Upcoming Games to Play: Omno

Let me take you back for a second.


Remember when our adventure games gave us a vehicle to use, or a bike, or board to play with? Sometimes we would stop playing the main part because the mechanics of vehicles or hover-boards were so much fun!

It’s difficult manufacturing various elements to really give a player a true adventure, and very few are remembered for hitting the mark they boast. And sometimes a miracle happens. And then SOMETIMES a glorious mechanic arises from the dump of a terrible game.

Today, there is no dump of a game to speak of. Instead, the eyes of the future are upon Jonas Manke, and his upcoming game, Omno. But Omno is not just a vehicle riding game. It’s much more than that.

Much like Journey, Omno has vast amounts of regions with gorgeous visuals and a ton of locations inside to visit using every power at your disposal. Which brings me to…


The wand of this little guy has a lot of utility to it! The fluidity looks simply amazing!

But unlike the aforementioned, there’s what looks to be much more to do! And traveling around a land with the Unreal Engine backing the system, means there’s some punch to how we can get around and explore a vast landscape.

That has much more promise than Yooka-Laylee!

The beauty of Omno has many elements that make it look great. But what might possibly be the greatest aspect is its creation was done by one developer. Only two years, and in the dead of night after his job, he worked tirelessly to bring this magnificent prospective to us. And his hard work paid off because the game is fully funded!!!


That means not only are we surely getting this game, but that we also have exciting content to see as part of bonus Kickstarter content. Extra skins, and extra colors for the familiar, Fauna, that follows us, and who knows what else!

I am a personal fan of someone who spends their spare time working on their passions and dreams. It’s inspiring when they succeed, and Jonas Manke is next for individual artists to rise in notoriety.

Now here we stand with the final steps. We’re not sure entirely what the little guy is all about, except that he must unlock secrets of ancient technology. But we didn’t need anything else from Shadow of the Colossus, or the Dark Souls series, to enjoy it. The power of telling a story through game play, scenery, and devices is a unique gift and challenge. Will we see that kind of art in Omno? I’m unsure at the time. There may be a grand story on its way, with a larger than life plot. Time will tell. With a scheduled fall release for 2019, the wait is a little longer, but that’s plenty of time for fine tuning, last minute implementation, and special touches.

I’m looking forward to the game, and I will happily add it to my Steam library and enjoy some sweet wand boarding!


Upcoming Kickstarter Gems: Unspoken Chronicles: Nora

French game studios have a tremendous ability. Their video games transcend the standard of fantasy. I mean, look at games like Rayman and Wakfu. When you imagine how they look, you remember creatures that can be described as, “from the deepest depths of the imagination”.

But that’s just my opinion. Those two games in particular bring something unique, in those most pure sense of the word.

So let’s look at another upcoming game that is sure to please your eyes, and provide a challenge for gamers of all levels. Coming from a studio called Howly Games I give you, Unspoken Chronicles: Nora. It has a catchy name to it, but a catchy name is just the tip of the iceberg. This in-production game has a lot to look at, and boasts a lot to offer.

Let’s take a look.


From the initial look, the colors, art style, and game play look promising. But if this gif was the only thing to go on, you wouldn’t think much of it. I mean, a forest level with a girl running through it looks almost typical at this point in the indie age of games.

But before you place down too much judgment, know that this is only the beginning.

There’s a whole onslaught of images to look at on their Kickstarter page that will pique your interest to it’s highest level. There are vastly colorful lands to explore, bosses to encounter that give you that Rayman: Legends feel, and puzzle solving of intriguing quality.

The setting is a mixture of spear and gun, which is always a hard balance to strike when writing fantasy, but it’s mixed in a humongous Viking/Norse setting. There are Guardians that look over the lands. With that you have a plot that takes place using Viking culture.

The story goes every Viking proves its worth in battle by being mighty, brave, and strong, and dying valiantly, heading to Valhalla as your reward.

