Be More Specific About Video Games

The Devil Is In The Details – Be More Specific About Video Games

When I’m feeling stressed or overwhelmed, there’s something about zoning out into Mario Kart’s easy-to-play-hard-to-master, three-button gameplay that relaxes me. It’s not that I’m imagining my coworkers exploding from a blue shell or pretending that a cheating ex is knocked off the Rainbow Road into the empty loneliness of space. For me, the physical act of pressing three buttons on a controller (or handheld, because it’s a new era!) and watching Baby Luigi soar through anti-gravity puts me at ease.

The Devil Is In The Details

At a time when there’s increased scrutiny and negative opinions about video games, in America, we should remind ourselves that there are also benefits to digitally turning off the stresses of the day and that while the medium may have ‘questionable’ material, the industry as a whole should not be punished.

While Mario Kart’s effects on me might be anecdotal, there is tangible evidence to be found in science. In 2009, scientists at East Carolina University took up the challenge of measuring a player’s electroencephalography (basically brain wave) changes while playing casual video games. In their study, 134 participants played a combination of Bookworm Adventures, Bejeweled II, and Peggle as the scientists studied their mental behaviour. Not surprisingly, “the results of this study clearly demonstrate the intrinsic value of certain casual games in terms of significant, positive effects on the moods and anxiety levels of people suffering from any level of depression.”

Be More Specific About Video Games
Be More Specific About Video Games

While these games are tonally far from the cavalcade of gore that the President saw in the now infamous video about violence in video games, his talk about video games has been all-encompassing of the medium. He said: “I’m hearing more and more people say the level of violence in video games is really shaping young people’s thoughts.” Full stop. He doesn’t qualify which video games he’s alluding to but refers to the industry as a whole.

While these talks continue and the US grapples with how to approach an increasing amount of violence in communities, it’s important to remember that video games are a medium and, just like any other medium, contain content that is mature and sensitive. To speak about the industry as a whole discounts the positives and I worry, if talks continue to be so non-specific, it could eventually hurt the growth of the industry. No one wants that.

This fear isn’t unfounded though. With almost poetic symmetry, comic books encountered a similar scare in the mid-50s. At the height of comics like The Vault of Horror and Tales from the Crypt, the US Senate began looking into how the content of these books affected their audience. What arose was the Comic Code Authority (think the ESRB for video games). They released a set of guidelines that a comic must follow in order to have their approval, among them rules like “no comic shall use the word ‘horror’” and “scenes dealing with walking dead, torture, vampires and vampirism, ghouls, cannibalism, and werewolfism are prohibited.”

Be More Specific About Video Games
Be More Specific About Video Games

They weren’t tactful with their rules, but instead targeted broad categories of violence and supernatural with an almost careless approach. In fact, the rule was so broad that the CCA discussed whether it was okay for an author with the last name “Wolfman” to be mentioned within the pages of the book. Yes, really.

Imagine if similar broad rules were put in place today in the video game industry. GTA would be the first to be banned, Activision’s biggest title could be Skylanders, and even Lego Harry Potter would cease to exist.

Ok, while this is a hyperbolic picture of the future, it’s a warning that if discussion about video games becomes more about the fear of the medium itself, the industry may face more victims than just the ultra-violent games. It’s always important to stress the positives and remember the benefits, on the other hand, we need to shine a light on questionable content while discussing censorship. So, we need balance, common sense and specificity.

Agony

Survival horror Agony gets a release date

It’s been revealed that survival horror game Agony will launch on May 29th for PS4, Xbox One and PC. You may remember we originally stated the game was due out on March 30th, but a delay, with seemingly no release in sight, quickly became a reality.

Agony – Haunted By Nightmare Creatures

A teaser trailer, along with the new date, shows us the hellish scenery and the demonic creatures that await within:

You’re quite literally thrown into the midst of an abyss, trying to stay alive; trying to solve the riddle behind the mysterious ‘Red Goddess’. Luckily, you have the ability to possess demons and other souls.

As well as the story mode, there’s an open challenge system that randomly generates levels for players to survive on. And yes, you can compete for high scores.

