I’ve been frequenting roguelite games ever since I first ran Rogue Legacy on my crappy laptop in 2013. The prospect of coming back to a game time and time again and getting something new out of it is the ultimate sign of replayability. With every impending death comes a gameplay tactic or two learned, increasing your chances of success in future runs. The genre is currently in a renaissance as Hades captured the hearts of thousands last year, earning the top spot of many GOTY lists. I have dozens of roguelites wishlisted on Steam that I’ll eventually get to, but for now, I’m keen to take a look at Orbital Bullet – one with a clever gimmick and a heap of polish despite it being in Early Access.
Getting into a roguelite is a bit of a challenge. There’s always a learning curve, a necessitation to figure out how the game operates, and how to make the most of a run before you’ll almost certainly perish – typically in the early-goings. Orbital Bullet gives you quite a bit of health to work with, but is home to blistering-fast enemies that are merciless. You’ll have to learn patterns and remind yourself to dodge just as much as shoot/pounce. There’s a welcome variety in enemy types, weapons, and skill trees, in addition to randomized perks, level layouts, and more to sufficiently provide the player with a new experience each time.
Combat entails both shooting your enemies with the option to bounce on them Mario-style. I found myself particularly loving the boomerang/bola gun, fitting in two powerful shots at the cost of one trigger pull. Mixing this in with ample traversal and getting around to dodging enough made for a strong run where I got through several biomes. Getting health refills after floor clears sure didn’t hurt, either! As far as roguelites go, Orbital Bullet is quite forgiving in how much damage you can take; this isn’t a bad thing, as I love feeling strong in video games.
Orbital Bullet‘s score is absolutely massive – the instant you get past the tutorial, it ramps into high gear. I’d love to have shared it in the video below, but my amateur nature tuned the game audio too low, so enjoy it within the announcement trailer above. As far as weapon sounds go, it’s pretty standard fare of bangs and booms – the music is the highlight here.
Opting for a cross between pixel and realistic aesthetic, Orbital Bullet boasts pretty colors and makes great use of them with compelling terrains. There’s a vast difference between biomes as you progress through levels, not just being the same thing nonstop. Bright colors accompany your shots and enemy clears, all moving along quickly with the refresh rate of your monitor (in my case, with 0 slowdowns at 144fps.)
So, why should you play it?
You enjoy visceral, tight action-platforming gameplay.
A bangin’ soundtrack is your ideal background to slaying doomed enemies.
You want a different experience every time you come to a game.
But why shouldn’t you play it?
The prospect of high difficulty/possible motion sickness puts you off.
Too much happening on-screen is a regular occurrence.
A review code on PC was provided for the purpose of this review.
These motorways might be mini, but they’re big on gameplay!
Imagine a brand new portable gaming device with almost no buttons at all. Just a massive touch screen and nothing else, running on its own proprietary operating system and only featuring downloadable games designed specifically for it, no cartridges or discs at all. Sounds absurd, right? Surely nobody would buy something like that. Well, it already exists, and has for over a decade: the Apple iPad.
This iconic touch-screen tablet, while mostly marketed as a device focused on productivity and functionality, has been used for gaming ever since its release in 2010. Like it or not, the iPad is technically an unconventional handheld gaming console, made easily accessible for casual gamers in households and offices across the globe. Early titles like Angry Birds, Fruit Ninja, Infinity Blade and Plants vs. ZombiesHD proved that touch screen mobile devices could produce gaming experiences to rival that of dedicated handhelds. In the following years, many iOS games even achieved critical acclaim: Monument Valley, World of Goo, and Superbrothers: Sword & Sworcery EP (pictured below) to name just a few.
Years later, the obsession with mobile gaming still hasn’t stopped thanks to New Zealand developers Dinosaur Polo Club, the minds behind the puzzle strategy games, Mini Metro (2015) and more recently, Mini Motorways (2019). These simplistic, heavily-stylised, minimalist games make the mundane – traffic – into a mesmorising procedure through vast interconnected networks designed from scratch by the player. What starts off as a simple concept soon becomes increasingly complex!
So how does an iOS/Apple Arcade game like Mini Motorways with a casual style of play and heavy use of a touch screen translate into a dedicated PC experience? Far better than you’d think! Read on in our review that’s hopefully a bit more entertaining than sitting in traffic.
