Showing posts with label PC Games. Show all posts
Showing posts with label PC Games. Show all posts

Windrose... Isn’t Playing Around!

 

There are survival games… and then there are survival games that serve up something more. Windrose... is one of those games. This one’s out here trying to earn its spot at the table, and honestly… it’s doing a pretty solid job of it. Let’s get into some gameplay!

My next move will be to set up a fort that allows me to utilize strategy against the dangers on the island that are in close proximity... and then replicate that on a smaller scale in different locations. That will ensure that I have a safe place to land, no matter where I roam.

 The Description Sounds Good… But It Checks Out 

When the developers describe Windrose as a PvE survival adventure set in the Age of Piracy—with land and sea combat, co-op play, crafting, exploration, and souls-lite boss fights—you might expect at least one of those elements to feel half-baked in some cases. Luckily, they check out in this game.

You’re not just wandering around collecting scraps—you’re building a life out there. One minute you’re gathering materials and crafting gear, the next you’re commanding a ship, scanning the horizon like “yeah… something’s about to go down.” And it really does.

Hunt. Gather. Build. Craft. Farm. Fight.
Then fight again… but this time on water.
Then level up… and guess what? Fight again.

 Replay Value? Yes and Yes! 

Windrose loops in a way that feels intentional.

You’re constantly chasing something:

  • Better gear
  • More resources
  • Stronger builds
  • Bigger fights
  • Treasure
  • And of course… Adventure!

The variety in the game keeps you going, and the higher your level... the more you want to see how well you fair on your voyages. If you're known out on the seas... you just might be kicking some serious butt or for finding the most grand adventures. Who wouldn't want to sail along for that?

That gameplay hits harder when you squad up. Rolling with a crew turns everything up a notch—strategy matters more, fights feel bigger, and those “we barely survived that” moments? That’s the action you'll crave often.

I put about 2+ hours into Windrose on my first run… and that wasn’t me getting bored—that was me hitting a time limit. There was still plenty left on the table.


 Combat & Exploration Feel Earned 

The “souls-lite” combat isn’t just a buzzword here—it shows up in how fights demand your attention. You can’t just button mash your way through everything and call it a day... I got my butt kicked by a dodo!

Timing matters. Positioning matters. And when you’re out at sea? Awareness matters even more. I'm going to see if my fort strategy works out on land to level up faster, but I also want it to look cool too while being efficient.

Exploration also plays a big role. The world feels like it’s hiding things from you on purpose—and that curiosity to uncover what’s next keeps you moving.


 Early Access… And It Shows (In Some Areas) 

Keeping it real—because everything isn’t perfect.

There are some noticeable hiccups:

  • Controller lag, especially when using a PlayStation 5 DualSense
  • Character customization, specifically Black hairstyles, is lacking… and yeah, it stands out

If you’re letting players build their pirate from the ground up, you want that character to look right. That part needs work—no way around it.

The good news? This is Early Access. The expectation is improvement—and it's coming... if the developers aren't aware of something, you have the option to let them know (so don't be bashful).


 Price, Player Base, and Momentum 

At $29.99, Windrose is positioned pretty well for what it offers—and clearly, players agree. We're heading into Summer too... some serious hours might be logged by those on vacay/out of school. The seas are about to get busy. And for a co-op survival game? That’s exactly what you want.

One million copies sold in just 6 days isn’t luck. That’s serious momentum thanks to strategic pricing.

Parents, ESRB rates Windrose T for Teen!


 Is Windrose Worth It? 

Is water wet? Yes, it's totally worth it. The amount of game time you can log in this game and the fun factor definitely make this game worth more than it's $29.99 price tag. I recommend it if you're into crafting and survival games especially.

You can play solo or co-op so you can get your fix of either... whenever, but even more so if you want a game where you're setting out on the high seas, don't sleep on this souls-lite game. 

Generally we recommend a combination of games that include one indie game, AAA game, and one mid-ranged game. This is different enough to serve up variety with other genres knocking it out the park in the alternate slots... while maintaining a similar budget that never has to change to deliver the goods year after year. Windrose goes right into that mid-range category, but it can certainly rival games in the AAA category (that's a win).

Windrose feels like a game that understands what players want from this genre—freedom, challenge, progression, and those moments where everything clicks just right. Just remember that it’s not finished yet—but the foundation is strong. Getting in early and supporting a game like this... also helps the developer make it to the finish line of development (financially speaking).

So yeah—strap up ye boots, grab yar gear… and set sail! Game on!




Illustration of Blu with headphones and sunglasses.

 + Sophi 

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Akatori Didn’t Come Outta Nowhere… But It Sure Felt Like It!

