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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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A smiling banana says "It's me, Pedro. Your friend..."
Gaming Gear

Shotgun Cop Man just got a free DLC that proves every game is better with bullet time

by admin June 22, 2025



My Friend Pedro was a Flash game that evolved into a standalone release in which you played a man who used his skateboard gun-fu skills to kill bad dudes at the command of a talking banana (named Pedro). It was a lot of fun. I gave it an 81. You could throw a frypan into the air and then ricochet bullets off it in slow-motion.

Its developer, DeadToast Entertainment, followed it this year with Shotgun Cop Man. A more lo-fi take on the action-platformer genre, Shotgun Cop Man saw you descend into Hell to fight demons with a shotgun that launched you into the air when you shot the ground. Want to double-jump? Shoot twice. It was almost as much fun, though it didn’t have a skateboard or bullet time.

Until now. DeadToast has generously bolted three new worlds with 17 levels in each of them onto Shotgun Cop Man. These 51 levels are themed around My Friend Pedro and add skateboards and bullet time, as well as breakable glass, frying pans, ziplines, swing ropes, and a friendly banana. There are also three new boss fights, one of which is with a helicopter.


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Which is a lot of value to add to a game for free. Even better, Shotgun Cop Man is currently on sale for 20% off if you haven’t checked it out already, and My Friend Pedro is on sale for 80% off if you missed out on that bright yellow slice of the old ultraviolence before now. Basically, you’ve got no excuse. Unless you hate bullet time, in which case Max Payne 2 would like a word.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.



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June 22, 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.

Watch on YouTube

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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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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Elden Ring Nightreign review | Rock Paper Shotgun
Game Reviews

Elden Ring Nightreign review | Rock Paper Shotgun

by admin May 28, 2025


Elden Ring Nightreign review

Nightreign is a curious experiment that magnifies a few of Elden Ring’s peculiar joys, but also sacrifices much of its identity – along with FromSoft’s own identity as committed worldbuilders.

  • Developer: FromSoftware
  • Publisher: FromSoftware/Bandai Namco
  • Release: May 29th, 2025
  • On: Windows
  • From: Steam
  • Price: £35 /€40 /$40
  • Reviewed on: Intel Core i5-12600K, 32GB RAM, Nvidia RTX 4060 Ti, Windows 11

Elden Ring had a starting class named the Wretch that gets a club and some ratty underwear filled with dreams and nothing else, and there’s something special about the first few hours in Limgrave playing them, scavenging your first pieces of mismatched armour and build-defining treasures. The first time you hit a site of grace, that initial stat boost feels like a deific power surge. Insomuch as Elden Ring’s most memorable stories run tangential and emergent to its static lore, this early fraught scramble is the player’s self-woven tale at its most captivating. Soon enough, though, the feeling is gone. You’re as powerful as god, desiring nothing but more bulbous Albinauric skulls to toss on the pile.

Elden Ring: Nightreign feels unique among FromSoft’s modern catalogue for its flippant attitude toward a convincing sense of place, and so regrettably sacrifices much of its studio’s identity as committed worldbuilders, even while amplifying some of their more peculiar and interesting beats. It’s tempting, then, to ask why it exists in the first place. On a generous day, I’d say that Nightreign exists to recreate – over and over – that same, wretchedly gratifying early-game feeling. Where every scrap of progress feels like a milestone, dull smithing stones shimmer like silver, and each incremental bonk stat increase is a hero’s journey in miniature.

Either solo or as a party of three (you can’t play as a duo yet), you’ll each pick from a roster of eight distinct characters, then ride a spectral eagle to the outskirts of (original name do not steal) Limveld. You get about fifteen minutes to run around and get stronger, during which time a ring of blue flame periodically shrinks the size of the map until all that’s left is the arena in which you’ll fight that day’s boss. Do it all again the next day, then fight one of seven new-to-Nightreign bosses, and your run ends. Beat four of them, and you can fight the game’s big bad.

