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Herdling review | Rock Paper Shotgun
Game Reviews

Herdling review | Rock Paper Shotgun

by admin August 21, 2025


Herdling review
Another soaring piece of apocalyptic tourism from the makers of Far: Lone Sail, built around a novel set of herding mechanics the developers could have explored further.

  • Developer: Okomotive
  • Publisher: Panic
  • Release: August 8th 2025
  • On: Windows
  • From: Steam, Epic Games Store
  • Price: $20/£16/€19
  • Reviewed on: Intel Core-i7 12700F, 16GB RAM, Nvidia RTX 3060, Windows 11


Switzerland-based Okomotive are here to escape from dystopia once again. In their previous Far: Lone Sails and its sequel, you played a child operating a cutaway landship that often resembled a rampaging beast – the last surviving specimen of a race of monstrous engines, carrying you rightward through empty cities and petrified industry towards some kind of new beginning. Okomotive’s latest game Herdling flips the poles of the metaphor somewhat, even as it shifts to 3D movement: rather than a bestial machine, you’re driving a herd of intriguingly robotic “Calicorn” beasts to a promised land beyond the peaks.


The game starts with your character – another tenacious, faceless kid in red – waking up beneath a flyover and discovering the first of the Calicorns in an alleyway. You usher your hairy charges through desolate streets haunted by the roar of traffic, coming to a tourist billboard that shows some Calicorns gazing up at a mountain – this being your unspoken final destination.

The very end of the game and that billboard are basically the same thing, in that both seek to capitalise upon yearnings for a rustic, unpolluted Elsewhere. As a story about ‘getting back to nature’, I don’t think Herdling has much to say. It feels less sophisticated than Lone Sails, more straightforwardly utopian in its tale of an impoverished sprog and companion creatures retreating from the woebegone scrapyard of modernity. But as a study of human/animal relations and how they can be performed by game design, it’s sort of engrossing. Also, it has Okomotive’s usual captivating soundscape, and those mountains are certainly easy on the eyes.

Image credit: Panic / Rock Paper Shotgun


Sometimes when analysing a game, it’s helpful to start by forgetting all context. What is a herd, according to Herdling alone? It’s a single shape – a blob that stretches into a wedge during motion, and congeals into a rough oval when at rest. You stand behind the blob and wave your sorcerous shepherd’s staff to send a conduit of flowers through its heart, as though tracing a compass needle. The herd then moves in the direction of the line.


Scramble around the outside of the blob and wave your staff again to whistle it onto a different trajectory. Hold a button to make it move slower, when you’re navigating dangerous terrain. Slash it back and forth to have the blob power through denser undergrowth. Double-tap another button to stop the blob in place. Hammer and hold that button to have the blob knuckle down against gale-force winds – a brief challenge towards the end of the game.


Usefully, you do not shape and steer the blob in first-person. You’re given a third-person camera that gently pulls back into panorama when there’s something spectacular on the horizon. Without the convenience of that drone camera – so subtle in its shifts, so easy to take for granted – Herdling would be a much harder experience, and possibly a more intriguing one. You’d be part of the blob, down there in the stink and heave of bovine musculature, unable to scry the routes and obstacles.

Your Calicorns are branded blue, yellow and red, and these colours also suffuse the world and highlight its sparse spread of collectibles. Blue flowers fill up a gauge that allows you to channel the wind and initiate a stampede – whether for the sheer glee of it, or to force the herd up a slippery glacier. Red flowers initiate or prolong a stampede automatically: they’re Mario Kart speed pads. Yellow flowers pollinate fur with a painterly energy that can be vented to restore old murals, unlocking the path through certain ruins that plug into backstory dream visions of primordial Calicorns and their shepherds. The three primary colours repeat obsessively throughout those ruins, as though the geography itself were the hide of a Calicorn.

Image credit: Panic / Rock Paper Shotgun


Beyond the urban prologue, you’ll rescue a dozen other Calicorns along the route to that promised mountain. The “taming” process is necessarily streamlined: you might have to fetch a wounded Calicorn a health-restoring fruit to earn its trust, but mostly, you just walk up and do a QTE, as in the rather less cuddly Far Cry Primal. Then you get to name them. I named all mine after colleagues, which was very amusing until I ran out of colleagues and had to tunnel into Rock Paper Shotgun’s recent history of departures and layoffs.


The Calicorns come in all shapes and sizes. Some are built like Yorkshire terriers, bobbling along adorably on stumpy legs. Others are ponderous emperor penguins in cassocks. Some of the Calicorns have or acquire traits, such as “Brave” (that would be hardware editor James) and “Rascal” (that would be our old editor in chief Graham – RPS in peace).


Detailed in the pause menus, these behaviours didn’t make a huge impression on me during my review playthrough, even at periodic campfire intervals where the herd spreads out in a stagey way, and you can do things like hoik a ball to play fetch. You can also pet Calicorns, pull twigs and branches from their hides, and adorn them with the baubles and harnesses that litter the landscape. These last three actions don’t have any functional impact that I noticed: they’re simply an opportunity to express affection, a chance to bond with individual Calicorns.

Image credit: Panic / Rock Paper Shotgun


I can’t say I ever really bonded with my Calicorns. Partly, this was because I decorated them at random, according to my gamerbrain understanding that Thou Shalt Leave No Collectible Behind. By the end of Herdling – my playthrough lasted four hours – it was like leading a battalion of bellowing Christmas trees.


The wider complexity is that the game’s efforts to sell you on the individuality of Calicorns are at odds with the practical need to treat them as a blob, a tension I’d have loved Okomotive to do a lot more with. The major consequence of taming Calicorns is that the blob becomes harder to wield. Calicorns may bumble about a little, snagging on spiked scenery or breakable objects, even falling off cliffs at scripted intervals if you’re not watchful. It’s fiddly enough that you start to think twice about later additions. When I was deep in the woods, trying to navigate a labyrinth of smashable alarm totems and evade the fury of massive demon owls, I found myself regretting the addition of Ollie (our guides editor) to my herd, “Affectionate” though he may be.

The owls are Herdling’s antagonists, a predator population who, if I’m deciphering the wordless backstory correctly, have driven the Calicorn from their old stomping grounds. They are harrowing presences, their ivory masks glimmering in the mists, but they’re also, surely, stand-ins for the real villains of the piece: all those bloody humans who built the awful urban junk you’re journeying away from.

That last observation falls flat, of course, because in Herdling you are playing a human, presiding over nonhuman animal lives in what is at least partly a self-serving fashion. Caretaking responsibilities aside, you periodically require the Calicorns to shove boulders and trunks out of the path. They also willingly serve as platforms when you need to scale a ledge and complete a very simple terrain puzzle – handy, given that you don’t have a jump button. In this way, Herdling explores a desire to be intimate with other creatures while also using them.

Watch on YouTube

The game’s real shepherd could be its score, another surging collection of heart-inflating orchestral tracks from composer Joel Schoch. As in Far: Lone Sails, this as much an album as a videogame, which explains the tight running length: the snow-blown hills and escarpments often feel secondary, structured around the peaks and troughs of the music.

The invisible orchestra is another kind of herd that mirrors the one you drive before you – sometimes devolving to individual performers when your beasts are scattered, only to gather itself furiously when the Calicorns are in full flight. It’s a lovely audible modelling of a disorderly group of beings in motion. It’s also an audible expression of your power over those beings and the limits of their simulated autonomy.



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August 21, 2025 0 comments
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bitcoin ethereum eth ethusd (1)
Crypto Trends

$500M Liquidations Rock Ethereum and Bitcoin: Is the Crash Fueling Whale Accumulation?

by admin August 18, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

The crypto market faced a brutal correction on Monday, with nearly $500 million in liquidations rattling traders across Bitcoin (BTC) and Ethereum (ETH).

According to CoinGlass data, over 115,000 traders were liquidated as Bitcoin slipped to $115,000 and Ethereum plunged toward the $4,200 danger zone. The cascade was fueled by high leverage exposure, creating a domino effect of forced selling across exchanges.

Bitcoin’s sharp drop erased more than $3,000 in value within hours, pulling major altcoins into the red. ETH fell nearly 5%, while Solana (SOL) and Dogecoin (DOGE) each dropped 4–5%.

XRP tested the critical $3 support level, underscoring the market-wide fragility. Interestingly, Chainlink (LINK) bucked the trend, posting a daily 5% gain despite the turmoil.

Ethereum Faces a Liquidation Cliff

Ethereum appears particularly vulnerable if its price breaks below $4,200. Data from Hyperdash shows that more than 56,000 ETH long positions, worth about $236 million, sit at risk of liquidation near $4,170.

Additional liquidation clusters are positioned around $3,940 and $2,150–$2,160, levels that could amplify volatility if triggered.

Andrew Kang, founder of Mechanism Capital, warned that ETH could fall as low as $3,600 if the liquidation cascade continues. He added that overall ETH liquidations across exchanges could reach $5 billion, potentially driving prices even lower before stabilizing.

ETH’s price losing momentum on the daily chart. Source: ETHUSD on Tradingview 

Bitcoin Whale Accumulation or General Market Breakdown?

Despite the sell-off, some analysts argue the crash may be setting up a whale accumulation phase.

Crypto analyst CrypNuevo noted that Bitcoin recently printed a new all-time high before a sudden $1 billion liquidation event, a move he believes was engineered to flush out retail traders. He suggested that one whale absorbed much of the forced selling, signaling that institutional players may be scooping up BTC at discounted prices.

