Category Archives: PC Reviews

Pathologic 2: The Marble Nest – Review


Disclosure: To aid this review a copy of  Pathologic 2 was provided free of charge by tinyBuild


“Birdies… Birdies…

Gather ye here around the marble nest”

These haunting words catapult you into the unforgiving world of Pathologic 2.  Lashing rain and hooded figures beat at the old windowpanes as you stumble around a decrepit house swamped in death and decay. Your adventure begins here.

A re-imagining of the cult classic thriller Pathologic, Pathologic 2 preserving the excellent atmosphere of it’s predecessor through its unapologetic brutality. In equal parts difficult and rewarding, Pathologic 2 made no compromises for the modern gaming audience. Its open world operated on a strict time limit. Playing through 12 days of finite events created an unbelievably intense sense of panic and dread.

You must constantly choose which events to prioritise and which ones to miss, often times having to balance your need to evade the ever-present threats of starvation and sleep deprivation against the pressing knowledge that if you are absent for a story crucial event, life goes on without you and it is gone forever.

Inspired by Russian folklore, the world of the Steppe is as beautiful as it is bleak. A seamless blend of both Western and Eastern culture presented in a deliberately ambiguous time period, each line of cryptic dialogue and archaic custom has you feeling like a complete outsider. A cultural stranger who is at often times tolerated rather than welcome.

A malevolent plague ravages the town. Every character can and, without your intervention will, die.

With a stand-alone story designed to compliment the plot of the main campaign, The Marble Nest is a welcome return to gaming’s most Gothic world.

You play as the noble scientist Dr. Daniil Dankovsky. Presented with a grisly premonition of imminent doom and destruction. Whether you will fulfil this vision by sitting idly by as world around you to succumbs to the all-consuming plague or struggle against time itself to try and change your fate is entirely up to you. Whatever your choice may be, the game constantly reminds you that there will be “no happy endings”.

Graphically, The Marble Nest is as stunning as the base game. Utilising the same map and sharing many assets means Pathologic 2‘s trademark visual style and its world’s distinctive architecture is completely preserved. The unique visual style is accompanied by a fantastically atmospheric score, filled with tracks of folk chanting and the gonging of funeral bells.

Unusually, The Marble Nest seems geared toward series newcomers and with a greatly decreased difficulty in addition to a much shorter running time, this DLC does seem like the ideal place to start. Its stand-alone plot only loosely ties into the events of the main game and can certainly be wholly appreciated on its own merit. That is not to say it doesn’t hold value to returning players, in fact a more relaxed reintroduction to the Pathologic universe is an excellent way to prompt an additional play-through of the main game.

The Marble Nest is the epitome of short and sweet. An excellent experience despite its condensed length, The Marble Nest presents ample obstacles to overcome, fights to struggle through and dark secrets to uncover to successfully deliver an impactful narrative with enough punch in its poignant ending to stick with you for years to come.

If you’re interesting in picking up Pathologic 2: The Marble Nest in time for Halloween, it is available on Steam later today. You can view it by clicking here.

Gibbous – A Cthulhu Adventure – Review


Disclosure: To aid this review a copy of Gibbous – A Ctuhulhu Adventure was provided free of charge by Stuck in Attic


Summer is practically over and as everyone knows, it’s now time for humanity to celebrate it’s customary spooky season by scaring the hell out of each other with spine-chilling stories, frightening films and ghostly games. If however the current state of the environment/politics/imminent global conflict etc. has you terrified enough already it might be wise to stick to things more funny than fearsome. That’s exactly where Stuck in Attic‘s point-and-click Gibbous – A Cthulhu Adventure comes in.

The plot of Gibbous – A Cthulhu Adventure centres around a weary student trying to revert his newly enchanted cynical talking cat to a state of silence by undermining the work of a charmingly inept cult, rescuing a kidnapped detective all while saving the world  from certain doom while he’s at it. If this sounds a little bit mental – it really is.

This story is told through the perspective of three interesting protagonists; the kidnapped detective Don – armed with his delightfully cliche gravelly tones and spouting constantly lamenting dialogue, the half-Romanian student Buzz and the imaginatively named cat Kitteh. You are given a good amount of time to get to know each character, and when the game eventually end you’ll find yourself quite sad to see them go.