Nightreign seems to look a little sharper than Elden Ring at max settings, although I had to turn some bits down to combat that old, familiar dodgy framerate. | Image credit: Rock Paper Shotgun/FromSoft

The rhythm of matches progresses like so: beat up the nearest trash mob for your first level up so you don’t get one-shot by a sneezing demihuman. Hit up some nearby churches for extra flask charges. Your quarry boss is weak to holy damage, so find a ruin marked with holy on your map to scrounge weapons. Night falls, you fight a sub-boss, and the sun rises again, resetting the ring. Maybe today you’ll find a stonesword key in chest, letting you fight an evergaol boss for big rewards. Perhaps you want to go troll hunting in a mine tunnel for smithing stones to boost your weapons. Maybe you want to stare into the shrinking blue ring and remember when FromSoft set trends instead of embracing them. Up to you. I’m not your Giant Dad.

All this occurs at a manic pace, denied as you are by the ring and falling night and the need to get stronger, fast, a precious spare second for the contemplation, thoroughness, or wonder that defined Elden Ring. Vistas are worth taking in only so you can scry the quickest route between two points. Ruins echo not layered, esoteric histories but promises of incremental power. The mighty and mournful creatures you meet are stunlocked into clownish judderfuckery as you fall upon them with restless triple bonksticks. Maybe you decide that you can take that ulcerated tree spirit even though the ring’s closing in, and there’s no grace to restore flasks between you and the boss. Maybe the tree spirit’s been souped up, one-shots you all, and you each lose a level and therefore minutes of progress in a game where minutes feel like miles.

You sprint towards the safe zone, cresting over hills in a rushed panic like the Fellowship set to Benny Hill. The boss fight is chaos as you try to identify friendspell from foespell in a jumble of phosphorescent wisp particles, plus those noises Elden Ring likes to make that sound like the exhalations of someone who finally made it to the urinal after a work meeting that ran twenty minutes too long. Cooldown timer abilities fire off relentlessly. The raider’s risen obelisk casts another buffglow into the mix. Movement and attack animations repeat themselves as phantom outlines as part of the Duchess’s restage ability. The Iron Eye zips around and looses arrows. You try to split aggro as befits whoever’s having a hard time. If someone falls, you run over and bonk them until they get up again.

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And you do it, and it feels great. Less in a “I have slain a terrifying yet oddly sad and whimsical creature on my journey to uncover the mysteries of this strange land” and more “lol top tier bullying there, mates”. Then you get to the proper boss, the new boss, and you get mollywhopped like pottery at a sledgehammer party, and you realise you’re going to have to repeat the equivalent of a forty-five minute bonfire-to-fog run to even see the move that killed you again. And that added repetition, I assume, is why Nightreign is comfortable charging 35 quid in the knowledge you probably won’t clear it in a weekend, even if there isn’t all that much new to see.

You will, at least, get some shiny rocks with stat buffs and other, more specific and situational effects. This is your meta-progression, alongside trinkets you’ll get for completing Remberance interludes. Each character has ritual objects with coloured slots, and you plug in these rocks and artefacts for effects that range from simple stat increases to more specific boons. Remembrances are short conversational sequences, often with a fetch quest attached to be performed in-match, that progress the associated character’s diary entries and reward powerful trinkets. I played the Duchess most, starting with a gem that gave my weapon fire damage and ending with a talisman that activated her damage-repeating Restage ability whenever I performed a dagger combo.

These extra abilities, the cooldown timers, a rock-clamouring double jump, automated levelling, and other mobility tweaks contribute to making Nightreign feel much closer to a focused and fixed action game than something more rooted in RPG flexibility. The action feels more controlled; in some ways more tailored, in others more unyielding in its shepherding you into specific playstyles. You won’t have to worry about equipment load, although many character abilities heavily incentivise sticking to your starting weapon class. One character has a double dodge. One can’t dodge at all, instead performing sidesteps. This halfway point between Elden Ring’s build diversity and Sekiro’s character action makes for a tight iteration on Elden Ring’s deliberate, demanding duels – if one absent the width of the former or depth of the latter.

