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Qliphah in Providence's Shadow is an unusual RPG that mixes visual novel storytelling with a tactical combat system built around predicting enemy attacks. Tokyo has fallen following the Collapse, reality is eroding, and grotesque Aberrations roam the ruined streets. After delivery boy Souma Hoshigami is attacked and left in a half-turned state, he is taken into custody by investigator Rena Hizuki. Together, they become caught up in a mystery involving the drug Tiny True, cursed Stigmas and a mysterious cult.
The most interesting part of the game is its combat. Rather than simply reacting to attacks, you can see incoming moves on a timeline and plan your actions around them. Skills can be chained together, enemy attacks can be interrupted and time can be slowed or paused while you work out your next move. Once the system clicks, successfully predicting an attack and responding with a perfectly timed counter can be extremely satisfying.
Unfortunately, the combat does not always have enough variety to maintain that excitement. There are too few genuinely different encounters, and fighting multiple enemies can become frustrating because the timeline only shows attacks from the enemy currently being targeted. The dodge mechanic can also occasionally fail to move the character correctly, while the camera struggles at times when several enemies are involved.
Visually, Qliphah in Providence's Shadow has a distinctive style, combining cel-shaded characters with grotesque Aberrations and unsettling shaders. The combat presentation is similarly impressive, with flashy effects making successful attacks and counters feel suitably powerful. The fully voiced story and strong soundtrack add further polish.
Away from combat, things are rather different. This is not an open-world or traditional linear RPG where you explore Tokyo on foot. It is much closer to a visual novel with RPG battles built into it. The investigation elements allow you to examine clues, illustrations and social media information to uncover passwords and other details, although the sheer amount of material can become overwhelming. Some of the mystery elements can feel too obvious, with the case information often giving you enough to work things out without much real deduction
Rena and Souma make a likeable central duo, with their contrasting personalities providing some enjoyable dialogue. However, the characters do not develop enough to create the emotional connection the story needs. The same applies to progression, which offers limited incentive to experiment with different skills and builds.
There is plenty to admire in Qliphah in Providence's Shadow. Its combat system is genuinely different, the presentation is stylish and the combination of supernatural horror, police investigation and visual novel storytelling gives it a distinctive identity. When everything comes together, the tactical battles can be excellent.
The problem is that the game cannot maintain that quality consistently. Repetitive encounters, limited progression, awkward multi-enemy battles and a story that can sometimes be predictable hold it back.
Qliphah in Providence's Shadow is an interesting and original-feeling game that has some genuinely satisfying ideas, but it just misses the mark for me.
I score Qliphah in Providence's Shadow a 6.5 out of 10.
The Walking Dead: Streets of Survival takes the franchise into classic 2D side-scrolling beat-'em-up territory, with a style that will be instantly recognisable to anyone who grew up playing Streets of Rage. The formula is simple, but putting Rick Grimes, Daryl Dixon, Michonne and Negan into it gives the game a distinct identity.
Rick, Daryl and Michonne are playable from the outset, while Negan can be unlocked. Each character has their own fighting style, statistics and signature abilities, with their familiar weapons adding further differences. Rick has his magnum, Michonne her katana and Daryl his crossbow, while Negan gets to bring Lucille into the fight.
The combat is straightforward, responsive and satisfying. You move through each area, dealing with groups of walkers and members of the Saviors, using melee attacks, ranged weapons and special abilities to clear a path. It does not take long to understand the basics, but there is enough variation between the characters to make trying them all worthwhile.
The Walking Dead setting is put to good use throughout the campaign. Based around the All Out War storyline, the game takes you through familiar locations including the Sanctuary, Hilltop and Alexandria. The story is supported by some decent cut scenes, while the combination of walkers, Saviors and recognisable locations gives the campaign more personality than a standard arcade brawler.
There is also some welcome variety in the encounters. Environmental hazards, larger groups of walkers and boss battles involving characters such as Negan and Simon provide breaks from the regular fighting. Fans will also recognise walkers including Winslow and the Well Walker.
The main limitation is the simplicity of the gameplay. Once the basic combat has been mastered, you can make fairly quick progress through the campaign. The survival elements add another consideration to the fighting, while multiple difficulty levels provide some additional challenge, but there is not a huge amount of depth underneath the arcade-style action.
That also makes the game's audience fairly easy to define. If you enjoy The Walking Dead and classic 2D beat-'em-ups, the combination works. If you have little interest in either, there is not enough here to make the game particularly compelling.
