Creative burnout and changes

I think this has been coming for a long time. But I have to admit something: I’m going to stop focusing on my video game blog for now. The truth is, I don’t get the same enjoyment out of the hobby anymore. In this article, I’ll explain what’s happening and what this means for the blog. I’ve been feeling burned out on writing about games, and at the same time I’ve fallen in love with other creative hobbies. This wasn’t the easiest article to write, but I’d rather set the record straight than leave things hanging. So—thank you for reading, and let’s dive into something a bit more personal for a change. As always, feel free to share your thoughts in the comments below.

Creative hobbies and their curse

Ever since I first got internet access, I’ve been creating content online. From old-school websites and goofy YouTube videos, to small amateur games and drag-and-drop music projects—I loved making things. And I loved playing video games.

Fifteen years ago, I decided to start a personal blog. At the time, my family was small, but we had a big circle of family friends, and I was tired of repeating the same stories over and over. Facebook was just starting to take off in my area, so I began posting my life experiences there. Eventually, my gaming articles started to get traction, and when I felt comfortable, I switched over to English. That was back in 2013.

I loved writing the blog. I met a lot of people, discovered unique games, and even got to know developers while learning about the ins and outs of game creation, release, and translation. But around the summer of last year, something shifted in me. At first I thought it was just burnout—but it went deeper than that.

The thing about creative hobbies is that they’re wonderful, but they carry a risk: what once felt like fun can start to feel like an obligation. That’s exactly what happened to me. Instead of enjoying the games I played, I kept thinking, “How can I review this?” That mindset started to dominate everything.

I even felt guilty replaying games I had already reviewed—games I genuinely wanted to return to—because I told myself I “needed a new article.” I planned to write two articles a week this summer to get back into the groove, but since June I’ve struggled to write anything or fully enjoy the games I play.

And then there’s the plagiarism issue. Over the years, I’ve had my content stolen and copy-pasted onto other blogs—sometimes just for ad revenue, other times with no credit at all. I’ve filed over 150 complaints, and now I’m even seeing sites translate my work and claim it as their own. Honestly, it wears on you. I bet this very article will be copy-pasted somewhere too.

I’m not quitting

Here’s the thing: I still love writing about games. And I do want to return to it. But right now, it feels too forced.

So instead, I’ve been slowly rediscovering gaming for myself again—playing just to play. And you know what? I’m enjoying it. I’m finally breaking out of the mindset of “I need to review this game” or “I need to play this for my readers.” That mindset drained the fun out of everything. I was skipping tutorials, fast-forwarding past slower parts, and dropping games too early just because they didn’t seem review-friendly.

Meanwhile, I’ve been juggling a full-time job and other hobbies I really enjoy: translating open-source software into Dutch, streaming with my buddy Klamath, working on a theater group’s website, and most recently—creating AI roleplay chatbots.

That last one, honestly, has been my biggest passion this year. Since February 2025, when I made my first serious bot on Moescape.AI, I’ve been hooked. I’ve always loved writing stories and exploring twists on existing ideas, and bots have given me a whole new outlet for that creativity. It’s taught me a lot about pacing, dialogue, and storytelling from different angles. It’s also made me appreciate the art of writing even more.

But I’ll stop myself here, otherwise I’ll ramble about that forever.

The future

So am I quitting writing gaming articles? Yes… and no.

I’m putting the blog on the back burner. That means there’ll be long gaps between articles. I won’t stick to a schedule or force myself to publish twice a month. If I play a game and feel like writing about it, I will. If not, that’s okay too.

My goal is to rediscover what drew me into this in the first place. Maybe I’ll return to regular writing someday, or maybe I’ll wrap this journey up with a bow. Right now, I’m leaning toward the former—but we’ll see.

In the meantime, I want to give space to all the other things I enjoy—streaming, AI art and chatbots, translation, and creative projects outside of gaming articles. Exploring more has helped me appreciate the process of creating again. And honestly, I feel more fulfilled that way.

Writing this article feels bittersweet. I had big plans for celebrating 15 years of blogging, but the enjoyment wasn’t there anymore. Instead, I’ll focus on what excites me now. Maybe new gaming articles will pop up here and there—but they won’t be the main focus anymore.

If you’d like to keep up with me, you can find me on Bluesky or Twitter, catch me on live streams with Klamath, or check out my Moescape page.

Thank you all so much for the support over the years. This journey has been unforgettable, and I’m grateful to everyone who’s read, commented, and encouraged me along the way. I hope to find a better balance moving forward, and I’ll keep you posted.

And with that, I’m going to wrap up this article and thank you for reading it. I hope you understand where I’m coming from, and I hope you enjoyed reading it, too. I hope to be able to welcome you in another article, but until then, have a great rest of your day and take care.

NekoJonez’s Top 10 Games of 2024

It’s that time of year again, a full year has passed. Normally, I publish these articles a lot sooner, but I took full advantage of my Christmas break… And after that, I had some problems with my internet connection. But now I’m back. And it’s about time I talk about my top 10 games I have played in 2024. The rules of this list state I don’t have to have beaten the game. Yet, I must have played the game for the first time from January 1st, 2024. This means that games released before 2024, but I have only started to play in 2024 are fair game. This list is my personal opinion, and I’m open to hear your opinion on my picks. Feel free to also add your own list down in the comment section. So, here we go, the big list. A list that I always have trouble in creating at the end of the year. As an editorial note, the listed platform in this article is the platform I played the game on. Not all the platforms the game released on. The date after it, is the release date for said platform.

#10 – Persona 5 – Tactica (PlayStation 4 – November 2023)

I have played Persona 5 Royal and Persona 5 Strikers and I fell in love with the cast of Persona 5. And then, a new game got released with the Persona 5 cast and I jumped for joy.

The gameplay might not be my most favorite style of playing, but the game is quite addictive. It’s basically Persona in a Fire Emblem jacket. I’m now mid-way through the game but got distracted by other games. I can’t wait to finish this game in 2025. The story is quite well written. It is an amazing spin-off story for Joker and the gang.

Now, I won’t go too much in depth since I’m planning to write an article about this game. So, I’ll talk more in depth about this game soon. But, now… it’s time to save Joker from his forced wedding.

#9 – Slay the Princess – The Pristine Cut (Nintendo Switch – October 2024)

How do I explain this game without spoiling it too much? Slay the Princess is a game where you almost Groundhog Day your way through the same story. You walk up to a cabin, where you go to the basement to Slay the Princess.

According to the narrator, the Princess is a danger to the existence of the world. So, you have been sent to slay her. But, depending on the questions you ask, the decisions you take and even the order of your actions… The ending is different.

The story is just insane. It keeps you on edge what will be different in the next round. And the humor and writing in this game is just amazing. The voice action is just amazing. It brings the black, gray and white art to live and pulls you in the atmosphere quite well.

So, if you enjoy narrative games that mess with your head and expectations, give this game a try. Since, it’s a really good one.

#8 – Another Code – Recollection (Nintendo Switch – January 2024)

My first impression

Cing was an amazing developer that sadly went bankrupt. They developed amazing games on the Nintendo DS and Wii like Another Code – R & Little King Story. But to me, the Another Code set of games is one of their best work.

When we got a total remake in 2024, I wanted to play it right away. I convinced my streaming friend Klamath to play this game with me live on stream. I have to tell you, they did the two games justice. I’m so glad that these two games saw the light of day again.

While I have beaten the originals, the new and improved version is just amazing. It has a strong message and is a blast to play through. Although it sounds like a boring setup, it’s a game full of surprises. It is a more relaxing and charming game. It is more grounded and keeps things realistic. The characters are well written and set in a charming world.

#7 – Hypnospace Outlaw (PC – March 2019)

My review

Trying to manage a community isn’t an easy task to do. It’s a fun challenge to do in a game. That’s why management simulators are so popular.

But, combine that with the old school internet from the time I was a young kid, I am beyond intrigued. So, we have to report and clean up personal websites and projects? As a creative, I have my own place on the internet. I can share my opinions there. This hits close to home.

I wrote my opinion on this game in my review. If you want to know more about this game, I highly recommend that you give my review a read.

Now, there is a sequel in development called DreamSettler. If that’s created with the same love and care for that time period, and it matches the devotion this game has for its time period, it will be thrilling. We are going to be in for a wild ride.

#6 – Palworld (PC – January 2024)

Wishes for future updates

Sometimes, all that I need is a good open world game with unique mechanics. A world where you have to survive and explore. This year, Palworld brought that to me.

At first, I was skeptical. I thought: “This is going to be a monster catching game and nothing too much more.” But the more this game got developed, this more things got added that gave more depth to the game. More fun things to do, more polish to the game.

I have lost countless hours during this summer playing this game. It was an amazing time sink for the base game that is already here. A lot more is coming in the future. I wonder what the final game will be.

#5 – The Legend of Zelda – Echoes of Wisdom (Nintendo Switch – September 2024)

My first impression

Okay, this might be an upset. Usually, I place new Zelda games quite high on my list. But, this time I place it right in the middle. This year had a lot of amazing games. I had a lot of fun with this title in 2024.

I dropped it for now. I got distracted by other games and I forgot that I was playing through this game. I have placed it on my top 10 list. It rightfully deserves a spot on that list. I want to finish this game for real.

Since, the concept of Echoes of Wisdom is just amazing. What I love most is that this is a totally new 2.5D Zelda game like the classic games. I hope that the reception of this game is enough for Nintendo to still make 2.5D and 3D Zelda titles. Since, both have their place in the market and with this amazing title.

#4 – Spirit Hunter Chapter 3: Death Mark II (Nintendo Switch – February 2024)

My review

The Spirit Hunter series is one of the best horror visual novel series. This game ensures you don’t need to have played the original Death Mark. It’s excellent because you can still understand what’s happening in the story.

The game takes a lot of steps forward and makes the game have more meat around its bones. Walking around in the locations is a lot more fun in this title.

Some game mechanics are underused. For example, the jumpscares and the padding aren’t always present in this game. Things like the Soul Health are barely used. But, the battles with the actual spirits are even more amazing in this title. Especially with the randomness of your attack failing. It gives a more tense and realistic spin on battles.

Now, I’m hoping so hard that a 4th chapter will be released. Since the concept of this game is just beyond amazing. The writing is always great and the overall mystery is built up so nice. So, if anyone of Experience Inc, would be reading this… We want more!

#3 – Moescape (PC, 2022)

My article

I love writing small stories as a hobby. Since the summer of 2024, I wanted to give those AI roleplay apps a chance. And I’m happy that I did. MoeScape AI is a platform that really clicked with me and with the amazing community around it… I just feel in love.

My brain often gets creative. When this happens, there is a fun bot waiting for me. I can play around with the idea. And if there isn’t a bot that fits the idea, it’s easy to make one. The control that Moescape gives you is beyond amazing. You can easily make a knowledge base. There are various AI models to choose from. With each update, it gets better.

Something I really like is how open the staff is on the Discord. Like, they tell you when things are down. Or when certain decisions need to be taken. Like filtering certain things on the platform due to restrictions from Apple or Google. But, they have a less filtered platform as well. So, they have Moescape and Yodayo. If you go premium, your account is premium on both platforms, and it’s amazing.

#2 – Indiana Jones and the Great Circle (PC – December 2024)

Okay, now. This is going to ruffle some feathers. I am a giant Indiana Jones fan. I placed one of the best Indiana Jones games in 2nd place on my game of the year list?

Now, that’s not because this game is bad or didn’t impress me enough. But, it wasn’t the game that made my year. Sadly enough, it released too late in the year for that.

I know it’s a strange reason. However, I feel like there is one game that pushed the boundaries more within its respective genre.

This game is a blast to play through. I feel that it deserves all the accolades it’s getting. It’s an amazing piece in the Indiana Jones franchise. It’s a love letter to the fans. I’m just thankful that the game turned out this amazing.

When I have beaten the game, I’ll for sure write an article about it. Since on the streams, a lot of random and enjoyable banter is happening. And truly, if you want to see amazing speedruns of this game, check out the_Kovic on his Twitch channel. He has deep knowledge of the game’s inner workings. He shares a lot of interesting insights during the streams.

Now, prepare yourself for an article on this game in the future. Since, I have a lot of things I still want to say and I’m keeping them all for the article.

Honorable mentions

This list wouldn’t be complete if I shout out various other games I have played in the past year. Not every game made the cut. I still wanted to mention those games that made the long list but didn’t survive the selection process.

Cave Digger 2 (PC), Buckshot Roulette (PC), Refind self (Nintendo Switch), Castlevania Dominus Collection (Nintendo Switch), Death Trick: DoubleBlind (Nintendo Switch), Dragon Quest Monsters – The Dark Prince (Nintendo Switch), Eiyuden Chronicle: Rising (Nintendo Switch), Ciel Fledge -A Daughter Raising Simulator- (Nintendo Switch), New Super Lucky’s Tale (Nintendo Switch), CrisTales (Nintendo Switch), One More Dungeon 2 (Nintendo Switch), Monster Hunter Rise (Nintendo Switch), This is not my Neighbor (PC) and Tomb Raider I-III Remastered (Nintendo Switch), Everloop (PC)

#1 – Shadow Gambit: The Cursed Crew (PC – August 2023)

My review

If there was one game that blew me away, that’s Shadow Gambit – The Cursed Crew. The way how it’s built and is the final swansong of the amazing development studio Minimi, it’s just fantastic.

The voice acting is top-notch. The story is excellent. Several game mechanics are seamlessly worked into the game world and the story. But that’s not all, this game has a mindblowing modding tool.

The little attention to detail this game does and the balancing is just mindblowing. The freedom you have to tackle each mission, and it just works. It’s balanced and doesn’t feel unfair. It also doesn’t feel like you made it too difficult by choosing the wrong characters. It also never becomes too easy, where one character makes sure you automatically win the game or the mission. Every character has their use. And you have 8 characters in the base game and 2 get added via the DLC.

I can gush for a long time about this game. If you are interested in a more in-depth article, I highly advise you to read my review linked higher.

This was 2024

I might have written fewer articles in 2024 because a lot of personal things where going on. I have written only 19 articles in 2024. One of the biggest reasons is that I’m just putting more time into finding the right writing style. This has a lot to do with it.

I have been dedicating more time to various other projects. These include contributing to open source projects, translating open source projects, and streaming with Klamath. I am also working on projects for my local acting group. It takes time and effort and I’m enjoying those things quite a lot.

Outside of that, I turned 31 years old in 2024 and life just gets busier with various things. And because of that, I’m also playing less games. At first, I felt guilty that I’m publishing so few articles… But after two years of writing fewer articles, I now dedicate more time to each one. I feel a lot more content with the content I’m placing on my blog here.

I feel that my content only improved over the years. Not only that, I feel more content with my writing. It doesn’t feel like I’m pressuring myself to play a new game every week or two to write about. I can take my time to play the games I want. I also write about the topics I find interesting.

I think I’m finally finding the right rhythm for everything and that’s what I felt that 2024 was for me. Now, this year 2025 is going to be the year I’m writing for 15 years. Before I rebranded in 2013 to this blog, I write a personal life blog that started mid 2010. So, I’m going to celebrate this year with a few special articles. And I have been preparing and brainstorming idea’s for that in 2024.