As the name would suggest, Gibbous – A Cthulhu Adventure is heavily inspired by the works of horror legend H.P Lovecraft and the dialogue delights in making references to the source material – even lovingly cracking a few jokes at its expense. Despite its clear influences Gibbous – A Cthulhu Adventure feels very stand-alone, and thankfully avoids the over-reliance on its source material  – an easy to fall into pitfall that has ruined many parodies. This is thanks to the  great deal of work that has clearly gone into crafting a solid plot and presenting a unique and engaging world.

Rather than taking the easy route and lazily rehashing a Lovecraft setting, Gibbous draws from the overriding themes present in the locales of his work and transfers them to the new setting of the developers’ homeland; Transylvania. From the ancient tightly-nit houses of Kingsport to the isolation and decaying wooden walkways and huts of Innsmouth your favourite Lovecraft motifs are still here, but presented with the reinvigorating dash of a new cultural influence.

Artistically, the whole game is a marvel. With beautifully hand-drawn background stills showcasing moody Gothic interiors bathed in softly glowing candlelight leading out onto mazes of arched houses under a rich dusk sky. Cut-scenes are too hand-drawn and extremely reminiscent of Disney animations in all the best of ways.

The voice acting is also, for the most part, superb; with the few times where it wavers actually helping to add to the point-and-click charm.

One unfortunate area where the game’s overall visual excellence falters would certainly be character’s mouth animations which seem to bare very little correlation to what is actually being said. Although a minor gripe, seeing characters’ mouths flap open and closed wildly like an excitable goldfish for a couple of seconds before a line has started and after it has ended is a little distracting.

Gibbous triumphs as a successful comic work. Although the art of laughter is certainly subjective, there are many moments throughout that I feel could bring even the most hardhearted individual into a guffaw. The fast-paced delivery and the fact that almost every line of dialogue is jam-packed with jokes and pop-culture references one after another keeps things from becoming too awkward when the lines occasionally fall a little flat.

In typical point-and-click fashion, the game is structured with occasional puzzle solving throughout. With a small item pool in your inventory and (very unusually for a point-and-click game) developers that actually understand how trains of human logic run,  these puzzles can be solved with no real hassle. I’d say they were even a little too easy – even for a person as embarrassingly bad at puzzles as I am. I was actually a little shocked that by the credits of the game I hadn’t needed to look at a tutorial even once. This certainly isn’t a game for those yearning to self-inflict pain trying to solve incomprehensible dilemmas Monkey Island style.

Despite it’s lacklustre puzzles and slightly bumpy edges, Gibbous – A Cthulhu Adventure successfully tackles an ambitious blend of H.P Lovecraft’s hair-raising cosmic horror and the campy comedy characteristic of the ongoing rival of the point-and-click genre with an admirable level of finesse. For Lovecraft fanatics playing this is a necessity and, thanks to its accessibility in the fields of both comedy and puzzle design, it’s a title I would recommend to casual players looking for a game to play this Halloween – one that’s a little more sweet than scary.

Definitely give Gibbous – A Cthulhu Adventure a look on the Steam Store by clicking here!

Morphies Law: Remorphed – Review


Disclosure: To aid this review a copy of Morphies Law: Remorphed was provided free of charge by Cosmoscope GmbH


To say Cosmoscope‘s Morphies Law fell victim to Murphy’s law would have been a fairly ironic turn of events – and it was very much almost the case. In spite of a lacklustre Nintendo Switch launch, Cosmoscope admirably kept hard at work acting readily upon player feedback and nurtruing the game’s strong core fanbase. Almost one year later and Morphies Law has finally relaunched (or Remorphed) and accompanying it’s new PC release is a whole host of fantastic new features.

It’s not hard to say the concept behind Morphies Law is a very unique one. You shoot your enemies, or even your allies, to absorb their mass and grow and you lose your hard earned mass when hit. It sounds extremely simple, but the gameplay houses a surprisingly great deal of depth.

For one thing, matches are inherently self-balancing. The best players of either team will naturally become the biggest having absorbed the most enemies. A bigger body makes them bigger targets and a bigger target is one that can be hit more easily by a less skilled and less accurate player. Every match of Morphies Law plays quite a lot like the Call of Duty series’ Juggernaut gamemode, and it’s an awful lot of fun.

