fail screen. Here, you are never severely penalized for a clumsy footstep or a blown cover. When your quiet approach inevitably goes south, the game seamlessly pivots into a high-octane shooter. Or if you are lucky, you can bluff your way out of it. You adapt on the fly, swapping your silenced pistol for a scavenged assault rifle, and it all feels completely organic. You genuinely feel like a highly trained operative improvising in real time when a carefully laid plan goes entirely wrong. It's only at this point that some of the controls get in the way, especially on mouse and keyboard. There are lots of YouTube videos of people disarming baddies, getting their guns and throwing them, but it's too many buttons to push. That said, the missile watch is good fun every time. Also, the driving SUCKS, though you are mostly on rails for it. Visually, the entire experience is an absolute triumph. The art direction is simply fabulous. Legendary set designer Ken Adam would shed a tear looking at these sprawling, brutalist villain lairs. Every environment captures that grandiose, classic aesthetic perfectly. Accompanied by a soundscape that nails every metallic click of a fresh magazine and every swelling brass note, the immersion is absolute. My single-player campaign wrapped up in around 18 hours, but I did die a lot. There's a solid campaign here though, and it's well worth its runtime. The post-game challenges are incredibly robust. They are absolutely worth doing, and the fact that the developers are actively extending them keeps our licenses to kill active long after the main plot ends. If you are on the fence, please hear me out. Do not wait to play this. It is a phenomenal return to form, it respects your time, and it is worth every single penny of the asking price. We finally have a spy experience that lives up to the immense weight of its own legend. THE VERDICT Visual Design 10/10 Fabulous art direction that perfectly captures the grand, classic aesthetic; Ken Adam would be proud. Sound Design 9/10 Grounded performances from key characters and a rich, immersive soundscape. Gameplay 8/10 A fluid, brilliant mix of stealth and action where you are never penalized for breaking cover. it is not a driving game though Longevity 7/10 I finished the campaign in 12 hours and the extended post-game challenges add great value. Fun Factor 10/10 Do not wait to play this; it is incredibly satisfying and entirely worth the full price of admission. OVERALL 9/10 Update on 10-Jun: I think I am quite close to the end of the story, and without spoilers it's been a Bond adventure. Almost a Bond greatest hits. It also looks in places like the Bond movie that Christopher Nolan wanted to make when he made Inception. Certainly my Ken Adams mention holds up true. There's a lot to like, though it is not a perfect game. Driving definitely needs work, though thankfully there is not a lot of it. The shooting is good, but the controls (at least the mouse/keyboard controls I am using) need work to get the best out of all the options. It's a bit fiddly to press ALT then a button to use a watch power when in the midst of combat. I also cannot remember the button combination to wrench the gun out of the hands of a baddie, or to throw it at their head. I look at Youtube videos of people doing this with envy, but I am not a good enough gamer to play these sort of games with a controller. That said, it definitely looks and sounds like a Bond game. It has a Bond story, and the usual Bond highlights. I never played Goldeneye in its pomp, and when I did later I didn't get the appeal. So this, for me, is the best Bond game there is I've now played quite a bit. It's so very good. I would class it as Hitman-lite, but that would be doing a disservice. The game wants you to play stealth and clever, but doesn't penalise you if you have to go loud. It also has open levels that direct you nicely to the point but allow you to get there through multiple paths. To me this is good design. Speaking of which, based on the locations, Ken Adams has been channeled a lot in the production design. I think he'd be smiling at this one a lot. Carry on Bond Very early on, done the prologue and the wider tutorial. I couldn't stop smiling at the cut to proper Bond intro (including the made-for-the-game song). So far the only let down is the driving controls, but that's often the case with third person games with a driving mode, it's not Forza after all. I've just completed the first "main" mission, and I have to say it's a lot of fun. I do not usually like stealth games, but this one is not bad. Probably because it's not too punishing on normal difficulty when you get spotted. The fighting mechanics are a bit rough, it clearly wants to be a mix of Bond toughness with a Batman Arkham style flow, but it doesn't quite work as well. Or I am just rubbish at it of course. A strong start young Bond, a strong start. I've been expecting you, and there's more to come. But no Mr Bond, I do not expect you to die

Not an RPG - But still Good
Remember also that a lot of work has clearly gone into redeeming this game, and its DLC is excellent. Also, this review is a legacy review from when the game was first released. Intro So here goes, a review of one of the most hyped games of recent times. A game that is at one step celebrated, while being derided in equal measure depending on where you look. People will mostly know the history of this game, but let's do a recap just in case you've lived in a gaming cave for the last few months/years. Originally announced in 2012, finally released at the end of 2020 after a team of around 500 people beavered away on it. Cyberpunk 2077 has been developed by the same team that developed the almost universally acclaimed The Witcher 3: Wild Hunt (a game I have restarted so many times but never got beyond the prologue on). The launch of the game could be said to have been challenging, you could go more severe than that if you want. It is fair to say that (currently) unless you have a high-end PC, use Stadia (apparently some people do), or were lucky enough to acquire an Xbox Series X or Playstation 5, then you are going to have a tough time with this game. The launch was so