If whales are indeed accumulating, the dip could serve as a springboard for the next rally once leveraged positions reset and selling pressure eases. However, with geopolitical uncertainty and fragile support levels, traders should remain cautious.

The coming days will determine whether Bitcoin stabilizes above $115,000 and Ethereum holds $4,200, or if another wave of liquidations drags the market deeper into correction.

Cover image from ChatGPT, ETHUSD chart from Tradingview

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



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August 18, 2025 0 comments
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Cyber Knights: Flashpoint review | Rock Paper Shotgun
Game Reviews

Cyber Knights: Flashpoint review | Rock Paper Shotgun

by admin June 25, 2025


Cyber Knights: Flashpoint review

Don’t let its initial cyber-posturing and sheer amount of systems intimidate you. Cyber Knights: Flashpoint is wider than it is oppressively deep, while still being rich enough to offer up some excellently tense and entertaining stealth tactics

  • Developer: Trese Brothers
  • Publisher: Trese Brothers
  • Release: Out now
  • On: Windows, macOS, Linux
  • From: Steam
  • Price: £25 /€29 /$30
  • Reviewed on: Intel Core i5-12600K, 32GB RAM, Nvidia RTX 4060 Ti, Windows 11

Cyber Knights: Flashpoint has some excellent nonsense scenario writing propping up mission design. In one early excursion, you remote activate ‘defector tech’ to convert an enemy agent over to your side, then have a turn to neutralise the neuro-toxin killswitch in their brain with injectors. The game is awash with this sort of campy, techy gangslang. My absolute favourite of these so far is ‘chumbo’ – apparently a much stupider, funnier, and therefore much better version of 2077’s ‘choomba’.

Similarly, Cyber Knights’ script is pure cyberpunk American cheese singles; reliably tropey and enjoyably naff. And yet, I have spent the last week or so popcorn-bucket-deep in the game’s drama. There’s little as gripping as a good heist; the planning and personalities and stakes, the fated fumbles and slick improvisations. And, once it gets going, CK:F’s grip is augmented. Hour one: “lol, chumbo”. Hour three: “We’ve been made, chumbos! Go loud!”.

Part ganger management sim, part cyberpunk underworld-navigating RPG, and part stealth-tactics heist ’em up, the thing Cyber Knights is best at is making me personally feel very cool. I went to rinse off a spoon yesterday but apparently forgot that spoons are curved and spray water in a powerful arc if you hold them under a tap. I do not need a power fantasy. A hyper-competency fantasy suits me just fine.

Image credit: Rock Paper Shotgun/Trese Brothers

That said, its sheer breadth of linked and fleshed-out ideas can feel surveillance-state oppressive at first, as if hidden cameras are watching for signs of discomfort or confusion on your face so the corpogov can file you in their database of big dumb chumps. You’ll often find strategy games with an easy hook obscuring hidden crunch, but this is sort of the opposite – proudly flashing its bitty and tangled grognard bonafides before revealing itself to be quite a smooth, intuitive ride, just one that revisited the cutting room floor after hours and shoved every idea it could find into its massive techwear pockets. It’s in making all those ideas relevant contributors to its tactical theatre that CK:F really shines.

No Ship of Theseus references so far either, thank Gibson. CK:F’s answer is implicit, anyway: remove the parts, the whole just isn’t the same, so let’s cover a scav mission in action. In the final turn, my sword-wielding Knight J.C ‘Dental’ Floss will find herself pinned down by a shotgunner’s overwatch cone, before remembering she packed a syringe of evasion juice, slamming it, then dancing gracefully to the evac elevator. But we start out without a soul aware of our presence, calling in fixer favours and spending a few spare action points on abilities to disable cameras and laser sensors. We move between safes, lifting blueprints and valuable programs. We distract the guards we can with thrown lures. We take out the ones we can’t with silenced pistols and swords.

Image credit: Rock Paper Shotgun/Trese Brothers

The management layer feeds into the RPG layer feeds into the tactics layer and loops back. We extract once we’ve loaded up on loot. Once we return to base, the loot goes in cold storage to be sold to fixers for cash or favours. If someone likes us a lot, they might set us up with missions or new recruits. We customise those recruit’s backstories through detailed (if long-winded) conversations, defining personal baggage like errant siblings or debts that surface later as optional missions. Helping a black market contact out might mean better gear is available to buy, or we can synthesise our own from the blueprints we stole once we build fabricators.

Or we might want to invest in counter-intel or medical facilities instead if we got sloppy on the last mission, got people wounded or stressed or brought down heat, resulting in negative traits and recovery time and headhunter mercs interrupting us on missions. And this sounds overwhelming but it all flows naturally. Before we know it, we’re back in the field.

Image credit: Rock Paper Shotgun/Trese Brothers

CK:F works on an initiative system, with a turn gallery keeping you up to speed, but you can opt to delay a merc’s turn as many times as you want, knocking 10 initiative off each time until they’re reduced below that number. On the simpler end, this lets you do things like kick turns off with the specific ability you need, or keep your gunnier chumbos in reserve if things go the way of the pear, or just wait to see what the guards do first, providing you’re safely hidden and have preferably used some tracking tech to predict movement routes. On the more involved end, you can use it to pull guards apart and pick them off one by one, or set up lovely kill combos.

But this stuff really comes to life in how well it drives home that these turns you might be engineering for fifteen minutes apiece are really playing out in seconds for the characters. Your gangers might look like mismatched techno club casualties, but they can execute like disciplined surgi-bastards. This extends to the stealth. When you slip up, guards are alerted to your presence independently of each other, meaning you can react, eliminate suspicious threats, and slip back into the shadows. I once had Dental lope through grenade smoke and pick off stragglers with her sword. I’m not actually positive this did much but, again, it did make me feel very good at my pretend cyber job.

Image credit: Rock Paper Shotgun/Trese Brothers

They won’t rush to set off any sort of map-wide alarm, either. Yellow pips on an alert tracker mark temporary danger, and it’s mightily satisfying to clear that bar by taking out problems before they turn blue as permanent ticks toward reinforcements at the end of a turn. But this can also make stealth feels a little fuzzy and esoteric. You’re always reliably informed whether you’ll be spotted or heard, either by guards or security devices, but I still haven’t quite nailed down what feels like some hidden variables toward alerts spreading to other guards on the map. I murder seven dudes. Trip a motion detector. Get seen by two cameras. Reinforcements show up, wander around for bit. “Glitches again. Must be monday”.

In fairness, this might have had something something to do with the hacking I’d just done. This is the second version of the hacking tutorial the Trese Brothers have added, and it still gave me an anxiety attack followed by a shorter, more intense anxiety attack followed by what I’m sure was permanent psychosomatic cranial damage. I eventually looked up an older tutorial on the Brothers’ YouTube channel which was much better. This should be in the game. It’s cyberpunk. Just do a Max Headroom thing with a vocoder, it’ll be fun.

Anyway, the very basic gist here is that you spend AP to move between nodes and use memory to load and deploy programs: scan for threats, counter security measures, etc. Again, it’s actually quite intuitive, and if you don’t fancy it you can either skip the hacking missions or just vastly reduce the difficulty with perks and syringes full of hacking juice (referred to in-game by trained hackers as “hacking juice”). It’s not bad as a standalone palette cleanser and I appreciate a cyberpunk game actually attempting to dig into this stuff rather than just relegating it to a minigame. It also feeds into the fantasy nicely with how it folds back into the turn order, so your hacker can get caught or shot in realspace while they’re hacking, or you can designate a lookout while the rest of your team is off doing other things for some nice cinematic moments.

Image credit: Rock Paper Shotgun/Trese Brothers

Right, review’s getting massive. Lots to cover, so here’s a quickfire round of spare bits I wanted to mention. Stealth is both encouraged and fun but so is violence, and there’s plenty of good abilities for going loud, too, like the gunslinger class you can arm with two revolvers then set to a unique overwatch where they go all cowboy Biff Tannen. The actual planning stage of the heists isn’t as deep as I’d hope for given the detail elsewhere, it’s really just a case of setting up fixer buffs, like temporarily disabling reinforcements or security cameras. Maybe choosing entry points or splitting your team up would break the mission design but it would suit the fantasy nicely. There’s also very little explanation of what stats actually do when you’re building your characters at the start (“too many decisions, too little context”, as Sin put it.)

But it does level out reasonably sharpish. And this isn’t me saying “it gets good after twelve thousand years”. It’s good from the beginning, it just takes a few hours to get a sense for the shoal of systems being spoon-catapulted at your face like soggy peas from a fussy toddler, or like water at my own face when I forget how spoons work. I’d hate for anyone to miss out because it seemed like obnoxious work to learn, basically, because the leather jacket’s a rental and the middle finger tats are temporary and it’s actually pretty easy going, just ambitious and detailed.

Image credit: Rock Paper Shotgun/Trese Brothers

And I guess the last thing to mention is the game’s styling of itself as an RPG feels very much character sheet crunch and class led, not so much storytelling. Dialogue choices are about revealing worldbuilding or accepting missions. There’s a sense of your gang gradually building up a history and trajectory, if not your customised Cyber Knight as an individual. And it definitely pulls off the XCOM and Battle Brothers thing of making you very afraid when your favourite idiot has three overwatch cones trained on them.

