Turning Hollow: Games And Difficulty

“Hello, was it you who rang the bells?!

“My name is Jack Boyles, and I am losing my humanity. I am turning Hollow.

“The video game landscape has turned complacent. Years have passed, only to find checkpoints, auto-saved or skippable sections perpetuate. It seems like a lifetime we had limited saves, continues and restarting a game because thou hath used too many bullets early on within a game. We are husks, wielding a controller or keyboard and mouse, burning the cornea of our eyes with our High Definitions and watching lonely individuals on camera talk to themselves like some knight who is hollow; watching them completing videos games for us to throw our loot at them like they are some succubus.”

Turning Hollow: Games And Difficulty

“Some games make us fight off this wretched curse. Allow us to suffer for hours, just for that little sip of euphoria when you finally killed a boss…Ah, Elation!

“Disputes over the ascending trend of difficulty within video gaming has broken out: ‘Should video games be made to suit a mass audience, resulting in a difficulty that is possible for any skill player, so that the ending is always attainable?’.

“Allow me to elaborate, giving me purpose, so I can hold onto my humanity. For just a little longer.

Cuphead, reminding thou of a challenge.

“‘Cuphead’ denies thee access of the last 10% of the game without defeating the game on normal. As a hollowing gamer, my first conquest in gaming dates back to the age of the 16-bit. In those times, a ton of games had this practice. Even those from Disney… Yes, that family-friendly Disney!… That Zipadeedoodah Disney.

“In those days, thou must consider that games were not the mammoth task ye must partake in today. Nevertheless, Big Publishers are questioning the longevity of Linear Single Player Games, saying gamers doth not endure them long enough; ha ha. Does one understand my intentions?

Castle of Illusion on Megadrive – Equip the mighty apples.

“Some spout out rhetorical questions in a delirious pleasure that feels more like a marketing team questionnaire; they are ‘Do developers owe it to consumers to show their full game no matter the skill level?’, ‘Should games be made so everyone can enjoy them?’ and ‘Is a game too difficult for its own good?’. These questions pose that video games should be accessible to everyone and should cater to all skill levels. This is an impossibility.

“I would say I’m a competent gamer. I have played various games, some of which would be unspeakable to most gamers. But even a low soul level gamer can defeat me at FIFA.

“They consistently tell thou video games are the only medium that stops thou from seeing all the content, and they are correct in saying that. But other mediums do challenge thee in other ways, like ones’ intellect. Therefore, diminishing ones’ enjoyment of that content. Many transient beings have tried to fathom James Joyce’s Ulysses and only to be deterred by the stream of consciousness literature. Same can be said for Cinema, if anyone can understand David Lynch’s Inland Empire, I’ll hold them in high regard.

Inland Empire, yes those are rabbits.

“One thing is missed when talking about difficulty within video games, one of the most important life lessons and one I’m thankful for; ‘When you fail, try again until you succeed’. Life can easily defeat thee, that is why thou see those Hollows out there. They were once people like you and I, people who one day gave up hope. We should embrace difficulty in video games and encourage the young to play them. I am certainly gleeful I have this life skill, would thou not agree?

“So why doth these people continue to advocate otherwise? Maybe it’s not their doing? Maybe they have been consumed by a darker force ye or I cannot comprehend…

“Maybe themselves have turned Hollow. A mere shadow of their former selves desperately clutching at any fragment of their humanity. Only for them to fade from view time and time again”.

Anima: Gate of Memories - The Nameless Chronicles

Anima: Gate of Memories – The Nameless Chronicles out June 19th

It was to my delight when I saw BadLand Publishing rebrand themselves and announce Anima: Gate of Memories – The Nameless Chronicles (a mouthful, so let’s abbreviate it to AGMTNC).

