Gaming

The Adventure Pals review: A peculiar platformer to play and troll your friends with!

Quirky, cute, and buggy

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If you haven’t heard of The Adventure Pals, it’s totally fine. It’s a fun platformer where you travel around with a pet rock and a giraffe in your backpack. Of course, there’s more to the game than just traveling with your pet rock and giraffe, but that alone is pretty interesting in itself. You have my attention, developers. I quickly installed it, played it, and wrote this.

Breaking news: I rode a unicorn giraffe

Before we get into the review though, I played this game in cooperative mode because who doesn’t like playing along with someone else. Also, did I mention Player 2 rides a unicorn giraffe? I’m pretty sure I mentioned it being far superior somewhere.

So, to truly test out this platformer in cooperative mode, I brought reinforcements: Richard, my boyfriend. He’d been the pushy one who wanted to play the game with me after a week of both of us just hopping from Night in the Woods to Overcooked. To his everlasting credit, he’d quickly convinced me to play it after he’d shown the trailer.

Downright silly

The game was inspired by a lot of charmingly quirky works — from surreal cartoon series like Adventure Time to notable platformers like Castle Crashers. When you first encounter the trailer, you will undoubtedly notice the resemblance to those inspirations. The Adventure Pals pulls a lot of its appeal from it’s adorably designed characters. You’ll see, even without having played the game, how they’re quite intriguing on their own. They really reel you in with interesting character design and a bizarre premise — which is very reflective of what the game was inspired by.

Yes, that is your dad…

That’s prevalent with the beginning of the game. The whole setting takes place on your birthday, starting with your gift from your dad: a pet giraffe. This is Sparkles, your new loyal friend who is both rideable and able to fit inside your backpack, where he’ll be able to use his tongue to fly like a helicopter or assist with swimming. As soon as you’re introduced to your new pal, your father is kidnapped by a robotic bee riding Mr. B, an arch-nemesis with a goldfish bowl for a hat. His evil plan? Beginning with your father, he’s here to turn people into… human-sized hot dogs. Now it’s time for you, Sparkles the giraffe, and your best friend Mr. Rock to hunt him down and save the day.

Okay, here’s how this works

The gameplay for The Adventure Pals combines two portions, exploring the world on the back of your giraffe and completing stages to get hold of rubies to advance the plot. Beginning in your hometown of Treevale, each region has a town where the locals will hand out quests in return for a prize. This will reveal locations on the map to find, which is where the platforming begins.

You’ll find yourself battling against zombie pirate cats, post-apocalyptic dinosaurs, and hot dogs that poop explosive mines. Each quest has five stages to complete, each with monsters to defeat, puzzles to solve, and spikes to avoid. You’ll use your sword to cut through your enemies and use Sparkles to get around. Heavily influenced by Banjo-Kazooie, your pet giraffe will help you glide over dangers and maneuver you to safety. After completing five stages, you’ll leave with a ruby and whatever items required to complete the quest.

You’ll gain experience with each monster you defeat, allowing you to choose between a series of rewards, allowing Mr. Rock to be able to join you in combat and bring you supplies. You’ll also be able to enhance a lot of your abilities as you progress through the game.

Each area has a boss battle, usually oversized monsters your nemesis will put you against to try to halt you thwarting his plan. Imagine fighting giant tree monsters, escape approaching vegetable monsters, or battling against an aggressive breakfast combination. Yes, this game gets weird.

We helped a whale along the way!

They bring in the peculiar to little cute details in the game — from customizable costumes you obtain by feeding cupcakes to the Cupcake God, to collectible stickers hidden in some of the most horrendous hidden areas in the game. The Adventure Pals will smack you in the face with oddity and ambiguity with no clear grips to a particular plot. It’s fine and all but sometimes, you’ll feel a bit lost playing the game. You start questioning the relevance of each element and ask why things are so. It gets to a point where there aren’t many answers to those questions.

Leez, Richard, two giraffes, two rocks

Not what either of us expected could fly as a section of its own, but now that we’ve got our hands dirty explaining this quirky game, it’s time to bring out our personal experiences and takes on the game. This section is in no way a euphemism — don’t your minds dare go there. Don’t you guys dare!

Anyways, Richard was Player 1 and I was Player 2. As much as platformers enjoy integrating cooperative mode, The Adventure Pals slaps it on without dabbling into altering the game in any way. Despite playing with a fabulous unicorn giraffe, playing Player 2 was a pain because not only could I not converse with anyone in the game, but also, my character had zero relevance to the story. Player 2 doesn’t get to level up and the stages don’t show any need for any sort of cooperation.