But thank you everybody for the amazing support in 2024. It was a blast to see how people interacted with my articles and the new friends I made. I can’t wait to see what’s going to happen next. Like I said earlier, I feel prouder of the things I have been putting out. I hope you are enjoying things as well. Thank you for the support this year and I hope to see you in the future. So, for now, have a great rest of your day and take care.

Review: Shadow Gambit – The Cursed Crew (PC – Steam) ~ The Curse Of Gaming

Steam storeOfficial websiteWikipedia entry

Some game genres are so rare, it’s a miracle when a new game releases in that style. I personally call this genre: stealth tactics. The actual genre is Real-Time Tactics, but I find that name doesn’t really cover this (sub)genre. If you have ever played games like: Commando’s, Desperados, Robin Hood – The Legend of Sherwood or Shadow Tactics… You know what sort of game I’m talking about. A game features a rag tag group of heroes. Each hero has unique abilities. They must get through big groups of enemies. They do this one by one to progress the group’s goals. The game I want to talk about today is called Shadow Gambit: The Cursed Crew. This was the last game by the studio Mimimi. Is this game the swansong to close down this studio, or is it a game that’s better left forgotten? Before that, I invite you to leave a comment in the comment section down below. A comment with your thoughts and/or opinions on the game and/or the content of the article.

Promises of amazing treasure

In this game, you play as the crew of a special pirate ship named the Red Marley. Each main member of the crew has a black pearl in their chest, granting them unique supernatural abilities. These unique abilities come at a cost of being cursed to a sort of undead status.

The Red Marley’s captain fell in battle, and now the Inquisition is after the biggest treasure of the ship. Now, the Red Marley’s crew doesn’t want this to happen. So they do everything in their power to avoid this from happening.

The story in this game doesn’t take itself too seriously. The story is written like it’s a Saturday morning cartoon. A story arc can be contained in one or a handful of episodes, but always has an ending. While almost everything in the story ends well for the main cast, the story and writing never looses its charm. I felt like I was transported back into the time I woke up for the weekly Pokémon episode. I knew that the main problem of that week’s episode would resolve by the end. Still, I kept rooting for the heroes.

One of the biggest reasons I kept rooting for the main characters is because of the voice actors. Their performances are extremely well done. They bring a lot of personality and life to each character. They make the characters stand out like real, actual people. This script must have been immense, since the characters sometimes react on the actions you preform with other characters. There are 8 main characters, and more if you buy the DLC packs. If you start counting how many unique voice lines that bring to the table… And that’s the tip of the iceberg. The enemies for example, when they come together also have unique dialogue between them.

It’s possible to write an article by itself about the world building, story and voice acting in this game. I can also assure you that when I write this article, I’ll keep gushing about it all. A great example is how the save & load function fits into the story. It enhances the world of this game. Yes, you read that correctly. When you save, you store a memory in the Red Marley. When you load one of your saves, the Red Marley uses its powers to restore that memory. Your characters also respond to your saving and loading action and this brings even more charm to this game.

In these types of games, the replay value is quite high. Especially since you tackle all missions in various ways and each playthrough is going to be different. In this game, it’s taken even a step further. You can choose the order to revive your crew. You can also choose the order to finish the missions of that chapter. I can assure you that your playthrough will look nothing like mine.

The main quest is quite enjoyable to play through. I actually became really immersed in the world of this game. At the moment, I’m playing through the final missions of the game and the DLC missions. I’m having a blast. Thankfully, I can easily start a new playthrough of this game. Then I can experience it all of it over again and take a totally different route. And maybe I can do the little side quests and pirate tales as well. Since, that’s content, I haven’t gone into too much yet.

Your playthrough of this game will take you somewhere between 27 to 37 hours. That is, if you want to beat the main story and DLC’s. But, if you want to fully finish this game… Oh boy, then you’ll have a game that’s close to 80 hours on your hands. I already mentioned the crew tales. But there are also mini-challenges you can go for during the missions to earn badges. Let’s not forget the achievements you can earn. Well, most of the achievements are related to the main campaign.

Now, I have one complaint about the badges in this game. Earning some of these badges is extremely tricky. Sometimes, you don’t get all the information you expect to. For example, there is a badge on each map for using all the landing spots of that map. But guess what, there is no easy way to see if you already used a landing spot or not. It’s a shame that some badges work like that. Especially since some of these badges make you go out of your way to play in an unique way. A more challenging way to spice up your normal routine.

Apart from bragging trophies, these medals don’t really add up to much. But, I honestly don’t really mind that. Since, it’s fun to gather these medals and have some bonus challanges during my playthrough. It keeps me on my toes and it’s really enjoyable.

Mindblowing abilities

I’m still quite impressed at how balanced this game is. Each character has their own unique abilities. It’s best that you always have a character with an ability that can move guards from their position. If you don’t have that, the game will actually warn you. You are going to make it extremely challenging for yourself.

Personally, I’m playing through this game on the normal difficulty setting and your decisions actually matter. Before starting each mission, study the map well. Try to remember each map as well as you can. Since you are going to revisit each map at least once or twice. It’s extremely important to choose the correct landing position.

You would think that the game will be a bit boring if you always bring the same crew into missions. But, the game rewards you using different characters for missions. You gain more vigor if you play with certain crew members during certain missions. If you earned enough vigor, you can upgrade one of the unique abilities of your characters. This upgrade will give you more and better tools in your arsenal. Now, these upgrades can make the game much easier. You can always turn off the upgrades while on the Red Marley.

In the introduction paragraph of this article, I quickly explained how this game works. So, let me tell you the gist of it. In this game, you go from mission to mission, completing various goals in each one. These goals can range for example from rescuing an informant or stealing an artifact. In each mission, there are various enemies patrolling the area. Your goal is to find the weakspots in their patrols and dispose of the enemies without getting spotted.

Now, getting spotted isn’t the end of the world in this game. Depending on where you are spotted, it’s possible to escape and hide somewhere. You just have to avoid taking damage, since your health is limited, and you can’t heal during the mission. If you aren’t careful, it’s easy to get swamped or overwhelmed with guards. Especially when a guard with a bell spots you, the traces you leave behind or sees a dead body. When this happens, you have a limited amount of time to kill that guard before the bell is rung. When the bell is rung, more guards will emerge from nearby barracks and swarm to the location.

On top of that, there are also some unique enemy types outside your regular patrol goons. The first type I want to talk are the Kindred. These annoying buggers bring something quite unique to the table in this genre. Kindred are always connected with each other. If you don’t kill these all at the same time, they will revive each other. But, this is only the start of your troubles.

You also have Prognosticar. And let me tell you, these are even more challenging. To defeat these enemies, you need to have two units ready. One unit needs to be spotted or attack the Prognosticar. Since as soon as that happens, your unit gets trapped. This trap will go on and damage your unit until the unit either dies or is rescued. When the Prognosticar is using his trap, he can be attacked and killed. But do it quick. The trap is damaging your unit. You are also stuck in place. This situation is dangerous.

It also matters if the mission is taking place during day or night. The big difference is that in the daytime, the enemies have a bigger field of view. During the nighttime, some enemies will carry a torch on their patrol. This gives more light to other units. They can spot you sneaking by if you aren’t careful. There are also various torches dotted around the map, and you can put them out. The enemies can’t stand torches that are put out and will go out of their way to light them again.

It’s also important to know if an enemy stops in their patrol to talk to another enemy. Since if you kill one of them, the other enemy will start looking for them. They will start running around and if you weren’t careful, will find your tracks and spot you.

Learning those little mechanics is essential in this game. Never forget the tools you have in this game! This ranges from the abilities of each character to how for example view cones work. There is something called view cone surfing. If you want to dash to another place past some enemies… Understand that a full color in the view cone means they will spot you right away. Stripped sections of the view cone will cause you to be unseen if you crawl by. Also, it takes a few moments of you being spotted and the alarm being raised. You can run quickly enough past an enemy. Alternatively, you can run from view cone to view cone. It’s possible to get past unseen.

If you are afraid that you will get overwhelmed by all the information of all the little mechanics, don’t worry. The difficulty curve in this game is perfect. This game also has solid character tutorials. Each character tutorial guides you through 2–3 rooms, teaching you the abilities of each ability and their unique use cases. At the end of each character tutorial, you get a puzzle room. Putting to the test if you can use that character correctly. During the game, you can always open your logbook from the pause menu, where all tutorials can be watched again.

This brings me to the abilities of your characters in this game. If you have played similar games, you’ll recognize certain abilities and others will be quite new and unique. Now, some of these abilities will have a unique spin to it. For example, your sniper only has one shot. But, when you retrieve your sniper bolt… Your sniper can shoot again.

There are also extremely unique mechanics, like your Canoness has very fun abilities. She can pick up dead bodies in her canon to launch them at enemies to knock them out. But, you can also pick up allies. You can fling them over a group of enemies. This will give them a better hiding spot. Or your Ship Doctor, she can create one hiding spot out of thin air. Or your navigator, she can stop time for one enemy, allowing you to easy sneak by. And your ship cook can throw a special doll. This doll allows him to teleport to that location. He does this as soon as you click the button. Oh, and if you place that doll on an enemy, it sticks to that enemy.

You might be annoyed that I somewhat spoiled things in the above paragraph. But I have only told the tip of the iceberg here. I have left out several characters in that little summary and they have mindblowing abilities as well. Each map is created in such a way that it doesn’t really matter which characters you take into battle. Since you can finish it using any of your characters.

The Swansong of Mimimi

When Klamath and I started streaming Commandos, I wanted to play a similar game. One I haven’t played through. Since I first started playing through Desperados III again, and that was beaten in a few days. Since, I really enjoyed Desperados III, I bought the next game from the studio.

As somebody who enjoyed Desperados III quite a lot, I was happy to see things return in this game. I can’t tell you how much I love the speed up button. While I wish you can adjust the speed of it… The slow wait can be annoying. Sometimes, you have to get an enemy right where you want them. On top of that, you also have the showdown mode. With the press of a button, you can stop time and plan out your units their next move. Once you press the enter key, either still in showdown mode or not, the actions will be executed. It still feels amazing when you execute a well timed attack to take out difficult set of enemies.

Something that’s extremely useful is how you can rotate the camera in this game. Sometimes an enemy walks behind a building or some rocks… So, if you can’t rotate the camera, you wonder from where you are taking damage. Also, the ability of outlining the enemies, ladders and hiding spots help with that as well. As you can see from my screenshots, I always play with that feature enabled.

Sadly, there are a few ladders that don’t get an outline. Most likely since the developers forgot to put a certain tag on them. I remember one in Angler’s Grave, at the top right. It’s not too far from one of the mission objectives, the informant. Thankfully, these very minor oversights rarely happen. Overall, this game is extremely solid and blast to play through.

The controls are extremely solid. I had to get used to one thing. To execute certain actions, I had to hold the left mouse button instead of just clicking. This sometimes tripped me up but a quick reload fixed that problem. I only have one minor complaint about the controls. Depending on the camera angle, there were rare moments where your character refused to go to a location. I suspect it has to do with where you click. Your unit always wants to look for the shortest way to reach where you click. Sadly, this trips something up in the pathfinding and your unti refuses to go to their destination. Thankfully, a quick camera movement can fix these moments. And also, I’m glad that these moments are quite rare.

Something that’s even more rare are some minor visual bugs that can happen sometimes. Sometimes an UI-element refuses to dissapear. I had that happen twice, when I shot an enemy holding down an exit rift with the Canoness. The stars indicated that the enemy was dizzy. They hovered above the enemy’s head after the rift opened. Even after I killed the enemy, these stars remained visible. There are sometimes minor visual bugs happening like that. Thankfully, they are extremely rare and sometimes are quite funny. One time, one of my units was standing perpendicular on a ladder when I stopped it going up the ladder. The only annoying bug was that I couldn’t retrieve two bodies. They lay in a remote part of Angler’s Grave. It was almost impossible to get rid of two bodies. Maybe, it’s possible. I don’t know, I honestly gave up and earned the badge of hiding bodies on a later revist.

In such a big game it’s to be expected that sometimes things can go wrong. But it surprises me how little goes wrong and how polished the overall game is. Scrolling through the patch notes of this game, I noticed that the developers fixed many issues. They also added a lot of new content to the game. The last update to the game was even a modding tool for this game. These mods go from chaging your character models to adding new maps. I think I’ll play around with the mods after I have fully beaten the game. I’m extremely close, since I’m in the final missions of the game.

Now, earlier I talked about the UI. The UI is quite easy and helpful. There are several unique icons to inform you where certain things are. For example, where you left the paper doll when using the ship cook. There is only one thing in the UI I dislike. And that’s the list of save games. You get a little screenshot of the location of the save and a time stamp. And that’s it. You can’t give a special name or note to them. So if you are looking for a certain save… you either need to make notes OR just go through all them until you het it.

It’s the only real complaint I can give about this game. There is just a lot that this game does right. Like how you can scroll to zoom in or out. When you scroll again at the max zoom level, you see a live map. This map shows where all the enemies are. The only minor complaint I have about the map is that ammo chests aren’t marked on there. Also, quick note on the ammo chests… Almost every character has the same visual for their gun. Now, if another visual appears above the ammo chest, it doesn’t matter. The ammo chests are never character specific.

Visually, this game looks breathtaking. The attention to detail in this world gets a big thumbs up from me. The world really feels alive and somewhat real. The little animation details for example when an enemy stops at a prison cell to talk to inmates… This is just amazing. The immersion level is even higher with that.

The soundtrack is very catchy and a joy to listen to. It made certain moments in the game even more thrilling. The music has been created by Filippo Beck Peccoz, he also created the music for Desperados III. The soundtrack really fits the game like a glove. I’m so glad I bought the soundtrack DLC,. Now I can add the music to my music library to play while I’m at my dayjob.

This brings me to the sound design of this game. The sound design of this game is amazing. I’m playing this game with a good headset and I don’t think this game is playable without sound effects. A great example is, when you get spotted. You not only get a great visual hint of a yellow line turning red of the enemy spotting you… You also get some sound effects informing you that things are about to go down. On top of that, the sound effects add so much extra impact on taking down enemies. This makes it even more rewarding when you finally take down that one pesky enemy.

One thing I haven’t talked about yet is how flexible this game is. I have touched upon that by talking about how you can only choose three out of 8 characters per mission. And you are encouraged to experiment with different combinations. Now, when you open the options menu, you’ll be blown away. You can change almost everything. The controls like the shortcuts for abilities can be tweaked to your liking. You have quite a lot of control to tweak the volumes, the controls, the visuals… Even tweak certain game mechanics to your liking. Don’t like the save reminder? You can turn that off.

There is still another thing that boggles my mind that was added in this game. You can create a custom difficulty. The only complaint I have there is that the UI fails to explain the differences. I find it challenging to understand all the settings. You get a short explaination about the setting, and then you have a slider you can set. But, what’s the difference between 1 and 2 on the slider? That’s something the UI doesn’t really tell.

