PlayStation 2 Region Free Modification – MechaPwn Tutorial

2021 has been an incredible year for the PlayStation 2 modding scene. The PS2 may be over twenty years old now, but the community around it is still quite strong. Earlier this year, MechaCon was dumped in full. This allowed […]

Blood: Fresh Supply Review

Developer: Monolith Productions, Nightdive StudiosPublisher: Nightdive StudiosPlatform: PC – GOG, Steam I first tried to play Blood years ago but failed due to extreme inability on my part. The game seemed way too tough to even survive the first level! […]

Wacko (1982) Review

Director: Greydon ClarkWriter: Dana Olsen, Michael Spound I didn’t know quite what to expect from Wacko. Horror comedies are all over the place these days, but they were still a fairly new concept in the 80s. And like many 80s […]

Dominique (1979) Review

Director: Michael Anderson Writers: Edward Abraham, Valerie Abraham I was recently introduced to Vinegar Syndrome. These purveyors of obscure genre films quickly caught my attention due to the fact that they released many films I wanted – and many I didn’t know […]

Hellraiser III: Hell on Earth (1992) Review

Director: Anthony Hickox Writer: Clive Barker, Peter Atkins Year: 1992 The original Hellraiser left quite an impression on me. Not only was it creepy, but it had a powerful visual aesthetic that stands up today. Years ago I watched the sequel and didn’t […]

 

Octodad: Dadliest Catch Review

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Developer: Young Horses
Publisher:
Young Horses
Platform: 
PC – Steam

Octodad has been doing a fine job so far assimilating himself into a life with a normal human family. Nobody suspects a thing! Unfortunately, things don’t stay perfect for long. In Octodad: Dadliest Catch, you’re in charge of keeping up the charade.

It’s anything but a simple task, though, considering Octodad’s eight slippery appendages. The main grab of Octodad: Dadliest Catch is its controls. When you want to walk around, you move each “leg” one at a time. Grabbing things and whatnot is done by maneuvering your right arm and executing those sticky suction cups. It’s as hard to describe the whole process as it is to actually perform at first, but it becomes manageable quickly enough (hint: use a controller if at all possible!). With the crazy physics and controls, there is some frustration with getting to certain points and platforms, but that’s what makes Octodad: Dadliest Catch so fun.

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The other half of Octodad: Dadliest Catch‘s appeal lies in its story, writing, and characters. As mentioned previously, as Octodad, you must get through events in his life while maintaining his persona as a normal human. This means going to the grocery store and taking your family to the aquarium (the latter of which Octodad thinks is a crime against sea-manity). All of it is just as wacky as controlling Octodad.

Your initial playthrough in Octodad: Dadliest Catch will probably only last you about two or three hours. Thankfully, there’s always co-op mode, which allows two players to control Octodad, and a plentiful amount of mod levels on Steam Workshop to keep you busy!

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I had a lot of fun during my time with Octodad: Dadliest Catch. Despite my frustrations with getting Octodad to get where I wanted him to go, the humor and fresh concept kept me going and kept me entertained.


Pink Score: 3.53 1/2 out of 5 alpacas


Review code provided
About our rating system

Goscurry Giveaway!

Goscurry Featured

Hello and welcome to our latest contest on Pixel Pacas! A few weeks ago we reviewed a tremendously fun (and challenging) game by the name of Goscurry. With great music, attractive minimalistic visuals, and gameplay that makes you want to try “one more time”, it is a game that deserves far more attention. That’s why we’re tremendously pleased that the developer is letting us host a mega giveaway!

When I say mega I mean it. We have twenty Humble Store downloads for Goscurry just waiting for people to win them! One entrant will receive the game and soundtrack combo. Take it from me – the soundtrack is awesome. If you want to see the game on Steam then head over to its Greenlight page and click the thumbs up button!

Here are your options for entering our giveaway.

Option One:

1. Follow our Twitter account – @PixelPacas

2. After you’ve followed us, post the official contest tweet: Goscurry looks like an awesome challenge and I want to win a copy! Pick me, @PixelPacas !

Option Two: 

1. Comment on this post with why you’re excited to play Goscurry. 

Note that you are allowed to do both options! This will grant you two entries into the giveaway instead of one. If you do both, make sure you tell us your Twitter handle in the blog comment so the entries get paired up.

