About If Red Then Stop:
Links:
- Steam: https://store.steampowered.com/app/3987060/If_Red_Then_Stop/
- Teaser Trailer: https://youtu.be/eg_2AEF4YwY
- Discord: https://discord.gg/XvPb6sKYpm
About Kerzoven:
About Metaroot:
Article by: Susan N.
Isle of Reveries is a top down 2D action adventure game that made my nostalgia for old school Zelda games flare up really hard. A good blending of puzzle, exploration, and combat, Isle of Reveries is a wonderful title to experience inside and out.
It’s that time of the year again – where I revisit what’s arguably my favorite video game franchise. EA Sports Madden NFL 27 returns to the field with its latest batch of changes, some minor and others more notable.
Midnight Moments is a cozy cyberpunk diorama-building game that is stunning. Unlike games that require you to complete quests or take out assailants or even solve challenging puzzles, this one only requires one thing: imagination.
Are you interested in 2D survival crafting games like Terraria but want something a little grittier and more in-depth? Well then, I might have a game for you! Din’s Champion is an interesting title that could best me summed up as some sort of chimeric cross between Terraria and Diablo.
Let me tell you about this cozy game my daughter and I are playing together called Outbound. Now, I've been following this game from the initial Kickstarter back in April 2025 to its full release in May 2026. The best Mother's Day gift for myself and my first ever collector's edition in a physical copy!
In OVER REQUIEMZ Yuhiru is thrown into the castle of Oz and is immediately accused of trying to assassinate the King and shoved into the dungeon. Not only is she treated like a criminal...
Today we’re looking at what has rapidly become an absolute favorite in the open-world RPG genre for me. An interesting story, memorable NPCs, stunning visuals, and a setting absolutely dripping with flavor, Dread Delusion sets its tone immediately and sticks with it.
...Now Milestone, the original developer of the two Hot Wheels Unleashed games, is back, and I was hoping it would be as fun as the last two Hot Wheels games they made...
Asdivine Knot is the latest title in the Kemco JRPG library. Following protagonist Verselio, who's on the run from the church that they once served, he'll be accompanied by an odd selection of party members as they all find a reason to band together…
Our story begins in Akihabra, Tokyo Japan. The protagonist Okarin… Or rather Rintaro Okabe, (Voiced by Mamoru Minyano) is a recent high school graduate who rents an apartment with his best friend and resident computer hacker, Itaru ‘Daru’ Hashida (Voiced by Tomokazu Seki) during the summer of 2010.
"Our goal has been to combine our love of fast-paced, high movement, high skill ceiling shooters with PvE-only co-op gameplay. We combine those pillars with a dynamic, map-traversing train that acts as your transportation, a toolbox, and a giant sledgehammer all in one. We're excited for players to experience it with their friends!"- Allan Wintersieck and Kinison Luttrell, founders at Magpie Country
NBA 2K27 by developer Visual Concepts and publisher 2K Games—Sony PlayStation 5 review written by Nick with a copy provided by the publisher.
Estimated reading time: 11 minutes
“We are very happy to finally bring It Takes Two to even more players on Nintendo Switch 2. Everyone who owns the game on Nintendo Switch can upgrade for free! Our partners at Turn Me Up Games have done a great job optimizing the game." - Team Hazelight.
Isle of Reveries by developer and publisher desertcucco—PC(Steam) review written by Richard with a copy provided by the publisher.
Estimated reading time: 7 minutes
Isle of Reveries is a top down 2D action adventure game that made my nostalgia for old school Zelda games flare up really hard. A good blending of puzzle, exploration, and combat, Isle of Reveries is a wonderful title to experience inside and out.
In Isle of Reveries you take on the role of Lief, an owl who has traveled to the Isle of Reveries with a fellow group who want their wishes to be granted by the Goddess of the island. Needless to say this doesn’t go as easily as hoped. Lief must explore the island, overcoming challenges and monsters, as he works towards his goal. With the aid of a fairy companion and a cast of interesting characters you meet along the way, Lief aims to uncover the secrets of the island.
