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Review: Evil West

Release date – November 22, 2022 Developer – Flying Wild Hog Publisher – Focus Entertainment Platforms – PC, PlayStation, Xbox Evil West is the newest action-adventure title from Flying Wild Hogs. It is a throwback to the classic, blast from the past games with a linear level design and third-person gameplay. With inspiration clearly drawn from Gears of War and God of War, Evil West will leave you looking for some wipes in order to wipe the machismo oozing off your console. Ahhh, the good ole’ days of gaming. The game takes place at the end of the 19th century in the Wild West. Picture Abraham Lincoln Vampire Slayer put to a video game setting. Ole’ cowboys are the law of the land, saloons are all over the place and vampires are surprisingly all over the place. There were a lot of comparisons in my head during my gameplay of the Marvel movie Blade, but in the ole’ west. We play as Jesse Rentier, a man that is as cowboy as cowboy can be. As part of the Rentier institute, Jesse is tasked with wiping out vampires wherever they may pop up. There is a lot more story than I expected there to be. A total of 16 missions are included with an ample amount of cutscenes. The dialogue is hysterical and exactly what you would expect from an ole’ west game. Everything is “fuck this” and “fuck that”, but of course it flows with the game as every time they drop the f bomb it’s perfectly placed in humor. The main antagonist is of course a vampire, and he has a decent back story. While vampire baddies can be repetitive, this one is a fresh take as he’s more of a bad guy also to the bad guys so I appreciated the originality there. In addition, there’s a lot of lore to discover to help tie together the cutscenes too. The funniest part is something I’ve never seen before. Being the ole’ west, there is a lot of dialogue and words you may not know. The collectibles you find act as a dictionary and thesaurus as they break down the meaning of some of these crazy words the characters come out with. I laughed when I saw that as it’s the first time I’ve seen something of the sort. The silliness of having a dictionary lore ties into the game’s overall sense of humor and it would have had a hard time of working in any other game. Jesse will be traveling all over western America in order to take out these vampires. We’ll start to kick ass in dark and desolate caves, run down western towns, forests, oil fields, etc. To be honest, I was surprised at how beautiful the environments were. The sunny skies and background lighting were incredible. Ironically, the explorable part of the level wasn’t always as consistent. Much of the levels tended to be repetitive with the main difference being in the background. None of this was game breaking in any way, but it was noticeable as games historically have tended to the opposite focus with the background being less detailed than the foreground. On the whole, the world looks absolutely fantastic. As part of the Renter institute, Jesse is at the front of all kinds of technological gadgets used to take out the vampires. You’ll begin with a giant gauntlet attached to your right arm. Shortly after you get a pistol and rifle. Moving on, weapons can be upgraded along with other weapons located such as flame throwers and shotguns. Beginning with basic melee combos, Jesse can knock a vampire up in the air with his gauntlet, take a few pistol shots, uppercut back up in the air then shotgun his ass across the screen. The amount of combos was honestly surprising and left no shortage of smiles and laughs on my face with how ridiculous they were. Those that have played Gears and God of War games will notice the similarities. Healing is done on a timed basis and requires a cool down during use. There is no limit to how many times you can heal, so long as you’ve waited long enough. Health pickups do drop sparingly as well. The combat is super-fast and tedious. Smashing buttons won’t see you accomplishing much of anything short of dying either. The best part of Evil West is how it forces you to incorporate all of the provided weapons. Taking out vampires sends body parts flying, heads smashed, bodies liquified by electrocution, exploded by dynamite or impaled onto a conveniently placed spiked fence – among many more. There are going to be parts where you just say to yourself “OH MY GOD! HOW ARE THERE SO MANY ENEMIES!”, but it’s awesome in every sense. The boss enemies, for the most part, I noticed have INSANELY huge AoE attacks. Regardless of what I did, I found it impossible to avoid many of them. Some of them simply take time to take out, while others become harder due to the amount of mobs they summon during the fight itself. Not only do you require near perfect timing, but it has to be done while taking out the mobs as well. We’re talking old school, Nintendo hard here. There is a good amount of variety in Evil West being a linear title. There is some minor exploration allowing you to find coin pouches to upgrade equipment, intel, lore, cosmetics and more. Evil West also leaves the guess work up to you regarding where to go. You may think you’re traveling the “explore” side of the level looking for lore, but end up in a cutscene as it was really the main path. A few times I was stuck not being able to go back and explore. The good part is, and don’t worry, that you can replay individual missions. You are also told from the level select menu which and how many collectibles or chest you

