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Kero Blaster Review


I had a birthday a couple of weeks ago. It was an inconvenient time to hang out or grab a few beers with anyone. I was working, everyone I know was busy with their own work, and life stuff going on. Plus as you get older birthdays tend to become less, and less of a big deal anyway. But one of my friends from an old job was kind enough to send me a couple of games on Steam anyhow. One of these was Kero Blaster.

PROS: Great music, pixel art, and mechanics.

CONS: Minor technical hitches.

MASH UPS: It feels both very NES, and C64. That’s a winning combination.

I’d never heard of Kero Blaster. Despite the fact that it’s made by the creator of Cave Story. The little Steam tile didn’t look so hot when I opened my email. But I installed it, and after a title screen crash, the game started working properly. Fortunately, once I got my Steam Controller working I was pleasantly surprised. Kero Blaster does an ingenious thing by showing you controls right on the Title Screen. You have to clear the little blobs off of the screen, and you then answer a phone to start the game.


From here you choose the save file you want to load, and the game starts. Upon playing for the first time, you’ll see a cut scene where a cat calls you into the office to bark at you. After the reprimand you go to an elevator where two scientist cats send you on missions. As you play through the game, you’ll get more cut scenes between stages that explain more of the storyline.

Honestly, the storyline is pretty good. It doesn’t make much sense at first, but over time the pieces are filled in, and you’ll find it’s quite funny. You play a frog who works at a company called the Cat, and Frog Company. Where the owner, a cat, progressively gets less, and less healthy looking. There is a bunch of workplace humor peppered in there over the game’s several missions. There aren’t too many games that make me legitimately laugh out loud. But this game has its moments. I think fans of comedic anime, and manga will laugh a few times playing this as well.


Once the initial cut scene ends, you’re sent off on your action platform adventuring. The game seems to take influences from games that made the NES, and Commodore 64 platforms famous. Kero Blaster’s jumping mechanics remind me very much of Turrican. Jumping has a similar slow, yet precise feel to it. Also like Turrican, is the jet pack you’ll eventually get, allowing you to do double jumps to get to higher ledges. However the stages themselves are structured more like the ones in a lauded NES action game. Some stages have a Mega Man feel, others seem like something out of Castlevania. On paper, these are three series that have little in common. Yet the elements of each that were borrowed, and tweaked work really well together.


Much like Mega Man, and Turrican, you’ll be doing a lot of shooting. Killing low-level enemies, medium enemies, and then fighting a giant boss monster at the end of every stage. Boss fights usually result in you finding a new weapon to use. Each of these is handy in specific situations, but they can all be used on the overwhelming majority of enemies. Unlike the Mega Man games, you play the game in a linear fashion, and there’s no real boss order as a result. But the boss fights do involve looking for patterns to mitigate damage taken. Again, it hearkens back to many C64, NES, and SMS games. Like a lot of other platformers out there, there are mid level shops in every level. Here you can spend coins dropped by defeated enemies. Doing so lets you level up your weapons, health meter, and buy help items. Kero Blaster has a pretty high level of challenge. But to make things a bit easier you get to keep your upgrades when you run out of lives. You also have unlimited continues, so if you persevere, you can eventually beat the campaign. When you do finish it, you’ll unlock a hard mode. So if you’re the type who loves old school difficulty, there’s something more for you to shoot for.


The game has a wonderful aesthetic, that again, reminds me of Commodore 64 platformers. It’s displayed in a letterbox aspect ratio, with a limited color palette. Sprites are large, and backgrounds feature some nice detailing. I also really love the character designs in this game. There is a lot of variety in the enemy types here. Some are hilarious references to other games like crabs that behave like the Sidesteppers in Mario Bros. Then there are the aforementioned blob creatures which begin showing up in a number of ways. There are even Mega Man X style mid bosses here. While the graphics remind me of the C64, the audio very clearly hearkens back memories of NES soundtracks. The NES APU had a pretty distinct sound, and Kero Blaster does a pretty good job emulating it. Many indie games do so as well, but the compositions here are what set it apart from the pack. Many of the songs in this game are on par with those in titles like Shovel Knight. They are quite honestly that good. Very addictive, catchy songs that fit the action nicely. In addition to those though, there are some lilting, atmospheric chip tunes for accompanying environments too.


That isn’t to say I didn’t have any issues with Kero Blaster. The .exe randomly crashes on my set up. Rarely when I’m playing the game, it usually happens when launching or exiting. Still, it has been often enough that it’s worth bringing up. Playing the PC version I have no idea if this is the case on IOS, or PlayStation 4. But at least on PC, expect to see a crash to the desktop once in a while.


