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So, you have stumbled across The Gamer Guide and you are wondering, “Why do I need a guide to gaming?” Well, we will not guide you on how to game, but we will keep you informed as to what the gaming industry has to offer to get you the best gaming experience! Now, the second thing you are probably wondering is, “How did The Gamer Guide start?” Well, it can be a slightly long story. However, the shortened version is that the journey of three Twitch streamers brought them together, and with their passion for gaming, their experiences of streaming, and their love for everything within the world of entertainment… The Gamer Guide was born.
But what exactly is The Gamer Guide? The Gamer Guide is a digital magazine that focuses on everything gaming and streaming. This includes the latest/upcoming releases, reviews on gaming accessories, streaming tips, and even interviews with streamers and industry professionals from across the globe. Our readership is predominantly other gamers and streamers, just like us! We understand that the love and passion for gaming extends far beyond just playing a game, and that is what we are all about!
So, who are the people behind this magazine?
Brandon who goes by the name of Sawyer is the Co Owner & Content Director of The Gamer Guide. Predominantly Sawyer is an Xbox Gamer where he mostly plays his Xbox Series X but also has a Gaming PC, a Nintendo Switch, and even a Playstation 5, with a variety of platforms this gives Sawyer the ability to review the latest games for TGG. Sawyers main gaming love is Gears of war and RPGs because who doesn’t love an adventure or some chainsaw slaying with a cheeky blind fire or wall bounce. Due to Sawyers vast knowledge and background within the industry he came together with Emily to form The Gamer Guide.
Emily, also known as CreativeTrashGaming, came together with Sawyer to form the Gamer Guide, bringing her creative knowledge. Her favourite types of games are those with a compelling story, or those that just make her inner Fantasy Nerd go ballistic. She also likes spooky stuff, not just in the gaming realm but in general, and has a podcast with her two sisters where they discuss all things horror. Emily loves to dabble in the art world often, creating digital art pieces and learning new crafts. A graphics designer in her full time job, Emily is an integral part of the team whom designs the entire layout of our magazines from top to bottom!
Jamie joined The Gamer Guide late 2022 as the Operations Manager. With gaming experience in multiple platforms, Jamie’s preferred platform is PC gaming; from aiming down the sights in an FPS to brandishing swords in the world of MMORPGs. Jamie has come on board to bring you content on your favourite creators; from streamers and YouTubers, to cosplayers and artists!
Twinkly
playstation state of play recap gaming news
senua’s
Critical Role recently announced a subscription service called Beacon, which allows fans of Critical Role to access extra content without affecting the already free services available. That’s right, this WILL NOT affect those who enjoy the show for free. Nothing will change in regards to how Critical Role is broadcast, but rather provides some extra goodies for those who want them. See more info below:
Beacon is a special membership service and the new home for all things Critical Role! As a member, you’ll receive live event presales, merch discounts in all our online shops, and an invitation to a private Discord.
You’ll be able to enjoy the shows you love completely ad-free, get early access to content like Critical Role Abridged, The Re-Slayer’s Take, Midst – and for the first time ever, the Critical Role podcast, which will be available instantly after the initial broadcast. Beacon members will also get new exclusive series like Critical Role Cooldown where you’ll get a peek into the post-show reactions as soon as a game ends.
There is a 7 day free trial available for those who are interested! Check out the link below!
Back again by popular demand our good friends over at Twinkly! This time with their all new Matrix! Which is a fascinating smart LED curtain that caught the attention of many during CES 2024. First up if this is the first time hearing about Twinkly let us explain to you who they are.
Twinkly is a brand created by Italian tech company Ledworks, a market leader in smart lighting. Just years after its 2016 launch, Twinkly has already become a global brand, revolutionising the world of decorative lighting with a range of technologically advanced, patented, and award-winning products. Ledworks was founded in 2016 by a group of pioneering entrepreneurs with a background in hardware design, software development, and the marketing of digital products.
They started out with the goal of transforming classic holiday decorations and lighting products into smart devices worthy of our increasingly digital, connected society. Ledworks began implementing Twinkly’s innovative technology to create stunning large-scale lighting installations. After making a name for themselves in the seasonal lighting industry, they moved on to their next challenge which was home lighting.
New technologies continue to be developed and rapidly adopted by an increasingly connected world. At Twinkly, they also continue to grow and innovate with new products and services while aiming to become one of the key players in the Internet of Things industry.
The Twinkly Matrix is a $200 canvas consisting of smart LED string lights with the highest density in their class. Each of these pill-shaped lights works together to create animated graphics and ambient lighting on any wall.
The LEDs on the Twinkly Matrix are more closely spaced than any other light curtain available. These 8 mm LED lights have a flat, round shape and are precisely diagonally positioned in a masonry grid pattern, guaranteeing superior HD effects and fluid animations.
The Matrix curtain sets up easily with two lightweight aluminium bars on each end, allowing you to hang it up without tangling any of the string lights. You can fully map out and customise effects using the Twinkly app. Additionally, it features a Windows screen mirroring feature, allowing it to act as an extended display while you game or watch videos. This expands big, open worlds beyond your gaming monitor onto the wall space behind it for increased immersion.
Beyond gaming, the Twinkly Matrix can fit into a living room or basement entertainment setup as live wall art. Its curtain form factor shakes things up since its string lights work together to form an image without a solid backdrop. The resulting aesthetic looks sleek and really helps colours pop, bringing the image into focus.
The Matrix is part of the Twinkly smart light ecosystem and can be expanded with additional Matrix curtains or connected to other Twinkly lights for bigger, synchronised installations. If you purchase the separate Twinkly Music accessory, it pairs with the Matrix so that the lights can synchronise and react to sounds. Plus, the curtain integrates into popular smart home platforms like Amazon Alexa and Google Home for voice control and automation.
The Twinkly Matrix comes in two variants:
3.3 x 3.3-foot model with 480 mappable LEDs
1.6 x 7.9-foot model with 500 mappable LEDs
If you’re considering getting the Twinkly Matrix, it could make for a unique and captivating art piece on your living room wall!
Animations
The animations on the Twinkly Matrix are truly captivating! Imagine a dynamic canvas of shimmering lights that can transform your wall into a mesmerising display. Here’s what you can expect:
Fluid Motion Effects: The Matrix’s high-density LED lights allow for smooth transitions between colours and patterns. Whether it’s a gentle fade, a sparkling twinkle, or a flowing wave, the animations appear seamless and enchanting.
Customizable Patterns: Using the Twinkly app, you can create your own custom animations. Draw shapes, write messages, or design intricate patterns directly on your phone or tablet. The Matrix responds instantly, bringing your creativity to life.
Dynamic Color Changes: The Matrix supports millions of colours, so you can switch between vibrant hues, soft pastels, or even warm white tones. Whether you want a calming ambiance or an energetic burst of colour, the Matrix delivers. Sync with Music: If you have the optional Twinkly Music accessory, the Matrix can sync its animations to the beat of your favourite tunes. Imagine hosting a party with lights dancing in rhythm to the music—it’s an immersive experience!
Gaming Enhancements: Gamers will appreciate the Matrix’s Windows screen mirroring feature. Extend your gaming monitor onto the wall behind it, creating an expansive visual backdrop. Imagine playing an open-world game with the environment spilling beyond your screen boundaries.
Artistic Displays: Beyond gaming, the Matrix serves as a unique piece of wall art. Its curtain-
like form allows it to blend seamlessly into your living room or entertainment space. The string lights work together to form images without a solid background, resulting in a sleek and eyecatching aesthetic. Smart Home Integration: Connect the Matrix to your Amazon Alexa or Google Home for voice control. Adjust brightness, change colours, or trigger specific animations effortlessly.
Remember, the Twinkly Matrix isn’t just about static lighting it’s a canvas for your imagination. Whether you want a cosy ambiance, a dynamic party mode, or an ever-changing art piece, the Matrix delivers a stunning visual experience!
The Matrix boasts the highest density LED positioning of any curtain available. Its 8 mm LED lights are precisely diagonally positioned in a masonry grid pattern, ensuring ultra-high resolution visual effects and fluid animations. You can control the Matrix directly from the Twinkly app, allowing you to create customised effects, animations, and content. It’s a canvas for your imagination, where you can let your creativity flow freely.
New features include screen mirroring options (for Windows only) and gaming integrations, making it even more immersive and reactive for live experiences.
Both variants have a lamp diameter of 0.31 inches and a drop spacing of 2 inches.
The Matrix operates on an input voltage range of 110-240V at 50/60Hz.
The output voltage is 24V with a power output of 36W (1.5A).
The power cable length is 3.3 ft.
The Twinkly Matrix consumes 36 watts of power, making it an energy-efficient choice for creating captivating light displays on your wall!
Installation
Installing the Twinkly Matrix is straightforward, and you’ll soon have your wall adorned with captivating LED lights. Here are the steps to hang and install it:
Website: www.twinkly.com
Facebook: @tinkly.smart.decoration X: @twinklyled
Instagram: @twinkly
TikTok: @twinkly
YouTube: @twinkly
• Carefully unbox the Matrix and inspect it for any visible damage.
• Ensure all components are included: the Matrix curtain, power adapter, and any additional accessories you purchased.
• Decide where you want to hang the Matrix. It could be a living room wall, bedroom, or any other suitable space.
• Make sure the wall is clean and free from dust or debris.
• The Matrix comes with two lightweight aluminium bars—one for the top and one for the bottom.
• Attach the bars to the Matrix curtain using the provided screws or clips.
• Position the top aluminium bar where you want the Matrix to start.
• Use screws or adhesive hooks to secure the bar to the wall. Make sure it’s level.
• Hang the Matrix curtain on the top bar, aligning the holes with the hooks or screws.
• Plug the Matrix’s power adapter into an electrical outlet.
• Connect the other end to the Matrix using the provided connector.
• Adjust the Matrix curtain to your desired shape. You can let it hang straight or create waves.
• Use the bottom aluminium bar to weigh down the curtain and keep it taut.
• Install the Twinkly app on your smartphone or tablet (available for iOS and Android).
• Follow the app’s instructions to set up your Matrix. It will guide you through connecting to Wi-Fi and configuring the lights.
• Open the app and map out the Matrix by selecting the correct model (480 LEDs or 500 LEDs).
• Draw patterns, create animations, or choose from pre-set effects.
• You can also adjust brightness, speed, and colour.
• Use cable clips or adhesive hooks to secure the power cable along the wall, keeping it tidy and hidden.
• Avoid placing the cable where it might be tripped over or damaged.
• Turn on the Matrix and admire your custom light display!
Experiment with different effects and colours. If you have the Twinkly Music accessory, play some music and watch the lights dance in sync. Remember to consult the user manual provided by Twinkly for any specific details related to your Matrix model.
Let’s talk pricing! The introductory price for the Twinkly Matrix is $199.99. Considering its stunning visual capabilities and versatility, it’s a worthwhile investment for creating captivating light displays on your wall!
For me this was great, the design, the colours, the lighting you name it this popped I had it as a living room backdrop I then used it as a content creator for videos and streams all of which attracted many and many interest from friends or fellow creators, this really is something special. The product itself is remarkably crafter with each bulb cared for just like the rest. This is a backdrop dream come true and highly recommend this to be added to your setup if you get the chance, however this isn’t an outdoor product so please do keep away from water and use indoors.
The price point surprised me as I expected this to cost a little bit more but once again Twinkly gets it right on every corner with easy to put up features and superb customisable setting, really what are you waiting for? Go buy one right now. They are amazing. Finally for me Sawyer here at the Gamer Guide what would I rate such a product? Well it’s a pretty great product at that, so really this is a simple yet easy 9/10 with a huge TGG Stamp of approval and a must buy this product excels any and all competitors currently you really do need this for your setups!
With All that in mind why not head below to their website and purchase some of their product or just peek at their socials down there too.
It is great to once again work with our long-time feature of 3 years, RØDE Microphones, who have supplied us with some great products to assist us with our event capturing. First let us of course refresh you on who RØDE Microphones are.
RØDE Microphones is an Australian-based audio technology company specialising in the design and manufacture of microphones, headphones, audio interfaces, and audio software. They have made a name for themselves in the music industry by creating well-built products with incredible sound quality. RØDE has been around since 1967 and was originally known as Freedman Electronics. Their range includes studio condenser microphones, wireless solutions, and versatile accessories for content creation and broadcasting. If you’re looking for high-quality audio equipment, RØDE is definitely worth exploring!
RØDE have gifted us three amazing products to assist with our audio and video capturing at big events like Gamescom and many more. The products we will be diving into today are:
The Interview PRO is a broadcast-quality handheld wireless microphone that’s ideal for capturing professional audio in a wide range of content creation, media and broadcast applications. It pairs seamlessly with all RØDE Series IV wireless receivers, utilising state-of-the-art 2.4GHz digital transmission to deliver incredibly stable audio with a range of up to 200m (line of sight). Featuring a high-quality omnidirectional condenser capsule, 32-bit float on-board recording, and intelligent GainAssist technology, it delivers professional results in any recording scenario.
Note: The Interview PRO can be used as a standalone field recorder, but for wireless operation, a RØDE Series IV receiver or compatible product is required.
Turn your smartphone into a professional filmmaking rig with the Phone Cage. Featuring an ultra-secure mounting system for attaching a MagSafe® iPhone® or other smartphone with a MagSafe-compatible case, cable management slots, five cold shoe mounts for attaching microphones and lights, and a wide array of 1/4inch and 3/8-inch threads for use with tripods, handles and other accessories, it is the perfect solution for elevating your smartphone content.
The Magnetic Mount is a versatile magnetic mounting system for attaching microphones, lights and other accessories to any MagSafe® iPhone® or other smartphone with a MagSafecompatible case. It features an ultra-strong magnet for complete security, even with vigorous use, and comes with three removable attachments for maximum flexibility. This includes both short and long cold shoe arms for shooting in landscape or portrait mode, plus a long arm for mounting your smartphone onto a tripod, handle or desktop arm for use in a wide range of video and content creation applications.
Let’s start off with the Interview Pro which as of writing this is only available to pre-order.
The RØDE Interview PRO, a versatile wireless microphone designed for field interviews and bustling environments. Here are the key features: Classic Design: The Interview PRO has a timeless look, making it suitable for professional use.
Built-in 32-bit Float Recorder: This feature ensures hassle-free recording with zero distortion or noise floor issues. You’ll get pristine audio quality even in challenging conditions.
Compatibility: The mic is part of the RØDE GO ecosystem and works seamlessly with its receivers.
Long Battery Life: The internal battery lasts over 20 hours between charges, and the 32GB internal memory provides 40 hours of 32-bit float recording.
Timecode Enabled: As part of the RØDE GO ecosystem, it supports timecode synchronisation. The Interview PRO mic simplifies field interviews while ensuring top-notch audio quality. If you’re into content creation, these accessories are worth exploring!
The RØDE Interview PRO microphone is priced at around £249 (or $299 in the US). It’s a versatile
wireless mic designed for field interviews and offers excellent audio quality.
The RØDE Interview PRO microphone comes with a two-year warranty. If you encounter any issues within this period, RØDE will provide support and address any manufacturing defects.
The RØDE Interview PRO is a fantastic addition to many creators who conduct interviews in a studio environment, at events, or creating content dayto-dayat home. We found out that this specified product matches up flawlessly with RØDEs other products like the Wireless Pro receivers. The battery life is one of the best on the market with an easy charging ability. The design and look is near flawless with the price being what you expect with such a premium product.
Overall if you want to produce some of the best interview content then this is top of the mark for what is a must buy.
This product exceeds any and all competitors for the price and is a solid 9/10 finish all around.
You can secure yours here!
Second up let’s dive into the first of two MagSafe products and that is The Phone cage which works flawlessly with a MagSafe Product. The RØDE Phone Cage, a versatile filmmaking accessory designed for smartphones. Here are the key features:
Sturdy Build: Made from aluminium, the Phone Cage provides a substantial grip for your iPhone while shooting videos.
Mounting Threads: It boasts 33 mounting threads for attaching accessories anywhere you’d like, along with five cold shoe threads and cable management slots on every corner.
MagSafe-Compatible: The Phone Cage includes a MagSafe-compatible magnetic mounting disc that securely holds any modern iPhone. It also works with Android phones fitted with a MagSafecompatible case.
Tripod Compatibility: With 3/8-inch and 1/4-inch tripod threads, you can easily attach it to tripods or other handles for precise shooting.
Price
The Rode Phone Cage is priced at $120 (around £120) and is available for pre-order on the Rode website.
The RØDE Phone Cage offers versatile accessory options for enhancing your smartphone filmmaking rig:
Microphones and Lights: Five cold shoe mounts allow easy attachment of microphones and lights.
Tripods and Handles: Conveniently placed 1/4inch and 3/8-inch threads facilitate connecting handles, tripods, and other accessories.
MagSafe Compatibility: The Phone Cage’s magnetic mounting system works seamlessly with MagSafe-compatible iPhones and smartphone cases.
The RØDE Phone Cage enhances stability during filming in the following ways:
Secure Grip: Its aluminium build provides a sturdy grip for your smartphone, reducing shakiness.
Tripod Threads: The 1/4-inch and 3/8-inch tripod threads allow easy attachment to tripods or handles.
MagSafe Magnet: The MagSafe-compatible magnetic mounting disc ensures a secure hold on your iPhone.
Overall, the Phone Cage minimises wobbling and helps you capture smoother videos! Customise your setup and elevate your mobile videography with the Phone Cage.
The RØDE Phone Cage is designed to accommodate larger smartphones. Its adjustable design allows you to securely mount various phone sizes while maintaining stability during filming.
As for the warranty, all RØDE products (excluding software) are covered by a limited warranty for one year from the date of purchase. Depending on the product, this warranty can be extended to either two, five, or ten years. If you’re interested in the Phone Cage, you can find it at Gear4music, which offers a 3-year warranty and a 30-day money-back guarantee.
If you’re into smartphone videography then this is the accessory for you, It is very sturdy, has a brilliant MagSafe addition and overall stabilises your phone to near perfection.
The Price point is actually under the going rate for products with their competitors slightly higher but very similar products.
RØDE never comes up short with their products and as mentioned phone videography is your forte then this is for you with another 9/10 for us here it is exactly what you need and the accessibility is perfectly set for RØDE and their products.
You can secure your Phone Cage here!
Lastly another beautiful MagSafe product from RØDE and that is of course the Magnetic Mount. The RØDE Magnetic Mount is a versatile magnetic mounting system designed for attaching microphones, lights, and other accessories to any MagSafe® iPhone® or smartphone with a MagSafe-compatible case. Here are the key features:
Ultra-Strong Magnet: Ensures complete security, even during vigorous use.
Modular Design: Comes with short and long cold shoe arms, allowing for both portrait and landscape shooting orientations.
Lightweight & Compact: Perfect for on-the-go videography.
Compatibility: Works with MagSafe-compatible phone cases and accessories.
With the Magnetic Mount, you can easily transform your phone into a videography powerhouse. Simply snap in your MagSafe iPhone or compatible case, attach your accessories, and start shooting incredible content!
Price?
The RØDE Magnetic Mount is priced at £80.00.
Warranty?
Yes, the RØDE Magnetic Mount comes with a limited warranty for one year from the date of purchase. Depending on the product, this warranty can be extended to either two, five, or ten years.