Anima: Gate of Memories - The Nameless Chronicles

Anima: Gate of Memories – The Nameless Chronicles

It’s a third-person action RPG hack and slash in which you level up and unlock combos and moves. Much to my surprise, this game sets you as a reoccurring boss from the first game (in the series) called The Nameless, an immortal cursed to walk the worlds until the end of time.  Shadows from his past come back to haunt him… and you’ll find secrets of The Nameless as well as the Gate of Memories.

Anima: Gate of Memories - The Nameless Chronicles

Like the first game, you’ll have skills trees, artefacts and weapons to unlock, a vast universe to explore with deep characters and lore. This time there is a feature that says, ‘Use the Hand of Tanathos, a unique action system that allows The Nameless to improve any attack.

I’m excited, the first title is something of a hidden gem. It wasn’t perfect, some of the jokes were off, the platforming was frustrating, the controls in combat lacked a responsiveness at times, but the game certainly made up for in its good points: the world, characters, lore, interesting bosses and changing of perspectives. It’s a middle tier game, a tier of gaming you struggle to find these days.

Anima: Gate of Memories - The Nameless Chronicles

My only concern with AGMTNC is that the ability to switch characters on the fly is more than likely gone, but hopefully, that coat of polish the first game lacked will be present. AGMTNC (that’s still a mouthful isn’t it?) will be out on Xbox One, PS4 and Steam June 19th.

No doubt the console physical releases will come packed with a soundtrack CD and manual.

Space Hulk: Deathwing Enhanced Edition

Out now – Space Hulk: Deathwing Enhanced Edition

What is that sound? That distorted surge making my eardrum cling to all hope; is that my own breath exasperating? I think it is.  As I stand here in this cold and withered mausoleum it is the walls that regain my memories of the past five minutes.

Walls decorated with blood tell me of the battle I just participated in, but it is the floor, it’s the floor that tells me of the outcome. The red reservoir populated with bone and sinew speaks of a Genestealer ambush. As I spectate the carcasses, I notice familiar pieces of steel sporadically scattered throughout the turmoil.

Steel frames occupied by men, my men, noblemen now nothing more but an object amongst a clutter of death. It is I who is left standing, it is I who is alone, and it is I who is victorious.

Space Hulk: Deathwing Enhanced Edition

Space Hulk: Deathwing Enhanced Edition

Being a gentleman from Nottingham, it only seems right that I write a news piece about a Warhammer 40K game – this time it’s Space Hulk: Deathwing Enhanced Edition.

Made by the Nottingham-based board giants Games Workshop, it happens that my best friend is a graphic designer for them as well. And no readers I can’t get you a discount.

But a long time ago I use to play Space Marines with my father along with Hero Quest (yeah, sit down board game nerds), I painted the figures with him too – my father not being too impressed when I painted one completely in gold with my child-like imagination.

Space Hulk: Deathwing Enhanced Edition

So, anyway, an enhanced version of Space Hulk: Deathwing has you fight through hordes of Genestealers in claustrophobic confines that the series is known for. You gain new skills, abilities and weapons along the way in both single and multiplayer modes.

Key Features Of The Enhanced Edition Include:

  • Play as a Space Marine Terminator, including a powerful new class – the Chaplain and his powerful Crozius Arcanum power mace
  • Customize each class in solo and multiplayer and unlock devastating weapons, including an expanded arsenal exclusive to the Enhanced Edition
  • Plunge into the Space Hulk and experience a desperate battle against the Genestealers, including new, deadlier enemies
  • Special Missions bring infinite replayability to both solo and multiplayer modes, with randomly-generated objectives and enemy spawns for every game chapter

The original version received average scores at best, so hopefully, the Enhanced Edition irons out some of the kinks and makes for a more polished and overall better gaming experience. No doubt the game will be somewhat successful with Warhammer’s loyal community pushing its sales.

Space Hulk: Deathwing Enhanced Edition is out on PC and PS4 now. For the Emperor!