The default button layout is also not ideal. I was constantly pulling up the menu when I didn’t want to, or pressing shoot, when I meant to press jump. Fortunately the game does let you remap buttons on your controller, and keyboard. So you’ll certainly want to do that. Once you’ve done that, there isn’t much to complain about. Of course, some may be fine with the default controls. This may be different on the other releases too, as I have not played either of those versions.


There are also a couple of areas I felt the collision detection could have been just a tiny bit better, as certain projectiles wouldn’t seem to hit the character, and would still net damage. It never felt the game was too hampered by this, but you may feel some of your deaths are cheap. These moments were rare in my play through, but still felt annoying when they did occur.

Finally, the game does not allow you to move your character’s stance while firing. If you’re walking right, mowing down waves of baddies, and suddenly get attacked from above you have to stop firing, then aim up, and begin firing. Again, not something that breaks the game, but if you don’t know this going in, you’re going to be upset.


Ultimately though, I really do recommend this one. It isn’t drawn out with padding, nor is it something you’ll likely blow through in an hour. At least not on the first play through for most. The problems it does have aren’t so bad that they make things feel unplayable. It has likable characters, a fun story, and some genuinely good stage design. It’s a fun to play action platformer for your computer, IOS device, or PS4. And you get to torch monsters with a flamethrower as a frog. Slippy wishes he could be even one tenth of that level of bad ass.

Final Score: 8 out of 10

Insurgency Review

It seems as if modern military themed shooters are a dime a dozen. Call Of Duty 4 turned the series into a nearly guaranteed seller every year. So big a seller, that over the last decade many games have taken that theme. Even games that never competed directly with its mechanics, or action movie narratives. EA’s Battlefield certainly altered itself over the years to compete with it. Other games crashed, and burned in their attempts to clone Activision’s 800 pound gorilla. So here comes an indie game looking to nip at the heels of those big budget war shooters.

PROS: Challenge. Gear mechanics. Stellar map design. Old school tactical mechanics.

CONS: High difficulty. Graphics won’t satisfy those with unreasonable expectations.

MOD SQUAD: This joins the list of video games that started life as mods for popular titles.

The developers started Insurgency as a mod for Half-Life 2. Over time, and setbacks this eventually led to the creation of an entirely new game in Source engine. If it sounds like a familiar story, that’s because it is. Many other games in recent memory have followed a similar path. The original Counter-Strike is probably the biggest example, launching not only an entirely new franchise, but the careers of developer Gearbox Software.

Only time will tell if New World Interactive will follow the same trajectory. But Insurgency has the potential to  become a pretty big franchise if this title is any indication. Let’s get one thing out of the way, the entire focus here is multiplayer. There is no story driven campaign of scripted events to really speak of. There is a tutorial that has a little bit of exposition, and context. But it doesn’t go into any deep territory. There’s nothing that will remind you of more serious war movies like Platoon. It just explains that you’ve joined up with some contracted mercenaries who have been hired to fight off terrorists. The game doesn’t reference any groups or nations in order to avoid too much controversy. But just like Call Of Duty, Battlefield, and Counter-Strike you’ll be fighting in environments inspired by real world locations.

While there’s no doubt Insurgency borrows from other games, it seems to take out loans on only the good modes. There are several different modes to choose from in both , competitive, and cooperative styles of game play:

Push is fairly similar to the Rush mode you’ve likely played in any of the last few Battlefield games. There are three objectives on the map for the attacking team to claim, while the defenders have to stop them. If the attacking team succeeds, the defenders are pushed back, until they either successfully hold a position. Or, until they’re pushed back to their final position, and destroyed. There are no nodes to destroy in this mode, but the game mode works largely the same as in BF’s Rush.

Ambush is much like the Escort mode you’ve seen in Team Fortress. There are extraction zones on the map, and one team has to escort an assigned player to one of them. The assigned player has a limited load out to defend themselves. The opposing side wins if they can manage to kill off that specific player before they can make it to an extraction zone.

Firefight, and Skirmish are similar to the Conquest modes you’ve played in Battlefield. The difference between the two is that Skirmish adds a weapon cache to the mix. If destroyed, it deals a blow to the opposing team’s ability to have reinforcement tickets. Firefight replenishes tickets for a team when they capture a node on the map.  In both modes though, capturing all three nodes is essential to keeping the enemy team from being able to replenish tickets.