Accessories
Here are some compatible RØDE accessories: Tripod 2: A sturdy tripod for mounting cameras, microphones, and other accessories. It offers three positions for versatility.
Wireless ME: An ultra-compact wireless microphone system that makes recording professional audio for your videos effortless.
VideoMic GO II: An ultra-lightweight and versatile shotgun microphone for capturing incredible audio with a camera, computer, or mobile device.
Wireless PRO: The most powerful compact microphone system ever, featuring 32-bit float onboard recording, timecode, and other professional features.
Pairing these accessories with the Magnetic Mount will enhance your mobile videography setup!
The ultra-strong magnet ensures your microphone or accessory stays firmly in place. The short and long cold shoe arms allow for flexible positioning in both portrait and landscape orientations. Works seamlessly with MagSafe-compatible phones and cases.
However you are very limited as this is Only compatible with MagSafe iPhones and MagSafecompatible cases. The Magnet however while strong, it may not be suitable for extremely rugged environments. Lastly It’s a premium accessory, so it might be costlier than other mounting options on the market.
Overall, the Magnetic Mount is a convenient solution for mobile videography but consider your specific needs and budget when choosing it. With all the in mind the intense durability test made the magnet not the best option and the price point for what you get is really premium the score has dropped to a 8/10 for this one leading you to stick to the phone cage or find an alternative if your on a budget built again you get what you pay for here.
You can secure your Magnetic Mount here!
All in all it has been an absolute pleasure working with our wonderful friends over at RØDE Microphones and some of their great new products. For me Sawyer here at The Gamer Guide I am always pleased to see their products come through the office and get the chance to deep dive into them. We thank RØDE very much for gifting us these and do believe that you too should secure yours for your setup today, which you can see their site and their social media below.
We are back again working with our great friends over at Tecware who have sent us a VXL Evo which is a dual-chamber ATX ARGB PC Case. Before we dive into this case let us refresh you a little upon who Tecware are and what they do.
Tecware is a brand that offers affordable and quality products for PC users. They specialise in computer cases and other peripherals. Their product lineup includes mechanical keyboards, mice, headsets, fans, lighting, and more. If you’re looking for high-quality yet budget-friendly components, Tecware is worth exploring!
Tecware VXL EVO
Now let’s take a look at the Tecware VXL EVO dual-chamber ATX ARGB case. Here are the key features and specifications:
Design and Cooling:
Reversed blades for front-facing side intake fans. Pre-installed with 4 x 12cm ARGB fans (daisychained).
No controller or remote included requires a 3-pin 5V ARGB header on the motherboard or an external ARGB hub for fan LEDs to work.
Dual chamber layout for efficient airflow.
Dimensions:
L445 W285 H430mm.
Expansion and Compatibility:
Up to 390mm GPU length.
Up to 160mm CPU cooler height.
Up to 200mm PSU length.
Supports ATX, mATX, and ITX motherboards.
Radiator clearance: Top (120/240/360mm), Side (120/240/360mm).
I/O Ports:
Super Speed USB 3.0 x 2. HD Audio.
Storage Options: 2 x 3.5” HDD bays. 3 x 2.5” SSD slots.
Fans Included:
Rear: 1 x 120mm ARGB fan.
Side: 3 x 120mm ARGB fans.
Overall, the Tecware VXL EVO offers excellent airflow, cable management, and RGB lighting. It’s a spacious case with a tempered glass side panel and mesh front panel.
Pro And Cons
Here are the pros and cons of the Tecware VXL EVO PC case:
Pros:
Good Airflow: The dual-chamber design and preinstalled ARGB fans ensure efficient cooling.
Spacious: Plenty of room for components, including long GPUs and large PSUs.
Tempered Glass Side Panel: Show off your build.
ARGB Lighting: Comes with ARGB fans for customizable lighting effects.
Cable Management: Offers decent cable routing options.
Cons:
No Included Controller: You’ll need a compatible motherboard or external ARGB hub for fan lighting control.
No Front USB-C: Lacks a USB-C port on the front I/O panel.
No Dust Filters on Side Panel: The side intake fans don’t have dust filters.
Overall, the Tecware VXL EVO is a solid case with great features, but the lack of a front USB-C port and dust filters on the side panel may be drawbacks for some users.
Price
The TECWARE VXL EVO ATX Dual Chamber Chassis in black, pre-installed with 4 x 120mm ARGB fans, is priced at £99.99 on Amazon.co.uk. Keep in mind that prices may vary based on location and availability.
To Summarise
In Summary Tecware always has made great cases, the design and slick build is really something great to show off your build and their price range is set on more of a budget friendly purpose. This
time we thoroughly enjoyed the slick look of this case and how greatly spacious it was with such an ease to get into and fit in the parts needed. However and this is becoming more of a problem for PC cases and that’s the lack of a USB C port, more and more products that require a PC for use require a USB C connection, yes you may be able to get an adaptor but at an additional cost it’s just not convenient enough for the user and especially for a creator. On top of that with this case we ran into dust problems having the side intake fans do not have a filter was somewhat a downside but it’s expected with the low cost of the case.
Finally the fan lighting control for me it’s better to have a button on the case than to have to mess around with the motherboard to change from red to blue or another. A controller nowadays is becoming a must too as we have a younger audience diving into PCs and don’t like the hassle not having controller can bring.
With those faults worth mentioning we must end it here with the good that triumphs the flaws and that’s the air flow and cable management that comes with this case, it’s always very well thought out and finished by Tecware making their products always the go to for the lower ended budgets. Not to mention in this case it has a beautiful tempered glass side panel which can really show off your rigs, colours and designs which is really appreciated here.
Rating
To rate such a product, yes there were some minor flaws but not enough to not recommend here, all in all the price is great, the look and air flow is great, a comfortable 7/10 for the VXL EVO. If you are on a budget And wANT a really nice looking case with a great airflow and can show off your parts then the VXL EVO is the case for you.
Head on over to Tecware below and why not check out their socials too.
Our great friends over at Samsung hooked us up with their T9 Portable SSD in the 2TB range to review for our wonderful readers. First let us give you an insight into who Samsung are if you may have not heard of them before.
Samsung is a South Korean multinational manufacturing conglomerate. It is headquartered in Samsung Digital City, Suwon, South Korea. The company specialises in the production of a wide variety of consumer and industry electronics, including appliances, digital media devices, semiconductors, memory chips, and integrated systems.
With its success in the electronics business, Samsung has become an internationally recognized industry leader in technology and a top 10 global brand. The company follows a simple business philosophy: to devote its talent and technology to creating superior products and services that contribute to a better global society. It places a high value on its people and technologies, and ethical management is a key focus for building trust with various stakeholders, including customers, shareholders, employees, business partners, and local communities.
What is the T9?
The Samsung Portable SSD T9 is a highperformance external solid-state drive designed for content creators and professionals. Let’s dive into the details.
Blazing-Fast Transfer Speeds:
The T9 features a USB 3.2 Gen 2x2 interface, allowing for super-fast transfer speeds of up to 2,000 MB/s. With the NVMe™ protocol, it can transfer a 2GB file in almost 1 second.
Universal Compatibility:
The T9 is compatible with various devices, including:
Windows®, macOS®, and Android™ phones and tablets.
Gaming consoles.
12K cameras.
It comes with both USB-C® to C and USB-C® to A cables for seamless connectivity.
Reliability and Durability:
The T9 offers up to 3 metres drop resistance and is backed by a 5-year limited warranty.
Equipped with Samsung’s Dynamic Thermal Guard, it minimises performance drops due to overheating.
Compact and Lightweight:
Available in 1TB, 2TB, and 4TB models, the T9 maintains a compact form and weighs just 122g. Its dotted, non-slip finish ensures a comfortable grip when on the go.
Security Features:
The drive supports AES 256-bit encryption for data security.
How does the T9 compare to the T7?
Speed and Performance:
The T9 is significantly faster than the T7. It features a USB 3.2 Gen 2x2 interface, which provides 20 Gbps data transfer rates compared to the T7’s 10 Gbps.
Sequential read speeds for the T9 reach up to 2,000 MB/s, while sequential write speeds vary between 1,950 MB/s (for 1TB and 2TB models) and 2,000 MB/s (for the 4TB model).
In practical terms, the T9 can transfer a 4GB video in nearly two seconds or a 90-minute 4K recording in just 12 seconds.
Dimensions and Weight:
The T9 is slightly larger and heavier than the T7
T7: 85 x 57 x 8 mm, 58g
T9: 88 x 60 x 14 mm, 122g
Colour Options:
The T7 comes in red, blue, and grey colours. The T9 is available in black.
Encryption:
Both the T7 and T9 support AES 256-bit hardware encryption for data security.
Use Cases:
Choose the T9 Portable if speed is crucial, especially for tasks involving large files.
opt for the T7 Portable if you need a reliable external SSD for regular file transfers.
The T7 Shield is the sturdier version of the T7 Portable.
Price?
Samsung T9 is priced on the size of the storage with 1TB, 2TB and 4TB devices.
1TB: £153
2TB: £263
4TB: £475
Please make note these prices are via Samsung’s website and may change depending on location or time of reading.
How does the T9 compare to other brands on the market?
Certainly! Let’s explore how the Samsung Portable SSD T9 stacks up against other external SSDs from different brands:
Price and Value:
The T9 is priced competitively, making it an attractive option. It’s more affordable than some other Gen 2x2 drives like the Crucial X10
Pro and SanDisk Extreme Pro V2.
In comparison to other models, the T9 strikes a good balance between cost and performance.
Performance:
The T9 boasts impressive USB 3.2 Gen 2x2 speeds, reaching up to 2,000 MB/s for sequential reads and varying write speeds.
When compared to other Gen 2x2 drives, the T9 holds its own, with only a few alternatives being more expensive.
Alternatives:
Let’s take a look at some other external SSDs: Crucial X10 Pro: Pricier than the T9 but offers excellent performance.
SanDisk Extreme Pro V2: Also more expensive but known for its speed and durability.
Corsair EX100U, Kingston XS2000, Sabrent Rocket Nano V2, and ADATA Elite SE880: These are more budget-friendly options, and some of them match the affordability of the T7.
Considerations:
If you prioritise speed and reliability, the T9 is a solid choice. For those seeking a balance of performance and affordability, the T7 remains a great option. The Samsung T9 stands out for its speed, build quality, and competitive pricing. However, individual preferences and specific use cases may influence your decision. Be sure to weigh the factors that matter most to you when choosing an external SSD.
In summary, the Samsung T9 is a robust and speedy SSD that caters to professionals seeking exceptional performance and reliability. Whether you’re editing videos, working with large files, or backing up data, the T9 has you covered.
For me Sawyer here at The Gamer Guide Samsung really have nailed this market with their price slightly better than the competitors but super-fast speeds and great portability. For me it really does come between Samsung and Crucial as the market leaders for such a device with the price always a factor and any portable SSD comes with a premium price tag.
Our great friends and long-time feature Crucial have once again hooked us up with an amazing product and that is their Crucial Pro Overclocking 32GB Kit (2x16GB) DDR5-6000 UDIMM in white. The team at Crucial kindly gifted us these products.
Let us firstly refresh you as to who Crucial actually are.
Crucial is a global brand of Micron Technology, Inc., a leading memory manufacturer. As part of Micron, Crucial offers a range of products, including solid-state drives (SSDs) and memory (DRAM) upgrades. Their products are compatible with over 150,000 desktops, laptops, workstations, and servers. Whether you’re looking to upgrade your system’s memory or enhance storage performance, Crucial’s products deliver reliability and quality backed by Micron’s expertise.
Now Let’s dive into the Crucial Pro Overclocking 32GB Kit (2x16GB) DDR5-6000 UDIMM
Crucial Pro Overclocking 32GB Kit (2x16GB) DDR5-6000 UDIMM
The Crucial Pro Overclocking DDR5 memory is designed for performance enthusiasts and gamers who want to push their systems to the limit. Here are the key features:
The Crucial Pro Overclocking DDR5 kit runs at an impressive 6000 MT/s (mega transfers per second). This high speed ensures snappy responsiveness and smooth multitasking. With massive bandwidth, you won’t face performance bottlenecks even during demanding tasks.
The memory supports next-gen multi-core CPUs,
making it ideal for both Intel and AMD systems. It features Intel XMP 3.0 and AMD EXPO support on every module.
The aluminium heat spreader has a unique, origami-inspired design that not only keeps the memory cool but also adds a touch of style to your rig. Not to mention this time we got the set in white which looks so clean and beautiful within many if not all PCs
Lower latency translates to higher frame rates per second and smoother gameplay. It’s perfect for running AAA games and resource-intensive applications.
The memory module supports both Intel XMP 3.0 and AMD EXPO profiles, giving you build flexibility. Crucial has over 45 years of memory expertise, ensuring quality and reliability.
In testing, the Crucial Pro Overclocking DDR5 RAM performed well with an AMD Ryzen 7800X3D CPU.
The Crucial Pro Overclocking 32GB Kit (2x16GB) DDR5-6000 UDIMM White is priced at £166.79 Inc. Vat. There’s also a black version available.
Remember that overclocking performance depends on various factors, including CPU tier, motherboard compatibility, and BIOS settings. If you enable XMP/EXPO and face boot issues, consider resetting your CMOS or referring to your motherboard manual.
The CAS latency (CL), also known as Column Access Strobe latency, is an important timing parameter for RAM modules. It represents the delay between when a memory controller requests data from the RAM and when that data becomes available. Lower CAS latency values indicate faster response times.
Here’s how it works:
CAS Latency (CL): The number of clock cycles it takes for the RAM to respond to a read command.
Example: If a RAM module has a CAS latency of 16, it means that it takes 16 clock cycles for the requested data to be available after the memory controller sends a read command.
In summary:
Lower CAS latency values (e.g., CL 14) are better for performance.
Higher CAS latency values (e.g., CL 18) may lead to slightly slower response times.
Keep in mind that CAS latency is just one of several timing parameters (including tRCD, tRP, and tRAS) that collectively affect RAM performance. When choosing RAM, consider the balance between CAS latency, speed (measured in MT/s), and overall system compatibility.
The ideal CAS latency for gaming largely depends on the overall system setup, processor type, and specific game requirements. However, in most cases, a CAS latency of 9 or lower is considered good for gaming purposes. This level of latency ensures that data can be accessed quickly, resulting in smoother gameplay1.
Remember that CAS latency is just one aspect of RAM performance. It’s also essential to consider other factors like RAM speed and overall system compatibility. The sweet spot is a RAM kit with low latency but high speed, allowing you to enjoy quick response times, minimal input lag, and enhanced FPS in games.
Is overclocking worth it for gaming?
Overclocking RAM can indeed provide a performance boost, especially in certain scenarios. Let’s explore the pros and cons to help you decide whether it’s worth it for your gaming rig.
Pros of Overclocking Your RAM:
Immediate Performance Boost: Successfully overclocking your RAM can lead to an immediate boost in system performance.
Faster Application Load Times: Applications will load faster, and multitasking performance may improve.
Gaming Performance: While not always apparent in every game, you should see a boost in gaming performance, especially in CPU-limited games.
Customization: Overclocking allows you to finetune your system for optimal performance.
Cons of Overclocking Your RAM:
System Stability: Overclocking RAM can lead to system crashes, random reboots, or data corruption. If you value stability, be cautious.
Risk of Hardware Damage: Pushing RAM beyond its limits can increase heat and potentially damage the RAM or other components.
Voided Warranty: Overclocking RAM voids its warranty.
Complexity: Overclocking requirements vary for each memory module, making it challenging for beginners.
Our Verdict:
Not all RAM modules yield the same performance boost from overclocking.
If you have good memory chips and a stable CPU memory controller, you might see up to a 30% increase in FPS in CPU-limited games.
However, for most people, the gain is minimal.
Remember that RAM speed, memory chip type, CPU, GPU, game, and settings all impact gaming performance.
In summary, if you’re an enthusiast willing to tinker and understand the risks, overclocking RAM can be worthwhile. Otherwise, stick to stock settings and enjoy your gaming experience!
When comparing DDR5 to DDR4, there are several key differences that impact performance and overall value. Let’s break it down:
Speed and Bandwidth:
DDR5 operates at higher data transfer rates than DDR4. While DDR4 typically ranges from 2133 MT/s up to 3200 MT/s, DDR5 starts at 4800 MT/s and is expected to reach even higher speeds (e.g., DDR5-6400) in the future.
The increased bandwidth of DDR5 allows for faster data access and improved multitasking.
Latency:
DDR5 has higher CAS latency (CL) compared to DDR4. For example, early DDR5 modules have a CAS latency of 40, which is equivalent to DDR42400 CAS 20. Lower latency numbers are generally better, so this might seem concerning.
However, DDR5’s latency is specified in clock cycles, and it can still perform well due to its faster clock speed.
Efficiency and Architecture:
DDR5 introduces a new channel architecture. Each DIMM (memory stick) now has two channels instead of one, allowing the CPU to access the same RAM stick more efficiently.
Burst chop and burst length are also doubled in DDR5 compared to DDR4, further enhancing data transfer efficiency.
Cost and Availability:
DDR5 is currently more expensive than DDR4 due to its novelty and limited availability. However, as production ramps up, prices may become more competitive.
DDR4 remains a better value for most users, especially considering the marginal performance gains from DDR53.
Intel’s 12th, 13th, and 14th generation Core CPUs support both DDR4 and DDR5. If you’re upgrading your CPU and motherboard, you have flexibility in choosing between the two.
Keep in mind that DDR5 adoption will likely increase over time as more platforms support it.
DDR5 is the future standard, and as technology matures, its performance will improve. Over time, DDR5 will likely surpass DDR4 in both speed and efficiency.
In summary, while DDR5 provides a performance boost, the decision to upgrade depends on factors like cost, availability, and your specific use case. For most users, DDR4 remains a practical choice, but DDR5 will become more compelling as it becomes mainstream.
If you’re looking for high-speed DDR5 memory with overclocking capabilities, the Crucial Pro Overclocking series is worth considering, having worked with Crucial for quite some time now we are more and more edging towards their products as they seem to hit the numbers on the dot and perfectly finish the product, not to mention the cost with Crucial being more affordable than their competitors.
For me Sawyer here at The Gamer Guide the overall product is great, the white look makes this a super clean product for your build, the overclocking abilities if you know what you are doing really will excel performance and even gaming. The Price of this product is very well affordable and much more pleasing than competitors.
If I was to rate such a product for me it’s a solid 8/10 just down to the niche everything else is great but overclocking is a niche in itself as many people do not know how or where to begin with such RAM, hopefully our feature today has given you some insight and aim for you too to dive into overclocked RAM.
Back again with our great friends over at Anker and their Soundcore section who produce some fantastic audio devices like what we have today the Sleep A20 which is audio earbuds for the purest of comfort. Designed for Sleep but superb for gaming and content creation.
First of all for those who may not know who Soundcore is let us explain a little below.
Soundcore is a sub-brand of Anker, a company specialising in electronics and accessories. Soundcore was launched in 2014 with the goal of delivering affordable audio products that don’t compromise on quality. Since then, they’ve released a range of products, including wireless earbuds, headphones, and speakers.
Soundcore’s commitment to quality and affordability has made it a popular choice for music enthusiasts worldwide. Whether you’re looking for earbuds, headphones, or speakers, Soundcore offers a variety of options to enhance your audio experience.