But for Nora, a different story will unfold. All thanks to how she is, which is exactly the opposite of her people. Small. Agile. Coward. These are our heroine. She’s such a coward she runs from combat training, just to get caught up in a raid. The raid is against one of the Guardians.

And yeah, it goes bad.

If you felt a smidgen of irony in her unfortunate escapades, and maybe smirked, great! Because according to the creators, this game promises “…and epic and funny journey.”

And that’s not all! Nora is tasked to explore the Nine Realms and defeat the Gaurdians so she can prove herself worthy. She is accompanied by the almighty spear Gungnir.

If you ask me, that sounds mightier than just going to battle. But hey I’m no Viking, I’m just Welsh…

As well as a cavalcade of colorful and magical characters along the way, this game has a HUGE amount of promise!

But here’s the unfortunate truth: the Kickstarter has around 50 hours left in it…

And it’s only 38% toward it’s completion 😦 😦 😦

After talking to Howly Games, they were also sad that their completion hadn’t been reached.


They are quite optimistic and haven’t lost faith that a miracle can happen. But even if they don’t reach it, they’re going to try again in a few months. The game has an expected date of October of 2019.


There are some amazing Kickstarter rewards for the various levels of pledges. Anywhere from wallpapers with the game, Lithographies, a plushie, t-shirts, art book, and more.

It’s hard to say, “Give money! Give money!” for me. But, I can say that in my twenty-years of playing platformers, I feel that I can safely notice a good game when I see one.

Unspoken Chronicles looks like a great platformer game for our consoles. And I’m investing in its future. You should too! Tell your friends, and tell you favorite YouTube gamers!

Kickstarter page:

Howly Games website:


I see what you did there Toby… Undertale, switch those letters around and you get Deltarune.


Yesterday, a diamond was found in the rough.

Don’t be staggered by anything else, it is official, this comes from the download off of Tobyfox’s Twitter page itself. Undertale 2, actually called Delta Rune, a prequel/sequel like game, is here, in it’s demo capacity.



Just finished playing after a few hours of going through the entire demo experience. And I have to say, WOW! What a way to bring Undertale back! The mastermind behind it all  still has it; story, characters, details, humor, and world building really make me want to keep playing this demo over and over again.

The feeling that this game is going to be bigger than its predecessor is real. With turn based strategy, more characters, and in field challenges, THIS IS WHAT IT MEANS TO MAKE A SEQUEL.

Well done Mr. Fox sir, you have truly taken a step into the right direction.


I am hyped for this new project, Deltarune. And if he wants to make a Kickstarter for it, I’ll be there with my empty wallet in hand.

P.S. Don’t worry about going back to the original game and reinserting the name Kris as your character, it won’t do anything. I checked, believe me.

Zero Time Dilemma Review

Warning: If you are not a fan of heavy sci-fi setting, pseudo science theories, psychologic horror, blood, gore, complex story plots, cut scenes made for 3DS, and puzzles, then this review and this game is not for you.


If that list tickles your fancy, then read on, ya weirdo!

I just finished a little diddle called Zero Time Dilemma, a visual novel– well actually it’s not. It’s a story heavy game with cut scenes, puzzles, choices, and story branches. The idea is to play out a fragment of each story in random order, until it all comes together in a spectacular ending. The idea may sound crazy, but if you’re familiar with complex sci-fi storytelling, then this won’t be too much of a hassle.

Published by Aksys games and written by Shinji Hosoe, and developed by Spike Chunsoft Co. The great powerhouse responsible for Danganronpa, the first five Dragon Quest games, J Star, and the upcoming Jump Force. This company has the reputation for handling anime in video game form like no other.

Shinji Hosoe is the man behind the Nonary Game series, to which Zero Time Dilemma (ZTD) comes from his cranium. It’s the third and final game in the series, but chronologically it is the second. The story usually stars nine characters all caught in a game for survival. The goal of each game is using the complexity of human interaction and danger, to serve great purposes involving timeline reconstruction and awakening psychic powers.