When I was writing this article, I kept looking at my notes and thought: “Oh, I forgot about that.”. There are just so many things in this game. The fact that in some missions, you must kill enemies in unique ways. In one mission, you have to lure enemies to a certain location. You need to do this 4 times. You do this instead of killing them. It’s a breath of fresh air. You’d think that having only a handful of maps would make this game boring and repetitive, but no. The maps are not only large but also used in extremely interesting ways. Revisits of a map make it easier to start, but each area is used in a mission. So, there is still a lot of challenge in the revisits.

Oh, there is one more thing. The question if you should buy the DLC’s or not. Let me just tell you this, I bought the game on sale with the DLC’s included. I’m so happy I did! Since the additional content in the DLC’s adds so much more to this game. They come highly recommended.

Now, I have left out a few things for you all to find while playing this game. This article is already getting quite long. I want to leave some things as a surprise for people interested in playing this game. I think it’s high time to wrap up this review and give my conclusion and final thoughts on this game.

Conclusion of this treasure hunt

-Unable to add notes to quick saves.
-Some minor (visual) glitches can happen. Thankfully, they are rare and rarely/never gamebreaking.
-The UI of custom difficulty could have been executed better.

+ A masterclass in it’s genre in terms of gameplay.
+ Extremely flexible with options.
+ A modding tool.
+ A love-able cartoony story.
+ Amazing voice over work.
+ Superb soundtrack.
+ …

When I started playing Shadow Gambit: The Cursed Crew, I had extremely high expectations. Mimimi blew me away with the amazing Desperados III. With this swansong of a game, they not only met my expectations, they blew them out of the water. This game showcases the achievements of passionate people. These individuals are dedicated to creating the game they love.

It didn’t take long before I fell in love with the cast of this game. The charm drew me into the world of this game. Apart from some minor things, it’s hard to find things to critique about this game. The only thing I can critique are small bugs that barely impact the gameplay of this game. This game really feels like a finished product and it’s a thrill ride from start to finish.

If you really want to find things this game does wrong… You’ll either need to be extremely nitpicky or just have the game not clicking with you. If you find this game too easy or too difficult, just tweak the setttings to your playstyle and voila.

If you enjoy games like Commandos or Desperados… You’d do yourself a disservice to not check out this game. Give the demo of this game a try, and see what you think. I wouldn’t be surprised that this game sinks it’s hook into you like it did with me.

It’s a shame to see that this game studio closes. Thank you to everybody who worked on this amazing title and I hope to meet your work in other games. This final game you all created together is a real piece of art. It’s a masterclass in game development and shows how well you know the community for games like this. I’m so happy that this game exists. Since it wouldn’t surprise me that I’ll play through this game several times now.

Before I ramble on and on about this game, I think it’s high time I wrap up this article. Otherwise, I’ll keep praising this game to high heavens and back. So, with that said, I have said close to everything I wanted to say about this game. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then… Have a great rest of your day and take care!

Score: 100/100

Indiana Jones and the Infernal Machine now supports custom levels

Everybody has several games that mean quite a lot to them. For me, one of these games is Indiana Jones and the Infernal Machine. I not only grew up with this game, but I also have a lot of memories of this game. Outside of that, I also met some amazing friends through the community behind this game. I even did several speedruns of this game, and I’m an active member of the community. Now, color me surprised that 25 years after the release of this game, we got new fan-made content for this game. Not just fan made content in the style of fan patches to solve bugs with the game, a whole new level and promises of a level editor to create even more new custom content. This blew me off my socks and in today’s article I want to talk about it. So strap in and let’s get ready to play new content for one of the best Indiana Jones games ever made.

The new level – SED

There is a speedrunning discord server for this game. Well, it was a speedrunning discord server but for a few years now, this server has grown into a server of people who appreciate this game. If you want to join this discord, here is an invite link. When the server started to grow, several modders joined our server. One of these modders is going under the name of Urgon (currently) and what we didn’t know is that he was decompiling the whole game. Not only that, he was creating a level editor based upon an existing level editor.

This existing level editor is for Star Wars Jedi Knight & Mysteries of the Sith. Those games used an engine that formed the basis for the Jones3D engine. While he was developing that editor, he tested his skills by creating a new level. So, basically, parts of this new level are tests of the new level editor and what you can do with it.

Now, information about this new level and the download link can be found at this GitHub repository. If you want to download the actual level, you have to go to this page and click the green button named “Code”. In that dropdown, you can choose “download zip”. You’ll need that later if you want to install/play this custom level. Now, if you read the pre-mod or the installation instructions for this level, you might feel overwhelmed if you aren’t very technically inclined. That’s why two community members wrote two special tools to aid you in preparing your game.

You might ask yourself, like Klamath did in at the end of our stream of this custom level, why are there two tools for basically the same? Well, let me tell you the history about it. When I wanted to play the custom level, I had a bit of trouble myself while figuring out the tutorial. I also found that the required steps were quite a lot to do. So, I decided to start writing a PowerShell script that did all the steps. I announced that in the Indy3D discord that I was writing this. When I almost completed my tool, the_Kovic dropped his version of the tool.

Personally, I didn’t want to throw my work out the window and continued finishing my GUI version. When I finished, I didn’t convert my tool to an EXE and left it just as a script file you could run using a command line or a code editor. The next day, Kovic released a GUI version of his tool and I gave some feedback on his tool. In the days after that, I created an EXE version of my tool and we both kept adding features in our tool. He wrote his tool in C#, which is a bit friendlier to create an EXE. If I didn’t release my first version as a script only and converted it to an EXE, I think it might have been less overwhelming for people.

That said, Kovic thanked me for creating my tool since like he said on our stream: “It put my butt into gear to create a tool and write a GUI, which I normally don’t write“. On top of that, our tools aren’t meant to compete with each other. I can’t write C# and Kovic can’t write PowerShell. And it would be a shame to just delete work because somebody else was quicker or made their tool more user-friendly first. The result now is that we both have two very strong tools with a very similar, maybe even completely the same, feature set.

Outside a different choice of coding language, the biggest differences between both our tools are under the hood. In Kovic’s tool, you get more files than in my tool when you download the tool. And that’s because to prepare your game for custom levels, you need to extract several files in the resource folder. The tool used for extraction has a bug where instead of extracting the folders of the archive into the resource folder, it extracts them into separate folders, like if you would extract a zip file. Kovic packs a modified version of this extraction tool so that part of the process goes a bit faster. In my version, the tool just downloads the latest official versions of the tool and prepare the game that way.

In the end, both our tools give you the same end result. They prepare your game to install custom levels and play them. If you want to try out the_kovic’s tool, you can find the latest version on this releases page. If you want to try our my tool, you can find it on this releases page. Feedback to our tools is always welcome! If you find an issue or if you have an idea, feel free to hit us up, and we will look into it.

Earlier I talked about a stream of the level we did. Klamath, the_Kovic and me did a live stream where we played through this level. Now, I have to emphasize that release of this level is an impressive technical achievement. Creating a level for a 3D game isn’t easy and requires a lot of work. It’s even more impressive when you know that not everything is documented about the engine, and you have to decompile a lot of it. In the next part of this article, I’m going to talk about the level itself and critique it.

If you don’t want spoilers, I’d advise you to skip that section for now and come back later. Now, I want to say that I start reviewing the level in a moment, but this feedback is mostly meant for people who want to make new custom content. What did this new level do right and wrong if you look at it as a player who doesn’t know the technical background of this level? This isn’t meant to break down the amazing work the modders did to make this work.

Reviewing the new level

Editorial note: this review will spoil quite a lot. If you don’t want to get spoiled, you have to skip this section of the article. This isn’t a walkthrough of the level either. Some sections are skipped, I’m only going to talk about the sections I want to talk about.

The new level takes place 25 years after the ending of the original game. Indy returns to his Canyonlands dig site. You are set loose at the tent where Sophia picked Indy up with a helicopter to start the Infernal Machine adventure.

In terms of new content, there isn’t a lot new to see. Some ladders are missing and some parts of the level are blocked off. Also, all treasures are missing that you would usually find in the level.

Before I continue, I want to mention that some parts of this level are made quite difficult on purpose. The developer wanted to give us the feeling we were young kids again, playing this game for the first time, and have us figure out the new puzzles by ourselves. Yet, finding a correct balance between difficulty and unfair is a very fine line to thread. Personally, I think that in some sections, the developer crossed the line into unfair level design.

When running on the top section, you notice that there are some new voice lines. These voice lines are made possible with a voice cloning AI tool that was trained on lines from Doug Lee, the original voice actor for this game. The new voice lines sound amazing, and if you didn’t know better, you’d think that Doug Lee came back to record the new lines. In most cases, these voice lines really fit Indy’s personality and fit right into the game.

We come to our first snag when we want to go to the new content. I can understand not seeing the shovel and being confused, since it’s hanging at the jeep on top. And you know what’s even more confusing, the other side of the jeep model has a shovel in its texture! Anyhow, when you pick up the shovel and dig up the Infernal Machine part, it’s clear that you need to break a wall. Here comes one of the worst parts of this level. The location of this cracked wall is insanely well hidden. It’s in one of the last places you’d look, and several of the first players ran around for hours upon hours in Canyonlands before it was found. And when it was found, it made us annoyed.

It’s a clear example of how players who are used to the level, overlooking the obvious. The wall you need to break has an actual cracked wall texture, but it’s behind something you can’t see through. I think it would have been fine if the location, where it is at, had a bigger ledge so you’d notice it somewhat instead of just having to go on a wild goose chase.

Now, we enter the new area. We come to a big open space where the next set of puzzles are. The first puzzle is actually a jumping puzzle. Now, I highly advise you to not play this level if you haven’t played through most of Indiana Jones and the Infernal Machine. Not that there are spoilers, but because some of the jumps in this level are straight up difficult and not what you really expect from this game. Kovic calls it “Kaizo Jones” for a good reason.

There are some small platforms and not having the look key working is going to be a pain in this section. Since, there are some moments where you need to be able to free look and not being able to see beneath or above you will make things a lot more tricky. After you finished these jumps, you might start to notice that the developer of this custom level added some details. Like, the rope bridges are gently moving in the wind. This is something that isn’t present in the original game. It’s a new “COG” script that makes that possible.

These cog scripts are a blessing for custom content. Since, this game isn’t hardcoded at all, so if you learn how to write these cog scripts, you can basically write new mechanics as well. It’s insane what possibilities there are going to be in the future for this game. I hope there is going to be good documentation so that custom level creaters know what’s possible and what’s impossible with the level editor.

While you are exploring this area, you notice that it’s huge. This also explains why it takes quite a while to load this level. Currently, modders are looking into why it’s running so slow. Since, we don’t really know if it’s the level size or something else slowing down the loading of this level.

So, after jumping around the central column, you’ll arive at the shed. Here you notice you can actually enter the shed from the top. Kovic explains it quite well during the stream. If you want to hear some technical explanations on how this level works, I’d advice you to watch our stream. Since there is a lot of interesting development talk in there. Later, Kovic and myself had a contest in trying to quote voice lines from the main game. We got close to 200. Kovic won that because I said a line he already said.

After you picked up everything from this shed and climbed outside, you experience another new mechanic of this game. It’s a mechanic that gets backported from Indiana Jones and the Emperor’s Tomb. The fact you can use your whip to go over a zipline.

After you returned and struggled with getting across the other bridge, you will encounter other parts of this level. Here you’ll encounter two voice lines that straight up lie to you. The first voice line is that you need more force, explosives to break a rock that’s blocking your way forwards. Here is the issue with that, you get an explosive barrel later. You need to find an extremely hidden swim tunnel in the water. It’s not the only hidden thing in the water, so investigate behind and underneath rocks quite well. Since, these puzzles in this water border in the unfair territory. What makes that explosive voice line even more evil is that there is a box of TNT in the shed earlier. But what’s the second voice line that lies to you?

Well, that is after you made your way past said boulder. You find a minecart and interacting with it, Indy says that it will run with gasoline. And there is still gasoline left in the shed. Sadly, you can’t pick it up anymore. Now, this is a red haring, you don’t need this minecart at all.

By now, you have learned that this level likes to break the rules of how the main game is designed. You’ll have to think outside of the box sometimes to beat this level. But, for some jumps, you need to use your knowledge of what’s possible and impossible to progress. This makes it quite tricky sometimes to progress. And this brings me to a conclusion we also said on stream. I think that the issue is that people expected a more tame level than what we actually got and that might turn some people off. But, I’m so glad that the quick save system exists in this game. So, abuse the quick save system and make multiple saves since you’ll need them if you aren’t a veteran player of this game.

Anyhow, let’s get back into the flow of the level. After we completed the lever puzzle, we go back towards to the huge open area and take the lift to a new location. What follows is a totally new area where it’s a good thing if you saved up on health packs and you have a great sense of direction.

So, the short minecart ridge comes to an end. It doesn’t take long before you find yourself into a watermaze. This watermaze is unfair in my honest opinion. Klamath had a tricky time solving it and he had to use almost every health pack to get through it. Without Kovic pointing out the right tunnel, I think it would have made the stream quite a bit longer. There was supposed to be a minecart section instead of this swimming maze, but the developer had a hard time making the minecart section to work and he gave up and made this swimming maze.

Now, I’m all fine with this swimming maze, but the map glitches out at certain parts. I have a mediocre sense of direction and I wanted to rely on the map. The map doesn’t always render the tunnels correctly. You sometimes swim off the map or “in nothingness”. Sadly, I have to draw my own map. I wish I still had it, since it would make for a nice screenshot here… But I threw it out but me and my clumsiness… I knocked over my waterbottle over it.

After the swimming maze, we get a new section of “Kaizo Jones”. Where we get some extremely tricky platforming. Here is where you need to use the look key again and be sure you are playing in 4:3. If you are playing in another resolution like 16:9 or 16:10, this will also be one of the moments where you don’t see all the information.

The block puzzle that follows, feels right out of Tomb Raider. The initial reviews of this game called out this game as a Tomb Raider clone. While, this game does the formula a whole lot differently. We even talked about that during the stream. In terms of theming, Infernal Machine is a lot better. Tomb Raider feels like obstacle courses. But that’s thanks to a different engine and control style. If you want to hear the whole discussion, you can watch the stream from this point. Excuse Kovic’s internet being spotty while he was replying.

After the block puzzle, a new path opens in the swim maze. Then, some platforming comes. Something I love is how there is even a troll hidden inside the platforming. It caught me off guard and made me smile. This platforming section was also love to do. It felt like a real test on how well I know the game. This platforming section feels a lot better put together and feel less cryptic on where you need to go next. You really start to notice that the developer was getting more used to the level editor and made better puzzles. The moment of having to use the whip to swing over the gap while the platform underneath you was breaking was amazing.

After that, we get into the finale of this level. We jump into a portal and we land in a playable area which is shown at the end of Shambala, the 4th level in the original game. That area that’s shown to you after you have beaten the Ice Guardian. The path that takes you to Palawan Lagoon. It was possible to explore that using cheats and modified saves, but now it’s in a level for real. Exploring the little house at the end brings us to something you totally don’t expect this custom level to do. You’ll find a parchment inside with a riddle and at the end you notice something in red saying: “MAT -> ZIP”.

