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Arthur Damian

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Rainbow Six Siege hosts a free weekend for the Pro League Finals



Tom Clancy’s Rainbow Six Siege has been steadily grinding out content since its December 2015 release date. Ubisoft has been supporting the game extremely well; providing new contents and updates, as well as patches that improve the user experience. In fact, Rainbow Six Siege is just about to wrap up their latest event, Operation Health, where the whole purpose was to patch in improved content and eliminate as many bugs as possible. Flash forward to today, Ubisoft has announced a free weekend for the fast-growing FPS just in time for the next content update, Operation Blood Orchid, and the Pro League Finals.









Rainbow Six Siege’s free weekend will run from August 24th-27th on the PS4, The Xbox One, and PC via Uplay on Steam. During the free weekend, and extending further to September 4th, Ubisoft will be offering the game at a 50% discount. To make the deal even sweeter, free weekend players can carry over all of their progress and continue to play uninterrupted if they purchase the title.



The Operation Blood Orchid content update was pushed back from an August 29th release to a September 5th release on all platforms. However, content updates will enter the Technical Test Server on PC starting August 29th. This update is aiming to add in a brand new, theme park based map in Hong Kong as well as 3 new, officially-yet-to-be-revealed, operators.









For those of you interested in checking out Rainbow Six Siege for the first time during this event, let me give you some survival tips.







Take your time. It is incredibly important to be patient and devise a plan before running and gunning.




Learn the maps. Knowing sight lines and choke points will greatly help in defending. It will also give you a better idea of how to approach on attack.




Listen. Siege is full of audio cues that help you find the enemy. If you have a surround sound headset, wear it. It’ll give you a huge advantage.




Communicate. Telling a teammate where you saw an enemy or coordinating a breach and clear can elevate your game to new levels. Also, remember, you can still communicate even after you die in the round.




Know your gear. Each operator has a unique loadout and a special piece of equipment only they can use. Study up on how to optimize that gadget usage and you’ll be the best teammate around.




Be Kind, Be Courteous, Be Helpful. Friendly fire is always on in Siege, so it’s best not to get on your team’s bad side. This means don’t be that person playing music over the mic. Or that person unfairly blaming your teammates for a loss.


Last, but not least, Ignore your stats. While you’re learning the game and getting used to how it plays, you are almost guaranteed to do poorly statistically. Don’t get discouraged by a poor K/D or Win/Loss ratio. Once you learn, those stats will sort themselves out anyway.


You can learn more about the Operation Blood Orchid update on the official Rainbow Six Siege twitch channel here on August 26th.



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THQ Nordic announces a new open-world action RPG



Fans of videogames often bemoan the industry because of a perceived lack of new IP from developers. Their feeling is that many of them seem to continue to just rehash the same old tired gaming tropes over and over. Well, THQ Nordic is stepping out on a limb and bringing a totally new open-world action RPG to consoles very soon.













The gaming company that brought us titles Battle Chasers: Nightwar, Sine Mora EX and Spellforce 3 announced today that their new game Biomutant, a new and original open-world action RPG for the PS4, Xbox One and PC, will allow you to explore a world in turmoil and define its fate.



Set in an imaginative post-apocalyptic universe, Biomutant is a kung fu fable filled with fantastic creatures to discover, dangerous factions to navigate, and colorful worlds to explore with mechs, paragliders, balloons, mounts, jet skis and more.













Biomutant’s unique design lets players change their character’s abilities and appearance with powerful mutations, bionic prosthetics and weapons. You can grow claws, sprout wings, or attach a robotic leg – each choice will impact the way your hero plays in real-time combat that blends melee martial arts and firearms.



While THQ Nordic haven’t revealed a specific launch date as of yet, they did report that Biomutant is expected to launch sometime in 2018. Check out the cool reveal trailer below. I’m actually excited for this one and am hoping that it plays as cool as it looks.













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PREVIEW / Next Up Hero (PC)



Inspired by old school, twin stick arcade games, Next Up Hero offers a very unique take on multiplayer hotseat type games. There are currently nine heroes available in the Next Hero Up beta (two of which must be unlocked somehow) and each one sports two different offensive abilities. The primary attack is essentially the auto-attack ability. It can be spammed over and over. The secondary attack is a bit more powerful and consumes energy from the character’s “special bar.” I never felt low on energy though as the bar regenerates rather quickly over time.