Let’s dive into the Anker Soundcore Sleep A20 earbuds. These tiny earbuds are specifically designed for sleep, aiming to help you get a good night’s rest. Here’s what you need to know...
The Sleep A20 earbuds come in a puck-shaped case with a sliding top. The case is lightweight and features a USB-C charging port on the back. Inside the case, the earbuds are magnetically held in place. While it’s easy to take them out, putting them back in correctly might take a few tries initially.
The earbuds themselves are well-made, small, and comfortable. They’re designed to be worn overnight, even if you’re a side sleeper.
Although sound quality isn’t the primary focus when you’re asleep, the Sleep A20 earbuds still deliver decent audio. They offer clear dialog and enough bass to avoid sounding tinny. The volume can be adjusted low enough to be heard without disturbing your sleep.
The Sleep A20 earbuds can stream audio from your phone or play calming sounds. Whether you prefer white noise, podcasts, or music, these earbuds have you covered. They also come with various ear tip sizes and types, allowing you to find the best fit for your ears. The companion app provides sleep-tracking data, which can be helpful for understanding your sleep patterns.
Expect impressive battery life from the Sleep A20 earbuds. You won’t have to worry about them running out of juice during the night.
While the app provides useful features, some users have reported that not all of them are reliable. It’s worth exploring to see which features work best for you. Remember that everyone’s experience with sleep products is personal, so what works for one person may not work exactly the same way for another. If you’re looking for a comfortable solution to help you sleep better, the Anker Soundcore Sleep A20 earbuds are definitely worth considering.
There is nothing more stressful than a hard day ether at the office or some stressful games and with The Anker Soundcore Sleep A20 earbuds offering a variety of calming sounds to help you relax and drift off to sleep you couldn’t ask for much more to end that long day. Here are some of the soothing sounds you can choose from:
White Noise: White noise is a consistent sound that covers other background noises. It’s like static or the sound of a fan. Many people find it helpful for drowning out disturbances and promoting better sleep.
Ocean Waves: The gentle rhythm of ocean waves can be incredibly calming. It mimics the sound of waves lapping against the shore, creating a peaceful atmosphere.
Rainfall: The sound of rain falling can be soothing and comforting. Whether it’s a light drizzle or a heavy downpour, rain sounds can help you relax. Forest Ambience: Imagine being surrounded by tall trees, birds chirping, and leaves rustling. Forest ambience provides a natural and serene backdrop for sleep.
Wind Chimes: The delicate tinkling of wind chimes can evoke a sense of tranquillity. It’s like having a gentle breeze in your room.
Campfire Crackling: If you enjoy camping, the sound of a crackling campfire can transport you to the great outdoors. It’s cozy and nostalgic. Heartbeat: Some people find comfort in listening to a steady heartbeat. It’s a reminder of safety and security.
Remember that individual preferences vary, so feel free to explore these sounds and find the ones that work best for you.
The Anker Soundcore Sleep A20 earbuds allow you to customize the volume of the calming sounds to suit your preferences. Here’s how you can adjust the volume.
Using the Companion App:
The Sleep A20 earbuds come with a companion app that provides additional features and settings. Within the app, you’ll find controls for adjusting the volume of the soothing sounds. You can increase or decrease the volume as needed.
Physical Controls on the Earbuds:
The earbuds themselves have touch-sensitive controls.
To adjust the volume directly on the earbuds, follow these steps:
Increase Volume: Double-tap the right earbud.
Decrease Volume: Double-tap the left earbud.
Experiment with different volume levels to find what feels most comfortable for you during sleep. Remember that the goal is to create a relaxing environment without disturbing your rest.
Feel free to explore these options and find the perfect volume setting for your peaceful slumber.
The Anker Soundcore Sleep A20 earbuds also allow you to set a timer for the calming sounds to turn off automatically. This feature can be quite handy if you want the sounds to play only for a specific duration. Here’s how you can do it:
Using the Companion App:
Open the companion app associated with your Sleep A20 earbuds.
Look for a timer or sleep timer setting within the app.
Set the desired duration (e.g., 30 minutes, 1 hour, etc.) for the calming sounds.
Once the timer expires, the sounds will automatically stop playing.
Some earbuds allow you to set a timer directly using touch controls.
Check if your Sleep A20 earbuds have this feature:
Activate Timer: Double-tap one of the earbuds (usually the left one) to start the timer.
Deactivate Timer: Double-tap again to cancel the timer.
Remember to adjust the timer based on how long you’d like the calming sounds to play before drifting off to sleep.
While the Anker Soundcore Sleep A20 earbuds are specifically designed for sleep, they can also serve other purposes beyond bedtime. Here are some alternative uses for these earbuds:
Relaxation and Meditation:
Use the calming sounds during your daytime relaxation or meditation sessions. Whether you’re practicing mindfulness, yoga, or simply unwinding, the soothing sounds can enhance your experience.
Stress Reduction:
If you’re feeling stressed during the day, put on the Sleep A20 earbuds and listen to white noise, ocean waves, or rain sounds. They can help calm your nerves and provide a moment of tranquillity.
Some people find that ambient sounds improve their focus and concentration. If you’re working or studying, try playing gentle forest ambience or wind chimes in the background.
Travel Companion:
When travelling, especially on long flights or train rides, the Sleep A20 earbuds can be your travel companion. Block out noisy surroundings with white noise or listen to calming sounds to make your journey more pleasant.
Blocking Out Office Noise:
If you work in a noisy office environment, these earbuds can help you concentrate. Put them in when you need to drown out distractions and focus on your tasks.
Tinnitus Relief:
People with tinnitus (ringing or buzzing in the ears) often find relief by listening to soothing sounds. The Sleep A20 earbuds can provide comfort during tinnitus flare-ups. Remember that versatility is a plus, and these earbuds can adapt to various situations beyond sleep. Enjoy their calming effects whenever you need a moment of peace.
Price?
Kickstarter Pre-Purchase (Early Bird Special):
Starting April 16, you can pre-purchase the Sleep A20 earbuds on Kickstarter. Early backers can take advantage of savings of up to 40% on the retail price.
Official Sales (Amazon and Soundcore Website):
General sales will begin in mid-late May on Amazon and Soundcore’s website. The retail price for the Sleep A20 earbuds in the US is $149.99. So, if you’re looking for a comfortable and noiseblocking solution for better sleep, the Anker Soundcore Sleep A20 earbuds might be worth considering.
For me Sawyer here at The Gamer Guide I was blown away with the actual comfort of these earbuds. The sounds implemented to make you calm and have a wonderful slumber were some of the best sounding ones I’ve ever graced my ears with. The price point is of course premium but the quality is in fact that you want that peace, that relaxation, the perfect slumber you will pay for it regardless of where you go so to me the price point is great and justified.
To rate a product like this is fairly easy as it has boosted my mood and assisted me with sleep and stress relief many times an easy 9/10 from us here at TGG finding little to zero issues and the comfort is easily a 10/10.
First up we had the Sleep A20s now we have the liberty 4 noise cancelling earbuds which are another fantastic product by Soundcore.
Let’s dive into the Anker Soundcore Liberty 4 NC earbuds. These true wireless earphones offer a combination of features that make them a wellrounded addition to Anker’s affordable lineup. Here’s what you need to know:
The Liberty 4 NC earbuds provide excellent ANC for their price point. They effectively reduce external noise, allowing you to enjoy your music or podcasts without distractions. The additional wind reduction feature further enhances the noise-cancelling capabilities.
These earbuds deliver robust bass depth, making them ideal for bass enthusiasts. The companion app includes an 8-band EQ, allowing you to finetune the sound to your liking.
The Liberty 4 NC earbuds come in various colorways, including Cosmic Blue, Velvet Black, Pastel Pink, Light Blue, and Clear White. The case has a stout, squarish design with ambient interior lighting. The buds fit securely, but they are not specifically designed for athletic use despite their IPX4 rating.
The earbuds offer a decent battery life, allowing you to use them throughout your workday. The case provides additional charges, ensuring you won’t run out of power easily.
The battery life of the Anker Soundcore Liberty 4 NC earbuds with Active Noise Cancellation (ANC) enabled is quite impressive. When ANC is turned on, you can expect approximately 7 hours of continuous playback time on a single charge. Additionally, the charging case provides extra power, allowing you to enjoy a total playtime of up to 28 hours before needing to recharge both the earbuds and the case. That’s plenty of listening time for your favourite music, podcasts, or audiobooks.
Companion App:
The Liberty 4 NC pairs with an excellent companion app that lets you customise settings, including the EQ. Audio tinkerers will appreciate the comprehensive app features.
Price and Value:
At a retail price of $99.99, these earbuds offer a compelling combination of ANC, sound quality, and customization options. In summary, if you’re looking for affordable noise-cancelling earbuds with good performance, the Anker Soundcore Liberty 4 NC is definitely worth considering.
The Anker Soundcore Liberty 4 NC earbuds are versatile, but there are a few considerations if you plan to use them for workouts or outdoor activities.
The Liberty 4 NC earbuds are designed primarily for everyday use and comfort. While they fit securely, they may not be the best choice for intense workouts or vigorous activities. If you’re doing light exercises like walking or yoga, they should work well. However, for high-impact activities like running or weightlifting, you might want to consider sport-specific earbuds with additional stability features.
The Liberty 4 NC earbuds have an IPX4 waterresistance rating. This means they can handle light splashes and sweat, but they are not fully waterproof.
For outdoor activities, especially if you expect heavy rain or excessive sweating, consider earbuds with a higher IPX rating (such as IPX7) for better protection against moisture.
ANC can be beneficial during workouts to block out gym noise or background chatter. However, it’s essential to remain aware of your surroundings, especially if you’re exercising outdoors. You can toggle ANC on or off based on your preference.
Make sure the earbuds fit snugly in your ears. Experiment with different ear tip sizes to find the most secure fit. If you’re doing intense movements, consider using ear wings or hooks (if compatible) to prevent them from falling out. In summary, while the Liberty 4 NC earbuds are not specifically designed for workouts, they can work well for light exercise and outdoor activities. Just be mindful of their limitations and adjust your usage accordingly.
For me Sawyer here at The Gamer Guide I found these to be great headphones for on the go or short journeys. The battery isn’t the best but a charging case does help with that but not the awkward silence while they charge that is. Price point and comfort is great however I do not recommend use for working out or extreme weather as mentioned above.
To rate this product it’s a great device a good price point a great market leaders but the battery and outdoor usages does bring In draw back however the colours you can get and the overall feel can give this a nice 8/10 rating TGG approval as Soundcore in general really do make great quality products.
Finally our third audio device by Soundcore and this time we have the over the ear headphones in a slick design and great noise cancelling capabilities called the Space Ones.
Let’s dive into the Anker Soundcore Space One headphones. These over-ear headphones offer a combination of features that make them a compelling choice, especially considering their budget-friendly price. Here’s what you need to know.
The Soundcore Space One headphones are designed to impress without breaking the bank. They come in colour options like Jet Black, Sky Blue, and Latte Cream. The latter finish, in particular, looks surprisingly premium from a distance. However, it’s worth noting that the shiny, metallic-looking exterior is actually made of plastic. Despite this, the lightweight construction ensures a comfortable wearing experience.
Both the headband and ear pads are made from soft silicone, and the headband is adjustable for various head sizes. The ear cups swivel and fold, making them portable and easy to carry.
The Soundcore Space One headphones offer excellent noise isolation and ANC capabilities. While they may not match the absolute top-tier ANC headphones, they perform admirably for their price range. The ANC feature helps block out external sounds, allowing you to immerse yourself in your music or podcasts without distractions.
These headphones deliver a sound profile that caters to bass enthusiasts. If you love deep, powerful bass, you’ll appreciate what the Space One offers. However, keep in mind that the bass and treble are slightly over-emphasized. If you prefer a more balanced sound stage, you might want to explore other options.
The adjustable EQ in the companion app allows you to fine-tune the audio to your liking, which is a great feature for customization.
The Space One headphones boast an impressive battery life. You can use them for up to 14 hours with noise cancellation enabled. Whether you’re on a long flight or a daily commute, these headphones won’t leave you hanging.
They support Bluetooth 5.3 with LDAC codec support, ensuring high-quality wireless audio. Unfortunately, there are no touch controls, but the physical buttons are straightforward to use. The carrying case provided is not a hardcover case, which might be a minor drawback for some users. In summary, if you’re looking for affordable noisecancelling headphones with good sound quality and a comfortable design, the Anker Soundcore Space One is definitely worth considering.
The Anker Soundcore Space One headphones are not only great for music but also work well for phone calls. Here’s why they’re a good choice for handling calls:
The Space One headphones feature dual microphones that help capture your voice clearly during phone calls. Whether you’re in a quiet room or a noisy environment, the microphones work to minimise background noise and focus on your voice.
ANC is not only beneficial for music but also for phone calls. It reduces ambient noise, making it easier for you to hear the caller and vice versa. When you’re in a crowded place or on public transportation, ANC ensures a more pleasant call experience.
The over-ear design provides a comfortable fit, and the soft ear cushions help reduce pressure during extended wear. You can wear them for longer phone calls without discomfort.
The Space One headphones use Bluetooth 5.3, ensuring a stable and reliable connection to your phone. Pairing is straightforward, and once
connected, you can seamlessly switch between music playback and calls.
The physical buttons on the headphones allow you to answer or end calls, adjust volume, and even activate voice assistants (like Siri or Google Assistant).
So, whether you’re taking work calls, catching up with friends, or participating in conference calls, the Anker Soundcore Space One headphones have you covered.
For me Sawyer here at The Gamer Guide these felt great the price point is in the budget friendly section however there were a tad few drawbacks unfortunately but very much so expected when the price range is into the budget range.
So with the flaws I mentioned prior to the overall rating of the Space Ones we can gladly give this a high 7/10 and when I state high it really was a 7.9 however still a great p[air of headphones with some great slick design and feature and we do recommend these for you.
All three products we have reviewed and featured by Anker – Soundcore all have their own specific niche but they all come together to make great assets for content creators or enhance your gaming time and setups. As always we thank Anker very much for gifting us these products and working with us on yet another great feature here within The Gamer Guide. With all this in mind you’d be a fool not to check out their products and pick some up yourself just look at how great they look! So head down below to their website and make a purchase now and don’t forget why not check out their socials too!
New to The Gamer Guide is a company which goes by the name of Journey who specialise in charging your products and this time they have a great all in one charging desk mat which will charge your air pods and your mag safe mobile phones.
Who is Journey you may ask? Well let us tell you below.
Journey Official is a brand that offers premium mobile accessories, specialising in stylish and innovative tech products. Here are some key points about Journey:
Journey provides a variety of accessories for your everyday needs, with a focus on enhancing your mobile and tech experiences. Their product lineup includes chargers, lifestyle essentials, cases, and straps. One of their notable products is the 3-in1 Wireless Charging Station, which is MagSafecompatible.
This charging station allows you to charge your iPhone 12 or 13, Apple Watch (all models), and AirPods (wireless charging enabled) simultaneously. Journey’s accessories blend style, functionality, and innovation seamlessly. They prioritise high-quality materials and design to enhance your daily life experiences
What is the Alti Ultra?
The Journey Alti Ultra Wireless Charging Desk Mat is an innovative accessory that combines style and functionality. Let me provide you with some details about it:
The Alti Ultra Wireless Charging Desk Mat is a MagSafe-certified charger designed by Journey. It’s an upgraded version of their well-established Alti mat. Unlike the Nexa 4-in-1 charging desk mat, which you might have seen in other reviews, the Alti Ultra focuses on wireless charging. The mat features a double-sided design with a thicker soft felt surface. It also comes in an exclusive midnight colour.
Its versatility extends beyond charging – it can serve as a screen display and help organise your desk space. The original Alti mat even earned the title of Best Desk Pad in the Home Office section of the 2023 GQ Home Awards.
The Alti Ultra provides a potent 15 watts of charging power for iPhone 12 and later models, thanks to its official MagSafe certification. This is significantly faster than the 7.5W limit of many third-party “MagSafe-compatible” chargers. The Journey Alti Ultra Wireless Charging Desk Mat is primarily designed for MagSafe-compatible devices, which includes iPhones from the iPhone 12 series and later. However, it’s important to note that Android devices do not natively support MagSafe technology.
The Alti Ultra mat is officially MagSafe-certified, which means it adheres to Apple’s standards for wireless charging. MagSafe technology relies on a circular array of magnets embedded in the mat to ensure precise alignment with compatible devices. Android phones do not have built-in MagSafe magnets, so they won’t benefit from the full MagSafe experience. While the Alti Ultra mat won’t provide the same MagSafe features for Android phones, it can still be used for wireless charging.
Android devices with Qi wireless charging capability can be charged on the Alti Ultra mat. Qi wireless charging is a universal standard supported by many Android phones, smartwatches, and other accessories. Android devices placed on the Alti Ultra mat will charge at the standard Qi wireless charging rate (usually up to 10W). Keep in mind that the Alti Ultra mat is optimised for
MagSafe charging, so its full 15W capacity is best utilised with MagSafe-compatible iPhones.
In summary, while Android devices won’t benefit from the MagSafe features, the Alti Ultra Wireless Charging Desk Mat can still serve as a stylish and functional wireless charger for them. If you have an Android phone with Qi wireless charging, feel free to use it on the Alti Ultra mat.
The Alti Ultra Wireless Charging Desk Mat is priced at $169.99/£119.99.
You can purchase it directly from the Journey website.
If you’re looking to add a touch of luxury to your workspace while enjoying the convenience of wireless charging, the Journey Alti Ultra Wireless Charging Desk Mat is an excellent choice. Remember, this may not only keep your devices powered up but also adds a stylish touch to your
desk. If you decide to get one, I hope it enhances your workspace experience!
For me Sawyer here at The Gamer Guide I wasn’t that overly impressed. The mouse mat is detached from the actual charging station which gives me little to no need for the actual mat which is a shame but the material and design itself does look premium and fresh. One thing worth noting and this blew my mind was the plug which comes inside the box you have a USB C plug that comes with interchangeable heads for every different power socket from UK to US even AUS is in there this was the chefs kiss for me perfecto!
With all that in mind it is exactly what it says on the box a premium mouse pad with wireless charging you can’t fault it the price point is correct for a MagSafe charging device so there’s no flaw there so on that note an 8/10 is a very secure and comfortable score here for Journey and their Alti Ultra Wireless Charging Desk Mat! If you are in the market for such a product then please head below to their website which provides fast shipping in the UK and US and you can also see their socials below too.
We teamed up with CRKD to review their great Switch Accessories the Nitro Deck which comes in a range of colours and of course an awesome Game Boy Advanced styled purple which we was lucky to secure along with their super slick carry cases. Before we dive into our review however please let us give you an insight to who are CRKD? As you may not have heard or seen the brand before.
CRKD is a brand that creates premium gaming gear with a unique collectible experience. Their flagship product is the Nitro Deck, which is a wireless collectible controller designed for use with the Nintendo Switch, PC, mobile devices, and smart TVs. CRKD aims to create a unique collectible experience for gamers. Each of their core products is designed to be more than just a functional accessory; it’s also a collectible item for example the limited edition Nitro Deck we obtained.