There is some meta gaming now going on. You’ll need to make a hard save and exit your game. You’ll need to go to your resource folder & then open the MAT folder. In there you’ll need to rename “SED.MAT” to “SED.ZIP”. You’ll also need to enter the password for the zip, since you get a new cog script to continue the level, which you need to place in your cog folder. In there, there is another surprise. But, that’s something I’m not going to spoil. But, be sure that Kovic is playing with that surprise and maybe I’m going to dig into it. PS, the next paragraph is in white with the right spelling of the password:

The way the level ends is bittersweet. If you solve the final puzzle, something special happens and you can beat the level. You could argue that the ending of this level is “lazy” or “creative”… But, it’s an amazing way to wrap up the story in one level with a nice bow.

At the start of the custom level, I felt that it was quite rough around the edges and it had some moments that felt badly designed. In terms of game design that is. If you look at it visually and level flow wise, I personally think that this level would fit right into the original game as a final challenge. But, the further you go into the level, the more you start to notice that the developer of this level is getting used to the tools and the editor and more polished puzzles and area’s are coming through. You notice the journey of the developer and see it becoming better and better.

I want to give a big congrats to everybody who was involved in releasing this custom level. It’s a blast to play and I can’t wait to see more custom levels. The stream I did with this level was one of the best streams ever and it was also quite a lot of fun to write the tool to help people play this custom level. I’m curious what you think about this custom level and/or the content of this article. Feel free to drop something in the comment section down below.

And with that, I have said everything I wanted to say about this for now. I want to thank you so much for reading and I hope you enjoyed it as much as I enjoyed writing it. I hope to welcome you back in another article but until then, have a great rest of your day and take care.

Review: Hypnospace Outlaw (PC – Steam) ~ Dreaming Up Nostalgic Investigations

Steam store pageWikipedia Official website

So, when I’m writing this, it is 2024. I turned 31 years old back in February. I still love playing video games and surfing the internet since I was a young lad. Besides that, I also have a fascination for anything that has to do with dreams and their meanings. And then a game called Hypnospace Outlaw turns up on my radar. A game that promises to bring back the early years of the internet that I remember. Not only that, we are going to have to moderate the internet with a new technology that allows people to surf the internet while they are dreaming. We have to play as an unnamed enforcer to keep the internet safe and on top of that, we can create our own pages and mod this game easily. But before we start spending time on that, let’s find out if the base game is actually good and if it’s worth to start playing this game or if it’s something we should skip. Also, feel free to leave your thoughts and/or opinions on this article and/or the game in the comment section down below. Besides, dear enforcer and MerchantSoft, this isn’t harassment, this is a fair review/critique of the game. Removing this from HypnoOS isn’t the solution.

Dreaming Up Nostalgic Investigations

In this game, you play as an unnamed enforcer for MerchantSoft. A company that developed a headband that allows users to surf the web in their dreams. Your goal is to clean up the HypnoSpace for everybody. You start in late 1999, where your first case is assigned. When your first case is assigned, you are left to your own devices, and you can explore the internet by yourself. And let me tell you, there is a lot of internet to explore.

The story of this game is fascinating. You get to dive and explore through various pages on the internet about various things. A long time before social media was a thing and everybody had a website for their own creations. The HypnoSpace has several zones, with each their own theme. If you remember AOL, you will know what I’m talking about.

If you want to get the most out of this game, I highly advise you to take your time with this game. Don’t rush it at all. This game is sadly rather short if you only follow the main story of the game. It’s only 6 hours long and shorter if you know what you are doing. I mean, the speedruns are only around 11 minutes. The strength of this game is the depth it has. This game has three main chapters, and there are clear triggers that separate the chapters.

The deeper you dig and the more you read up, the more interesting lore gets revealed. I actually started a second playthrough to try and find the things I missed. And honestly, this game is one that gets ruined by playing it with a guide in any sort or form. Do not play this game with a guide. It’s a lot less rewarding if you play it with a guide in your first or second playthrough. The wonder of getting lost in all of these pages is just so nostalgic.

Now, while I was playing, I was wondering if it would appeal to the younger players out there. I’m somewhat on the fence about that. While it tackles a lot of subjects that are still somewhat relevant, I honestly think that it’ll mostly click with those who grew up with the internet of the ’90 to early ’00. With that said, I think that it still might click with the younger people, but know that the internet was very different back then.

Point-And-Click Detective

This game is a point-and-click adventure game in any sense of the word. You get a case, and you have to explore the internet to see if anyone broke the rules or not.

Each infraction you find, will reward you with HypnoCoin. You can use these coins to buy various things in the Hypnospace. This can go from stickers, wallpapers, themes, applications to so much more. But be careful, it’s quite possible that some of these downloads are infected with malware. And back then, malware was a lot more visual and less aimed at serving you a lot of ads or stealing your information.

The controls of this game are quite easy. You mostly click with your mouse and input things sometimes in the search bar. If you know how to do basic things with a computer, you’ll very quickly find your way around with this game as well. While I sometimes struggled with opening apps, I didn’t have too much trouble with the controls. Thankfully, there are some options to tweak the controls to your liking, like disabling that double-clicking opens apps. But, I’m a Windows user and the double click to open apps is just hardwired in my brain.

Visually, this game really looks like you are playing with the old internet. When I noticed that there was a mod that changed the OS into Windows 95, oh boy, I was sold. There are various themes for the OS in this game, and they go from amazing to silly. There is even a fast food theme. Now, if you read that this game is mostly created by a team of 5 people, it’s even more impressive. Not only that, one of the main designers of Dropsy is part of the team.

The creativity of this game never ceased to amaze me. Let me continue on the trend of the visuals and say that the little details on how the webpages look is just so realistic. The little typo’s here and there, the rabbit holes you can jump down, the crazy visuals on various pages… Even the “help me, I can’t remove this” and “Test 1 2 3″… I made me crack up and remember my early days when I used to write webpages in plain HTML with barely any coding knowledge as a young teen.

While I knew that wiggling the mouse sped up the loading of the webpages, I just never really did. I just enjoyed the webpages loading slowly and having that experience again when I was a teenager before Facebook or any other big social media started to take over. Yes, even before MySpace. While I only experienced the late “pre-social media internet”, I do have amazing memories of it.

On top of that, you have the amazing wallpapers and sticker packs you can buy and play around with. With this, you can really make your desktop your own. But, something that really triggered memories for me were the viruses you can encounter. Back as a young teen, I was a lot less careful in what I downloaded and seeing the visual mess some viruses can create in this game, it triggered some nasty memories.

Memories like how one time, I got a very nasty variant of the SASSER worm and each time I installed something new, my computer would lock up and crash. Yes, even when you tried to re-install Windows, it locked up and crashed the installer. After a lot of digging, I found that it was caused by a program starting with boot and I had to screw out my hard drive, connect it with somebody’s computer and then remove the start-up file from there. I also had a piece of malware that looked like the ButtsDisease virus in this game. Where it started to change all the text on a webpage to another word. Oh man, those were the days.

So, during your investigations you can encounter various things. Things like people breaking the rules, and you have to report those. You mostly need to focus on one of 5 categories. Copyright infringement, harassment, illegal downloads/malware, extra illegal commerce and illegal activity. Each law gets several infractions, and you do have to look for them. At one moment, I really that to take notes. I really have to say, taking notes for this game is really helpful, you even have the notes’ app in HypnoOS.

Sticking in your brain

Now, something I have to commend the developers for in this game is that they also took accessibility into account. Something I have to commend the developers for as well is the amount of content in this game, even when the main story is extremely short. I already talked about the visuals and how much I love them, but the music in this game is something else.

Some of the music tracks are really stuck in my mind and I wouldn’t be surprised that if I ever write another article in my favorite game music series, some of them will pop up in that. Some tracks are real earworms and got stuck in my brain. The music for some of the parody products in this game is so good, that I wish they were real.

The music in this game is a mixture of various styles, and I find some of them more catchy than the others, but it’s really impressive at how many styles there are in this game. If you know that this game has over 4 hours of music in it, that’s an amazing feat.

There is even a whole suite where you can create your own pages, music and mods released by one of the main developers of this game. It works only on Windows and you can read more about it on the itch.io page of Jay Tolen here. There were even various community events where your stuff could appear as an Easter egg in the main game. Yet, these tools are now part of the main game and are in your installation folder.

Speaking about this, modding this game is extremely easy. There is even a build in mod browser, and it’s a piece of cake to install and downloads mods. If you use the in-game mod menu, you don’t have to reboot the game for most mods to take effect. Just go to the main menu, choose the mods button and install the mods you want. Now, there are a lot more mods out there then just what you can find in the in-game mod browser, so check them out here.

The game has an autosave, it doesn’t really show when the game gets saved. There are three save slots, so if you want to replay the game, you can pick another save slot. Now, if there is one mod I highly advise is he expanded endgame cases mod. This mod expands the game quite naturally and is a lot of fun and additional challenge. But don’t read the description when you haven’t finished the game, since it contains quite a lot of spoilers.

This game can be quite tricky. Sometimes the solution isn’t the easiest to find. It’s even possible you don’t find the solution to every puzzle out there. Now, there is a built in hint system for this game. It’s somewhat hidden to avoid immersion breaking, but for a small HypnoCoin fee, you can get a hint to progress. I really love this system, since I rather have you getting a crowbar to get yourself unstuck than you getting a guide where it’s very easy to other things and spoil the whole experience. Since the fun of this genre depends highly on solving the puzzles with what’s given to you. If you want to get a hint, just search hint.

Overall I have been extremely positive about this game, and I have to say that overall this game is extremely well-made. I rarely found any moments where I thought, this isn’t right. But does that mean that this game doesn’t have any negatives? Well, sadly enough there are a few things I didn’t like about my experience and that I want to talk about.

First of all, I wish the default text-to-speech voice wasn’t the default language of your system if you aren’t English. I’m from Belgium and my text-to-speech voice reads English extremely weird. Thankfully, I had the English soundpack installed on my computer so after I went into the BIOS settings, I was able to quickly change it to the English one and it sounds a lot more natural and better.

Secondly, this is an issue in general with point-and-click games but the replay value just isn’t here. Once you explored everything, you have seen everything. There are various mini-games, but those are quickly beaten. While I personally don’t really see this is a negative, since not every game needs high replay value and sometimes playing it once and having the whole experience engulf you is the idea… I want to mention it, if somebody is looking for replayable games.

Third, you can find more infractions than what’s required to close the case. While I can understand that the game doesn’t tell you how many other things there are out there for immersion reasons, as somebody who wanted to experience everything, I was sometimes a bit annoyed that I couldn’t make sure I found everything. If only there was an option you could toggle to see completion percentage or something of that nature. Since, because of this, it’s possible to lock yourself out of achievements or content in this game.

Yes, this game has achievements and some of them are extremely tricky to get. It took me a lot of researching and exploring in HypnoSpace to find all the material. Thankfully, taking notes really helped me to find it all.

And the final thing is that the final chapters of this game feel a bit rushed and undercooked. One of the final cases is a breeze to solve if you have written notes during your playthrough and it feels like there is content cut out of the game. The ending comes a bit out of nowhere and if you didn’t explore everything or didn’t register certain things, the ending won’t make sense to you and it will loose it’s impact. Thankfully, the mod I shared earlier resolves this to a degree.

That’s all the negative I could say about this game, in my honest opinion. When this game clicks with you, it clicks really well and doesn’t let go at all. But, I’ll leave my final thoughts after the summary of this review. So, I think it’s high time for that since I have touch upon everything I wanted to in this review.

Summary

-Text-to-speech should use English by default

-It’s possible to miss content or lock yourself out of it.

-The game is rather short.

-Rushed ending.

+ Amazing nostalgic trip

+ Amazing music

+ Fantastic writing

+ Easy to use mod tools

+ Great puzzles

+ Great controls

+ …

Hypnospace Outlaw is an amazing nostalgic point-and-click adventure trip through the late ’90’s internet. This game might not be for everyone, but when it clicks… Oh boy does it really click. Now, this is also a game you shouldn’t rush. The charm of this game is in all the little details and references that are hidden in the pages and the world building of this game.

While the game is rather at the shortside for point-and-click games, I don’t see it as a big problem to be honest. The journey that this game took me on was a lot more worth it to me than having a long game. Since, I think it would have lost it’s charm if this game kept going and going.

While I personally have more memories with the internet time period that came right after it, the developers are already working on the sequel to this game called Dreamsettler. I honestly can’t wait to play that one, since the quality that this game has is just top notch. The music is catchy, the visuals are amazing and it alls comes together in an amazing nostalgic trip that makes you want to play more.

There are some minor blemishes on this game, but you can work with them. Like I said before, when this game clicks, it really does click extremely well. I’d compare my experience with games like There Is No Game or SuperLiminal. Amazing small titles that leave a lasting impact on those who play it. All of these games are passion projects that turned out amazing and get a recommendation from me.

If you enjoy playing unique point-and-click games and/or if you have nostalgia for the old ’90’s internet, I highly recommend that you give this game a try. While this game is on multiple platforms, I highly recommend that you play the PC version since it has mod support that gives you even more toys to play with and expands the game even more.

I had a blast with this game and it’s a breath of fresh air for me. I’m angry at myself that I rushed my playthrough, but now I have installed several mods and I’m so going to replay this game after I have published this article. I also want to earn every achievement in this game, since I really want to see everything. I’m also extremely hyped for the sequel to this game and I can’t wait to start playing that, since that is going to be an even bigger nostalgic trip for me than this game. And with the amazing set of developers behind this game, I think we get another gem in our hands.

And with that said, I think it’s high time to wrap this article up. I want to thank you so much for reading and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then, have a great rest of your day and take care.

Score: 100/100

Gamer’s Thoughts: How I write my game articles?

Every writer has their own creation process. These processes are rarely to never set in stone. People change, and their habits and routines can change as well. Now for a few weeks now, I have been thinking… What is my process? How do I decide on which game to write, and how do my actual thoughts get into an article? So, I think it would be fun to explore some of those things in this article. While I have written a similar article back in 2018, I also think it would be fun to just start this article as if I have never written that article. So, here we go, from choosing the game to clicking on the button “publish”… How do I do it?

Choosing the subject

When I look at the taglines I have chosen for my blog in the past, most of them have one thing in common. They represent in a way what this blog actually is. This blog is a public diary of a Belgian game collector who shares his opinions on the games he plays. Sometimes I play with the idea to create series, where I look at each game from a series or look at several games I have played in the past.

While that could be fun, I don’t like forcing myself to play a certain game because I have to write an article about it. That’s because I might not enjoy the game since I need to rush my play through, so I can have an article out. On top of that, it might reflect in my article as well. I like to take my time when writing about a certain game. Writing about a game right away without giving it time to let things settle is such a risky idea. Since, you never know if you are overreacting on something or not.

Now, when I’m playing games, I have a rule. I never go into playing a game thinking how to turn it into an article. The only exception I make to that rule is when a developer requests me to write an article about their game. While playing the game, I let myself enjoy the game. Now, there comes a moment while playing the game, where I think… “Should I write an article about this game or not?”.