Homo Machina

It’s time to touch Homo Machina

Homo Machina is a mobile game coming to iOS and Android. But wait, what’s it all about? Well, read on.

Simon, like all the workers in the pressure wing, needed to ensure that all pipes are regularly maintained and that the pressure is stable enough not to cause unwarranted or abnormal changes.

It takes a special person like Simon to do his job. Many people would lose focus and motivation simply of the mundanity, but Simon never did.

He, like others in the workplace, knew the importance of the role, neither big nor small, grand nor grotesque, each role was as pivotal as the next.

Every component within this machine must be operational and work efficiently otherwise they, like the company, will cease to exist.

Homo Machina And Dr Kahn

Homo Machina

I imagine somewhere along the line, we’ve all seen the images of Dr Fritz Kahn’s medical illustrations, more than likely in some biology class – you know the images, the ones of our autonomy being operated on by little tiny workers.

These images are so iconic and for good reason too, they help you understand the human anatomy by making it relatable and satirical. Entertain, Educate and Inform.

Parisian multimedia studio Darjeeling understand the relevance in Dr Kahn’s work and how important it is to educate people in the workings of our body in an easily digestible (pun intended!) way by developing Homo Machina, a mobile game adapted by his work.

Homo Machina

Looking at the game you can’t help but think if the Dr was alive today, to see his images come to life in an interactive medium would have done him proud – almost like his work was intended to be.

The interactive media of video games is a great way of educating children. Most children love to interact with things, making this an important step for video games to be taken seriously as an art form.

Hopefully, we’ll see more games like this, we’ll see parents downloading this game for their children, and we’ll see it being used in schools because education should be fun, it should be engaging, and it should be entertaining.

Homo Machina uses simple game mechanics allowing the game to be accessible from the ages of 7-77. The game focuses more on the art style and poetic narration to create a more educational experience than your typical gaming experience.

Homo Machina

The game is only a touch away (pun intended again), as it’s available now on Google Play and the App Store; for parents out there, why not sit down and enjoy it together with your child, who knows, you might learn something yourself?

Bugs Must Die

Bugs Must Die – a top-down shooter, with pest control fun

“Ladies and gentlemen, we interrupt this news feature with an important announcement. Earth is under threat by alien life forms.

Approximately around 12 pm BST, planet earth will be going to war with the Mantis beings of planet M-79.

We have been aware of planet M-79’s threats and capabilities, and from the information, myself and all the other world leaders have gathered, we have set up a specialist team to deal with this threat: The Galactic Pest Control Company.

The Galactic Pest Control Company will be going to planet M-79 and eliminating the threat of the Mantis soldiers and their leaders who have taken the form of various earth pop culture references.

We have named this operation, ‘Bugs Must Die’, an operation that’s been in development for some time now by DG Games Workshop, who have developed multiple weapons and vehicles to ensure the Galactic Pest Control Company will eliminate the threat and ensure the safety of earth.

We thank those brave souls who will risk their lives for the safety of ours and god bless Planet Earth.”

Bugs Must Die

Bugs Must Die

Bugs Must Die is a top-down twin-stick shooter, a genre that has garnered more popularity in recent years.

The typical twin-stick shooter is usually counterphobic and cramped, yes, a choice by design, but a choice that is never the less limiting to player expression.

Here DG Games Workshop has gone with an open map design which was more prevalent in the top-down shooters of the 80s and 90s.

It’s clear the game takes its inspiration from these titles, with its sound design, soundtrack and aesthetic choices.

Bugs Must Die

Again, Pixel Art is very common, but as anyone who’s played retro games on a CRT television will know: the games didn’t look pixelated, in fact, everything looked smooth and the colours contorted together giving the illusion of detail on a low fidelity visual.

DG Games get this, it’s pixelated but smooth and detailed, not just a bunch of squares.

Bugs Must Die

Bugs Must Die looks like the top down shooter I’ve been waiting for. One that values player expression instead of feeling like a series of challenge levels, horde or survival modes.