When sitting in gridlock, have you ever wondered how you might be able to get home, to work, or to your destination just a bit quicker? Maybe with a more direct route, some extra roads, or possibly even a high-speed motorway to reduce your commute? Well, Mini Motorways will help make these thoughts a reality! By taking control of metropolitan networks from around the globe, the player has the opportunity to turn this disorderly drive into a highly-organised mesh of roads and motorways at the click of a button.
The game is divided into themed maps, each of which are based on a real-life location. You’ll have the option to build networks connecting huge cities like Tokyo, Beijing, Los Angeles, and many more. They also feature distinct geographical landmarks like rivers and coastlines that make the level not only more authentic, but add an additional level of challenge when building your network.
What might seem like a mundane and complex concept is stunningly simple and oddly-satisfying. The game will slowly introduce you to its gameplay mechanics through a short step-by-step tutorial, which clearly explains the key concepts of the game. The goal is simple: the player must connect coloured houses to similarly coloured destinations by adjoining them with roads by which the cars may travel. Cars must collect pins from their destination, and collecting a pin counts for a single point. As time progresses, additional houses and destinations will begin to appear, making the commute more complex.
More cars on the road will require additional means of managing the traffic. After each week of gameplay (which is the equivalent of a couple minutes), the player will be given additional resources: roads, traffic lights, roundabouts, bridges, and most importantly, motorways. By utilising these different structures, the flow of traffic can be made smoother and more efficient, which becomes necessary when the small map begins to expand a sprawling city.
Eventually, pins will be popping up rapidly around the map. Failure to collect enough pins in time will set off a timer on a destination, which will slowly build up unless cars navigate to the pins. Once the timer is full, the level is finished, and the score is calculated by how many pins are collected. This is then automatically uploaded to a worldwide leaderboard to challenge thousands of other players.
Clean, crisp, simplistic and minimalist – perfect words to describe the unique visual aesthetic of Mini Motorways. Though initially suited to handheld play, this visual style looks incredibly pleasing on PC, with its straight lines, curved highways, and intricate matrixes of roads. What the game lacks in detail it makes up for in style, with each map having a distinct colour palette and design reflective of its geographical location. For example, when playing in Tokyo, a light shade of pink is used to resemble that of cherry blossoms, and building roads through its trees will result in puffs of pink leaves.
It most certainly retains all the visual cues of a mobile game despite no longer having any touch screen aspects. Clicking to place and remove roads and other structures both looks and feels intuitive. The game becomes most visually satisfying once a detailed mesh has been created, with hundreds of tiny cars flitting about efficiently.
One of the most respected composers in the world of ambient videogame music is responsible for the sounds of Mini Motorways: Disasterpeace. Known for creating the music of games like Fez, and Hyper Light Drifter, it should come as no surprise that the tracks featured in this game are relaxing, hypnotic, excellent background music. There are no particular melodies that will grab you, as the music is entirely procedurally created, and reacts based on your own actions in the game! The songs generated are rhythmic and structured, varying with the scale of the traffic and gameplay, and could easily be listened to on loop for hours. Combined with the soft hum of traffic, the sound of Mini Motorways is a satisfying ambience to accompany the overall experience.
Several additional features have been added with a focus on accessibility. Players have the option to remove particular animations, adapt controls, and adjust visuals based on their preference or needs. For a game as simple as this, it’s a nice option to include these added elements where many others would omit them.
Additionally, to keep you coming back for more, the game also includes daily and weekly challenges. These are changes based on existing maps – for example, the week in which I wrote this review had a Moscow challenge, which allowed unlimited roads but no motorways and a limited number of bridges (making the entire map incredibly challenging). These slight changes surprisingly make a dramatic difference to the gameplay.
Mini Motorways is a simple concept designed for a touch screen but elegantly adapted for PC, and retains every element of its captivating procedurally-generated gameplay with little to no compromise. What may seem simple on the surface has significant depth and will appeal to those who relish in high scores, trying their hardest to make it to the top of a leaderboard. More casual players too will receive plenty of enjoyment from Mini Motorways, though may already have had the option to play it on their handheld devices and there is no advantage to playing it again on PC. This is a game that can easily be enjoyed by anyone, so it’s worthwhile that those without iOS devices can finally try it out.
So, why should you play it?