In the past, I used to have a long list of games where I answered yes to that question. When my writing day arrived, I opened the list and picked a game from that list and started the process of writing an article. But, I felt that, that system didn’t work for me anymore. I can’t tell you exactly when I stopped using that system, but I wanted to write more in-depth articles, so I wanted to more research on the game I was writing about and that was taking a lot more time compared to just having a list of games I want to write about.

So, the decision of choosing the game for the next article is a bit more complicated. Sometimes I have a game in mind that I want to write about, and sometimes I don’t. When I have a game in mind, it’s easy to move on to the next process. When I don’t, I look at the games I have played in the past months/weeks and decide from there.

Now, what do I take in consideration when deciding if a game can become a good article? The first question I ask myself is this, what can I say about this game? There are several games I play that don’t have enough things going on for me to write about. Even when they are fascinating like Yeti Quest, it’s your typical match three game like Bejeweled. But in this game, you can choose between three different play styles on the fly in this genre, and that makes it more interesting. But, besides that, there is not too much else going on. Maybe I might turn them in a short game quicky. But I find writing and creating shorter articles about a game less rewarding than writing a longer article about them.

The second question I ask myself is the same question as the first but in a different direction. The first question is actually more, how much is there to talk about, and the second question is what is there to talk about. Something I dislike writing is very negative articles. I don’t want to write an article where I just rip into the game and only talk about the weak points of a game. I also don’t enjoy reading those articles myself, and I personally rather write and read a balanced article over an overly positive or negative article any day of the week.

Now, when a developer requests an article from me and I notice that I’m going to write mostly a negative article… I actually scrap the article. From talking to various developers, I learned how much time and effort goes into creating games, and it takes a lot of courage reaching out to the press to show off your game. People sometimes base their decision on this kind of articles, and I don’t want to turn people away if the game doesn’t click with me or if I’m not the correct person to review the game. But, I do give a list of feedback back to the developer. This feedback exists out of bugs/issues I found or suggestions for improvement. That’s the least I can do for declining the article.

While I answer both of these questions, I start coming up with the theme of the actual article. What will be the core of my message? On what do I want to focus the article? The music, the game mechanics, the visuals, the writing style? It’s mostly now that I come up with the subtitle of the article. A great recent example is how I came up with the core of the Another Code – Recollection article. While playing that game and streaming it with Klamath, I remembered that I wrote an article about that game in the past. One of the game’s core story mechanics is how memory works and how people grow with them. At that moment, I decided to make that the main focus of my article. To show how I have grown as a writer, while using the memories of the past game and articles to take a new look at the game.

The actual review process

Now that I decided on which game I want to review or write about, it’s time to talk about the actual process of preparing the article.

The first thing I start to look at is the story of this game. The reason why I start with the story is simple, it’s one of the best ways to start your article, in my honest opinion. With that, you can set the scene for your readers and explain the mechanics, visuals amongst other things more easily as well. I have tried several times to write about the mechanics or something else first, but I felt that these articles didn’t flow well enough, and I rewrote the whole article. By now, it has become a habit of mine that I don’t know how to change and even if I should change it.

Then, depending on the message I have chosen of my article, I chose something else next. In most cases, that is the pacing or the gameplay, but it can also be the world building or the visuals. Besides having a core message, I also want the article to flow well. My main goal in writing these articles is not only to inform and entertain those who are reading my articles, but also as a way to easily share my opinion on the games I’m playing.

When you read my articles, you’ll notice that I don’t focus on the same things that most big reviewing outlets do. For example, I don’t focus on how realistic the visuals are or if the game is using the latest technology or running at the highest frame rate. Personally, I don’t really care about those things too much. I rather focus on the actual game over those things.

Now, when I’m looking at the visuals for example for my article… I look more at how consistent everything is. How well does everything fit together and fit together with the story and themes of the game. Are there models and moments that look rough or unpolished? Are there animations that look out of place and unnatural? Now, since I sometimes review a retro game, I take in consideration the technology of the time and the size of the studio that developed the game.

I mostly put my focus when writing about a game on the whole package. For example, if you introduce a certain mechanic in a game… how often is it used and what does it bring to the gameplay. There is nothing that annoys me more than having a mechanic in a game that is underused when it’s shown off with a lot of potential. I’m looking at you, for example, Death Mark II. There were some mechanics like the shop or the hidden teeth that were just underused. If a mechanic is going to be underused, don’t put so much focus on it.

Something I also find very important is consistency. While it can be interesting to break consistency in a game to surprise the player to keep them on their toes, there is no excuse to have an inconsistent game. I’m talking for example about huge difficulty spikes or the UI having different ways of working in the game. Let me give you a specific example, in Suikoden Tierkreis, the final boss of the game is so much stronger than all previous enemies, and it felt just unfair. Without any warning, you also had to know you had to grind certain characters and build them in a certain way. Maybe it might be less of a problem now that I know that, but it felt like a slap into the face after the balance of the game being very consistent.

So, do I take notes while I play through the game I’m going to write about? In the past I used to do that, but I stopped doing that. I started to have this bad habit of only writing down the negatives moments or just trying to work everything in from my notes and forcing some sections in. I do have an alternative when writing about a game now.

First, I play the game for at least an hour before I write about it. So, things are fresh in my mind. Also, I leave the game running while I’m writing my article. In case I’m hesitating on something, I can quickly jump in the game and replay to test something out.

And second, I’m abusing my visual memory. I have a very strong visual memory when it comes to games and I found out that when I play the soundtrack of the game, I start to remember quite a lot of things. I can’t write an article without playing the soundtrack of the game.

Sadly, a lot of things in a review are extremely subjective. The biggest thing here is finding a right balance for me. For example, if I didn’t enjoy certain tracks in the soundtrack of a game but I don’t see that complaint while doing some research, I mention it that way in my article. That it might be that the tracks didn’t click with me but that the overall impression of the soundtrack is positive.

The final part I usually do before I sit down and write is doing my research. This research consists out of just looking up this game in Google, reading through other articles, reading through press material, looking at the voice actors, looking at other projects of the developers… I have a whole list of things I want to answer and know about the game. Like how big was the studio that developed it? How long was the game in development? Sometimes reading up on the game helps to clear up things on why certain creative decisions where taken.

Writing the article

Now that I have chosen the game, played through (most of) it and did some research it’s time to start writing the article. The first thing I do is put in the title and it’s subtitle. And then, I create the subtitles and screenshots for the article. In case of a game review, I write in brackets the main themes of that section. For example: (gameplay, controls, music).

Then I put on the soundtrack of the game and I start writing the introduction and just continue to write. While writing, I look at the flow of the article and when I notice that a certain section would fit better in an earlier section, I move it. Now, when I remember a certain detail that fits in a later section, I add a small note in that section before returning to the point I was writing.

I don’t like writing out of order, since I find it more difficult to make sure my core message shines through or the flow/theme of my article stays consistent. So, that’s why I’m doing the article editing somewhat at the same time. When I’m finished with a paragraph, I re-read what I have written and think about the flow of the article and when it doesn’t fit, I just remove the whole paragraph and rewrite it. Now, I also read my paragraph again since my mother tounge isn’t English and sometimes I use certain expressions that don’t exist in English or just make silly typo’s.

While I use two spelling correctors to help me to avoid mistakes, I rather review it myself as well. Too many times I see that spellings correctors fail at understanding gaming terms or make the strangest corrections. While I know that my articles contain grammar issues and typo’s in the end, I try to catch as many as I can before they go live. During some breaks, I spend a couple of hours going through old contect and correcting typo’s and grammar issues. Also, when readers point them out to me, I try to fix them right away. Since, you start to read over your own mistakes way too easily.

While writing, I usually try to not take a break. I find it quite important to do everything in one go while writing. Apart from refilling my glass or taking a quick bathroom break, I try to keep writing. Usually, the whole writing process takes me around 4 hours on average.

After I have fully written my article, I copy it from the WordPress editor to Microsoft Word and let it check again for typo’s and grammar mistakes I missed. I also quickly skim through my article to make sure I haven’t left a paragraph on something stupid like an incomplete thought or sentence.

Now, if you would ask me what I enjoy the least in this whole process… I have to answer the whole SEO process. It’s one repetitive task that is just boring to do in my honest opinion. Looking for the right keywords, pasting the links everywhere and making sure you did everything to make the article appear in search engines. I’m always happy when that process is over and done with.

The opposite question is a more difficult to answer. I can’t really say what I enjoy the most in writing gaming articles. At one hand, I love the interaction with people who read my blog. The developers who found my blog by reading my articles and decide to request a review from me. It’s a rewarding feeling that people enjoy your creative hobby and are able to relax or find new games.

I also love talking about underrated or forgotten games. I just love when I get a reaction from people: “I totally forgot about this game! This game was part of my childhood.” It’s a great way to connect with people and make new friends and/or discover new games.

But, I also just love writing itself. I just love being creative and trying to entertain people and I find that writing and just using languages in creative ways is something I love doing the most. I love telling stories and being able to tell them through a game article without it overpowering the actual article is just a lot of fun to do.

Of course, playing the actual games is quite a lot of fun as well. Since I have such a broad taste in games, I play so many different games and it’s just a blast. I love discovering things about games and how they are developed and how the whole creative process works behind it. Especially since people don’t always stand still by the fact that a lot of things have to come together perfectly in order for a game, movie, album or any creative work to get created.

I just enjoy the whole process. If I have to give an average on how much time one article takes, I have to say that it takes at least 20 to 30 hours. And that’s when everything goes perfect. When I don’t have a writers block or when I don’t have other things going on in my personal life. I’m happy that I found this hobby for me and I’m surprised at how much you are all enjoying it. It still surprises me that some students of the school I work for discovered certain games through my blog and talk to me about them. I even have coworkers who come and ask me for game advice for themselves or their childern. Besides that, I get a lot of reaction through Discord and other platforms and it makes me just happy. Being able to make someones day or just help them (re)discover games and/or entertaining them… It’s one of the main goals of this blog and that’s just perfect.

Now, I think I have said everything wanted to say about this for now. Know that what I talked about in this article is my personal process and feel free to copy (parts of) my process but I highly advice you to make sure that your process works for you. Since, if it doesn’t work for you, you’ll hit a brick wall eventually and either burn out or just loose interest. Enjoy the process and stay true to yourself. That’s how I managed to write around ~ 600 articles over almost 15 years.

Thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. What is your creative process or did you learn something from this article? I’m curious to know, so feel free to leave a comment in the comment section down below. I’m also curious if I’ll be able to welcome you in another article but until then, have a great rest of your day and take care.

Speedrunning Indiana Jones and the Infernal Machine GBC – Level 5 – Shambala Sanctuary

Level 3+4 speedrun article

While my focus has shifted away a bit from speedrunning, I still sometimes try to beat the records for the Game Boy Color version of Indiana Jones and the Infernal Machine. Now, since we got a new game announced, called Indiana Jones and the Great Circle… I honestly think it’s a great moment to continue that series on my blog, where I explain the starts and fastest ways according to me to beat the game. I want to say as a disclaimer that I’m talking about the current level speedrun records. The_Kovic made an awesome TAS of this game, I mainly want to talk about the current human speedrun. So, let’s dive right into it. Feel free to leave your questions, comments and/or thoughts on this article in the comment section down below.

Current records

One term I’ll explain is something I talked about in the introduction, I talked about “TAS of this game”. TAS stands for Tool Assisted Speedrun. This means that it’s created using tools like save states, slowdown amongst various others. Also, in these runs we can control the input to the frame. Basically, this means that we get a look if the run is perfected.

Now, comparing the route of the TAS through the game and the route of the current record, we basically don’t see a lot of differences. The biggest difference is that the movement is a lot cleaner and a lot of extremely risky jumps and tricks are preformed. From watching the video, the current TAS is, give or take 7 minutes 5 seconds.

Currently, the record for Shambala is 7 minutes 51 seconds, set by myself on December 10th 2023. I know it can go lower since I have already done it. But, due to me messing up my OBS settings, the video is anything but watchable. I decided to not upload the video, but I know it’s possible. Currently, my personal best is 7 minutes 40 seconds. I’ll explain how to save time in this article, since I even think it’s humanly possible to go even below that by a tiny bit.

On January 22nd, 2022 I also set the current record for all treasures in this level. The current record is 8 minutes and 57 seconds. Now, this run doesn’t use all the most optimal jumps and tricks. This is something that can go lower. In the guide, everything that’s in cursive is additional information for the all treasures route.

The route

The level starts with a little dialogue box that Indy needs to hurry up because the Soviets aren’t too far behind. In the PC version, the Soviets only turn up after you pick up a certain key. In the Game Boy Color version, they are already there. If you want to run this level, I highly advise you to learn where the 5 guards are in this level.

I had several runs where I lost time due to bad guard movement RNG. The first guard is when you move up. Just run past this guard to go to the next screen. Yet, if you are doing all treasures, the first treasure is to the left here. So, pick that up first. Usually, I pick up that red gem while at the right most edge of the texture and already turned to the right to run back to run up.

Keep running up towards the building, which is actually Shambala. It doesn’t really matter where Indy stands to open the door, since the game forces you in the middle of the entrance when you enter it. When you enter, you’ll notice a block to the left. Don’t make the same mistake I quite often make. It’s faster to go to the right block and move that one to the side first. So, move the block to the side and press the button that gets revealed. Do it for the right and left side, in that order.

After that, move upwards on the left side of this room towards two doors. Something I do that’s different to the TAS is I press the third button before I enter the next room. The TAS presses the button when we exit from the other room. Personally, I think it doesn’t make a lot of difference timewise, maybe 2-3 seconds. The reason I directly go for the switch is that I don’t want to forget to press it. The guard is usually now facing away from Indy and walking towards the other door. The TAS route is riskier, since there is a high chance that the guard is facing towards you when exiting the other room and can get a few shots off. And those can be quite dangerous, since the TAS even finishes this level with one health point left. Anyway, for the next room, you need to take the left door.

Now, the next room has three parts to it. It also has three bricks to move, well, depending on the route you are taking. But be careful here. There are two guards roaming around in this room. RNG can really screw you over here depending on how these guards move. Now, if you take the all treasures route, you have three bricks to move. The one for the treasure is at the far left in this room. If you are confident in your jumping, it’s possible to stand on the left most edge of this block and jump up towards the green gem. If you aren’t, move it once right and then jump up towards the green gem.

Now, we take the middle section. This is a little bit to the right when you enter from the left door. You’ll see two gears moving on the wall. Move the block over once to the left. If you stand on the right most edge and face right, you’ll be able to land on the higher platform with the gear. Feel free to move it closer if you don’t feel comfortable with those edge jumps.

After you picked up the gear, move towards the right most section. Now, we do the same block pulling thing here as well. If you can, try to jump up towards the ladder. The less climbing you do, the more time you save. Climbing is really slow in this game. When you reach the top of the ladder, we see the first Ice Monster of this level. Usually, moving to the top row of tiles and jumping over it towards the door avoids damage.