Strike changes things up from the other modes. By making an attacking team go after weapon caches, while defenders try to stop them. If the defenders can’t stop them they lose. They’ll also lose if they are wiped out while trying to stop the attacking team. It’s a little bit higher on the stress factor than some of the other modes as a result.

Occupy is essentially a king of the hill mode, where both teams try to hold a single position on the map. When your team is holding the position, you don’t have to worry about losing waves of lives. But the second you’re on the losing end, trying to reclaim it you do. So the game goes until time runs out, or until one side is out of lives.

But the game doesn’t end with these modes because there are a few cooperative ways to play as well. The most noteworthy mode is Hunt mode which feels like it was heavily inspired by Rainbow Six 3. In that game teams would enter a map, and plan a way to use stealth to take out computer controlled terrorists. If all of the players failed to do so they lost the game. But if even only one person was left standing at the end, the mission was successful. This mode is very similar except the maps are much larger, being a war game. It can be especially tough when dealing with night versions of the various maps, and ridiculously accurate snipers. But if you can pull it off it feels very rewarding.

The other cooperative modes aren’t quite as fun, but they will still have their fans.  Checkpoint is a lot like Push except you’ll have all of the human players fighting against the computer. In addition to that mode is the Survival mode which is effectively a horde mode. Teams try to survive against waves of computer controlled enemies for as long as humanly possible.

Once you’ve decided what kind of game you want to play you can either use the Source browser list, or you can invite friends into a group, and have the game find, and connect you to a server by itself. Having the game do it is a lot easier, and more convenient. However, it won’t always find you the closest possible server in proximity to everybody. So doing this does mean you’re going to end up on the occasional lag ridden game. Purists will want to use the Source browser to find a server to mitigate this possible problem.

When you do connect to a game you’ll be assigned to one side by default, and it is here you can choose to either switch teams or choose your class. This is where Insurgency really starts to veer away from the path taken by other team based shooters. In most games, you are given a choice of four classes, each with its own weapon tree. Over time you level up, and have access to more weapons, and upgrades for that specific class. Insurgency abandons that formula. Instead of only four classes, there can be several. Classes are dependent on the map in question, as well as the mode that is being played. They are also different in number. So there may only be three openings for say, snipers, one for an engineer, and two for other classes. Another interesting spin is that there are two sub groups in each army rather than squads of four people. Each of these subgroups can have one player lead them.

Once everyone has a class chosen, and the match is about to begin players can then choose their load outs. Each player is given a number of points to use. Each weapon, attachment for a weapon, explosive, armor, pouch, and so forth has a point value. You cannot exceed the number of points given. So you have to really think about what you want to sacrifice. Do you want to beef up your shotgun at the expense of body armor? Would you rather have extra grenades, and a side arm instead of a beefy machine gun? Perhaps you want to extend your life above all else, and you put more of your points toward armor, and pouches, instead of primary weaponry.  It’s a refreshing change from the weapon tree system so many games have used over the past decade. It hearkens back to the days of Rainbow Six where tactical games let you use whatever you wanted so long as you were going to be okay with the trade offs.

Once everyone is settled with their load outs the game will begin. Insurgency makes a lot of use of voice chat. It’s built into the game, and it’s highly recommended you take advantage of it. It’s a lot easier to be able to communicate with everyone than trying to type in the chat box. For those who don’t have a headset, you can still type, just remember you’ll need to find a good spot to hide. The game does allow you to mute individual players too though. So for those times you find you have an abusive or annoying player, you don’t have to listen to them. The game also makes very good use of Valve’s VAC anti-cheat system. It really cuts down on the number of cheaters. No game is cheater free, mind you but it does seem to be one of the better systems in place.

That said, you can expect to die an awful lot in this game. Because it does not hold your hand at all. Many of the things we’ve been trained to expect simply aren’t here. If by some miracle you survive being shot you will not regenerate health. Oh you may cease experiencing blur, but that’s only because they’re no longer shooting at you. One or two more hits from another combatant will probably finish you off. Most of the weapons in this game will put you down in three hits max. If you have the maximum amount of armor you may take a few more, but you’ll also move slower. There are no crosshairs. That’s right. No crosshairs. You’re going to have to really use your eyes, and learn to lead your targets here. You can use iron sights to make aiming slightly easier, but it is also slower. You also won’t always find time to use it when engaging three or four enemies at the same time.