Our Goscurry giveaway ends on Sunday – March 2nd at 10 AM PST. Good luck!


If you’d like to stay in the loop about our contests and content our Twitter is always kept up to date. But if you don’t use Twitter, we also have a Steam Group that is updated whenever a new giveaway goes live.

Interview with Daniele Giardini and Isak J Martinsson, Creators of Goscurry

Goscurry Logo

In late January, we provided our first-ever interview here on the site. If you missed it then definitely check it out! We chatted with Michael Stearns who was one of the lead developers on Tiny Barbarian DX! This time around we interviewed not one both of the main people behind Goscurry – developer Daniele Giardini and musician Isak J Martinsson. We at Pixel Pacas are proud to present this great interview!


Pixel Pacas: How did Holoville Games get started? Were there any other independent developers you looked up to at the time?

Daniele: I jumped quite suddenly into the Unity game engine, because I installed it when I got a job where I had to recreate (along with Paul Harden and Grazia Genovese who made the graphics and the design) an interactive version of the lost Kircher Museum. After I finished it, I was in love with the engine, and wanted to do more. Games obviously, since I made some in the past, but Flash-based and super small, never taking them seriously. So I created the Games subdivision of Holoville (my tiny company, which existed since many years but for interactive stuff dedicated to museums, tvs, or things like that – and which I closed at the end of 2013 by the way, so bye bye Holoville Games).

I always had a passion for games, but my true passion were comics, which I loved, studied, and wrote/drew, while I didn’t really have a serious knowledge about the game development culture. So I wasn’t really looking up at anyone at the time: I just wanted to make games. Only later I got to know the indie scene more (a lot more), and was lucky enough to become friends with people like Isak and his wife Natalia, which I respect and admire, and to find great sources of inspiration all around.

PP: When designing Goscurry were there any existing games you found inspiration from? How did the cool and colorful minimalist art style come about?

Daniele: The only conscious inspiration were Canabalt and the first two GTA games, or Micro Machines. Those games that had a top-down view with controls relative to the vehicle and not to the camera. And obviously Canabalt, since it’s the first (and almost only) runner I played, and which inspired me to make one myself. After putting Goscurry on Greenlight, I saw people saying it was similar to Audiosurf. I actually didn’t know it, but when I searched for it, I was “wtf! it’s a ship! on a road!”, though the gameplay is indeed very different.

The minimalist style is first and foremost due to the fact that I decided to make Goscurry 3D, and 3D doesn’t make sense to me unless it’s minimalist. The colors are probably inspired by the colors I sometimes used for my comics, which in turn were inspired by the works of Lorenzo Mattotti, among others.

PP: The game is pretty difficult with players needing to hone their twitch reflexes to last on any stage. How long did it take to get the difficulty settings “just right”?

Daniele: Getting the difficulty “almost right” was pretty quick, and I think it took no more than a week. I used a playful approach to development, where I would just create the engine, add some parts, play like crazy with my lady (Jelena, who is very into games but not into action/arcade ones, so she provided a great alternative feedback), and then tweak it until it felt good. It was fun, and when I heard her screaming, swearing, and saying “one more!”, I knew I was going in the right direction. Getting it “just right” instead was a longer road, where the feedback of all the players of the first free online version was fundamental. I tweaked little parts of it for all the 6 months, maybe more, of development.

PP: You’ve been very open to input from the community of Goscurry players. Did they bring up some good points that you didn’t consider while working on the game?

Daniele: They did indeed, and it was great! The Friends list, the average score, the much harder difficulty that you can choose if you unlock every achievement, were all done thanks to feedback from players. And most of all, I have to thank KingOreO, who suggested me to add different sceneries after a given distance, in order to give players something to reach (and who was also the first player to show me that Goscurry, which I thought was very hard, could be almost too easy for a special kind of crazy gamers). That’s why I chose to create all the Goscurry cities. By the way, you know all the avatars in Goscurry? Many are invented, but many are also based on players who helped me somehow, as a small way to thank them.