Yeah, so now we’re going to get into the weird stuff.

When you start the game you find nine people stuck in three cells, all separated in three teams. Four of the characters are from the first and second game, so there is a small requirement of having their knowledge beforehand. However, I feel you can play the game without having to. As it is, there are five new characters that Nonary veterans won’t know. So backstories come plenty. But there are moments that you can appreciate more if you play them before. The judgment and decision ultimately fall on you, ya dig?

The nine characters need to escape by finding six key codes. The only problem is key codes are linked to the nine characters, and only are revealed when one dies. As a result, six must die, and three may live. And throughout the story, there are MANY ways for people to die, some subtle and others very gruesomely.

The greatest portion of the game is cut scene after cut scene. It’s honestly an odd way to go about a finale to a series, but a lot had to happen. What I mean is, an apocalyptic event happens that can be prevented in this game. Three of the nine characters are aware of this before they entered this game willingly. They plan to stop it, but even they are unaware of how to accomplish it.

So in speaking of gameplay, when you do have control, you’re always in an escape room. The goal is to find puzzle pieces to solve bigger puzzle pieces to solve the big puzzle.

Pretty much an escape room.

The graphics are nothing to gawk at, but they’re not an eye sore either. I played the PS4 version, and I could clearly see this was a handheld game. The experience was casual in terms of hand eye coordination, but heavy in the feels.


So what was all this for? And is the ending worth twenty hours of cut scenes, blood splatter, and escape rooms?

Oh, you bet!!!!

You find that the villain actually forces all nine characters into the trouble of developing psychic powers in order to jump through parallel timelines. Zero, (our big baddie) only made the plan to kill two billion people so a terrorist wouldn’t kill eight billion people. But thanks to timeline jumping, our heroes prevent Zero from winning, and Zero convinces them to find the terrorist and prevent them from winning.

In case it sounds too simple for you, let me explain this one point: your whole focus for two games is to find this Zero guy. There never was any awareness or care for the terrorist guy who still goes unnamed.

And the best part? At the end, our heroes jump to the timeline where Zero did nothing. And he’s a free man! A safe man. He gets away, and also is kind of a hero for making the nine super powered and purpose driven! It’s amazing!

And if you don’t take my word for it, I implore you please, please play it for yourself. You will not be disappointed.

I give the game a 9.5 out of 10. It’s nearly perfect, but I feel as if the cut scenes could have been animated, hand drawn.

Games in Development Done Right (and severely Wrong)

          It’s funny how life is sometimes. Your game choices are just… bad. The fault is hard to place, publisher? Developer? Hand-eye coordination? These are legitimate concerns. It would be nice that every game we pick up will be a masterpiece (The biggest ten of all tens!!) that we can all take to the streets and celebrate, tossing our lives aside and dancing to music and feasting so much we lose count of calories.
But unfortunately, we pick a game, and sometimes even invest all of our blind faith, and come up more than disappointed. It leaves us questioning if we have good tastes, or even understand what makes a good game at all.
Wait- no? Just me? Oh.
Allow me to explain my selfish, pointless ramblings. I just finished two blockbusters in nearly a day. Against my preferences, my wife had us play Detroit: Become Human. I wasn’t in the mood for it. There was no fantasy element, no swords, no magic, or anything.
          I had no idea of the gargantuan reputation that was behind it. At first, the expectations of Detroit were: boring, real life simulation, plot-less, money-taker. Little did my moronic brain realize the developers were the minds behind Heavy Rain and Beyond Two Souls. And even less did it elude me of the amount of hours that were poured into the script and the motion capturing. I was in for a ride!
Detroit: Become Human is no doubt worthy of its accolades. Aside from control problems, and the inability to fast forward cut scenes or skip them, it was a memorable game that strictly rides on its narrative to succeed. And I feel it accomplished that task. More than accomplished even, Detroit is an experience that does more than satisfy your gamer, but it also opens the floor for inner exploration like few other games do.
Mainly, it deals with androids becoming sentient, and desiring a place in the world of men as equals.