You’re a fan of simple, procedurally generated gameplay.
Love trying to get the high score? This game is for you.
Crisp clean graphics and relaxing ambient soundtrack.
If you never had the chance to play it on iOS.
But why shouldn’t you play it?
Have already played it on a handheld device.
If you prefer more complex strategy games.
A review code on PC was provided for the purpose of this review. Mini Motorways is also coming to Nintendo Switch in Q1 2022.
empathy | ˈɛmpəθi | noun “the ability to understand and share the feelings of another”
Deconstructeam – maybe you’ve heard the name? Based in Valencia, Spain, this close-knit indie game developer consists of three key members, known for creating intimate, emotive narrative games, now in collaboration with Devolver Digital. Weaving stories with important messages conveyed through experimental formats, the studio has been widely-recognised for their games, “Gods Will Be Watching” (PC) and “The Red Strings Club” (Nintendo Switch, PC). While many of us play indie videogames on a daily basis for enjoyment, challenge, or entertainment, how often do we truly gain the opportunity to delve deeper into the motivations and thoughts behind the creative minds that concoct these experiences?
This is where Essays on Empathy fills a void. Through a hybrid format of videogames and short video documentaries, the player is taken on a journey into Deconstructeam’s past and present through 10 unique, individual standalone experiences. From a game as simple as picking the right book for a birthday present, all the way through to heart-wrenching human relationships and painful emotional experiences, there is one concept that flows through each game in this collection: empathy.
Accompanying each experience is a 10 – 15 minute dissection from the developers, who explain their creative processes, motivations, and most importantly, the messages and challenges behind the game’s creation. When consumed by a gripping videogame, it’s too easy to forget that these are all experiences for which real people are responsible, something Essays on Empathy expertly emphasises.
So what exactly are the games on offer in this captivating collection? Let me break it down into its ten components:
If you had to leave a mysterious planet tomorrow would you: a) go to sleep at a reasonable time to ensure you don’t miss the only rocket off the planet, or b) have a massive party, wake up with a throbbing hangover, and miss the only rocket off the planet? Well in this case, the unfortunate party from Underground Hangovers chose the latter.
In what feels like the odd game out in the collection (as it’s far more focused on gameplay), you’re tasked with collecting enough ore to rebuild a rocket to make your way off this desolate planet. Though a simple game initially made for a Game Jam in 2015, it features some creative platforming puzzles that feel right at home in the genre.
Supercontinent Ltd (Genre: Cyberpunk/Narrative)
Bold, atmospheric, gripping and clever. Supercontinent Ltd is a narrative-heavy cyberpunk experience that will leave you thirsty for more. Playing as Brandeis (a character who also appears in The Red Strings Club), this game revolves around the use of ancient technology: a landline phone. Through use of a voice modulator (VOMOD), Brandeis makes phone calls to unravel the plot behind a mysterious organisation on the evening of their plan to overthrow the police force.
With its engaging dialogue, gloomy pixel-art aesthetic, and ambient synth soundtrack, this game oozes style from every pixel. Impressively, Supercontinent somehow manages to achieve more character development and world-building in thirty minutes than games like Cyberpunk 2077 do in their entire narrative. Thirty minutes well spent.
Behind Every Great One (Genre: Drama/Narrative)
Riding on a high from Supercontinent, I jumped straight into the next game. I was not prepared for what I was about to feel. This game is, at times, mentally and emotionally difficult to play. Interestingly, the developers too discuss how difficult this game was to create. If you’re not in a good headspace, I would approach Behind Every Great One with caution. It will make you feel like absolute shit.
You play as Victorine, the housewife to Gabriel, who is a renowned and celebrated artist. Living in his shadow, life has become a monotonous repetition of household chores and meaningless attempts at activity devoid of passion, interspersed with frequent anxiety attacks. The story becomes progressively more depressing as you delve deeper into the characters’ broken relationship and expectations of Victorine. It’s a highly emotive and confronting game that is not for the faint of heart.
Eternal Home Floristry (Genre: Narrative/Flower Arrangement)
An injured hitman loses his arm in an attack and is forced to seek refuge in the house of a florist called Sebastian, with whom he builds a relationship during their short time together. Learning the art of flower arrangement and the messages the blooms convey, Gordon is able to delve deeper into his own emotions and relationships. A highly emotive narrative that explores raw human emotion and the fragile elements that reside within even the most harsh exteriors.
