Astral Chain Review


What was a huge surprise towards the end of a Nintendo Direct earlier this year, Astral Chain arrives a mere six months after announcement and comes from the highly talented and experienced team at PlatinumGames. The action-adventure hack and slash gains a new IP to the genre, will this new universe bolster Platinum’s already impressive library that includes the likes of Nier: Automata and Bayonetta or prove to be a chink in their chain?

Extinction is imminent in the year 2078, the human race has been reduced drastically and what remains are those who now reside on an artificial island that features “The Ark” a city designed to be the last stand of humanity. From first look, the hook is there, immediately an interesting story is presented that features a clear and present danger. Chimeras have arrived from another dimension called the Astral Plane and seek to corrupt all life and in essence destroy everything in their path.

Enter your character who will be one of two siblings, twins to be precise and you get to choose which one to play. Your pick will become your unique character to customise whilst the other will be named Akira Howard and a unique point is that they are opposite genders, so your story may feature a male or a female Akira. The main purpose for this I believe is that it makes things so much easier from a story-telling and design perspective throughout and especially in the late-game. You and your sister join Neuron who serve as the Chimera-ass kicking good guys hell bent on thwarting the inter dimensional creatures and protecting humankind.


Going on from the beginning you are immediately hit with character after character that bring a variety in look, personality and their own role to play. Not all of them unfortunately stick, with many being forgettable and only a few being ones to remember mainly due to their involvement throughout the story. Akira, Yoseph, Jena, Hal, Olive and Brenda I can name off the top of my head with the others I really have to dig deep for, not ideal to have so many what I feel to be throwaway characters but it lets some of the others shine just so much more.

PlatinumGames have a trend of producing unique, out-there stories paired with responsive, fast and enjoyable gameplay, the same goes for this through and through. The main gameplay feature is the player and legion link, you control not only your character but a legion which is linked to them via their Legatus equipment. This makes for an experience that is a bit tricky to pick up but after you find your footing it is so damn rewarding piecing all the intricacies and variables together.

The ZL and ZR buttons are heavily prioritised when in battle, with the latter being your regular attack button and the former used for calling on your Legion and attacking with them. Move and aim are as you expect, however holding ZL will mean the right stick will now move your Legion, handy for trying to navigating the many platforming style puzzles and blocking or tying up enemies. Between character and legion there is a strand that joins the two and this allows you to wrap around an NPC in order to halt them or can be used to block a charge and fling them off in the other direction, it’s different and just as much fun each and every time I execute it.


Skills can be assigned to each legion and serve to provide depth to the gameplay loop, much appreciated but I feel it doesn’t quite prevent fights from becoming a tad stale at times, especially when facing the same type of enemy numerous times in a row. Fortunately, throughout the entire twenty plus hour story, new enemy types get introduced right through to the end and bring their own battle pattern to figure out and combat. Each legion comes with their own skill tree that allows you to power them up with increased attack power, defense power and more skills.

If that wasn’t enough, ability codes offer buffs that range in anything from auto-heal to increasing critical damage. There is a lot to keep track of but I never got overwhelmed, I would sometimes forget to manage a few of the features but never felt penalised for doing so. There are five legion to add to your roster and I think what’s quite refreshing is how evenly spaced through-out the story they are in terms of bringing them in. What’s so great about this is that everytime I felt I was getting too comfortable, boom, new gameplay style. Variety can be seen in just about everything, legions, enemy types, missions, skills and ways to fight.

Chapters come in the form of files and in between each file you roam the central hub, the police headquarters in which Neuron members prepare themselves for each mission. It’s basically where you buy any consumables, customise your look and maintain your legions but presented in a way that just makes it seem a bit more than what it is.


This year has already produced some fantastic looking games in terms of art style and overall design, this joins that list with ease. The anime art style feels right at home in this futuristic, sci-fi setting and does well in covering up the quality limitations of the hardware. What’s quite funny is whilst there are some fidelity shortcomings, the setting and how the design has come together make the jagged lines seem deliberate, I can’t explain it other than it just fits.

All locations and characters exude this rough coolness, thanks to their aesthetic design and do a lot in building an epic fantasy world filled with bad-ass people to meet and interesting places to explore. Everything right down to the weapons and gear look like a piece of tech that I want to get my hands on, and what I dreamt of as a kid when running around with toy guns, swords and sabers. I could go on and on but simply put everything matches the setting, the UI, characters, locations, effects, everything, just……okay I’ll calm down.