Animated Jigsaws: Beautiful Japanese Scenery Review

Animated Jigsaws: Beautiful Japanese Scenery Review [Nintendo Switch] – A Digitally Zen Experience

I’ve been a fan of putting things together ever since I was a little kid. Puzzles, Erector Sets, models, and more. From Legos to Lincoln Logs, if you could build it, I would have done so. Out of all the projects I got my hands on, one, in particular, stands out from the crowd.

When I was around ten, I was given a four-thousand-piece puzzle depicting a beautiful forest. The scene consisted of various shades of green and brown, with a deer grazing amongst the trees. The sun shined through the canopy and a tiny stream flowed in the foreground. Over the course of several years, I would start and stop, sometimes obsessing over it and at other times letting it sit untouched for months on end. It took over five years for me to finish the thing, but it was worth every second of time put into it. We flipped it over, glued the back, and put the massive puzzle in a frame; there was no way I would allow that beautiful piece of art to ever be taken apart.

I was reminded of that puzzle the other day when I popped in Animated Jigsaws: Beautiful Japanese Scenery from Rainy Frog. Just as the name denotes, we have a collection of animated scenes from various locations around Japan, cut into jigsaw puzzles and presented to those who want a meditative experience for their Nintendo Switch.

Animated Jigsaws - Beautiful Japanese Scenery
Animated Jigsaws – Beautiful Japanese Scenery

There are ten animated scenes for puzzlers to choose from, ranging from 60, 120, or 240 pieces, based on preference. The famous locations include Mt. Fuji, Tokyo, Kyoto, and more. These aren’t simply static scenes, but fully animated and photo realistic. Rivers run, and the leaves blow in the wind as the images come time life with every puzzle piece put into place. The designs and detail are exceptionally beautiful.

While putting together these majestic scenes, players are treated to traditional Japanese music. The whole experience is quite Zen-like, and I found myself wanting to relax by putting together a puzzle after a hard day. The difficulty is almost nil, but one doesn’t really pick this one up to be challenged. You can even join four people together if you wanted to share the puzzle with some friends in multiplayer. It’s not necessary in the least, but an option nonetheless.

Animated Jigsaws - Beautiful Japanese Scenery
Animated Jigsaws – Beautiful Japanese Scenery

For a little-added assistance, the pieces snap into place on the main board as well as with each other when in the appropriate position. It’s a nice little feature that makes the game even more stress-free when figuring out if things fit. I found the jumbled mess all the pieces start off on to be slightly annoying, but then again, that’s how a normal puzzle is in the real world. There’s an open area on the right side of the screen in which players can keep pieces for later use, allowing you to spread things out to make the puzzle slightly more manageable.

Not all of the scenes are unlocked from the get-go. You only have a few to choose from at the start, but can unlock more with the completion of the puzzles available. It’s easy to unlock additional backgrounds, but with only ten, I hope there will be some DLC in the future which will add more selections into the mix.

Animated Jigsaws - Beautiful Japanese Scenery
Animated Jigsaws – Beautiful Japanese Scenery

Having enjoyed this experience thoroughly, I have a renewed interest in starting a new mega puzzle in the real world. Due to events in my life which are beyond my control, I have no idea what happened to that puzzle I had put together so long ago. I’d like to think it’s still hanging in a frame somewhere, with that tiny deer forever grazing amongst the trees.

Shadow Bug Review [Nintendo Switch]

Shadow Bug Review [Nintendo Switch] – Oozes With Charm

Nitchigamer is pleased to welcome Chris Kaminski to the team. Chris is a former video game producer, most notably for MadWorld and Valkyria Chronicles from his time at SEGA. These days he’s producing film and TV. Over to you, Chris:

Shadow Bug is a stylish puzzle platformer for the Nintendo Switch. The game provides moments of surprise and delight as you explore each of the three-dozen atmospheric levels. Muro Studios delivers a compact and entertaining experience that stands apart in a crowded scene of indie platform games.

Shadow Bug Review [Nintendo Switch]

You play as a miniscule ninja that is fighting against an invading horde of gnashing piranhas, angry robots, and other sinister creatures. The goal is quite simple: Get to the end of the level, as quickly as possible, while collecting as many white orbs as you can. You will be rewarded with up to three ninja stars per level. One for completing the level. A second star can be earned for finishing under the par time. And a third star for collecting more than the benchmark of orbs, which can be found strewn about the level and are earned by defeating enemies as well.