Now, in the following room, we have a hallway and two higher sections. Go towards the section on the right and move the block on the top left of the platform once down and once to the left. Here I lost 4 seconds in my record because of some horrible movement. The following trick might be in my head since the TAS doesn’t do it, but I usually do it. The reason why is that it’s the most consistent way I have to make 100% the cutscene of opening the room on the left triggers without you having to move another block. And that’s not pulling the top block towards the other square but pushing it. Don’t forget that on the top right of this section there is a gold bar treasure, after pushing the block is the perfect moment to go grab it. After you push over that block, go to the bottom right of this section and pull the block towards the bottom square. The reason you need to pull is that it saves time to not have to go around the block after the cutscene. Also, practice the jump of landing in the middle of the hallway or beyond that. You’ll need that later. Now, move to the newly opened section and move towards the other top corner. There you’ll need to pick up a rod. And, if you jump a bit higher, on the next tile a set of coins. After that, leave the building. Be careful to dodge the guards and the ice enemy on your way back. If you feel extremely risky, you can save time by jumping towards the ladder in the ice enemy room to save time, but if you don’t grab the bottom pixels of the ladder it’s game over.

Now outside… we move to the right of the building. Now, the fastest way to arrange the boxes is moving the two stack once to the right and the one stack once towards the left. Doing this jump without loosing time is extremely tricky but would save a lot of time over pulling the blocks into the easiest configuration. It’s a lot of edge jumps here, but I have done it and it’s possible. So, jump up and towards the platform to pick up the blue gem. After that…

… we go left of the building. Here I lose 2-3 seconds of time in my record because of some bad movement and not grabbing the two stack box right away. The easiest and fastest way to progress is pulling the two stack box one towards the top of the screen. After that, jump on the one stack and diagonal to the right to enter the next room. After entering the room, pick up the treasure at the left. Do it now, otherwise the guard RNG will be hell. Now, we need to go in the door next to the climbable wall.

From now on, the easy part of the run is over. Now come a bunch of sections that can potentially make you lose a lot of time or just end your run outright. There is a treasure at the bottom right of this room. Pick it up first. Now, jump over the gap and move towards the broken tile at the top right of the room at the gears. While facing the gears, open your inventory and pick the ratchet. You’ll need to move to the left 4 times in your inventory and press A. This is meant to block the bell from falling back down.

Now comes one of the first sections that can cost you a lot of time. I highly advise you to practice this next section. Just take a look at the stream Klamath and I did. The idea is that you jump back and forth between the two broken tiles. The timing is extremely strict. You’ll hear a sound effect when you hit the tile in time. When you hit the tile and don’t hear the sound effect, the bell is going to fall down and you have to start over. So, try and try this bit until you are good at it. After 7, yes 7, jumps back and forth, the bell reached the correct point. Now, the camera will pull up to show the location of the bell. Whilst it’s moving down, move towards the door at the bottom left of the room. It’s possible to exit the room before the camera reaching the bottom. Since I missed this once during my record, I lost 12 seconds.

After exiting the room, a guard suddenly shows up. The fewer hits this guard does on you, the better. Yet, the space is quite tight and it’s difficult to avoid him. Now, we need to climb up the wall. Jump towards the climbable wall that’s closest towards the door we just entered the room from and climb up. Now, we do something that’s unique to the Game Boy Color. Whilst climbing up, you will have to drop towards another ladder. For the first drop, it’s fine if you move over to the left. For the second drop, climb towards the top and let yourself drop towards the right and hold up. It’s scary to do, but hold up during the fall. Otherwise it’s game over for sure. After you climbed up, go to the left and exit this room at the top left door.

Now comes to the next trick, depending on how well you execute it, you’ll save more time. The idea is that, when you enter the room… you move towards the right edge of the room. Run down and jump down give or take a tile before the edge. Let yourself fall but hold up at the right time. The idea is that we grab the long ladder a bit down there. Failing this trick is a run ender. It’s no short ladder so be careful of dropping off this ladder. Now, after you are off the ladder, move to the bottom left of this room and climb down. Or be even more risky after this ladder snipe and snipe the ladder at the bottom left like the TAS.

Now, in the next room, don’t climb the ladder down. Midway the ladder, drop down towards the gears. You’ll notice that there is a peg sticking out of the wall. Stand in front of that one and open your inventory to go trice to the right to select the gear. Now, stay on the raised platform and move towards the other side of the room. Drop down to take the silver bar and jump up towards the raised platform. Those ice guardians are quite painful and hurt a lot. The more damage you take, the higher the risk you’ll loose your run. Now, jump towards the ladder from a little bit before the last tile to save the most climbing time.

Now, the clock starts moving. Move as quick as you can towards the button and here comes something I’m still unsure about the fastest way to go forward is. I know you can totally skip the cutscene of the camera moving up to show the statue turning like the_Kovic does in the TAS. Yet, in order to do this, you’ll need to preform some tricky jumps perfectly. It does save a lot of time, yet almost five minutes into an any % run and after preforming various edge corner jumps, that annoying bell part… I find the TAS strategy at the moment of writing too risky. I linked to the TAS a bit higher if you want to see how the TAS does it, but I’ll explain how I do it. It costs 10-15 seconds, but it’s a way safer strategy in my honest opinion. Sadly, using the glitch that Indy can move after the button press for a little while isn’t possible, so that costs us an additional second.

So, press the button twice and watch the cutscene of the camera moving up to show the statue moving. While the camera is moving down, we regain control of Indy. Depending on how confident you are with your jumps and your nerves at this point… Press the button between 7 to 9 times. I personally prefer 9 times. It gives you some room for error. The red brick-thing will be either at 9, 10 or 11.

Now, comes the annoying part. We need to go back up. Go towards the raised platform you notice at the middle top of your screen and jump up and enter the door. You’ll notice we exit at the platform at the bottom of the ladder we sniped earlier. Climb up to the top of it. Now, if you want to be extremely risky, you can do what’s known as a corner jump.

It’s an extremely risky jump that can save you a lot of time and is essential when you pressed the button at the bottom 6 or 7 times. The idea is that you jump from where the X is after you climbed up the ladder and hold left up in the air to land where the other x is. Now, missing this jump means a game over. So, you risk it all here. I was around 5 minutes 18 seconds in my record run and as you can see from the screenshot, I walked into the door after the ladder. Now, we need to do a corner jump to the raised platform at the left here. It’s quite the precise jump so that’s why I was only able to do it after my third attempt in my run. Enter the door and jump towards the ladder after exiting the door. Be careful to not miss that ladder, since if you don’t land on that raised platform, it’s an instant game over.

Now, after climbing up that ladder, go towards the button at the top right of this room. As soon as the statue starts spinning, press it. You’ll watch a lengthy cutscene of the statue going on the rails towards the bell. You will see something drop down from the bell and see the door you entered this room from close. This will take +/- 30 seconds.

Let me also tell you, if you don’t have a spinning statue in a few seconds, you best reset your run. Since now the clock needs to reach the red peg and that’s too big of a time waste.

But we are in the final strech of the level. Now, don’t loose focus in these 30 seconds since we are not done quite yet. Run towards the left and jump towards the ladder to save up on some climbing time.

When you reach the top of the ladder, and grab the 9th treasure at the top left of this room, we need to dance around the ice guardian to reach the climbable wall that’s just outside of the shadow part of this section. Now, when you enter the next screen, drop down at the right from the climbable wall.

Now comes the final life or die trick of this run. We need to drop down somewhere along the purple titles. The best way is where I have drawn a red line. Hold up to grab the climbable wall, but not too soon to not grab it at the top. Since climbing is slow in this game and there is still that pesky guard at the bottom. The idea is to grab the climbable wall as low as possible so you can drop down without loosing too much health and not loose too much health to the guard having some free shots at you. You’ll need to face that guard twice, since you need to enter that annoying jumping room to pick up the seed that dropped down. Now, you can save a little bit of time since the hitbox of the seed is bigger then you think. If you stand on the edge of the tile, you can pick it up.

Exit the room and make your way to the building. If you have health enough, drop down from the ledge outside. Once inside the building, move towards the blue flower tile and standing in front of the water… open your inventory and move three times to the right to pick the seed. Now, it’ll turn into a flower. Now, go up towards the right side of the room to enter the right door. After that, go to the right section and climb up the ladder. Here some luck will be involved to avoid the guard. When you climbed up the ladder, dodge the ice guardian again and now you have the run in the bag. If you don’t make stupid movement mistakes… you’ll be able to finish the run in just a few seconds.

Now, move down the hallway we all know to well into the final room. Pick up the final treasure at the bottom right of this room before you do the final “puzzle”. Now, when you stand in front of the fire… stand as close to the middle as possible. I have lost so much time when standing on the edges, it’s insane. In my record run, I lost close to 10 seconds because of this. Now, while facing the fire, open your inventory and move 3x to the right to select the flower. This will open the chest. Move towards the chest and face up and open it. After that, Indy will say that he found Urgon’s Part and the level ends.

Conclusion

Shambala is quite the insane run and after the first four shorter levels, this level is the first of a set of three quite lengthy levels with a lot of tricky jumps and avoiding enemies. Now, currently the world record is 7 minutes and 51 seconds. I have pointed out where I lost time in this article and if you count that all together, you have roughly 30 seconds.

I honestly think that 7 minutes 30 seconds is humanly possible for this level. Maybe even 7 minutes 20. But, that means there is barely any room for error and you need to take a lot of risks and be very lucky with the guards movements.

Usually, when I’m doing attempts for a new full game any % run, I usually know after Shambala if this is going to be a good or bad attempt. Another level is the Volcano, but the reason why I call it my run killer will be explained when I talk about that level.

Currently, when I’m doing speedrun pratice, I’m trying to perfect Shambala. I want a clean recording of my personal best and I want to see how much lower I can take that all treasures record. Now, my first record for the any % of this level was 8 minutes 55 seconds and for all treasures it was 9 minutes 46 seconds. I have saved a minute for each category for this level, and I can go lower. So, keep your eye out on the leaderboards, since as soon as I preform a run that beats my current record run, I’ll post it.

And with that said, I have said everything about this level for now. If you have any questions about this guide, feel free to ask them in the comments. Also, I wish everybody a happy new year, since this is the first article I’m going to publish in 2024. I also want to thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to weclome you in the next article and until then have a great rest of your day and take care.

It’s time for the upcoming 10 of 2024

Only a few days left before we enter the new year. I already talked about my 10 favorite games of the past year, but what am I looking forward too in the upcoming year? This list is quite tricky to put together for me. Especially since I don’t always play the latest modern hyped title and to be quite honest, the pool of upcoming titles of 2024 didn’t have a lot of games that interested me. Yet, here are ten games I’m looking forward to play and/or will keep an eye on to add to my collection. Tell me, which games are you looking forward too in the new year? Feel free to leave a comment down below about that, or one if you just want to talk about my choices, that’s a fine comment too.

Editorial note: the release dates are the ones that were known at the time of writing.

#10 – ServiceIT: You can do IT (Q1 – PC)

When I was looking at the upcoming games lists at various websites and saw this one, I raised an eyebrow. As somebody who works in tech, I was interested to see how a tycoon/simulation game about my job is going to work.

While this game isn’t exactly a simulation about my job, since it more than maintaining a school infrastructure… It gets quite close. I’m mostly interested in this game to see how well they simulate my work life and how you are going to make an enjoyable game out of it.

I just hope that they stick to the reality of IT and not go overboard and with fake IP-addresses, silly terminal commands like “repair” or “fix” and sometimes really throw you for a loop. Furthermore, I’m also crossing my fingers that this game isn’t going to be a sort of PC Builder Simulator clone or that it focuses too much on hardware. Since, IT is so much more than building/repairing computers. It’s also about maintaining infrastructure, finding the right documentation, following the latest trends, developing software/websites/tools… I can go on for hours. But, when I read what I just wrote here, I think I’m going to set my bar so unrealistically high… But we shall see. I’ll have to play the game to find out how good it actually is.

#9 – Death Trick: Double Blind (Q1 – PC, Switch)

If there is one way to get me interested in your game, you make a mystery game with some unique mechanics or a unique way to play it.

Usually in detective games like Ghost Trick or Ace Attorney, you follow every lead until its end. No stone is going to be left unturned. Yet, in this game that is thrown out of the window, and you only have a limited amount of time to investigate and follow up on your clues. But, wait! There is more, since you play as two characters with their own stakes in the mystery.

Couple that with a gorgeous art style and make it non-linear, and you have something that gets me quite excited, even with the limited things shown in the Nintendo Switch announcement trailer. Not only that, this game is being developed by a very small team that are giving it their all for this game. I looked at the press materials and I think this is going to be a great game. Hopefully, it doesn’t fly under the radar and gets the attention it deserves.

#8 – Ubel (Q1 – PC, Nintendo Switch)

When the demo of Ubel released, the developers contacted me. They asked if I would be interested in writing a review about this game.

This game is extremely similar in terms of setup to the Nonary games. I always wanted to play another mystery game with that setup.

Now, the reason I haven’t written about the game is because the demo was a bit too short for to me to write about. I gave some general feedback to the developers, and I have been lurking on their Discord and following their social media channels quite close. I was praying that this game wasn’t going to be one of those games where I take a look at the demo and then just disappears into development hell or just never gets finished.

Thankfully, we got regular updates and even an alpha version was released to testers. This game is a passion project and I can’t wait to get my hands on it. It’ll also release on the Nintendo Switch and I can’t even decide on which platform I’ll play it.

So, if you are a big fan of the Danganronpa, Zero Escape, World’s End Club, Death Come True amongst other death game mystery games… This is going to be one you will have to keep your eyes peeled on.

#7 – Princess Peach: Showtime (March 22nd – Switch)

Like I said in the introduction of this article, I had a very hard time putting this list together. While I could easily fill this list with a lot of remakes of games that I want to finish and be done with it, I felt that wouldn’t be a quality article.

With that said, there are a few games that are going to release in 2024 that are really getting me excited. One of them is the new Princess Peach game. For those who don’t know, I’m also a hobbyist actor in a folk theater group in my hometown. I also love to go to theater to see plays and comedians preform.

Now, give it to Nintendo to develop a whole game around stage plays (again). The unique charm that this game gives off through the trailers and the promotion material makes me quite excited to dive into the world of theater again in a whole different way. I just hope we don’t get a game with a lot of gimmicks, but we get a game that’s fun to play and gives the player the feeling that they are an actor on stage, entertaining the crowd. It’s not too long now before we can take center stage with Princess Peach and how a big showtime!

#6 – Decapolice (TBD – PlayStation, Switch)

Almost each year, there is a game like this. A noir styled detective game that’s building up a huge mystery. This year, it was Master Detective Archives: Rain Code. Next year, that will be Decapolice.

This time, it’s “breaking from the mold of the Professor Layton series”. And when you hear that, you know right away that this game is going to be from Level5.