Price is another issue. At £17.99 for the standard version and £29.99 for the Deluxe Edition, Streets of Survival is expensive for such a focused experience. The story, cut scenes, character differences and use of the television series' locations show that more effort has gone into the game than a basic licensed brawler, but the relatively short and straightforward nature of the gameplay makes the pricing difficult to overlook.
What works best is the combination of the familiar characters and the uncomplicated arcade action. Playing as Rick, Daryl or Michonne, using their recognisable weapons and fighting through locations associated with The Walking Dead gives the game enough personality to stand apart from the many other beat-'em-ups available.
The Walking Dead: Streets of Survival will not be for everyone, but it does not need to be. It delivers a straightforward arcade experience built around two very specific appeals: The Walking Dead and classic 2D beat-'em-ups. The combat is fun, the characters are well suited to the format and the campaign makes good use of the licence, although the limited depth and pricing hold it back.
Ignoring the cost, The Walking Dead: Streets of Survival scores a solid 7 out of 10.
Rarely do I request a key to a game that has simply popped up on my social media feed. The Serpent & The Seed is one of those rare exceptions. Something about its presentation immediately caught my attention, and having played it, I am very glad I took the chance.
Developed by Discipleship Tech, The Serpent & The Seed takes an unusual approach to storytelling. Rather than simply adapting one particular Biblical story, it attempts to tell a much larger story, taking the player from the Garden of Eden through to Revelation.
That is an ambitious undertaking, particularly for a relatively simple narrative adventure, but the game manages to make the journey feel surprisingly cohesive.
You play as Mungo, an adorable robin who guides you through a world filled with beautifully hand-drawn environments, symbolic imagery, puzzles and an atmospheric soundtrack. It is a very different experience from the vast majority of games released today, and that is arguably one of its biggest strengths.
The first thing that really stands out is the presentation. The artwork has a delightful hand-drawn quality that gives the entire game a distinctive identity. There is a painterly feel to the environments, and the imagery does a lot of the storytelling rather than relying entirely on dialogue and exposition.
That is particularly effective when dealing with stories that many players will already know. The Garden of Eden, the serpent, the temptation of Adam and Eve and their subsequent fall are all familiar material, but the game finds an interesting way of presenting these events through its visual language.
The use of symbolism is one of the game's strongest features. Rather than simply walking the player through a series of Biblical events, The Serpent & The Seed uses imagery to connect the different parts of the story. The promise of the one who will crush the head of the serpent becomes an important thread running through the experience, eventually leading to Jesus Christ.
For anyone familiar with the Bible, there is plenty here to recognise. For those less familiar with it, the game provides an accessible way of experiencing these stories without requiring an encyclopaedic knowledge of the source material.
It is also worth highlighting that the game does not shy away from some of the more serious material found in the Bible. This could easily have been turned into a sanitised, overly gentle retelling, but The Serpent & The Seed is willing to deal with themes of loss, sacrifice, suffering, promise and hope.
The gameplay itself is relatively straightforward. This is much more of a narrative adventure than a traditional point and click adventure, and that distinction is important.
There is exploration, interaction and puzzle solving, but players looking for a traditional point and click experience packed with complicated puzzles, elaborate item combinations and hours of head-scratching may come away disappointed.
That said, I found the puzzles to be surprisingly enjoyable. They are generally simple enough not to interrupt the flow of the story, but there are moments where you need to think a little harder than you might initially expect. A few of them caught me out, which was a pleasant surprise given how accessible the rest of the experience is.
The simplicity of the gameplay also works in the game's favour to some extent. The Serpent & The Seed clearly wants the story, artwork and music to remain the focus, rather than burying them beneath complicated mechanics.
And then there is that soundtrack.
Poor Bishop Hooper have perhaps just created the greatest original video game soundtrack I have ever heard. The music is simply beautiful throughout the game. It adds an enormous amount to the atmosphere and helps turn what could otherwise have been a straightforward narrative adventure into something much more immersive.
The soundtrack and artwork work particularly well together. There is a sense that the developers have understood exactly what kind of experience they wanted to create, and every element has been designed around that goal.
The voice acting is another strong point. The performances complement the reflective nature of the game and help give the characters and story greater emotional weight.
There are, however, some limitations.
The biggest is undoubtedly the gameplay itself. If you are approaching The Serpent & The Seed expecting a substantial point and click adventure, you may find it lacking. The game is fairly linear, and there is not a huge amount of freedom to explore or experiment.