But that’s just one plot, another involves one of the sentient robots running away to have a simple life, and another plot seeks an android to find out what it truly is. It’s a debate that’s as old as science fiction, right? Can robots be humans? If they feel does that make them alive, does that give them a soul? Can the Kamske of humanity create beings with souls?
The answer -or rather answers- will forever be spread across the spectrum of yes and no. As long as there are different people, no one will truly believe in the same thing anymore. But I digress, Detroit: Become Human did have me challenge my beliefs, as I’m sure it did the many other millions that played the game. And no matter what side you sit on, you will be challenged to think whether the humans are right, or whether the androids deserve a chance.
For me personally, I’m on the human side. I’m old fashioned you can say; humans can only beget humans the traditional way, no robots with souls will ever happen. But there was one moment, one tiny little moment, that didn’t happen in any significant plot point, and didn’t even happen within the three characters. I was stricken by Chloe. To avoid spoilers, I’ll say it’s not what happens the first time you beat the game. Instead, this once staggering moment happened while my wife and I were jumping chapters, trying to fill in empty flowchart points, when Chloe stopped, looked concerned and then asked, “Are you okay? Is everything alright? Did something happen today? You know I’m always here for you when need to talk.”
Freaking sympathy!
The android emulated sympathy and me feel like someone cared enough to listen to me and hear about my problems.  It was too strong a thing for me to just whimsically cast away. And it speaks to my personal self as someone who deeply loves it when someone genuinely cares for no reason and extends a helping hand, or ear. David Cage, the writer and director poured his heart and soul into this game to make those moments happen for everyone, in every way so that anyone who plays this game will be challenged to think; is it possible, and where do we draw the line as humans?
But, in speaking of pouring heart and soul, one company did not live up to their legacy with the latest “masterpiece”.
And I’m still a big fan of them. They made a couple of great titles before; critically acclaimed and cult classics are their bread and butter. They too spent years in development. But this one little cake needed a bit more time in the oven.
That game was, The Last Guardian.
I was so stricken with The Last Guardian during it’s development; another Shadow of the Colossus was on the way!
And then it finally came out.
I pre-ordered the big box with the nice statue and steel book, the cute little stickers, and I had Trico on the mind as best ally of all time. Once the game started, I was enthralled with the graphics, and the way Trico reacted to me. He followed me everywhere, with his eyes, and when he felt better he literally followed me. Trying to squeeze through tight spots with his head, and jumping great distances I spent an hour climbing all on my own. And the shield, the shield mechanic with the laser tail was a great thing to play with for hours. It was fantasy, it was magic, it was laser tails! But all of it blinded me. But what was I blind from?
The truth I tell you, the truth.
The Last Guardian was a boring game.
          You can beat the game in less than five hours! And kudos to whoever manages to do that, because not only is the game boring, but the controls are the worst controls in any Playstation 4 game ever. Trying to climb on Trico is a nightmare. He moves constantly, and you don’t know if you’re going to make it to his head without finding yourself on his belly. Don’t ask the camera for help, becuase it will just stare at the wall the whole time. And the location of the game? What location! You’re in a bunch of buildings that you can hardly identify as unique. They all look the same, you can easily get turned around if you’re not paying attention, and I did.
I played the game when it first came out, and went halfway through wearing these goggles preventing me from seeing anything wrong. All I could see were these huge cut scenes of small length (they lagged mind you). The frame rate chopped whenever there were too many of those animated armors on screen trying to kidnap me. And Lord help my poor machine if Trico went berserk, or flew, or… anything…