You may be asking what exactly is this Nitro deck well theres a Nitro Deck and a Nitro Deck+ which we will briefly run down what each are below. The Nitro Deck is a handheld controller that offers a premium gaming experience. It connects wirelessly to compatible devices and provides a comfortable grip for extended gaming sessions. The Nitro Deck is part of CRKD’s True Collection System, where digital proof of physical ownership is established through a mobile app. The Nitro Deck+ however is an upgraded version of the original Nitro Deck. It incorporates new features based on community feedback, making it even better for gaming. The Nitro Deck+ is compatible with the Nintendo Switch and the OLED model.
Now onto what we have in front of us and that’s the limited edition purple CRKD Nitro Deck with
carry case, at a first look the colour design and nostalgia really hits home as looks great much appreciated over here and for fellow retro game lovers too.
The CRKD Nitro Deck is a new Nintendo Switch accessory that offers several meaningful upgrades. Unlike most aftermarket Joy-Con replacements, the Nitro Deck doesn’t attach two individual controllers to both sides of the console. Instead, you slide the entire Switch screen into a single housing unit.
The Nitro Deck feels sturdier and more comfortable to hold than the standard Joy-Con controller. It’s compatible with both the standard Nintendo Switch and the Nintendo Switch OLED models.
The Nitro Deck is a decent alternative to the standard Joy-Con controllers. It provides customizable back buttons, replaceable thumb stick caps, and Hall Effect sensors to combat stick drift.
For us the Nitro Deck is a true game-changer for the Switch. With it being super comfortable, wellbuilt, and features excellent buttons. The inclusion of Hall effect sensors ensures zero stick drift which is normally an issue with similar products.
The CRKD Nitro Deck offers several customization options for gamers who want to tailor their gaming experience. Here are some of the key customization features:
The Nitro Deck comes equipped with pro-style back buttons that allow you to map additional functions. These buttons can be customized to suit your preferred playstyle. Assign actions like jumping, crouching, or reloading to the back buttons for quicker access during intense gameplay.
The Nitro Deck includes replaceable thumb stick caps. These caps can be swapped out to match your preference for grip, texture, and feel. Whether you prefer a concave or convex design, you can choose the thumb stick cap that enhances your control.
One of the standout features of the Nitro Deck is the inclusion of Hall effect sensors in the thumb sticks. These sensors provide precise and accurate input, eliminating the common issue of stick drift that can occur with traditional analogue sticks. While this isn’t a direct customization option, it significantly improves overall performance.
Button Remapping:
Although not built into the Nitro Deck itself, you can use the Nintendo Switch system settings to remap buttons. Customize the function of each button according to your preferences. For example, swap the A and B buttons or adjust the sensitivity of the triggers.
While not a technical customization, you can personalize your Nitro Deck with skins, decals, or protective cases. Choose designs that resonate with your style, whether it’s a sleek minimalist look or a vibrant, eye-catching design. Remember that customization options may vary based on personal preference and the specific version of the Nitro Deck you own. Explore these features to enhance your gaming experience!
Price?
Here are some pricing details for different editions of the Nitro Deck:
Nitro Deck Black Edition:
Sale price: £49.99
Regular price: £59.99
Nitro Deck Emerald Green Limited Edition with Carry Case:
Sale price: £69.99
Regular price: £89.99
Keep in mind that prices may vary based on your location and any ongoing promotions.
In our bundle we also secured a carry case which we will go into detail wehy you too should opt for this additional option.
Certainly! Let’s take a closer look at the CRKD Nitro Deck carry case, which complements the Nitro Deck controller for the Nintendo Switch. Here’s what reviewers have to say about this accessory: The CRKD Nitro Deck carry case is designed to securely transport your Nintendo Switch and Nitro Deck anywhere, that being to work or to another country this case has been approved globally as a mean of transport for your console. To me the case seemed very sturdy and withstood a couple of drops and fits your average needs into said case.
In summary, the CRKD Nitro Deck offers a mix of innovative features, improved comfort, and stick drift prevention. However, opinions vary, so consider your preferences and budget before deciding. But overall, it’s a great accessory at a reasonable price. The Nitro Deck is an ambitious product that succeeds in many areas. While there are rumble issues, the price and features make it worthwhile. The right thumb stick position is a point of contention. So for me Sawyer here at The Gamer Guide with finding great comfort, great price bracket a slight fiddle to release the switch and somewhat rumble issues this is overall a solid product and can comfortably sit at an 8/10 on the TGG Approval. If you’re interested in premium gaming gear with a collectible twist, you can explore CRKD’s offerings on their website which is listed below alongside their socials.
crkd.gg
Facebook: @CRKD
X: @crkdgg
Instagram: @crkdgg
YouTube: @CRKDgg
Tiktok: @crkdgg
We are back once again having being initialling as Press to for me the best gaming event in the UK period and that is Insomnia The Gaming Festival with this time it being i72, the event itself was a thrilling event that took place from March 29th to April 1st, 2024 at the NEC Birmingham in the UK. As a gaming enthusiast, you would have found plenty to enjoy during this four-day extravaganza.
Insomnia was once again split into two main parts the main floor which is of course BYOC (Bring Your Own Computer) which is the UK’s biggest LAN Party, gamers from around the country bring their set-ups from the comfort of their homes to compete in esports tournaments, fight off in multiplayer battles and more. And secondly the main festival event which has all your shows on the stage your games merch stalls and fun packed day. Additionally Insomnia offers a unique indoor camping option for those looking for a cheaper way to stay over all four days of the event.
Let us also begin with a thank you to the organisation, this year seemed really well thought out with the teams prior being very knowledgeable and helpful, The insomnia teams were so friendly and helpful there was never an unanswered question, they were polite friendly and very approachable so a big shout out on this one to the organisers, volunteers and staff members this year you all truly were amazing. Let us dive into our recap of what we got up to and what was on offer at the event.
So of course location for the event is very ideal being located at The NEC Birmingham this served as the perfect venue for this festival. It’s easily accessible by various modes of transport, including trains, shuttles and even the nearby airport. Also worth a mention is the Parking which was very convenient with a £5 full-day rate right next to the event you wouldn’t get that further down south that’s for sure.
Down to the layout of i72 which to me felt more organised than before so the wonderful teams are paying attention to the feedback from attendees and such. Each different area was localised and relevant to one another, creating a better flow for attendees.
The tabletop area was back with a bang bringing some of the best games to life even with a life sized game of DnD, not to mention right next to this section was all the merch stores which was located in a very convenient place for access to other areas, bathrooms and food. The Gaming books were all situated together so if you knew that was what you were going to the event for then you didn’t have far to trail to experience it all.
So first up one of the main attraction to insomnia of course are its world class Esports Tournaments which showcase skill and creating legends, the esports action was a major draw as fan came from all over to see some of their favourite teams we witness class upon class of talented teams as the battled head to head for trophies and prizes this is for sure a special highlight in itself.
Next up we have some fan favourites here and that’s the Meet and Greets area which allows fans to connect with their favourite content creators which is always a wonderful bonus as Insomnia does this very well in bringing creators to the event.
Down to an absolute must have at every Insomnia and that’s Monster Energy which to me you’d think I bleed green with how much I love these drinks. So what did Monster Energy bring to Insomnia? Well a very impressive booth with a nice chill out gaming area, some custom PCs and the deal of the deal unlimited free monster and of course their beautiful iconic Monster truck.
On the subject of Energy drinks we can’t forget that Red Bull also had a nice little creator space with free drinks awesome tunes and creators streaming it was a great upbeat vibe and they welcomed everyone not just creators which is great to see all communities just vibed and enjoyed themselves so shout out to the DJs over there it was great. It wouldn’t be an event without food right? Well at Insomnia not only do you have the NEC but inside the event you have plenty of food options from burgers to even gyros and of course ample seating and well-maintained facilities which made the experience comfortable.
Scan Computers was also on the show floor this year having some amazing content creators streaming in their zone with some of their products they had up for grabs or to buy if you want to be a creator like the ones at the event. I definitely recommend going to Scan for all your tech. Also worth mentioning that throughout the event you can play VR games you can even sit and stroke some guide dogs or help a charity or two Insomnia has it all and if you’re into gaming or just want a fun packed day out this event is really for you.
The star of the show right here and that is the Main Stage and their wonderful panels. This stage hosted some great stuff from an appearance of Jelly and Slogo who are some amazing Minecraft creators to some fantastic Just Dance competitions and of course one thing Insomnia does great was the Cosplay Comps too these were fantastic which we will go into detail on the next page all about the Cosplay shows. This Mainstage something on all day everyday which is really a great show from the Insomnia team we may have mentioned only a couple but rest assured this stage had something for everyone including DnD fan favourite Session Zero which is great by the way!
The Insomnia Marketplace offered everything from original art to collectible icons, you could even acquire world class frames of your favourite
games from the wonderful team at Frame-AGame, also worth mention was the amount of cool unique stalls and not just a rinse and repeat of the same stuff it was great to see unique mouse pads great plushies and wonderful art.
And of course the official Insomnia apparel and limited-edition ranges were on sale which to me their designs are awesome and were a hit among attendees.
Even if you attended for just a day, you’d have enjoyed the vibrant gaming community. To me the Insomnia community is not like your regular gaming one. It’s like a family. They make anyone and everyone feel welcome and you can just get on with so many different types of people like you’ve known them forever. For a newcomer to gaming events this is definitely the one for you. Whether you’re a hardcore gamer or just curious, i72 had something for everyone.
Our amazing friends over at Make-A-Wish was back again this time they granted a fantastic wish and that was for a child to meet their idols Jelly and Slogo the make a wish team delivered superbly bringing this light and love to this child’s face as they met to them their absolute heroes it really was a special moment and this charity is really close to our hearts here at The Gamer Guide which you should check out all their amazing movements below.
www.make-a-wish.org.uk
After writing this article it came to our attention that the team over at Player 1 Events who do all the behind the scenes work for Insomnia The Gaming Festival, from their social media to running the entirety of the event have in fact been laid off. This was a very sad announcement for us and we wish the best for all who have been affected as everyone at Player 1 Events have been fantastic and are some of the best in this industry.
We have since heard from several creators, vendors and members of Player 1 Events saying that Insomnia Gaming Festival has been cancelled. We are devastated, as this event was one of the best, and we hope for the best for those who were affected by this news.
There was a noticeable void of triple-A titles on show at this year’s spring WASD, which is not a negative as we got the chance to see a plethora of amazing indie games!
The event was at The Trumans Brewery on Brick Lane in London, UK, spanning over 3 days –Thursday 25th to Saturday 27th of April. The layout was mostly the same for the main area as you entered the event, with some changes to the side rooms and areas like the creator/business lounge. The event did feel a bit smaller in comparison to WASD x IGN in September last year, with one less room of games and exhibitors.
The absence of triple-A games opened up the way for more indie gems to shine and steal the show. One game that really caught our attention was ‘Dead Meat’, developed by Meaning Machine. You play as an investigator and your job is to interrogate a murder suspect by asking them questions to uncover the truth. What really sets this game apart is that you can literally ask the suspect anything as you formulate the questions yourself. We were informed by the developer that they had a player that asked the suspect about toast, which was answered in a way that directed the focus back on to the story.
Devolver Digital had a big presence at the event, with an eye-catching display to promote ‘Sins of the Flesh’ - the latest free content update for Cult of the Lamb (developed by Massive Monster). There was also a photo-op set and the opportunity to purchase merchandise from games under the Devolver Digital umbrella. On top of this, they also collaborated with Loading Bar to provide drinks, which you can get in special Cult of the Lamb and Children of the Sun cups! Attendees also had the opportunity to play Children of the Sun (developed by René
Rother), Anger Foot (developed by Free Lives), Cricket Through the Ages (developed by Free Lives), and Pepper Grinder (developed by Ahr Ech & MP2 Games), a 2D platformer with momentum-based mechanics that I personally really enjoyed playing.
The main entrance for the event was a flight of stairs, and the accessibility entrance was located at the back of the building via a lift. A few attendees experienced having to wait a while as there were no staff stationed by the lifts which required a code to access. We’ve been informed of an instance with an attendee where they did not go through a bag search, and they were able to get in without anyone checking if they had a ticket.
The event itself was spread across multiple rooms with ramp access to each area; we’ve had feedback stating that some of the ramps were quite steep, so it was a little bit difficult going up and down. The event itself was very popular and it was busy on all three days. As a result, we informed that moving around in a walker or wheelchair was a tad awkward, especially
moving around the food/bench area.
The amazing people at Special Effects were in attendance, providing accessible controllers to play a variety of games at their stand. There were also various stands with accessible controllers which was a great sight to see, most notably Hyper Luminal Games with their new title Pine Hearts. WASD did make attempts to procure accessible controllers for other stands, but they were unfortunately not able to do so.
WASD provided a quiet room for those that needed to take break and get away from the busy show floor. The space was comfortable, and it really allowed you to rest and reset. It was an improvement compared to last year and was very welcomed by everyone we spoke to.
Fourth Floor Creative, a games marketing agency, hosted the creator lounge for the 2024
spring WASD. It was situated in a different room to where it was previously located for WASD x IGN in September and by comparison the room seemed smaller, a bit less comfortable and a bit more cramped. Of course, none of this was Fourth Floor’s decision as they have zero input on where the creator lounge would be situated. On the plus side, creators had access to their own toilets away from the general public, and Fourth Floor provided a selection of soft drinks, coffee, water, and snacks that were restocked throughout the 3 days.
Overall, the event was very enjoyable, and we definitely recommend checking it out. The event caters for a wide variety of people: from industry folks on the hunt for new indie gems and content creators looking to network, to avid video game fans trying out upcoming releases and parents looking for a great day out with the kids! Thank you to the team at WASD for inviting us!
After months of rumours and speculation fuelled by the company’s radio silence, Sony’s latest State Of Play presentation took place on May 30. 14 games for PlayStation 5 and PSVR 2 were shown throughout the 30+ minute video, which included updates on Concord, Marvel Rivals, and God Of War Ragnarok on PC. Read on for a full recap of all the biggest announcements and games from the event.
The show opened with a deep dive into Concord, the upcoming 5v5 multiplayer FPS from Firewalk Studio. The 10-minute segment started with an extended trailer introducing a ragtag group of spacefarers attempting a heist, which was then followed by a first look at in-game action, revealing it to be an Overwatch-esque 5v5 shooter. A beta test will hit PS5 and PC in July, with the full launch scheduled for August 23.
After the Concord presentation, the scene shifted to Kratos and Atreus, as God Of War Ragnarok is officially coming to PC on September 19. The port will include support for super ultrawide screens, as well as the full Valhalla DLC.
The State Of Play then shifted to Dynasty Warriors Origins, a new entry in Omega Force’s hackand-slash action game. The trailer mixed story elements with raw gameplay before setting a 2025 release window.
The amine dress-up game Love Nikki will make its PlayStation 5 debut with Infinity Nikki. The brief trailer showed vast open worlds and our heroine dancing with local wildlife in separate biomes. The trailer ended with the announcement of a “test” in Q3 2024.
Behemoth, the next game from Skydance--the studio behind The Walking Dead: Saints And
Sinners--was next in the showcase, where we saw new gameplay for the VR RPG. Along with some bow and sword combat, we get a glimpse at some of the titular behemoths that will be featured throughout. The game is now available to add to your wishlist.
The State Of Play stayed with VR for the next game: Alien Rogue Incursion from Creed: Rise To Glory developer Survios. The trailer showed a brief look of the first-person horror gameplay, where the player must quickly and quietly flee against a Xenomorph.
The showcase then moved away from VR with more gameplay of Marvel Rivals, the 5v5 hero shooter from NetEase. Along with a tease for a new space-faring hero, the trailer also highlighted a closed beta coming soon to PS5, with a PlayStation-exclusive Spider-Man skin for those who participate.
Next was the Souls-like action game Where Winds Meet, which first debuted during the previous State Of Play in January. The brief gameplay trailer showed multiple fights against a few massive boss-style enemies. No release window was confirmed, but the game can be wishlisted now.
Things turned spooky with new gameplay footage for the upcoming Until Dawn remake, the 2014 interactive teen slasher movie which is being rebuilt by Ballistic Moon. A few of the intense
choice-based scenes from the game are highlighted in the trailer, with a release window of Fall 2024 confirmed at the end.
The State Of Play then shifted to Path Of Exile 2, the isometric RPG from Grinding Gear Games. The trailer showed new gameplay with multiple classes--including one where the player turned into a giant rampaging bear--as well as a boss fight against Krutog, Lord Of Kin. Path Of Exile 2 will enter early access on PS5 later this year.
The long-awaited Silent Hill 2 remake from Konami and Bloober Team was next on the docket with a new gameplay trailer. The video highlighted Silent Hill’s updated environments and enemies, with James encountering a few demonic nurses before having a run-in with Pyramid Head itself. The segment ended with a release date confirmation, as Silent Hill 2 Remake will launch October 8.
Monster Hunter Wilds
Next up was Monster Hunter Wilds, with Capcom
unveiling gameplay from the upcoming monsterhunting adventure for the first time ever. Along with a glimpse at a few of the characters along for the journey, the trailer showed many of the massive monsters we’ll be hunting, as well as a desert and savanna biome with multiple paths to explore. Monster Hunter Wilds is still slated for a 2025 launch, as no specific date was announced in this segment.
Finally, PlayStation’s platforming droid Astro Bot is returning in an all-new adventure. The trailer showed multiple new worlds to explore in 3D platforming style, along with a few other gameplay features--at one point, the plucky robot turns a PlayStation 5 console into a spaceship and uses it to battle a massive bad guy in space. Astro Bot launches September 6.
This 30 minute showcase came to an end with many fans wanting to see more, did you enjoy this state of play? I at least expected some Wolverine footage but there’s always the next one. But for now that’s all and we hope you enjoyed the show.
On June 9th we welcome back a brilliant addition to the gaming scene and that is the Xbox Games Showcase, set to be followed by Call of Duty: Black Ops 6 Direct, which will show off a the new Call of Duty game, Whatever the case, we get to see the next instalment of Call of Duty.
As well as a special deep-dive into Call of Duty Black Ops 6, the Xbox Games Showcase will have stuff to reveal from Xbox partners like Activision Blizzard and Bethesda, as well as a few third-party titles. Rumour has it that Gears 6 might be among the big reveals in store.
The Xbox Games Showcase and Call of Duty: Black Ops 6 Direct will take place on 9th June from 10am PT/1pm ET/6pm BST/7pm CET/2am JST/3am AEST, and you can watch via YouTube, Twitch and Facebook.
of Duty: Black Ops 6 will launch day one on Xbox
It’s official! After much rumour and speculation, Microsoft has now confirmed that Call of Duty: Black Ops 6 will join Xbox Game Pass on day one.
Microsoft has confirmed that Call of Duty: Black Ops 6 is coming to Xbox Game Pass. As per a post on Xbox Wire, Microsoft says, “We’re excited to confirm that Game Pass members will be able to jump into Call of Duty: Black Ops 6 on day one with Game Pass.”
Do not forget to tune into Xbox Games Showcase followed by Call of Duty®: Black Ops 6 Direct on June 9, 2024, at 10am PT, where they will share even more details on what’s coming in this all-new Call of Duty®. Get eyes on the first in-depth look at gameplay in this dark new chapter of the Black Ops series.