Isle of
Reveries is a very clearly Zelda inspired title, if I had to guess I would say
it takes biggest inspiration from Link’s Awakening and Oracle of Ages/Seasons,
and it does it very well. Much akin to these older Zelda titles, you will
explore an “overworld” where you’re looking for Dungeons that contain the
reveries. You will meet characters and interact with them, solve their
problems, and get rewarded for it. Finding your way to the next Dungeon is a
puzzle in itself, as you need to use all your wits and tools at your disposal
to even get into the Dungeons. Once inside things are taken up a notch, with
more enemies, tougher puzzles, and unique Dungeon mechanics to explore.
Along the
course of your adventure you can pick up many tools to help you out. Some of
these tools are actually really unique as well. While you have a few classics,
there are also some that I’ve rarely seen, if ever. I am being a little vague
here because I feel like discovering the tools and what they are used for are
part of the fun. In addition to your variety of tools, which all require a
magic/stamina resource that regenerates over time, you can also make use of
your fairy companion. This fairy is, surprisingly, quite useful, somewhat
chatty, and arguably the most useful companion I’ve seen in a Zelda-like title
in this style. Your fairy friend is capable of copying most types of objects.
This includes pots, blocks, torches, statues, and a lot of other things.
Exploring
the island you can equip up to three tools, that includes a sword. Choosing the
best tools for the job is pretty important. Unlike in most Zelda games where
you probably only need one tool and a sword, some puzzles and bosses may
require a full loadout of three different tools, and the sword may be useless.
Luckily you can swap out tools on the go from your pause menu. Let me tell you
though, some of the puzzles made my brain hurt. In a good way, but good lord
did I feel unconscionably dumb half the time I figured out the answer. Pro tip,
if you can’t figure out what to do, you probably need to use the fairy for
something. The two times I got absolutely stumped for an hour or two were
because I forgot I could copy things with the fairy.
As you
explore the island and the Dungeons you will come across trinkets, of which you
can equip up to three. These can only be changed out at save points and provide
an array of different benefits. A few such examples include faster magic
regeneration, making all thrown items explode (I liked this one), and making a
noise when certain specific chests/interactable points are on the screen.
Deciding upon a loadout for your trinkets can be as important as choosing your
tools.
The
overworld and the Dungeons all have their own interesting themes. The Overworld
comes in the flavour of eight distinct biomes all with their own scenery,
themes, and style of area. Maybe one is flooded, one has quicksand, one has a
lot of annoying rocks you need to walk around. Each biome comes with it’s own
enemy types as well as environmental effects and objects. Similarly, Dungeons
all have a unique theme and mechanic. One of my personal favourites was
actually the second last Dungeon. It has a bit of a unique premise to it that
requires you to use only some basic tools. Arguably I forgot I could copy
almost anything with the fairy and spent an hour pulling my hair out before
feeling dumb when I realized I could just copy it over with the fairy, but I
really enjoyed the Dungeon design.
Both
Overworld and Dungeon exploration is done screen by screen, where moving into
the next room, or frame on the overworld, puts you on the connecting screen.
Moving between biomes or caves/houses in the overworld, or up and down floors
in Dungeons, will count as a sort of “full transition”. Why I bring this up is
that enemies do not respawn when changing screens, but when you go through a “full
transition”, something that can be useful if you’re low on health or need to
play more carefully. Speaking of health, just like in classic Zelda format you
need to discover four pieces to get an extra heart. Have fun searching for
them!
As an
additional note, you will eventually come across a rather peaceful valley. It
is here where you can have any character you interact with gather after meeting
certain requirements. As you build up your little village you can take on
requests from the inhabitants, or build structures in the village. These
structures require building materials that can be dropped from defeating
enemies.
The graphic
and sound design for Isle of Reveries is also a well thought out decision.
Graphics remind me of playing my Gameboy Colour Zelda titles back in the day,
searching for heart containers and trying to find the next key for that locked
door in the Dungeon. Here the graphics are just like that old school vibe, a
retro bit style that speaks to the nostalgia of an older generation while still
being visually appealing enough for modern players. The sound design also takes
me back to that same era, and each tune is well fitting for the location, often
giving a more sad or melancholic feel that the game takes on, as opposed to the
peppy tunes that used to be more common.