The goal of a match isn’t always just to gain the most mass either. Your aims vary drastically between game modes; from the most basic  “Morph Match”, a weight based take on a common deathmatch, to the manic “Head Hunt”, a pandemonic bid to capture your team’s misplaced giant head.

Mass also affects the capabilities of your “Butt rocket”, a rectal take on a jetpack, which, on the contrary to my basic understanding of physics, seems to become far more effective the heavier you are. Your size can also change the routes available to you while you navigate your environment. Huge morphies can jump to high vantage points and even trample over powerful fans which would send less fortunate lighter players flying to their deaths. Being small also has some perks, allowing you to dash in between the legs of enemies and find hidden tunnels through which you can scurry like a pesky neon-painted mouse.

A morphie high up in the food chain

The extremely fun gameplay is accompanied by a set of fantastically designed and delightfully varied maps. Although in the original release a few of the maps were veering a little towards the annoying side – seriously, as cool as fighting on an oil-flooded tanker sounds, the sliding around did get pretty infuriating – the Remorphed update has addressed this, and even added a few new sites to explore.

The refined version of the original maps and the all new ones added in Remorphed each bring their own unique set of hazards and a distinct theme. One match you could be exploring an ancient Aztec temple whilst the next takes you to a western town that is constantly sinking into quicksand.

Although very different, each map still adheres to the game’s great overall art style; a colourful day of the dead pastiche with plenty of cacti and neon lighting. The game’s soundtrack is a fittingly over-the-top mix of Mexican melodies, which can be pretty catchy at times. If your character’s stock aesthetic of full skeletal body paint is a little too subtle for you, can dive into the game’s host of extensive customisation actions.

One can change the body and face paint with presets, or even use the more in-depth editor to mix and match to create your own whacky design. Even animations can be customised by choosing new emotes or match introductions. Most impressive of all is the weapon customisation system, which has you combining two parts (a primary fire and a secondary fire) to create a gun that is utterly unique to you. Additionally, the new weapons added in Remorphed all make solid additions to your arsenal and are certainly appreciated.

Levelling up grants new weapons and piñatas, which are the game’s crate system. By hitting open piñatas you can obtain cosmetics. You’ll be pleased, no doubt, to hear that there are absolutely no microtransactions in sight as the crates and currency, metal nuts, can be gained solely by levelling up completing quests.

On a technical level, optimisation is good with the game running well on the Nintendo Switch whilst looking decent and running extremely smoothly on PC whilst looking a little nicer. The menus look good and are easy to navigate and UI is clean and can be understood readily at a glance. One thing I would change is the game’s current hit sound. The current one is a tad underwhelming – being a little twinkling noise – and something with a little more “oomph” wouldn’t go a miss.

The game supports cross-play between the PC and Switch which is good at bolstering player numbers. For when you want a little alone time; you can always have a blast with the game in configurable offline modes with bots.

Overall, although the original Morphies Law was a good idea hampered by a lack of refinement; Morphies Law: Remorphed is a good idea perfected. With very strong and unique gameplay, that has only improved through the frequent developer updates, Morphies Law: Remorphed is a constantly evolving shooter that you won’t want to put down and gains a strong recommendation from me.

As a nice little bonus, try out Morphies Law: Remorphed for free by downloading the hilarious Steam Demo here. If you fancy a less flatulent version, you can buy the full game on both PC and Nintendo Switch.

BIGFOOT – Early Access Review


Disclosure: To aid this review a copy of BIGFOOT was provided free of charge by CyberLight Game Studio


“Bigfoot” is a name that will certainly strike fear into the hearts of hikers, park rangers and anyone who has ever accidentally flicked on to the Discovery channel after midnight. The ancient ape has been the star of numerous media exposés over the years, most famously with the TV masterpiece Finding Bigfoot which, even after 12 seasons, is yet to live up to its name. It’s only natural I suppose. Bigfoot is, of course, far too elusive to be caught, as evidenced by his successful evasion of the hordes of armed rednecks, I mean, highly qualified Bigfoot researchers that have been relentlessly pursuing him for decades.