This isn’t a criticism as much an attempt at elucidating what you’re getting here, and perhaps an acknowledgement that cyberpunk as a genre probably once held some aspirations to be a bit more insightful and incisive than whatever very fun but ultimately slightly goofy and perpetually unsurprising pastiche we end up with in many cases, even if you can hardly blame it for abandoning attempted prescience when we live in a state of ketamine-droopy tech mogul grins proudly announcing their investments in the The Torment Nexus v2.1.6. Making you feel cool probably isn’t the most important thing a cyberpunk game can do. Nonetheless, CK:F is pretty great at it.



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June 25, 2025 0 comments
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Rematch review | Rock Paper Shotgun
Game Reviews

Rematch review | Rock Paper Shotgun

by admin June 20, 2025


Rematch review

Even to a footy agnostic, this multiplayer sports game offers an exciting and acrobatic contest of skill. Brilliant, for as long as it doesn’t crash.

  • Developer: Sloclap
  • Publisher: Sloclap, Kepler Interactive
  • Release: June 19th, 2025
  • On: Windows
  • From: Steam
  • Price: £21/$30/€25
  • Reviewed on: Intel Core-i7-11700F, 16GB RAM, Nvidia GeForce RTX 3060, Windows 10

I am getting a real kick out of Rematch. As a football game, its closest analogue isn’t FIFA or eFootball, but a certain nitro-boosting sports ’em up that has been going for ten years. I’ve already seen it jokingly described as “Rocket League without cars.” An infuriatingly accurate description that does half my job for me. My list of irritations with it is long. But there is something so compelling about the kick-by-kick play, each match a little drama, that I will gladly scrunch that list of complaints into a ball and toepoke it into a waste paper basket on the other side of the room. GOOOAAALLL!

This is multiplayer football as imagined by Sloclap, the developers of kung fu games Sifu and Absolver. Fans of buttery body movements will be glad to know that the studio’s command of expressive and fluid animation remains intact. These ball experts can really blatter that sports sphere. You control a single player on the field, sprinting up and down and yelling “cross it!” with a tap of a button to ask for a chance to even tap the ball, like some desperate schoolkid at lunch time.

Watch on YouTube

Once got, movement is a good balance of straightforward legging it and working some judicious button combinations when under threat. The game hasn’t over-egged things with move upon move upon move, but pared the beautiful game back to a few select gimmicks that make each rapid encounter with an opponent its own little mind game of direction and speed. This is a skill-based game, but it doesn’t feel difficult to learn the basics of ball control.

You can tackle folks with a simple footpoke at their ankles, or do a more powerful slide tackle at their feet (at the risk of missing and ending up lagging behind in the chase). While in possession, you can avoid tackles by bopping the ball lightly in another direction, dancing around your shin accoster with a defensive dribble, or trickily toe-tapping the ball into the air – a showy rainbow flick that is endlessly embarrassing to be caught out by, yet smugly satisfying to pull off yourself.

It’s best not to overuse the sliding tackle, but when it works – mmmmmm. | Image credit: Rock Paper Shotgun / Sloclap

Even though the ball “sticks” to you while dribbling, it still feels like its own entity, drifting away just a touch any time you sprint while in possession, making it more easily claimed by any opposing footyist in range. Doing an about-face which tucks the ball backward under your heels might feel triumphant for only a second, when you realise there’s another player waiting there to nab it. Get close to the goalposts and a firm pull of the right trigger will see you shoot. Hold it down longer to charge up a stronger hoof. To my hands it all feels fluid and smooth, even if an encounter with multiple tacklers can sometimes become a chaotic pile-on of slide tackles and stumbles.

I mostly played quick matches of 3v3. These are casual games with lots of goals and a nippy turnover. If either team gets a four-goal lead they win the game under the “mercy rule”, which prevents matches from turning into steamrolled episodes of despair. Otherwise matches are timed to six minutes. There are also 4v4 and 5v5 quick matches, but I feel like a lot of players will either stick to friendly low-stakes three-a-side, or step into the ranked matches for larger games, where teams of five face off in matchmade bouts across six divisions – bronze, silver, gold, platinum, diamond, and elite.

As in many a multiplayer face-off, you can customise your victory pose. | Image credit: Rock Paper Shotgun / Sloclap

Games go a little steadier with the larger headcount, and it feels like you’ll need more co-ordination – or at least a good instinctive rapport – to make any headway. Certainly there are fewer noticeable instances of Ronaldo syndrome. This “ball hog” phenomenon is seemingly driving some players crazy (I saw one complaint on Steam asking for passing to become “mandatory”). The game is replicating the spirit of football so accurately, that it allows for this frustration to develop. When it feels this fun to be in control of the ball and swivel around everyone with grace, it is natural that some people will not want to give up their moment in the spotlight.

Of course, this leads to inevitable loss due to many Dunning-Krugerites who did not seem to get the message of the game’s tutorial prologue. This part-playable, part-cinematic sequence is a story about a scouted player whose showy talent won’t get him as far as he expected without learning to work as a unit with his team mates. It’s a well-told tale, entirely without dialogue, and further proof if it were needed that Sloclap have some very competent and thoughtful animators and storyboarders. If FIFA’s story modes could tell their equivalent tales of tactics and teamwork with as much efficacy and grace as this ten-minute tutorial, they might not have to rely on turning their game into a slot machine.

You can customise both home and away colours for your kit, and slowly unlock new clothes as you gain XP. | Image credit: Rock Paper Shotgun / Sloclap

That’s not to say Rematch is free from all the usual live service graft. There are DLC cosmetics (four quid for a pair of trainers, eight quid to play as Ronaldinho) as well as the inevitable season pass, in which you unlock new shorts, shirts, haircuts, and other stuff – a string of pearls with some marked as free and others requiring you buy that “Captain pass” every few months. It’s not too in-your-face, though, and as per common game design wisdom, there’s nothing to alter how speedy you shoot or how quickly your stamina recharges. There are no stats to boost or skills to unlock either, so the playing field remains mercifully level.

Being goalkeeper is my favourite position on said playing field. I’m not so hot when it comes to dribbling around a tacklebastard, but between the posts I can focus on one job. The diving is responsive and covers a lot of air. A good goalkeeper can win the day and lock down the game. I am an OK goalkeeper. All the tricks of real life football come to bully you in the box. The cunning crosses, the unexpected longshots, the nippy flat ones that hug the ground when you don’t expect them to. It is humiliating to fall for another trick, in which an attacker bounces the ball off the magical football forcefield above the posts and then taps it in with the rebound. There is a button to say “Sorry” in Rematch. I find myself using it a lot.

This was a moment of panic, I admit. | Image credit: Rock Paper Shotgun / Sloclap

You won’t stay as keeper throughout the match, though. The starting positions rotate with each post-goal kick-off, the game encouraging players to put in some time at all roles on the field. I like this, because no matter my desire to be the bulwark, it pulls you out to take a shot or two in every casual game. Although I’ve seen plenty of netphobes who cannot wait one second in a defensive position. Leaving the goal open is something that you might have to do as a team once in a while, especially during 3v3 matches. But abandoning it every time it’s assigned to you invites vulture-like longshots – a totally valid tactic. No opportunity goes wasted. This is less a criticism of the game and more an observation about how it will inevitably be played, as beginners learn the importance of teamwork, positioning, and not being a selfish asshat.

Most people, I should stress, are not like that. The in-game comms allows for cries of “Thanks” or “We got this”. All good, friendly material, even if the cry of another line – “Good job!” – is already being used sarcastically for every open goal you fluff. Even simpler lines of decent sportsmanship would be nice, like a quick way to say “Good game” to players of both teams when the clock hits zero. I feel like a sulky Suarez at the end of every match when we all walk away without so much as a head nod.

When a team mate shouts “pass” a little blue line will appear to show who’s calling. | Image credit: Rock Paper Shotgun / Sloclap

The game boasts no interruptions to play. And, okay yes, there are no fouls, offsides, or throw-ins to stop play dead with an irksome whistle, but there are interruptions in a more mundane crashing-to-desktop-quite-a-lot sense. I have seen hangs, server drops, and weird bugs that froze me on the field as my teammates played around me. As networking and stability goes, this not a flawless game. The devs recently apologised for not including crossplay at launch, and it’s somewhat disappointing to see Sloclap fall victim to technical problems in the same way that fighting game Absolver was affected on its release in 2017.

This is the silent hero of the prologue. He learns not to be a ball hog. Be like him. | Image credit: Rock Paper Shotgun / Sloclap

There are other flies in the Deep Heat. The post match screens infuriate me because they automatically change from stats screen to another screen while you’re in the middle of looking at the number of saves or passes you made. There are theoretically useful practice challenges against bots where you try to keep possession or intercept passes, but they’ll sling you out to the main menu after every failure, rather than offering a quick way to restart. Critically, there is no way to remap keybinds or controls, the current extent of available customisations being limited to a choice between three very similar presets. And there’s no way to turn on camera lock (wherein the camera automatically follows the ball) without choosing one of these controller presets and messing up your twitchy memory of the default buttons.

All of these nits irritate me enough to be duly picked, but they all feel obvious and changeable, inevitable to be fixed as more folks complain they can’t rebind the pass button to Numpad 7 or whatever personal keyboard insanity you suffer from. I’m saying that I’ve seen Sloclap fix their broken online game before, and I trust them to do it again.