Here, Richard is laughing as I am about to fall into spikes

The mode really feels like an afterthought, especially with how clunky it feels sharing a screen with the other player. If either of us got left behind or decided to go the other way, the game would decide who would be teleported to the other player. More often than not, it would choose the wrong person. This was a nightmare for finding secrets. And if you’ve jumped through a challenging section full of spikes and spinning axes, there’s a chance you’ll be teleported back to the other person after completing it.

Some pitfalls along the way

While there are interesting personalities and creative characters in the towns to talk to, the enemies you fight through while on a quest tend to be repetitive. The further you progress through the game, the more familiar enemies you’ll find. With the setting and color scheme of each region blending together, completing each stage started feeling like a chore for us. The game would throw new things at you as you progress, but the experience lingered into the monotonous.

You can collect stickers!

On release, this game has proven to be pretty buggy. We often found ourselves forced to restart a stage after locks wouldn’t open pathways as intended and sometimes I would find myself surviving a fall into a pit of spikes far too often by landing on the edge. If Richard fell to his death, we would both be trapped in the pit without a way to progress.

What was fun for a short period of time…

We were trapped here for a while…

What was fun was seeing me die — a lot. Richard swears at the hilarious ridiculousness of how often I’d die. And strangely, that’s not all. Yes, boys and girls, I am a certified idiot because there have been many cases where I’d mistake my character for Richard’s. Exhibit A: We had been exploring one of the maps and had been strolling around looking for cupcakes. I then see Richard come across one without picking it up and instantly complain. He pauses the game and tells me that I’d been the one who did so. Unpause. Identity crisis, everyone. I am stupid. Hand me a cookie.

Is this your game match?

If you’re into challenging platformers, this one might bore you. The stages aren’t incredibly difficult but the game does grade you with the number of monsters you manage to kill, how many times you die in a stage, and how long you get from point A to point B. If you’re looking for a perfectly casual platformer that has adorable elements, you should give this one a try. Much of the charm of The Adventure Pals comes from its quirks. The entire design of the game is visually appealing and that’s essentially what caught both our attention when it was released.

The Adventure Pals is a good platformer to pass the time, collect the achievements in your own time, and play with your friends just to troll them with the glitches (we both did that too). The title has its loose ends, but you can have fun when playing in cooperative mode.

The Adventure Pals is available on the Nintendo Switch, Xbox One, and PS4. It’s also available now on Steam for US$ 14.

SEE ALSO: Night in the Woods: Brilliant indie game you should try

SEE ALSO: 14 independent games are coming to the Nintendo Switch

Gaming

Now Playing: ACE Combat 8: Wings of Theve

A refreshing change of pace

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ACE Combat 8: Wings of Theve

I came into ACE Combat 8: Wings of Theve completely blind.

I knew very little about the franchise outside of the fact that it’s a fighter plane game. My entire exposure was limited to a handful of press releases from Bandai Namco and, of course, the noise the pink-haired character made on social media when she was first revealed.

So, I had no idea what to expect when I climbed into the cockpit.

What surprised me most wasn’t the flying. It was everything that happened outside of it.

A surprisingly beautiful presentation

I was floored by the story segments of the game, particularly the visuals and presentation.

A lot of these scenes are presented from a first-person perspective. The characters and environments you interact with are beautifully rendered, and there’s an impressive level of detail to the world around you.

It looks like a AAA game. It just doesn’t move like your typical AAA action game or RPG. That threw me off a bit.

There’s something intentionally different about how ACE Combat 8 presents its story and world. You’re not controlling a character running around a beautifully rendered environment. Instead, you’re mostly observing the world from a grounded first-person perspective before getting back into the cockpit.

It’s an unusual approach, but one I found myself appreciating.

Learning how to fly

The bigger adjustment was actually flying the plane.

I had trouble getting used to the controls and the structure of the missions. I failed the first one quite a few times because I couldn’t fully understand the radar or the environment I was flying in.

It took plenty of getting used to on my part.

Even after a few hours of play, I can’t say I got fully used to it.

The game offers STANDARD and EXPERT control schemes. STANDARD is designed to be more intuitive, while EXPERT gives you more control over the aircraft through traditional roll-and-pitch inputs.

I still had plenty to learn regardless of the control scheme. There’s a lot of information to process at once: your aircraft’s position, altitude, speed, radar, targets, incoming missiles, objectives, and everything happening around you.

It takes time to develop a feel for how everything moves.