One that wants you to sit, play and just have a good time.

You’ll be able to sign up for The Galactic Pest Control this year on Steam.


No bugs were harmed during the writing of this piece, in fact, we must be kind to bugs and nature. So, let your garden be wild and full of bugs.

Black Future ‘88

Say hello Black Future ‘88 – A cyberpunk, roguelike out this year

The 1980’s have come full circle again: the rise of vinyl records; the now 80’s dream-turned reality VR headsets; synth-pop labelled as Dream pop; the release of Ready Player One, and last but not least, the threat of another cold war; you know, fond moments.

Welcome to Black Future ’88.

Black Future ‘88

Hello Black Future ‘88

Set in the sci-fi version of the 80’s we all know from our imaginations and pop-culture references – neon lights, fog thicker than a smoking area at an airport, and one where everyone wants to kill you…

Anyway, you climb a procedurally generated tower that changes, influenced not just by your actions, but other players. The knack is you’ve only got 18 minutes to do so before your character’s heart explodes, starting you from the very beginning.

Black Future ‘88

You’ll be playing through 6 dystopian zones with an arsenal of over 50 weapons in the side-scrolling platformer that has taken a strong influence from bullet hells. You can play with a friend in a co-op mode too.

Black Future ‘88

Black future looks like a great game just to blast on for a couple of minutes – when you have, you know, just those few minutes spare.

But it’s frantic style of gameplay also may make you think: ‘Just one more try’. Before you know it, two hours have gone by and your cat is staring at you with that glare of: ‘Make me food, you lazy humanoid’.

Yes, sir, Black Future has all the ingredients for an indie classic! It’s out this year on PC, and hopefully, the consoles will follow.

Exposure, A Game of Camouflage

Exposure, A Game of Camouflage set for 2018 release

I am a predator, I am prey. I am the creature that lurks in the tangible kaleidoscope of creation. I am comfortable here, silent, watching, waiting for my opportune moment to strike. I want to disappear, I don’t want to be known. The strenuous lifestyle the others live; the constant contact with others, the faces of faces and the prospect of instability. No, I am comfortable here. I am the predator. I am prey.

Exposure, A Game of Camouflage

We gamers are perceived by the big gaming media as hermits, devoid of any social lifestyle. We are ‘lonely abominations’ locked away by our own choice, popping vitamin D tablets as we never see any sunlight. Now, my milk bottle legs may lend some creed to that statement, but I also believe many a gamer has led fruitful lives.

Exposure, A Game of Camouflage

The developer, The Sheep’s Meow, is going to put us gamers to the test: how good are we at being chameleons? We’re going to find out with their new game ‘Exposure, A game of camouflage’.

Exposure, A Game of Camouflage

In Exposure, you play as a small creature guiding your children over 36 branching, and hostile, paths and 11 areas that introduce new parasites and predators along the way. It’s up to you to blend through the environments and lead them to safety.

When you blend into the environment your creature is also invisible, leaving you, the player, to not see the game, but to feel the game with its intuitive controls. The title will also feature Boss Battles, Daily Challenges and Leaderboards.

The art style is this game is so unique, with its heavy emphasis on geometry, colours – an almost optical illusion. It’s not just the visuals that are minimal, the soundtrack is too, with this limited instrumentation and the sound interacting with what’s happening in the game – Exposure is shaping to be an audio-visual masterpiece.

Exposure, A Game of Camouflage

With the studio only comprised of two people who have worked on and off for years on the project, the studio name is a reference to their cat named “Sheep” who passed away. They wanted their cat to be remembered… the developers are sincere then, and hopefully, this passion extends right into their work. Passion, after all, is the key to being creative.

Exposure, a game of camouflage is set for a 2018 release on Steam and Xbox One.