It’s telling that the missing feature I desire most is not an emote or a graphics setting or a – pffft – “mandatory pass”. But just some way to auto-rematch, so I don’t have to tap Y at the end of every game within a 10-second countdown to re-enter the queue for another game. This is how moreish (and perfectly named) Rematch is. My biggest complaint is that I’m sick of the game asking “Do you want to play again?” Of course I do.



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June 20, 2025 0 comments
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To A T review | Rock Paper Shotgun
Game Reviews

To A T review | Rock Paper Shotgun

by admin June 19, 2025


To A T review

An episodic, child-friendly TV show in videogame form, with lots of colourful minigames and all the comedic warmth you expect from the designer of Katamari Damacy.

  • Developer: Uvula
  • Publisher: Annapurna Interactive
  • Release: May 28th, 2025
  • On: Windows
  • From: Steam
  • Price: £15.50/$20/€18.50
  • Reviewed on: Intel Core-i7-11700F, 16GB RAM, Nvidia GeForce RTX 3060, Windows 10

You are a thirteen year old stuck in the shape of a T, arms aloft forever – what do you do? Well, in To A T, you simply go on living your everyday life. This kid-friendly town explorer is both a low-stakes comic adventure and a commentary on living contentedly with a disability despite daily struggles. As the only T-posing kid in school, you are also the target of three bullies, whose mockery and mimickry give your teen pause before heading out the door to school. This is mainly a story of how those bullies come to understand your troubles and appreciate some of your more far-fetched abilities (turns out spinning very fast allows you to fly, like a helicopter – who knew!) But it also takes a dip into truly silly territory, becoming more of an outlandish movie and less of an actual “game” as things go on.

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Mostly what all this looks like is a third-person walkabout with a lot of minigame-style movement challenges. Many of which encourage playfulness even in mundane tasks. You could spit your toothpastey water straight into the sink after rinsing in the morning. Or you could rotate your head around and splash it everywhere. You could point the TV remote at the telly to “spin it up” (the magical TV literally spins until it turns on) or you could direct the dooter’s beam of energy at the bookshelves and knock down all your mum’s photographs and novels. Up to you.

In school you might be asked to combine chemicals in science class, which’ll take you tilting arms into the air with the joysticks, or hitting shoulder buttons to shake up the beakers. In gym class you might have to follow rhythm game inputs, or run as fast as you can across the football field by holding down a button to charge up speed. There’s no penalty for not being able to complete some task, and the game often asks if you want to keep trying, or just continue and skip the minigame in question.

Your pet dog always leads the way to the next objective. | Image credit: Rock Paper Shotgun / Annapurna Interactive

Some freedom quickly opens up – you get a unicycle to wander around town more speedily. The coins scattered in bushes and hidden in corners can be spent at clothes shops, shoe stores, and hairdressers to kit your teen out with new pairs of asymmetrical jeans, dungarees, stripey socks, and trendy shorts.

The structure is not as open as an equivalent cosy game, mind. You’re free to explore some days, yet more often confined to follow the story. It never blossoms into freeform antics of a day-by-day kid’s summer. This isn’t Persona for pre-teens, or some modern Boku no Natsuyasumi. It fits squarely into a mould of a pre-ordained adventure with side activities, clothes shops, and haircut collecting (you go around observing people’s unusual hair styles and cataloguing them for a crustacean barber on the beach – he is called “Crabbiano”).

The pause menu will see birds alighting on your teens arms, each feathery friend representing a different option. | Image credit: Rock Paper Shotgun / Annapurna Interactive

It’s also a story told with the episodic rhythms of a kid’s TV show. Characters, including your teen, will repeatedly look straight down the camera and address the player. Everyone speaks with Simlish-style wibbletalk. The action will sometimes break to repeat a catchy ditty by a dancing giraffe. Every episode starts with the game’s theme song, and gets its own title emblazoned in bubble writing. “A Day To Practice” or “A Fun Day At School” or “A Day For Dog’s Adventures”.

Games made expressly for kids like this are rare. And even rarer are ones with this kind of unexpected warmth and humour. There are some joyful musical variations, from a funeral organ that plays during your teen’s first heel-dragging march to school (black crows lining the way) to that jazzy giraffe’s sandwich song. Familiar melodies repeat themselves throughout in a variety of instruments and styles in a way that gives each lil bop new energy.

You can often press a button while walking around to summon a thought bubble from your teen. | Image credit: Rock Paper Shotgun / Annapurna Interactive

The episodes throw small tasks and adventures at you constantly. You’ll race trains, ride your talking unicycle, eat a giant corn on the cob, and visit a forest full of magical mushrooms. But there’s also an ongoing mystery from episode to episode. Something strange is happening in town. And exactly why are all the hand-me-downs from your teen’s absent father so endowed with magical abilities? The answers come, although later episodes get so caught up in giving you those answers that they forget to let you play a game at all, becoming instead one long animation of backstory.

Still, it’s a friendly, warm game for kids, or for fans of Keita Takahashi’s style of playfulness (the lead designer here is the same person who made Noby Noby Boy and Katamari Damacy). It is often unfair to you on purpose, putting people in your way during a race, forcing failure upon your T-posing kid in a way that can still be overcome with some patience. It has myriad little touches. Like the way your teen’s hand will bend at the wrist when your arms collide or drag along any surface. The pause menu – in certain places – is a lovable sight. Hit pause and birds will swoop in and perch on your arms, each bird representing a different option on the menu. At various moments in each episode, a chorus of three invisible onloookers will show up to comment on your ongoing antics.

Aaah! | Image credit: Rock Paper Shotgun / Annapurna Interactive

Edwin recently wrote a preview about fumblecore third-person waddler Baby Steps, in which he talks about how a game’s controls can remind us of our bumbling bodily reality, rather than abstracting it to the point of acrobatic superhumanity. “In most games,” he wrote, “the player is permitted only to savour the ‘hero moves’, like punches and dodges, and rarely the smaller or less purposeful idiosyncracies of the flesh, the fumbles and frolics of inexpertly wielded matter.”

I’ve been thinking about this idea a lot as I finished To A T (it clocks in at about 4-5 hours). It is full of moments when the controls change, and you must move them in some new way to brush your teeth, eat food, or whirl like a ballerina. The immediacy of game controls is something that necessarily gets lost the further this game travels into it’s almost entirely non-playable final episode. But it otherwise resists the trappings of modern games that remove us from that body-to-button feeling. There’s no cluttered UI or silly systems of meta-progression. Like other games by the same creators, To A T understands that the most basic unit of wonder games can offer is still: press button to move shapes.



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June 19, 2025 0 comments
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FBC: Firebreak review | Rock Paper Shotgun
Game Reviews

FBC: Firebreak review | Rock Paper Shotgun

by admin June 18, 2025


FBC: Firebreak review

This co-op Control spinoff isn’t without some mad science laughs and decent FPS boomsticking, but grindy unlocks and tedious objectives make it fleeting fun at best.

  • Developer: Remedy Entertainment
  • Publisher: Remedy Entertainment
  • Release: June 17th 2025
  • On: Windows
  • From: Steam,, Epic Games Store, Game Pass
  • Price: $40/£33/€40
  • Reviewed on: Intel Core i9-10900K, 32GB RAM, Nvidia RTX 3090, Windows 10

Well, you can’t say Remedy don’t have range. After the screeching survival horror of Alan Wake 2 comes FBC: Firebreak, a three-person multiplayer FPS spun off from Wakeverse stablemate (and excellent action game in its own right) Control. Perspective isn’t the only thing that shifts, either, as Firebreak reframes Control’s eerie, New Weird-influenced setting as a backdrop for comedy co-op shenanigans. There will be gnomes creating lightning storms.

Back in the Oldest House, the illogically vast and currently invaded headquarters of the Federal Bureau of Control, Firebreakers – volunteer office drones turned underqualified field agents – gear up to do battle with whatever outdated guns and jerry-rigged tools they can find. The Firebreak initiative is as haphazard and cobbled-together a task force as you’re likely to see, and ultimately, a reflection of the game it stars in: one that’s plucky and capable of impressing, yet never quite comes together as a cohesive prospect.

Your opponents are, once again, the Hiss, Control’s resonance-based baddies who take up residence in the warped bodies of less prepared FBC staff. Deprived of that game’s desk-chucking superpowers, Firebreak’s Anti-Hiss toolbox is more mundane, with most of the firepower coming from simple firearms. The satisfaction of their shooting experience varies wildly, depending on the precise flavour of gun in use; shotguns and the hunting rifle are great fun, being boomy, weighty blasters that stagger chunkier enemies and send weaker ones airborne. The assault rifle and SMG, though? Awful. These deal about as much damage to a Hiss as a rude email, and with the pre-upgrade models especially, only fire off slightly faster.

Image credit: Rock Paper Shotgun / Remedy Entertainment

Livening up these gunfights are Crisis Kits, Firebreak’s take on player classes, which include one unique tool, a helpful deployable, and an Altered Augment – an ultimate, basically – apiece. The latter play into the FBC’s mission statement of containing and researching artifacts that defy natural law, and conveniently, they often prove useful in a scrap. Chuck a spooky teapot on top of the Splash Kit’s water-spewing Ejector tool, for instance, and its harmless payloads become globs of melty magma; that gnome, meanwhile, is the hateful star of the electricity-focused Jump kit, whose obsession with following the nearest live creature makes it as likely to smite its user with summoned lightning as the Hiss.