My favourite in the collection. Several times it even had me on the verge of tears. An impressive feat for a game that can easily be completed in half an hour. Though the game may be short, choices based on your flower arrangements will dramatically affect the outcome.
The Bookshelf Limbo (Genre: Point-and-Click)
Simplistic and charming; more of a minigame than a proper standalone title. Pick a comic book from the shelf at a bookstore to purchase as a birthday present for your father! This game was created as a birthday gift alongside a friend of the developers and features amusing cover art, genre stereotypes, and mocking of internet trolls.
Zen and the Art of Transhumanism (Genre: Sci-Fi/Narrative)
Pottery meets Cyberpunk in a genre mash-up I never thought I’d encounter. As a new member of a human improvement workshop, you’re tasked with creating body modifications to fulfil your client’s needs. By handcrafting differently-shaped mods, you’ll be able to enhance certain physical traits and oblige the wishes of the often-selfish humans.
Another incredibly stylish game with an odd concept – this intriguing pottery-crafting gameplay re-appears in The Red Strings Club as a major gameplay mechanic. But does crafting your body into the ideal traits really lead to true fulfilment?
Engolasters January 2021 (Genre: Sci-Fi/Adventure)
In my opinion the least-enjoyable game in the entire collection. Set in the real life small mountain town of Engolasters, the protagonist (whose son has just run away from home) stumbles across extra-terrestrial life which offers to bestow great power. She must make a choice to save her son, herself, or unravel the secrets that lure her into the unknown. Afflicted by a wound and slowly losing blood, players must manage their life, phone battery, and car fuel while exploring the frosty overworld. The overworld is vast, empty, and lacking in direction, which led me to become easily frustrated.
11:45 A Vivid Life (Genre: Point-and-Click)
The most interesting concept out of all the games: what if your skeleton didn’t belong to you? This simple point-and-click game explores the topic of body image and acceptance. By stealing an x-ray machine and fleeing to the country, the protagonist discovers more about herself by looking inside. Literally. X-rays reveal implants, evidence of past trauma, and pieces that seem mismatched and out of place. Once located, any foreign body parts must be forcibly removed through the use of pliers or scalpels. Not for the squeamish! Players can choose dialogue that will vary the consequences of the story, weaving an entertaining, introspective narrative with a stylish visual aesthetic.
Dear Substance of Kin (Genre: Horror/Adventure)
For a moment I could have sworn I was playing something straight out of Bloodborne! This title is melancholy, chilling, and is dripping with disturbing atmosphere like a blood-soaked cloth. Exploring a decrepit and dilapidated town, you are the Coppersmith, an immortal artisan who harvests the organs of townspeople in exchange for fulfilling their requests through blood magic. By interrogating the residents, you can perceive their selfish desires and choose to either fulfil or sabotage them.
Dark and brooding narrative alongside macabre art and music make this one of the most memorable titles in the collection, and leaves me thirsting for more. The inspiration behind this title is particularly interesting, as the creator draws upon a method that you’re unlikely to expect. Watch the documentary to find out!
Des Tres al Cuatro (Genre: Comedy/Narrative)
The main feature of this collection, a game that translates to “Three for a Quarter” (e.g. something of such poor quality that you can buy three of them for a single quarter), also the name of the comedy duo that you play as during this game. Garza and Bonachera are two halves of a failing comedy act, two lovers, and two grown men struggling for success, stumbling over the hurdles of their passions and their relationship. The story here is particularly personal to the developers, as it emphasises the harsh reality of making a living off of a creative pastime. Conversations between the characters are deeply intimate and allow the player to dive beneath the surface by revealing the characters’ inner thoughts on a separate area of the screen.
Gameplay is incredibly creative and unlike anything I’ve played, combining aspects of deckbuilding games with comedy dialogue, allowing you to attempt to earn coins to improve your deck. Cards will either build upon a joke, execute a hilarious punchline, or fail miserably and embarrass yourself in front of an entire crowd. Not only is it fun to play, but many of the jokes are legitimately amusing and it’s quite satisfying to be able to slowly improve your confidence with each show.