 

did kinda see Akatori coming… but at the same time, I didn't. It still hit me like it popped outta nowhere. Let me explain while you scratch your head in confusion.

So I was digging through our treasure trove of games this week (right), just scrolling, minding my business—and then boom—“Akatori: Chapter One.” I had to do a double take like, “Wait… how did I miss this?” And I’m not even gonna lie… once I clicked it to check it out, I liked what I saw and had to present it to... you.

That experience (which I haven't finished yet) had that “oh this might be something serious... in a good way” energy. And sure enough—next thing you know while seeing if there was more to the franchise (possibly a chapter two), I see... the full Akatori game is lined up for a 2026 release!

While you might not have access to Akatori: Chapter One, here’s some gameplay to give you a taste of the metroidvania action:

This gameplay is from April 2024’s Chapter One, so you should be able to expect the full release to be more polished, more expanded, and just overall leveled up.

But hey, if it ends up not being too far off from what we’re seeing here… I wouldn’t even be mad, because this is already a GOOD time. So they can add to it, but if it ain't broke don't fix it.


 What Kind of Game Is Akatori

Akatori is a metroidvania-style action-adventure, meaning:

  • You’re exploring a large, interconnected world
  • Unlocking abilities that open new paths
  • Backtracking—but in a way that actually feels rewarding

This game is built on movement and flow.

You play as Mako, a staff-wielding monk, and that staff?
It’s not just for combat—it's a platform helping you reach new heights, and more.

We’re talking:

  • Air dashes and glides
  • Wall interactions and fast traversal
  • Combat that blends directly into movement

 The Look & Feel 

That 2.5D mix of pixel characters and 3D environments is clean.

  • Bright, colorful environments
  • Smooth animations that match the speed of gameplay
  • A world that feels alive without being cluttered

This is one of those games where you can move fast… but still catch yourself thinking:
“Hold up… this is fire.” I would've loved playing this on the Nintendo 3DS, but... this experience is still saluted on the PC. I'm sure it will also be a Deck compatible title as well.

 From Code Wakers to Contrast Games — Passing the Baton 

Akatori was originally developed by Code Wakers and published by HypeTrain Digital—but somewhere along the way, the baton got passed to the indie devs over at Contrast Games.

And honestly?

That kind of transition can go either way…

But from what I’ve seen so far... it looks like the vision is still intact—and possibly even stronger.

So now I’m locked in to see how this version of Akatori really plays out.

Here’s where I land on it so far (after digging in further):

This is one of those games that didn’t start loud…
but is slowly building into something you don’t want to ignore if you're a metroidvania adventure lover!

  • Strong metroidvania foundation 
  • Fast, fluid gameplay 
  • Clean art direction 
  • Years in development with clear evolution 

So while we wait on that official release (listed as 2026)... go ahead and grab the new demo. If this demo leaves you wanting more, add it to your wishlist, and stay ready.

We might be looking at one of those sleeper hits and I'd hate for you to sleep on it if you want to support the team and the franchise.


Illustration of Blu with headphones and sunglasses.

 + Sophi 

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Folding Into Something Special with... Origament: A Paper Adventure!

You ever go into a game thinking, “Okay, this should be cute…” — and then it quietly turns around and surprises you in the best way possible? That was me with Origament: A Paper Adventure.

I knew I was stepping into an origami-inspired world. Paper mechanics, shape-shifting, maybe a cozy little puzzle experience — cool, I’m in. But what I wasn’t expecting was just how charming, thoughtful, and honestly delightful this adventure would feel.


 A Story Folded With Heart 

At its core, the story revolves around something simple and meaningful — a little boy who writes a letter. From there, you’re not just watching things unfold… you’re living it, as a piece of paper navigating the world tied to that message.

And instead of dumping a ton of exposition on you, the game lets its environments and mechanics do the storytelling. It’s one of those “feel it as you play it” kind of experiences — and those always hit a little different.


 Gameplay That Literally Shapes the Journey 

What makes Origament stand out immediately is how you move through the world. You’re not just running and jumping — you’re transforming.

  • Roll into a paper ball to get through tight spots
  • Glide as a paper plane across gaps
  • Float as a paper boat over water
  • Slice through obstacles as a paper shuriken

Each form feels natural, and once you get the hang of switching between them, everything just clicks. It’s smooth, intuitive, and super satisfying — like learning a new skill without the frustration.

And once your brain locks in? You’ll be folding like an origami pro in no time. Get cozy and lets play!



 Cozy… But Not Too Easy 

Now I did call this a cozy adventure — and it is — but don’t mistake that for “no challenge.”

There are definitely moments where you’ll pause, think, and maybe even retry a section a couple of times. But here’s the difference: it never feels stressful.

