Thu, 2 Sep, 10
Author:
David Brown

Category:
Games reviews

Tags:
, , ,

Mafia II Review: Wake, Mission, Sleep. Repeat.

Mafia II Review: Wake, Mission, Sleep. Repeat.

Platforms: PC (reviewed), X360, PS3

Developer: 2K Czech

Publisher: 2K Games

After 7 years of waiting, expectations are always going to be high. There are no excuses about curtailed production schedules, you’ve had plenty of time to get whatever you want to do done. 2K Czech may have undergone a name change since they were last with us, but they’ve been working on one game (that we know of) the whole time. Mafia II is their baby, an attempt to make the definitive trilby and tommy gun gangster game for the modern generation. Previews have been positive and everyone’s been on the edge of their seats, waiting for a blockbuster. Have they waited in vain or will they be made an offer they simply can’t refuse?

Mafia II exists in the same world as the beloved first game, just set in a different city and with a whole different set of colourful characters. There’s one blatant, and welcome, reference to the first game in there, for those in the know, but it’s pretty much a self-contained storyline. As Vito Scaletta, a streetwise young hoodlum who finds himself in trouble with the law, you start the story shipped off to Sicily, where you end up fighting Mussolini’s troops as the American forces attempt to overthrow the slaphead dictator.

Mafia II Review: Wake, Mission, Sleep. Repeat.

During his time on the frontlines, Vito witnesses the power of the local Don, and it makes a big impression on him. On returning to Empire Bay, his long-time buddy, Joe Barbaro, a real wise guy, gets Vito involved in more petty crime, gradually meeting local criminals and slipping further into a life of money, women and power.

That’s all for the plot, as saying anything else would be to enter spoiler country. Suffice it to say, the story, characterisation and things of that ilk are easily the best part of the game. Just as with the first, real care and attention has been put into making sure the participants are believable, that they look great graphically and that you always feel part of a grand story.

Click here to find out what Dave thought of the gameplay...

Dead Rising 2: Case 0 Review – Fear The Drill Bucket!

Dead Rising 2: Case 0 Review   Fear The Drill Bucket!

Platforms: XBLA (400MSP)

Developer: Blue Castle Games

Publisher: Capcom

Dead Rising 2 is set to release later this month, but Xbox 360 owners can now get an exclusive head start on the proceedings. Before making his way to Fortune City, stuntman Chuck and his daughter Katey find themselves stranded in the sleepy small town of Still Creek… that’s now awash with hordes of slavering undead. With nothing save his wits and the massive amount of wieldable objects cluttering up the place, Chuck will need to step up to the plate and discover a way out before it’s too late. Or, you know, just inventively throw down on scores of zombies with common household objects whilst wearing a gingham dress, cackling insanely all the while. Whatever floats your boat.

Dead Rising 2: Case 0 Review   Fear The Drill Bucket!

Cue insane cackling.

The principle and premise will be instantly familiar to fans of the original. Chuck has to escape the town in a tight time limit, killing zombies and rescuing survivors for persistent experience and different endings. The small town has a fair few shops that provide hilarious props and clothes to enrich the experience, and even an actual pawnshop that vends useful items and hints. That’s right: cash money is now extremely important part of the Dead Rising experience, and can be used to secure essential gear or partake in a little gambling.

However, as well as assembling a makeshift getaway vehicle, you’ll also need to take care of Katey. She requires constant Zombrex injections every 12 hours, meaning that you’ll constantly need to keep an eye on the clock and forage for the controversial drug in between dealing with the major objectives. Her voice acting is truly awful and the premise is actually shaping up to be more than a little annoying… though we’ll hold out for the full game before making an assessment.

Dead Rising 2: Case 0 Review   Fear The Drill Bucket!

Small town hospitality at its finest...

Read on for madcap mutilation and the lowdown on Case 0!

Xbox Live Indie Game of the Week: Fortress Forraging, Desperate Defence And The Power Of Magnetism!

Xbox Live Indie Game of the Week: Fortress Forraging, Desperate Defence And The Power Of Magnetism!

Welcome once again to my roundup of the week’s best Xbox Live Indie Games… and listen up, because we’ve got a real fight on our hands for first place. Both have the quality we’re looking for, but they offer extremely different game experiences that cater for very different audiences. All three of this week’s showings demonstrate the innovation, polish and tender loving care that the Indie scene uniquely provides… so with no further ado, it’s time to get involved!