IGN obtained an internal email from Matt Booty, head of Xbox Game Studios, which blamed the closures on “reprioritization of titles and resources.” Also being closed is Alpha Dog Studios, who made the mobile game Mighty Doom. Meanwhile, Roundhouse Games is being swallowed by ZeniMax Online Studios. The email is as follows:
“Today I’m sharing changes we are making to our Bethesda and ZeniMax teams. These changes are grounded in prioritising high-impact titles and further investing in Bethesda’s portfolio of blockbuster games and beloved worlds which you have nurtured over many decades. To double down on these franchises and invest to build new ones requires us to look across the business to identify the opportunities that are best positioned for success. This reprioritization of titles and resources means a few teams will be realigned to others and that some of our colleagues will be leaving us. Here are the changes going into effect:
Arkane Austin – This studio will close with some members of the team joining other studios to work on projects across Bethesda. Arkane Austin has a history of making impactful and innovative games and it is a pedigree that everyone should be proud of. Redfall’s previous update will be its last as we end all development on the game. The game and its servers will remain online for players to enjoy and we will provide make-good offers to players who purchased the Hero DLC.
Alpha Dog Studios – This studio will also close. We appreciate the team’s creativity in bringing Doom to new players. Mighty Doom will be sunset on August 7 and we will be turning off the ability for players to make any purchases in the game.
Tango Gameworks – Tango Gameworks will also close. We are thankful for their contributions to Bethesda and players around the world. Hi-Fi Rush will continue to be available to players on the platforms it is today. Roundhouse Games – The team at Roundhouse Games will be joining ZeniMax Online Studios (ZOS). Roundhouse has played a key role in many of our recent game launches and bringing them into ZOS to work on The Elder Scrolls Online will mean we can do even more to grow the world that millions of players call home.
With this consolidation of our Bethesda studio teams, so that we can invest more deeply in our portfolio of games and new IP, a small number of roles across select Bethesda publishing and corporate teams will also be eliminated. Those whose roles will be impacted will be notified today, and we ask that you please treat your departing colleagues with respect and compassion. We will provide our full support to those who are impacted in today’s notifications and through their transitions, including severance benefits informed by local laws. These changes are not a reflection of the creativity and skill of the talented individuals at these teams or the risks they took to try new things. I acknowledge that these changes are also disruptive to the various support teams across ZeniMax and Bethesda that bring our games to market. We are making these tough decisions to create capacity to increase investment in other parts of our portfolio and focus on our priority games. Bethesda remains one of the key pillars of Xbox with a strong portfolio of amazing games and thriving communities. As we look to the future, there is an impressive line-up of games on the horizon. In 2024 alone we have Starfield Shattered Space, Fallout 76 Skyline Valley, Indiana Jones and The Great Circle, and The Elder Scrolls Online’s Golden Road. As we align our plans and resources to best set ourselves up for success in this complex and changing industry, our teams across Arkane Lyon, Bethesda Game Studios, id Software, MachineGames, ZeniMax Online Studios and the Bethesda publishing and corporate teams will be well-positioned to build new IP, explore new game concepts, and expand on our existing franchises.
– Matt”
It is, of course, a deeply depressing bit of news. Particularly because Arkane Austin and Tango Gameworks were responsible for some really interesting and excellent games. Prey was probably Arkane Austin’s finest hour. While Tango released Hi-Fi Rush, one of last year’s nicest surprises and a real win for Xbox.
During Microsoft’s acquisition Blizzard acquisition last year, documents were leaked about Xbox Series X|S mid-gen upgrades planned for this year. According to Sarah Bond, we can expect to hear about new Xbox hardware “this holiday.”
Additionally, Bond also confirmed that Microsoft is “focused” on the next Xbox console generation, which will be “delivering the largest technical leap you will have ever seen in a hardware generation.” Whether or not the next generation will be discussed alongside the other hardware during the holidays is unknown.
While not confirming that Microsoft is working on handheld hardware, elsewhere during the show, Xbox boss Phil Spencer said: “I’m a big fan of handhelds[...] but nothing to announce.” That’s certainly not a no, so we’ll have our fingers crossed that a handheld Xbox console will be revealed later this year.
Microsoft has also announced that Diablo 4 will join Xbox Game Pass in March and that four games will be going to rival platforms.
Following a restructuring that cost over 1,300 jobs, Embracer Group is splitting into three companies to operate different strategies.
Embracer Group completed its restructuring process last month, which saw over 1,300 layoffs, almost 30 games cancelled, and a number of studios closed. Now, the company has announced that Embracer Group is splitting into three companies: Asmodee, Coffee Stain & Friends, and Middle-earth Enterprises & Friends, which will each be listed as separate companies on Nasdaq Stockholm. After years of mass acquisitions and mergers, Embracer Group announced that it had to restructure in June 2023 when an undisclosed $2 billion deal fell through. The company then went on to close numerous studios and cancel a host of games, including a new Deus Ex game. The restructuring process ultimately resulted in over 1,300 layoffs by the time it was completed last month, following the sale of Saber Interactive and Gearbox.
As per an announcement from Embracer Group’s co-founder and group CEO Lars Wingefors, the new split will help each business focus on its own strategy. “This move has been made with the intention to unleash the full potential of each team and provide them with their own leadership and strategic direction. This is the start of a new chapter, a chapter that I intend to remain part of as an active, committed, and supportive shareholder of all three new entities, with an evergreen horizon,” Wingefors said. “This move towards three independent companies reinforces Embracer’s vision of backing entrepreneurs and creators with a longterm mindset, allowing them to continue to deliver unforgettable experiences for gamers and fans across the globe.”
Asmodee features 23 studios and over 300 IPs as the group’s publisher and distributor of physical and digital board games and trading cards. Coffee Stain & Friends will focus on indie and AA games, freeto-play titles, and LiveOps games across consoles, PC, and mobile. It will have both free and premium divisions, with the latter consisting of developers such as Coffee Stain, THQ Nordic, Ghost Ship, Tarsier, and Tuxedo Labs, and currently houses over 200 IPs. Titles like Deep Rock Galactic, Goat Simulator, Wreckfest, Teardown, Valheim, D&D Neverwinter Online, and more will operate under the Coffee Stain & Friends banner
As for Middle-earth Enterprises & Friends, it will be the group’s “creative powerhouse in AAA game development and publishing for PC/console, and the stewards of The Lord of the Rings and Tomb Raider intellectual properties.” Studios under the Middle-earth Enterprises & Friends banner will include Crystal Dynamics, Dambuster Studios, Eidos-Montréal, Flying Wild Hog Studios, Tripwire, Vertigo Games, Warhorse Studios, and 4A Games. It’ll also include other businesses like Plaion, Freemode, Dark Horse, and more, and will also be the new home to a number of IPs, including The Lord of the Rings, Tomb Raider, Dead Island, Metro, Kingdom Come Deliverance, and Killing Floor.
The first Intellivision video game console was launched in 1979, battling it out with Atari for players’ attention into the 80s. Well, the long-fought console war has now come to an end, as Atari has acquired the Intellivision brand along with over 200 games from the company’s portfolio.
Intellivision Entertainment LLC will rebrand and continue its business of developing and distributing the Amico brand game console with a licence from Atari to continue to distribute new versions of the Intellivision games on the Amico console.”
As for Atari, the company says it will now look to “potentially create new games and explore brand and licensing opportunities as part of a long-term plan to create value from the Intellivision properties.” The company’s plan includes expanding the distribution of legacy Intellivision games.
“This was a very rare opportunity to unite former competitors and bring together fans of the golden age of gaming,” Atari’s CEO Wade Rosen says.
“Atari has been a valuable partner and we have every confidence they will be a responsible steward of the storied Intellivision brand,” Intellivision Entertainment CEO Phil Adam says. “We look forward to our expanded collaboration and the prospect of bringing a broad array of new titles to the Amico family gaming platform.”
Crystal Dynamics has announced that it has partnered with Amazon for a live-action Tomb Raider TV show, with Fleabag’s Phoebe Waller-Bridge in the executive producer seat.
It appears that last year’s leak was correct, Crystal Dynamics and Amazon MGM Studios have partnered for a live-action Tomb Raider TV show. We don’t have any details about the project just yet, but after Amazon’s work with the Fallout show, which has been renewed for a second season, we’re hopeful that Lara Croft’s adventures will be an action-packed ride on Amazon Prime. As announced by Crystal Dynamics, a liveaction Tomb Raider show is in the works for Amazon Prime with Fleabag’s Emmy Award-winning Phoebe Waller-Bridge writing the script and executively producing. We don’t have a release date for the show yet, but a report by the Hollywood Reporter in January 2023 suggested that the project was in its early stages, so it potentially had at least a year of work already.
“If I could tell my teenage self that this was happening, I think she’d explode,” Phoebe Waller-Bridge says. “Tomb Raider has been a huge part of my life and I feel incredibly privileged to be bringing it to television with such passionate collaborators. Lara means a lot to me, as she does to many, and I can’t wait to go on this adventure. Bats ‘n all.”
Seeing as Waller-Bridge appears to be a fan of Lara Croft already, the TV show stands a good chance of joining the likes of Fallout and The Last of Us as a faithful adaptation of the video games. We’ve seen Tomb Raider make it to the big screen in movies before, but not a TV show, so we’ll look forward to seeing how this turns out.
In case you missed it, Amazon Games is publishing Crystal Dynamics next Tomb Raider game, which is being developed using Unreal Engine 5 and is said to be the biggest game in the series to date.
The Fallout TV show arrived in a binge-ready eightepisode payload back in April launching at an auspicious moment. After the success of HBO’s The Last of Us, screen adaptations of video games have never been hotter or more respectable. But transferring Fallout’s hardscrabble post-nuclear pleasures to the small screen presents a problem similar to Fallout inventory management. With such an abundance of material and only so much capacity, what do you keep and what do you throw away? The good news is that the Prime Video adaptation cannily lifts the franchise’s road-tested production design - refined over the course of six core titles spanning two decades - completely wholesale.
Of course they were going to keep the snazzy blue jumpsuits, hulking Brotherhood of Steel power armour and the vast, clanking and cog-shaped Vault doors. But there are other visual callbacks to the games in practically every frame of this deluxe Prime Video adaptation, from Nuka-Cola bottle caps to the strangely comforting sight of two-headed Brahmin cows. Will these mediumto-deep pulls mean much to the casual viewer simply looking for a Mad Max-adjacent streaming stopgap while they wait for season two of TLOU? Probably not, but every authentic click from a Pip-Boy feels like part of a concerted attempt to reassure hardcore Fallout heads that this monumental game series is in respectful hands.
Those fans might have been nervous when Amazon first announced the project would be overseen by Jonathan Nolan and Lisa Joy, the rising Hollywood power couple whose previous big sci-fi swing was HBO’s drama Westworld. That show was absolutely ravishing to look at but agonising to unpack a lofty jumble of artificial intelligence buzzwords and unscrupulous timeline chicanery. There were certainly no jokes in its antiseptic vision of the future.
Nolan and Joy’s preferred mode of operation appeared to be chilly, cryptic and nominally cerebral. Could that work with something as narratively down-and-dirty but satirically heightened as Fallout? Ella Purnell as Lucy, a Vault-dweller, sits outside lit by the glow of offscreen flames in this screen from Fallout.
All-American vault-dweller Lucy is played by English actor Ella Purnell, who previously starred in survival drama Yellowjackets as queen bee Jackie.
There are two distinct strains of humour baked into the Fallout games. There is the ironic juxtaposition of pre-apocalypse golly-gosh 1950s atomic optimism and the shattered reality of a Wasteland full of toilet seats and radroaches. But there is also the emergent slapstick that comes from actually playing, where low-level skirmishes abruptly turn into chaotic, cack-handed free-foralls and raider heads blossom into fountains of bloody dogmeat with the help of V.A.T.S. targeting.
Being funny is a core part of Fallout’s DNA and to their credit, producers Nolan and Joy - along with writers and showrunners Geneva RobertsonDworet and Graham Wagner have fully embraced every aspect of it. It helps that their lead character Lucy (Ella Purnell) is a sheltered vault dweller who suddenly has to adapt to surviving the Wasteland. Squint a bit and the wide-eyed Lucy acts like someone who literally has no idea how to play Fallout. Most of the series takes place 219 years after an atomic bombardment flattened California and, presumably, the rest of the US. Lucy has been raised in the pristine Vault 33, a shining model of democracy where she spends her days racking up scout badges in various disciplines of good citizenship. Someday, when the rads have subsided and Vault 33 pops its cork, she is expected to bring civilising values to the surface. Aaron Morten on the role of Maximus in Fallout. They stand in a street surrounded by people under overcast skies.
There are some Mandalorian origin vibes to Maximus (Aaron Morten): he joins up with the militaristic Brotherhood after being saved by a clunking Knight as a child. Her surface-dwelling mirror is Maximus (Aaron Morten), an equally young Brotherhood of Steel initiate apparently trapped in the first half of Full Metal Jacket, mercilessly bullied by his fellow grunts but genuinely awed by the Brotherhood’s military might. Neither of these kids seem truly ready to face the cynical realities of the Wasteland but that is where they find themselves by the end of the first episode.
The world-weary wild card is Walton Goggins as a gunslinging ghoul with a mercenary streak. We first meet Goggins pre-apocalypse as charismatic cowboy turned toothy western movie star Coop Howard, a loving husband and father trying to navigate a Hollywood red scare while the VaultTec corporation grows in influence. As the rather more pragmatic ghoul, Goggins is an icy, selfamused killer, radiating malevolence even under heavy prosthetics and a distinctive CGI nose job.
If his Justified co-star Timothy Olyphant has made a career out of playing lanky cowboys - most recently as a sharp-shooting space marshall in The Mandalorian - Goggins relishes the opportunity to go full Clint in a tattered duster. His bandolier of chunky customised ammo helps lock in Fallout’s tone of precarious survival punctuated by sudden and often gruesome ultraviolence. He also get most of the best lines, such as his knowing golden rule of the Wasteland: “Thou shalt get sidetracked by bullshit every goddamn time.”
The Ghoul, played by Walter Goggins, stands in a hat in front of a sunset-lit town in this screen from Fallout. Walton Goggins clearly enjoys embodying a cold-blooded killer ghoul who gets most of the best lines: ‘I do this shit for the love of the game!’
These three characters are all in search of a MacGuffin amid the ruins of California and while their allegiances shift depending on the circumstances, their moment-to-moment motivation remains refreshingly clear. Aside from one mid-season rug-pull, Fallout’s main mystery, how did it all come to this? hums in the background via the Coop flashbacks and Lucy’s diminutive brother Norm (Moisés Arias) staying behind and picking away at the picket-fence utopia of Vault 33. Whether this incarnation of Fallout chimes with you may well depend on whether you can
roll with its whiplash changes in tone. At times, it looks like the most gorgeous widescreen, windswept, desert sci-fi: you could easily splice together. But that epic tone is continuously undercut by Mr Bean-style mishaps: a limb blown off, a bout of projectile vomiting, a sneak attack by terrifying Wasteland wildlife. One episode opens with newborn puppies literally being thrown into an incinerator just in case you aren’t sure who the bad guys are. If not for the runaway success of the similarly gruesome The Boys, perhaps Prime Video would not have signed off on all the splatteand swearing. But the surprisingly subtle trick that Fallout pulls off is that, aside from the odd slo-mo shootout, the brutality rarely feels like the point. Most of the leads genuinely seem to be trying their best in difficult circumstances.
There has been a glut of viscerally violent streaming comedy in recent years, from The Boys to Preacher and Peacemaker. But ultimately what Fallout put me in mind of was a rollicking movie romp with likeable characters that managed to evoke the improvisational, seat-of-the-pantaloons spirit of actually playing D&D. Fallout does something similar, its gory scenes evoking the sort of accidental escalations that routinely happen in the game. What a lovely, if blood-spattered, surprise.
Overall the show itself is a spectacular adaptation which is really pleasing to many fallout fans and brought a bunch of new faces to the fallout universe. For us here at The Gamer Guide we highly recommend you check Fallout out over on Amazon Prime with Season 1 fully out and season 2 coming soon.
This lore friendly, hilarious and brutal show sits comfortably at a 9/10 here at TGG.
Ubisoft has finally unveiled Assassin’s Creed Shadows for Xbox Series X|S and confirmed a November release date for the feudal Japan-set Assassin’s game.
As announced in the upcoming open-world game’s reveal trailer, Assassin’s Creed Shadows launches on November 15.
Assassin’s Creed Shadows, previously known as Assassin’s Creed Red, will allow you to “switch seamlessly” between dual protagonists Naoe, a shinobi assassin from the Iga Province, and Yasuke, a “powerful samurai of historical legend.” Ubisoft says you will “discover their personal stories, meet pivotal historical figures, and shape the duo’s common destiny as they usher in a new era for Japan.”
Both Naoe and Yasuke feature different playstyles and have their own progression paths, skills, weapon options, and stats. With Naoe, you will experience “refined infiltration mechanics using light, noise, shadows, and changing surroundings to avoid detection from enemies,” Ubisoft says. As for Yasuke, you will be able to take on larger groups of enemies with “brutal precision.”
Playing as both characters, you will explore a “vast open world with a variety of landscapes evolving through weather and seasons.” While adventuring through 16th-century Japan, you will also need to build up a network of spies to help you discover new areas and hunt down targets. Ubisoft says allies with “highly specialised skills and abilities can also be recruited to help during missions,” and you will have your own hideout available to customise and train your new crew. As is the Ubisoft way, there are several editions of Assassin’s Creed Shadows. The Gold Edition costs £94.99 and includes the base game, three days early access, and a Season Pass, which features a bonus quest on day one, extra content, and two expansions. The Ultimate Edition costs £114.99 and includes all the extra content featured in the Gold Edition, but you also get the Assassin’s Creed Shadows Ultimate Pack, which includes character and hideout cosmetics, five extra skill points, and “The Red Dragon filter in Photo mode.” The Standard Edition is priced at £59.99. All who pre-order the game will also be granted a bonus quest called Thrown to the Dogs. Assassin’s Creed Shadows will also be included with Ubisoft+ upon release.
Lets not forget to mention that Game here in the UK will be selling a Collectors edition which you can see below for a whopping £239.99.
Ubisoft says we can expect a gameplay reveal for Assassin’s Creed Shadows sometime in June potentially at their Ubisoft Forward on June 10th.
Hellblade: Senua’s Sacrifice was a particularly harrowing, eye-opening visual and auditory experience when it launched back in 2017, one that tackled mental health and psychosis like no other game really has before. In it, you played Senua, an outcast who attempted to battle her demons and deal with trauma and grief, all while trying to pull herself out of her alternate reality and deal with the voices in her head. Senua’s psychosis was obsessive, self-consuming and her journey was all about discovering and understanding these experiences and coming to terms with loss. Senua’s Saga: Hellblade 2 is a very different game in that respect.
Hellblade 2 is essentially a coming of age story, wherein Senua has come to terms with her demons, battled the deepest aspects of her darkness, and accepted that the internal voices that torment her, the Furies, are a part of her now. Senua’s Saga might seem like a revenge story, as the eponymous heroine heads off to 9th century Finland to put an end to the Northmen who brutally murdered the love of her life, Dillion, and raided her village. But in truth, Senua’s Saga: Hellblade 2 is about a young girl still troubled by her past, while still coming to terms with her alternate realities and attempting to keep her head above the darkness. Senua has a new inspiration in Senua’s Saga. Now, all she really wants to do is help her people, by cutting the head off the snake who desecrated her entire village. She has battled against her darkness, embraced her empathy, and is now on a mission to snuff out the origin of that specific darkness - of course, all while still battling her psychosis, which is, at times, far more forgiving and supporting this time around.