What’s not to love about the soundtrack, it brings the beats and action when it absolutely needs to, it helps solidify the heartfelt, climactic moments and above all just makes me feel happy when playing. It doesn’t matter if I’m chilling around the central hub, exploring the rest of the city or in the heat of battle, the sound was with me at the right moments to build the tension and hype or bring the atmosphere down, it just kicks ass.


Astral Chain is yet another fantastic addition to the Nintendo Switch library and the action, hack and slash genre in general. It reeks of personality, delivering not only a memorable story of survival, but a stunning soundtrack and awesome visuals too. Whilst among the cast of characters there are forgettable faces, I feel the ones that stick, do so for all the right reasons, well written and performed superbly. Platinum does it again.

Written by Rhys Baldwin.

Nintendo Direct Details

On September 4th, 2019, Nintendo delivered their latest Nintendo Direct that gave us a glimpse into many of the games coming later this year whilst also a glimpse into what we can expect for 2020.

It kicked things off with the announcement of Overwatch heading to the Switch in October followed by some updates on the likes of Luigi’s Mansion 3, the Trials of Mana remake and Little Town Hero.

Character three in the Super Smash Bros. Fighter Pass, Banjo-Kazooie released the same day as the Direct whilst we got the announcement of Terry Bogard of Fighter Fury fame is heading to the fight. Not only that but more DLC fighters were confirmed to be in development, not just the one more we had originally known.

Then we were sent back to what we know with The Legend Of Zelda: Link’s Awakening and Dragon Quest XI S: Echoes of an Elusive Age Definitive Edition, both games arriving later this month.

In a surprise announcement not quite as anticipated as perhaps should have been, Tokyo Mirage Sessions #FE Echoes is heading to the Switch early next year including some additional content to what was in the original Wii U version.

It’s a double whammy, Deadly Premonition 2: A Blessing in Disguise was announced to much shock and will be launching in 2020. Swiftly moving on we got two games releases the same day as the direct in Deadly Premonition Origins and Divinity: Original Sin 2 – Definitive Edition.

The Nintendo 64 classic DOOM 64 is being re-released for the home console/handheld hybrid later this year. Another popular classic coming to Switch is Star Wars Jedi Knight 2: Jedi Outcast, much to my absolute joy.


One of the biggest but expected news was the announcement that SNES games are on the way, landing on September 10th. The library contains some of the biggest titles to grace the retro platform, Breath of Fire, A Link to the Past, Super Mario World and Super Metroid.

We got further updates on upcoming already revealed titles such as Pokemon Sword & Shield, Daemon X Machina, Mario & Sonic at the Olympic Games Tokyo 2020 and Animal Crossing: New Horizons.

The final reveal was for Xenoblade Chronicles Definitive Edition as the much loved huge open-world RPG gets new life on the Nintendo Switch in 2020.

More can be found in the Nintendo Direct video above, but it’s safe to say it was packed with goodies. 85% of shown titles are very much on my radar and my wallet cries out in agony because of it.

Published by Rhys Baldwin.


Nintendo Direct Coming Tomorrow

Nintendo have announced that we will be getting a Nintendo Direct soon, how soon you ask? Well, tomorrow at 11:00pm (UK Time) to be precise.

Nintendo Direct’s have long been hailed as a platform for big hype, big announcements and of course, rumours. Now, I personally don’t give much thought to rumours and try to stay away from them as much as I can as not to spoil what goodies await.

I do however heavily invest in what people would like or love to see, what their crazy dream predictions are etc. If we get anything from Monolith Soft, consider me happy.

What we do know is that the Direct will focus heavily on Nintendo Switch titles coming out this year, including Pokemon Sword & Shield and Luigi’s Mansion 3.

Check back tomorrow to see what announcements were made.

Published by Rhys Baldwin.

Marvel Ultimate Alliance 3: The Black Order Review

Ultimate Alliance is somehow a series I have never played before now, which is strange considering my affinity for all things Marvel. When Marvel Ultimate Alliance the 3rd was announced at The Game Awards last year, I rejoiced and revelled at the thought of being able to jump in the series finally and beat the not so holy hell out of the biggest baddies I have watched and read about for so long. What I was especially excited about is the subtitle, The Black Order. Now for the more casual Marvel fan, a.k.a me, what I know of this order is all that’s been shown in the MCU, before the films I knew nothing Jon Snow. I love the idea of The Black Order and the chance to explore that some more, count me in.