As much as
I have loved Isle of Reveries, there are a few issues here and there. There
were a few puzzles I solved unintentionally by messing with either my copied
object placement or by doing a series of weird jumps and finagling myself
somewhere I shouldn’t be or completely messed up by moving something in an
unintended way. Good news is that most issues can be resolved either by leaving
and re-entering the room/screen, or by quitting to title and reloading. There
are a few glitches that popped up now and again. The most frustrating was
probably being unable to re-enter the fifth Dungeon after completing it, some
weird screen wrapping during the ending cutscene, or one specific textbox
shifting when talking to the crow buddies outside the tavern. Fortunately, the developer
is paying attention and is fixing any issues that arise, so those issues may be
resolved already by the time you read this.
Before I
wrap things up here, let me just say that Isle of Reveries isn’t particularly
easy. I’d definitely put it in the harder category, as some areas and enemies
can beat the tar out of you, even with max health and upgraded gear some areas
are still pretty tough. Personally I appreciate the challenge and found it
rather enjoyable, but expect to die a few dozen times throughout your
playthrough.
Overall Isle of Reveries is an absolutely stellar title done extremely well. A sort of fan or homage game for old 2D Zelda titles that has also broken through the “fan game” ceiling to be able to stand well on its own. With unique tools, an interesting cast of characters, and some wonderful overworld and dungeon design, Isle of Reveries will have you fighting through enemies, scratching your head at puzzles, and getting invested in the world for quite a while. Wrapped up in a nice retro style visual and sound design package, I would highly recommend Isle of Reveries for any looking to relive those old-school titles or for those looking for a 2D action adventure.
Score: 10 / 10
"One of the toughest challenges during the development was creating all the art required by the design. The ’90s games that inspired our aesthetic were made with sprites that were traditionally drawn, scanned, and then retouched. For our game, however, we decided to create everything in pixel art, despite its relatively high resolution for a pixel art game (960×540). It was a kind of faux-retro aesthetic that didn’t really exist back then, and we thought it would be interesting to explore.This ended up putting us significantly behind schedule, and Playsaurus had to lend us some of their artists to help us catch up, which we are very grateful for." - Velasco (Art and Programming)
HOT WHEELS Infinite Rush by developer and publisher Milestone—Sony PlayStation 5 review written by Jim with a copy provided by the publisher.
Estimated Reading Time: 8 minutes.
Who hasn't played with Hot Wheels as a child? I know I did a lot. I may not have gotten many new ones. Still, I have fond memories of going over to my grandmother's house and playing with all the cars she had on the rug, which I set up as a racetrack, or actually setting up the orange tracks you could buy and racing two cars down them to see which car was fastest! I never really got into the Hot Wheels video games, even as they came out on PlayStation and PlayStation 2 and so on. It wasn't until the PlayStation 4 game Hot Wheels Unleashed came out that I played and really enjoyed both the first and second games. Then I got the chance to review Hot Wheels Let's Race: Ultimate Speed, and I wasn't a fan, though it was by a new developer. Now Milestone, the original developer of the two Hot Wheels Unleashed games, is back, and I was hoping it would be as fun as the last two Hot Wheels games they made.
Infinite Rush is more of an open-world game with four islands to explore once you unlock them. You unlock them pretty quickly, and once you have them all unlocked, you can play them in any order you want. Sadly, the game doesn't really have a story. You are just dropped onto the first island, given a tutorial, and away you go. The only info you get is that you're trying to be the best racer, and to do that you will have to do races and events to unlock a race with a rusher, a leader of the island. Each island has four rushers. Once you beat a rusher, you will win the car and unlock more races and events. The objective of the game is to beat all rushers and become the best racer! The gameplay can become repetitive, which might affect long-term engagement for dedicated players.