So anyhow, life got in the way, and I didn’t play it for a long time. Until Detroit came out. After we finished I felt good, so I decided to finish some other games, and Last Guardian had been there just waiting for me. And the moment it started again, the goggles were off. Everything I had a qualm with I picked up from that second go around. I was lost, I didn’t know if I was going the right way, although I was going the right way the entire time, nothing except new scenery told me. And I suppose that’s not a bad thing, but when I knew what was right it didn’t feel fun. And that was it, it wasn’t satisfying figuring out how to progress, that’s not a puzzle, a puzzle is having all of the pieces in front of you, and figuring it out so you get that “yes!!!” moment. I wasn’t relieved when I found the next area to go to, I spent the entire going “Oh great, what’s in this place?” There was a moment where I needed Trico to launch me up using an old-style wheelbarrow, and it was an hour before I positioned that dumb dog-dragon in the right spot to toss me like a dwarf.
And I told the elf. One. Hour.
And then there was the final boss. There was no way of knowing what to do without looking up a guide. That little annoying ball of darkness was fine if you made it smaller, but not too small. Where was that in the game before that hinted at me to know that? NO WHERE!
Trico gets the stuffing beat out of it, its tail pulled off, and wings crippled by other Tricos with masks and dark eyes. The story becomes revealed (which isn’t much), the furry creatures capture little kids to keep feeding the glowing green ball so its stays alive. But since you the main character gets free thanks to a freak lightning storm, we’re able to stop the cycle. It’s cool and all, but…
I don’t really care.
I mean the green ball can’t take kids anymore from their villages anymore, and the other creatures can’t be under its control, but then Trico gives the kid back, flies away, presumably dies, and the boy grows up happily ever after. He even finds the shield he used which awakens a Trico (or two) back in the valley where the whole game took place.
It took them seven years to make the game. And the game I think falls short in everything. Controls were utterly garbage. The rest I rate, “could have been better” characters, story, landscape, puzzles, ending, post game content, everything.
          I looked up articles on the development, and the team had a great idea in mind. They took the surprising fact that everyone loved Agro more than Mona from Shadow of the Colossus. They ran with that idea, and they did a lot, but they didn’t reach it for me. I didn’t have a great relationship with Trico, he wouldn’t obey the commands I gave him, probably because his coding was too complicated. I was too frustrated to love that thing anymore. Agro was a great friend! But Agro and the Wanderer weren’t always needed for every puzzle, and Agro only had a few commands to follow and places to be. If a game were to be more focused on the aspect of a boy and his dog, then it needs more than escaping a tower together, and cramped hallways with noxious gas and ghostly, grabby armor. It needed more emotion, and perhaps Trico needed to be scaled down a bit. The relationship between them needed more focus on the build up- which it had, in the beginning- from it trying to eat us, to us on its back while we’re charging at full speed, doing sweep attacks, with a crowd of enemies. I didn’t feel Trico’s motivation.
          And so between the two, I felt more emotionally connected to Connor, Marcus, and Kara, than a supernatural creature. And I was supposed to! I was supposed to cry for Trico, fight for him, love him, and play with him numerous times through, but I couldn’t. All I could see was the “puzzle” to solve in order to advance.
Image result for get smart hoo amazing
Detroit: Become Human for me gets all the accolades of the highest achievement, 9’s and 10’s across the board.
The Last Guardian to me only gets a 4, maybe a 5. If the controls were on point it would only make it to a 7, or even an 8 maybe, but they are that bad.