Review – Ship of Fools

ship fools

Ship of Fools is the newest co-op roguelike from Team17. Becoming basically synonymous with co-op like games, Team17 brings together a host of good features with a new blend that is sure to scratch the itch of fans of the genre. As soon as you fire up Ship of Fools, you’ll notice a huge similarity to Cult of the Lamb graphics wise. It’s the debut title from Fika productions, and it will set you on a course for both fun and frustration. Beginning on the Great Lighthouse hub world, we can choose from one of two characters to begin the game. Our guide is named Clarity (irony aside), and she quite poignantly points out that we are the only ones able to stop the endless storm of chaos and monsters on the seas. The game begins with Todd or Hink taking up sail. We choose our path from one of the preset hexagonal blocks on the map. Each one can have a reward, treasure chest, mystery or nothing on them and an image on each block shows what awaits us. Simply click on the block and our ship sails right to it as we jump into battle. Combat with enemies is similar to how you would progress in Overcooked, albeit not in a kitchen. The game is set up for co-op, but single player is also available. We’ll be given an auto-firing cannon in single player mode to make up for the lack of a second player. We’ll also have a manual cannon to shoot enemies off deck, as well as being able to melee enemies on the ship and nearby. Balance is key in Ship of Fools. We’ll need to properly use our time to hit enemies while also repairing our ship. Trying to figure out a balance between the auto-fire cannon, manual cannon, melee enemies, repairing the ship and harpooning items from the water to use was insanely fast. Ship of Fools is hard enough as it is single player, but also upgrading your ship and items makes the enemies is harder. So, in the long run there isn’t that much of a difference although the benefit is small. After several rounds, you’ll make it to the boss fight in your run (if you don’t die first). Your ship will sink after five unrepaired hits, so you’ll need to prioritize the ship over enemy damage in the later rounds. There are over 100 items you can find, buy and upgrade during your play. Some are found with harpoons, others in chests for completing a stage and even others from located NPC characters. Seeing as some of these characters are only in certain spots on the map, you may very well play for hours before locating a character someone else found in minutes. You may not find them at all. While it could be slightly frustrating, it was a fun aspect in that adrenaline filled gameplay you would be used to in Overcooked. It’s the same here in Ship of Fools. On each run, you take a limited number of items with you. They can be stored on your deck in order to use them when needed. No other items are available during the run. Although you may find all 100 items, they do not stay with you for each run. When your ship is destroyed, we find ourselves back at the Lighthouse, shipwrecked and all our items gone. I did find it odd that although Ship of Fools boast so many upgrades and combinations available, I found myself only using a limited few as it wasn’t worth it to experiment once you found a good set as I didn’t want to get stuck with a crappy upgrade and screw up my run to lose all my stuff. The beginning hours of the game are very hard. The amount of things one must do in the limited time available are difficult to balance. Unlike some games, it wasn’t my ability that caused this but rather the limited options available for my ship compared to the enemy strength. In hindsight, the first couple hours resulted in playing simply to get enough money to buy upgrades to succeed. Map selection is key in Ship of Fools. The storm closes in every three rounds and eliminates possible destinations. I suggest going solely for harpoons and upgrade items opposed to treasure as this will cut down on the time needed to upgrade. After the third set of stages, the boss stage appears. If you are lucky enough to get to the boss, you’ll see what I mean in terms of difficulty. Forget about all your weapons and simply go straight for adding onto your ship’s health. Most boss fights see five plus enemies on your deck with the same amount in the sea and your ship sunk within a matter of seconds. Boom, shipwrecked back to the lighthouse and wash, rinse, repeat. Art wise is where Ship of Fools stands out. It’s a nicely done, hand-drawn environment with all 10 playable characters exhibiting a vast degree of variety. Picture hand-drawn Spongebob characters and you have Ship of Fools. The bosses are huge and incredibly detailed for being hand-drawn. On the flip-side, the level design is extremely mundane. All of the maps are essentially the same exact look embued with a different color scheme. It was odd to see this because everything had so much variety in bosses, characters and weapons, yet the level itself was exactly the same.   Ship of Fools’ music does nicely tie the game together. Mildly symphonic melodies and an acoustic guitar aren’t the choices you would normally pick for a dark and sinister tone of the game, but it surprisingly works incredibly well. As soon as the fighting starts to pick up speed, the acoustic guitar becomes an electric guitar and we’re off to the races. The game’s presentation takes away from any of its technical flaws. The first few hours of grinding are admittedly rough, and