Shoutout to these two, absolute champs. | Image credit: Rock Paper Shotgun/FromSoft

There is beauty and strangeness to be found, both in Limveld (original name do not steal) and back at the roundtable hold. Towering, twisted root giants migrate across a bruise-purple skyline. Great cinderous chasms open in the earth, inviting exploration. The roundtable hold is lusher, crumbling, given tangible form as a shoreside fort. It’s a form that nonetheless flies in the face of, to my understanding, Elden Ring’s lore. But this is a game where you might encounter Dark Souls 3’s nameless king, for no apparent reason other than boss variety, so asking for consistency feels foolish. Thus, the beauty and strangeness feels tangential. Discrete. Isolated wonders rather that the thoughtful, esoteric puzzle pieces that usually define Fromsoft’s fantasy worlds.

One, among many, of the studio’s enduring legacies. Souslikes proliferate to varying degrees of success and inventiveness. Both Doom and Clair Obscur’s creatives namecheck Sekiro as a influence. Perhaps I lack foresight, but when asking myself what legacy Nightreign will leave, I struggle to see it as prophetic of anything. If pushed, I’d gloomily suggest it’s more of a harbinger.

I look at Tencent’s and Sony’s increased stakes in FromSoft parent company Kadokawa. I look at The Duskbloods, another multiplayer game that evokes a utilitarian pastiche of Bloodborne and Sekiro, rather than a world that demanded creation by a storyteller. I look at some of Nightreign’s encounter design, utter low points for the studio, seemingly satisfied to cobble together annoyances to simulate challenge in lieu of new, creative creatures. A wormface with a death aura. Plus some some giant crabs. Plus some rats.

I think of the themes FromSoft’s Miyazaki is so fond of revisiting, of monarchs clinging on to life and power well past their time, and becoming something warped and hollow in the process. And I can’t help but see an exhaustion in Nightreign, despite splotches of sprightly inventiveness. I’m left asking why I should want to throw myself at these bosses once again, absent much of the delight or discovery that would give these challenges context. Instead, this is challenge for challenge’s sake. A stripped-off part of FromSoft’s creative identity with little appeal absent the whole. And ultimately, I’m left wishing they’d sit back down at the bonfire and have a good, long rest, until a real spark makes itself known again.



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May 28, 2025 0 comments
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RoadCraft review | Rock Paper Shotgun
Game Reviews

RoadCraft review | Rock Paper Shotgun

by admin May 28, 2025


RoadCraft review

A trundlesome road-building simulator with weighty vehicle physics and baby-brained AI drivers, in which logistics takes a long time.

  • Developer: Saber Interactive
  • Publisher: Focus Entertainment
  • Release: May 20th, 2025
  • On: Windows
  • From: Steam
  • Price: £35/$40/€40
  • Reviewed on: Intel Core-i7-11700F, 16GB RAM, Nvidia GeForce RTX 3060, Windows 10

I am falling asleep at the wheel of a big bulldozer. RoadCraft is not necessarily a boring game, but it is so meditatively slow, lumbering, and bit-by-bit that I find myself dozing when I’m supposed to be, um, dozing. Some of this is down to simple tiredness, but there’s also a dreamy sensation while playing this engine-purring infrastructure ’em up. I don’t mean dreamy in the sense that it fulfills the promise of nostalgic fantasy put forward by the game’s trailer (the one that suggests you’ll feel like a child playing with toy diggers again). I just mean that flattening sand makes me sleepy.