It’s the kind of challenge that encourages you, not punishes you. You mess up, you smile, you try again — and that loop feels good the whole way through.


 A Soundtrack That Wraps Around You 

Let me just say this… the music? Beautiful.

It gently pulls you into the experience and keeps you there. Whether you’re in it for a cozy session after a long day or just vibing through the levels, the soundtrack doesn't require time to grow on you — it grabs your ears effortlessly.


 Why It Stands Out 

What I really appreciate about Origament: A Paper Adventure is that it knows exactly what it is.

It’s not trying to be overly complex. It’s not chasing trends. It’s just a well-crafted, wholesome experience built around a creative idea — and that confidence shows. And because of that? It stands out.

I went in expecting something cute and relaxing… and walked away genuinely impressed.

Origament: A Paper Adventure is one of those games that sneaks up on you — wrapping you in its world, its music, and its clever design until you realize you’ve been smiling the whole time.

If you’re looking for something cozy, creative, and just a little bit magical…

This one’s absolutely worth folding into your library. Game on!


Illustration of Sophi, a young woman with long black hair, wearing a white top and pearl earrings, smiling with big brown eyes.

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All Will Fall – A Calm Start That Turns Into Hours of Survival Strategy

All Will Fall is one of those games that doesn’t look overwhelming at first. You start small. A few people. Limited supplies. A quiet setup. Then time disappears (at least for me).

What pulls you in isn’t just survival. It’s responsibility. Every decision you make affects whether your colony grows… or falls apart. And... with that said, let's play!



 Build First, Expand Later 

The game rewards patience. It’s easy to think more people means more progress. It doesn’t. More people means more mouths to feed, more pressure on your resources, and more problems if you’re not ready.

The better approach in my opinion:

  • Build your foundation

  • Secure your food supply

  • Fortify your structures

Then expand. If you rush it, you’ll feel it quickly... but take the route that works for you.


 Food Is Always the Real Problem 

You can manage a lot of things in this game. Food is the one that stays on your mind.

If you don’t have enough, everything slows down. Morale drops. Progress stalls. Mistakes start to stack up.

It’s better to have more food than you need than to be just getting by.

That buffer gives you options.


 Why It Keeps You Playing 

This is where the game gets you.

You’ll tell yourself:
“I’ll just fix this one thing.”

Then:
“I’ll just build one more structure.”

Then:
“I need to balance this before I log off.”

And just like that, hours are gone.

The systems are pretty simple to understand, but they connect in a way that keeps pulling you back in (hit pause to regroup as many times as you need). You’re always improving something, fixing something, or preparing for what might go wrong next.

All Will Fall doesn’t rely on chaos or constant action to hold your attention.

It builds tension through responsibility.

If you manage your resources well, take your time, and avoid overextending your colony, you’ll stay in control.

If you don’t?

The game reminds you quickly why planning matters.

Short version:
Take care of what you have before reaching for more.

That’s how you last.

Game on. 🎮 


Illustration of Blu with headphones and sunglasses.

 + Sophi 

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Legacy of Kain: Ascendance – A Strong Return or Just Riding Nostalgia?

I got some time in with Legacy of Kain: Ascendance, and I’ll say this up front, this game doesn’t ease you in.

They throw enemies at you early, and they don’t really stop.

You’re not just dealing with one or two targets. You’re getting groups, and if you’re not moving right or staying aggressive, you’ll feel it immediately. This isn’t a “wait your turn” type of game. You have to stay on offense, keep chaining attacks, and make use of your movement or you’ll get overwhelmed.



 Combat Feels Right… When You Stay in Control 

The combat is built around speed.

You’re:

  • Chaining melee attacks
  • Dashing to reposition
  • Using abilities to keep pressure on enemies

When it clicks, it feels good. You start controlling the space instead of reacting to it.

But if you hesitate? Dude, they will swarm you.

That’s where the game separates itself a bit. It’s not just about hitting enemies, it’s about managing space and staying ahead of the chaos.


 Switching Between Characters Keeps It Fresh 

You’re not locked into one playstyle, and that helps.

Playing as Kain feels powerful, like you’re supposed to dominate the screen. Then you switch over to Raziel, and things shift depending on where you are in his timeline. There’s also Elaleth, who leans into a more aggressive approach.

That variety matters, because with the number of enemies coming at you, doing the same thing over and over would get old fast.


 The Mix of 2D and 3D Actually Works 

Most of the action happens in 2D, and that’s where you’re dealing with all the combat pressure. Then the game shifts into those PS1-style 3D moments when it wants to slow things down and focus on the story.

It doesn’t feel random. It feels placed where it needs to be.