Review: Police Simulator Patrol Officers

Police Simulator: Patrol Officers was released originally last year on PC and has now come to consoles. Aesir Interactive brings the first in-depth police simulator allowing players to step into the role of an officer on foot or mobile patrol. This game portrayed a special intrigue to me as, full disclosure, I am currently a full-time police officer in the state of New Jersey for the last 20 years. Having chosen patrol as my career path within my department, I was curious to see just how accurate the game could be to the actual police experience. Now, of course no game can justifiably portray the dynamic and constantly changing day to day career of a police officer. As a result, it wouldn’t be fair to judge the title on that aspect alone. Instead, I chose to focus on both the variety of options included therein as well as how said options are implemented. Police Simulator takes place in a fictional city as a member of the Brighton Police Department. We begin our careers on foot patrol within a certain area of the city. As we progress, additional areas are unlocked along with car patrols and various types of police calls for service. This is not simply a pull someone over, give them a ticket and let them go type of game. Police Simulator and its developers were clearly vested in making a true to life and accurate representation of the police career. The shifts are 8 hours in length, and can range in the amount of real-life time it takes to complete lasting for 15, 20, 25, 30, 35,45, 60 or 90 minutes.  Beginning with parking tickets on your first patrol, there are plenty of options to choose from. Summonses can be issued for parking against the flow of traffic, on a curb, expired meter, expired plates as well as a variety of no parking zones such as handicapped, bus stops, etc. Fortunately, the game’s easy to use radial menu makes navigation quick and easy. There are plenty to find all over the city. Tow trucks can also be instantly deployed in order to remove vehicles that are improperly parked or belong to an individual subject to an arrest. As you level up, you gain access to a radar gun to also allow you to stop and capture speeders from a strategic position. The city of Brighton apparently has the worst drivers around as motor vehicle crashes seemingly occur every couple of minutes. Calls come out over your police radio informing you of the crash. As players, we have the choice to either respond to the call or allow another officer to handle it. Choosing to respond also institutes a timer and failing to arrive on time sees the call disappear along with any possible points you may have earned. In addition to being a police officer, I am also a member of my county’s Fatal Accident Investigation Unit (F.A.I.U.) as a certified motor vehicle crash reconstructionist for the last five years. As a part of this unit, we investigate all fatal and serious bodily injury crashes using mathematical formulas in order to determine what occurred and reconstruct the crash from its inception. Police Simulator does a surprisingly good job with the depiction of its crashes from a vehicle placement point of view. The vehicles themselves react in a manner that is consistent with how they would react in real life. I was surprised, as crashes actually depicted vehicles colliding to a point of maximum engagement before separating from each other. Once at the scene of the crash, as in any call in the game, there is a sliding scale showing how much of the investigation you have completed. As an officer, you will need to attend to any injuries and seek medical attention for those who need it by calling an ambulance to the scene. You will then need to request the proper documentation from each driver along with interviewing them to ascertain their recollection of the crash. A provided evidence camera allows you to photograph the scene and document the damage on the involved vehicles. Interviewing the involved parties is where Police Simulator really thrives as there are a multitude of options presented to us as players. A computer check can reveal expired insurance, registration, driver’s license, open warrants, fake id’s as well as stolen Id’s. Drivers may also present evidence of driving while intoxicated, allowing us to provide a chemical breath test to determine the content of alcohol in their blood. Tests for DWI cannabis and amphetamine are also available. Once you believe your investigation is complete, you can issue any summonses or arrest any individuals involved for the appropriate reason. Drivers are then provided copies of the report and sent on their way, albeit none of them are arrested. Motor vehicle stops are another important aspect of Police Simulator. During your patrol, you’ll encounter a plethora of options and violators ranging from blowing a red light or not using a turn signal to speeding or stolen vehicles. Once behind a violator, you’ll need to activate your emergency lights and police siren in order to make the driver pull over. Zooming in on the license plate runs the registration through your in-game computer, allowing you to see all of the necessary information. We are told if the registration and insurance is valid, if the vehicle is stolen, if the registered owner possesses a valid driver’s license as well as if the owner maintains a gun permit. Upon approaching the vehicle, you will inform the driver of their violation and request their proper documentation. Once you receive the documents, the manner in which you proceed is entirely up to you. Players have the opportunity to issues violations or verbal warnings, investigate for further crimes, impound the vehicle, etc. Police Simulator operates on a point scale called Conduct Points (CP). You begin each shift with 100 points and lose points for various actions. This can be for informing