Shadow Bug takes a refreshingly minimalist approach. There’s no story for this game. As a matter of fact, there is very little text at all. You’ll get a few instructions on the basic controls and some level names. That’s it.

The gameplay is easy to learn and yet it takes practice to master. Failure rarely feels punishing, which encourages experimentation and leads you gently down a path of discovery. This is an excellent combination of traits for a game that relies heavily on solving puzzles.

Shadow Bug Review [Nintendo Switch]
Shadow Bug Review [Nintendo Switch]
One of the uncommon design choices that Muro Studios made was to forego the traditional jump mechanic. There is no button to jump. Instead you can leap across great distances by attacking an enemy. The game was originally designed for touchscreen devices like phones and tablets, which lack controllers and buttons. The limited input makes traditional platform games challenging. Clever designers can use these limitations to create new experiences, which is exactly what happened with Shadow Bug.

Shadow Bug features a new control scheme that is unique to the Switch. You can use the left joystick to move the tiny ninja left and right, and the right stick’s motion controls to move a glowing firefly to indicate where to attack. While it might sound a bit confusing, the controls feel completely intuitive in practice. This control scheme often feels more precise and less-error-prone than touching the screen. You can still use the original touchscreen controls on the Switch if that is your preference.

The level design provides an array of different puzzle types. Sometimes you need to wander off the main path to find a key to unlock a door. Other times you’re timing your attack to avoid dangerous obstacles like lasers or spikes or globs of venom. Many of the levels contain delightful little visual surprises for figuring out something new.

Some levels involve fighting boss monsters. Many of these battles are reminiscent of Zelda games, where you have to figure out the weakness and then repeat that attack three times to kill them. This kind of mechanic feels perfectly suited to a puzzle-based platformer. It adds a welcome bit of variety and challenge to the game.

Shadow Bug Review [Nintendo Switch]
Shadow Bug Review [Nintendo Switch]
Shadow Bug also does a nice job of providing hidden areas, secrets caches of orbs, and bonus collectables. That combined with the three-throwing-star rating system provides a reason to play through the game additional times for those who want to achieve 100% completion or compete in speed runs.

The levels are short, so you can easily play for a few minutes and feel like you’ve made progress towards completion. This is the perfect feature for a game that originated on a mobile platform. It’s also for people who have busy lives and find it challenging to sit down to play for a couple hours at a time.

Sega Ages Switch

Sega Ages coming to the Switch; the first 5 titles announced

Starting off on the Sega Saturn as an attempt to bring back the classic Sega Master System, Genesis and arcade games, developed by porting veterans M2, Sega Ages has popped up periodically throughout the illustrious history of gaming.

Sega Ages Switch

However, mostly available solely in Japan these classic titles have been scattered across time in popular classic collections fluttering around on the PlayStation 2 and 3 systems.

Now it’s time for Nintendo to get in on the fun as Sega has officially announced the Sega Ages series is coming to the Nintendo eShop this summer.

Along with the announcement came a reveal of the first 5 games in the lineup to hit the eShop, those being:

  • Phantasy Star – One of the first to do it all, this 1987 RPG was featured on the Sega Master System and took players on an enthralling adventure like never before through the distant galaxy of Algol.
  • Alex Kidd in Miracle World – The original rival to Nintendo’s Super Mario Bros., Alex Kidd in Miracle World is a memorable platformer where players assume the role of the young martial artist in a 2D side-scroller punching your way to victory.
  • Thunder Force IV – This classic side-scrolling shmup gives an unrelenting challenge of nostalgic chaos and a wider range of manoeuvrability when compared to its predecessors.
  • Sonic the Hedgehog – The blue blur’s debut into the entertainment world, Sonic the Hedgehog marks the start of taking on the challenge of platforming games with the addition of doing so at blistering speeds.
  • Gain Ground – For those asking for a bit more strategy, Gain Ground is the arcade action-strategy game that will have you methodically taking out your foes across several diverse eras – past and future – in world history.

Stay tuned for more on the growing lineup of the rebooted series – Sega Ages – as we draw closer to the eShop release, coming summer 2018.

