Freefall ‘95 is
a surprisingly fun little game about falling out of a plane to your
death. As you fall you can perform tricks to build a combo and
increase your score. You can keep your combo going by mixing up your
tricks and collecting falling items. Take any damage, however, and
the combo (and your accumulated score) is lost.
It’s
very arcade, very score attack focused, with an emphasis on multiple
runs to beat your high score, but also to check off various
objectives on each level ranging from the expected tiers of ‘perform
X number of combos’ or ‘achieve X score’ to collecting X amount
of specific falling items (soda, snakes, champagne).
You
can ‘ride’ various pieces of falling debris to keep a combo going
or to catapult yourself back up into the sky, giving you more time to
increase your score or complete more objectives. It’s fast, fun,
very silly and certainly unique.
But
the game, surprisingly, offers quite a bit more. There’s a story of
sorts in the sense that you’re stuck in a time loop that resets
every time you die and on each level you’re tasked with collecting
a unique item that presumably, you’ll eventually use to break the
loop. There are also other passengers on the plane you can speak to
between levels who issue quests of their own or offer you various
upgrades. There’s even a separate challenge mode. I had quite a bit
of fun with this.
Helix: Descent N
Ascent is a puzzle game in
which you explore a mysterious world, unlock strange powers and try
to unravel the mystery of . . . well, everything. What you are. Where
you are. Why you’re there. Why you have a doppelganger who
either wants to help and/or hinder you. The demo doesn’t explain a
thing. It just drops you in and lets you go and trusts you to figure
things out.
And it’s great! What
attracted me to Helix first and foremost was, obviously, the visuals.
I must admit, the stark black and white imagery seriously f**ked with
my vision at first but I soon adjusted to it. The game looks
absolutely stunning, but it’s also wonderfully animated. It’s not
just a static world. Water drips and flows. Little critters scurry
back and forth.
But are amazing visuals
all this game has to offer? The demo, thankfully, hints at a clever,
well thought out puzzle experience too. As you play, you unlock new
powers that help you progress from one area to the next. The puzzles
are fairly simple in the demo, but they do require a little thought,
and are clearly designed at this stage of the game to teach you the
various ways you can utilise and even combine your powers.
What additional powers
you might find or how complex the puzzles grow over time remains to
be seen. But what I played in this demo was certainty promising and
this is another game I’ll be keeping a close eye on.
I’d seen a rather
negative reception to this Panzer Dragoon Zwei: Remake demo
from fans of the original game. The Panzer Dragoon 1 remake also
wasn’t particularly well received, although I certainly didn’t
hate it when I reviewed it back in 2021. I prefer the original, but
the remake didn’t offend me. And I feel like the same will likely
be true of this remake of Zwei based on this demo. Is it as good as
the original? No. Is it something to rage about? Also, no.
I played through the
demo a few times, trying both routes of Episode 2. That’s the only
episode available to play which makes sense given Zwei is a game you
can finish in about 40 minutes. I’m not sure episode 2 is the best
choice in terms of judging this game for its visual overhaul because
it’s a very drab, wasteland environment. That said, there’s
clearly still improvements to be made here in terms of lighting. It’s
all a little flat right now.
I can’t say I didn’t
enjoy what I played here to a degree but it’s hard not to compare
it to the original and point out where it’s lacking. The camera
feels too high and pulled back whereas in the original it was lower
to the ground and tighter to your dragon’s body. It might seem like
a minor change but it completely transforms how you experience the
environment. In the original, everything felt much bigger, like you
were peering up at these massive airships looming large in the sky.
You don’t get that same vibe here, sadly.
It also makes
everything feel very slow. I’m also sure they scaled back the
enemies quite a bit or perhaps the rate of enemy projectiles because
I was shocked how easy this was – and to be fair, Zwei was super
easy anyway – but there’s a lot of sections where there’s so
few enemies and it feels so slow, like nothing is really going on.
The original had this great energy and speed to it that the Remake
seems to lack based on this demo. The gun and laser missiles also
felt and sounded more punchy in the original and also felt like they
really did pack a punch, unlike here where you don’t have a good
sense of impact.
Overall, I didn’t
hate this demo like some seem to but like the Panzer 1 remake, this
one also seems rather lacking in key areas. I might still pick it up
because I’m such a big fan of the original games but I’m not
expecting much.
Windrose is a pirate game! I downloaded the demo only knowing it was a game where you play as a pirate and sail a pirate ship and your crew sing sea shanties as you attack, board and loot other ships. Which is why I was rather surprised when the demo began and I found myself on a deserted island being tasked with collecting rocks and sticks.
Because Windrose is a building, crafting and survival focused pirate game. Your first tasks all involve gathering resources to craft structures to house storage, various workbenches and produce goods / tools from raw materials so you can venture out and gather more resources to craft yet more structures and produce more goods. If you’ve played any crafting / survival game from the last few years you’ll know exactly what I’m talking about.
Whilst I was a little disappointed by this at first – and rather bored by how tedious it all was – I can’t say I didn’t enjoy slowly working my way up to finding and then repairing my first ship. Resources, to be fair, are quite abundant so it doesn’t take too long to collect what you need, but there’s a lot of little steps to take and it does require some patience.
There were three islands to explore in this demo with a few enemies to fight. Combat is simple and the AI easy to abuse – just jumping on a crate seems to confuse them. You don’t get experience for killing enemies so in some cases it’s best to just avoid them – especially early on when your fast travel / re-spawn locations are limited and you might require a lengthy trek / sail in your tiny (and slow) starting boat to get back to where you died.
After much mining, chopping and crafting I eventually had my first proper ship with cannons and a crew and I could finally set sail and engage my first target. Ship combat is also rather simple but still fun and you can even board a damaged enemy ship. I made the mistake of trying that early on though and rather than destroy a ship I was attacking, I chose to board and was swiftly overwhelmed by higher level pirates.
It booted me all the way back to a little camp on an island where I’d set my revive point and when I looked at how far I’d have to go to get back to where I was I decided to call it a day! I think there’s promise here but there’s also clearly still a lot of work to do and as much as I would love to play a cool pirate game, I’m just not sure I have the patience to play one that involves collecting so many rocks.