Des Tres al Cuatro is, in my opinion, the best game in the entire collection, as it offers the perfect balance of innovative gameplay and insightful dialogue, and is an experience that is enjoyable every minute from start to finish. If you’re interested in Essays on Empathy, it’s worth it just for this alone.
A vast amount of passion has been poured into crafting these short but powerful games, which becomes even more apparent while watching the developers discuss each title in their respective documentaries. Thoughtfully reflective, introspective and emotive, Essays on Empathy is 50% videogame, 50% documentary, and 100% heart. If you’re the kind of person who plays videogames not only for enjoyment, but for deep narratives, important messages, or artistic expression, then this is an essential experience. And really, couldn’t everyone benefit from just a bit of extra empathy?
So, why should you play it?
You’re a fan of emotive narratives.
Looking for creative indie games? Go no further!
Gorgeous pixel art and equally gorgeous music.
Strong LGBTQIA representation will likely appeal to those within the community.
So, why shouldn’t you play it?
Certain games may be best avoided if you’re not in the right headspace.
Not a fan of narrative or text-heavy games? Then these probably aren’t for you.
nocras is a name in the gaming industry you may not know, but one that deserves to be known. This individual is an environmental artist that has worked on the likes of Final Fantasy XIV, Legend of Zelda: Breath of the Wild, and much more. Notable for grand-scale creations, nocras is an artist that 47k Twitter users follow closely, across language barriers and more.
nocras’ latest venture is TASOMACHI: Behind the Twilight. One look at screenshots and one may be in awe at the vibrant, elaborate environments broadcast straight from nocras’ vision. Thankfully, there’s more to it than just that, as TASOMACHI serves as a platformer/collectathon in the vein of Super Mario Odyssey and the like.
TASOMACHI tasks the player with navigating towns and collecting Sources of Earth to repair their airship. These are hidden in bushes, the ground, and in other hard-to-reach places, demanding the player to platform their way across town. Along the way, they will encounter shrines in the towns with four platforming challenges each. Once completed, the towns’ mysterious fog disappears and the cat-like villagers return.
Likely the most significant aspect of why TASOMACHI is moving copies is thanks to the mind of nocras. Together with developer Orbital Express, the atmosphere, inspired by a Chinese imperial aesthetic, is eye candy. It feels worthwhile to complete the shrines and make the towns look abuzz with no obfuscation from the fog, a true night-and-day difference. While architecture gets a bit redundant, the color scheme between towns sets them apart enough thanks to varying level design.
Another big draw that I didn’t realize until I took a gander at the Steam page was that Ujico/Snail’s House provided the music for the game. This musical artist is near and dear to me, as they provided the backdrop for some hilarious TF2 SFM videos, and can stretch from quirky bops to scenic jams across their discography. They delivered a standup job in TASOMACHI, providing ambient grace in exploration sections and upbeat tracks during platform dungeons.
Those looking for a relaxed time, look no further. There’s no combat in TASOMACHI: Behind the Twilight, and you’ll only lose a few seconds if you fall during a platform challenge. This laid-back pace will make it welcoming for casual players seeking pretty sights and sounds.
Unfortunately, there are still some pain points within this game. The movement is fairly tight, a necessity for platformers, but requires some getting used to since it’s so floaty. One ability you unlock, “boost”, feels miniscule and nothing like a dash you may see in games within the genre. Text and animation feels similar to some that I’ve seen in early-access/shovelware titles, but not jarring enough to be more than a nitpick. Worse off, I encountered a crash every time I attempted to load the third town. This occurred within a mere 2 hours of gameplay and near to game completion, so it truly hampered the mood. Here’s hoping this gets patched soon.
Nevertheless, there’s potential to be had with TASOMACHI: Behind the Twilight. It’s undoubtedly gorgeous, an aural pleasure, and a strong first solo effort for nocras. Perhaps the $20 price tag is a bit steep for the state the game’s in, as it currently sits with a “mixed” rating on Steam, but with updates, this could become something great.
So, why should you play it?
Relaxed, casual game to experience at your own pace.
Bangin’ soundtrack from Ujico/Snail House.
But why shouldn’t you play it?
Game-breaking bug in my build.
Some platform challenges are a bit too tough, and need to be skipped.
A PC code was provided for the purpose of this review.
Did you have a ball playing Katamari Damacy? Did you think Untitled Goose Game was a honking good time? Looking for another light-hearted, hilarious game? Then Say No! More.