Versatile cars gain it by speed and drifting; drifters gain it by drifting; speeders gain it by speed; and titans gain it automatically, but if you deplete the boost, you will overheat the car, and it will slow you down for a few seconds. You can also gain a boost in races, as each race has a 3-second countdown to the start. If you hit the gas as the number 2 shows, you will gain some boost at the start of the race, depending on how close to the 2 you press the gas, which will determine how much of the boost gauge you will fill.
Aside from boosting, the cars can also dash left or right. You can do tricks in the air when you go off ramps by using the analog sticks to turn and flip the car. It can be fun to do a big jump and see how many flips you can pull off. I hardly used this, as it didn't really seem to do much, even when I used it to try to smash my opponents. There is a good mix of real-life cars, like my all-time favorite car, the Dodge Viper, and, of course, there are lots of fun and funny Hot Wheels cars, like the Duck n' Roll car that looks like a rubber duck with wheels!
As you explore the island, sometimes a daredevil will pop up. If you get close enough to them, you can start a race, and if you win the race, you can win the car you just raced. I kind of like this; it reminds me of older street racing games where you could race others for pink slips. But there are only so many of these per island, and once you beat them all, they keep showing up, but beating them again gets you nothing. However, you can use any car you want to race them, and if you lose, they will show up again later, so there is no worry.
After beating enough races on an island, you will be able to race a rusher who is a boss of the island. Winning these races gets you the car and unlocks even more races and sometimes activities. Having to do this four times on each of the four islands started to feel really repetitive, since there didn't seem to be enough tracks or race types, and I swear I played the same race on the same track multiple times with only a slightly harder time to beat. Aside from the difficulty setting, the main game has three different levels (1-3), and you start by doing level 1 races. As you progress on the island, you will unlock harder races, but even when I turned the difficulty level to hard, even the level 3 races were not that hard, with only a few of them where I needed to redo a race.
Every island has its own shop where you can use rush coins you get by winning races, doing enough tricks like flips, drifting, boosting, getting near misses, or even destroying things. Shops offer new cars, boost effects like the color of the flame coming out of your car, and dashes that seem to change only the dash sound effect. I didn't see any difference beyond that.
A handful of creative tools let you customize things. You can make your own stickers to add to your cars, use a livery editor to change the livery of any car you have, and, lastly, a track builder that lets you build your own track. I didn't really understand how to use it, even though the game tried to tell me what to do, but after some tinkering around, I was able to build my own track. I was never a fan of these types of things, but I do like seeing what other people create, and I can see some really cool tracks being made with this track builder once the game releases.
Hot
Wheels has both split-screen up to four players and online play
races. I wasn't able to play online as of this writing; the game
hasn't been released so that I couldn't find any other racers. I do
like that they added split-screen, though it's getting rare to see
this in games today.
Graphically, the game has a lot going on, like traffic when driving around the maps and giant set pieces, like a giant scorpion that spits green stuff onto the ground that will slow you down. The world, and a lot of the buildings and foliage, look like plastic; even the trees you can run into and destroy almost look like Legos or something. These cars are Hot Wheels, I think it fits very well. The graphics aren't groundbreaking, but they aren't bad either. I have no complaints about how the game looks.
The sound design is also very well done; each car seems to have its own engine sound. I even had a futuristic car with a really cool, sci-fi-sounding engine. Hitting trees, rocks, and other things sounds like hitting plastic and Legos, which is cool, almost like the whole game might be in the imagination of a child. I did run into a few sound glitches, though: one time the engine sound never stopped, and another time it sounded like I was still driving over a puddle of water when I wasn't. These only happened a few times, so it seemed rare. Music in the game is hit and miss. I didn't really care for the music in most of the levels, except for the island called Gearville, where the tracks were more rock-type music. There was one other song from one of the other islands that sounded a little like Daft Punk, but honestly, you could turn off the music and play Spotify, and it would be just as good, if not better. I did run into a glitch on the last island only, where the music would stop and not start playing again unless I changed islands and came back.