I am only jesting of course; Bigfoot is undeniably fictitious – a fact of which I am certain that, deep down, even the most ambiguously qualified Discovery channel “Bigfoot specialist” is aware. In spite of this fact, it’s still undeniable that to wonder about the existence of the impossible is fun and to search for it is even more so. Perhaps it’s simply down to mankind’s primal desire to hunt something truly dangerous, or maybe just an act of escapism to try and free ourselves from the cushy constraints of suburbia with which we are bound throughout our lives.

BIGFOOT‘s banner art certainly showcases big feet

Whether performing daring bank heists or fighting aliens in invincible power armour videogames have always been an excellent medium with which one can experience the impossible. It seems a miracle that until Cyberlight Studio‘s 2019 title BIGFOOT, no videogames have capitalised on Sasquatch hysteria and presented audiences with a way to truly accomplish the impossible; a way to capture Bigfoot.


In 
BIGFOOT, intrepid investigators are tasked with locating four missing persons and foiling Bigfoot’s hijinks in one of two fictional National Parks: the densely forested Ross Lake in Arizona or Alaska’s snow-drenched Glacier Bay. Players can venture out on their quest alone or join up to four friends in an online match.

Taking out Bigfoot is not an easy task but, luckily, if players choose the Ross Lake map they are accompanied by a groovy and appropriately Scooby-Doo-esque camper van which is decked out with the very latest anti-Sasquatch gear. Hunting rifles, tacking bullets, flare guns, traps, tents and night-vision goggles are all there as you would expect although far more interestingly you are also provided with a set of eight motion-detecting remote cameras, a pilotable drone and a tablet with which to control them.

These high-tech gadgets form the crux of BIGFOOT‘s gameplay, which has you exploring a huge map in order to locate the missing, who have been unsurprisingly brutally murdered, whilst also hunting local fauna to make bait and setting up cameras and traps. It’s important to not get too carried away on your scout’s adventure however, losing track of the time and getting lost after nightfall is definitely not something you want to be doing.

Once back at your campervan you get to huddle up in your corner of choice and sit watching the cameras through your tablets on tenterhooks to see if your day’s preparation will pay off. Things actually get quite scary, as the sheer quietness of the surroundings, with only the crunch of leaves and the creaking of trees, begins to slowly but surely put you on edge. The camera’s beeps, which sound upon any detected motion, will send you scrambling in a panic to your tablet to desperately try and flick through the feeds in order to find the source – usually just a stray squirrel.

Things are even scarier still at Glacier Bay, which has players begin with almost no starting gear and, worse still, no comforting camper van. Instead, players have to venture into the forest completely unable to defend themselves in a mad rush to find as much equipment as they possibly can in the various desert log cabins strewn about the map.

Once you’ve finally trapped Bigfoot a couple of times, and unloaded about two hundred rounds of rifle ammunition into his posterior, his huge health pool reaches zero and it’s time to tie him up and triumphantly drag him back to your spawn area where you’ll be able to cage him and ship him off to tour zoos around the planet and be gawked at in disbelief by generations of tourists to come.

One of BIGFOOT‘s best gameplay qualities is that it does a great job of letting you know that you’re never really safe. As a player you’re always open to attack and your precious camper van or cosy little tent can’t do very much in the way of protecting you against an eight-foot tall beast. Your fear of the creature is further heightened by the solid map design, with dense forests that are very good at shielding him from view – often leaving you with only a brief glimpse of your furry attacker.

The blood-soaked human remains that can be found in buildings around the map are also an excellent way to provide a minor scare and help build a high level of suspense which, by your first encounter with Bigfoot, has reached almost tangible levels.

On the graphical front, BIGFOOT looks good. You are surrounded by lush and rich green flora, accompanied by some excellent sun effects and a set of sharp textures all powered by Unreal Engine 4. The game’s optimisation has also constantly improved throughout the title’s course of early access and the game runs very well without experiencing any sudden crashes even in multiplayer matches.

Slightly less good are the game’s animations which, although satisfactorily conveying the actions that they aim to convey, seem a little stiff at times and could use a little more work. In a similar way, the text in the game is also a little bit off, whilst there are no egregious errors and it conveys everything it needs too, the UI and loading screen text is sometimes phrased a little weirdly. Do bear in mind that the game is still in Early Access and due to the developer’s track record of frequent and very substantial updates, I am certain that these minor issues will be resolved by the time of a full release.