If I can take a small digression here… I believe that, rather obviously, being open to the community of players is extremely important. Both because they give precious feedback, and because, what the hell, they’re playing your game, so they deserve your respect and your gratefulness. That said, it’s also a risk. As a developer, you would tend to implement everything they say, as long as it makes sense, to make them happy and to egotistically revel in their satisfaction. You have to pay attention there though, because you risk going astray and changing your game into something else. Instead, it’s very important to keep your vision (and to make it grow in future games, but that’s another story). So, yes, being open to feedback is very important, but it’s also important to keep your game personal, by filtering everything in the right way.

PP: An integral part of the Goscurry experience is its music. How did you approach composing the soundtrack?

Isak: Before I started making the soundtrack I listened to the 80s music revolution really much in an unhealthy way, because everything from that age sounds just happy and awesome. So for Goscurry I wanted to try make something to tribute my feelings I got from those magical years. Later on I found out about the wonderful style “Electro” and you could say the Goscurry soundtrack is like Electro on speed! It needed to pump the player, keep them pumped and dancing in front of the computers while struggling not to explode. I always test my tracks with my love Natalia first to see if she starts shaking with the beats, then it’s usually approved. Her body is a very good critic! And Daniele’s feedback was a great value, he seems to understand my irony and music sometimes better than me when I start gliding too far off the concept.

Daniele: I just want to say that Isak’s music blew my mind. He was, like, “hey, I could make a music for it”, and then kablam! He made Rackety (the first Goscurry song)! I first listened to it with Jelena, and I can’t describe enough our happy faces and the wohooos we emitted. I knew Isak was good, but that was totally unexpected.

PP: Speaking of the music, what inspired the names of the tracks? Titles like “The Secret Indie Circle” and “Swedish Taxes” come to mind. What are your favorite songs in the game? (I personally love “Abductination” and its use of theremin sound effects!)

Isak: The names are just my way of communicating with people, since none of my songs have vocals. And sometimes it’s just the lack of an idea to a name that creates something ironic from the essence of the song, or something like that. The secret indie circle (that’s misspelled forever!) came up after we made a crowd funding and learned a lot how the “indie elite” game development scene works, and it’s a weird thing. I just wanted to point it out, that there’s a secret circle. Like illuminati. And we don’t fit in that group. Swedish taxes is there just because I’m from Sweden and the taxes are sick! I was angry at that point of naming the song and felt it was the right one. Also, N.A.T.I is short for Natalia and I made the song for her when she was angry. I love all the songs, but my favorite must be Abductination. It was a long time the underdog and bullied song that nobody liked, but I found a way to make it special so it would be accepted.

Daniele: About my favorites, I love them all, seriously, each of them for different reasons. But my favorite one must be “Rackety”. Mostly because it’s the first one Isak made, and as I mentioned above it blew my mind. Sometimes, when I go to bed, even if I didn’t work or played with Goscurry, it just starts playing in my head. Another super-favorite is “Aaa”, which I find very epic in an anime way, but with a touch of hidden drama inside. Then “Abductination”, for the exact same reasons Isak said, and because it manages to be both energetic and deeply romantic. And “Face to Foot”, because it’s the first Goscurry song where Jelena and I had sex, while it looped over and over and we sometimes laughed and said things like “you see, the song is good”.


PP: What were some of the first video games you ever played? What do you play today?

Daniele: My memory really sucks, but the very first game that left a lasting impression on me was Loom, by the greatly missed LucasArts (Lucasfilm at the time). I was so little, that I didn’t even know you could save games, so I kept replaying it from the start each time. Nowadays, I play all kind of games as long as they don’t require powerful hardware, since my computer is pretty old, with a predilection for turn-based strategy. My favorite game for last year is definitely “Papers, Please”, for many, many, many reasons. Still, I keep getting back to Chivalry (the rare times it works and doesn’t crash because of some of its many bugs – which is a pity because otherwise it’s a really fun game), since my stepson Aki and I love to cut each other’s heads in multiplayer.

Isak: First game was Mario, and I played it for hours until our NES got a meltdown and we had nothing left. As for today, I try playing a variety of games when I have time but there’s a clear winner that has stolen all my time and that would be Dungeon Defenders. I’m hyped for the release of the second one!

PP: For all those who have yet to play Goscurry, why should they give it a try?