Have you ever been in a situation where you just wanted to shout “NO!”? Can you imagine if you didn’t even have the option? If refusal was considered taboo? Where no matter what was asked of you, even the most tedious of tasks, you had to say “yes!” with enthusiasm.
Welcome to the world of Say No! More, a game that developers, Studio Fizbin, claim to be the world’s very first “NPG (No-Playing Game).” Through literally teaching the player to say “no” more, the game emphasises the power behind using this simple word that we too often take for granted. With its unique simplicity, quirky sense of humour, heavily-stylised visuals and superb voice acting, Say No! More delivers a unique experience I KNOW you won’t want to pass up.
So what makes such a simple concept so entertaining? Well there’s NO time to waste, read on!
It’s your first day at a new job, you’re one of three new interns hired to work for an unnamed massive corporation. Exciting, right? No.
Only minutes into the new job you find out there is a hierarchy that must be obeyed. And as a lowly intern, guess what? You’re the bottom of the ladder. Anything that is asked of you must be done with enthusiasm, in fact it’s impossible to refuse. But why is that? The word “no” does not exist. It has has been completely outlawed, banished and hidden from society.
Get your superior a coffee? Sure, that’s reasonable! Unjam the printer that your work colleague so kindly stuffed up? Rightio! Work unpaid overtime for the fifth time this week? Yes, I would love to! Even give up your adorable unicorn lunchbox because your supervisor forgot their lunch at home? Of course!
But this all changes when you stumble across a hidden tape above your dilapidated office desk. A tape containing a forbidden word that has been lost to society. In listening to this tape you gain a power that others in the world would not even speak of: the ability to say NO!
In possessing this unique newfound skill, the oppressed intern seeks to rise up and quite literally spread the good word. What follows is a plot that is not only hilarious, but at times meaningful and strangely heart-warming. What starts out as a simple concept, evolves over 8 chapters into something much more dramatic than I had ever expected from a comedy game.
But how do you say “no” more?
Before assaulting office workers and superiors with a barrage of refusal, you’ve got to look the part, right? The game begins with a detailed character creator, despite the very minimalist low-poly graphics. It feels like a combination of Mii Maker and creating a character in TheSims, allowing you to stylise your character’s facial features, clothing and accessories to be as exciting or boring as you wish. I went for a pretty generic salaryman look (that somehow looked a bit like Robert Downey Jr?).
After creating your character, you need to give them a voice. Impressively you can choose from shouting “NO!” in seventeen different languages, each with a feminine or masculine voice. The voice acting is in English, but this shouldn’t stop you from exploring all the different ways you can refuse someone! Definitely a nice touch. For your entertainment here’s a short clip of how to say “no” in the languages available:
Once you’ve created your character and chosen your preferred language, the game drops you into a story that takes place across 8 different chapters. Each is about 10 – 15 minutes long and is packed full of hilarious dialogue, amusing conversations between characters, clever easter eggs, and silly slapstick comedy. Levels follow a linear route akin to an on-rails shooter, but instead of firing bullets you’ll be blasting office workers with the sheer power of your words alone. This is simplistic gameplay at its finest and is approachable enough for literally anyone to play. Even my wife (who is usually terrible at games, sorry!) enjoyed it.
As you progress through the chapters, you’ll be given additional means of saying no. Certain situations may require you to respond with an angry, a lazy or a sarcastic no. To further humiliate your colleagues, you can perform actions like sarcastically clapping at them, laughing or nodding your head, all of which have certain situations where they are most appropriate. You’ll also be able to hold down the button to charge up a more devastating “NO” that usually causes havoc by launching the unfortunate office workers or inanimate objects that stand in your way. These are all clever ways of adding slightly more depth to a game that could otherwise be finished just by pressing a single button.
Though the gameplay in Say No! More is simple, its comedic delivery is where it truly shines.
I’m in no way exaggerating when I say that Say No! More is quite possibly the funniest game I’ve ever played. Throughout the few hours playing the game, the vast majority of the time was spent either in legitimate laughter or with a big cheesy grim on my face. The game is absolutely packed full of superbly-written clever dialogue, witty responses, and a satirical take on the office lifestyle (which I can really appreciate being an office worker myself).
A few snippets from the game, including a reference to some obscure monster-fighting RPG.