Now the story follows that age-old tale, of an alien dreaming of a peaceful universe as he sets off on an adventure with his childhood friends to compile a handful of pebbles that he can use to slaughter billions of entities. At least that’s what it would be if you played as the bad guys, playing as the superheroes however, the goal is to put an end to the efforts of Thanos and The Black Order. Thanos is a titan who seeks out six of the most powerful items in the universe, the Infinity Stones, named because of their seemingly unlimited power, both on their own and when combined. The end goal is to bring obscene destruction to the universe. He uses an elite team to help bring his plans to fruition, featuring five vicious beings known as the Children of Thanos.


This is where the heroes step in, an all-star cast of some of the most known and even obscure characters of the Marvel universe. Iron-Man, Captain America, Wolverine, Thor, Star-Lord all the way to Elsa Bloodstone, Ms. Marvel and the Inhumans. You start off with a group of four as you set off to recover the stones before Thanos can get his hands on them, recruiting many faces along the way to the Alliance with the hopes to stop the Mad Titan. I absolutely love this story through and through, the Ultimate example if you will of good versus evil and on as grand a scale as any.

Throughout each chapter the sheer joy when meeting each new face never subsided meaning I was more or less on a high for the entire thing. This leads to many meaningful moments where a recognisable face jumps in to get in on the action and aid in the fight to survive. Not only did I revel at the characters encountered, but the locations too, being sent to some of the most iconic settings, from Wakanda to Asgard and from Knowhere to what quite literally feels like nowhere. All characters feel authentic to the source material, from not only their looks but voices and actions too. It’s pure fanservice, in a good way, straight to the veins.

What makes a great beat ‘em up is gameplay that is tight, responsive and most importantly addicting. Fortunately, all three boxes are checked here however I still feel something is a little lacking. Aiming seems to be at the core of my troubles, there’s a slight delay between aiming and hitting the action button and the attack following through which allows for the enemy to move and attack you whilst it feels like it shouldn’t, not like it’s a natural dodge and hit. This is only noticeable when using abilities or chaining moves, so by all means not game-breaking, just a little nagging issue and in no way ruins the fun.


Now onto the good, combat is satisfying with each hero playing differently, having their own way of attacking, different abilities and extreme moves that all reek of the character you are playing. Such variety does wonders in stopping boredom kicking in, because if you want to freshen things up, then just swap out members of your team and go at it. To further the fight against repetitiveness there are a few systems in place that allow upgrades for your hero that can do anything from increasing specific types of damage, to increasing stats like vitality and durability.

Alliance enhancement is a system that isn’t so much complex, but it is incredibly deep, with so many options to choose from. The greatest benefit is that any enhancements are applied to the entire team not just the one, making it a worthwhile investment of effort and time. ISO-8’s can be equipped to each character for further improvements and if that wasn’t enough you can upgrade the ISO-8’s to increase the percentages that they boost your stats. Combine all these different features and become a powerhouse on the field, simple yet effective.

The story is linear with the flow of events feeling natural and straight-forward, there are opportunities to sort of travel off the beaten track. Rifts can be found in every mission and offers the chance to jump into challenges to earn rewards, those come in the form of XP cubes, currency, and when enough stars are built up you can unlock new costumes for a selection of your superheroes. It’s just nice sometimes to break up the action by challenging yourself against a slew of objectives.


Rather than go for a more realistic aesthetic, the developers have stuck to the roots of Marvel and created a look that is inspired by where the source material originates from and comes across like a fluid, moving comic. The quality is limited by the hardware of the platform and displays these limitations mostly in the form of rough jagged lines. In many areas where the camera zooms out, everything looks worse and is a shame because up close it looks so good, which is strange as you would usually expect the opposite. I want to be up close and personal in the fights but instead controlling from afar is a little atmosphere reducing.

By far the best thing from a visual standpoint is those smooth, sweet character designs that get the blood flowing, being able to watch as I control my favourite Marvel hero’s wreak havoc is joy inducing.

Voice acting is one of the highlights for me with each performance nailing what I believe to be authentic to the character voices. The soundtrack itself is enough to get you pumped and march onward just blasting or hitting enemies out of the way but combined with the voices and sound effects I felt like what I was doing was just pure epic. Being able to lose myself in a battle because of the combination of sounds flooding my ears is addicting, which in turn pushed me to continue the fight so I could listen to more of that tantalizing sound design.