Isak: Anyone who enjoys dancing in front of the pc at the brink of rage but still hanging in there for just another try, to beat the highscore and be the champion of all, should give Goscurry a try! When you master the speed and obstacles, it’s really a very relaxing game to play when you had a stressful day.

Daniele: I suck at self-promotion, but I agree with Isak: weirdly, it can be a really relaxing game, in spite of its high difficulty. It deserves to be played at least to see if you can reach illumination in the midst of chaos. And because it’s really challenging, obviously!


Thank you both Daniele and Isak for taking the time to participate in our interview!

If you missed our Goscurry review, then go give it a read! Those who would love to support Holoville Games can do so by purchasing the game on their website, or by upvoting it on Steam Greenlight. Or, you can take a shot at entering our massive Goscurry giveaway!

Oniken Review

Oniken Boxart

Developer: JoyMasher
Publisher: JoyMasher
Platform: PC – Desura, Steam

I hate to admit it but I was not raised on the era of tough as nails NES games. Nope, instead I became friendly with an Apple IIe, Atari 7800, and off-brand Pong console. These devices offered their own difficult games but it was quite a different experience when you typically only had one button and a joystick. Missing out on the greats like Contra, Ninja Gaiden, and innumerable others has caused me to wonder what it was like to grow up with them, though. So, from my perspective, it does feel like Oniken is bringing a classic experience to players.

It starts things off on the right food with a wonderfully cliche storyline. The Oniken – bad guys – are attempting to seize control of humanity. A ragtag trio of resistance fighters aren’t having any of it! They jump into action to stop Oniken by any means necessary. Lead character Zaku is armed only with a sword and grenades but will work his way through countless enemies through the game’s six stages.

Oniken Screenshot

As you might expect from a title hearkening back to the NES era, Oniken is a 2D side-scrolling action game. You slash up foes, jump over dangerous areas, and generally kick a lot of butt in order to beat bosses and complete stages. Each area might seem fairly tough the first time but repeated plays make them seem increasingly manageable. For me, that meant maybe ten or so rounds on the second stage, but I’m not as skilled as players actually honed on NES games are. After watching a few people play it, I found that perhaps the game wasn’t even that hard at all – my skills simply weren’t up to the task.

Both the visuals and music seem to accurately recreate the era as well. I can’t say for certain if the color pallete and amount of pixels are right on, but they seem good enough to me! It’s exciting to see that even at this point in time there is still something uniquely engaging about a game that operates with such a bare minimum of keys. Oniken is a ton of fun even for people like me who don’t feel indebted to the systems of their past. Basically, if you’re in the mood for a retro-styled romp then Oniken is a fine choice.


Score: 3.5

3 1/2 out of 5 alpacas


Review code provided
About our rating system

Serena Review

Serena Logo

Developer: Senscape
Publisher: Senscape
Platform: PC – Steam

Are you hungry for video games but short on cash? Out of nowhere, a game by the name of Serena popped up on Steam for the price of only… zero dollars! This was fairly surprising given that it’s an adventure game and not a free-to-play MMO. After finding out it was an adventure game and apparently had references to classic titles, I had to give it a shot.

Serena plops you into a dusty old cabin as a possible amnesiac who reminisces over his homely possessions. He knows the woman he loves is named Serena but she’s not there. Where did she go and why can’t he remember a thing about her? As you play, story tidbits are slowly revealed, giving you a better sense of what’s going on.

The game takes place in a 3D space but is entirely driven by pointing and clicking. By examining objects you can hear the protagonist ramble, sometimes remembering things, other times simply musing. He has a lot to say about each item so it’s definitely worth listening to all of the lines. Some have complaints about his voice acting, but I found it fitting.

Serena Featured

The cabin, despite being small, is rich with mementos and histories worth investigating. Visually, it looks great too. The windows, dirtied with grime let in the light in a truly creepy fashion. Seeing everything in a dark brown and grey helps set the mood as well. Audio outside of voice acting is also nice, if usually transparent. It’s obvious a lot of love went into this project.

After clicking on specific objects, you trigger a new “stage” to begin. No, you never leave the cabin but after events are triggered it leads to entirely new things being said about the items in the cabin. It might seem weird to some but proves to be a very effective way to tell a story. Serena takes most from half an hour to an hour and a half to complete, but still made me feel quite bad after completing it. I just wish the ending hadn’t been as abrupt.