Steelrising Cagliostro’s Secrets DLC Announced With Release Date

Spiders’ new action-RPG Steelrising just got a release date and name for its upcoming DLC. The studio announced Cagliostro’s Secrets today with a November 10 release date for all platforms. The expansion will focus on the character Cagliostro from the main campaign and his twisted robot enemies. It will not be immediately available as you’ll need to reach a certain part in the main story before you can access it. Included in the DLC will be the following: 1 level (Hôpital Saint Louis) 1 “main” quest 5 weapons 1 boss Several new enemies and new variations of existing enemies 2 new characters New side quests that will invite you to revisit certain levels We published our review of Steelrising on launch and discussed how it sets itself apart from the rest of the Souls-likes. It’s one of the better games you’ll play this year, and I definitely recommend getting it if you haven’t already.

Review: A Plague Tale Requiem

Following up on its 2019 predecessor A Plague Tale: Innocence, a Plague Tale: Requiem (hereafter referred to as Requiem) continues the journey of Amicia and Hugo many months after the events of the first game. The first game’s final scene of the siblings riding off in their cart on their way to happiness was short lived. A chance near life and death encounter awakens Hugo’s abilities, and the “Prima Macula” begins to emerge full force. Amicia and Hugo must flee in search of a mystical island that may or may not cure Hugo’s affliction. It is here that we pick up our journey. Requiem changes little to what made the first game great, instead opting to make minor additions to further enhance the gameplay and narrative formula which encompassed Innocence. At its heart, Requiem is a stealth game. Creeping through tall grass, throwing a rock to distract enemies and utilizing your environment to your advantage is all part of Requiem’s repertoire. Even combat, at its core, is stealth related as Amicia will need to quietly take out enemies (if she chooses) in order to not attract other enemies that may be nearby. Where Requiem excels as a stealth game is the degree at which it incorporates philosophical self-introspection and psychological health while encapsulating the player in them both. Hope is one of the strongest drivers out there, and Requiem shows that exquisitely. For Hugo, it’s the hope that he will cease to be disappointed by the very world he is trying to save. Most adults would not be able to handle the mental load of this burden, and Hugo is no different as we see his soul get torn to emotional shreds. Amicia’s journey is a bit of a different one. She is following a sense of duty to her brother under the guise of destiny. The fight Amicia goes through for her own mental health is incredibly tied into the story progression and jointly with Hugo. She is fighting to carry on in order to succeed for her brother. As the story progresses, however, it becomes much clearer what the exact cause and effect of her anguish really is. It’s imperative to speak much of the narrative and story of Requiem, as it’s at the very core of what it is as a stealth game. Every single scene had purpose and every action portrays a tangible result. There is no filler in Requiem, no side quests, no HUD. All that is there is the gameplay of two children that push themselves past how incredibly scared they are in order to overcome adversity at a level which most adequately functioning adults would succumb. This is evident in every aspect of gameplay. Being a stealth game, the obvious premise is to attempt to sneak past enemies. Of course, sometimes it’s simply easier to whip out your rock sling and go to work. Doing so not only has impact on Amicia, but the other characters as well. The emotional impact of killing enemies takes its toll on Amicia throughout her journey. Her hands shake, her voice cracks and characters notice. They will comment “I’ve never seen you do THAT before”, to which Amicia will comment “I don’t like it, but I have to” with a voice crack to accentuate the emotional drive. Others will comment things like “Hey, you didn’t have to do that, we could’ve gotten past”. There are three characters that accompany Amicia at different times during her journey. Each one is a philosophical manifestation of the troubles which Amicia is experiencing on her journey that blend all so well together. Being developed on current generation consoles and PC only, Requiem takes full advantage of the newest technology. The turmoil that Amicia and Hugo undergo is visible on their faces and in their body language. Added to the fact that Requiem is one of the most if not the most beautiful looking game I’ve ever played, and the immersiveness feels as if you’re being pulled into the screen itself. Let’s not forget that the characters are children, and our natural emotional tie to them is going to be greater than adults. All of these details force you to try and play as a better person for the good of the characters we are portraying. Requiem also enlists more crafting options in addition to Innocence. Five different types of attacks can be deployed through the use of your sling, hand-thrown, pots or crossbow bolts. There is also a new counter attack ability that functions more of a second chance for Amicia. While getting caught in Innocence would mean certain death, Requiem allows for a more balanced approach. Amicia will, depending on the enemy, get knocked down when detected. We then have a choice to counter attack with the sling, run away or kill them with the newly added knife. Remember what I said about the available choices above, though, before you make your decision. The skill system is unique and something I’ve never seen in a game before. Amicia’s skills consist of stealth, alchemy and aggressiveness. There are no skill points, and each upgrades passively depending on your choice of playstyle. Sneaking past enemies will earn you the ability to move faster while crouched and make less noise while killing enemies will allow you to reload your sling faster, etc. The beauty of this system is it forces you to tweek your playstyle in order to upgrade the same skill depending on your situation. The upgrades in Requiem are based on the amount of enemies in a given section. Taking out less than 33% of them increases your stealth. 34-66% will up your alchemy and 67% + will shoot up your aggressiveness skill. Some areas only have one or two enemies while others have six plus. While one kill may be ok in a large area of enemies, with only one or two your stealth skill will take a hit. It is not possible to upgrade all three to max