Once you choose your character, you load into the stage selection screen. Here you have the option to create your own game or join someone elses. Whichever you choose, you’ll start from the beginning of the stage and fight your way through until you die. Combat feels very similar to Forced or Gauntlet. However, unlike in those games, dying in Next Up Hero is kind of a good thing…kind of.











Character selection screen.







Next Up Hero is designed to be difficult. So much so, that dying is usually an inevitability, not a possibility. So WHEN the unfortunate does happen and your character falls in battle, just accept it. But know that all is not lost. Your hero will live on as an Echo, a ghostly apparition of their former self, which can be revived by the next hero who plays that stage.











The faint, transparent person attacking the enemies is another player’s “Echo.”







YOU however, cannot be that hero. A rather annoying aspect of Next Up Hero is if you die, no matter how far you got in a stage, you’re not allowed to play that level again until someone else plays it first. The goal here is that eventually there will be enough echoes of fallen heroes to help someone actually beat the level the whole way through.











Stage selection screen.







Echoes can do a couple of things to help the Hero that revived them. For one, they can fight enemies for you. Echoes are invincible and as such, can safely draw aggro and dispatch enemies. And while they don’t deal as much damage as a fleshy hero, their presence in a fight is definitely welcomed. If you manage to revive multiple echoes though, you can merge them into monstrous allies called Ancients that can help in combat in various ways.













One final aspect of Next Hero Up is the equipped ability feature. Any monsters the player slays is tallied in the table shown above. Once the required amount has been slain, the player can unlock that creatures special attack or skill. Only one of these abilties can be equipped at a time but they can be applied to any hero. One of these added benefits in combat could really mean the difference between beating the level or becoming just another echo.













I’m definitely keeping Next Up Hero on my radar. It was fun with a lot of hardcore components while still maintaining a casual game atmosphere. You can play the game for five minutes or 50 and still have a good time. To learn more about the game please visit its official website. There is also a short video tutorial that briefly breaks down the game and allows players to hit the ground running. Next Up Hero will be releasing on PC sometime this year and is headed to the PS4, Xbox One and Switch in 2018.









This preview is based on an early access copy of the game provided by the publisher.



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Fe is given a release window during EA’s Gamescom event



Piggybacking off of the success that EA found with the indie darling Unravel in 2015, the company started a new initiative called the EA Originals Program; a way for small indie studios to receive a triple A publisher to distribute their hard work. The very first game supported by the program was Fe by Zoink Games which was intended to be released this year. However, publishing dates were moved around and the release was left up in the air entirely. Until now, when EA gave the small indie game a release window of early 2018 as well as a list of supported platforms.









For those not in the know, Fe is a new type of unspoken platformer that is brimming with rich audio cues and vibrant soundtracks. In this game players will assume control of a small cub that discovers its place in nature as the player engages with the world through sights and sounds while interpreting the interactions to tell a whole new story in their own mind. The player will meet strange new creatures in the forest as well as the Silent Ones, machine antagonists that are representations of deforestation and a direct threat to the player.



When asked about the choice of the setting in Fe, CEO and creative lead of Zoink Games, Klaus Lyngeled, said “We would spend hours in the woods as kids, and while it felt scary at first, eventually the strange sounds became familiar — you become part of nature and the forest feels like home. Players will realize similar feelings as they play through Fe. Wherever and however the game is played, we ensure it will be a unique experience of discovery, unlike anything played before.”



Fe is launching worldwide in early 2018 for the Playstation 4, the Xbox One, PC via Origin, and the Nintendo Switch. For more information on Fe, you can visit the official website here.



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REVIEW / Nadia Was Here (PC)



In some ways, Nadia Was Here feels like familiar ground. There’s a party of a thief, a mage, and a fighter, traveling through the kingdom looking to solve some mysteries and to discover secrets about their pasts. There are gods and monsters and ancient temples and a secret plot to stop the adventurers from reaching their goal. In other ways, Nadia Was Here holds unique takes on some classic RPG game mechanics and pleasant surprises for anyone who’s moaned about level grinding.