There’s replayability which I feel will vary from person to person how much you get from it. If it’s for you then you can take the extra challenge by going through the campaign again at a higher difficulty which is unlocked after first completion, maybe you just want to try the missions with different teams and loadouts or keep grinding the rifts to get the best rating. Certainly, there is content there to have at, but its depth will kind of depend on how you take it.

OVERALL: 7.9/10 – GOOD

Marvel Ultimate Alliance 3: The Black Order is a much-welcomed addition to the Nintendo Switch exclusive library and one that I feel was much needed in bolstering the beat ‘em genre on the platform. Team Ninja have once again proven why they are experts in the field of fast-paced action gameplay. It feels like a comic book come to life with both visuals and sound design that ooze that Marvel charm. It’s nostalgic, fantastical and above all enjoyable. I was happy with my time spent, however don’t feel the need to jump in again at any point soon without fresh missions to play.

Written by Rhys Baldwin.

Ori, Superhot & More Head To Nintendo Switch

Earlier today we were treated to the Indie World Showcase from Nintendo, a glimpse into many indie titles making their way to Nintendo Switch over the coming year.

Just two of the many games heading to the console are the indie hit Superhot and the previously exclusive to Xbox platforms, Ori and the Blind Forest Definitive Edition. Both are sure to find new life on the Switch and with that said, you can check out the Indie World Showcase below.

More titles include the likes of Risk of Rain 2, Freedom Finger, Dungeon Defenders: Awakened, Torchlight 2, Creature in the Well and Hotline Miami Collection, just to name a few.

The Switch library just keeps getting stronger, with an impressive exclusive offering and vast Indie support it just keeps getting better to be a Nintendo player.

Published by Rhys Baldwin.


Fire Emblem: Three Houses Review

Fire Emblem is a series that dates back all the way to 1990 on Famicom, with Shadow Dragon and the Blade of Light, bit of a mouthful for a game title I know. It’s important to recognise where it all started especially when the first in the series has been credited with popularising the tactical RPG genre, something that I’m oh so happy about. Now, nearly an impressive 30 years later, the latest instalment has released on Nintendo Switch, Three Houses. Will my first venture into the main series be one to remember or prove to be a fruitless experience?

Play as a mercenary turned professor, drastic career change I know, named Byleth or whatever name you wish to choose as you set out to make a difference in the lives of the many students who attend the Officer’s Academy at Garreg Mach Monastery. These students come from many walks of life and hail from different regions of Fodlan, the continent in which the game is set.

Fodlan is comprised of three core regions, The Kingdom of Faerghus, The Adrestian Empire and The Leicester Alliance. Between all three regions, sits Garreg Mach Monastery, inhabited by not only the students who attend but the Church of Seiros led by the archbishop Lady Rhea. Each region is represented in the academy as a house, think Harry Potter. The Blue Lions led by Prince Dimitri who is next in line to lead Faerghus. Then there are the Black Eagles with Edelgard at the helm, she is princess and future emperor of the Empire, see the trend so far? Finally, the Golden Deers representing the Leicester Alliance sees Claude as their leader, who is heir to House Riegan, the leading house of the Alliance, how convenient.


These three regions, houses and characters are at the very center of the story, the glue if you will that bring everything else together, some characters will be more prominent depending on the paths you take. The first key choice is which of the three houses will you be responsible for and teach, there are no wrong choices, unless you don’t choose Black Eagles, of course I’m joking.

When you make the option, I don’t think there’s perhaps enough emphasis on just how important the decision is, because you will be playing three very different stories or at least perspectives based on this choice made in the first few hours. Each path is accompanied by underlying themes which do wonders to promote replayability and draw you in to try multiple playthroughs. No matter the path however you will encounter the same high-quality storytelling and doesn’t leave you short-changed or penalised at all from a plot and story perspective, because of which road you decided to travel down.

What will differ however are the core group of characters you will interact with on a routine basis. The three houses of the officer’s academy all have a roster of eight students that are varied in name, look, personality, interests, backstories, classes and more. I truly feel it’s the characters that make this such an interesting, rewarding experience, whether it’s the promiscuous Dorothea, the ever-hungry Raphael or the introverted, anxiety-riddled Bernadetta. I thoroughly enjoyed every interaction be it the short and sweet one-line responses, the multiple sentence conversations or the exchanges featuring dialogue choices, they all add something to the world and character building.


Fortunately, if you draw a liking to some of the students from the other houses you do have the opportunity to recruit them, through one of two ways. Support conversations, or having a high enough skill level in the skills whichever student is interested in. So fear not, you won’t miss out on your first playthrough as long as you put in the work.