Treasure Treasure: Fortress Forage


Developer: Ishisoft

Demo/Buy (80MSP)

Xbox Live Indie Game of the Week: Fortress Forraging, Desperate Defence And The Power Of Magnetism!

Treasure Treasure doesn’t look like much at first glance… but that’s part of its charm. It captures the essence of the a smooth Game Boy platformer, right down to the LCD screen and adorably crude (yet stylish) sprites. The premise is also charmingly simple, with two kids ascending a castle to solve puzzles, jump over plaftorms and search for treasure. The faux-retro stylings are cute and familiar, bringing up warm fuzzy feelings and old memories of long family car journeys. However, the presentation belies a nifty cooperative that can be leveraged by both one  or two players.

Read on for more treasure, fantasy defence and raw magnetic power!

Gunblade NY & LA Machineguns Arcade Hits Pack Review: Death From Above!

Gunblade NY & LA Machineguns Arcade Hits Pack Review: Death From Above!

Platforms: Wii

Developer: SEGA

Publisher: SEGA

On a personal note, SEGA’s lightgun shooters provide one of the three integral pillars of my early gaming life. Gunblade holds a special place in my heart (along with id Software and the Amiga 600) since the impressive Model 2 graphics and enormous honking peripheral absolutely entranced my wide-eyed and impressionable youthful self. After undertaking pilgrimages to Southend’s golden mile and SEGAWorld just to play it, I was forced to do without my beloved cabinet for years… until now. Note, therefore, that I am officially the best and worst authority to review this double pack- and will stalwartly maintain professional objective detachment after the following embarrassing outburst.

YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY!

Right. The Arcade Hits Pack contains the full versions of Gunblade and L.A. Machineguns; with Wiimote functionality, widescreen support, a new ranking system, unlockable weapons and a score attack mode thrown in to bulk up the package. And that’s it. It delivers exactly what it says on the box: two classic arcade hits and not much else. It’s time to find out whether these two games have aged well enough to be worth a purchase after so many years.

Despite being developed on different arcade boards, both Gunblade NY and LA Machineguns conform to the same basic formula. Terrorists have invaded recognisable US landmarks (including New York, Las Vegas and Los Angeles, natch), and it’s up to the player to bring the rain from a badass helicopter gun platform. The airborne perspective allows the rail camera to cinematically zoom around well known locations, swooping in to the ground level and pulling out into the high atmosphere for an unprecedented dynamic experience. The mounted machine guns are unbelievably powerful, creating enormous explosions with each bullet impact and tearing even armoured targets to shreds. They never need reloading, but enemies launch a constant stream of rockets that need to be gunned down before they connect. Big bosses and swarms of fast-moving enemy troops await- and the years still haven’t dulled two of the finest and most fun arcade shooters ever made.

Gunblade NY & LA Machineguns Arcade Hits Pack Review: Death From Above!

The Gunblade is the SAAF's secret weapon: featuring two outrigger turrets that can rip through troops, tanks and mechs with brutal efficiency. I've missed you, babe.

Read on to see if the same can be said for the graphics and controls...

We Sing Encore Review: Streamlined Singing…Again

We Sing Encore Review: Streamlined Singing...Again

Platforms: Wii

Developer: Le Cortex

Publisher: Nordic Games Publishing AB

Seeing as how singing isn’t my forte, I approached We Sing Encore with trepidation and not much hope of receiving a rewarding gameplay experience. When it comes to music games I like to see a bit of variety not only from the set list, but also from the roles that you can take, whether that’s standing up with a guitar controller strapped around your shoulders or sitting down hammering away at the rubber pads on a synthetic drum kit. However, there’s none of that with We Sing Encore, it’s purely vocals based so chances are you’ll either be stood up tapping your foot to the music or slouched into your couch in a hypnotic stupor as the words flash across the screen and you fire them out like a zombified cat perched on top of a fence wailing into the night.

We Sing Encore Review: Streamlined Singing...Again

The list of songs that you have to choose from is a little bit on the low side especially when you compare it to some of its rivals or even a song book at a karaoke night, which is a real shame because after a couple of hours you’ll have covered just about everything and probably won’t have a great desire to rush back into it because nothing about it really stands out. I can see what the developers have tried to do with the songs, they’ve attempted to include a little bit of everything to cater for the wide range of music fans that are likely to check out the game. Unfortunately, this is its biggest downfall because it’s more than likely that you’ll scan through the set list to find that you’re only really interested in going over one or two songs and couldn’t care less about the rest, which was certainly the case with me and left me feeling that the set list was about as sparse as a spartan warrior’s living quarters in terms of the songs that I actually wanted to have a go at.