bad that Sony even removed the game from the e-store, something which is unprecedented for such a high profile release. Personally, none of the issues that are apparent on older consoles, or even the issues I myself have found surprise me in any way. You only have to look at what has been delivered to see how the game has such massive scale and ambition to see that it would be impossible for the hype and expectation to be delivered on. Does that mean that Cyberpunk 2077 is a failure, something to be remembered as a cautionary tale for older game developers to tell their children? Absolutely not (in my opinion). We do however have to be realistic about the game, now that we can look past the hype and actually play what has been delivered to us. Normally I wouldn't bother making note of the specs of the machine I am playing the game on, but for Cyberpunk 2077 I think it is important. Especially if you have doubts over whether to purchase or not. So here goes (this was about 3 years ago now, have since upgraded): Platform: PC Processor: i7 9700k Memory: 16GB (3000mhz DDR4) GPU: nvidia 2080ti Game installed on: Intel 660P NVME Screen Resolution: 2560x1440 (1440p) - RTX on, DLSS on Performance Usually I wouldn't even comment on this, since my PC is reasonably powerful. But with this game, performance is important depending on how you want to play the game (at least on PC where you have a lot of graphics options available). The chief option to consider is raytracing, the proper reflection of light and generation of shadows. Night City is full of neon, full of light and shadow and this should be generated properly. Normal rasterization techniques can only fake it so much. Currently it's only available on nvidia 2000 and 3000 series cards (not that anyone can buy 3000 series cards at the moment). The thing is that this option has a severe performance impact if you choose to use it. When I first started playing the game, on release, I was getting about 45fps. After a patch or two, I am now getting 60fps. So broadly speaking, performance is better, right? Well, that really depends on the options you have available. The thing with this game is that, graphically, it is BEAUTIFUL. But that is on the right hardware. Night City is such an astonishingly realised environment that it needs some powerful hardware to draw it at an acceptable clip. But I said that this was with raytracing on, and said it had a performance impact, right? That is true, and it highlights that for this game, if you want raytracing on, you have to have DLSS enabled. There's no other option. Without DLSS on, I get around 28fps on the same settings. But what of non-raytracing cards? > Simply put, CP2077 is a very demanding game. New AMD series cards can run the game quite happily on ultra, but not with everything turned on if you expect to get 60fps and you're playing at 4K. This game is a performance monster where the graphics are concerned. If you've got an older graphics card, you will definitely want to play with the settings and think about what resolution to run the game at regardless of the resolution of your screen. Graphics (and bugs) aside, the rest of the performance is pretty good. Despite all the graphics finery on display, load times to get into the game itself are really solid (might be down to my NVME). Texture pop-in is un-noticeable (at least to me) and there are no loading breaks when driving around the city itself. You just have to be aware that if you have slightly older PC hardware, or a PS4/Xbox One X, you may want to consider holding of buying until there have been a few more patches released. Visuals I've sort of talked about the visuals already, but it needs to be restated. Of the many open world games I have played, while they all have their merits and their beautiful visuals, in my opinion nothing comes close to the level of artistry and design shown in Cyberpunk 2077. Night City is an amazing place to just explore. It's a living, breathing city. It looks like the images I have in my head when I read sci-fi books (weirdly I am thinking of the Takeshi Kovacs series by Richard Morgan here). It has nooks and cranny's you will find interesting things in. The city has verticality, it's not just a big wide open space so that the developer can say the map is X amount of square miles for bragging rights. Now, it's definitely true that not every door can be opened, and there are lots of repeating NPCs wandering around, but I still maintain that I have not seen anything like this in a game before. For Night City alone, the visuals are without compare to me. Red Dead Redemption 2 is a beautiful game, the sun cresting over a hill in Assassin's Creed Valhalla is always a sight to behold, but the level of design and the execution shown in CP2077 (for me) puts it head and shoulders above other games. Don't get me wrong, it's not all beautiful. The inventory screens are functional at best, the crafting screens are annoying and whoever designed the UI elements for sending messages and reading shards needs to think about using space more effectively. But, hopefully, you're not playing the game for the UI screens... There are a few too many dildos onscreen in certain areas for my tastes, but I'm sure that wouldn't bother others. Sound Design Open world games usually have lots going on, so there is a lot to listen to. So, for me, in games like this I focus on the way the ambient sounds (radio tracks and NPC noise) help the game, and of course I think about the voice acting of the main voiced parts. So, radio, music and incidental sounds... The radio tracks are cool, if you like that sort of thing. I couldn't say there are any standouts (at least for me), when compared to something like the GTA or Saints Row radio tracks. They do what they need to do, but you can largely ignore them. NPCs are another kettle of fish altogether. Yes, there are a lot of repeated phrases, but there are some gems in there too. They certainly help with the atmosphere generated and I like hearing what they have to say. The overall soundtrack is also good too, the track(s) that jump in when you're in combat are really good. The voice acting is a mixed bag though. I am playing as a female