Letter Quest: Grimm’s Journey Remastered (often referred to as Letter Quest Remastered) is a word-assembling RPG where you defeat monsters with your vocabulary, your scythe, and bacon.
I was introduced to LQR by two of my friends, who assumed that I would enjoy its celebration of verbal geekery. I’m happy to say that they were correct.
In LQR, titular young reaper Grimm must battle though the foes who are blocking him from his desired treasure … pizza. Battling is carried out by finding words in a board of Scrabble-style letter tiles; your score for each valid word becomes damage to the current enemy, who will then retaliate with attacks of their own. Each defeated enemy and completed quest awards Gems, which you use to strengthen Grimm’s selection of scythes and to buy skill upgrades and equipable books that offer bonuses.
Imagine flying a Wipeout-style ship along the musical ribbon from Vib-Ribbon, while dodging lasers, while playing a twin-stick shooter at the same time, and that almost sums up Aəero.
Aəero is part of a new generation of indie rhythm-action games that has sprung up since the over-saturated -Hero games met their demise and Beat Saber took VR gaming by surprise. It shares two foundations with other experimental rhythm games; a blend of various gameplay styles, and an aim of creating flow-inducing multi-sensory experiences. However, my first few minutes with Aəero felt more like a sensory assault. After reducing my TV volume, lowering the in-game volume to 40%, and lowering the vibration strength to minimal, I could then dive into its challenging and immersive gameplay.
The core gameplay of Aəero is balancing the duelling roles of the left and right analogue sticks. With the left analogue stick, players follow the ribbon of white light that traces out each song’s most salient melody. The ribbon can soar and fall with the singer’s pitch, or swoop and spiral to follow synthesizers and bass. For me, the most challenging songs are the ones which quickly swap between delicate adjustments and larger jumps or spirals. When the ribbon isn’t on-screen, players instead use the left stick to avoid obstacles and fly through narrow gaps in routes interrupted by burning lasers or crushing platforms. The right stick controls the aiming reticle, which players use to target enemies and projectiles, while the right trigger fires the ship’s laser beams.
As Dear Esther begins, the protagonist stands at the entrance to a deserted island quickly revealed as being in the Outer Hebrides. Behind the protagonist is a short concrete path leading into the ocean. I promptly walk them into the ocean (for science, of course). As a result I discover some of the island’s mystery within seconds of playtime. My screen fills with indistinct images and pulses like a heartbeat, while the narrator’s own voice whispers “come back…”, before the protagonist reappears at the starting point. After walking into the ocean again to see if any of the environment changed as a result, and only unlocking an incongruous-seeming achievement for drowning, I start to actually play Dear Esther.
While I’ve played other Environmental Narrative Games before, I’ve somehow never played Dear Esther nor had its story spoiled. So I wasn’t sure what to expect from the game that brought ENGs into mainstream discussions.
Spyro 2: Gateway to Glimmer was the first game I recieved with my PS1, and also my first 3D game, so this is a nostalgic revisit for me. (As it’s named Ripto’s Rage in the Reignited Trilogy, I’ll just refer to it as Spyro 2 here). It was also one of my favourite games – I remember enjoying Idol Springs and Crystal Glacier, and finding the summer and autumn home worlds incredibly peaceful. I don’t think my 7-year-old self ever reached the final third of the original game, as it was mostly unfamiliar. This time, however, I beat Ripto at 98% completion after about 13 hours of in-game time, then reached 100% at about 14 hours (blame the Fracture Hills level for that delay!).
The major difference between Spyro the Dragon and Spyro 2 is revealed in the first cutscene, which shows off a more detailed story taking place across a larger set of worlds and also introduces you to allied characters who need Spyro’s help to take their homes back from antagonist Ripto.
I’ve been taking my time with the Spyro Reignited Trilogy, as I wanted to enjoy each game fully without rushing them and without worrying about getting a specific completion % or making review notes along the way. I didn’t want to ruin my own experience in any way.
After completing most of Spyro the Dragon and Spyro 2, taking a break, then returning a few months later, I reached 120% completion in just over 12.5 hours of playtime. So here are my thoughts on Spyro’s renewed debut.
I didn’t remember much about the original version of Spyro the Dragon, as I played it after the second and third games, and found it less interesting in comparison. I remembered some early world themes, and the general plot of Gnasty Gnorc turning the other dragons into crystal statues, but much of the game was new to me.
The gameplay in Spyro the Dragon focuses on rescuing the crystallised dragons while collecting gems and dragon eggs. 5 dragon homeworlds are hubs that each contain portals to 5 levels: 3 standard levels based on the homeworld aesthetic, a timed flight level where you fly Spyro through obstacles, plus a boss level. The sixth homeworld, inhabited by antagonist Gnasty Gnorc, contains the remaining levels and final boss fight.