The game begins by introducing us to a very young titular character Nadia, mysteriously appearing in a desert town and being adopted by a gang of bandits. There’s an abrupt change of pace when we switch to many years later as an old soldier named Hogan has a special shield stolen from him and sets off to get it back. Hogan teams up with Nadia as she escapes from a prison, having followed in her foster family’s footsteps to become a thief. At first Hogan is simply strong-arming Nadia into helping him recover his shield, but when they are joined by Tereshan, a mage in self-exile from his home, they suddenly have a mystery to solve, with every step revealing more secrets that need to be uncovered.



The battle mechanic is unusual and takes a bit of getting used to. Your party appears in a line along the right side of the screen with enemies on the left side. Nadia and Tereshan have multiple moves and can learn new ones when they encounter new enemies, Tereshan by using a “Study” move and Nadia by outright stealing them. Hogan only has one move but can switch easily between different shields that have different abilities (increasing evasion, ignoring enemy defenses, that kind of thing).













Instead of your traditional turn-based combat, this is a little more like Child of Light where different moves take different amounts of time to “load”, if you will. However, aside from HP, there are no additional stats that affect your ability to cast spells or choose attacks. Characters will perform the same move in perpetuity until they run out of HP, though status effects like poison, berserk, sleep, and sticky can affect whether or not the attack lands. Your party does have an energy meter based on how much damage they are dealing and taking, which allows them to summon different spirits for different kinds of attacks or benefits to the party. These cannot be switched during combat, which can become really frustrating based on the way battles are structured. (More on that in a bit.)



Early on in the tutorial-esque escape from the prison tower, you learn that you can dodge enemy attacks by moving characters between lanes on the left side. When you have three party members, you might start thinking that the mechanic is pointless (especially since you have three party members for the majority of the game). However, when you start learning more about which characters are effective or immune against which enemies, being able to swap positions mid-battle can be quite effective.













Another interesting difference from most RPGs is the lack of “revive” items. If one member of your party dies, you lose. Period. This affects which spirit you choose to have on deck for summoning, which items you stock up on, how hard you work to reach the free items laying around the dungeons. Even though the characters do NOT level up (because there are no levels), there’s a convenient replacement for stereotypical level grinding- a coliseum where you can face off against monsters you’ve already seen for big boosts to gold and “dust” (more on THAT later). I did this a couple of times because I found it a lot easier to keep some poison darts and shurikens on hand for enemies that have healing abilities.



The lack of leveling is counterbalanced by magical amulets that CAN be leveled up by spending gold and dust at a particular location in the kingdom. An amulet that gives 5 extra HP can be leveled up to give 15, an amulet that increased evasion by 15% can be leveled up to 45%, so on and so forth. Each character can only hold three amulets and each amulet is only attainable by solving a puzzle that DOESN’T help you finish the dungeon, so this becomes a really strategic part of going into battle.













Which brings us to how and when you fight. There are a decent number of enemies on dungeon maps that can be avoided altogether, as well as enemies that are smack-dab blocking the way to the next portion of the map. The longest battles however take place when going to a new location on the map. These are marathon battles with multiple sets (somewhere from 3 – 7) of enemies. During my playthrough, I more often died during these big battle sets than during boss battles. I also knew that if there was only one set of enemies on the road to the next city, it was going to essentially be another boss battle.



I feel like combat is actually less than half of what I spent my time on during this game. Solving the dungeons- I say dungeons but I actually mean secret libraries, abandoned mines, forests, caves, temples, and occasionally an actual dungeon- usually involved spacial puzzles, managing to collect a new item that allowed you to interact with the environment in a new way, and MORE spacial puzzles based around your new ability.













The cool thing about that is that there are very obviously some areas you can’t get to from the very first area in the game, so you keep heading back to old locations to see what you missed. This is also the maddening thing because if you’re a competitionist, you’re going to constantly go back through the same levels over and over trying to figure out if you’ve finally discovered all the secrets. This is compounded by the side quest to take pictures of various plants that are ALWAYS just out of reach.