Shape of the World

Shape of the World coming this year

In my teens I was in a band with a couple of friends, practising on Saturdays in my friend’s living room, aspiring to be the next Radiohead… you know, no biggy. One day during a school holiday we decided to go to the woods. We took our cameras and wandered through the woods taking photos of all the trees and wildlife.

You see, I live in Sherwood Forest, so these trees are centuries old, all grimacing faces, wise-looking and all staring at us; it’s only when history is staring at you, you realise how beautiful and fragile the world is. It seems like developer Hollow Tree Games wants to share that beauty too with their debut game Shape of the World:

Shape of the World
Shape of the World

Shape of the World Coming This Year

Shape of the World is a first-person exploration game where you play as an outsider, discovering a surreal looking realm and a reactive ecosystem.

Here are the game’s features:

  • Experiment with an organic and mysterious ecosystem: Play with mystical animals, ephemeral vegetation and intriguing monoliths.
  • A dynamic soundtrack that responds to the player’s travels: The audio environment is a central component of the game, amplifying your experience of the world.
  • Procedural Population: The forest only materializes around you when you get close, regrowing in a new way each time you pass. Will you find your way back?
  • First Person Exploration: More than just a ‘walking simulator’. Slide, soar and dive into a living world, at once familiar and alien.
Shape of the World
Shape of the World

Hollow Tree Games is another indie studio comprised of talent who have worked in the AAA game space. Here we have Stu Maxwell, senior VFX artist on Gears of War 4; a 20-year veteran of computer graphics and procedural animation, Athomas Goldberg, and composer Brent Silk.

Shape of the World
Shape of the World

Shape of the World looks absolutely gorgeous basically, with its minimalistic style and the use of striking colours against darker colours, it really gives the game an alien look to it. This could be a game that sits alongside other indie giants. Only time will tell.

Shape of the World is coming to PC, Xbox One, PlayStation 4 and Switch in 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.

El Shaddai: Ascension of the Metatron

Past Blast – El Shaddai: Ascension of the Metatron

I am not a religious man, but I also don’t like to call myself an atheist either; atheism is just another belief, just another label and just another divide between people. I may not be religious, but I have no problem with religion either – religion fascinates me. The incredible stories, stories that guide people into living a better life, stories that give people hope and stories that help people through tough times; what’s so bad about that?

El Shaddai: Ascension of the Metatron

Behold El Shaddai: Ascension of the Metatron, a hack and slash platformer developed and published by UTV Ignition Games. The game was released for the PlayStation 3 and Xbox 360 in 2011. Development was led by none other than Takeyasu Sawaki, the character designer for classics such as Okami, Devil May Cry and Fatal Frame. It featured voice acting from Jason Isaacs who played Lucius Malfoy in the Harry Potter Movies.

So, with this class A talent working on the project, why haven’t you, most likely, heard of this game? I’ll tell you why, because you were too busy playing some Western FPS game, (probably).

You really should have played this game, and here’s why reader.

El Shaddai: Ascension of the Metatron
El Shaddai: Ascension of the Metatron

El Shaddai, roughly translated ‘God Almighty’ takes its story inspiration from several religious texts but the main bulk of the story comes from ‘The Book of Enoch’; Enoch being the character the player inhabits.

Enoch is a scribe in the heavens and is the only mortal human to ever be granted access to heaven, lived for thousands of years and is the grandfather of Noah. Enoch is instructed by Lucifel, a guardian angel who acts as the voice of God (The Metatron), to return the Fallen Angels to Heaven.

The Fallen Angels have disobeyed God’s will and have corrupted human life by progressing human evolution, due to this, the humans now worship the Angels more than God. The Fallen Angels have also created Nephilims, half-angel and half-human hybrids that devour each other (and humans).

It’s your job as Enoch, with the help of Lucifel and the Archangels (Gabriel, Michael, Raphael and Uriel) to put a stop to the Fallen Angels’ antics – preventing the Great Flood.