I rarely pay attention to upcoming games, because I dislike the media hype-to-disappointment cycle that comes with every new game. But a new version of Crash Team Racing, a game that my childhood self absolutely loved, was guaranteed to hold my interest. However, I worried that it wouldn’t be remade fairly – that CTRNF would be forced to take on the often-harmful baggage of modern gaming.
The original CTR was techically short but absurdly replayable. You could simply win each race once to reach the final boss and so nominally finish the campaign mode in 3 hours. But mastering CTR required learning the tracks inside and out to complete the challenging token races and devilish Relic races.
To me, any attempt to force attention-manipulation mechanics like season passes and time-gates into CTRNF risked ruining this tight design and its quality-over-quantity nature. So I’m disappointed that Activision and Beenox have followed the convention of including seasonal “content roadmaps”, time-locked shops and item rarity tiers. I’m happy about the prospect of continued interest and additional racers, but Activision’s attempt to shove the lifecycle mechanics of a looter-shooter or an RPG into a kart racer is shortsighted and unnecessary.
So from here I’m going to pretend those extras don’t exist, and focus on the game itself. Thankfully, the game is everything I hoped it would be.
While I generally find kart racers fun, I wouldn’t call myself a serious fan of them. Two exceptions to this are the original Crash Team Racing, which was one of my favourite games as a child, and the thoroughly enjoyable Sonic and All-Stars: Racing Transformed.
Although Team Sonic Racing (TSR) was made by the same development team as Racing Transformed, Sumo Digital, I was pessimistic about it before release.When I briefly played TSR at EGX 2018, I felt like it might be unable to differentiate itself from other kart racers. At the time, my opinion was: “Sumo Digital promise that unlockable parts will let you change your car’s looks and performance, but that’s just not the same as turning your car into an aeroplane.”
I wanted to be proved wrong, but unfortunately I can’t say that the game has done enough to change my mind. Before I follow that train of thought, I’ll explain what TSR actually is, and what it does well.
This is another tag-team review from me and Adoboros; he handled the controls of Tyler: Model 005, while I helped to solve the puzzles. This review has gameplay spoilers and minor story spoilers.
During its opening sequence Tyler: Model 005 (which I’ll shorten to TM5) presents itself as a charming puzzle-platformer with a sympathetic main character — dormant robot Tyler, who wakes up confused and amnesiac after an electrical surge.
Your job as the player is to explore the house which Tyler awakens inside and to figure out what’s going on, solving environmental puzzles to access more of the house and turn on more light sources. Tyler is tiny enough to hide inside a coffee cup, making even small rooms seem vast to him, so the game’s setting isn’t as cramped as you might expect from its description.
Even though I’ve previously enjoyed playing Borderlands 2 and Borderlands: The Pre-Sequel (via co-op), I could never say the same about the original. In solo attempts, I would get stuck at about 10% campaign completion because I couldn’t navigate through the open world. Playing with friends often failed due to lag and frame rate issues. However, after twofriends who adore the series both gave me rave reviews of Borderlands: Game Of The Year Edition, I joined them to try a co-op campaign again.
As there was already a Borderlands: Game Of The Year Edition in 2010, I found the name re-use illogical, especially as the 2010 release is still on sale. To avoid confusion, I’ll use Borderlands to mean the series/games in general, “the original Borderlands” to mean the 2009 release, and GOTY to mean the 2019 release. But that’s a minor issue, so I’ll get on to the actual game.
Because GOTY is a remaster rather than a remake, the core gameplay, mechanics and plot are left untouched. The story retains its sparse exposition, as well as its odd pace – it still idles for most of the game then jumps to its full intensity during the last half hour. But the impactful gunplay, chaotic elemental effects, irreverent dialogue and deranged enemies are just as entertaining as in the original Borderlands. Customising your character’s build in co-op to get full-team boosts and combine each player’s abilities allows lots of opportunities to experiment with setups and weapons (and plenty of comedy from Brick’s melee adventures).
Full disclosure: due to my ineptness at puzzle platformers, the helpful Adoboros handled puzzle-solving, while I watched and occasionally gave him useful ideas.
When launching The Swapper, the first thing I noticed was its atmosphere (pun not intended). It’s not horror-game-tense or oppressive. Instead it’s somber and melancholy, a tone I’m unused to seeing in games. The next thing I noticed was its uncommon style. Every location and character model was hand-made in clay then digitized through photographs to create a unique world. It’s diffcult to understand just how much work went in to crafting the game, especially as it runs at 60 frames per second.
The Swapper opens as a lone astronaut is ejected into space inside an escape pod. When the pod lands, you take control of the silent astronaut, and start to explore the doomed spaceship Theseus. The remaining crew are hiding in a sealed chamber, so your path is isolated and your exploration uninterrupted … until the scenery starts asking philosophical questions.