And since this takes place before Legacy of Kain: Soul Reaver, there’s context there for people who know the series. What makes it even better are the original freaking voice actors. This is where they couldn’t afford to mess up, and it would've been off to have completely different voices.

You’ve got returning talent like:

  • Michael Bell
  • Simon Templeman
  • Anna Gunn
  • Richard Doyle

That voice work is part of what made this series what it is.

Here’s where I land after playing it.

The game is at its best when you’re in control, moving fast, and dealing with enemies on your terms. The problem is, it doesn’t always give you breathing room to get comfortable before things ramp up.

Some players are going to like that. Others are going to feel like the game is coming at them a little too hard, a little too early. The blood meter was my biggest enemy.

But one thing is clear, this isn’t a passive experience.

If you’re stepping into this, be ready to fight for every bit of progress.




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I Hate This Place – Survival Horror With Bite… But Is It Worth It?

There are some games that pull you in with story.

Others pull you in with gameplay.

And then there are games like I Hate This Place… that throw you into the chaos and say, “Figure it out.”

And yeah… you’re gonna feel that. Enough talking for now, let's play!


 First Impressions – A Familiar Vibe… With a Twist 

“I Hate This Place” gives off a very specific kind of energy.

It feels like The Walking Dead met A Quiet Place… and had a baby that doesn’t fully hold your hand.

You’ve got:

  • Survival pressure
  • Sound-based threats
  • Moments where your decisions matter

But don’t expect a full-on narrative experience like The Walking Dead. This game leans more into gameplay survival than storytelling.


 Before You Play… Learn the Controls (Seriously) 

Let me save you some frustration right now.

This is not the kind of game where you want to “figure it out on the fly.” When monsters are closing in, you don’t have time for that.

Here’s what you need to know:

  • Weapon Swap (Firearms): Up and Down on the D-Pad
  • Food & Bandages: Left on the D-Pad
  • Cans & Nail Bombs: Right on the D-Pad

To use items like cans:

  • Press RB to select
  • Aim with the Right Stick
  • Throw with RT

Firearms:

  • Aim with Right Stick
  • Shoot with RT

Melee (Bat):

  • Use the Left Stick to face direction
  • Press RT to swing
  • (No right stick aiming here)

And here’s the kicker…

You can’t just go into the inventory and select items to use. You have to cycle through them in real time.

That’s something the developers really should’ve explained better with a proper tutorial. It would’ve saved players a lot of early frustration.


 Survival Means… Survival 

This game doesn’t play around when it comes to survival mechanics.

You’re constantly managing:

  • Food
  • Health (bandages)
  • Crafting materials
  • Stamina

The food system feels a bit heavy-handed, though.

For example:

  • A bag of chips can fully restore energy
  • A can of beans… not so much

So yeah… keep an eye on your meter, because wasting resources will cost you.


 The Monsters Don’t Care About Your Learning Curve 

The enemies in this game?

They’re not waiting for you to get comfortable.

They:

  • Move fast
  • React to sound
  • Put pressure on your positioning

Stealth becomes a big part of survival—but over time, it can feel a bit tiresome.

And when combat does kick in?

Let’s just say… it’s not always something you look forward to.


 Where the Game Struggles 

Here’s where things get real.

Movement.

The game would benefit greatly from more fluid mobility, especially when dealing with faster enemies. There are moments where it feels like you’re fighting the controls just as much as the monsters.

If you’ve ever played the top-down Lara Croft and the Guardian of Light style games, you know how smooth that movement can feel.

That’s the kind of responsiveness that could’ve taken this experience to another level.

Right now?

It’s a bit rough around the edges.


 Price vs Experience 

“I Hate This Place” comes in at $29.99.

Now… will some players enjoy it?

Absolutely.

Especially if you:

  • Enjoy survival-focused gameplay
  • Don’t mind learning systems through trial and error
  • Like tension-driven experiences

But if you’re looking for:

  • Smooth combat
  • Strong narrative depth
  • More intuitive controls

You might hesitate.


 Buy or Pass? 

I Hate This Place” isn’t a bad game.

But it’s not a smooth one either.

It delivers:
✔ Survival tension
✔ Unique sound-based mechanics
✔ Resource management pressure

But struggles with:
✖ Movement fluidity
✖ Combat feel
✖ Lack of onboarding/tutorial

So here’s the deal.

If you’re curious, the gameplay above gives you everything you need to decide.

Because at the end of the day… different strokes for different folks.

If it clicks for you? You’ll have a tense survival experience on your hands.

If not? You’ll probably feel that friction pretty early.

Either way… Game on. 🎮 


Illustration of Blu with headphones and sunglasses.

 + Sophi 

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