Many people will be pulled in by Nadia’s classic 8-bit art and sound, and will stay for the story that is revealed piece by piece as you explore the world of Amytah. I think that equal numbers of people will be enticed and repelled by the fact that there are essentially zero let’s plays, walkthroughs, or hint guides for the game. Although there are a very few people active on Steam’s community group for the game (who are being happily assisted by the game’s developers, by the way!), when you get stuck in this game, you are effectively on your own.













Overall, Nadia Was Here is an interesting play for fans of RPGs and puzzle-lovers. But if you depend on hints to get you through the puzzles, you may want to wait until the following has a little bit longer to develop. Until then, you can always check out the demo for free.







This review is based on a retail copy of the game provided by the publisher.



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BioMutant takes Kung Fu and gives it fur



I think we all enjoyed Kung Fu Panda a bit more than we’d all like to admit. There’s just something about a bunch of humanoid animals kicking, chopping, and Wuxi Finger Holding their way across our screens that fills our hearts with a sort of enthralled amusement. Or, I mean, maybe there isn’t; maybe I’m talking utter trash, in which case, BioMutant makes a whole lot less sense.









Under development at the hands of ex-Avalanche studios creative director Stefan Ljungqvist (you know, the guys who make Just Cause), BioMutant promises to be an ambitious open-world adventure that pairs a post-apocalyptic environment with a bunch of cybernetically-enhanced fauna. Boy, that was a good run of hyphens. Check out the trailer – courtesy of IGN – if you’re a little confused:









The announcement comes from the purveyors of extremely loud brand logo animations, THQ: speaking on behalf of the dev team at Experiment 101 – Ljungqvist’s own studio – THQ Nordic revealed that BioMutant is currently in production, slated for a 2018 release.









Details are relatively scarce, but it seems that you’ll be able to customize and upgrade your furry character not only with new equipment and weaponry, but also with new bionic enhancements that include – and are not limited to – weaponized claws, wings, and tails. You’ll even be able to enhance your brain with psychic upgrades that allow for telekinesis or levitation.









Promising a “martial arts style combat system” that will support “maximum freedom of movement,” BioMutant offers an ever expanding roster of fighting styles that can be learned as you progress. Experiment 101 are also creating a strong variety of vehicular choice with which to traverse their – presumably huge – open world: from jet packs to air balloons to jet skis, expect any sort of ‘fast travel’ mechanic to be the boring option.









If you’re interested in what BioMutant might have to offer, wander on over to the official web page for a more detailed exposition of what to expect from Experiment 101’s new IP.



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Assassin’s Creed Origins lets you experience ancient Egypt in the latest Gamescom trailer



I’m probably the biggest Assassin’s Creed fan I know, even with the recent missteps and questionable directions the series went. After the announcement that the series was going to be put on hold for a year after Syndicate, my mind raced with all of the ways that the franchise could be upgraded and completely revitalized. Ever since the second entry I’ve always wanted the series to explore ancient Egypt; I loved learning about the culture in school and it’s probably the most ripe for that mythological happenstance that is Assassin’s Creed’s bread and butter. Recently at Gamescom, Ubisoft revealed a brand new cinematic trailer for the latest entry in the long running series, Assassin’s Creed Origins.









This trailer makes my heart happy as a fan of the series. We see beautiful vistas, intense action, and some major historical figures. From the trailer we can see the building of iconic structures and promises of backstabbing politics; personally, I’m most excited for the war with the Roman Empire. There are also appearances from Ptolomy and Cleopatra, just all the things to make Assassin’s Creed fans and history buffs alike to really start salivating over the possibilities.



Assassin’s Creed Origins will be available on October 27th on the Xbox One, the Playstation 4, and PC. There is also a listing for a November 7th release date for the Xbox One X. You can read up on more of the specifics of the title at the official website here. We also have some details on universe expanding books and comics here.



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Path of Exile: The Fall of Oriath launches August 24th on Xbox One



It was announced today by Grinding Gear Games that Path of Exile: The Fall of Oriath is scheduled to launch on the Xbox one August 24th at 2PM Pacific Time. This is the first console release of the game.



The Fall of Oriath was originally released on PC in early August and has accumulated quite the following. With the game’s overall success, Path of Exile has seen an average audience growth of about 27% over each of their last four releases.