Sigma Theory

Sigma Theory is releasing this year

Have you ever wanted to know what it’s like being an extremely wealthy business tycoon with immense power?

Sigma Theory
Sigma Theory

Sigma Theory

Well, you might get a bit of that feeling with Sigma Theory, the new game by developer Mi-Clos Studio who were behind the award-winning Out There.

It’s a single player espionage strategy, set in the not-too-distant future during a new cold war. The power resource known as Sigma Theory has the ability to collapse the global financial system, wipe out entire countries or gain immortality. It’s up to you to take control of it and become the superpower before the other global superpowers.

Sigma Theory
Sigma Theory

The game features the following, from the developer:

  • A bold new take on the espionage game genre, set during a future global cold war
  • Recruit your team from 50 unique spies and field agents
  • Turn-based strategical and tactical-level gameplay
  • Order your spies to conduct operations all over the world
  • Experience tense and thrilling exfiltration missions where you guide your agents on a covert operation to extract high-value targets from foreign cities
  • Infiltrate the enemy’s Sigma programs, abducting, coercing, and seducing scientists to your side
  • Deploy your drone fleet to turn operations in your favour
  • Deceive or cooperate with your rivals during diplomatic summits
  • Use your diplomatic skill to balance the demands of multiple relationships: with your agents, with your superiors, with powerful private lobbies, and with your counterparts around the world
  • Discover 30 world-changing technologies
  • Hoard Sigma Theory discoveries for yourself to gain an edge in the cold war — or share them for the benefit of all mankind — or sell them to powerful private lobbies bent on preserving the old world order
  • Experience a dynamic emergent narrative where every decision matters and the complex web of character relationships means that no two games of Sigma Theory will ever be the same
  • Multiple distinct endings that respond to the player’s ethical and practical decisions throughout the game
Sigma Theory
Sigma Theory

Sigma Theory’s satirical nature could be a game that speaks of the time, tackling themes of political and social divide, the political business model and the paranoia of another cold war.

The title is set for a 2018 release on iOS, Mac and PC.

Football Manager Touch 2018

Surprise! Football Manager Touch 2018 has released on the Switch

Yes, you read that right! The most realistic football/soccer simulation is back on a console after many years of being a PC exclusive. Developer Sports Interactive must have been working on this port of Football Manager in secret because this release blindsided just about everyone.

Let’s get you guys caught up about the exciting news:

  • Developer Sports Interactive, out of the blue, released Football Manager Touch 2018 for the Nintendo Switch.
  • This comes as a shock because not only was there not any form of an announcement or hint that this game was coming. But, Football Manager hasn’t been on a console or handheld since the 2013 PlayStation Vita version.
  • Football Manager Touch 2018 is actually a mobile game originally. This version is a more streamlined game compared to the full blown standard version. Touch trims the fat of the Football Manager franchise. For example, media briefings, player moods, team talks and so on are all removed to speed up the pace of the game.
  • This streamlined gameplay actually gained a large following of people that actually prefer the Touch version over the Standard Football Manager. And, following the success of Touch, Sports Interactive released a Steam Port of the Touch series, that now launches alongside the standard Football Manager every year.
  • The Switch version of Touch 2018 has all the features mentioned above but is also different from all the other versions. This is because of the Switch’s unique capabilities. Do you want to play Football Manager on a touchscreen tablet? Check. Do you want to play Football Manager on a handheld gaming console? Check. Do you want to play Football Manager on your living room TV? Well, of course, you can do that as well!
  • You can go to the Nintendo eShop right now and pick up Football Manager Touch 2018 for $39.99 (£28).

So, are you guys as excited about playing Football Manager on the go as I am? Let me know in the comments below folks.

Acroball

Acroball is coming to the iOS App Store soon

Described as an “arcade ball acrobatics game”, Acroball, from indie game developer Funcraft Games, will be released on the iOS App Store April 26th for both iPhone and iPad.

Acroball – Flashy Neon Looks

While it looks incredibly simple, it must be said that there’s no telling what will take off on the App Store these days. In fact, the title has that combination of simple, yet addictive gameplay that could prove to be very popular with gamers on the go:

The arcade game features “flashy” neon looks and, according to the developer, ‘deep’ gameplay mechanics. You have to juggle the ball by moving and rotating the level – without dropping it. The ball must, naturally, hit all of the lines to win.