Overall, Hot Wheels Infinite Rush is fun at first, but after you play it for a while, it gets very repetitive. I could see this game appealing to younger kids around 10-13 years old, as it's good, clean fun, but for adults or older teens, I don't see enough new content after you beat each of the first rushers. It's a rather easy game even on the highest difficulty. It's not a bad game; I did enjoy it at first. It just gets boring after a few hours, and don't get me started on finding the 300 gears on each island! 1200 gears is way too many! I can't wait to see what players make with the track builder, though. Hopefully, there will be some cool new tracks to try out in the future.
Score: 6.5 / 10
Din's Champion by developer and publisher Soldak Entertainment—PC(Steam) review written by Richard with a copy provided by the publisher.
Estimated reading time: 8 minutes
Are you interested in 2D survival crafting games like Terraria but want something a little grittier and more in-depth? Well then, I might have a game for you! Din’s Champion is an interesting title that could best me summed up as some sort of chimeric cross between Terraria and Diablo.
Set in a world where an evil goddess is poised to destroy and recreate the world according to her whims, it falls to you to take on the forces of evil. You must build a town, craft your own weapons, and set out to slay the evil generals of the army set against the world. As you explore the world you are in, the game will progress with or without you, crafting a unique environment, both ecologically and militarily, each time you play.
Din’s Champion is a bit of a tough game to pin down because it does, well, a lot really. Let’s start off with the basics of how it works. The main premise is that of a survival/combat crafting game with a 2.5D side scrolling style, hence the similarity to Terraria. You start out with very little and must begin by chopping down trees, mining resources, building houses, and making gear through smelting ingots and forging armour and weapons. Unlike Terraria however there’s also a big emphasis on the combat oriented portion of the game. In Din’s Champion you have levels, skill trees, skills that increase as they’re used (like mining or forging), and various classes all with their own specialties and skills. As a comparison, this is much closer to Diablo in nature, both graphically and character progression wise.
As a good example of this, the warrior and assassin classes, which you can choose when making a new character, have different skills and intended playstyles. Not all classes will be available from the get-go however. A lot of them require unlocking by hitting certain in-game benchmarks, such as defeating a certain number of a specific enemy type. Needless to say, this makes individual character building a lot more of a critical factor, unlike most crafting type games where your equipment is the codifier for your playstyle rather than a chosen class.
So let’s talk a little bit more about the crafting side of things before delving into the combat. As I’ve mentioned, Din’s Champion is much like Terraria in the crafting style. You must go around collecting resources via mining with a pickaxe, chopping down trees, and digging up the terrain. If you happen upon some copper ore, you can create a furnace, produce copper ingots, and then forge equipment. You start with very little to your name and must create everything as you go, including workbenches and required stations. Once you’re somewhat set up, now you can make your first house! And you will want all your stuff in houses. Basically once you “finish” a world, your houses and contents get transported to the next, so make sure nothing is left out!
Now that you’ve got a house and some equipment, it’s off to go explore the deadly reaches of the wilds! There are different zones, spread both horizontally and vertically, throughout the world and each have their own biomes, traps, and monsters as well. Pay attention when entering a new area to make sure you won’t get beaten too badly. So now you are in enemy territory, and you see an evil demon across the way! You can now exchange blows. I’m assuming this means you will be swinging a sword at it with the first character you play. The surface tends to be pretty lenient from what I’ve experienced, so this means a few hits should dispatch your foe! You will be rewarded with money, experience, and if you’re lucky some drop items that can be used for crafting.
Once you start leveling you can now acquire new skills. Some of these are active skills and need to be assigned to your hotbar number keys, and others will have a passive effect. Active skills will consume MP but tend to do decent damage or provide good effects. Your health and mana will regenerate over time, more noticeably when outside of battle, so as long as you’re not being attacked you should be able to hide somewhere for a bit.
And you will need to hide. Enemies in Din’s Champion are not just static patrol units in their general area. They will dig, they will break through walls, they will get in fights with NPCs you haven’t met yet and kill them before you have any way of getting there, and they can and will subjugate other boss monsters to form alliance all while you’re trying to correctly place a table in your house so you can make new gear. Din’s Champion is an incredibly dynamic game, which is both a point in favour and against it in a broad view. While it is really neat to have constantly evolving threats, everything is on a sort of timer. Enemies will get stronger while you’re getting used to things, the challenge will increase, and you’ll be left sitting there thinking “how the heck do I make better gear or get better resources?”.