That said, I can’t believe the game is free. Other short titles definitely exist on the service and have a fee. Since Serena is free it is incredibly easy to recommend. It’s a relatively brief experience, moody, and even those who don’t like it shouldn’t feel “ripped off” by experiencing it. My time with the game was not wasted in the least and I hope others are willing to give it a try too.


Score: 4

4 out of 5 alpacas


About our rating system

The String Arcade Music Review

Hey, it’s another first for Pixel Pacas! We’ve decided to jump into the world of covering game-related music! We’re very excited that The String Arcade is our first, as all profits from it actually go to The Alameda Music Project. You can learn more about this tuition-free program bringing music instruction back to schools on their website.


The String Arcade Cover

Available from: Amazon, BANDCAMP, Google Play, iTunes, LOUDR.FM

“The String Arcade” is a 17-track CD (or digital download, if you prefer) of video game tracks as arranged for a string quartet. If the name sounds familiar it might be because this project was funded through a successful Kickstarter last year. Composed between Dren McDonald and Jason Poss, the end result is a lovely selection of music that can be enjoyed by both gaming and non-gaming listeners.

First, it’s worth noting the games from which songs were chosen to get the string treatment. Of course there are tracks representing classic games such as The Legend of Zelda, Sonic the Hedgehog 2, and Altered Beast. There are also a handful of tracks from songs that I’ve never heard before due to their mobile game origins (Pettington Park, Ravenshire Castle).

The String Arcade Musicians

I must admit that I was initially disappointed by the inclusion of mobile games simply for my own unfamiliarity with them. Once able to listen to them however I found the tracks quite nice. If anything, “The String Arcade” turned me on to learning more about the selected games. There are other modern games represented as well via the likes of Minecraft and Portal 2.

Having never been a devoted fan of strings, the music certainly sounds lovely to me. However, some tracks also feel melancholic which seemed odd. At other times it did seem to fit, such as with Ecco the Dolphin, which is a game with quite the dark atmosphere at times. Then there were tracks like the Galaga one which surprised me. I seriously love the Galaga tune and it comes across very well in this version.

Overall, “The String Arcade” is full of surprises. They have taken both classic and modern video game tunes and transformed them, mostly for the better. If you’ve got a taste for classical music and video games then it’s basically a must-buy. Those who need a bit more convincing should check out a sample track and see if that changes your opinion. If you’d like to learn more about the CD’s creation or the musicians involved head to the official website.

KAMI Steam Giveaway!

KAMI Featured

The contest has concluded! Congratulations to Moonxcloud and Ana!

Hello and welcome to our latest contest on Pixel Pacas! Last week, we reviewed the gorgeous puzzle game KAMI. If you’re willing to test your skills against its 60 some puzzles, then this is your chance. Thanks to State of Play Games we have a code to give out!

Here are your options for entering our giveaway.

Option One:

1. Follow our Twitter account – @PixelPacas

2. After you’ve followed us, post the official contest tweet: I think I’m ready for the mental gymnastics puzzler KAMI will put me through! Pick me, @PixelPacas !

Option Two: 

1. Comment on this post with why you’re excited to play KAMI. 

Note that you are allowed to do both options! This will grant you two entries into the giveaway instead of one. If you do both, make sure you tell us your Twitter handle in the blog comment so the entries get paired up.

Our KAMI giveaway ends on Sunday – February 16th at 10 AM PST. Good luck!


If you’d like to stay in the loop about our contests and content our Twitter is always kept up to date. But if you don’t use Twitter, we also have a Steam Group that is updated whenever a new giveaway goes live.

Strike Vector Review

Strike Vector Boxart

Developer: Ragequit Corporation
Publisher: Ragequit Corporation
Platform: PC – Steam

One of my earliest memories of console gaming was being exposed to Star Fox on the SNES. At the time I was simply astounded. To my youthful brain, this was a game that had CGI on par with films! It just couldn’t get any better than this – could it? Of course, over the years graphics have become much better but there hasn’t been a ton of growth in regards to futuristic aerial dogfighting. Strike Vector is one game that promises an old school feel where fast reflexes are integral. But is it just the game I was looking for?