That said, the tools are mainly utilities, designed to speed up janitor work like fixing machinery or extinguishing fires. That sounds boring, and it often is. But sometimes, these tools come good: at least some of the fires will be the ones engulfing your teammates, so timely dousing with the Ejector could save a life. Much of the wire-fiddling work also needs doing under the pressure of a Hiss assault wave, turning simple wrench whacks into genuine clutch plays.

The ability to apply shock and wetness at will also ties into the elemental interactions that grant Firebreak’s action a much-needed third dimension. Intentionally setting these up can be tricky, unless you’ve got teammates on mics, but the first time you lethally zap a gang of drenched Hiss with conduction-boosted chain lightning feels like you’re outsmarting the paranormal as well as out-shooting it. And I wanted to reach through my screen and hug the teammate who, seeing that our whole squad was about to perish from the heat of a possessed furnace, had the presence of mind to shoot out an overhead sprinkler, rescuing the run with an improvised shower.

Image credit: Rock Paper Shotgun / Remedy Entertainment

Firebreak is usually content to let players discover these interactions for themselves, though the very start of your Firebreaking career arguably would benefit from a firmer helping hand. The onboarding process is not kind: with only the briefest of tooltips offering advice, it’s all too easy to launch into the opening mission (or job, as the game calls them) with little to no understanding of how all these magical contraptions work. And, just to make an even worse first impression, said job is a deflatingly straightforward matter of fixing some electrical boxes and leaving.

That’s because at first, you’ll need to not just unlock each of the five jobs by completing the preceding one, but also the full length of each job – they’re split up into three sections, or Clearance Levels – by beating the shorter, lower-level versions in order.

The idea behind this structure is that the availability of shorter missions makes Firebreak more accessible to busy types, who might not have the time or inclination to settle down for 45-minute slogs in the vein of Left 4 Dead’s campaigns or Deep Rock Galactic’s weekly Deep Dives. Noble in concept, and technically successful in practice, with most Level 1 jobs clearable in a couple of minutes and Level 2s doable in around ten.

Image credit: Rock Paper Shotgun / Remedy Entertainment

Sadly, not all Clearance Levels are created equal. The first two are always and exclusively based around the workmanlike maintenance tasks – fixing generators, tossing radioactive orbs into a cart, shooting sticky notes and suchlike. That leaves only the third to ever offer a meaningful twist or dramatic climax, like battling an ogre made of Post-Its or launching a waste disposal rocket into space. These are invariably the highlights of any job, and so to stick to the lower Clearance Levels isn’t just to play a faster game, but a duller one as well.

Corruption effects, where an escaped artifact plays havoc on anything from player shields to gravity, could spice up the handyman simulation. My personal favourite? An anomalous snare drum that forces enemies to move and attack at hilariously exaggerated speed, as if Sam Lake accidentally sat on a Fast Forward button over at Remedy HQ. Except these too are strictly limited to Level 3 runs, hollowing out further the promise that Firebreak would be a less time-intensive take on live service.

As does, it turns out, the entire progression system. Pretty much everything requires XP tokens to unlock: perks, guns, upgraded perks, upgraded guns, and most gallingly, the deployable and Altered Augment for each kit. You don’t even get these as standard, making those early missions even more stripped-back. And, because weapon and kit upgrades are gated behind tiered pages – think the battle passes in Helldivers 2 – you’ll often end up wasting points on gear you might not even want, just to spend enough for the next page to open up.

Image credit: Rock Paper Shotgun / Remedy Entertainment

In effect, you’ll need a lot of XP to get beyond the weakest guns and perks, once again disadvantaging those who only fancy dipping in now and then. Folk who put the hours in will indeed be rewarded, but then even with a full set of maximum Clearance levels, there are still only five job types for now. Corruption or not, Firebreak soon ends up repeating itself, quietly slipping into the grinding habits that it simultaneously claims to reject.

All of that is not to say that Firebreak is devoid of fun. There’s actually an hours-wide sweet spot, between that iffy start and the point where job fatigue kicks in, where it’s very enjoyable indeed, a gloriously “Why not?” mess of exploding piggy banks, skin-of-the-teeth monster containment, and glowing men in floating chairs hurling masonry at you. I wish it lasted longer, but it’s there.

It also helps that Firebreak inherits certain charms from Control, particularly the Oldest House itself. This was already a great vidjamagame fightspace back when we were aggressively levitating through it as Jesse Faden, and from the first-person perspective of these nameless FBC mooks, its imposing sense of brutalist enormousness is even stronger. It sometimes even pulls one of its lore-established spacial shifts, like cheekily putting a safe room on a ceiling and forcing poor Firebreakers to climb a debris ladder to open it.

Image credit: Rock Paper Shotgun / Remedy Entertainment

Regretfully, genuine oddities like this are rare, which together with the marked tonal shift makes the Control relationship feel like a surprisingly distant one. I get why this was attempted – co-op shooters are inherently disorderly, so a lighter tone makes sense on paper. And some of the ways in which Firebreak communicates this intent are likeable in themselves, such as how the ammo station refill animation has your combat-inexperienced character frantically grabbing handfuls of loose bullets. Or how Firebreak’s version of a mobile turret is just a big pneumatic tube sat on a desk chair. That’s good design language, in a vacuum. But at least for me, a seasoned Control liker, it perhaps strays far enough from the original vibe that I can never draw too deep from a shared well of excitement.

As for the techy stuff, the public matchmaking is reasonably reliable at finding comrades to play with, especially if you’re willing to hop into Quick Play rather than fine-tuning a lobby for yourself. I have been put into a few laggy games, but that was when the matchmaking pool was comprised solely of journalists and influencers – it seems to have an easier time finding low-latency hosts now it’s been released in the wild.

Image credit: Rock Paper Shotgun / Remedy Entertainment

Whether Firebreak can maintain a healthy supply of volunteers, however, may depend as much on its post-launch overtime work than on the game itself. As it stands, its successes are at risk of being overshadowed by a weak introductory phase and a general lightness of activities once you’ve unlocked all the jobs’ Clearance Levels. At least two more jobs are due for later this year, though those alone won’t address Firebreak’s investment-heavy progression system, weak weapons, or lack of effective onboarding.

Still, they could serve as an opportunity to de-boring the lower Clearance Levels, by replacing the simple repair tasks with more unique and substantial objectives. That would both sweeten the deal of replaying jobs for XP, and steer Firebreak back towards to the ideal of shorter deployments that are still worth playing. Would such an approach risk overstuffing a full, three-stage job? Maybe, but then this is the studio that made We Sing and the Ashtray Maze, and I’d very much like to see Firebreak gain some of that confident maximalism. Right now, it’s lacking, and not just in musical numbers.

This review is based on review code provided by the publisher.



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June 18, 2025 0 comments
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The Alters review | Rock Paper Shotgun
Game Reviews

The Alters review | Rock Paper Shotgun

by admin June 18, 2025


The Alters review

An extraordinary, unwieldy, high-concept management game in which you grow a workforce from your own psychological baggage.

  • Developer: 11 Bit Studios
  • Publisher: 11 Bit Studios
  • Release: June 13th 2025
  • On: Windows
  • From: Steam, GOG, Epic Games Store
  • Price: $32/£27/€32
  • Reviewed on: Intel Core-i7 12700F, 16GB RAM, Nvidia RTX 3060, Windows 11


11 Bit Studios have a thing for circles. Their 2018 hit Frostpunk had you plant rings of buildings around a massive coal-fired generator in a frozen crater, picking research paths to steer your fully overlapping class/temperature Venn diagram of a city toward either fascism or theocracy. Frostpunk’s radial design is hypnotic, putting across the theme of humanity versus the engulfing cold with claustrophobic symmetry, and 11-bit’s later colony sims have struggled to either evolve the motif or depart from it. Frostpunk 2, for instance, shatters and smooshes the circle to form a district-based frostland republic that gets lost in its own chatter.

The Alters is weirder than Frostpunk 2, and more successful. It tips the circle on one side. The crater city is now a wheel-shaped spacebase, strung with modular dwellings, which trundles across a landscape you will also explore on foot. It’s one genre, the colony management sim, bowled through another, the third-person action-adventure. The game also develops Frostpunk’s urban faction dynamics into a more intimate, tortured blend of psychological allegory and workplace soap opera, with the quirk that every member of that workplace is technically one and the same guy.


In this winningly uncategorisable endeavour – equal parts Severance, Moon, Astroneer and The Sims – you play Jan Dolski, the solitary survivor of an interplanetary geological expedition. You are marooned on a planet where time is both managed and mined in the form of Rapidium, a magical substance that groans like a foghorn and can be used to accelerate the temporality of creatures and objects.


As in Frostpunk, the apocalyptic rhythms of the planet itself are your greatest enemy. While you wait for rescue, you must keep your spacebase rolling in order to escape a devastating sunrise, its proximity advertised at the beginning of each in-game 24-hour cycle. The immediate problem is that you can’t operate the base alone. But your employers at Ally Corporation back on Earth have a solution: use Rapidium to flash-grow clones of yourself, based on the speculative alternate lifepaths mysteriously mapped out for Jan in the base’s Quantum Computer.

Image credit: 11 Bit Studios / Rock Paper Shotgun


The result is a narrative-led strategy experience of two, fidgety halves. On the one hand, you need to expand the base using resources extracted from the surrounding landscape, exploring mildly labyrinthine 3D maps in your spacesuit and setting up drills and fast-travel pylons, while dealing with hazards such as radiation and billowing, transparent anomalies. These maps have a touch of the metroidvania, in that exploration is sharply and, at times, laboriously constrained by gadgets: you’ll need battery power for your grappling gun, and charges for your laser drill in order to blast through walls of rubble. They are also littered with drop pods containing Jan’s belongings, conveniently scattered across the campaign path during the crash landing.