1010Games and Funko Announce AAA Platformer Funko Fusion

Funko and 1010Games Studio announced today that they have partnered up for a collaborative effort to bring Funko pops to the video game realm for the first time. The game is called Funko Fusion, and it will be an action platformer. 1010Games is founded by Arthur Parsons and Jon Burton. Both founded and worked on the LEGO titles from TT games, and are now beginning with Funko in their new venture. “Fans can expect an unparalleled gaming experience with characters from their favorite cult classic films and TV series,” said Chief Executive Officer at Funko, Andrew Perlmutter. “Funko is known for exceptional in-person and digital experiences that excite and fully engage fans, and ‘Funko Fusion’ will be no exception. We’re building something with Funatics in mind, Easter eggs and all.” ‘Funko Fusion’ features a celebration of multiple NBCUniversal franchises, in addition to other properties, showcasing iconic moments, as well as fusing fandoms together. Characters can be played co-operatively with up to four players online or in single player mode. Built using Unreal Engine 5, the game is rated T for Teen and is actively in development now for next-generation consoles and PC. Not much more was revealed about the title, but more information is set to come soon. What is the first property you want to see Funko-ized in a video game? Let us know!

Police Simulator Patrol Officers Available for Console Pre-Order Now

Aesir Interactive and Astragon Entertainment has opened up pre-orders for Police Simulator Patrol Officers for both Xbox and PlayStation. The game is currently only on PC, and will be releasing on consoles next month. In Police Simulator: Patrol Officers, players go on patrol in the fictional US coastal city of Brighton. They can choose from eight characters to start their career as a patrol officer. Initially, this starts with issuing parking tickets and stopping speeders, but soon the players move up the ranks and deal with various offences such as accidents, thefts and robberies. As the young police officers progress in their careers, their work becomes more complex and exciting. They unlock new vehicles and city districts with a total of fifteen different districts in which crimes must be fought. Nevertheless, caution is required, because police officers who do not follow the rules, treat citizens unfairly or stray from their assigned area are quickly threatened with dismissal. Police Simulator: Patrol Officers offers both a casual and a simulation mode, whereby the simulation mode can be a real challenge even for experienced players. In addition, there is an online co-op multiplayer mode in which two players can go on patrol together to keep law and order in Brighton. Police Simulator will release on November 22 on both Xbox and PlayStation