Missions aren’t just about shooting everything

ACE Combat 8: Wings of Theve

The mission structure is quite specific.

You have to do things a certain way in each mission. It’s not just “blast everything in your path.”

That offered a lot of variety and made the game more engaging.

Some missions asked you to maintain a certain altitude to avoid detection. Others demanded expert flying. Some also felt like full-on aerial combat.

Objectives can range from destroying targets and protecting allies to earning a certain number of points, with some missions changing objectives while you’re already in the air.

That keeps the campaign from feeling like a series of identical dogfights.

There’s also a progression system built around different aircraft types, including fighters, attackers, multirole aircraft, and electronic warfare planes. More than 30 aircraft are available, with new planes, upgrades, and special weapons unlocked through the Aircraft Tree.

Your choice of aircraft and weapons can also change how you approach a mission. A fighter makes sense when the skies are packed with enemies, while an attacker can be better suited to ground targets. Multirole aircraft offer a middle ground when you’re unsure what you’ll encounter.

Wingman commands add another layer to combat. You can order your pilots to attack, spread out, provide support, or use their special weapons.

The result is a game that asks you to pay attention to what’s happening instead of simply holding down the trigger.

A story worth sticking with

ACE Combat 8: Wings of Theve

The story I’ve encountered so far isn’t something to write home about.

Its presentation, however, is engaging enough that I feel a lot of people can easily soldier on to see it through to the end.

The first-person story segments, radio chatter, briefings, and events that unfold during missions give the campaign more personality than simply jumping from one dogfight to another.

There’s clearly a larger conflict unfolding, and the game does a good job of making its missions feel like part of something bigger.

The presentation does a lot of the heavy lifting here.

Is ACE COMBAT 8: Wings of Theve your Play Match?

The campaign has 30 missions that run at around 15 minutes each, give or take. Your mileage, naturally, will vary.

For me, those first few hours took longer because I was still trying to figure out how to move, where to look, and what the game actually wanted me to do.

ACE Combat 8 isn’t immediately intuitive if you’re coming into it completely blind like I did. The game does give you training options for practicing flight controls and special weapons, which can help you get comfortable before throwing yourself into tougher missions.

Once things start clicking, though, the experience becomes quite distinct from the type of game most people gravitate towards.

Overall, ACE Combat 8: Wings of Theve feels like a nice break from the usual games where you control a single character and go through linear levels or an open world.

It’s the perfect palette cleanser.

I didn’t expect to spend my first few hours struggling with radar, movement, altitude, and mission objectives. Those struggles also made the moments when I finally understood what I was supposed to do feel more rewarding.

I’m still not fully comfortable in the cockpit.

I’m also ready for another sortie.

Verdict: Swipe Right.

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Gaming

Now Playing: Total War: Warhammer III – Lords of the End Times

Bigger and messier battles

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Image from the Official Warhammer Community

Lords of the End Times brings four new Legendary Lords, new units, and a major update to Total War: Warhammer III. More importantly, it gives players another excuse to return to the sprawling Immortal Empires campaign.

For anyone who has spent time with Total War, the appeal is familiar. You spend turns building your empire, managing armies, negotiating with rival factions, and deciding where to strike next. Eventually, all that planning leads to the part where thousands of soldiers meet on the battlefield and you have to make those decisions work in real time.

That combination remains the core of Total War: Warhammer III. Lords of the End Times doesn’t fundamentally change that formula. Instead, it gives the existing sandbox more characters, units, and ways to approach its battles.

Two layers of strategy

The campaign map is where much of Total War‘s strategy happens.

You have time to consider where to move your armies, which provinces to develop, what to build, and how to deal with other factions. Those decisions can seem slow compared to the battles themselves, but they’re what give the real-time encounters their weight.

A battle isn’t happening in isolation. The army you bring with you reflects the choices you’ve made on the campaign map. Your available units, resources, reinforcements, and strategic position all affect what happens once the fighting starts.

That creates a useful rhythm. The campaign gives you room to plan before the pace suddenly changes when two armies collide.

It also means a victory isn’t simply about having more units. Bringing the right army to the right fight matters, and the battlefield can quickly punish a poor decision.

The battlefield is where things get hectic

Once the fighting begins, Total War: Warhammer III becomes much more immediate.

Positioning matters. Infantry can hold a line while cavalry looks for an opening. Ranged units become more effective when placed where they can actually see their targets. High ground can give artillery a better angle, while terrain can create opportunities for a flank.

There is also plenty to manage once the battle gets moving.