Fortunately, some of the attachments for weapons like foregrips, and scopes can help you. But again, you will have to sacrifice something else in order to use them. The same can be said during night maps, where you’ll want to use night vision goggles in lieu of something else. Suppressive fire is almost as important in Insurgency as scoring frags. One of the cool features the game has to offer is the effect of debris. The game doesn’t have destructible environments, but it does have dust, and particle effects flying off of surfaces when bullets hit them. This can overwhelm people because they can’t quite figure out where they’re being shot upon from. So often times suppressive fire can lead to a retreating enemy, allowing a teammate to get them if you couldn’t. Which leads to another difficulty. Unless a server is equipped to do it, there are no notifications. If you kill someone, you won’t know without checking for a body. There are no kill cams. If you die, you won’t see a spy cam or a replay revealing who took you out. Again, a server may run a program that displays who got the jump on you, but it isn’t going to tell you where.

If all of this sounds frustrating, and difficult, that’s because it is. Very much so. But in a good way. When you think about it, it leads to much more careful plotting, and communication with your team. As opposed to other games where it’s easy to place a spot marker on someone, or consult a mini map to find an objective. In Insurgency you’ll have to pull up a large map, and risk being shot. It’s better to memorize the maps after several plays to remember where objectives are. There’s something really compelling about the ramped up difficulty. Especially if you’ve played a lot of the classic tactical games like Rainbow Six, Counter Strike, or Battlefield 1942. Doing well feels a lot more rewarding here than in many other modern shooters. Even if you do end up feeling frustrated, it’s still fun. You’ll still want to succeed, and you’ll probably want to keep playing until you do.

Insurgency doesn’t have all of the bells, and whistles of a major AAA title. Being a Source game, there are some rough edges here. Simple geometry in some areas. Decidedly, lower quality textures in others. If you’re the type who obsesses over what a game looks like rather than how it plays, you may be a little turned off. Nevertheless, Insurgency is not an ugly game. The game does a pretty respectable job at displaying lights, reflections, and shadows. The parking garage section in the Ministry stage comes pretty close to the look of the one in Battlefield 3: Close Quarters’ Operation 925 stage.  Player models aren’t highly detailed, but are on par with the ones seen in some of the older Call Of Duty games. There are also a decent number of options in the graphics menu. Making this something quite scalable.

As a matter of fact, the game has some of the lowest system requirements compared to many other games that have come out over the past 12 months. The minimum requirements list a Core 2 Duo E6600, (A processor that came out in 2006), a Direct X 9.0c compliant Video Card with 512mb of memory on it ( This version of DX came out around 2004), and 6GB of space on the hard disk. Suffice it to say, if you have a fairly old computer that can’t run most new releases, you may be able to run this. Albeit on the lowest settings.  Which still look surprisingly decent all things considered. Even in the world of independent B games, it’s rare for a new game to run okay on a nearly ten-year old computer. The game also runs on Macintosh, which should please those on Apple boxes.

But Insurgency does have some technical issues that keep it from dethroning the ARMA, Call Of Duty, Counter-Strike, and Battlefield franchises of the world. The worst problem the game has is lag. To be fair, all of those other great games certainly have issues as well. But this is a crucial area for competitive games. Being on par with the others isn’t going to help it climb the mountain. The lag issues aren’t nearly bad enough to make the game unplayable. But there seem to be nights when the hosting servers can’t seem to keep up with the traffic. It’s about as infrequent an occurrence as it is with many of the AAA shooters. But it will annoy you if it does happen during a play session.

The other problem it has comes up very rarely, but it will still infuriate people. Sometimes the game will simply close, and exit to the desktop on its own. You won’t see a box show up explaining that it has crashed. You will just see your desktop as if you had never launched the game. Again, almost every other game it competes against has bugs, glitches or crashes. It’s a shame though because it could be another chance for New World Interactive to have one over on its peers. One can only hope these connection issues, and random crashes are solved soon enough. One thing that is very encouraging, is the fact that NWI has been frequently supporting this game with updates. So hopefully they can iron out these problems.

Insurgency may not have the best in visuals, drivable vehicles, or an action packed campaign with Hollywood set pieces. But it has plenty of modes to keep you busy, a large variety of maps, weapons, and a very good communication software feature. It also has very low system requirements, widening the potential player base. The lack of hand holding is going to be very compelling for those who tire of red splashes, and kill cams. Players looking for a really good team based tactical shooter will really love Insurgency’s many competitive modes. Players who want a great cooperative mode will love the Hunt mode.  If you’re looking for a great shooter, with a ton of replay value you should definitely take a look at this game. So long as you don’t mind average graphics, and a high level of challenge. Insurgency kicks ass, and it will certainly kick yours.