This is not a game built around elaborate puzzles or complex systems. It is primarily a narrative experience with puzzles and mini-games woven into it. That is not necessarily a criticism, but it is something prospective players should understand before starting.
For me, though, the balance worked. The puzzles provided enough interaction to keep me engaged, while the story remained the main attraction.
I am also not particularly religious, although I am culturally Christian, and I have always enjoyed learning about history and religion. That made me particularly interested in seeing how The Serpent & The Seed would approach such well-known material.
I thought it did an excellent job.
There is a surprising amount of detail here, and while the gameplay is simple, it is also fun to play and watch unfold. More importantly, the game never feels like it is simply ticking off a list of Biblical events. There is a genuine attempt to create a coherent journey from the beginning of the story through to its conclusion.
Perhaps the biggest compliment I can give The Serpent & The Seed is that I do not think you need to be religious to enjoy it.
Yes, this is very clearly a Bible-inspired game, and its story is built around Christian themes and Biblical events. But the combination of beautiful artwork, strong voice acting, excellent music, accessible puzzles and a genuinely interesting narrative gives it appeal beyond that audience.
In a gaming landscape where so many releases revolve around guns, violence and increasingly elaborate mechanics, there is something refreshing about a game that simply wants to tell a story and give the player something to think about.
The Serpent & The Seed is not perfect. Those wanting a deep point and click adventure will probably find the gameplay too straightforward, and its linear structure will not appeal to everyone.
But if you are prepared to approach it as a narrative adventure, there is a lot to appreciate. The artwork is delightful, the soundtrack is exceptional, the voice acting is strong, and the story is handled with considerably more thought and ambition than I initially expected.
I thoroughly enjoyed The Serpent & The Seed. It is different, beautifully presented and surprisingly moving, and it is exactly the sort of unusual game that deserves attention.
I score The Serpent & The Seed a solid 8.5 out of 10.
Stunt X Mania (SXM) is a VR motocross game built around one simple idea, learn to ride, learn the tricks and then see how far you can push yourself. Rather than making freestyle motocross feel like a collection of instant button presses, SXM puts more emphasis on actually controlling the bike and earning those spectacular moments.
The controls are one of the game's strongest aspects. Shifting and braking feel intuitive, while the motorcycle has a convincing sense of weight and movement. There is also a manual gear system for players who want greater control over their bike. It takes some practice to become comfortable with the clutch and gears, particularly when you are also trying to concentrate on landing a stunt, but thankfully there is a simplified option for anyone who wants a simpler experience.
The riding itself is enjoyable enough that the objectives are not always necessary. Free Roam provides a useful space to practise without timers or targets, and simply tearing around the dirt tracks can be good fun. The combination of speed, uneven terrain and aerial manoeuvres gives the game plenty of excitement.
SXM also gets its stunt system right. There are 12 authentic FMX tricks to learn, including Superman, Tsunami, Cliff Hanger, Heel Clicker, Lazy Boy, One-Hand Heart Attack, 9 o'clock Nac and MC Metz. You can begin with wheelies and endos before working towards the more demanding tricks and eventually attempting to chain manoeuvres together in mid-air.
That progression gives the game some longevity. The more advanced stunts are not simply handed to you, so improving your technique has a tangible purpose. Career Mode adds further structure through points and timers, while Challenges Mode provides specific objectives designed to test particular aspects of your riding.
Customisation is another welcome addition. Players can change their rider's clothing and helmet, as well as modify parts of the bike including the engine and exhaust. It is not the main reason to play SXM, but it gives you some opportunity to make the rider and machine feel more personal.
The presentation is less impressive. The graphics do the job, but they are functional rather than spectacular. With the game placing so much emphasis on the physical experience of riding, the visual presentation can feel secondary.
Unfortunately, motion sickness was a much bigger problem for me. I found SXM particularly uncomfortable in VR and struggled to play for more than around 20 minutes at a time. The problem was most noticeable on tracks with lots of bumps and grooves, where the constant virtual bouncing became unpleasant. This will obviously depend on the individual player, but for anyone susceptible to VR motion sickness, it is an important drawback.
The steep learning curve may also put some players off. While the basic riding controls are approachable, mastering the more complicated tricks requires patience and repeated practice. That will appeal to players who enjoy having something to master, but it can be frustrating if you are expecting immediate success.