On the surface, this may look like your typical third-person platformer hack and slash, but it is, in fact, more unique than you would think. With only three weapon types: Gail, a long ranged weapon that allows you to dash in mid-air but is weak in terms of damage, Arch, a mid-damage melee weapon that allows you to perform combos quickly, and the Vail, a slow weapon, but powerful. It can also act as a strong shield.

These weapons can only be acquired by stealing them from enemies, and you can only have one weapon at a time – giving the game a little bit of strategy. After prolonged use of a weapon, the weapon will get corrupted and you’ll need to purify it. However, you must choose the right time to purify your weapon as it takes a few seconds to accomplish the action.

It’s the fight mechanics where the game will either turn people on or off. Spamming the buttons quickly will act as a light attack, having a split-second break within the attacks will act as a medium attack, and holding down the buttons is obviously a charge attack. It’s when you realize this that the combat’s nuances really start to shine through.

Not only this, but the game doesn’t give you a health bar (well, not until you’ve completed it once), instead your armour will break piece by piece until you are a shirtless man in jeans (yes, jeans) and that’s when you die… Or do you?

As the screen fades, if you spam all of the buttons, you will get another attempt and carry on from where you left off – but each time gets harder and harder to revive yourself. If that wasn’t enough uniqueness for you, the game also changes from 3D to 2D sections and never feels off when it does.

El Shaddai: Ascension of the Metatron
El Shaddai: Ascension of the Metatron

Without a shadow of a doubt, El Shaddai is visually the most beautiful game ever made; I can say that with no struggle at all. See, this story is set before Christ and is even set before there was a Hell, so the game has an otherworldly feeling; it looks and feels divine, nothing is man-made here. Like a Roger Dean illustration.

It achieves this through striking colours and shapes, but there’s also mobile phones, disco-dancing and a motorbike section; it’s the mix of old, contemporary and the profound, it’s like everything you’ve seen and like nothing you’ve seen all at once. The game has a charm to it too, with the characters appearing in a cel-shaded manner. The Nephilim? Even these cannibalistic abominations look cute.

The sound design is very THX, it sounds like they have been treated with a circuit board and transmitted by an aerial; natural but perverted by technology.

Then we have the music and what a soundtrack it is. Just like the visuals, it mixes old with new; you’ll have classic pieces that sound like Steve Reich and Philip Glass B-sides, only for the next level to change to what sounds like Vangelis jamming on a Moog synthesizer; obviously it’s not these artists, but you get where I’m coming from: variety, classic and modern fused together.

El Shaddai: Ascension of the Metatron
El Shaddai: Ascension of the Metatron

The game does have some faults, like the fixed camera in the third-person sections, making the 3D platforming sections rather irritating as you try to judge the platforms. Another is that the gameplay doesn’t really change throughout, with little variety (except the motorbike section), but with its reasonable short length it’s not too much of an issue.

El Shaddai takes what we know from the past – religious text, 2D platforming, a single attack button, classical music, and then puts its modern spin on everything. We get religious characters wearing jeans and using mobile phones, a rhythmic combat system and electronic music that creates an original and unique gaming experience you’ll get nowhere else.

Sometimes you must look to the past to find the future.

Hollow Review

Hollow Review [Nintendo Switch] – The Irony Of It All

Hollow. As if some cosmic justice, some divine destiny or simply just bloody good luck, that’s exactly the game I’m going to review today. Finally, I get to review a game I want to play, something I was looking forward to…

Hollow Review [Nintendo Switch]

Hollow is a first-person survival horror game by Forever Entertainment. The game has you play as a male pilot waking up in a capsule pod boarding Shakhter-One: a mining space station that gathers resources from Jupiter. Boarding Shakhter-One and playing as another amnesiac, all you know from an emergency warning is that the power generators are down and that there are no living people aboard. It’s your job to regain power to the space station and find out what has happened on Shakhter-One.