On the other hand, you have to supervise your growing team of roads-not-taken – each heroically voiced by the same actor, Alex Jordan – whose feelings toward you predictably range from grudging empathy to searing hatred. You need to attend to their overall living requirements, slotting dormitories and leisure facilities into the wheel, while also fielding individual requests, gifting them emotive relics (such as university hoodies), and helping them figure out the sheer insanity of their existence. You need to keep them alive during the periodic magnetic storms that, as with Frostpunk’s blizzards, induce a gruelling marathon to stay on top of dwindling supplies and deteriorating equipment. And you need to keep them chugging away at the resource deposits, research terminals and crafting stations so that you can reconfigure the base and get it moving before dawn.


In amongst all this, you must bluff and barter with your reptilian superiors back on Earth, who want you to hoover up as much Rapidium as possible. Just to make life a little zestier, one of them happens to be Jan’s ex-wife. All this lasts 20-30 hours and is divided into acts, each of which halts the base in a new region and hands you a fresh major obstacle to overcome, while dealing with any number of competing, smaller-scale crises. Oh, and in the evenings back at base you can play beer pong.

Image credit: 11 Bit Studios / Rock Paper Shotgun


It’s a lot to digest, more than many commercial video game publishers would consider “safe” in a market where players can’t go 30 seconds without checking their phones. One of the great pleasures of The Alters is simply the knowledge that it got made, that a group of plucky devs bore this curious chimera all the way to completion, that a crackpot concept such as this dared the waters of triple-A photorealism. Another pleasure is realising that all the majestic, hyper-nepotistic nonsense about literal “self-employment” is a platform for more relatable conversations about crunch and morale, about personality conflicts, labour conditions and ye olde capitalist alienation.


Above all, perhaps, The Alters is an alternately daft and devious deconstruction of the middle manager figure. It positions you as the interface between the execs, each a voice emerging from a wall of static in the Communications Room, and your grumbling subalternates.


The bosses are various flavours of untrustworthy. Maxwell, your overall manager, is a suave and calculating big dreamer, partial to Jobsian rhetoric but careful to wind it in. Lucas, the Nice One, is more obvious and charming in his manipulations. Lena, your ex, is the most sympathetic, but in some ways the least dependable, by virtue of your history. You must broadly keep them all happy to ensure the arrival of a rescue ship, and you will need their help for certain problems along the way. But you will also play tricks on them: lying about your decisions, lying about whether you’re collecting the all-important Rapidium, even lying about which particular Jan they’re talking to.

Image credit: 11 Bit Studios / Rock Paper Shotgun


Your alters, meanwhile, are both soulmates and uncanny aberrations that need to be deftly inserted into the workings of the base, though they’re pretty autonomous once given assignments. One of the initial wrangles when they emerge from the spacebase “Womb” is a question of semantics that doubles as a question of class: are they a version of you, or are you a version of them? Who gets to be Jan Prime, Ur-Jan, and who gets to be relegated to a Janist vocation such as Jan Botanist or Jan Refiner?


It’s a dilemma with serious practical import for 11 Bit’s designers. The game needs the alters to be your derivatives, your existential inferiors, your NPCs, in order to function as a management sim made up of generic employees with skills that befit certain base tasks. At the same time, the story’s thrill lies with the fact that the alters don’t see themselves as offcuts, particularly given that some of them were born from moments in Jan Prime’s life where, from their perspective, he chose weakness and they chose strength. Why are you entitled to a Captain’s Cabin, when you’re the Jan who left his mother all alone with his abusive dad?


The Alters does entertain the possibility of an actual uprising, but this is a canned insta-fail event with no meaningful follow-through that I’ve discovered. Still, there is ample room for conflict and angst. The whole thing is an absolute headfuck for all concerned. I cloned a miner to help me gather the metals and minerals I needed to bridge a lava river. Then I cloned a shrink to help the miner deal with how deranged he feels about having his lost arm “grow back”. I ripped our winsome, whiny Jan Botanist from a timeline in which he was happily married, and transformed him into a counsellor for managing relations with the woman who is suddenly his ex.

Image credit: 11 Bit Studios / Rock Paper Shotgun


The dialogue captures all this pretty well, both efficiently selling you on the bizarre stresses and gently expressing the differences between Jans. Admittedly, some of them do feel like pantomime creations in wigs with goofy accents, but the differences in, say, vocabulary can be delicate.


I know, for example, that the version of Jan who stood up to his dad is unlikely to use the word “absurd”. The soft-spoken Jan who became a doctor, meanwhile, is frightened by his clone body’s relatively undamaged hands. “They’re so… impeccable,” he breathes. The Jan who became an elite scientist has experience of Rapidium research from his “past life”, and does a lot of the emotional processing before he’s even gotten to his feet. Scientist Jan is powerfully arrogant – “I’m successful because I’m the version of you that doesn’t get discouraged by failure,” he tells you at one point – but he is also quite accommodating, in that he doesn’t much care about certain details as long as there is orderly progression.


Miner Jan is a different case entirely: a craggy, terrified man who finds peace in opiates and endless work. In my playthrough, he was the focus of the game’s very relatable exploration of crunch. While other Jans urge you to force the Miner to take time off, Miner Jan finds the idea condescending, even as he injures himself again and again on the job. “Stop being so noble and take advantage of it like a proper boss,” he tells you at one point. Eesh.


At times like these, you sense that 11 Bit are offering The Alters up as industry commentary. But this is no case study in how to be a caring manager, because the self-cloning premise won’t quite allow it. You’re supposed to look after your workers, and there’s a story ending which sees you siding with them against Ally Corporation, but those workers are also just thought experiments and mirrors in which to hone away your failings. You remain the centre of this rolling circle. As you guide each alter’s personal storyline towards a Lessons Learned reward that unlocks some custom dialogue, Jan Prime flowers under pressure, both confronting his own baggage and fleshing out his people skills in a way that is at once consoling and insidious. The further the base travels, the more complete he becomes, and the more and more he sounds like Maxwell.

Image credit: 11 Bit Studios / Rock Paper Shotgun


Inevitably, the writing creaks in places, at once stretched by the multiversal premise and cramped by the game’s conventional, act-based campaign and the rhythms of base management, which often don’t leave much time to track disgruntled Alters down for a chat. Each day is a rush to assign the Alters to tasks, plug in new rooms, capitalise on research that grants access to new areas, and ensure that you’re pulling in all the resources you need. Amid all that, the story would risk feeling rather drawn-out if you had to explain the Rapidium cloning thing to every fresh Jan in full. 11 Bit’s solution is the repeated onboarding instruction “read the mission logs”, which seemingly advances every Alter through their personal subplot to approximately the same point as the others.


There are also traces of Frostpunk’s somewhat clunky moral dilemmas, variations on the old “is this enough of an emergency to warrant child labour” gambit, but they’re better handled here because those implicated are proper personalities with branching dialogue. And there are a few bonding moments that are just cheesy, particularly when they go hand-in-glove with Simmish “morale improvement” mechanics such as watching movies with your Alters in the Social Room. Sure, I sprouted your whole mind and body from the litany of my regrets in order to help me pull a lever, but on the brighter side, let’s all have a jar and catch a romcom, eh?


I’ve been referring to The Alters as a genre hybrid throughout, and perhaps unfairly: rather than defining this as a jigsaw puzzle, we should portray it as a singular fable that has adopted familiar structures as needed. But I do cling to the idea of incompletely meshing genre parts, of wheels tumbling and grinding through worlds, because the tensions between those genres are evocative, illustrative.

The game’s need to be a reasonably performant piece of management software means that it can’t quite be a fluid and believable third-person action game. The spacebase is sort of a glorified menu (though there are proper menus as well) and menus need to be responsive, so the elevator whips you between levels with what ought to be bone-rupturing speed. The lesser Jans should be scraping Jan Prime off the ceiling every time he uses it, and the fact that this doesn’t happen seems appropriate to a story that can’t determine whether you’re a human being or one among many grades of mass-produced screwdriver.

Image credit: 11 Bit Studios / Rock Paper Shotgun


On a similar note, the game takes a pragmatic approach to time even before you start fooling around with Rapidium. When you hold a button to perform a task, Jan lurches into fast-forward, spinning through the hours with the shriek of a boiling kettle, till the standardised onset of “exhaustion” at 11pm sharp slams his blurring body to a halt. This shortcutting is a necessary convenience for the management sim player who doesn’t want to spend minutes watching a dude wield a drill. But again, it has thematic resonance. So much… velocity visited upon the flesh of one man, and none of it is enough, so back we go to the Womb.



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June 18, 2025 0 comments
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Dune: Awakening review | Rock Paper Shotgun
Game Reviews

Dune: Awakening review | Rock Paper Shotgun

by admin June 17, 2025


Dune: Awakening review

The world of Dune is well-realised in multiplayer survival game format, offering a harsh planet of unintentional comedy, braindead NPCs, and plenty of grindy crafting.