Acroball
Acroball

I look forward to trying it out on my tedious morning commute, then! Acroball will set you back $1.99, or in the UK, around £1.40. Although knowing how prices translate over here, that’ll be £2 please.

Playing games later

So, Are Games Best Played Late?

Regular readers/followers, please don’t get the wrong impression of me ok? My last few articles could quite easily be interpreted as negative, but they really aren’t. Granted, they do seem that way but my intentions are good, with our collective best interests at heart. You see, whilst I love games and gaming, I want to ensure that my experiences are enjoyable, worthwhile and memorable. This being the reason why I have come to believe that games are best played late, not at launch.

Playing Games Later

I used to love midnight launches; being one of the first to get a new title and rush home to install and play it. It’s a great feeling. Getting together with a few friends, staying up late together before succumbing to fatigue and calling it a night one-by-one is a great feeling. But what happens when that shiny new game that you’ve bought doesn’t live up to expectations? What if it wasn’t what you were expecting, leaving a sour taste in your mouth? Well, you won’t be waking up early to carry on where you left off, that’s for sure…

And this is my point; it’s easy to get lost in the media hype and be part of the zeitgeist when a new game comes out. We’ve all done it, lest we forget what happened with No Man’s Sky (the less said about that the better). Now let’s not interpret this the wrong way, I’m not writing this cynically against the developers or the gamers here, I have both their interests at heart. More so for the developers really, one bad launch can damage their reputation beyond repair and said game can flop with little opportunity to recover (see the above mention of No Man’s Sky).

“Ultimately though, the decision lies with us as gamers to decide how and when we spend our money.”

I’m not talking about games being buggy at launch either or cynical developers bringing out extra downloadable content out shortly after launch. I’m more making reference to letting a game settle, seeing people’s opinions once they’ve had it a while and then make an informed decision. Reading reviews pre-launch can be tricky as some don’t allow their games to be covered until release day to protect sales (which I don’t agree with) so making these informed decisions can be tricky.

Valkyria Revolution
Valkyria Revolution

Ultimately though, the decision lies with us as gamers to decide how and when we spend our money. I’m not completely averse to spending money on games on day one, I’ve done it many times before and will continue to do so, but I’m more careful about deciding when I do now.

With the likes of Games Pass on the Xbox housing their new first-party games from launch, making this same decision on their platform at least will be much easier. For the sake of a low-cost monthly subscription, you can dip your toes, test the waters and come back at a later date once things have settled down or when you get the chance. Who knows, this model might be the future but one thing is for certain; I’m happy to wait if it means I can play my games in their complete form.

Gun Rage

Old-school run ‘n gun, Gun Rage, out this summer

Indie developer Denis Galewski has been secretly working on a game for three years. Well, we’re not entirely sure that it was secretly, but this is the first time he’s in a position to show the fruits of his labour.

Gun Rage – Explosions, Gore and Blood

Yes, Gun Rage releases this summer for PC. It’s an old-school, side-scrolling run and gun, or run ‘n gun, as the cool kids say.

Gun Rage
Gun Rage

Inspired by the greats, Contra and Metal Slug, the title takes place in the distant future where you control a smuggler named Axel… wait for it… Gunn. Axel is robbed and nearly killed in a delivery mission, so he decides some revenge is in order:

Gun Rage promises a variety of foes to take down, memorable boss fights, 16-bit graphics and some dark ’80s synthwave music.

You’ll be able to try out Galewski’s debut game on Steam soon, although we don’t have a price yet.

Infernium Review PS4

Infernium Review [PS4] – A Beautiful Journey Through Hell

Questions about what happens after death and, more importantly, how the decisions we make during life might affect our personal outcome have haunted humanity for ages.

Infernium Review [PS4]

Infernium thrusts you into a unique iteration of the darker side of the afterlife that is as punishing as it is lovely to behold. Both open world puzzle and survival horror, the experience runs the gamut from anxiety-inducing to awe-inspiring. In the end, whether you enjoy Infernium will have quite a bit to do with your own level of patience. Though, as we shall see later in this review, a few new additions to the game’s options might open up the experience to those who find themselves prone to rage quitting and would prefer not to break yet another TV.