Final Score: 8 out of 10

Deadcore Review

Deadcore is another game that combines elements from different genres. It has the first person platforming of games like Metroid Prime. It has the parkour feeling of Mirror’s Edge. It has some puzzles that rival the complexity of Portal. Most of the online store descriptions you’ll find for the game describe it as a First-Person Shooter. While you do eventually wind up with a gun, shooting isn’t really all that lethal.

PROS: Beautiful environments. Challenging game play. Interesting concept for a story.

CONS: Possibly too challenging for some due to a high difficulty. Minor glitches.

CREEPY: Sentient blocks that float around hoping to make you fall.

Deadcore has two modes. There’s a story mode, and a mode for speed runs. You can also play the story mode in the speed run mode if you want to try to see how quickly you can beat the entire game. Speed Run mode also lets players time attack individual levels, or sections of levels called Tracks. Of course you won’t be able to do much in this mode right away, as most of it is unlocked by going through the story mode. If you do play through a speed run setting, you’ll be competing against others on the leaderboard. There are score categories for each of the levels, tracks, and story mode. Deadcore also has a lot of achievements dedicated players can shoot for. There is even one everyone will likely get called Digital Barbecue. This is because dying five hundred times will unlock it. You will more than likely die over five hundred times in this game.

The story in Deadcore is honestly pretty cool. It centers around your character trying to escape a mysterious tower that reaches high into the Thermosphere. As you go through the game you’ll stumble upon icons. Most of these open up entries in a log book. When you go into the log book, you can look at the entries you’ve discovered. It’s like a lot of other titles in the sense that you’re finding journals. Some of the entries will be logs from previous climbers who died trying to escape the tower. Some of them will be discussions between your unnamed character, and a computer. Other entries detail some of the power up items you’ll discover during the game. Deadcore also takes a page from Valve by letting the world craft a lot of the story. It’s cold, soulless, and yet feels like there was life wiped out by this twisted, technological tower. The music in the game is some of the eeriest electronica heard in a soundtrack. While there are some thumping tunes during hectic times, Most of the time it’s brooding, and creepy. It captures the mood of isolation, and the desperation of the story nicely.

Some of the other things you’ll find are power ups, and Easter eggs.  Deadcore is very much a First-Person Adventure game. Obviously, the object of the game is to climb your way to the top of the tower to escape. The aforementioned gun is predominantly used as a tool. There aren’t any traditional enemies to speak of. You won’t be scoring headshots, or getting into fire fights with space pirates. Instead, the enemies you face are more or less parts of a security system. Sometimes cubes will show up to try to knock you off of a platform. Other times these electronic pods called Mosquitoes will gang up on you. Or you’ll find yourself turning off fans with shots from your gun while you’re trying to evade lasers.

The story mode is only five levels long. But these are some of the longest levels of any game you will ever play. Each one is broken up by several sections. These are referenced as tracks.  The first stage is the approximate bottom of the tower where you begin the game. The second one you’ll begin to see some progress as the world textures get smaller. Stage three things really heat up, as you’ll be inside a large chunk of the tower. Stage four is a tremendously large stage, with several tracks, and there is even a substantial amount of back tracking. The final stage is fairly brief. You will be very thankful about that fact because Deadcore is not an easy game. Frankly, it becomes the Dark Souls of puzzle-platformer hybrids by the middle of the game. Some of the sections in the game even put the hardest Super Mario Galaxy stages to shame.

For many, this game may even prove too hard, resulting in broken controllers, mice, keyboards, and monitors. But if you can keep calm, and practice you can eventually figure out exactly what to do. This game will force you to think under pressure.  Each area of each track is a puzzle. Yet there isn’t always only one way to solve it. Sometimes you’ll have a choice of which path of pitfalls you wish to take. But again, getting around each pitfall is its own challenge. I already mentioned the lasers, cube bots, and bug bots trying to make you fail. But it gets even more difficult.

Along the way the game will present you with new mechanics. For example, you’ll come across gravity switches. These create areas where you’ll be able to temporarily walk on the walls. Sometimes you’ll have to go through a modified gravity area, into a non-modified gravity area, into another modified gravity area. All within a few seconds. Other times you’ll run into flipping blocks, right out of Super Mario Galaxy, where one side is electrified. Landing on this side is instant death. Other times you’ll find fan blades that you need to shut off while avoiding moving boxes with laser beams on them. Because not shutting them off will blow you off of a surface. Leading to a subsequent death. Or go through a anti gravity area with a ton of enemies, while trying to avoid moving laser walls. Or any other number of difficult scenarios.