Taking it back a step to the story, it meets close to the middle when it comes to delivering out of left-field twists and easy to predict moments. What stands as a testament to the story development however is that even those predictable scenes and events have a weight to them and still managed to draw out the emotions from within me, deep I know. In all seriousness though I was brought to both absolute laughter and solemn tears, with much thanks to the endearing cast.

At the heart of Fire Emblem lies the tactical, grid-based level design and turn-based combat. This is what the series is truly known for, as well as fantasy settings and anime of course. I’ve never really clicked with tactical RPG’s in the past, the only outliers being South Park: The Fractured But Whole and now Fire Emblem: Three Houses. The latter of which, does a great job in making you aware of the very real threat of perma-death, if a character dies, that’s it, they are gone unless you play through the casual difficulty. This feature or curse some may see it as, ensures you think about every move with meticulous care because of not only the risk but the huge investment for the characters.


With all the stakes, navigating the field is the ultimate game of chess, knowing which units to move, where to move them and when to do so is king. Deciding to take the opportunity to obliterate an enemy could also spell doom if you leave your character in the open without a defence, got to think smart or go home. The freedom I find is the hook, because you are basically the master of your own destiny. One feature that downplays the threat of perma-in-the-ground is Divine Pulse that allows you to rewind time however many steps you see fit to a moment in time most opportune for you to have a bit of a do-over. What it does so well is cater to those looking for a more relaxed experience whilst also offering a harsh time to those who seek it.

Characters can be equipped with a weapon, supporting equipment that can increase stats, classes, abilities and battalions. For the classic difficulty setting it really is important to make use of all these components to succeed. What’s impressive is how many combinations there are to experiment with when you consider every variable. Being able to watch the action from afar but also having the ability to zoom in close to see not only the unit but their surrounding battalion at the same time is a much-appreciated feature, letting me choose how I want to play whenever I want.

With all the different factors, I always look forward to the next battle and find them exhilarating which is not a word usually used to describe the gameplay of a tactical RPG. The amount of choice available mixed with the risk, twists and plot progression entices me to do as many missions as possible. Which is a great segway to mention that the main story missions are not the only ones to jump into.


Paralogue Missions are more character focused, narrative driven encounters that serve to progress a character’s arc whilst coinciding with the main story and offers more lofty rewards. Quest missions are extra’s you can pick up whilst in the monastery and then embark upon to earn some renown and basic weapons. What is renown you ask? Well, it’s basically XP that can be used to purchase perks from four statues, cool right? There is a surprising amount of systems that go in to building your team and enhancing them to be the best they can be, it’s satisfying to explore and really dig in to everything on offer.

Whilst at the monastery there are many ways in which to spend your time (activity points), go fishing, have a cup of tea with someone, practice some singing, train your skills through faculty training, gather students for a meal and cook with someone. There’s no shortage of options and puts the control in you to decide how you want to go about your days. You can only walk the Hogwarts-esque environment on a Sunday in-game, but not all Sundays will allow it dependent on if it’s the end of month etc.

The calendar serves to provide chapters in an easy to navigate way, one month, is one chapter and at the end of each month you have a main mission to embark upon to finish the current chapter. Before that final day you do everything you can to train your units, recruit others and really ready yourself for the upcoming fight. The beginning of each week is a lecture that you use, to have one to one’s with your pupils and train them up on different skills at your discretion, you can also get two of them to take part in a group task to better their bond with another and increase the relevant skill.


Professor level is important as the higher grade you are, the more activity points you can spend on each free day. Meaning you can do a lot more and improve yourself or your units at a more accelerated rate.

Visual fidelity has never been the Switch’s forte and with the right art style and design, it doesn’t have to be. Three Houses is gorgeous from the standpoint that the world looks so damn beautiful I just want to jump into the screen and live out my days at Garreg Mach. A bright colour palette matched with a level design that just oozes fantasy and wonder. Whether running around in-game, on the battlefield or watching the incredible anime inspired cutscenes I would consistently just marvel at the screen, smiling because of everything I was witnessing.

The students all have their unique looks that make them stand out from the crowd and coincide with their personalities and behaviours. My favourite design being Petra from the Black Eagles, foreign royalty which she displays prominently with her slightly altered regular attire, purple hair worn in a high ponytail featuring minor plaits and a simple yet elegant tattoo under her right eye, straight fire.