Metal Roly Polys! Call of Duty Black Ops 3 Review


If shooting game are not your cup of tea, prepare to think about making an exception. Call of Duty Black Ops 3 is adhering to the Sci-Fi fans in all of us, with it’s new take on a futuristic earth where we rely more on robotics in our warfare than ever before. And if you thought RPG game elements were the only place you could get a good story and awesome then you are in for a treat!

I mean, look at these pictures!

Robot Punching!

Blowing up planes with a bow n’ arrow!

And of course these guys that catch my eye…

metal rolley polley

Metal Roly-Polys!!!

The graphics look amazing, the sounds, gameplay, and multiplayer experience has been worked to the liking of the player this time. According to the random video that plays in Gamestop the creators unleashed the Beta to us so they could fine-tune it to the bugs and problems WE had with it. So suffice it to say, they really paid attention to us with this installment!

A lot of people have a problem that it’s not a glorious remake of World War 2, and to that I say, ‘why do you want another one?’ There’s over two-hundred other games devoted to that time in history, go play those!

This continues the series of the Black Ops line, and its taking part in the imagined future. I couldn’t be more intrigued, and can’t wait to try it out…

On a next-gen console that is…

I have a PS3 right now, and they have taken the Campaign out because it can’t handle this…

4-Player Co-op Campaign baby!

I’m impressed and can’t wait to try it. As well as there infamous Nuk3town map, Zombies mode, and GIANT ZOMBIES mode!

That’s right, GIANT Nazi Zombies!

So this game is coming out for PS3, PS4, Xbox 360, and XboxOne, on 11/6/15 and the time is drawing near! Let’s get out there and celebrate this new path that a classic first-person shooting franchise is breaking out into full blown science fiction!

***I am not paid by anyone to write this. I am legitimately excited for this game. I have a thing for science fiction and futuristic robotic warfare video games.***

Kingdom Hearts 3- Here’s *What WE KNOW

Time to cover a video game that is near and dear to my heart!!

This is the what we know status of the up and coming Kingdom Hearts 3 video game.

WE KNOW- Worlds such as Twilight Town will make an appearance again

WE KNOW- Tangled was confirmed in the most recent game play videos of E3 2015, which means Pixar movies can appear in the universe of Kingdom Hearts.

WE KNOW- *Sephiroth will once again be an optional boss, and will take every bit of skill we have to defeat for… a prize or something.

WE KNOW- Sora can transform his keyblade and perform massive acrobatic skills like never before.

WE KNOW- A new summon/power/ability will be to bring forth Disney theme-park rides to run around large enemies (like the Rock Titan) and large GROUPS of enemies. We may even use them on small groups of enemies too! Because we as fans screamed, ‘I WANT TO KILL HEARTLESS WITH A FERRIS WHEEL!’

WE KNOW- *The Ferris Wheel probably won’t be that cool…

WE KNOW- *The spell ‘Fire’ once again will have changed to perform differently. Here’s hoping it won’t be as useless as it was in Kingdom Hearts 2.

WE KNOW- The Heartless have different forms and shapes and gimmicks.

WE KNOW- Based on the story-line thus far throughout the series, Sora needs to become a Keyblade Master, Riku is a Keyblade Master, King Mickey is still considered a King even though he spends way too much time on the run, Kairi and Lea are working on using a Keyblade, Aqua still needs directions but will find her way just in time for the games big end-game battle, Ven MIGHT be waking up just in time for that as well, and Master Eraqus (not Erauqs?) is young.

WE KNOW- *No die-hard fan wants Frozen to be in the game.

WE KNOW- *Other gimmicks not important to the plot or the overall necessity of the game will be entered (looking at YOU skateboarding mechanic!).

WE KNOW- The game will be super awesome.

WE KNOW- The game will be for PS4 and then later on for the Xbox1.

WE KNOW- Kingdom Hearts 3 will run on the Unreal Engine 4 now, which is cool. Another game run on Unreal Engine? Gears of War.

WE KNOW- You can ride a storm of Heartless at one point!

WE KNOW- Sora gets a new outfit.

WE KNOW- There is more to come in the coming days so this list is not final. There will be more updates and I can’t wait to add them to the list! That is my color commentary on what we know so far about Kingdom Hearts 3. There will be more review in the winters to come.

*These are the unofficial and biased remarks observed by the writer of this article.