There is also no multiplayer at present. That feels like a missed opportunity for a game based around stunts, scores and riding ability. Co-op sessions and competitive multiplayer lobbies are planned, but until those arrive, SXM remains a strictly solo experience.
The music helps maintain the game's energetic atmosphere, with electronic and synthwave tracks accompanying the action, while the dynamic sound effects add to the impact of riding and performing tricks.
Stunt X Mania (SXM) therefore has a solid core. The motorcycle controls are satisfying, the stunt system gives you plenty to learn and the automatic option prevents the manual transmission from becoming a barrier for less experienced players. There is also enough variety between Career Mode, Challenges and Free Roam to give you different reasons to keep riding.
Its biggest weakness is the VR experience itself. For me, the motion sickness was severe enough to significantly limit how long I could play, and the lack of multiplayer currently leaves the game feeling like it is missing an important feature.
If you are comfortable with VR movement and enjoy the idea of gradually mastering freestyle motocross, Stunt X Mania is worth a look. If motion sickness is already a problem for you, however, this is one I would approach very cautiously.
There is something wonderfully ridiculous about sitting on a swing and launching shoes at targets, yet somehow, Shoe it All! turns that simple idea into an entertaining little physics puzzle game.
You play as Lace, an angsty teenager with a pile of shoes and a determination to challenge anyone trying to tell them what to do or who to become. The setup is simple, but thankfully, so are the controls. You push left and right to build momentum on the swing, then kick off and launch your shoe towards the target. Getting your aim and timing right is crucial, and when everything comes together, landing the perfect shot is genuinely satisfying.
The physics are a big part of what makes the game enjoyable. Not every throw goes according to plan, and that is often where some of the best moments come from. Shoes can bounce in unexpected directions, shots can go horribly wrong and you can occasionally stumble across an accidental solution. Rather than making failure frustrating, the game manages to make those mistakes part of the fun.
As you progress, the levels become increasingly challenging, introducing new obstacles and mechanics that force you to think more carefully about your shots. The game does a good job of taking its basic idea and gradually building upon it, while the multiple solutions available on some puzzles encourage experimentation.
Visually, Shoe it All! is a particularly attractive little game. It has a unique art style that immediately gives it an identity, with its comic-inspired world and memorable characters helping it stand apart. It looks bright, energetic and suitably playful, which fits the game's personality perfectly.
The soundtrack is another highlight. The high-energy punk rock music is a great match for the game's attitude and gives the experience plenty of energy. It is one of those soundtracks that feels like an important part of the overall package rather than something simply playing in the background.
There are more than 65 handcrafted levels in the full game, along with nearly 200 collectible stickers to find and add to your journal. There are also secret challenges and hidden bonus levels.
This extra content is particularly important because the main game is relatively short. You can work your way through the levels fairly quickly, so anyone expecting a lengthy puzzle adventure may be left wanting more. However, completing the levels is only really the beginning if you want to see everything Shoe it All! has to offer.
Trying to achieve maximum points, hunting down secrets, collecting all of the stickers and working towards completing all of the achievements gives you plenty of reasons to return to previously completed levels.
There are also occasions where it is not immediately obvious what you are supposed to be aiming for. Some levels can initially leave you wondering what the game expects you to do, although you will soon figure things out as you experiment with the mechanics. Given how much the game encourages creativity and different approaches, this is not necessarily a bad thing.
Ultimately, Shoe it All! succeeds because it keeps things simple. There is a fun central mechanic, the levels gradually become more challenging and the physics provide enough unpredictability to keep even failed attempts entertaining. It is the sort of game you can pick up, play for a while and put down again without needing to commit to a huge adventure.
At £6.99 in the UK, it is also an easy game to recommend if you enjoy simple puzzle experiences. It is quick, addictive and has enough collectibles, secrets and achievement hunting to provide some worthwhile replayability once you have completed the main levels.
The biggest disappointment is simply that there isn't more of it. Once you have completed the levels, found the collectibles and unlocked the achievements, there is little reason to keep returning. Hopefully, the developers will release updates with more levels in the future, because the core gameplay is certainly good enough to support them.
Shoe it All! is a fun, charming and occasionally hilarious physics puzzle game. It may not last particularly long, but the combination of satisfying throws, unpredictable failures, creative solutions, secrets and collectibles makes the journey enjoyable while it lasts.
For £6.99, there is little reason not to give it a go if you like simple puzzle games with a quirky personality.