The game bases a lot of its maneuvering on platform jumping. If you’ve played a lot of Metroid Prime, or Mirror’s Edge you’ll have a good idea of what to expect. Much of the level design is focused on pixel perfect jumping, mixed with the aforementioned challenges. All of which will force you to complete them as quickly as possible. This is also why there is a focus on speed running. If you do choose to speed run in Deadcore you’ll need to master the dash mechanic once you find it. Dash acts as a fast travel, as well as a third jump. You can jump, then double jump. But once you find the dash power up, you’ll be able to dash after double jumping. Plus, a lot of the difficult sections pretty much require using it. There is a handy meter on the gun that measures how much dash power you have remaining. So you’ll have to decide on the fly if you need to do short dashes, or hold the dash down, and use up the entire bar. The dash recharges if you hold still. Unfortunately, the gun’s ammunition does not. So you also have to keep an eye on the number of shots remaining.

In between tracks there are checkpoints. Like many of the 2D games that celebrate the difficulty of 8-bit NES games, Deadcore gives you unlimited lives. You can re-spawn at the last checkpoint you’ve reached  at any time by pressing R. If you die you will also re-spawn there. You are going to be pressing R a lot, as well as suffering many deaths. Every missed jump will lead to a fall to your doom, the path of an enemy, or to an earlier point in the track. Similarly, you’re going to want to master the mechanics, and power ups as soon as you can. Because the difficulty only amps up. Especially since none of the traps, or enemies you shoot stay off. Everything you disable eventually turns itself back on.  It’s kind of like Evil Otto, from Berzerk in that nothing can be killed. Even the bosses can only be temporarily disabled.  So you’ll find yourself disabling something, and moving. Fairly often. Especially near the end of the game. You’ll also want to seek out the power ups, and some of the Easter eggs.  Some of them are actually messages from the developers instructing you to email them information from the secrets you find. Doing so gets you some cool media like music from the soundtrack.

Along with the high difficulty, Deadcore does have some minor problems that will add to some of the aggravation. Sometimes there will be some slight hiccups in the game’s response time. This means it might not recognize you’ve pressed the jump button, leading to a seemingly cheap death.  It isn’t the worst thing in the world. But this is a game that relishes the idea of speed running. Any little interruption in performance can result in the loss of precious seconds. There were also a few rare times I ran into clipping problems in my play through. As such, I found myself stuck in walls, and forcing a re-spawn. Sometimes this happened when I was ever so close to a checkpoint, which became really frustrating.

Some players might also dislike the lack of customization options. You can’t choose things like the kinds of filters, or post processing. You have to go to the custom setting to even see them, and even then everything is a low, medium, or high check box.  You can re-bind your keys, set screen resolution, and your field of vision. But you can’t do much of anything in terms of audio settings. These problems don’t ruin the game, or stop you from being able to complete it. But will lead to a few really grating moments for some of you. A few more checkpoints could have also been used. Because some of the sections between them are so long they begin to feel like levels themselves. This is especially true during the next to last stage, where backtracking becomes a big part of the game play.

When you do finish the game you will be treated to one of two endings depending on which paths you took, and what areas you’ve discovered. It’s certainly a satisfying finish for the story given here. It also leaves you with a sense of accomplishment. Overall, Deadcore is a really well made game. The rare glitch aside, it functions pretty responsively. The difficulty is high, but the game feels rewarding when you complete tough areas. It has an engrossing look, and sounds that pull you into its world of uneasiness. The mechanics, for the most part are fun to use once you’ve gotten a handle on them. There are versions for all three major computer operating systems. You can play this on Windows, Macintosh, or Linux. Plus, the system requirements aren’t very high. Most computers built over the last seven years should be able to run it.

5-Bits Games has really put out something special. But I’d be remiss if I didn’t tell you that it isn’t for everyone. If you are the sort of player who is turned off by a high difficulty, you will probably not like the experience 5-Bits Games has delivered to the world. If however, you thrived on games like Dark Souls you’ll want to play this game. If you’ve got the patience, and love dystopian settings it’s certainly worth picking up.

Although you may want to purchase a spare keyboard in case you lose your cool.

Final Score: 8 out of 10