That question is a bit silly, but only because nothing could stand up to that moment of childhood awe. All the same, Strike Vector has already developed a devoted following of skilled pilots. What have they found so enthralling? It’s likely the high level of skill required to do well in matches. Simply flying requires being able to judge distances while flying through small pathways. Fighting requires much more of the player, such as learning how to make tight turns and dodge enemy fire.

How do you learn the various tricks of Strike Vector? I must advise against jumping straight into multiplayer because you’ll likely die spectacularly (and regularly) without ever getting comfortable. Instead, head into an empty single player map. All maps are available in this mode and have no enemies, human or AI, meaning you’re free to test the capabilities of your craft and its weapons (this also means there’s no single player campaign). It might also help to learn where various item pickups are on the stage as they’ll have the same positioning online. Finally, check out the third person and cockpit viewpoints to see which works best for you.

Strike Vector Featured

Testing out the various weapon loadouts is helpful to make sure you’re comfortable with the configuration. Some people love homing missiles but others prefer to shotgun their way through enemies. Whatever the case, once you figure it out, you can spend more time on how to most effectively use those weapons instead of continually cycling through them, becoming a master of none.

Online play is hard at first because flying alone in a single player map is much different from entering an almost full match with players everywhere. It also is no help to beginners that the stages, as gorgeous as they are, happen to be fairly compact and full of small areas to fly through. There are a handful of online modes and team deathmatch is both my favorite and least favorite. That’s because when you die by crashing into a wall (so, not being harmed by an enemy) it still counts as a loss – and it’s a loss to your entire team. It’s stressful to feel like you’re the one directly contributing to a team’s failure!

If Strike Vector sounds like a ton of fun then you’re the audience they desire. Players must be willing to lose a lot and practice to become truly skilled. For more casual players this isn’t the game to pick up. It’s fast, unforgiving, and even a bit stressful when entering online matches. After deciding which type of gamer you are then you’ll know whether Strike Vector is for you.


Score: 3

3 out of 5 alpacas


Review code provided
About our rating system

Broken Age Act 1 Review

Broken Age Boxart

Developer: Double Fine Productions
Publisher: Double Fine Productions
Platform: PC – Steam

Once upon a time, point and click adventure games were king. Then something happened – shooters became popular. With shooters, and many other genres, video games were pushed further, with more interactivity and better graphics. The point and click games of yore fought on, but fell out of favor with most people over the years. Then, Telltale Games made waves with The Walking Dead and the genre was cool again. Finally, innovative developer Double Fine ran a Kickstarter for a new adventure game and garnered an amazing 3.3 million bucks. It appeared adventure games were no longer dead.

Finally, the Double Fine Adventure Kickstarter has borne fruit via Broken Age. However, only Act 1 is available right now, with the second act still being worked on. So what can be said about a game that was so tremendously anticipated by many? It likely won’t live up to your expectations. That doesn’t make it a bad game, of course! Well, let’s get into this review already.

Broken Age is split into two halves. One is the story of a young woman named Velouria (shortened to “Vella”) and a teenage boy named Shay. Players choose which story to begin with and jump right in. Although it is possible to swap between them at any time, it doesn’t seem to serve much purpose. It’s easiest to just play one story first and then go for the other, which is what I did. Vella’s part appears the longer, and much more interesting, half.

Broken Age Screenshot 1

Vella’s story starts as something called a Maiden Feast is about to start. It is quickly revealed that the town fears a  huge monster named Mog Chothra and that the only way to sate it is by offering up the best girls of the village. Unfortunately, Vella was chosen to take part. Unlike the others who all seek to be eaten, Vella recognizes the inherent wrongness of the situation and wants to fight back! Along her journey she meets many characters and solves a good deal of puzzles, although almost all of them could hardly be considered puzzles.

Shay has a completely different life. He lives by himself in a space station with only a sentient, overly-watchful computer and machines to interact with. For all intents and purposes, his world is a foil of Vela’s. Instead of the looming fear of death, he is protected completely from any and all danger. Shay’s life of repetitive nonsense is interrupted one day and finally his story starts to become interesting. Unfortunately, there are even less puzzles in this section and even less characters to meet.