V with the female voice chosen (you can mix and match in the character creation). The main V (female) voice is good, but not great. Some of the lines are missing what I think of as the right emphasis. It's not Kassandra from Assassin's Creed Odyssey or FemShep good, but better than most. The rest of the cast are all pretty good, and mostly don't sound like they're phoning in the lines which is good. Your pal Jackie is definitely a standout though, really good job by that actor. The rest of the sound design does what it needs to do. Guns sound suitably gunny, swords swoosh and cars make skidding noises at the right point. I could also talk about Keanu Reeves performance as Johnny Silverhands, but I do not really want to go anywhere near that. He's good, not great, and in the game more than you would have thought... Gameplay This is where things get a bit more interesting, because for me CP2077 is a bit of a mixed bag in the gameplay department. As said before, I love exploring the city and seeing what mischief I can get in to, but the game wants me to do missions and to craft and to RPG my character. It is in this that it is sometimes less than successful. The RPG elements are basically boiled down to spending points to upgrade your V with a few percentage points of ability, of course you could say that about every RPG out there. Thing is, I am not sure I see much of a change over time to make it something I care about. Crafting is something to do for a quick stat point upgrade, but looks like something you could ignore completely if you want to. Playing missions is good fun, as they vary enough to make them interesting. Perhaps not in their core theme, collect this, kill that, upload virus something else, but they are well designed and voiced and keep you interested. What I absolutely LOATHE is the hacking/stealth mechanic(s). The hacking mini-game when you find a thing to hack to get some money or items is fine, it does what it needs to do and is enough of a challenge to be interesting. But the hacking to be stealthy in an actual mission is really badly implemented for me. So bad that I just don't bother. Guns (or now swords since they are so much fun) is the way to go. This is NOT a stealth game for me. It just doesn't work. Besides, it amuses me when I get told off by my fixer for laying waste to the mission area when I wasn't supposed to... Honestly though, stealth (for me) in this game just doesn't work at all, and I would recommend others to avoid that aspect of this game. Again, your experience may vary, if it does then great. The story is interesting enough for me to want to see it all, and the side missions are well worth doing. I especially liked the talking vending machine I found last night. A very small, silly side mission that amused me greatly. If you have played previous CDPR games, you know they write a good mission, and they have done so again. The main problem is, that for me at least, this feels like an FPS more than an RPG, which is a shame. There's a lot to do in this game. Certainly a lot of highlighted points on the map. These could be main missions, side missions (gigs), random encounters and many others I am sure I have not got to. So far I have put in about 30 hours to this game, and I doubt I will get much change out of 150 hours before I have done everything I want to do. I read elsewhere that the main story is short though. So that just tells me I want to do the side stuff first, and as said before, there is enough interesting content here to keep me playing this game for a long time yet. Fun Hugely subjective though this (and the whole review) is, I am having fun with CP2077. Bar one really bugged quest and a few audio issues, I am enjoying myself immensely. I think this is because the city is just such an interesting place to explore, and that is good enough for me. Yes, the RPG mechanics seem very superifical. Yes, the crafting is a largely redundant thing. Yes, at its core it is an FPS game with TERRIBLE stealth, so might get a bit samey later. But for now, I love playing this game and will continue to have fun with it for a long time yet. The only thing that might not make it fun later is when it becomes too easy. I am not sure, but I think that quests etc have a set difficulty, and as your stats get better, that difficulty doesn't scale. So it might become a walk in the park the more I do the side stuff. Of course I could play it on a higher difficulty, but I don't want to so I won't. Me and my flame-inducing submachine gun are having more than enough fun right now thank you very much, and my samurai sword is now learning how to play too. tldr CP2077 is beautiful, over-hyped, graphics card munching open world fun. It displays a level of graphical design that is amazing to behold, that is bolted to a game which is very good but not the life-changing event we may have been led to believe it would be. It will make you laugh a bit, it will show you an interesting story or three if you let it. If you have a decent PC, or one of the new consoles, buy now and you will have fun. If you have older hardware, wait a bit for a few more patches, then you will have fun too.

Multi good, Single not
Single Player Campaign I wanted to like it, and for the first half I did. Good looking levels, great sound design and cut-scenes. Plays like COD greatest hits. Lovely. Then it makes you do stealth and crafting in a COD game. Then it makes you C4 a tank. Then it makes you do more stealth crafting nonsense again. In a COD game. So the single player campaign for me was an exercise in frustration and grind to get it done. Not impressed. Multiplayer Not bad overall. Gunplay is tight, time to kill is the best it's been in a while, and I managed to get a sniper kill or two (which never happens normally). Love most of the modes which helps, and the maps seem well designed and not just a graphics update of old ones. Conclusion Now that the annoying campaign is out the way I can grind the MP and enjoy myself. Is it better than its predecessor? No. Is it better than the first MW2? No. But it's COD and you know if you're reading this you've either bought it or are going to. So get it cheap and have some fun with the MP. ---