Watch on YouTube

It is a simulation in the most traditional sense. You’re the operator of a construction company that specialises in rebuilding roads and supply networks after natural disasters have wrecked the landscape. Rockslides, earthquakes, floods – all the devastation mother earth can possibly throw at a major railway line or harbour town. It’s your job to fix the place up with a fleet of diggers, bulldozers, steamrollers, and sand haulers, among other vehicles you may have never even seen before.

Your objective can be as straightforward as steering an all-wheel drive Jeepalike from a ruined factory to a derelict gas station, while using a blippy radar button to scan the ground and see which paths are drive-uponable (green circle for good solid dirt, red X for wheel-trapping muck). But this scouting quickly evolves into missions of hauling scrap metal to recycling plants using cranes and cargo trucks, or dumping mounds of sand into muddy holes to make a route passable for later AI-controlled convoys.

Seeing no symbol at all on the water’s surface means it’s so deep your engine will start to flood. | Image credit: Rock Paper Shotgun / Focus Entertainment

Laying roads is the most common activity, a necessity upon which all other deliveries and drivealongs rely (the clue is in the name). To build a road takes multiple steps in different vehicles. First, bring a dump truck full of sand to an offensively muddy patch of land and upend the stuff in as neat a line as you can. Then use a dozer to flatten the sand like a big coarse pancake. Third step, get an asphalter to come and make hot tarmacky love to the surface of the earth. Finally, use a roller to flatten it all out, following some big glowing lines to ensure it is suitably “road”ish.

This to-and-fro often involves getting those less capable vehicles (eg. the roller and the asphalter) to the scene of construction, a place which may itself be cut off by boggish obstacles or landslide-stricken roads. Ultimately, it’s a long process that you can sometimes automate, but realistically it’ll take up the majority of your time. Other objectives, like replacing pipes in pipelines or laying electric cables offer their own challenges. But you’ll often want good roads before doing any of that.

Performance talk! The game eats a lot of memory, and I have been victim of some blurry textures (sand being the worst affected). It became much less egregious when I turned off upscaling and played in native resolution. | Image credit: Rock Paper Shotgun / Focus Entertainment

The vehicles themselves feel suitably weighty. They bounce and tip and sway with all the heft you’d expect from a game by the developers of SnowRunner. But they’re also sometimes fiddly in a way that makes my brain do a mental squint. Vehicle controls can feel cluttered, with many mechanistic movements shoved onto one controller. Face buttons do things like activate low gear mode (wheels no slippy-slip) or lock differential (car no fall over). Simple enough on their own. But then holding down shoulder buttons unleashes a small swarm of vehicle specific controls – loader ramps, cargo straps, anchor feet.

It’s hard to tell if the resultant clawhanded shenanigans is intentional or not. The crane controls are particularly pat-head-rub-belly-ish. For me using some vehicles was often a bunch of staccato hand movements, like I was playing some kind of Toyota Land Cruiser QWOP. I want to say it soon gets easier, but the constant swapping of vehicles effectively stalls practice in each type of movement. Like many things in RoadCraft, getting a handle on the machinery took much longer than I expected. That I got the controller working at all was also a relief – the game had some issues with this at release, and the devs recommend disabling Steam controller input, which worked for me.

The slow and steady rhythm means it can take hours to do fundamental stuff, like getting a supply route into good shape. And despite the HQs and special trucks, both of which let you spawn vehicles nearby, there’s still a lot of lumbering back ‘n’ forth over the same roads. This isn’t at all bad if you love the feel of a big vehicle under your thumbs, but you will have to be really into Caterpillar if you’re to avoid the inevitable yawns at a tenth sand-lugging trip up and down the same dirt track.

You set up a company at the start. I run Trundlebork Ltd, for example – call us for all your impoverished paving needs. | Image credit: Rock Paper Shotgun / Focus Entertainment

Some excitement did kick in any time I was asked to explore some new region, or scout a path from some busted town to an abandoned steel pipes factory. It’s in the simple act of getting from A to B that RoadCraft excels – an adventurous rumble to find out exactly what B looks like, or what lies between. This isn’t surprising. The developer’s previous SnowRunner and MudRunner games made the bumbling journey their core pleasure. The objective there is simpler, and there’s no hopping around from tow truck to road wrecker to sand presser to rolly polly boy. Those are games about driving, whereas RoadCraft is a game about logistics.