As Senua’s Sacrifice was, Senua’s Saga is still a visceral and haunting visual-audio experience,
with more emphasis on that aspect of the overall experience than the gameplay itself. Senua’s Saga: Hellblade 2 is, then, all about the experience, but this time Ninja Theory has amped up the cinematography and turned up the dials to eleven. If you combine the disturbing binaural audio, epic original score and best-in-class acting, with the absolutely astonishing visuals, you’ve not only got one of the best-sounding games of the generation, but also one of the best-looking. In fact, I’d go so far as to say that Hellblade 2 is probably the best-looking game that I’ve ever played - it’s genuinely the first time this generation that I have been properly wowed.
At times the photorealistic aspect of Senua and her environment makes you forget you’re actually playing a game. This is as close to playing a blockbuster action movie that you’ll likely have ever experienced. What makes that all the more impressive is that not once did I experience ‘uncanny valley’ either, which is generally the case when it comes to photorealism in video games. That’s in part thanks to the terrific art direction, but mostly down to the sublime animations, devilishly good transitions and absolutely phenomenal choreography.
As a game, Hellblade 2 does switch things up somewhat. If you’re expecting Hellblade 2 to be more hands-on and to revolutionise the standards set in the original, then you’re barking up the wrong tree. It’s more of a refinement to the original formula than anything, but the hyper realism and audio-visual experience more than makes up for that. Thankfully Ninja Theory has fixed the more formulaic tendencies of the original Hellblade, and there’s thankfully far less backtracking. And while the Cambridge-based developer has opted to switch the puzzles up
for the most part, we actually preferred those in the original in a lot of ways - we were sad to see the illusion gates have gone, for instance. For some bizarre reason, Ninja Theory has also removed the kick move - which was a popular skill to bust out against shield bearers in Senua’s Sacrifice. We have no idea why it’s been nixed.
That said, Ninja Theory has gone for a more cinematic feel to most of the fights this time around, and that honestly seems to suit the game more. Instead of having to fight multiple enemies at once using a fairly rudimentary lock-on system, you’ll now fight enemies oneon-one and seamlessly transition from enemy to enemy with some beautifully choreographed animations and execution moves - of which there seems to be a fair few. The less said about the new fire-breathing enemies, though,
the better! With the new tweaks to the combat, then, Hellblade 2 is effectively like playing an epic action-horror movie, and as such, is unlike anything else that exists in the genre.
While Hellblade 2 doesn’t possess the most in-depth game mechanics of all time, the combat and its puzzles are still enjoyable and functional. What Hellblade 2 lacks in traditional gameplay mechanics, though, it certainly makes up for it across the board in the visual and audio department. Sure, the fundamental video game aspects might have made a sideways step compared to Senua’s Sacrifice, but everything else has been raised to a new dimension. Hellblade 2 is jaw droppingly beautiful, incredibly harrowing, and frankly, a truly unique experience that will constantly wow you from start to finish.
While Hellblade 2 might not set any new standards with its gameplay, from an audio-visual experience standpoint, it’s frankly stunning. Hellblade 2 is as close to playing the leading role in a big budget movie as you’re likely to get, and Ninja Theory’s continued coverage on the complexities of severe mental health issues deserves to be commended.
9/10
Audio
9/10
The binaural audio, along with the epic original score and captivating acting means that Hellblade 2 is up there with the best of them.
Visuals
10/10
One of the best looking video games of all time, and one of the first times this generation I’ve actually been wowed.
Playability
9/10
While the gameplay is fairly simplistic, it perfectly complements the audio-visual experience that Hellblade 2 is clearly meant to be.
Delivery 9/10
A cinematic adventure for the ages. With a great narrative, some iconic set-pieces, and fluid pacing, Hellblade 2 makes for a very memorable experience.
Version tested: PC & Xbox Series X
Reviewed by: Brandon Sawyer
You’d expect Tales of Kenzera: ZAU, a tale that deals with themes of loss and grief, to be a fairly joyless experience, but it’s quite the opposite. Developer Surgent Studios’ platforming adventure is more a celebration of life, as young Zuberi discovers the past exploits of his departed father, Zau, the game’s eponymous protagonist. In turn, Zau is on a quest to rescue the spirit of his own father and bring him back from the dead, with Kalunga, the god of death, as your guide. All of this provides the backdrop for a cracking 2.5D platformer, a fluid and engaging journey, sprinkled with some neat metroidvania elements.
Zau is a warrior shaman, armed from the outset with Sun and Moon masks that grant some rather formidable powers. The Moon mask fires a volley of projectiles, while the Sun mask unleashes flaming melee attacks the idea is to perform a ‘shaman dance,’ switching between the two at the touch of a button, combining long and close range strikes to vanquish your enemies. The game’s rhythmic combat can be intense, but the platforming is never anything less than a joy, channelling the likes of Prince of Persia: The Lost Crown or the Ori games. It always feels fair, too, mistakes seldom punished with more than a short hop back to a nearby checkpoint.
Tales of Kenzera is challenging, though not to the point that you’re driving yourself up the wall trying to beat a section again and again, save for a few exceptions, some tough combat segments and sequences where failure sees you sent back to the very beginning to try again. The latter rely a lot on trial and error, which can
be enormously frustrating, but, then again, it feels immensely rewarding to make it through a gauntlet and reach the other side unscathed. It’s testament, too, to how intuitive everything is that you’re never adrift when it comes to reaching for the right buttons to push even as more and more abilities are added to your arsenal, Tales of Kenzera remains streamlined and simple.
As you progress, you’ll build up ‘Ulogi,’ which goes towards earning skill points, which, in turn, can be spent on upgrading your existing skills or acquiring new ones. Many of these grant more options in combat, like being able to bat away projectiles with good timing or increase the damage and radius of your devastating Supernova or Lunar Blast specials great to bust out when you’re overwhelmed by rampaging foes, provided you have the requisite ‘spirit’ built up to do so. Trinkets can also be earned by beating difficult trials, providing helpful combat buffs once you’ve slotted them in at a workbench. Battling enemies is telegraphed by the camera zooming out, before your routes of escape are closed off, then you have to clear the screen before you’re allowed to move on –you’re always well aware when a fight is about to go down.
Thankfully, the game’s combat is strong, albeit not as strong as the buttery-smooth traversal mechanics. Enjoying Zau’s sprightly running and leaping across the seamless, interconnected world of Kenzera is enormous fun, taking in the vibrant vistas of the lush Ikakaramban Highlands, the magical Kivulian Woodlands, and searing deserts of the Itshokan
Deadlands. You can double jump, spring from walls, dash through the air, throw flaming spears, freeze the various hostile creatures on your journey, and solve traversal puzzles using those same abilities. It’s a smartly designed, impeccably put together metroidvania experience.
And then you’ll hit Act 3, at which point the game starts to pour it on, confining you to enclosed spaces overrun with enemies, and, quickly, that zoomed out camera becomes a pain, as you can occasionally lose Zau amid the chaos. The spike in difficulty at this point can seem a little jarring, but it makes the struggle through the game’s closing two acts all the more rewarding
once you’ve overcome their myriad obstacles. But to say it gets a little tricky late in the game is a gross understatement.
Despite a gentle first half and relatively punishing second half, Tales of Kenzera: ZAU gives Prince of Persia and similar 2.5D metroidvania stablemates a damn good run for their money, delivering wonderfully fluid and intuitive traversal, challenging combat, and an ample environment to dig through for secrets and hidden areas. Surgent Studios has crafted a vibrant and hugely enjoyable 2.5D platformer, with a touching, heartfelt story that will stay with you.
A remarkably accomplished 2.5D metroidvania platformer, Tales of Kenzera: ZAU melds fluid traversal and combat with an emotional, heartfelt narrative. Its difficulty spikes can be a little off-putting, but it’s worth persevering and pushing through to the end.
8/10
Audio
8/10
Some really lovely, subtle music from composer Nainita Desai, and excellent voice work from Assassin’s Creed Origins’ Abubakar Salim and a strong supporting cast.
Visuals
8/10
Bold and colourful, Tales of Kenzera: ZAU looks fantastic, boasting slick animation and stylish character artwork. There’s no lip sync during cutscenes, though, but who cares? The story is relayed through text boxes and character portraits anyway.
Playability
8/10
Smooth and intuitive traversal rubs shoulders with rhythmic, immediate combat. Both are good fun, even if the difficulty is a little unevenly pitched towards the latter parts of the game. ZAU’s mechanics are nice and polished.
Delivery
8/10
An expansive world to explore with metroidvania exploration, a range of traversal and combat abilities to master. Again, only those difficulty spikes serve to mar the experience somewhat, making the push to the end a bit of a slog.
Version tested: PlayStation 5
Reviewed by: Brandon SawyerSand Land is set, perhaps unsurprisingly, in a desert. “No matter where you look, there’s nothing but sand, sand, sand,” one character says. This is not strictly true. There are also people, tanks, army bases, towns hewn from rock, dinosaurs, and an assortment of demons. These, however, are not the enemy. On the contrary, our hero is Beelzebub, a pink-skinned imp who sports a purple cape and a pair of goggles. We see him at the outset, launching a sneak attack on a passing truck. Why? To pilfer its sloshing cargo, a stack of water containers, and distribute the spoils to the needy and the parched.
It’s a Mad Max premise with a Robin Hood brief, but the story grows wider, and weirder, still. Before long, Beelzebub joins forces with Rao, a salty-haired human sheriff; Thief, a gnomish fellow-demon; and Ann, a young woman with a gift for garage-bound tinkering. Their mission: find the Legendary Spring and, in so doing, loosen the rasping grip of the royal household, which controls the supply of water to the general populace. Turn the tap, and power goes down the drain. Sand Land springs from a manga by the late Akira Toriyama, who published the story in Weekly Shōnen Jump, in 2000. Hence the signature Toriyama touches: frowning brows as thick as tarmac, hair like a frozen brushfire, and a plot parcelled into episodic chunks, packed with real darkness, and daubed in adolescent larks.
If you glance at Sand Land, with its thick gloops of cel-shaded colour, and you think you’re in for Saturday-morning cartoon fare, you wouldn’t exactly be wrong. Certainly, no game in which a villain shouts “Now, Insect Man! Attack!” can be said to cater for an audience of solely serious mind. But we do get warring nations,
genocide, and weapons of mass destruction. At one point, Beelzebub boasts of his badness, saying, “Why, just yesterday, I stayed up late and went to bed without brushing my teeth!” Later on, as he stands in a deep crater, the scar of an atomic blast, that light-humoured innocence bleeds away in the wind.
If these clashing tones reach any kind of balance, it’s because they are clinched together by the game’s art. The developer, ILCA, takes its cues from Toriyama’s original illustration, with an eye for his etched texture. Look at the tank in which our heroes rumble over the dunes, a pair of angry eyes drawn on the turret, its dusty olive shell darkly nibbed with lines of shadow. It brings to mind Akio Oyabu’s busy designs for Metal Slug, all those machines of war, piled high with heavy detail and bulging under the weight of exaggeration. And there is a touch, too, of Advance Wars to the mood of Beelzebub’s mission; you catch the same blend of the boyish and the toyish, a toon-bright adventure wrapped around a core of conflict and refusing to bruise.
Would Sand Land match either of those games in the action stakes. Most of your time is spent tooling about in various vehicles. There is the tank, yes, but also the Jump-Bot, a dead ringer for the contraption that Wallace forged in The Wrong Trousers and into which Beelzebub plugs himself in order to reach lofty platforms. And there is also the Motorbike, which comes with a curved roof and a shotgun turret as standard. Combat has you zipping around foes and firing on them, like those segments of Batman: Arkham Knight that buckled you down into the Batmobile. Everyone complained about those parts, because you felt less, not more, empowered by the thing; when the hero
is already a tank, with his heavy tread and his armour-plated tailoring, why sap his agility and tether him to the earth in a tin can? Here there is less to complain about. True, these battles aren’t much fun, but it isn’t as if they distract you from anything better.
There are bare fisted fights, which feel cardboardy and lifeless, a simple matter of lock on, tune out, punch, punch, punch. Then, of course, there is sand, sand, sand. The main quest is made up of missions, and they all too often feel as if they were stalling for time; at various points I spoke to a villager, who needed me to travel to another settlement, speak to someone else, and then schlep back again. I’m sorry, but when your lead character, suffused with devilish powers and clamped into various walking weapons, is performing the function of a fax machine, something has gone awry. When Hideo Kojima asked us to do that, in Death Stranding, he knew to make us think long and hard about the journey or at least to
think long and hard about our shoes, which had to endure the stony harshness of that game’s apocalyptic Lake District.
Sand Land gives us little to think about. The state of its world is blamed on “man’s foolishness and a succession of natural disasters,” and its moral themes are too potted to make a mark, amounting to little more than: Demons may look mean, with their horns and forked tails, but they can actually be quite nice. The structure of the main adventure echoes your own tiered search for real sustenance, a slaking gush of good ideas; but the only available oasis, it turns out, is all around you from the start, in the look of the thing. If you are a keen devotee of Toriyama like myself then Sand Land will perhaps be a must-have however it doesn’t live up to Toriyama’s other great work. If only it weren’t so sparse in its mechanics and trickling in its pace. Its vision may spring from a legendary source, but it will leave you thirsty.
A bright and vibrant world filled with dull combat and a plodding story.
6/10
Audio
7/10
Some nice percussion evokes the desert vibe, nothing all too memorable or groundbreaking, but nice enough.
Visuals
8/10
A lively art style and some bright cel-shaded colours bring the world of Sand Land to life.
Playability
5/10
Some uninspired combat and pretty dull quest design leaves a lot to be desired.
Delivery
5/10
The feel of the hand-to-hand combat is stiff and unresponsive, and the vehicle combat, while better, is hardly a joy. Technically, this is polished enough, but overall it feels dull.
Version tested: Xbox Series X
Reviewed by: Brandon Sawyer
House Flipper 2 is a dream come true for decorating enthusiasts, with a plethora of tools and cute decorations available to take an awful, disgusting house and turn it into a beautiful resort home. The game was released on PC in December 2023, and console players have been eagerly awaiting its port to PS5 and Xbox Series X/S on April 10, 2024. With its console launch, there are some new additions added to the game, including a new minigame and the Spring Update with additional design elements.
Like the original title, House Flipper 2 gives players the tools to take on jobs to clean and fix up homes, and eventually buy run-down houses and transform them into something stunning to resell for a profit. Cleaning, painting, and decorating are all back, and have been improved upon with better graphics and new Perks to earn and abilities to use. The story mode is fun, but the Sandbox Mode can be a creative decorator’s dream with being able to build without stress or restrictions.
House Flipper 2 was up against hard competition with the amount of DLC and mods that were already available for the first game, but easily overcame that obstacle when it was released on Steam. The amount of options for paint colours, designs of patterns, and more in the game make it essentially a playground for decorating enthusiasts. Anyone who enjoys decorating and building homes in The Sims would likely fall in love with House Flipper 2
and its design potential. Whether going through the story mode and helping clients who are emailing with a design issue, or playing in the Sandbox mode, there is a variety of diverse gameplay modes available to players.
For the most part, House Flipper 2 is the same between PC and consoles. The differences mainly revolve around the required use of the controller, and other necessary settings changes for consoles versus what is available on PC. At launch, the console game also included the new Spring Update and The Floor Is Lava minigame, both of which also was added to the Steam version.
The biggest thing players should be aware of when deciding whether to purchase the game on console or Steam is that, on console, they will not have access to the Steam Workshop content made by the community, this can be a limiting factor when one plays a lot and would like to have access to modded content. Controllers can be used on either PC or consoles, and DLCs will be released on all versions of the game.
Playing House Flipper 2 often requires precise placements and movements, and using the controller can be a bit of a frustration at times. The PC version also includes controller support, so this is not a new way of playing, and there are settings to adjust the controller sensitivity, as well as different options for “snap to grid” or
“precise placement.” Unfortunately, these don’t quite solve the problem of it being incredibly difficult to place things in the same way as one would with a mouse.
That said, House Flipper 2 offers several features that help to balance out this issue. Setting boundaries when painting prevents accidentally covering part of the ceiling with paint, and setting options can be used to find something that works better for a player, however some adaptations just don’t work the same regardless of adjustments. Despite it being announced on April Fools’ Day 2024, a hilarious minigame update to House Flipper 2 is actually real and launched with the console version of the game. Entered through interacting with a 3D headset in one of the story mode levels, players are transported into an obstacle course race where the floor is, in fact, lava.
There are three courses to race through while avoiding the lava, and they can be replayed as much as one would like in order to try to get the best time possible. These levels are all made with the same assets in the House Flipper 2 world but have strategic places to jump and holes to climb through while completing the obstacle course. Hopefully, developers will allow players to create their own The Floor Is Lava levels at some point in the future, because this is a hilariously fun diversion.
As a fan of the original House Flipper, this game delivers more of what was enjoyable in that game and with even better graphics, in-game items, and game mechanics. There is little not to like here, other than some glitches which will hopefully be ironed out soon. The sensitivity settings of the controller can be frustrating at times, but with time become less noticeable.
Beautiful materials, enjoyable freedom in sandbox mode, and the addition of a fun minigame in The Floor is Lava all add to the House Flipper 2 experience and make it a game to keep coming back to.
8/10
Well-produced audio, which is very appropriate for the subject matter cleaning and renovating houses. The smooth sounds are relaxing and make it easy to forget that you’re essentially simulating manual labour
7/10
House Flipper 2 looks much better than its predecessor, which had a more amateurish attempt at 3D modelling. However, the visuals aren’t necessarily the most eye-catching or innovative, at least in their default state.
Playability
8/10
With a bunch of different mini games and missions to run through and of course plans for a co-op gameplay mode and additional DLC later in 2024 gives this game an advantage with the amount of playability for the future.
8/10
Slight teething issues for console and no modders workshop however future support with DLC plans and co-op game plays do bring a good delivery line to set. Anyone who loves decorating and creative design and even those who just love calmly paced, well-designed gameplay will love House Flipper 2.
Version tested: Xbox Series X
Reviewed by: Brandon Sawyer
Hospital and its spiritual successor
Two Point Hospital did a fine job of injecting a dose of humour into the hospital management sim, and, in that glorious tradition, Galacticare is cut from similar surgical cloth. You are the ‘Director’, the overseer of a big healthcare facility floating amid the stars, and, as such, it’s your job to tend to the various ailments of afflicted aliens. Cue a colourful spectrum of extraterrestrial patients and their hilarious diseases and the bizarre medical machinery required to cure them. Interstellar illness has never been so enjoyable.
Orientation for your role as Director commences with a simple step-by-step tutorial from your omnipresent aide, HEAL, as you learn how to place rooms using an intuitive drag and drop system, before decking them out with everything required to treat your patients. It’s then a case of dealing with patients as they’re deposited via shuttle, starting with a visit to reception, then to diagnosis, and finally on to the specific treatments they require. Obviously, you’ll need to hire doctors, assign them to rooms, train them, and give them a nice lounge where they can rest and recharge.