Path of Exile: The Fall of Oriath is Grinding Gear’s biggest launch of new game content since the game originally released in October 2013. With the release of The Fall of Oriath, the game features six brand new acts which doubles the size of the current game.



To get your hands on Path of Exile‘s Xbox One release, go to the Xbox One store on your dashboard on or after August 24th at 2PM Pacific where it will be made available FREE for all Xbox One owners.



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The Raiden Series returns to PS4 this October



I don’t think it can be denied that fans of the space shooter genre that has now evolved into Bullet Hell are pretty hardcore. They like their action fast and furious and are willing to go up against almost suicidal odds just to get a thrill. There are so many excellent game franchises that make up this category of gaming and one that many of you will know is the Raiden series. Fans of these titles are going to be very pleased to hear that the latest installment will be coming to Playstation 4 this October in the shape of Raiden V: Directors Cut.









PQube are excited to announce the European release of the latest installment in the Raiden series which will be hitting your PS4 on October 6th. The game will also launch with a limited edition physical copy including an exclusive Raiden V Soundtrack CD.









The title will continue a 27 year old tradition of fast paced, exhilarating gameplay. You can expect a fully narrated campaign which will blast you into the skies of real-life locations such as Paris, New York and London. After the planet’s most powerful weapons have been taken by the alien Cranassians, the Raiden supersonic attack fighter squad is scrambled to counter the alien threat and save the planet from destruction.









Apart from a thrilling story you can expect a few other new additions to this well loved series of games. You will have control of three all new ships with vastly different abilities and weapons. In addition to this and moving away from the, “one hit and you’re dead,” trope we’re all used to you’ll also find yourself with a health bar. This may seem like a no-brainer in any game but in a game such as this it really is a luxury.









For players who enjoy sharing their thrills with a friend Raiden V: Directors Cut will support multi-player allowing you and your buddy to take the fight to the aliens together.



This is a game series I’m rather fond of and one that I remember well from being a child, (yes it’s almost as old as I am,) it’ll be great to see it re-emerge to tantalise a new generation of Bullet Hell fans and fanatics. This is definitely going to be one worth keeping an eye on and a potential highlight for this October.







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REVIEW / West of Loathing (PC)



Right … well I’m not sure where to even begin with this one. I’ve either been doing this for to long and I’m hallucinating again or I’ve just spent an exceptionally large amount of time around lethal cows, bandits and immensely silly humor. Wait … no it’s just West of Loathing and boy am I going to have fun telling you about this game.













The first thing I really need you to note here it that this is an RPG. With this in mind, this review is based on more of a this-is-the-story-so-far-type thing. I’m still playing West of Loathing and I’m still thoroughly enjoying it but with tons of side quests and basically all the trappings you’d expect from an epic game I can only base this on what I’ve seen and done so far. If I try and give you a blow by blow you’ll still be reading this review when the sequel comes out.



So in West of Loathing you begin with one of three character classes. You have the Cow Puncher which is basically your warrior type. As a piece of advice don’t go looking for fights with cows, (I can’t believe I’ve just said that,) too soon or you’re going to be getting your spurs handed to you in a neat little package with your teeth. Cows are demonic, evil, and absolutely hideous so generally not for beginners. You then have the Snake Oiler who i’d put closest to a rogue class … sort of. Lastly but not least you have the Bean Slinger, the mage class and the one I went for.



Is any of this sounding silly yet? I really hope it is. Everything in this game is so wonderfully silly that you’ll keep playing it just to see what might be coming next.











You’ll meet dozens of hillarious characters on your quest.







As I’ve mentioned this is an RPG which is set in the West. Not quite the Wild West, more of a cowboy themed play on this scenario. There is also a slight feel of one of those choose your own adventure books we used to have as kids. Everything you do in West of Loathing is choice driven and involves basing decisions on different options you’re presented with. This is a stick figure adventure and there’s no spoken dialogue so there’s a huge amount of reading to be done. This isn’t a negative. Everything is so comically written that you won’t be skipping through reams of text just to get to the action.