My personal favourite parts of the game are delivered in the form of motivational speeches. The tape which teaches you how to say “NO!” is actually delivered by a character that I can only describe as if Hulk Hogan became a motivational speaker. Levels will be scattered with excerpts from this character as you listen to more of the tape, allowing you to unlock further secrets of this powerful word bestowed upon you by your brawny teacher.
As you may have already noticed, the game employs a distinct low-poly art-style with vibrant colours and exaggerated animations. I’d say it has a similar aesthetic to Katamari Damacy, which in my opinion is a very good thing. Though detail is limited, this seems to fit well with the comedic style of the game and means the screen can be full of activity with little-to-no drop in framerate. The game performs well in both handheld and docked mode and looks vivid and visually-pleasing.
The soundtrack is quite simple, comprised of peppy, upbeat music that you might expect to hear in the background of an office training video. During the tape sequences however, you’ll feel as if you’ve been thrown into a workout video, as heavy riffs accompany “Hulk NOgan” yelling motivational lines at you.
While none of the tracks in the game will likely find their way onto your favourite game music playlist, the voice acting and delivery of the game’s hilarious dialogue is something worth writing home about. Every single word in the game is voiced, including all the office worker NPCs you’ll often fling out of the way without a care in the world. If you stop to listen to them you’ll enjoy short monologues that aren’t only amusing, but often also insightful.
So is Say No! More just another indie game on the Switch that you should ignore? NO! It’s a unique comedic romp through an office that can be enjoyed by anyone and everyone thanks to its witty dialogue and simple, approachable gameplay. Surprisingly, the game also delivers a deeper message about the importance of being assertive and by the end you might even take onboard some of the life advice it provides. Completion will only take 2 – 3 hours and you’ll be laughing and smiling the entire time. I’m predicting this game will be quite a hit with YouTube “let’s players” looking to share a hilarious game with their viewers.
So, why should you play it?
You enjoy light-hearted games filled with humour.
Can’t commit to 100-hour JRPGs? Here’s a brilliant game that you could finish in a single sitting!
Work in an office? You’ll relate to this satirical take on the office lifestyle.
You’d prefer a game for sheer enjoyment rather than a challenge.
Needing to learn to assert yourself? Say No! More.
But why shouldn’t you play it?
Bland sense of humour? Don’t enjoy silly games? Maybe not for you.
There are NO other reasons not to play this game!
Say No! More launches TODAY for Steam, Nintendo Switch and iOS. You can find out more about the game here: https://www.saynomo.re/
A Nintendo Switch review code was provided for the purpose of this review.
To The Rescue! Finds its Forever Home on Nintendo Switch, Steam in Late 2021
A brand new indie dog shelter simulator game To the Rescue! launches later this year which allows you to run a dog shelter. Purchasing the game will also allow you to help real-life doggos, with 20% of all profits from the game being donated to animal shelters. As a veterinarian myself, I’m honestly pretty excited to try out this game!
Build a shelter and help stray pups find good new homes with loving families. Construct an ideal environment to meet the needs of man’s best friend and maximize their chances to be adopted. Caring for dozens of doggos is rewarding, but the mission has its share of challenges as well.
Every pooch has their own personality. It’s important to get to know each dog and find out what makes them unique. People have their preferences too, so learning what they’re looking for in a pupper is critical when making matches that will last a lifetime.
Between visits from potential pet parents, there’s never a dull moment. Shelters have plenty of mouths to feed and treating illnesses like kennel cough is always a concern. Then there’s logistics to worry about. It takes no shortage of supplies to keep the operation up and running.
Meanwhile, someone has to manage the finances and make sure to keep the lights on. Shelters need to be thrifty and make hard decisions. Hiring staff and dealing with investors is as much a part of the job as scritching Rex behind the ears and giving Fido belly rubs. There can be tough times, but at the end of the day helping dogs find their forever homes is always worth it.
“The challenges dog shelters and their volunteers face every day truly inspire us,” said Olivia Dunlap, co-founder, Little Rock Games. “It’s a setting we felt was ripe for exploration in games and we look forward to bringing this world to Nintendo Switch and Steam later this year.”
To The Rescue! will be available in late 2021 for Nintendo Switch as well as Steam on PC and Mac for $19.99USD. The development team pledges 20 percent of profits to pet shelters.