As with any management game, there are various needs to be taken care of, signified by little bubbles floating above the heads of doctors and patients alike, so if there’s a lack of seating, too few decorations adorning your hospital, your waiting times are too long, or a doctor wants more money, you’ll know about it. Happily, Galacticare has a nice clean UI, enabling you to access handy panels with the d-pad, so you can quickly scroll through rooms, props, doctors, your inventory, objectives, and any current issues your healthcare concern might have that need immediate resolution, with ease.
You’ll also be hassled with phone calls from
the Galacticare higher-ups, as well as rivals and clients checking in on your progress, as they drop special cases into your lap. Often, you’ll be inundated with busloads of patients cursed with exotic afflictions like energy drink addiction, hypersleep crust, jellification, space fright, and hyper freeze, prompting you to spring into action and ensure you have all the medical hardware and expertise on hand. From a basic skin lab to a ‘boning chamber’, your treatments only become more and more outlandish, extending to the ‘dreamarium,’ which includes a tentacular alien able to cure any psychological issue; a centrifuge that “spins the patient really, really fast but in a medical way”; and the socalled ‘projectile medicine’ room, containing a manned cannon that blasts its stricken victims with a flaming jet of pure expectorant.
Spanning a campaign of eleven chapters, each offering you a blank canvas to establish a new medical facility, ideally outfitted for any possible eventuality or unforeseen outbreak, Galacticare is never anything less than a joy. It’s one of the most accessible and purely enjoyable management sims I’ve played in some time, laced with an easy sense of humour that’s infectious. Once you’ve set up your hospital, a lot of it runs fairly autonomously, and when something does demand your attention, HEAL will pipe up to tell you. Things can occasionally get a little stressful, but it always feels like you’re in control.
Shortcuts enable you to quickly focus in on whatever’s going wrong, be it a shower of meteors raining down on your rooms and damaging equipment, patients waiting too long as their life force ebbs away, or an influx of different aliens species all with a cornucopia of horribly funny illnesses. Plucky Medibots will carry out maintenance and repairs, while cleaning up puddles of vomit and other slimy bodily fluids, although you can
deal with infestations of voracious alien bugs yourself, clicking on the skittering critters to squish them. This may feel like a slightly more casual management experience at times, but there’s no shortage of depth here, whether it’s conducting research to increase the efficiency of doctors in diagnosing and treating diseases or ensuring your staff are happy.
Each alien species also has their own unique desires to take into consideration, so plonking decorations and treatment rooms willy-nilly won’t cut it – some need wide corridors, others need ‘curious’ decorations, or plenty of windows to stare through. Fulfilling all of these
various needs and successfully taking care of the myriad maladies thrown your way is the only chance you have at achieving an elusive 5-star hospital rating. The thing is, Galacticare is never not fun, even if hardened management sim veterans might find it to be relatively lightweight and slightly lacking in nitty-gritty granular numbers and details. Fans of spreadsheets and line graphs might feel shortchanged.
For anyone else craving a breezy hospital management sim with a healthy sense of humour, however, Galacticare is exactly what we’d prescribe.
An enjoyably easy going interstellar hospital management sim that doesn’t take itself too seriously, Galacticare is exactly the sort of game that will gobble up your time without you even realising. With streamlined mechanics and a daft sense of humour, there’s a good dose of fun to be had here.
7.5/10
Audio 7/10
Some lovely ambient music and gleefully exuberant voice work.
8/10
Everything runs very nicely and all of the medical machinery is animated impeccably, with all manner of daft weirdness on show. When things get hectic, though, the frame rate can hang a bit.
8/10
A very nicely put together thing, Galacticare is a streamlined and intuitive management sim experience, expertly tailored for console play. Nothing is ever more than a quick button press away.
Delivery
8/10
Every one of the campaign levels can be played endlessly as a sandbox, alongside two dedicated sandbox hospitals. This makes for a rather hefty game, stuffed with tens of hours of gameplay. A good one to dip in and out of.
Version tested: Xbox Series X
Reviewed by: Brandon Sawyer
Developer: Meaning Machine
Publisher: Meaning Machine
Hi Ben! First of all thank you for having a chat with us about what Meaning Machine are up to! Can you tell our readers about who Meaning Machine are and how you guys came to be?
Meaning Machine is the brainchild of myself and game designer Thomas Keane. We have a bold ambition to create an all-new game genre: The First Person Talker.
This genre is about giving players the chance to have deep and meaningful conversations with characters - using their own words. And then exploring what gameplay mechanics emerge when you put freeform conversation at the heart of an experience.
Tom and I had been exploring this space independently for a number of years: I was experimenting with conversational AI for games, while Tom was more focused on the game design aspect. But when we met in 2021, we quickly realised the potential to form a bit of a “Super Group”.
Now we’re working together in Meaning Machine to bring our shared vision to life.
You have a new game coming out called Dead Meat. What is the game about and what can players expect from it?
Dead Meat is a murder interrogation game, where you can ask the suspect ANYTHING. And when we say anything, we mean ANYTHING. Players can use their own words to manipulate, persuade, threaten, or even seduce the suspect into ‘fessing up.
The game is designed to give players the freedom to experiment and be creative. They
Interviewee: Ben Ackland Tech Director
Interviewer: Jamie Yong
can employ strategies they’ve seen from the movies, or they can invent their own. They beauty is that no matter what they do, the suspect will reward them with relevant, thought-provoking replies.
Wanna talk about the meaning of life? Go for it. Wanna be a troll? Give it a go. Want to confess your love, and admit to the crime yourself? The game will roll with that too.
Dead Meat is a sandbox… but for stories. As long as you get the information you need to crack the case, anything goes.
What was the inspiration behind the concept of Dead Meat?
Dead Meat came from our first conversations about what the ultimate “First Person Talker” might look like. We quickly landed on the interrogation scenario as the perfect starting point – as it facilitates open-ended conversation, while also providing clear objectives for the player.
We’ve been heavily inspired by mystery games such as “Return of the Obra Dinn” and “The Case of the Golden Idol”. In terms of game objectives, Dead Meat is just like those games – but instead of inspecting a scene to crack the case, you’re interrogating a suspect.
But we’ve also been inspired by any game which gives the player creative freedom to dictate the direction of the game. We see massive similarities between Dead Meat and a game of Dungeons & Dragons – where the player is co-creating the narrative by bringing their own ideas to the table.
In the demo we played at WASD Live we got the chance to interrogate Lucia. Will there be more cases to solve and are they all individual stories?
The final game will feature a whole load of unique cases, each with their own eccentric characters. These cases will all stitch-up into one mega conspiracy – with you, the detective, at the heart of it. We will be designing these cases so that they all feel super distinct from each other – building out different dynamics in terms of narrative set-up, conversational style, and interrogation objectives. We want each one to feel surprising – while also enabling players to use the detective skills that they’ve been honing throughout the game.
In terms of the meta-mystery, obviously we don’t want to give too much away at this stage. The title of the game gives some pointers, but that’s just the start of it…
Being as spoiler-free as possible, who is your favourite character to interrogate and why?
Our favourite suspects are ones where there is a real clash between what they say on the surface, and what is being revealed in the mind-reader.
For Lucia, the mind reader simply reveals the lies she’s telling you about the case. But for some characters, the lies go way beyond simply pretending to be innocent. This is where stuff starts to get super interesting – from delusional personalities to deep life-long deceptions.
The fact that you can ask literally anything in this game is amazing. How does the system that supports the organic questions from players work?
Dead Meat uses our own AI system, which has been trained on our own hand-written story content. The game features generated dialogue. But for that dialogue to be of a high quality, we needed a wealth of hand-written content to inspire it. This includes detailed storylines, a cast of deep characters, reems of example dialogue, and much more. Basically everything a Dungeon Master would need to run the world’s most epic D&D campaign.
Ultimately, we are firm believers in the fact that AI-enabled dialogue is only as good as the humans behind it… which is why we work with very talented humans to make our game a reality.
For us, it’s crucial to demonstrate a new mode of working with AI that incorporates high quality original writing as a foundational puzzle-piece. If we don’t do this, we risk writers being written out of the story entirely by over-zealous execs. This would be very bad news indeed – not just for writers, but also for players.
Are there any accessibility options available in Dead Meat? For example, speaking the questions instead of typing it out, or the ability to increase the text size?
Accessibility is really important to Meaning Machine – and to me especially. In fact, the game I was working on prior to Dead Meat was an audio adventure – specifically designed to be more accessible to blind or visually impaired players.
Natural Language interfaces are inherently inclusive – and that’s one of the reasons we’re so passionate about them. The ability to speak to game – and have it speak back to you – has the potential to totally eradicate most of the tricksy hardware that usually excludes people.
Our ambition with Dead Meat is to include key features that would make the game more accessible. This will likely include voice control as an input, and an option to have the text readout by an automated voice.
We absolutely love the art style. What was the inspiration behind the look and feel of Dead Meat?
On a basic level, the art for Dead Meat references the Noir detective genre of the 1940s and 50s – evoking black and white movies, and hand-drawn comic books.
Everything is hand-drawn, and that’s extremely important to us. Dead Meat is a game made by humans, not by machines. And we’re committed to only using AI to do things that humans cannot – such as writing a bespoke answer for every question under the sun.
So, when it comes to creating iconic artwork, we’ll always champion the vision and originality of human artists – rejecting stock-y Unreal models or Midjourney gumph.
What was your favourite part to make during the development of Dead Meat?
From a game design perspective, my favourite part of Dead Meat is the mind-reader mechanic – which lets you know what the suspect is REALLY thinking, while dropping clues about the murder.
In our early brainstorming sessions, we got really excited by the idea of giving players a window into the soul of our characters –exposing their innermost insecurities, hopes, and fears. And so this became the central dynamic – with players using the vulnerable truths exposed in the mind reader to close in on the case.
From a tech perspective, it’s been really satisfying to develop our own AI system that makes this kind of game possible for the first time. It’s a joy to watch it in action every time I see someone play the game. And we’re constantly surprised by the questions people throw at it – and just how awesomely the system responds.
At WASD, for example, one player was engaging in deep conversation about The Rhyme of the Ancient Mariner – and the suspect was dextrously relating its themes to the details of the murder case.
Did the team face any unique challenges when developing a game like Dead Meat?
As a totally new gameplay format, developing Dead Meat has presented us with unique challenge after unique challenge!
The hardest thing about working in natural language space is that there isn’t a whole load of pre-established wisdom for how a game like this should work. But this is also the most exciting thing about working on Dead Meatbecause we have the opportunity to establish those wisdoms for ourselves. Ultimately our hope is that our work will inspire other game devs to join us on this journey.
Tom and I have been exploring games like this for a number of years - so we’re fortunate enough to have a bunch of hard-earned experiences to draw on. These experiences have definitely informed some of the key design pillars. But for many decisions, it’s still just a case of testing, learning, and tweaking.
Dead Meat is currently only being released on PC via Steam. Are there any plans for the game to be made available on other platforms like consoles in the future?
Yes, we do have plans for a release on other platforms – including console - after the PC release.
Who knows - one day you might even see Dead Meat, the reality TV show!
There is an estimated release date of 2024 on the game’s Steam page. Can we be cheeky and ask if there may potentially be a narrower release window that players can expect the game to drop?
The true release date is now looking like 2025 – this is because we’ve unlocked a round of funding that will enable us to push the game to all new heights. However, our aim is to get a playable demo out on Steam this year.
We think a demo is super important since Dead Meat represents an all-new type of gameplay. Some players might be a little unsure at first, and the best way to get them over that hump is for them to experience it for themselves.
What sort of price range can players expect Dead Meat to be on release?
The exact price is TBC at this stage, but we’ll be looking to match similar hand-crafted mystery games in the market. Steam Store - Dead Meat
meaningmachine.games
Game: Platform: Developer: Publisher:
Interviewee: Mark Drew, Director
Valentina Chrysostomou, Game Director
Uriel Cordas, Lead Artist
Interviewer: Jamie Yong
Hi
Everyone! I would like to thank all of you for taking the time to have a chat with us about what Villainous Game Studio are up to! Can you tell our readers about who Villainous Game Studio are and how you guys started off?
We are a small diverse studio that was formed out of the desire to make some unusual horror games about 4 years ago. Since then we have released PLEASE COMPLY, a short interactive thriller experience and have been working on our biggest release since then, a rogue-lite survival horror game called Harvest Hunt.
We believe that the best games are created in a positive environment, which is why we also have a ‘no crunch’ philosophy and work a 4-day week.
You have just released a new game on the 22nd of May called Harvest Hunt. What is the game about and what can players expect from it?
Harvest Hunt is a first person survival horror game in which you have been chosen as The Warden of the village of Luna Nova. Each night you must go out in the nightmarish cornfields to gather Ambrosia, the food of your village but you are stalked by a nightmarish creature called The Devourer.
Every night of the Harvest season you will head out, having prepared your tools to hopefully banish The Devourer. After each night you earn different abilities and tools in the forms of cards which you can equip to create your own deck to suit your playstyle.
As you finish each season, a different Warden dons the mask, and you slowly uncover the dark secrets of Luna Nova.
What was the inspiration behind the concept of Harvest Hunt?
Creatively we wanted a setting that was unique both as a game but also specifically as a horror game. Backwater bayous, flooded villages and dense mazes of corn was a setting we haven’t seen as much before and that was ripe with possibilities! The idea of being outdoors in a dark field all alone with leaves rustling left and right not knowing what is behind them, was a terrifying thought and it would allow us to make the atmosphere suffocating and tense.
Our inspirations ranged from games like Resident Evil 4 to movies like M. Night Shyamalan’s “The Village” all the way to going pumpkin picking in autumn. We also got inspired from the animations of Yuri Norstein and European (mainly Portuguese) folk traditions which is why we have landed on this very handcrafted style for the game in all of our elements from the ability cards to the textures of our objects!
What was your favourite part to make during the development of Harvest Hunt?
There were a number of parts that were a lot of fun to create, for instance, creating the movement of the fields of corn, the tight flooded pathways and even the broken pieces of wood floating on the water (which if you step on they sink) all in order to create an environment worth exploring.
The other side of this was putting in some sidenarratives into the environment, so that we could add a depth to the player’s experience. Leaving little hints here and there. Some are more obvious than others but we kind of went all in with having intentional props laid out in
very specific ways, so that players can deconstruct these narratives and experiences.
Mark Drew, our Creative Director, had a good moment when (unbeknownst to him) the audio team had implemented the atmospheric and monster sounds. Until then we have been using stand-in sounds that he had got used to, so experiencing the new audio while trying out a build gave him the shock of his life whilst playing!
Did the team face any unique challenges when developing a game like Harvest Hunt?
Definitely the Devourer was a special challenge. Being the main baddie in the game, it had to be impeccable and that took some balancing. We had to set up special behaviours for it like getting hungry and searching for Ambrosia to eat (the food found around the Farmlands), or even just making it play fair as we had to make sure it wouldn’t be able to see past cornfields and spot the player. The Devourer has so many intricate behaviours that we could talk about it all day! In the end, we think we got our monster right.
Another challenge was the balancing of the player abilities VS the Whispers they face each night and to keep the challenge and enjoyment going as they progress through the seasons in the game.
In the demo we played at WASD back in April we got to see the Devourer up close. What influenced and inspired the design model of the Devourer?
We had quite a few conversations about what makes for a good horror monster in our specific setting. Being situated in the farms of a village, we wanted our monster to be leaning more towards the natural rather than the supernatural. We spoke at length about natural predators like sharks and anglerfish and more abstract themes like decay and the unseen, but specifically, there are a couple of visual themes that really influenced us strongly in the concepts. One being the whole culture of ritual folk masks like the Portuguese Caretos, seen in the Devourer as a darker version of one. These are used in traditional ritual celebrations that bridge the worlds of living and the dead. The other being a traditional Azorean whalebone hood garment that afforded women to go about their business while maintaining their privacy. It ended up being a fortunate thing that these strong visual motifs are also thematically appropriate.
Is the Devourer the only enemy in the game? Will there potentially be different types of enemies that will require different playstyles to overcome?
The Devourer is the only monster in the game
but it’s not the only enemy. Various other fiends exist that will be a danger to the player. For example, we have fiends that can hear the player walk on broken bones and will call the Devourer to the player’s location. We have water fiends that lurk in the flooded parts of the village ready to damage the player and alert the Devourer if the player dares to cross the water. The Devourer itself also mutates and has different abilities/behaviours. This way, the player has to approach the monster with different playstyles throughout the game. Hopefully we have created a lot of danger in different forms to elevate the tension and horror of having one formidable predator in our game!
Will there be different locations or maps that the hunts can take place in?
Currently the game takes place in the Farmlands of Luna Nova. The Farmlands is one large area comprising big landmarks towering over the cornfields, like a dilapidated Church or the sacrificial Tree, and lots of smaller areas where the previous villagers used to inhabit, like the granaries or a boathouse. The player will be visiting the Farmlands every night from different entry points and while the overall landscape will remain the same, the farms having this maze-like formation, make the
environment a lot more difficult to traverse! Learning to navigate the dark, scary cornfields is part of our gameplay loop and to encourage that pillar, the locations of various things on the map (such as tools, rations, fiends) change every night and our Whisper system brings out various different challenges to face. In the end, this allows the player to try out different approaches to their playstyle while revisiting a location they get to learn and become intimate with, in order to master it.
Do you personally have a favourite tool and/or skill that you really enjoy using and one that you never skip over when it appears?
We asked some members of our team to give their answers so here is what we got!
Our Game Director, Valentina Chrysostomou says: ”I absolutely love playing with the Proxy Poppet! The voodoo looking doll is quite mischievous because it will damage the Devourer from anywhere on the map but it also damages the player quite a lot! Combining that with Parasite, an ability that gives you health back upon damaging the Devourer, makes it safer to use. So there is this strategy that can evolve here and players utilising this sort of thinking will make the game a lot more interesting for them”.
Our Lead Artist Uriel Cordas had this to say: “My current favourite has to be the Grave Shovel. You can do some real 3D chess moves with that one especially when you’re facing lot’s of damage and you’ve got other tools at your disposal. Let’s just say a well placed grave not only is some great insurance and is not that expensive, but can really help you do some wild checkmates if positioned appropriately”
Whereas our Creative Director says: “I really enjoy the Blood Flask, which you get early on. A nice distance weapon that you fill by sneaking next to The Devourer. Deals a good bit of damage and I get to play cat and mouse with our baddie!”
I noticed Harvest Hunt has controller support. Some developers recommend playing their game on a controller. What would you recommend playing Harvest Hunt on for the best experience? Or will it just be the player’s personal preference?
We hope we have made an enjoyable experience for both controllers and keyboard players! So up to the player. Even within the studio we have people that use one or the other to play Harvest Hunt, so we welcome all players.
Are there any accessibility options in Harvest Hunt?
In the traditional way, we have some options to try out in our settings (such as sensitivities and HUD related options) that hopefully will make the game more enjoyable for everyone. But, we have also approached accessibility in non-traditional ways, through our design. For example, it was important for us to make all information about how to play the game easily accessible, so all of our in-game tutorials are available in our trusty notebook, the Compendium, and each individual screen in the game has a button that allows you to revisit the tutorial about it as well. The other thing that was important to us was making sure the game included both audio and visual indications of gameplay. A simple example would be the Sight Fiends changing colour on different alert modes but also changing sound. This applies to everything in the game, creating a satisfying and useful audiovisual experience.