  • Developer: Funcom
  • Publisher: Funcom
  • Release: June 10th, 2025
  • On: Windows
  • From: Steam
  • Price: £42/$50/€50
  • Reviewed on: Intel Core-i7-11700F, 16GB RAM, Nvidia GeForce RTX 3060, Windows 10

A survival game lives or dies on the personality of its world. Subnautica is a wonder because its world is a wonder. Abiotic Factor is a cracking farce because its world is a lab staffed by idiots. Dune: Awakening, meanwhile, has the fortune of coming with a pre-packaged world, already built by scores of sci-fi novels and movies full of beautiful scowlers. Developers Funcom therefore have existing rules to play with, a culture and geography which is basically ready-made for a video game. It’s almost cheating. Sandstorms rage, forcing you indoors. Sandworms give chase, prompting you to run or bike faster across the desert. Military ships scan the dunes at night with spotlights, and launch tough enemy patrols if you get caught. Everything here already lends itself to the kind of adventurous fantasy any hardy video gameser would like.

Yet introduce to this the long-established survival tropes of online multiplayer crafting games, and you walk away with something that is somehow both fitting to Frank Herbert’s world and comically incongruous. A very hot Valheim. You scrounge endlessly not for spice but for rocks and twigs. You slap little devices down not to attract worms, but as spawn points. You drive your sandbike across the desert, then take out a magical Ghostbusters device that slurps the vehicle inside so you can carry it around safely in your pocket. For every line of dialogue delivered with the seriousness of a 19th century naval captain, there is a moment when you catapult yourself 50 feet into the sky with a grappling hook and tumble to earth in front of a robotic NPC who doesn’t see you. There are comedy radio stations and they are playing chiptune. This is Dune, yes, but it is also Dunc.

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Awakening is set in an alternate universe of Dune in which Timothee Chalamet forgot to be born. The conflict over the desert planet remains a slow-burning stand-off between two factions: the honour-obsessed Atreides and the aggressively pale-faced Harkonnen. You’ll get to pick a side in this kerfuffle in later missions. But first, you land as a love survivor, told to seek out the native people of the planet, the Fremen, who have supposedly been wiped out. Thus the grand space opera is magnified down a powerful microscope to become a survival and crafting game with shooty dart guns and griddy base-building. We can perhaps call it a very sandy Animal Crossing. Perhaps.

The various survival systems reinforce all the childlike fantasies of living on Arrakis. A heat meter rises whenever you stay in direct sunlight. “Better stick to the shade,” you chuckle. Another little waveform meter appears when you cross open tracts of desert sand, a measurement of how likely you are to attract a huge sandworm. “Better get across this gap fast,” you snicker. Your thirst meter goes into its last quadrant, threatening health loss. “Better drink 300 millilitres of my own recycled piss,” you think to yourself with a chortle. Press the F key to slurp on the straw of your urinal tuxedo.

Press F to drink your own piss. | Image credit: Rock Paper Shotgun / Funcom

I played as a Trooper, a character class that is all about mobility and ranged firepower. They get a handy skill that throws out a bubble which slows time and prevents fall damage. Even handier, they get a grappling hook, as well as a bunch of grenades and buffs to gun damage. Other types of sand tourist are available. You can be a Bene Gesserit (a space nun), and learn to convince enemies that you’re invisible, or become immune to poison. As a Swordmaster you can deflect enemy projectiles and learn to recuperate stamina faster.

You’re forced to pick only one class as a starting option, but you soon find special characters who open up the other skill trees. For example, you can discover a Planetologist hiding in the earliest zone who will unlock the skills of that class, provided you complete a short fetch quest. It was worth this detour for the passive benefits of the Planetologist: a longer battery life for techy tools and a buff to stamina while climbing. Ah, very important in an open world that has embraced the “climb any surface” philosophy of Breath Of The Wild. I basically did everything possible to turn my character into a kind of bloodthirsty Link. He has a shotgun and he ascends rocks very well.

Combat is serviceable, but the enemies aren’t particularly clever. | Image credit: Rock Paper Shotgun / Funcom

Putting that firearm to use is mostly an expressionless and dead-brained exercise in finding a baddie and shooting them like a harmless lamb. Combat can be as simple as spitting your machine gun or pistol at these barrelfish, along with a rare moment when you have to switch to a dagger to puncture the shield of some close-combat warjerk charging toward you. True to the source material, the best way to break enemy shields is with a strongly held stabbing attack, though unweildy parrying and cumbersome target tracking led me to avoiding melee combat wherever possible.

Dune: Awakening is also labelled an MMO, but there are rarely more than a handful of people exploring or operating in the same canyons. You see evidence of others mostly in the form of player hideouts, or the sound of distant gunshots. There are PvP zones which are, in theory, more populated, and hubzones let you sell items to other players. But overall it still feels closer to Rust than World Of Warcraft. | Image credit: Rock Paper Shotgun / Funcom

Usually you only face a handful of scumbags at once, and you can use your abilities to supplement these brawls. As a Trooper I could lob little seeker missiles, or stun enemies with my grappling wire. But for the most part, you can put a few bullets into any belly and your foes will eventually fall flat. They are barely sentient rodents, seemingly easy to kill by design. After all, to earn the water needed to survive you must farm the blood of your felled enemies and pass it through an extraction machine in your home base. Making baddies easy to kill perhaps lightens the load for players who just want water fast.

This, along with some very plain level design, makes the combat feel functional yet never truly slick or smooth. If you compare Duwakening’s action to, say, other MMO-ish shooters, you’ll feel a big difference. There’s no additional layer of combat nuance like the sticky cover of the Division games, no dancelike fluidity as in Warframe. And the dungeons are formulaic corridor-room-corridor affairs without much flair.

As is often a complaint in MMOs, these roomy holes feel like mere wells for ratty enemies, rather than having any of their own meaning or identity. They have audio logs and holograms littered about in an attempt to give each dungeon some sense of place, but this too is subject to formula – the same scientist type gives the same kind of speech as the last scientist type about the same environment with the same voice. Injecting variety to MMO environments which exist only to be looted on repeat is a task of narrative triage I do not envy. The dialogue elsewhere does manage to bring some colour to the dodgy water merchants and haughty space nobles of the game, even if the overwhelming amount of lore terminology makes some lines unreadable to a Dune agnostic.

All video games too, mate. | Image credit: Rock Paper Shotgun / Funcom

You can – if you prefer an opponent who might actually hurt you – get into PvP scrapes by visiting ship crash sites, or by flying off the edge of the map and entering a much bigger PvP zone called the Deep Desert, which can house hundreds of players at once. This is a high-risk, high-reward expedition that’ll entice a certain kind of adrenaline fiend while repelling anyone who prefers their survival stories to play out as solitary conquests against nature. Years ago, in my Dark Zone liking days, I would have belonged to the former camp. But I find myself enjoying the survivalist trials of Arrakis most when done in isolation.

You might have friends for co-op though, folks who can help gather granite for the walls of your home base. This base building is another classic survival game affair of modular blocky wall placement. You place down foundations and ceilings and windowed walls on a strict grid. The resultant player homes are not very “Dune” when compared to the striking architecture of the movies. Where Denis Villeneuve can hire artists to design awe-inspiring brutalist ziggurats, you will create a boxy abode that is the sci-fi equivalent of a Croydon apartment block. You might unlock new structural blueprints as you go, and the natural creativity of players can still sometimes produce an interesting looking home. Largely, though, I found the building process dry and basic.

Build a decent abode and you’ll be “watersealed”, which means your thirst meter won’t deplete while inside. | Image credit: Rock Paper Shotgun / Funcom

The visual language of Dune is grand. It is of a scale that dwarfs a lonely sand tourist. Some of that translates to Awakening, as with the hovering Sardaukar ships that scan the environment, or the palacial corridors in ruined substructures. But in other places, that visual design falters into a lacklustre genericism. Much of the beveled machinery you create in your base looks vaguely the same. The power generators, chemical refineries, fabricators, ore refineries, blood enwaternators – they all appear as homogenous tubegizmos. And mechanistically, they all adhere to well-worn survival game principles: you need stuff to make more stuff to make more stuff to make more stuff.

In hubzones, the geometric griddiness of that same visual design sometimes suits the otherworldly feeling of MMO levels – disjointed right angled corridors and military symmetry – but in other places, the grand scale actually works against the standard principles of MMO task-completing. Vast concrete lobbies and spaces can take a relatively long time to cross, just to speak to a random character about the 100 do-hickeys they wanted. The city of Arrakeen is a stony warren of rooms that all feel much bigger than they really need to be, which is both fitting for the overbearing nature of Dune’s palaces and vexing to the average player concerned with resource gathering, XP-scrounging, and other ideals of efficiency.

Some environments replicate a sense of grandeur, while others replicate a sense of “modular MMO dungeon”. | Image credit: Rock Paper Shotgun / Funcom

My point, again, is that Duwakening is a game where a desire for strong atmosphere becomes messily entwined with a traditional type of MMO design centred on gettin’ more stuff. Not in a bad way, per se, but in a noticeably gamey way. Gargantuan worms threaten you during long treks across dunes; let’s stop to harvest 20 floursand! Heatstroke and duststorms will force you to take shelter in the shade of a downed ship; let’s cut it up for salvaged metal! A camp of scavengers stands between you and the safety of home; mmmm, BLOOD!

As a game it is funny, enjoyable, jarring, and safe. There is a large amount of stabbing corpses unintentionally in their groin for blood. As with many a craft ’em up, the opening is enough of a stroll to ease you into the world, its rules and quirks. This intro demurely suggests the game will be more merciful with your time than others of its ilk. Sand dweller, this is not true. There are still crafting bottlenecks – gizmos and trinkets you need to farm from particular sites. And you will eventually hit a plateau, when the research menu opens up into a larger array of improved items (power packs, shields, dew scythes) and you are suddenly overcome with a great greed for different coloured rocks.