You can adjust formations, move individual units, cycle cavalry charges, control flying creatures, and time spells around the rest of your army. The amount of information on screen can be intimidating at first, but it becomes easier to read once you understand what each unit is supposed to be doing.

That’s where the comparison to older real-time strategy games makes sense. The fundamentals of positioning, unit control, counters, and timing are still here. Total War simply operates at a much larger scale.

The difference is that battles can become considerably more chaotic. A plan that looked sensible a few minutes earlier can fall apart once several units engage at once.

Warhammer is doing a lot of the heavy lifting

The biggest strength of Total War: Warhammer III is arguably how much variety the Warhammer setting gives the formula.

Different factions don’t simply use different models. They can change how you approach the campaign and the battlefield.

The undead, for example, play very differently from the Skaven or the Empire. Their units, abilities, heroes, and mechanics encourage different approaches to combat. That variety gives the Immortal Empires campaign plenty of room for experimentation.

It’s also where the spectacle comes into play.

There is something inherently entertaining about watching enormous monsters, heavily armored troops, magic users, and entire infantry formations collide in the same battle. Spells can reshape an engagement in seconds, while a well-timed charge can turn a losing fight around.

The Warhammer setting gives Creative Assembly plenty of toys to work with, and Lords of the End Times adds even more of them.

A lot to take in for newcomers

The scale can also make Total War: Warhammer III look more intimidating than it actually is.

You don’t need to know every faction or understand decades of Warhammer lore before starting a campaign. There is certainly a lot of lore to discover, but the game can be enjoyed simply by learning what your army does and figuring out how to make it work.

The visual spectacle helps, too.

Seeing enormous creatures fight alongside conventional troops makes even routine battles feel distinctly Warhammer. A battlefield can go from an organized formation to complete chaos surprisingly quickly once magic and monsters enter the equation.

That doesn’t mean the game is immediately simple. There are a lot of systems to learn, particularly once you start digging deeper into the campaign. But there’s a natural progression from figuring out basic formations to experimenting with more complicated strategies.

Lords of the End Times gives the sandbox more room to play

Lords of the End Times works best when viewed as another expansion of the Total War: Warhammer III sandbox rather than a reinvention of it.

The appeal is still the same: plan on the campaign map, build an army, pick your battles, and then try to execute that plan once everything starts moving.

The new Legendary Lords and their accompanying mechanics give players more ways to approach that loop, while the scale of the battles remains one of the game’s biggest attractions.

For longtime Total War players, that’s probably the most important thing. Lords of the End Times doesn’t need to reinvent the series to be interesting. It just needs to give players another reason to start another campaign and see what happens.

And, considering how easily a carefully planned campaign can descend into battlefield chaos, there is usually plenty to see.

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CRISIS CORE -FINAL FANTASY VII- REUNION physical edition now available for Switch 2

Zack Fair’s story comes to Switch 2.

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Crisis Core

Bandai Namco Entertainment Asia and SQUARE ENIX have released the physical edition of CRISIS CORE -FINAL FANTASY VII- REUNION for Nintendo Switch 2 in Southeast Asia.

Players can also purchase the game digitally on the platform. Availability may vary by region and retailer.

Zack Fair’s story returns

Set in the mako-powered metropolis of Midgar, CRISIS CORE -FINAL FANTASY VII- REUNION follows Zack Fair, a young operative in Shinra’s elite SOLDIER unit.

Zack investigates the mysterious disappearance of SOLDIER operatives alongside his mentor, Angeal, and the legendary Sephiroth. His journey reveals the events that shaped the world of FINAL FANTASY VII and his connection to Cloud Strife.

The game revisits Zack’s story with an HD graphical overhaul of its character models, user interface, and environments. It also features fully voiced dialogue in English and Japanese, alongside an updated action-combat system.

Players can trigger Limit Breaks and Summons as they battle their way through the story. The game also supports handheld and docked play on Nintendo Switch 2.

A look back at Zack’s legacy

Originally released as a remaster of the PSP classic, CRISIS CORE -FINAL FANTASY VII- REUNION offers a refreshed take on one of the franchise’s most significant prequel stories.

In our GadgetMatch review, we explored how the remaster brings Zack Fair’s journey to modern platforms while preserving the emotional core of his story.

The release also gives players another way to experience the events leading into FINAL FANTASY VII, ahead of the upcoming FINAL FANTASY VII REVELATION, the third and final entry in the FINAL FANTASY VII Remake series.

For more information about CRISIS CORE -FINAL FANTASY VII- REUNION and other Bandai Namco Entertainment Asia titles, visit the official website.

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