As soon as the game loaded up with a warning ‘This game contains scenes of violence and gore’, a smile appeared on mine and any survival horror fan’s face. A lot of this game does seem to cater to a certain gamer of a certain generation, the golden age of survival horror games. As you move around, your character is clunky and slow, and even with the fastest movement toggled, your character doesn’t move that fast at all. Like the games of past, this isn’t an action fest either, it’s slow-paced and infrequent.

Hollow Review
Hollow Review

As you start to play the game, you begin to release it’s just as much of a corridor shooter with the puzzle elements of a survival horror game mixed in; the game does what all great survival horror games do, feed you enough ammo to deal with most situations, but it makes ammo rare, not easily accessible – if you are a crack shot you can drop enemies with a single bullet.

Hollow adds a new mechanic I’ve not seen before, which is when you reload, you remove the clip with the ammo remaining within that clip; essentially throwing away bullets, it’s a great feature to have in a survival horror game as it adds more tension and more of a thought process to the genre.

Hollow has you typically finding notes and reading files to get a deeper understanding of what has happened aboard Shakhter-One; you’ll find keycodes, but unlike other games, this one expects you to remember those codes. There are also collectables in the form of files and radios that play rather disturbing audio clips: ‘Rip his skin off’. Regarding enemies, there isn’t much variety as there are only 3 types. And there’s a lot of this around the ship:

Hollow Review
Hollow Review

Hollow is a dark game, a very dark game. I am squinting most of the time playing it. Not to mention that your flashlight can sometimes hinder your view further as the light bounces off surfaces. It really makes you think of the best times to use it and the darkness makes you cautious, giving the game a claustrophobic feeling.

For an indie game, the environments are impressive, they feel lived in, it feels like Shakhter-One is a real space station, even with the reused assets. You’ll sometimes come across bodies hung up by chains with intestines laying around, it’s very ’90s.

Hollow has some great moments too, one in which all the power drops out and all the ambient sounds just stop… oh pants. I laughed right near the end as well, it’s one of the messages, I won’t ruin it, but good work Forever Games!

There are a few glitches and irks, unfortunately, especially with the textures going a bit crazy. I’m also not a fan of when you die, it takes you back to the main menu, making you sit through a large number of load screens. Necessary? The game isn’t great at signposting either, I missed the first gun in the game simply because I didn’t see it. It’s that dark. Lastly, the writing and voice acting, in short, are terrible, but, to be fair, it’s survival horror from yesteryear.

Genesis Noir

Genesis Noir is avaliable to pre-order

Darkness, nothingness, a plain canvas, nothingness again, quiet, tranquil, and then… BANG!

Matter, colours, shapes, particles, atmosphere solar systems, planets, cells, organism, parasites, plants, nature, wildlife, animals, people, pedestrians, slaves, gods. Hussle, busy, move out of my way please, the cries, the tears, the years, another baby another being, another baby another killer, climate change, freedom of speech, will you please shut up, love, love, love, and then… nothingness, darkness, another plain canvas to start again.

Genesis Noir is Avaliable To Pre-Order

Genesis Noir is a game set before, during and after the big bang on earth and higher dimensions. In this adventure game, you play as ‘No Man’ and save your loved one from being shot to stop the big bang. With a cast of gods and men, a love triangle and a story spanning time and space; this is one point and click adventure, may I say, out of this world…. (I’ve won awards for stand-up comedy, you know?)

Developed by Feral Cat Den, inspiration has been taken from various forms of media to give the game a worldly look – the themes being expressed artistically:

Personally? I think it looks absolutely fantastic, from concept to art, to sound. I love film noir, as you may remember from my Pixel Noir piece, and I love adventure games – oh, and some jazz.

It’s only been announced for PC and iOS, but console ports will surely follow; come on Feral Cat Den, you know it makes sense.

Genesis Noir has hit its Kickstarter pledge and is available for pre-order now. Anyone else gushing over this like me?