Get killed by a sandworm and lose all the gear you are carrying. | Image credit: Rock Paper Shotgun / Funcom

At this point gathering material becomes the second job most MMOs are wont to be (at least, this is how it felt as a solo player). I would have sobbed at the hefty crafting costs of an ornithopter were I not concerned about wasting the water from my eyes. That’s not to mention the ongoing needs of maintaining your base, your mining equipment, and your other vehicles. As both an MMO and a survival game, much of this is to be expected. The genre is a playful reproduction of that most gagsome economic reality: the cost of living. We play these games, sometimes, despite ourselves.

As survival games go, however, I cannot call it “bad”. Fair warning: there are weird glitches and choppiness (one bug saw me backdashing every time I exited the inventory screen). And I had to abandon playing on a controller because of the obnoxious virtual cursor in menus. But this wasn’t enough to interrupt my bloodsucking. Awakening is dense with lore, and loyal to the childlike “sand is lava” flavours of Dune. I’ve enjoyed it for the strength of its world, and I admire how straightforwardly Funcom have adapted the memorable features of Herbert’s fiction in exactly the most sensible way. If you walked out of the cinema after the Dune movies of recent years only to have your thoughts and dreams peppered with imagery from those films, then this is probably one of the best ways to visit and inhabit that distant desert. Just so long as you acknowledge, going in, that you’ll be doing a lot more rock mining, water farming, and unexpected laughing than Timothee ever did.

This review is based on retail code provided by the publisher.



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June 17, 2025 0 comments
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Promise Mascot Agency review | Rock Paper Shotgun
Game Reviews

Promise Mascot Agency review | Rock Paper Shotgun

by admin June 17, 2025


Promise Mascot Agency review

Funny, charming, and mired in churn and checklists, Promise Mascot Agency is a beautiful slog.

  • Developer: Kaizen Game Works
  • Publisher: Kaizen Game Works
  • Release: Out now
  • On: Windows
  • From: Steam/Epic Games Store
  • Price: £21/€25/$25
  • Reviewed on: Intel Core i5-12600K, 32GB RAM, Nvidia RTX 4060 Ti, Windows 11

I really like the world of Promise Mascot Agency as a place, not so much the things this open world collect ’em up management sim makes me do to see more of it. I feel like I went through much trouble stealing the sticker-coated notebook of the uber-talented eccentric artist kid in class, only to find it filled with page after page of shopping lists for monstrous quantities of canned goods, each item heavier and blander than the last.

Funny. Charming. And, hot dancing dog blossoms, that soundtrack. But it ultimately feels so graspy and nagging and pointlessly numerical to actually engage with. Like being hounded by push notifications, insistent as unscratched scabs.

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Which is all to say that Promise Mascot Agency either makes it very hard to like something I feel I should, or very easy to dislike something I feel I shouldn’t. Each time I find myself stewing on this, something like a distraught bat with a mining headlamp turns up and cries about how his torch is annoying all the other bats, and I start grinning again. Delight-to-irritation whiplash. A bucket of stealth Legos sprinkled on an absurdly comfy carpet.

Never has a man repeated the specifics of tutorial concept with as much quizzical charisma as Takaya Kuroda (Yakuza’s Kiryu Kazuma), although this hasn’t stopped his character, Michi, getting caught up in some darn underworld mishaps. He ends up exiled to Kaso-Machi, a one-Poppo town with a Yakuza-killing curse, and soon finds himself the boss of the titular agency, recruiting and hiring out the local Yokai-like Mascots for things like store openings and restaurant promotions.

Image credit: Rock Paper Shotgun/Kaizen Game Works

Kaso-Machi feels like a water-logged VHS recording of a once-real place; a phantom’s collection of aspirations and hopes summoned to inhabit neglected brickwork and tin slat rooftops. Its supernatural urban legends cloak real decay and corruption. Haunted mines. Closed train stations. Spooky stories for working class children about the ghosts of their own futures. Neither its residents or Michi’s severed-digit sidekick Pinky let their fierce and clumsy spirits be doused by this, making them easy to champion.

The mayor spunks the waste collection budget on endless aggrandising billboards. You’ll gain fans for each billboard you smash and garbage pile you drive through with the truck that acts as your avatar throughout. Later you’ll get a circus cannon that blasts Pinky at them. Traversal is then on defined by thoughtlessly shooting at automatic target boxes, watching your fan and cash counters creep up, minor rewards for baseline attentiveness.

You’ll meet the residents and they’ll give you jobs to assign your mascots to. Assign the right mascot and give them a vending machine item, and they’ll hopefully avoid a minigame where you’ll use the hero cards you collect to knock the health off amusingly minor hazards like badly-stacked boxes or malfunctioning vending machine. It’s the game’s most involved and wide-reaching minigame and it’s framed as a punishment for not preparing correctly or getting unlucky. After about five times I was forced to agree that, yes, punishment is correct.

Image credit: Rock Paper Shotgun/Kaizen Game Works

You hire out mascots for money to spend on town renovations and agency upgrades for more passive income and buffs measured in the region of 2.5% chances to do things like refresh your mascot’s stamina after jobs. You send some home to your Yakuza family’s matriarch and buy more expensive renovations to make more money. The money arrives at the end of each day, and your mascots eventually get fatigued or go on holiday, so you’re compelled to throw yourself back in the collectathon while you wait to progress.

You find gifts for the residents, clean up shrines, shoot more billboards with your cannon. Pinky makes a bid for mayor at one point, prompting multiple choice rallies you’ll need to have collected the right answers for previously. There’s also a claw machine minigame. You have to collect the prizes elsewhere first. The reward is more money and more stickers in another checklist.

My favourite thing to do in Promise Mascot Agency’s open world is to drive up the highest hill I can find then boost my truck off, flying comical distances even without the wings you’ll eventually find as an upgrade. You come crashing down into a fence to excellently chaotic crashing sound effects, and a dazed Pinky gets cartoon stars swimming around their horrible head.

Image credit: Rock Paper Shotgun/Kaizen Game Works

It’s this sort of care put into the small things that made me love the demo, but that demo’s hour time limit ended up disguising a lot of promising ideas that just don’t end up going anywhere interesting. Even my favourite thing from that demo, the ‘Ask Pinky’ button that felt like such a clever solution to drowning the player in map markers, ends up reliant on tiered reputation progression tied to…I can’t even call it bloat, because it’s the skeleton of the game here.

And I feel like a graceless butcher flensing such enjoyable writing and art down to that skeleton, but truthfully it’s not all that laborious of a hatchet job; it pokes through so noticeably, takes so little paring to get there. It’s probably best described as an exoskeleton, honesty. It’s the first thing you notice, encasing the heart of the game in a shell at once so tiresomely heavy and so brittle in substance.

So, yeah. Not for me. Which is a shame, because I’m certain that if I kept playing, I’d keep finding more things that made me laugh or smile or spark more curiosity about the town’s mysteries, but I’m not willing to push through any more of this cold and oddly soulless churn to see them right now. As a functional open map, it’s a treat-sprinkled diorama. Static and mundane. As a management sim, the busywork is simultaneously so insistent and so lacking in complexity or choice that I ended up on a sort of trudging, mildly annoyed autopilot, like an underpaid shopping centre security guard on a deflated Segway. Deflating to say the least.



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June 17, 2025 0 comments
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Esports

Antony savours Brazil call-up, hit ‘rock bottom’ at Man United

by admin June 10, 2025



Jun 10, 2025, 04:43 AM ET

Antony has described his return to the national team as more emotional than his first Brazil call-up after “hitting rock bottom” at Manchester United earlier this season.

The winger, who has not played for the national team since 2023, was included in Carlo Ancelotti’s squad for this month’s World Cup qualifiers after an impressive second half of the campaign on loan at Real Betis from United.

“It was one of the most emotional moments,” Antony told Brazil’s Football Confederation. “I mentioned to some friends here in the national team that this call-up was more exciting than the first time I came here [October 2021], and it was even more emotional because of everything I’ve been through.

“Being in good shape, hitting rock bottom, and having the resilience that I had, with the help of God and my family, was very important.”

Antony has said he hit rock bottom at Manchester United and is emotional returning to the Brazil setup. Miguel Schincariol/Getty Images

Antony has scored just 12 goals in 96 appearances for United since his £85 million ($114.6m) transfer from Ajax in 2022. He did not start in any Premier League games this season before joining Betis.

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He did get regular playing time at Betis, scoring nine goals in 26 games while also helping the club reach its first European final.

“Even though I had no hope during the difficult time I was going through, at the same time I remembered many things I had experienced,” Antony, 25, said.

“I stopped to think and said to myself: ‘I haven’t forgotten how to play soccer, I didn’t play in a World Cup for nothing, I didn’t make it to the national team for nothing.’ Everything happens for a reason, and this process was very necessary for my life because it made me stronger.”

Antony’s last game for Betis was a 4-1 defeat to Chelsea in the Conference League final. He bid farewell to Betis on May 31, describing his spell at the Seville-based club as “one of the most beautiful chapters of my life.”

Antony has a contract with United until June 2027. He has scored two goals in 16 appearances for Brazil.



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June 10, 2025 0 comments
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