This also has an interesting spill off that results in any quests you take, whether they be from your base crystal you need to defend from the monsters or from wild NPCs, have a time limit. Sometimes these time limits are long enough to be considered negligible, other times they’ll be so short there’s no way you can reasonably complete them in the timeframe requested. I once had a sidequest from an NPC asking to find his buddy’s body. I only managed to explore half the area the body was supposed to be in before I timed out on the quest. While this dynamic is a really cool concept, it generally means you’re probably going to get pounded into the pavement for the first couple of world’s you run. Definitely a nice aspect for those a little more used to the game, but starting off is a bit rough.
Speaking of a little rough, it’s about time I mention the user interface. It’s pretty clunky and a little unwieldly. There are plenty of menus to navigate, stats to view, and mechanics to learn. Seriously, you’ll want to read all the tutorials/hints they give you as well as explanations. It might be a bit of a drag when you’re starting but trust me it’ll be helpful. Unfortunately navigating these menus isn’t exactly intuitive since there are so many, so I found myself checking the keyboard controls more than once because I couldn’t remember a hotkey. Even the menus at some workshop tables are pretty rough as well. Trying to repair equipment, since it has durability, and being unable to repair only one thing because you don’t know how is a bit frustrating. My biggest advice? Your first world is purely testing and getting used to how things work. Don’t put too much stock into performance until you learn how to walk. Once you get a handle on things then the game really takes off. I would also like to mention that the game isn’t exactly easy either. Enemies, especially boss units, can pound you into paste pretty easy, so make sure you’re prepared and know how to fight going into that.
The graphic and sound design for Din’s Champion is certainly a choice I wouldn’t have made, not that it’s bad or anything like that. This is another aspect that’s closer to a Diablo like game than it is to a Terraria or crafting game where things tend to be “cutesy-er”. A very much grittier look and some rather basic looking assets at times, but that sort of adds to the charm of the game really. It sets itself apart from the crowd both through the drawn inspiration and unusual art style.
As a sort of wrap up I will give a disclaimer that I am not good at Din’s Champion. I constantly overestimate myself, fall into pits I think I can get out of, miss jumps I could probably make. I also have an unfortunate habit of running into strong enemies before I reasonably should fight them or being completely unable to locate a quest objective. Despite all this I’m actually more inclined towards the game than you’d probably expect. Yeah, it’s rough around the edges and a little janky here and there, and the combat sometimes feels like something off an old Newgrounds flash game at times (wow how old is that), but it has a certain charm and depth that a lot of other 2D crafting style games don’t. You actually build a character off your character instead of gear, the world is constantly evolving, and it has a really unique presentation for the genre.
Overall I’d say Din’s Champion is a bit more of a niche title. For those who enjoy hack-and-slash RPGs and want to shove that system into a 2D survival crafter type game? This is probably a great choice. The world is always changing and enemies are active and can tunnel under your base or make alliances in real time, providing a unique challenge. On the other hand the menus and combat can be a little janky at times and feel a little rough. I’d highly suggest checking out the trailer available to see if it’s something you might enjoy!
Score: 7 / 10
Estimated reading time: 9 minutes
Let me tell you about this cozy game my daughter and I are playing together called Outbound. Now, I've been following this game from the initial Kickstarter back in April 2025 to its full release in May 2026. The best Mother's Day gift for myself and my first ever collector's edition in a physical copy!
Outbound is fulfilling my camping itch just nicely with all the visuals and sounds of nature. I've played the single player and have been experiencing a lot of fun and exploration. However, we do have a couple of gripes in multiplayer (more on that later), but we are having a grand time!
We are currently in the third biome and really enjoying hunting for things to complete, rebuild, or fix the various 'attractions.' We even had the pleasure of a hot air balloon ride! The only things missing are the smells and the wind through our hair as we float up.