One of the most exciting things about adventure games is the witty and intriguing characters you’ll come across while playing. Many point and click games fail in this respect, but since Tim Schafer was at the helm here, most expected something great. Somehow, Broken Age manages to not be that funny. The writing is good, but it doesn’t feel all that special in most cases. It seems like personalities are very subdued, when they exist at all. Thankfully, the voice acting is phenomenal which makes it so that listening to dialogue is never a chore.

Broken Age Screenshot 2

The most impressive aspect of the game is the visuals. Simply, this is one incredible-looking title. The art style makes everything seem like you’re watching a pretty picture book come to life. Animations are smooth, if sometimes repetitive, and help bring the experience to life. Locations have a great sense of design and fit with the themes of Vella and Shay’s stories. If I had to guess where a lot of the Kickstarter money went, I’d say it went into art.

As was hinted at earlier, though there are a lot of puzzles, most aren’t particularly difficult. Some players have lamented this point but it doesn’t seem bad to me. This is an adventure game being marketed to a massive audience – many of whom probably have never played a classic adventure game. Making puzzles as easy as possible keeps players moving and free of frustration. Just know that if your enjoyment of point and click games comes from intriguing puzzles that Broken Age will not scratch that itch.

All in all, Broken Age offers a meandering first half of an experience that becomes interesting right near the end. The story ends just as things start to get interesting and there’s no specific date for when we’ll get to play act 2. As gorgeous as the game is, there seems to be a distinct lack of personality. By that I mean the characters are mostly transparent task givers rather than true “characters” in the sense of being memorable. Perhaps we’ll see that change in the second half. Mostly, I just want to see how this story resolves itself. I’ve got my theories about what will happen, but we must all wait on Double Fine to see how everything turns out.


Score: 3

3 out of 5 alpacas


Review code provided
About our rating system

Shufflepuck Cantina Deluxe Review

Shufflepuck Cantina Deluxe Boxart

Developer: Agharta Studio
Publisher: Agharta Studio
Platform: Mobile – Android, iOS PC – Steam

If you were a PC gamer back in 1989, then perhaps Shufflepuck Cantina Deluxe will look familiar to you. That’s because it is Agharta Studio’s homage to Shufflepuck Cafe. It turned the relatively tame world of air hockey into a pretty cool video game where you faced off against odd (often unhuman) enemies. Shufflepuck Cantina Deluxe definitely follows this formula and with a lot of modern flourishes.

This time around, the game takes place in a cantina not unlike something you might see in a Star Wars movie. At the start, you can only enter the first floor and play air hockey against three opponents as you learn the ropes. Characters each provide missions for you about who to beat or how many times to beat them. Completing these missions is integral to progressing your character up the ranks from a total newbie to a skilled player.

Beating missions is also useful if you ever hope to obtain a lot of Credz for your character. Obtaining enough currency lets you head into the shop and buy new pucks and paddles. Some confer advantages such as a super wide paddle which will make the game easier. There’s also a way to buy the backstories of characters to obtain their special skills or even get to swap your character for theirs.

Shufflepuck Cantina Deluxe Featured

Of course, all of this is just the dressing for a fun, simple way to play digital air hockey. The first enemies might seem simple, but venturing to other levels of the cantina shows just how ruthless it can get. Enemies each have their own specials, some of which are hard to block. Then there are powerups on the board that can help you, help your opponent, or cast an unfortunate effect on you (such as making the paddle tiny). Pair that with some tough challenges and Shufflepuck Cantina Deluxe becomes quite difficult after a while!

Still, this is a pretty entertaining experience. It’s funny to see these fantasy and sci-fi characters playing air hockey. The base game is enjoyable and it’s always possible to “grind” for more Credz if you can’t yet beat certain enemies. Having not played it on mobile devices, I’m not sure which is the better way to play, but it was easy to control on PC. If you do opt for the PC version and own an Oculus Rift, there’s even a beta available to let you get your virtual reality on. Shufflepuck Cantina Deluxe is a must-buy for Shufflepuck Cafe fans and a nice choice for those hankering for air hockey.


Score: 3.5

3 1/2 out of 5 alpacas


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