That brings me to the soundtrack, oh hell yes, the music featured is just so anime and hype and I love it so god damn much. Just everything about it eggs me on to keep moving forward and lose myself in the adventure, be it in battle or chilling with my home boys at the academy. If it isn’t the soundtrack it’s the excellent voice acting performances and if not that, it’s the subtle sound effects that just build the atmosphere and immersion.

Upon game completion it doesn’t have to end there, because of the numerous routes you can go down throughout, you’ll have a lot more to see that you wouldn’t have been able to on the first run. New game+ is available for those who want faster progression on their 2nd, 3rd etc playthrough, being able to purchase upgrades with renown that allows you to run through the rest of the game at a quicker pace.


Fire Emblem: Three Houses is a perfect example of complex storytelling, filled with content that can be witnessed through multiple playthroughs. Memorable characters are plentiful, leaving me with an affinity for each one that goes beyond just remembering a name or design, but knowing their likes, dislikes and how to turn them, to my house. It looks good and sounds oh so amazing that it was such a genuine pleasure to play, let alone complete. Not to mention it re-ignited my love for gaming which in turn persuaded me to begin writing reviews once more. My first mainline Fire Emblem journey was a success and I cannot wait to see what’s next.

Written by Rhys Baldwin.


Everspace Review

ROCKFISH Games is comprised of a team that for the most part has been together for ten plus years primarily on mobile titles, Everspace is their first venture into the PC and Console territory. The single-player rogue-like space shooter looks to cement the developers place in the market and perhaps provide a great first impression. But is it all space wonder or does it leave me wondering what the hell?

Try, try and try again would perhaps be the best way to describe the gameplay loop in which you are warped into space, fight, loot and keep on travelling until death or success. After one of two potential ends to the run you then need to upgrade your ship ready for the next mission and do it all over again. For those that either bore easily or just can’t deal with repeating the same things constantly, there is only so far you can get before deciding to throw in the towel.

everspace screenshot 02

That being said, it does its best to throw curve balls at you with its roguelike nature of seemingly procedurally generated encounters. Personally, not my cup of tea but I appreciated the element of surprise that loomed throughout my experience.

One run is comprised of numerous sectors that increase in difficulty as you progress through them. Something I’ve not come across before is that death is encouraged by design, because through failure you can then improve your ship and see if you can get further the next time around. This kept me engaged for brief periods before I found the grind becoming tedious. It just took too long for my ship to get to the point of reaching the latter sectors successfully. Accumulating the credits, fuel, plasma and other resources wherever possible came across as more of a chore than something rewarding to take part in.

everspace screenshot 03

The controls are intuitive and do well in creating a pick up and play feeling whilst in terms of difficulty design remaining tough to master. Because of the natural control layout, I became eager to carry on flying around through space shooting things, even when the dying rinse and repeat cycle began to irritate me. Just proving how important setting the right actions to the right buttons is, when it comes to inviting players in and keeping them.

RPG elements are in play and take the form of loadout and perk systems. I felt like I was controlling my personal ships with the look I chose and upgrades I installed etc. Because of this I became more invested and attached to what I was doing. Experimenting with the variety of perks was fun and interesting to see how they affect gameplay.

everspace screenshot 06

On the surface it looks great, its visually pleasing and nails the look of what we have come to expect space to look like. Other ships, fighters and freighters have different designs that build this world and lore around you and the team make great use of colour to represent the varying factions. The blemishes began to appear when you get right up close with textures and you notice the not so fine detail, but that still doesn’t bother me, because if you play how you should, you won’t see that anyway.

Sound is playing an important role in atmosphere building, space is commonly associated by either other worldly sounds or an absence of sound altogether. This however, mixes both in a subtle way to produce the same sense of dread and nothingness. Using ambient music reminiscent of retro sci-fi films and even games, alongside almost classic sound effects for the engines and lasers makes for this slight nostalgia trip I love so much.


Everspace delivers a competent and enjoyable experience the latter of which I feel only lasts so long due to a lacklustre and unsatisfying gameplay loop. The look and feel were enough to draw me in but not quite enough to keep me hooked. It looks great, sounds even greater and plays really well, those who love a grind will find it here for sure. It just isn’t my thing but of course that isn’t to say it won’t be yours.

Reviewed by Rhys Baldwin.

(Disclaimer: Jester Says received a review copy of Everspace, however this does not in any way affect the scoring of a game or our thoughts on the game itself. We believe in total honesty and being transparent with you.)