This is where things get mucky. There’s a tension between the management side of things and the physical act of driving about. Once a route has some decent roads (or at least some reinforcing sand) you will plot a course from, say, a settlement to an oil refinery. Then watch as a convoy of wee computer-controlled eejits drive to their destination as safely as possible. In this way you earn resources, and money to buy new, slightly better vehicles (a cargo truck with a built-in crane is your fist must-by vehicle – since it avoids some of that cumbersome vehicle swappage).

The crane controls remind me of learning to play Brothers: A Tale Of Two Sons. | Image credit: Rock Paper Shotgun / Focus Entertainment

While you become more adept at maneuvering through the muck and rocks of the landscape, those AI workmates aren’t always as adaptable. Plotting viable routes for your AI drivers can quickly become an act of parenting, as you pick up every little shopping trolley or abandoned car that the dumbasses ride straight into. It’s your responsibility to help these computerised HGV morons avoid even minor detritus – you’re the one with the eye in the sky, after all, a wide satellite map showing detailed road ruination with multiple levels of zoom. But I still felt like slapping the drivers in the back of the head. Please Jerry, attain a basic level of autonomy wouldya? Though there is comic relief when those same drivers come honking down the road in a panic, and crash into you as you try to lay down some sand or crane concrete debris into the back of a truck.

The conflict between hands-off management sim and do-it-yourself design is noticeable when you look at what specific tasks need to be done manually and what busy-bodying is outsourced to the game. You can unload big steel bars and slabs from the back of your cargo truck with the tap of a button, for example. But loading them onto the truck requires a crane and lots of your own work. You have to carry certain recyclable cargo from place to place, but refilling sand can be done at the push of a button anywhere in range of a sand quarry.

What does this game want me to be: a digger driver, or a foreman? Each of the time-savey features may individually make sense from the designer’s perspective, but it makes learning the language and intentions of the game more difficult. When I see processes like speedy sand loading or rapid cargo chucking, it makes me desire other quicker, button-tappy ways to auto-do things, which is arguably against the entire philosophy of the game’s slow and manual approach.

Obstacles can feel inconsistent, forcing you to learn what is destructible and what is impervious to even the heftiest steam roll. A portapotty? Destructible. A shopping trolley? Made of impervious supernatural alloy. | Image credit: Rock Paper Shotgun / Focus Entertainment

In its best moments it reminds of the connective roadmaking and zipline networking of Death Stranding – a grindy walking sim that I found myself enjoying to my own utter astonishment. In RoadCraft, the building of roads is a multi-step physical process, rather than Norman Reedus’ hoovering up of resources and dumping them in a postbox. This should – in theory – feel more satisfying and meaningful. But somewhere in all the switching in and out of multiple vehicular bodies, I felt a juddering sense of “start-and-stop, start-and-stop, start-and-stop” that frustrated me. In multiplayer this problem may not exist, as each person can man one vehicle and take on a specialist role – sand flattener, rolly polly-er, earth fucker. But I haven’t found time to try that out – maybe in a future article.

If I had lots of free time, I would probably enjoy it a lot more. But I don’t, so tipping over with a cargo bay full of steel beams makes me frown, where it might have otherwise made me laugh. This, I think, is another issue. RoadCraft is a podcast game, in the same vein as Truck Simulator or Elite: Dangerous. There’s a big place for games like this in the world, sims that excel in delivering a specific kind of wonderful and comforting boredom. Slow tasks that act as a reassuring sedative in the manic whorl of life. But RoadCraft’s start-and-go flow makes it a bumpier ride for me. I was falling asleep, but I never quite drifted off into its promised dreamland.



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