Review: Road Redemption

Road Redemption is a racing combat game where you can slice, shoot, kick and bash enemies off their bikes as you attempt to cruise to victory. After a biker gang leader assassinated, the cartel puts a bounty on the killer. It’s up to you and your gang to get them first. The premise is solid as the success of its predecessor Road Rash has shown. On the other hand, the nostalgia overload is where the fun took the exit ramp for me. Racing games generally see a ton of customization and beautiful graphics due to the lack of variety in gameplay that is inherent to the genre. Road Redemption has extremely limited customization with graphics nowhere near the capabilities of current mobile phones. The quality was so low that even the game’s highest “ultra” setting had partial buildings and pop-in images all over the place. I had not played the PC version prior to the mobile, so I checked it out for comparison. I’m not sure what happened with the PC version’s beautiful graphics, but this mobile version ran out of gas. At a time where mobile phones feature OLED screens and 60 FPS capability, there really is no reason to have a game port with this low quality. Often times, ports like these will feature lower graphical quality because of the large amount of content in the game. However, that isn’t the case with Road Redemption either. We are offered two ways of playing with Quick Play and Campaign, with the former being a simple one-off race. The latter features several different areas and is simply a longer version of Quick Play. Completing campaign races allows you to choose from auto-generated upgrades after each one by using money earned during the race. You can choose for an extra boost in attack power, restore health, etc. These upgrades, however, disappear once you lose a race. I appreciated the sense of strategy in having to decide on literally “ride or die” with the ability to balance the upgrade decisions. On the other hand, the money earned during the race that allowed you to purchase these upgrades was so low that often I couldn’t even purchase upgrades when needed due to the auto-generated setting. More than half the time I needed some health and had the funds to purchase it, there was no option for me to do so. As a result, I couldn’t make it too much further. During the race saw a lot of what I call “leave it up to God” moments. It’s normal being a motorcycle game that you are going to bump into a lot of other bikers, cars, rocks, etc. Road Redemption saw no rhyme or reason to the result. Sometimes I would bump into another bike at fast speeds on a curve with no negative consequences. Other times, I would be hardly moving at all and go flying off my bike into space. It became incredibly frustrating as I was unable to plan out any strategy for taking down enemies as I wasn’t sure what would happen. You do have several weapons at your disposal in Road Redemption. There are wrenches, swords, bats, pipes, guns, C4, etc. You can also kick enemies off their bikes or even grab them and toss them into another car. This was my favorite way to dispatch enemies, but it again quickly became annoying as I’d be forced to crash randomly by the game’s mechanic. Some enemies feature resistance to certain weapons, which I appreciated. For example, “armored” enemies were more susceptible to blunt damage opposed sharp weapons. This would force me to keep my variety and strategy up while maneuvering the bike. The flip side saw some interesting questions though. For example, I wasn’t sure why a ninja sword would have literally zero impact on an enemy and simply bounce off his helmet like a fly. I mean, it’s a sword. I may be able to wrap my head around lesser damage, but none at all?? As I said, it’s a freakin’ sword. It has to do something. Chopping off heads of bikers and seeing the bikes go flying was funny and also featured environmental effects. Bikers would crash into other enemies to see them knocked down, and C4 exploded vehicles would also do the job of multiple casualty inflicted damage. The biggest downfall of Road Redemption is the campaign progression. It’s literally a crap shoot if you can survive due to the randomness of the upgrade system after each level. You may not get what you need to be available and die as a result. It would be different if you were forced to play very well to get the needed funds, but it’s not the case. Also, dying sees all your progression lost to the wind and the upgrades earned after each level disappear. At this point, you are brought to a separate upgrade menu where you use your XP to purchase “permanent” upgrades. These persist through death and start with you the next time you play the campaign from the beginning. Things like increases to weapon damage, XP earned, money earned during races, etc are all available. The issue is the balance in which the game offers them. First, you earn XP at such a low rate that you may not even be able to purchase an upgrade. As a result, your death is meaningless and literally a waste of time. Second, purchased upgrades offer such minimal increases that it’s not worth the effort. Third, you’ll need to die at least a dozen times before you have the ability to purchase an upgrade allowing you to start at say level three opposed to the first level. Playing the game itself was a chore due to the lacking control system. The phone’s touch screen system offers a tap or swipe option for navigation and weapons, but both had functional issues. The tap was so delayed that often times my animation would not even start. The swipe

Kao the Kangaroo Halloween DLC Launches Today

A brand new DLC pack for Kao the Kangaroo launches today on all platforms the game is available. Called “Oh! Well”, the pack will have five new Eternal Wells levels and five new skins to earn by getting Kao to pass new challenges. These skins, of course, are all Halloween themed. If you haven’t yet picked up the game, there is also a “Well Good Bundle” which includes the main game and all of the DLC released so far. The Oh! Well DLC alone is $6.99, and the bundle will set you back $34.99. Kao the Kangaroo is available now on Xbox, PlayStation, Switch, PC and Epic Games Store. Check out the trailer below.

Sonic Frontiers Leaked Combat Video Shows New Abilities, Reveals Skill Tree

A new video leaked today shows combat footage for the upcoming Sonic Frontiers. Due out next month, we get our first look at some new abilities. For the first time, Sonic has a skill tree. As we level up, we will need to earn red attack and blue defense gems in order to spend on skills. The enemies will level up as you progress, so the skills will be necessary to proceed. One of those shown is Phantom Rush. Once a hit multiplier reaches 20, Sonic will be able to move so fast that it will appear as if multiple versions are on screen at once. The gameplay video delves more into what we can expect, and you can check it out below compliments of YouTuber Starlight.