While we have to wait for the new Professor Layton game until 2025, we are going to get another mystery game from Level5 in 2024. And that has the possibilities of it being one of my favorite games of the year. Since, as I told earlier in this article, I adore games with unique spins. And this one has a battle system. Is it taking cues of Danganronpa? Looking at the battle system, it reminds me a bit of Master Detective Archives in a way. I just looked at parts of the trailer and skimmed through the teaser website, and I’m sold. To avoid any more spoilers, I’m going to avoid looking through all the materials, since I love when I can go in these games as blind as possible.

#5 – Another Code: Recollection (January 19th, Switch)

Another Code or Trace Memory was one of those series on the Nintendo DS / Wii that I truly loved. It was such a shame when Cing, the developers, went bankrupt back in 2010.

They made some amazing titles outside of them, like Hotel Dusk: Room 215. Seeing that their games aren’t forgotten and remade for the Nintendo Switch brings me a lot of hope.

These stories deserve to be told and experienced. Especially since the sequel on the Nintendo Wii will be released for the first time in America. Now, I won’t have any excuse to replay the Wii game to finally finish it after all those years. I’m ready!

#4 – Spirit Hunter – Death Mark II (February 15th – Switch/PlayStation/PC)

Since its reveal, this game has been on my list of games I want to play. I have even placed it on my list for this year.

Sadly, we got a delay this year. But, I’m not too sad about that one. This means we might get an even better game.

I’m beyond hyped for this game. Even more after Klamath and I streamed this game. They were such fun streams. I can’t wait to play this game, especially since it throws the whole gameplay loop of this game on its head. And because the successful crowdfunding campaign, we are going to get more than we are used too from the developers. So, February is going to be quite packed for me. But I’m ready to hunt those ghosts.

#3 – Shantae Advance: Risky Revolution (Q1-2 2024 – Gameboy Advance/PlayStation/PC/Switch)

No, that’s no typo in the title for this game. This game is really going to come out as well on the Gameboy Advance. Now, let me tell you the story of this game.

Back in 2002, this game started development but after two years of development, WayForward cancelled the game because they couldn’t find a publisher. Now, surprisingly and out of nowhere… In November 2023, Limited Games and WayForward showed in the Nintendo Indies Showcase that the game has been finished.

That’s the story of this game in short. I’ll link to the fandom page here if you want more information how this came to be. I’m so happy to see developers take on lost media like this. On top of that, I’m quite happy to see it also coming to the original platform. Shantae is such a fun platformer game that deserves more recognition. There is so much charm in this game. The world WayForward created with this game is just beyond amazing and as somebody who grew up with the Gameboy Color, I’m so proud to see this cult classic grow into the amazing series it deserves.

#2 – Broken Sword – Parzival’s Stone (TBA – PC/PlayStation/XBOX)

Ever since I played the directors cut of the first Broken Sword on my DS, I fell in love with the series. While the last Broken Sword game is currently 10 years old, I always knew we were going to get a 6th entry in the series.

And not only that, we are going to get a total remake of the first Broken Sword game as well. So, we are going to get spoiled as Broken Sword fans in 2024.

The new adventure is going to take place in Germany and France. I’m so crossing my fingers that one of these games we are finally visiting Belgium as well. Since, there are so many historical towns like Antwerp, Brussels and Bruges here were stories like those in Broken Sword can be told. But, besides that… I’m just hyped to finally see where George and Nico go next on their adventures.

#1 – Fantasy Life i: The Girl Who Steals Time (Summer – Switch)

While we were promised this game in 2023, it got delayed until the summer of 2024. The exact release date is a secret for “strategic reasons”.

Now, why do I place this game at my number 1 spot? Well, because Fantasy Life was a game on the 3DS that took me by surprise, it became one of my favorite 3DS games.

The open freedom you get with this game is just insane. While parts of the game are quite repetitive, the gameplay loop is still extremely enjoyable. I expect a lot of things from this sequel. My biggest wish is that there is a bit more diversity between the paths you can take. On top of that, I want a more in depth story. They proved they can do it by the amazingly well written DLC story.

They just need to build upon the basis of the amazing core they had in Fantasy Life on the 3DS and we will get an amazing title that is for sure going to be the game I’m going to play during my whole summer. And it’s going to be the perfect game to relax and enjoy Fantasy Life all over again with a new story and new mechanics. Summer 2024, here I come!

Closing thoughts

When I look at my list this year, I’m quite afraid for my wallet at the start of the year. I think this is going to be a trend in the future. Where we only know about the new games being released in the first part of the year and during April-May, we get a list of games for the end of the year.

There are a lot of games without a real release date like Control 2, the new Indiana Jones game, Persona 6, the next mainline (non remake) Tomb Raider game and the new Bioshock game that’s in development are some examples. Now, truth to be told is that about some of these games we barely know anything. We don’t even know if they are still in development or not.

In any case, I’m just glad that this hobby of mine is still strong and not going anywhere. The upcoming year will bring some amazing titles and experiences that we can’t predict. I could write a generic message here about what my plans are for 2024, but I don’t want to do that.

I just want to enjoy life and how it comes. I know that I’m going to work on my blog and improve it and write more articles about the games I have played. I can also reveal that there are a lot of interesting streams planned with my friend Klamath. Outside of writing and streaming, there are a lot of things in my personal life I’m looking forward too as well.

Next year will be the 14th year I have been writing. Now, truth to be told… I have totally forgotten that this year was my 10th year writing on this blog. I mean, 10 years is quite a lot of time. I have talked about so many games and enjoyed it so much that I didn’t even notice it go by. I only just realized while writing this ending section. So, I have a few things in mind for 2024 and 2025. But, I’ll keep them a secret. Especially for 2025, since then I can celebrate my 15 years of blogging.

So, thank you everybody for the support and enjoyment that 2023 brought. I hope I was able to entertain, inform you, or maybe both. I’m looking forward to 2024, and I hope we can do it together. Have an amazing end of the year celebration and I hope to welcome you in another article and until then, have a great rest of your day and take care.

The top 10 games of 2023 – NekoJonez edition

It’s that time of the year again, where we get our usual top 10 lists or “game of the year” articles. That’s no difference on my blog as well. I have put together a list of 10 games I started playing this year. The big difference is that in my list, I don’t really care about release date. So, what is the best game I have played this year? I have to tell you that this year was anything but an easy year to put together. I had such a long list of candidates, that I created this list several times until I felt that I had a great list. In any case, enough rambling. Let’s get on with cracking my favorites this year. If you want to share your own list and/or your opinions on the games I have chosen and/or on the list itself… Feel free to leave a comment in the comment section down below.

Editorial note: some of these titles are multiplatform. The one I placed between brackets is the platform I played it on.

#10 – Fatal Frame: Mask of the Lunar Eclipse (2023, PS4)

I love games with unique story mechanics. The idea that you can fight ghosts via on old camera is just a perfect description of things that just interest me. Now, Fatal Frame is one of my most favorite horror game series. While I have to be honest and admit that I have played a part of this game before via a fan translation, I’m not really counting that as playing this game before.

This game finally got translated and officially released in the west. And not only that, it got remastered. Besides it being built on a new engine, it’s extremely faithful to the source material. While I haven’t played through this game to completion yet, I’m so glad I picked this game up, and I’m hyped to see new Fatal Frame/Project Zero content coming to the west. Now, I’m just hoping that we get a totally new Fatal Frame 6 in the future. In the meantime, I’m so going to beat this game, so I can finally say that I completed all the Fatal Frame games.

#9 – Tiny Tina’s Wonderlands (2022, PC)

I think that this year’s theme was unique story games. Since, this pick is another example of unique stories. A while ago, I played Knights of Pen & Paper and got hooked.

Now, when I started to play this game where you actually go through a D&D campaign instead of it being told to you and not only that, have the characters talk in their D&D character AND as themselves, I think it’s a complete package.

The charm of this game, and the silly campaign we are going through, is just amazing. It’s a medieval shooter that’s quite addictive and doesn’t hold your hand like other games would do. While I learned after the fact that this game is a spin-off from the Borderland series, especially Borderlands 3… I’m so happy that I played this and look at it as a stand alone. Now, I still have to finish that campaign… So, if you would excuse me after writing this article, I have a game to play.

#8 – PARANORMASIGHT: The Seven Mysteries of Honjo (2023, Switch)

My review

What if you had a unique power that just put everything on its head. Not only that, what if you can use and control folk tales? Well, that’s what this game is about.

It’s really difficult to talk about the story and gameplay mechanics in this game and not spoil several unique twists that this game pulls. You really have to think outside the box in this game. It’s one of those games where I actually had to take notes to make sure I didn’t get stuck.

A lot of planning and play testing had to be done to make this game work. While it has a few issues, I think it all works together quite well. And not only that, we are actually playing a game that’s created together with a museum, and it’s not a big advertisement that takes you out of the experience. So, I have to say that the developers of this game did an amazing job on this one. And if you want to learn more, feel free to read my review. I think if you enjoy visual novel adventure games… You’ll really like this one.

#7 – Doom Eternal (2020, PC)

My review

For years now, I wanted to build a stronger PC. And this year, I finally did it. I built a totally new computer. On my old gaming desktop, I was unable to play Doom Eternal. While I heard that the game was “more of Doom 2016”, I still wanted to give it a try.

And let me tell you, at first… The new mechanics didn’t click with me at all. But, after a few levels… Something started to click together and started enjoying myself quite a lot. I especially loved the feature you can use a totally different skin during this game, and it changes also during the main campaign as well. The cutscenes and reflections are totally changed.

I totally felt that this game was one whole compared to Doom 2016. I loved that we had a hub part where we could unlock more special powers with things we unlocked during the levels. It’s a big improvement compared to Doom 2016 and I love it. I’m so glad I played through it and I gave it a chance.

#6 – Metal: HellSinger (2022, PC)

My review

I don’t like rhythm games at all. But, what if you combine it with a high action game like Doom Eternal? Well, you get this gem of an action game called Metal: Hellsinger.

While not all metal tracks suit my personal fancy, I just fell in love with the gameplay loop of shooting demons and going through amazingly designed arena’s that reward well timed attacks. And it’s also somewhat forgiving for people like me who aren’t rhythmic at all. It’s one of the biggest surprises to me this year.

I played this game not too long after I had beaten Doom Eternal and I was in the mood for a new shooter. I found this in my Steam library and without knowing it was a rhythm game, I booted it up and started playing it. Even when I found out that it was a rhythm game, I kept playing. The game got me hooked. The story was simple, the game mechanics as well. But, the loop is just so perfect and the music fits this game like a glove. Also, the DLC that released after I had written my article adds just so much more on top of the already amazing base game. I highly recommend this game to everybody who is interested in an unique rhythm game where no being rhythmic isn’t a gate keeping mechanic. Interested, feel free to read my review on the game.

#5 – Alan Wake 2 (2023, PC)

One of the main reasons why I loved the original Alan Wake so much is because the story was something I always wanted to play through. What if the story of a writer comes to life and starts attacking the writer. That, without even the writer knowing what’s going to happen in the story.

On top of that, the unique mechanics with the flashlight usage is just the cherry on the cake. This game plays with the themes of light and darkness as if it were nothing. Now, after a lot of years and content in other games… We finally have the next main chapter in the Alan Wake series. We tried streaming this game but we had a lot of technical issues we are trying to figure out. But, I also played this game outside us (Klamath, the_Kovic and I) streaming. And let me tell you, am I glad I built this new computer. It’s highly worth the price of admission. This game is taking the mind bending story telling of the original to a whole other level. While I’m only at the half way point in this game, I can’t wait to finish it so I can experience all the mind bending story this game has to offer. And after that, I still have to beat the other Remedy games and experience the other side stories of our beloved cursed horror writer Alan Wake.

#4 – Resident Evil 8 (2021, PS4)

My review

There is a reason why I write down at the start of the year which games I have played. Otherwise, they risk of being forgotten or just never considered to be put on this list. Yet, this game impressed me so much that I didn’t have to do that.

I found this game for quite cheap on the PlayStation store and I thought, why not? I was able to buy Resident Evil 7 for 2 bucks physical, why not the sequel for cheap as well? When I started to play it back in January and February, oh boy did it not disappoint.

While I haven’t beaten Resident Evil 7 just yet, I can’t wait to do so. Resident Evil 8 was a game I booted up once in a while during the year just to replay parts of it again. I have completed it twice this year. Now, I have been distracted by other games, so I still have to beat the DLC… But, I think that won’t be a problem. I think the next time I boot up my PS4 and this game, the game will hook into me again, and I’ll just keep playing the DLC until I’m done.

#3 – Cult of The Lamb (2022, Switch)

My review

So, when Cult of the Lamb came out, I placed it on my wishlist since I wanted to play it. But at that time, my budget was a bit too tight and I was unable to buy it.

Not too long before leaving on a family trip this year, I bought this game to play during downtime. And this game, just took me by surprise. This charming gem of a game is one of the best games I played all year. It even made me forget that a lot of big titles like Super Mario Wonder, Alan Wake II, Baldur’s Gate 3… all got released this year and were waiting on me to play them.

This game flows so amazingly well and apart from some glitches is near perfection. I have to admit that in several drafts of this article, this game took the number 1 spot. It’s so totally worth the price and it’s going to get a major free content update early next year. That content update got announced a few days after I had written my article about it, talk about coincidence. I can’t wait to see what the new update will bring and maybe I’ll restart my game and create a totally fresh cult and take different decisions compared to my current playthrough. But, I’ll need to be careful… Since it’s totally possible that I’ll be unable to put down this game and ignore all the other games I still want to play. Urgh, the dilemma’s of good games.

#2 – Fire Emblem Warriors – Three Hopes (2022, Switch)

My review

Did you ever play a 40-hour game with somewhat repetitive gameplay and after beating it, told yourself… Yes, I want to play this game again twice just to see the different routes? Last time I did that, I was playing Persona 5 for hours upon hours. This year, I have been playing Fire Emblem Warriors – Three Houses.

I started playing this game early-middle last month and it’s almost the only game I have been playing. It surprises even me, since I’m not that big of a Fire Emblem fan. Yet, the balance in this Warriors cross over hits that perfect balance for me that I keep playing it and just want to fully complete it.

Now, why am I placing this so high on my list? Well, that’s because it feels right on so many levels. The characters are stereotypes, but they are used extremely well. They tell quite in-depth stories and give amazing messages. The gameplay might be repetitive, but is quite rewarding and addictive to do. It also has unique outcomes depending on way you play it. The fact you can carry over so much in New Game+, so you can see the other parts of the story without having to grind for certain pieces is fun as well. And if you are afraid that it takes the challenge out of the game, well… Don’t worry… The higher difficulties are really going to give you a run for your money.

I honestly think that this is one of the best Warrior games I have ever played and fixed so many problems I had with all the previous games. I even tried to pick up Hyrule Warriors Age of Calamity, and I have to be honest… I’m just too addicted to this game for now. It really does something quite unique and I think it’s slowly making me a Fire Emblem fan, since I really want to replay all the other Fire Emblem games in my collection that are sitting there gathering dust. Oh, and maybe give Destiny Warriors a try as well… that too maybe.