You play as a wanderer who finds themselves lost inside an unknown realm of surreal beauty. The sky is tinted with the warm oranges and fading blues of an evening sunset. Below, towering cliffs and small pillars of land jut out of blue waters. Later on, you will encounter lands of ice, a realm akin to the surface of the sun, dilapidated towers and towering catacombs. But, be wary. As beautiful as Infernium appears, this realm is anything but friendly. Enemies lurk in dark corners ready to begin a relentless pursuit should you get too close.

Most of the enemies you encounter cannot be damaged or killed. This means that the main difficulty with Infernium is attempting to make calm decisions while being pursued by relentless baddies. Sure, they are slower than you, but only just, sometimes leaving only a few seconds to decide where to go next. Since the world itself is a puzzle, this also means death will likely come often unless you are lucky or highly skilled. There are hand-drawn maps you can find throughout your journey, but I found that trying (and failing) was the only way I became familiar enough with a new area for the map to become meaningful or particularly useful. I don’t think this is a bad thing. The point of Infernium is to discover the world organically. However, you do have limited chances before you reach “permadeath,” and that can add to the overall frustration. Particularly when death and the re-entrance into the game take you through a couple of long loading screens that makes the wait feel even more agonizing.

If you play the game’s normal mode, you have exactly 25 chances to complete the game before you reach a form of permadeath. Reaching permadeath doesn’t exactly mean the game is over, however. You can refill your chances. Your remaining number of attempts are manifested as large, glowing spheres contained in glass that fill the hallway of Purgatory, the area you go each time you die in the game. With each death, a sphere is deprived of its light. But, there are areas around Infernium that can be used to refill these orbs.

The gathering of light plays a major role in Infernium. The landscapes are scattered with small, glowing orbs that can be harvested for various uses. Opening illuminated gates will require a certain amount of gathered light. Stored light appears as a t-shaped symbol on your fingers, beginning with only one, and then earning additional storage as you progress. In the beginning, you can also use this light, as mentioned above, to restore lost chances. You will come across a swirling t-shaped symbol surrounded by a circle of candles. Restoring a candle restores one chance. But be careful, everything you do in Infernium is permanent, including light collection, so be certain not to be overzealous.

Infernium Review PS4
Infernium Review PS4

Movement in Infernium is simple. From a first-person perspective, you can move about by either walking or warping to a nearby destination. You first begin with a short-distance warp, but can obtain a warp later on that allows you to jump longer distances. You use another button to collect light, use stored light, or interact with objects such as levers used to open certain doors and gates. As you progress further, you will obtain new abilities such as a flashlight that helps you see better in the dark corridors. It can also assist in gameplay, but I won’t spoil that for you.

The story of Infernium is told mostly through notes you will find scrawled across the landscape. You learn more about the lore of the world itself, the meaning of the 25 chances, and why you found yourself there in the first place. Even the not-so-permanent permadeath has a meaning.

It is clear from the get-go that the world and its symbology was well-thought-out by the developer. Even the bare sound effects, the crackling of a fire, the whistling of the wind, and the sudden and stark sound of an enemy encounter fill the world with both beauty and despair, with fear and wonder. But, Infernium is not without its shortcomings.

Infernium Review PS4
Infernium Review PS4

Infernium never poses what I can describe as unfair challenges, but some of the difficulties stem from lack of direction. The game is indeed non-linear, so wandering about and finding your next location is a part of the overall trial. However, discovering how the different realms connect often feels more like an Easter egg hunt than it does solving a puzzle. You just happen to look in the right direction or turn the correct corner out of many other options. When paired with being pursued by enemies only a few steps behind you, taking that wrong turn only to realize it after the fact can lead to deaths that soon feel more punishing than the exploration feels rewarding.

You will also, on occasion, run across solutions that the game did not prepare you for logically. When you are instructed on how to use your warp ability, you are told it can only be used if the warp indicator touches the ground from what appears to be a certain angle. Nonetheless, early on I had to gain access to an upper level of a tower by what appears to be warping directly through an overhang from underneath. There was no reason to assume this would work. I tried it merely out of lack of any better ideas. Other times, you will be able to warp to higher areas that appear as if they would be set at the wrong angle. Then, other times you discover you cannot warp to places it seems as if you should be able to reach.