A lot of the game is played out between you and the narrator, who’s hilarious, and the choices you make based on the scenarios you’re put in. A brilliant example of this is a talking child’s doll that I found. Now this thing didn’t have a pull string and was looking at me funny so it was quite obviously cursed. Did this stop me completing a dark ritual that it asked for? No it didn’t. I’d like to tell you how that one played out but the doll vanished with some ominous laughter and I haven’t seen it since. Suffice it to say the narrator wasn’t massively impressed, not that I cared of course, after all this is my story.











There’s tons of dialogue but it never gets tedious.







So you’ll start in the town of Boringville and do a few quests for the locals to get you started. None of these are massively difficult and quests range from shoveling up horse dung to stealing back the Sherf’s cell door which has been acquired by one of the local gangs. Sherf isn’t a misspelling, play the game and find out.



You’ll also meet your companion here who will travel with you for the rest of the game. I’m wandering around with a doctor who stopped doctoring when her dead stopped staying that way and started getting up and wandering around. You can also pick between a crazy prospector and the local bitter, twisted drunk. Your pardner will give your wandering a bit of focus and supply you with some story line, the rest you have to pretty much write yourself dependent on how you play.

























Skills and xp are an interesting concept in West of Loathing. You have your basic attributes which are improved with xp points which, if you want, the game will spend for you. I chose this option and I’m coming out with a very balanced character so actually this is quite a nice little way to play. It means that you’re not overly focused on your character development and can concentrate more on the story. I think we’ve all probably spent rather too much time micro-managing characters when we didn’t need to.



The same rule also applies to your skills. You don’t choose your skills so you aren’t going to be fussing over them too much. You earn skills based on your actions and boost their levels by performing them. All the skills have nice western names. I have the dickerin’ skill for instance which gives me money off the prices when I’m bartering in stores. I’ve also got the Hell Bender skill which boosts my spell damage.











Some perks are cosmetic







Something else you pick up depending on what you do are perks. These give you a range of passive abilities. One of mine is Mostly Scabs, which boosts my armor. How did I get his? By walking into every cactus and other prickly item I could find of course! Another of my perks is Stupid Walking. This does as it says and behaves a bit differently to the first I mentioned. Certain perks are purely cosmetic and appear in the options menu so you can turn them on or off at will. I have one that turns my screen sepia, for instance, this was a bit off putting so I just turned it off and went back to walking around on my elbows.



Graphically this game is brilliant. The entire look is very simplified, to the point where it looks like a five year old could have come up with most of the art. You and the entire cast are little more than stick figures. This fits the whole theme brilliantly. Nothing in this game is taken seriously and this is what gives it so much charm. Pretty much every RPG you play now has to have next-gen graphics and a sound track that is the collaborative effort of about three orchestras. As good as all of this is the one thing that is absolutely the most important thing in gaming seems to come second. Gaming is about having fun pure and simple and no amount of stunning artwork or breathtaking musical scores can acheive that. Of course if that’s what you want that’s fine but you won’t find it in this game, it’s very much fun first which is marvelous.











Snakes will be the least of your worries







I’m not finding a huge number of negatives with this game and I’m thoroughly enjoying myself. One this I will say is that West of Loathing is a game that won’t be for everyone. I have a pretty silly, twisted sense of humor so I’m really enjoying the witty story line as it unravels. I don’t mind the large amounts of text and rather like the graphical style. If you like your games serious or you want an experience that’s graphically stunning then you probably won’t enjoy this title as much.



This being said, it’s going to be fairly subjective depending how you view what your gaming experience should be. Personally I’m happy as long as I’m hooked and I’m enjoying the game, the fact that I’m laughing a lot is just a massive bonus. As I mentioned earlier, there is also a lot of text to be read and again this doesn’t bother me, if it’s something that is going to put you off then again you’re probably best steering clear.













All in all, for me at least, West of Loathing is a really refreshing change from other games in it’s genre. I could go into way more detail about the items you’ll find and the combat system but these are things you’ll pick up as you play. I think that this title is well worth a few hours of anybodies time. At the very least you’ll get a chuckle out of it but if you’re anything like me I’ve a feeling that you’ll be as hooked as I am and very pleased that you’re time hasn’t been wasted. This is definitely one that’s staying in my Steam library and may well find a comfortable home in yours.







This review is based on a retail copy of the game provided by the publisher.



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