Honorable mentions

Master Detective Archives: Rain Code (Switch), Immortals Fenix Rysing (PS4), Venetica (PC), Ark: Survival Evolved (PC), Fire Emblem Engage (Switch), Stray (PS4), Cultic (PC), Escape Simulator (PC), HROT (PC), Dark Cloud (PS2), House Flipper 2 (PC), Control (PC)

#1 – The Legend of Zelda – Tears of the Kingdom (2023, Switch)

My review

Is this a surprise? That my game of the year is the new Zelda title? Maybe. But, this game just grew on me and I had a really difficult time putting this one down.

When I was creating this list, I looked at what the games brought to the table to impress me and make it stand out. Make it different compared to other games and make the experience stand out during the year. While the games on this list had some elements, this game kept having surprises left and right, I couldn’t justify not placing it on number one.

I didn’t think Nintendo would be able to re-invent their open world formula after Breath of the Wild. The fear of the sequel just being a rehash of Breath of the Wild was huge. But not only did they add two new world layers, they completely changed Link’s powers and opened up so much more of this game. As a test, I played some Breath of the Wild this year as well… And I have to admit, that they have outdone themselves. Tears of the Kingdom is my game of the year 2023 for just adding so much more depth and content that it just blew me away and made me quite exited for the future of one of my favorite game series out there. What’s going to be next?

Conclusion

Writing this ending section is always one of the most difficult sections I have to do all year. What do I write in here? A retrospective of my year? That’s possible, but I don’t want to go in too much detail to avoid throwing something private on the internet. Besides that, the main reason why people come to read these articles is because they want to read about the games I have played and recommend playing. I don’t want to look forward to next year, since that’s what my top 10 games I’m looking forward too is for. Of course, that’s the article I’m going to write next, so yeah.

What surprised me most this year is that I wrote fewer articles this year compared to last year, I had more readers compared to 2022. I also felt prouder of all the articles I have written. I feel my quality is finally going up, and I’m finding my way to write and review the games I have played.

If you have read articles from me before, you might know that I work as an IT admin in two art schools here in Belgium. This year, I had several interactions of students and coworkers who bought a game because they read about it on my blog and came to thank me for the recommendation. And I also had other coworkers who complemented me on my writing and said that they enjoyed reading my articles whilst not being into games.

And honestly, that’s what it’s all about for me. I have also said it in the streams with my buddy Klamath. I’m so happy that I have this creative outlet and I can entertain, inform and help others. Not only that, but I have been doing this for over 13 years now, and I can’t wait to see what the future brings.

Each year, I start putting this list together during my summer break. I always think, what games are going to be put on this list? And each year, several games just surprise me. I can’t wait to see what 2024 has in store for me, since 2023 was such an enjoyable adventure. But for now, thank you 2023 for being such an amazing year. It has been the year of rediscovery for me. Like I said earlier, I’m just felt prouder of the things I have been putting out, and I hope you are enjoying things as well. Thank you for the support this year and I hope to see you in the future. So, for now, have a great rest of your day and take care.

First Impression: Metal: Hellsinger (PC – Steam) ~ Rhythmic Doom

SteamOfficial website

While I love music, I’m not that fond of rhythm games. Because, I can’t keep a rhythm for some reason. Especially in games, since my playing style is quite reflex based, and I act on instinct instead of on the beat of music. Anyway, I was scrolling through the games I got via my Humble Bundle subscription and I saw Metal: Hellsinger. I was like: “Oh, a new indie shooter game, let’s give it a try.”. I only noticed that it was a rhythm game after I installed it and booted it up. So, I was afraid that this game wasn’t going to be something for me. Yet, this game surprised me… And in this article I want to talk about it, while I invite you to give your thoughts and/or opinions on the content of this article and/or the game in the comment section down below.

Going to hell singing

In the world of this game, hell is a place where memories are lost. Demons don’t know who they were and why they are down there. Also, because souls are tortured in hell, something is taken away from you. For the main character in this game, the Unknown, that’s her voice. She is out to get it back and travels through hell to defeat the demons standing in her way to get her voice back.

The story in this game mostly takes a backseat for the actual gameplay loop of this game. I’ll talk more about the gameplay later. First, let me talk about the voice acting. The voice acting in this game is pretty good. Since the main character is mute, one of our weapons is our guide and tells what’s going on. The skull named Paz is voiced by no one less than Troy Baker. His performance here is excellent, and it’s a joy to listen to. The other voiced character is the main antagonist of the game, the Red Judge. She is voiced by Jennifer Hale. I have to tell you, the voice acting in this game is well done.

In terms of the story, I’m not going to critique it too much. Because the game is rather short, and I don’t want to spoil anything. Not that this story is going to move you to the edge of your seat, but still. Howlongtobeat puts this game at a runtime of 4 1/2 hours, and I have to say that’s a very low estimate. If you are good at rhythm games, I can totally see this game taking you give or take 5 hours, but if you aren’t the best in rhythm games, I think that 7 to 8 hours is more reasonable.

Now, something I really like in this game is that the cutscenes are mainly lightly animated comic book panels. This makes the art in the cutscenes of this game highly detailed and give it an amazing atmosphere. A few cutscenes are in-game and they look fine. Let me just say that if I had to be real nitpicky that some textures in action moments were a bit rough and stood out from the amazing looking visuals in this game. Thankfully, it’s something that will be noticed if you review games for a hobby or a job, but I’m certain it will be less noticeable if you are just enjoying this game.

The story is mostly told at the start and at the end of each level. The pacing of this game is quite fast because of certain gameplay mechanics. But, more on that later. If it’s too fast for you, you have a codex where you can look up more lore or more information on the enemies and events in the game. These unlock automatically, and you don’t have to go looking for them… Looking at you, Doom

Rhythmic Doom

If I had to describe this game in a few sentences, I have to say this. Take the hectic shooting combat of Doom, combine it with the combo system of Devil May Cry, and mix it with the rhythm gameplay from Crypt of the Necromancer.

In this game, you go from arena to arena and fight a boss at the end. The arenas themselves are combat puzzles where you have to know how each enemy operates in order for you to prioritize the right enemies. Each arena is gets between 2 and 5 rounds of enemies spawned in. In total, you have 7 main enemy types for you to deal with. They get introduced one by one, and you get more than enough time to learn the behaviors of these enemies.

You also have special elite versions of some enemies, and let me tell you… They are the ones you will hate. They are not only stronger than their normal counterpart but also hit harder. I still hate the first elite enemy you encounter. The shield cambions can go and die in a fire. You need to get close to them and strafe around them to get through their shield, but they have a very nasty wide fireball attack that makes getting close to them quite difficult.

Just like in Doom, you can stagger an enemy. When you stagger an enemy, you can glory kill them. Instead of blinking blue, they blink orange in this game. If you press E at the right time, you will fly towards the enemy and glory kill it. If you don’t press E at the right time, the enemy will get up and continue attacking you. Glory killing is important since you can regain some health from it. This is especially handy when you used up all the healing crystals in the arena.

Now, you might have noticed at the top of the screenshots, you have a multiplier. This multiplier is exactly what you assume, it’s a damage multiplier. Like in Devil May Cry, if you keep fighting, that meter will go up. The higher it goes, the better. It’ll slowly go down, so you have to make a mad dash towards the next arena to fight again to keep it high. There are also sometimes power-ups in the arena’s that either double your current fury OR up it to the maximum right away, which is 16x.

Sadly, just killing enemies doesn’t increase the counter. If you look closely at the crosshair in the screenshots, you might start to understand how the rhythm mechanic in this game works. It’s sort of like DDR/Guitar Hero, where arrows come from one side, and you have to hit the right button when they are inside the arrows of the crosshair. The better your rhythm, the more damage you do and the more your fury meter increases.

But, that’s not the only advantage of keeping a rhythm. When you press “R” at the perfect time during the reload animation, you’ll be able to instantly reload your weapon. Now, unlike Doom, you don’t have limited ammo. So, no need to keep in mind which ammo you still have and which one not. You can only take two guns into a level, so choose wisely. Each weapon has their own special mechanics and usefulness and maybe if you die over and over again, you might want to try with another weapon.

Another important gameplay mechanic is the yellow bar you see in the screenshots. This yellow bar is a charge bar. The better you hold the rhythm, the more you charge that bar with that weapon. When it reaches max, you will be able to unleash the special ability of that weapon. For example, for your blade, it’s going ninja on your enemies with extremely fast sword swings. Another example are the dual pistols, where you spawn a temporary clone of yourself, they not only helps you fight but also increases your fury meter.

Now, interesting to know is that you can revive yourself 3 times on the easiest difficulty when trading in some score. This is an amazing feature in my opinion. This allows players with a bad sense of rhythm to play this game without getting too frustrated, but it’s also a punishment. Now, these points are nothing more than bragging rights for the global leaderboard, but it works quite effectively. I don’t know how different it is on the other difficulty modes, since I’m playing on the easy difficulty. There are four of them, with the 4th one being locked at first.

Metal rhythmic

I think that it’ll surprise nobody that for this game, we get a metal soundtrack. On the Wikipedia page for this game, you get an amazing list of all the tracks in this game.

Now, while I do enjoy metal music, I’m not that big a fan when the vocals are just screaming the lyrics into the mic. I just enjoy my music when I understand the lyrics right away without listing closely, and English not being my first language also plays a huge role in that. Thankfully, in this game, it isn’t that bad. There are a few tracks where it happens and most of them are understandable, like in Amaranthe tracks, for example.

The amount of different artists that helped to make this soundtrack by Two Feathers come true is just incredible. Some of these are real earworms, like the main theme and “Stygia ft. Alissa White-Gluz from Arch Enemy”. I think I’ll have to look up some of these bands later, since I really liked their work for this game. Each level has its own theme and the soundtrack fits this game as a glove. There are also two DLC’s for this game. One adds 9 additional songs and the other one adds two songs and some cosmetics.

Let me be honest, I feel that the second DLC with “essential songs” isn’t the best. There are some none metal songs in there and clash hard with the vibe. The other DLC that adds two additional songs and cosmetics is a lot better and a steal for the price. I’m really curious to see what they are going to do next, since when you look at the DLC list in the main menu, there is a third option saying “coming soon”.

The music and gameplay work together quite nicely to bring you a highly addictive arena shooter with a lot of rhythm game elements. Apart from that, the sound design of this game is also quite amazing. The guns and weapons feel amazing to use, and you really hear the impact they have. Now, sometimes the feedback of getting hit isn’t clear enough, but playing a bit with the options fixed that for me.

Speaking about the options, the amount of flexibility this game has is just insane. You can adjust quite a lot to your liking, and you can even totally disable the whole rhythm mechanic from the game. Now, I advise against doing that since the game is quite well-balanced on the easiest difficulty setting, and you can just recalibrate so the audio and video latency is to your playstyle.

Visually, this game looks amazing. While the colors used in the levels can be quite monotone, everything still stands out and everything is quite easy to read during hectic fights. Also, details like the marionete enemies having strings aren’t lost during the hectic gameplay. You can quickly see when you are low on ammo on a gun or when an enemy is hiding or walking behind a wall. You also quickly see exit when you finished the arena.

Each level also has it’s own unique visual presentation. From a snowy arena to an big church… Each level looks different and looks amazing. A lot of memorable set pieces. I loved the mine level where you always came back to a similar room and had a lot of different fights. Also, the visuals change whenever you are in a higher fury counter. A lot more fireworks are displayed with some more animations.

In terms of animations, these just add to the atmosphere. Attacks are quite well telegraphed and with the quite responsive controls, I rarely felt that taken damage wasn’t my fault. Also, the green glow healing crystals give off, makes them easy to read as well. Something I also love is that you can see the top of the Unknown’s wings when you double jump. There are a lot of details present in this game without the UI and the screen becoming cluttered with information. Oh, and in terms of the animations as well, the animation of the main character in the main menu, oh boy. The way she throws you the peace sign and flies off when you click on the exit button or when she looks at the skull when you look at the codex, just wow. The charm while staying true to the setting is amazing.

Something you need to be careful of is that there are no mid-level saves in this game. One time I had the bad luck that just before a bossfight, Windows Update decided to reboot my PC. When my computer rebooted and I restarted the game, I had to restart the level. Thankfully, the levels are rather short so it isn’t that bad. The game saves automatically when you beat a level so we don’t have to worry about that one.

Something else to keep in mind is that healing crystals can be destroyed with one simple shot. And yes, they despawn quite rapidly. So, stay aware while fighting since these healing crystals are really needed in this game.

I have been mostly praising this game, but are there any negatives I can say about this game? What is this game doing wrong? It’s not the extremely stable frame rate, since I haven’t seen any slowdowns while playing this game. Most of my complaints about this game are rather small in the grand scheme of things.

The first minor complaint I have is that actually preforming a glory kill is quite unforgiving. If you are even a little bit off, you get denied. Thankfully, you get that information quickly with a visual and sound cue. But, still the amount of times I was off by just a few milliseconds and got denied, is frustrating.

The second minor complaint I have is about the default controls. Your blade is the first weapon you have and let me tell you, with the font useed, you barely see the difference between É and E. So, it took me some time to realize I had to press 1 on my number row instead of E… Just show the number keys too on that small icon.

Apart from going for a higher score or finding the hidden coat of armor for more additional bonus goodies, there isn’t a high replay value. Also, the UI before you enter the level gives you the impression that you need the sigils … while you don’t need them at all.

Sigils are bonus challenges that can unlock additional perks but unlike Nightmare Reaper these are anything but essential to finish the game. I only finished my first Sigil after I had beaten one of the final three levels. Yet, they are a fun challenge to challenge your skills with the game with an unique twist. They are also timed as well.

The third minor complain I have is how semi-aggressive the DLC is promoted. “Unlock by buying the DLC”. But on the other hand, I totally understand that the company needs to make money and promote that the DLC exists.

My final minor complaint is that as soon as you have found your two weapons, you are set. Apart from when they are introduced, there is no reason to use them anymore. It’s a shame since all them have unique and nice gameplay styles. Do yourself a favor and change up your weapons sometimes.

Honestly, I’m having a hard time finding negavites with this game. Most of the negatives I can say about this game are rather minor and don’t detract from the amazing gameplay loop. While I can totally understand that this game can feel repetitive to some, I feel that the gameplay loop and unique arenas are addictive enough to stand up on their own two feet.

I’m surprised that a rhythm game is this much fun and provides challenge for every playstyle. Even when you can’t keep rhythm like myself, you can still enjoy this game. You can also disable the rhythm mechanics completely. You’ll be able to experience the whole game but not be able to submit your score to the leaderboards. But, like I said earlier, you’ll miss out on one of the fundemental mechanics that make this game so much fun to play.

I highly recommend this game to everybody who enjoys action/shooter games. Especially if you enjoyed games like Blood, Nightmare Reaper, Quake or Doom. Do be warned that this game is on the short side, but is in my opinion totally worth full price. The amount of polish and care that has been put into this game is fantastic. At first I was afraid that this game was going to frustrate me like all other rhythm games do, but this game is polished to a fine diamond that really makes me want to stay in rhythm since it feels so rewarding to finally beat my score.

And with that said, I have said everything I wanted to say about this game for now. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another one but until then, have a great rest of your day and take care.