Infernium Review PS4
Infernium Review PS4

Perhaps my only other qualm with Infernium is the text used for the notes you find scrawled across different areas of the scenery. The typeface is difficult to read, even when standing quite close to the screen. I had a friend with me read it to me as I played. He had no issue, but I wear glasses for a reason. I think the other issue is the contrast between the text and the background is sometimes not high enough, making it more difficult to read, at least for me. I am certain I am not the only one. I hope the developer adds a feature where you can read the notes separately after they are located. This would also help because the notes are out of order. While they are short and not terribly difficult to remember, it would be nice to read them sequentially.

I mentioned in the beginning that the developer has taken some steps to remedy the frustration caused by creating a game that requires exploration and often death, but at a high risk and with so few chances. A recent update gives players four additional options: no permadeath, no enemies, slower enemies, and more tutorials. More tutorials will explain things like the light system and how it works. The slower enemies option slows pursuers by 25 percent, allowing you to take more time to make important decisions such as where to go next or how to escape. At the time of writing, these options are only available on Steam, but will soon be available on all platforms.

Infernium Review PS4
Infernium Review PS4

My time in Infernium can be described as a sort of love/hate relationship. I fell in love with the scenery, with the sound and feel. I hated dying like an idiot only to realize I still didn’t know where to go and I have to try yet again in hopes of using those few seconds a bit more wisely this time. But, overall I found myself addicted to Infernium like an explorer in a new world.

Its darkness and dangers, even the anxiety and frustration that comes along with the feeling of being lost and helpless, was never enough to deter me for long. And I think, if I might venture a guess, that is exactly what the developer was going for. You are in Hell after all; a lovely and dangerous place that beckons to your soul even as it devours you. That is ultimately the nature of real evil, both alluring and consuming. You are in Infernium for a reason, and as the player, you will feel the punishment that is made all the more appropriately perverse by the fact you can’t help but want to keep coming back.

Infernium is developed and published by Carlos Coronado and is currently available on Steam, PS4, and Nintendo Switch.

Radical Heights

Radical Heights has officially launched as a Steam Early Access title

Last year a new development team in Boss Key Productions (headed up by the infamous Gears of War creator Cliff Bleszinski,) went all in on a mature themed character shooter called Lawbreakers.

This title launched to fairly positive reviews from critics and fans alike. Unfortunately, Boss Key were not able to find a dedicated player base for Lawbreakers, and the title slowly faded away. This failure didn’t ruin them though, soon after the realization that Lawbreakers was unsalvageable, they started working on a new title in secret.

Radical Heights – The New Kid On The Block

Out of the ashes of Lawbreakers, comes Radical Heights. A new battle royale-like game that Boss Key is calling a “passion project” for their development team. And, to the surprise of us all, you can play it right now!

Let’s get you guys caught up:

  • On April 9th Boss Key revealed Radical Heights to the world with a debut trailer. (Which can be seen down below.)
  • Radical Heights will have an ’80s aesthetic, the premise will be that your character is a contestant in a battle royale type game show.
  • After the trailer launch, Boss Key released the news floodgates of info regarding their new title. With the most surprising fact being they’ve only been working on Radical Heights for just over five months at this point. They are referring to the games impending release as “Xtreme early access.”
  • Boss Key is trying to set Radical Heights apart from others in the genre, by having a unique reward system, that is all dependent on your characters cash flow. Boss Key explains this thoroughly in the games official press release. “Only in Radical Heights does in-game cash you find carry over into future matches.”
  • A reward system that carries over from match to match is what Boss Key is aiming for, and they further explain how this process works. “Play matches, collect cash, kill contestants, interact with game show elements and more to buy cosmetics from your personal prize room, or put some of that sweet cash in your bank to help buy a weapon next match quicker than your opponents. The choice is yours.”
  • Lastly, while Radical Heights will be free to play, there will be a “founders pack” priced at $14.99, around £10.50, that will include over 20 exclusive cosmetic items.

So, what do you guys think about Radical Heights? Will it be a success? Or will it flame out like Boss Key’s previous title did? Let me know in the comments below.