One final example of making things more accessible, is how we wanted to stay away from colour changes wherever possible, in order to take into account colourblindness. A simple example of this would be when the Devourer eats/contaminates the Ambrosia. Instead of the Ambrosia turning from red to green colourwise, we change the texture of the object and remove the fruit from the stalk, communicating this information to the player in a much more accessible way. As a small team we have tried to take into account as much as we could to make the experience from the bottom up something that more players can enjoy. Of course, this is a long road, and a marathon not a sprint, so we will keep looking into more features that players request that we can add in the future.
Are there any plans to port the game for other platforms?
We are looking at other platforms at the moment and hopefully we can give some good news in the near future!
Is there anything else you think players would like to know or should look out for? If you like easter eggs perhaps you should look out for a special something hidden amongst the corn that will hopefully make you… COMPLY!
Hi Korina! Thank you for taking the time to speak to us about Neonhive! Can you tell our readers about who Neonhive are and how the company started out?
Neonhive is a marketing agency who specializes in video games. We mostly work with independent developers and publishers, and more recently we announced that we also have a publishing label: Neonhive Games!
We’re publishing two titles this year, the first being a folk horror game called Harvest Hunt (it’s just released!) and the second game is Slopecrashers, a combat racer very similar to
Diddy Kong Racing or Mario Kart with a bit of SSX sprinkled in. It’s great!
So my career started in AAA, we’re talking almost 18 years ago now, and my last AAA job was working at Bethesda as the UK brand manager working on Fallout 4.
Then I decided to take a break and went to independent games for a while and worked at an independent studio in Edinburgh.
After a while I decided to try my hand at freelance games marketing, which turned out to be brilliant! I initially had a couple of clients, mostly local developers, and then started working with the folks at Mediatonic and the Irregular Corporation when it first launched, and it just snowballed from there.
Six years, a pandemic and a baby later, I wanted to do something fresh, so we announced a brand new publishing label, which now has two games under it.
Neonhive have worked on some big projects like PUBG Battlegrounds, Warhammer, Gang Beasts, and many more. Has there been a project that stood out for you and your team?
It’s hard to pick just one because there’ve been so many and some of them have been incredible for a bunch of reasons. Working on the recent Crow Country campaign from the SFB Games’ team has been incredible. Many of us grew up in the Playstation 1 era and remember fondly playing the games that inspired Crow Country: Resident Evil, Silent Hill, FF7 etc. So it was a real passion project for us.
Do you remember the very first project taken on as Neonhive?
So my first client was actually one of my recent clients, and friend, Tony Gowland from Ant Workshop. In fact the game we worked on is one we launched with them last year called, Dungeon Golf. I did some marketing and positioning work for the early prototype!
Has there been instances where you’ve had to turn down projects as for one reason or another you felt Neonhive wouldn’t have been a good fit?
Oh absolutely in particular we don’t work on any web3 or cryptocurrency titles. We tend not to work on mobile because of personal preference (I don’t find them fun to market, personally) and we avoid games with microtransactions unless they make the game more enjoyable.
We’ve known Neonhive to be an award-winning gaming PR and marketing agency but now you’ve also ventured into publishing games as well. What was the driving force behind venturing into the publishing side of the industry?
A couple of reasons firstly it felt like a really natural fit for a team that already helps developers self-publish and we work with a lot of indie game publishers so we’ve seen how the sausage works you could say. Also from a business model point of view, it allows us to make income that isn’t reliant on human work hours.
As an agency, we’re always limited by the number of hours of time we can sell to clients, especially on the more relationship based roles such as PR and influencer management. So having a digital product that we can scale gives us more flexibility from a revenue point of view. Plus, I thought it would be fun to do!
What advice can you give to upcoming developers to give their game the best chance of being picked up by a publisher like Neonhive?
Number one is the game has to be playable even if it’s a prototype. Anyone can make a pretty PowerPoint so it’s really important that scouts and other business people who are making the key decisions are able to see that you can ship a game.
The other point that we look for is people not only reading and understanding what our offering is as a publisher but also having a really specific and clear ask within the pitch, whether that is funding or porting help localisation; it’s very very important to have a clear and realistic ask when approaching publishers so that they can quickly identify if it’s the right fit for them.
Neonhive is publishing its debut games in the form of Harvest Hunt developed by Villainous Game Studio, and Slopecrashers by the solo developer Johannes Lugstein at Byteparrot. Can you tell us about each game and what players can expect?
Slopecrashers is a mashup of a family-friendly party game and some hardcore, adrenalinepumping snowboarding action. Imagine the casual vibes of Mario Kart combined with the crazy tricks of SSX - but with Capybaras on frying pans!
Harvest Hunt is a survival horror roguelite with strong Folk Horror themes. Try to survive your vigil as The Warden and protect your village from the Devourer. Listen to the whispers each night and choose to run from or banish the fiend stalking you in the corn fields.
What was it about Harvest Hunt and Slopecrashers that made you want to pick them up as a publisher?
I’ll start with Slopecrashes! Hannes was a previous client we worked together on a Steam Next Fest campaign for Slopecrashers and we just had the best time working together. When I made the decision to launch the publishing label I reached out to Hannah’s immediately and I’m really happy that he signed with us!
With Harvest Hunt it was a bit more serendipitous. I was speaking to developers in a private discord group about their experience with pitching to publishers and what that process looked and felt like from their perspective, because I was figuring out our processes and how we wanted to handle pitches. We spoke at length and we got to know them really really well and then Mark floated the idea of Neonhive publishing Harvest Hunt!
We recently got to try out both Harvest Hunt and Slopecrashers at WASD in London. Harvest Hunt was released on the 22nd of May, and Slopecrashers has an estimated release of Q3 of 2024. Will there be any additional opportunities to try out Slopecrashers?
I can’t say too much because it’s not announced yet but there’ll be some more opportunities this summer to check out Slopecrashers. We’ll share the news on social media as soon as we are able to.
Finally, for the content creators out there, are there any opportunities to collaborate with Neonhive on these debut titles?
Of course! We have an influencer mailing list sign up form on our website. We encourage any creators, big or small, to get in touch if they’re interested in playing any of our games we’re always happy to hear from them!
Lyssa is a full-time Twitch streamer and content creator living in London, originally from Orlando, Florida. She got her start in the tech world with lissaexplains.com – a website teaching other beginners how to use HTML to make their own websites, which resulted in Lyssa getting featured in CNN and the Washington Post at the age of 13!
She decided to pursue her other passion in adulthood - stage performance! Lyssa became a professional dancer, singer, actor, impersonator, and aerialist for over a decade, working at places such as Walt Disney World and Universal Studios. Her career took her all the way to Singapore, where she lived and worked for two years as a Marilyn Monroe impersonator. Today, Lyssa is a Twitch Partner who has streamed for brands like GameInformer Magazine, Devolver Digital, Red Bull, and Scan Computers to name a few!
Hello Lyssa! First and foremost, thank you very much for taking the time to have a chat with us! How have you been and what have you been up to recently?
Hi Jamie! Thank you so much for having me, I’m honoured (I’m still trying to get used to the extra u’s in words, haha)!
I’ve been lucky enough to attend some very cool games events in the UK recently, including Insomnia Gaming Festival, the Debug Indie Game Awards, and a Fallout-themed release with Modiphius. I’ve been trying my hand at TikTok streaming and delving into some longform Let’s Play content, along with some miniature painting and LEGO building. Of course, I’m always trying to find more time to play all of the tremendous indie game releases on stream.
Recently, I attended WASD and played some stellar upcoming games (favourites were Dead Meat and Rhythm Towers!), then my husband and I spent two weeks in Sri Lanka for holiday, so I’m recently back and hitting the ground running with content. I also recently found my Voice Acting/mocap mentor for the Limit Break mentorship, shoutout to the talented Leonie Schliesing who I am VERY excited to work with!
You have done some amazingly cool things which we will definitely visit, but I’m going to start with being a content creator; tell us a little bit about your content creation life? How long have you been doing it, and what made you want to start?
I started streaming in May 2017 to find some more people to play Borderlands 2 with, and the rest is history! I’ve been live streaming since then, bouncing between full-time, part-time, and whenever-possible, and I only recently started my foray into short-form content last year, where I’m still trying to find my footing. I’ve been lucky enough in London to be invited as a creator to some events put on by franchises that shaped my youth, such as Final Fantasy and The Sims. It really can’t be overstated how lucky creators in the UK of all sizes are to be so closely involved with developers and publishers.
You mentioned your mother was a big part of your love for gaming, and she still games herself. Were there any games you played together with her, and did it ever get heated or competitive between the two of you?
I remember playing Wave Race on Nintendo 64 when I was young and trying desperately to beat my mom’s record times, but I honestly had no
chance, she’s great at video games! We’ve actually streamed a few games together, most recently finishing the entirety of Terraria on Expert level.
Do you remember the moment you made Twitch Partner? What were you doing and how did you feel? Was it something you were always aiming for when you started streaming?
I remember I was casually on video chat with my long-distance partner (now husband) and I got the e-mail, screamed, and ran in circles. Of course he knew what the fuss was aboutI applied and waited for about a month before they finally got back to me, checking my e-mails daily! I’d be lying if I said it wasn’t something I dreamed of when I first started streaming, but after coming close with a few denied applications, I was worried that I’d never get the fabled checkmark. It’s still exciting to think about even two years on.
So, lissaexplains.com – I love that the website is still up to this day! What motivated a 13-yearold Lyssa to make this and what was it like being a kid featured in CNN and The Washington Post?
I didn’t really set out to make a tutorial, I was just consolidating all the things I had learned onto one page, and set up a guestbook as was the rage in those days. Somehow an Australian newspaper caught wind of my website and published it along with some info about me, and it blew up in popularity.
To be quite honest, I tried to bow out of the CNN interview, as I had strep throat the day it was scheduled, but my teacher at the time (I was at an out-of-town tech conference funded by my middle school) said there was no way she’d let me back out of it. I’m very glad she insisted!
Getting a chance to do performance work at Walt Disney World and Universal Studios must have been a surreal experience. What performances were you a part of? Or as the lingo goes, were you “friends” with any of the characters?
Disney was definitely wild! Training to be a fur character at Walt Disney World was (at the time at least) a five-day intensive, and by day three you’re on set meeting children as one of the classic Disney characters. You absolutely do not feel ready for it, and I remember going home and sobbing because I was convinced I had ruined the Disney magic for hundreds of kids, but I’m pretty sure there’s no way they could have ever prepared us properly for something so taxing and confusing and (for some guests) life-changing. By day five, I was out there signing autographs and jumping around like a champ. I’m glad I stuck it out beyond the initial shock, because working at Disney as a character performer was such a fun, unique experience.
As for characters, I was a “full-body puppeteer”
(a fur character also controlling the mouth and eyes of a costume) for Timon in the Festival of the Lion King show and Chip & Dale in the Christmas castle show, as well as performing as any of a multitude of 5-foot 2.5-inch tall characters in parades and shows. I also was a mover (non-equity dancer) in parades at Walt Disney World, Animal Kingdom, and Disney’s Hollywood Studios.
How did becoming an aerialist come to be? Was it a skill you trained in for a role or was it something you had an interest in? Is this something you still do, perhaps as a hobby?
Honestly that was just full-time performer survival kicking in- at least in Orlando, branching out to numerous different niche skills makes you a more attractive hire. A close friend started taking aerial silk classes and I joined her, then became addicted to the improvement I was seeing. I don’t train anymore as I was rear-ended in a pretty bad car accident in 2018, and my left shoulder muscles aren’t able to bear too much weight!
Do you have any favourite or stand out moments during your time at Walt Disney World and Universal Studios?
All of it. I’ve lived so many different lives and when I reflect on it I feel so lucky.
What advice would you give to those who may want to be a performer at Walt Disney World or Universal Studios?
Technology has changed SO much since I began my career as a performer. I started working in 2007 and I still had to call a hotline for some auditions. Now everything is online, and a lot of companies are asking for video reels of your work to cut down on applicants for the casting directors.
So my biggest piece of advice is get video of EVERYTHING you do, because when you’re starting out, you need to be able to pick and choose your best bits for your reel! Otherwise you’ll be left with just what you’ve been lucky enough to pick up from friends or random social media videos, and those won’t necessarily focus on you or showcase your talent properly.
How did the Marilyn Monroe impersonator role come about? What was it like to play the character in Singapore?
I was a Beauxbatons dancer at the Wizarding World of Harry Potter, and my show director also happened to be the show director for the atmosphere characters on Universal Orlando’s Hollywood Boulevard. She approached me after one of my shows and said “there’s a Marilyn Monroe lookalike audition call I think you’d be good for, you should come, I’m hiring” and it was really as simple as that.
Weirdly enough, the Universal Singapore Marilyn Monroe casting was pretty similar. It was in Orlando in a very small studio. I walked in, did my monologue, walked out, got a phone call with the offer two weeks later. Probably my most stress-free casting to date!
You grew up in Florida, lived and worked in Singapore, and now you’re living in London. How does each one compare? Are there any culture shocks that took you by surprise in
each place? Is there anything you miss about being in Orlando?
As much as I’d love to joke about how awful Florida is with the alligators, humidity and Florida Man, I really loved Orlando. There’s a whole lot more to Central Florida than the theme parks - Audubon Park, Lake Eola, microbreweries, tremendous restaurants, offbeat entertainment offerings, and only an hour’s drive either east or west to some gorgeous beaches.
I also really loved Singapore and everything it had to offer- amazing food, easy reliable transport, abundant nightlife, plenty of shopping. I always joked that if you visit Singapore, you either need to go for three days or two weeks; the country feels very sterile and surface-level when you first get there, but start visiting the Hawker centers and gardens and markets and you’re entering a whole new, beautiful world.
It’s no secret I love London! I could certainly do without how expensive it is, but realistically there’s a cost-of-living crisis hitting most places these days, so I’d be struggling in the USA pretty much the same. The biggest culture shock is probably that when people here ask if “y’alright?” they’re not suggesting that you don’t look alright, and the answer isn’t to tell them how you’re doing! It still throws me off.
Jumping back to content creation and gaming – you have been sponsored to play some big games like Assassin’s Creed: Mirage and Dying Light 2. How did you land these opportunities and what advice can you give budding creators out there who are trying to secure opportunities like these? Where do they start?
There are a few websites you can sign yourself up for to find paid and unpaid opportunitiesWeHype, Lurkit, Streamforge, Keymailer.co, GameTomb.gg, Rainmaker.gg, Terminals.io, Woovit, the list goes on.
A lot of my bigger sponsorship opportunities have been a developer or publisher reaching out to me directly or through a third party, so be sure to have your e-mail in your bio everywhere! Make it easy to get a hold of you from any platform.
Also, even if you don’t think your numbers are impressive, build yourself a media deck and have it accessible to send for opportunities. I bought my media deck layout as a Canva file on Etsy for less than 5 quid, and Canva is a free online editor. This is a huge boon to help you look professional, and looking like you’re confident in your content is a huge part of selling yourself and your brand.
From everything you have learned so far, what advice would you give to the young Lyssatee that was first starting out?
I’m worried I’d jinx it! So much of my career has been me flying by the seat of my pants with equal parts hard work and insane luck.
Are there any games being released in 2024 that you are particularly interested in playing?
FROSTPUNK 2!!! Previously I was most looking forward to INDIKA and Cryptmaster, which both came out in the same week AND while I was on vacation.. I’m glad to report that they’re both as stellar as I’d hoped.
You have completed many games on stream, and I assume off-stream as well. What are your top 3 games as of this moment, in no particular order?
Favourite games that I’ve completed on stream: Baldur’s Gate 3, The Last of Us 2, Terraria, RimWorld. Favourite games from my whole life: Earthbound, Super Mario RPG (original), Final Fantasy 7 (original).
Do you have any guilty pleasure games you love playing but your friends and/or community tease you for liking?
For a long time my guilty pleasure game was Dead by Daylight (I’m 1000 hours deep), I’m not sure why it stuck for so long, but enough of my friends played it that it was easy to hop on and crank out a few games. I’m currently looking for my new time sink.
It was lovely meeting you in person at i72! Are there any events, anywhere in the world, you would love to attend either as an invited creator, or even just a general attendee?
It was GREAT to meet you too, we even captured some fun divisive content, haha! RIP to Insomnia, though I heard Twitch London is starting back up. I’d love to attend Gamescom
in Cologne, Germany as a creator. I’ve heard great things about the event from a creator standpoint.
Away from your content creation life, what do you enjoy doing in your spare time?
I love to explore London, there’s so much to do, so many great restaurants to try! London is such a big city, I love that I can never run out of new things to do. I also love travelling, when I used to solo travel I did some travel photography and I’d love to get back into that as well.
As recommended by your Twitch bio, I am officially asking you about your cat. What’s their name? What are they like? Have they ever jumped up at you while you are gaming/ streaming and cause you to perish in game? Mine certainly has on too many occasions!
Her name is Molly, she’s named after the American Girl doll, and she is the personification (if you will) of typical cat behaviour. She was found in the VERY hot Florida summer outside, declawed, with most of her teeth pulled and no survival instincts whatsoever at around eight years old. She ended up at the shelter dirty and afraid, and also mostly alone as it was during the height of COVID 2020 and animals were getting adopted out very fast. She suckered me into thinking she was a sweet old lap cat, which was a smart move on her part, and I brought her home. She’s willingly sat on my lap exactly once since then, and that was a few weeks ago! I still love her more than anything, though.
What has been your favourite moment being a content creator so far?
It’s genuinely hard to choose. My favourites have been announcing my move to the UK on stream with a sequined Union Flag dress, attending a secret Final Fantasy 16 preview event with Naoki Yoshida and the voice actors, and acting as Game Ambassador with some of my favorite fellow content creators for Captain.tv.
Finally, what are you currently working on that you’d like to or are allowed to share with our readers?
For the first week of June, I’m doing my second annual Survive to Five charity stream for Save the Children. The charity operates in over 100 countries; each year, roughly 5.2 million children don’t make it to their fifth birthday, largely from preventable and treatable causes, and Save the Children looks to bridge that gap.
Steam NextFest is the week after, and I’m hoping to connect with some great upcoming indie games to showcase their demos! I’m also working as a mentee with the Limit Break mentorship program, so I’ll likely be working on my voice acting reel over the next few weeks. Attending some cool events, making content for some amazing PR gifts, and of course always covering new and upcoming indie game gems!
And that’s it! Thank you very much again for taking the time to have this interview with us, it’s been an absolute pleasure. We wish you all the best in the future!
Thank you so much, the trip down memory lane has been a blast. All the best to you as well!
If you would like to check out Lyssatee on any of her socials, you can do so below!
Bluesky - https://lyssatee.bsky.social
Discord - @Lyssatee
Facebook - https://facebook.com/lyssateetv
Instagram - https://instagram.com/lyssateetv
TikTok - https://tiktok.com/@lyssatee
Threads - https://threads.net/@lyssateetv
Twitch - https://twitch.tv/Lyssatee
Twitter (X) - https://twitter.com/LyssateeTV
YouTube - https://youtube.com/lyssatee
Untappd: https://untappd.com/user/Lyssatee