With an excellent premise, demonstrably great gameplay and positive developer input that helps moves the game forward every few months, BIGFOOT is an excellent title to pick up even in early-access. With friends or solo the gameplay experience is the pinnacle of gripping, delightfully tense and overall an awful lot of fun.

Pogostuck: Rage With Your Friends – Review


Disclosure: To aid this review a copy of Pogostuck: Rage With Your Friends was provided free of charge by Hendrik Felix Pohl 


Pogostuck: Rage With Your Friends places players at the foot of an insurmountable mountain and has you both struggling to climb innumerable obstacles and battling a challenging set of deliberately obtuse controls all in an attempt to drive you to new physical heights and new emotional lows.

Pogostuck isn’t the first title of the rejuvenated mountain-climbing genre, taking clear inspiration from 2017’s surprise mountaineering hit Getting Over It with Bennett Foddy. For those who choose to abstain from being battered repeatedly by the latest online fads, or are otherwise just somehow unaware of its rise to fame, Getting Over It centred around a man stuck in a pot attempting to climb a mountain with the world’s slipperiest hammer, accompanied by an equally slippery control scheme. The game could potentially last forever, provided you could never master it enough to finish, and with no way to save your progress, it cruelly required completion in a single sitting.

Inevitably, the game was a huge hit with internet content creators with avid fans flocking to see their favourite YouTube-rs or Twitch streamers torture themselves with the impossible task. The game was after-all at its most fun when played with someone else; seeing the highs and lows of the journey but without requiring the commitment to sit down and finish it in one go. Not to mention that, despite the occasional bit of in-game narration, playing Getting Over It solo was a pretty lonely experience: just you and your pot for company.

Whilst it would be easy at surface glance to dismiss Pogostuck: Rage With Your Friends as a meer rip-off, swapping out the pot and hammer combo of Getting Over It for a small man and pogo-stick, that would be giving Pogostuck a grave disservice. Pogostuck is actually more the natural evolution of Getting Over It‘s gameplay.

Pogostuck takes the original concept behind Getting Over It, first seen in an old gamemaker game entitled “Sexy Hiking”, and presents it with a new unique spin. Whilst you are still indeed scaling a mountain, you are doing so on a pleasingly springy pogo-stick which, when you get the hang of it, turn out to be far more fun to manoeuvre than the hammer ever was.

The game is easier than Getting Over It and Sexy Hiking although that’s not to say its “easy” per-se, and you’ll still be faced with a steep challenge (pun intended), but it certainly feels fairer and much more balanced. Although the difficulty curve is still practically as steep as the mountain, being permitted the ability to quit the game after a particularly annoying missed-jump and then relaunch it to continue seamlessly after your anger has deflated days later certainly makes the experience more relaxing. This sense of relaxation is further boosted by the cute, colourful art-style and soft cartoon-like sound effects. Although the ingame UI is at first pretty obtrusive, taking up most of the screen, it can thankfully be configured and disabled in the options menu.

The main draw to the game is of course the multiplayer. Pogostuck is inherently far less lonely than its counterparts. Even if you don’t have a friend with the game to connect to directly and try and race to the top, the game is always online – and you’ll constantly be running into other players who are too trying to make their way up the impossible hill. Whilst there is no way to directly interact with other players, it is always fun to run into someone, exchange a few courteous greeting jumps before starting a mad dash for the next disembodied ledge.

This multiplayer element also feeds into the excellent progression system, which grants XP for every inch of mountain you climb. This XP accumulates and unlocks various cosmetics. With plenty of sticks, trail effects, clothing and headgear to choose from, there are plenty of combinations which will both flaunt your progress and help you stick out from the crowd.

Although it’s certainly not as hardcore in its presentation or gameplay as other games in its genre, Pogostuck: Rage With Your Friends, is still a good challenge. A challenge that is elevated by a solid progression system and the glittering potential for endless enjoyment in online gameplay creating an experience which is deeply rewarding. If you were a fan of Getting Over It or Sexy Hiking, or want a lighter introduction to the world of relentlessly hard games, Pogostuck: Rage With Your Friends is an essential purchase.

If you feel like picking up a copy to torture yourself or some buddies (why not even both!) you can click here to visit the Steam page.