We Sing Encore Review: Streamlined Singing...Again

Taking part in the game doesn’t really feel like a simulation of the career of an up and coming pop star, it feels more like a simulation of a person who’s too lazy to get up of their arse and phone a few mates to arrange a trip to the local pub for a bit of karaoke, which believe me would be a lot cheaper than buying a copy of the game complete with all of the microphone peripherals. As you’re singing the words scroll across the screen and the background is quite simply just the music video for the track, which as you can imagine after one or two play throughs starts to feel a bit too familiar.

Click here to read the rest of Tom's review...

Kingdom Hearts: Birth By Sleep Review – Triple Threat

Kingdom Hearts: Birth By Sleep Review   Triple Threat

Platforms: PSP

Developer: Square-Enix

Publisher: Square-Enix

Kingdom Hearts is a truly beloved series that, on paper, really shouldn’t work as well as it does. The franchise started to spawn handheld spinoffs after the runaway success of the original… and by offering fast, slick and deep gameplay, Birth By Sleep is probably the best of the bunch.

Birth By sleep tells the intertwined stories of three Keyblade masters: the youthful Ventus, stoic Terra and female mage Aqua. In terms of gameplay, you’ll still visit various Disney-themed worlds to rid them of an infestation of monsters and meet classic characters along the way. However, the typically-strict mechanics have been replaced by a fast and fluid system that takes KH2’s framework and improves upon it exponentially. Proceedings seem disarmingly simple at the start of the game. When attacked, hammering X allows attack combos to be slung together, but a Command Deck allows abilities to be stored and used on the fly. This system seems a little restrictive at first, it’ll soon expand enough to contain a range of battlefield styles. As players use combat abilities (which include the standard range of melee skills, magic spells and items), they’ll occasionally enter a combat stance that provides increased attack damage and status effects. The stance depends on the type and order of special attacks used- and brings a massive amount of experimentation and depth to the combat.

Kingdom Hearts: Birth By Sleep Review   Triple Threat

Read on for twisted storylines and eyepopping PSP graphics!

Xbox Live Indie Game of the Week: Monsters (Probably), Bouncing Balls and Pure Exploitation!

Xbox Live Indie Game of the Week: Monsters (Probably), Bouncing Balls and Pure Exploitation!

After our brief hiatus at Gamescom, I’m back on the Indie scene to shine the Dealspwn spotlight on the three best and brightest Xbox Live Indie titles. This week brings us a mix of the new, retro and downright cynical!

Monsters (Probably) Stole My Princess

Developer: Mediatonic

Demo/Buy: 240MSP

Xbox Live Indie Game of the Week: Monsters (Probably), Bouncing Balls and Pure Exploitation!Who do you blame when your princess goes missing? Monsters, obviously. The vampiric Duke naturally suspects that the forces of “smelly” monsters is to blame when hi princess is snatched away (despite a worrying lack of evidence)… and swears to bring them all to justice. His revenge is chronicled by a hilarious (if brief) story mode where you’ll need to chase five monsters up increasingly complex levels. The graphics are an HD facelift of the original PSP mini and the music gives the Castlevania series a run for its money.

Read on for monster combos, retro bouncing and large-breasted zombie killers!

Lara Croft and the Guardian of Light Review: Tomb Raiding With A Mate

Lara Croft and the Guardian of Light Review: Tomb Raiding With A Mate

Platforms: X360 (Reviewed) | PS3 | PC|

Developer: Crystal Dynamics

Publisher: Square-Enix

I think Crystal Dynamics got a little bit bored to be honest. They’ve been deeply concerned with shaking up the Tomb Raider franchise since being handed the reins back in 2003 and this, finally, might just mark the massive departure that they’ve been looking for. You can forget about stealthily picking your way through archaeological ruins, this is all about pace, action and puzzle platforming.

Lara Croft and the Guardian of Light Review: Tomb Raiding With A Mate

Forget too about enjoying some T&A as you pick your way through the game. This is a new look for Lara. She’s still romping around in the Underworld engine, so expect dynamic lighting in this game, ferns that waft in the breeze and puzzles that take the laws of physics into consideration, but this time it’s zoomed out to an isometric view and handles like a twin stick shooter.

The game’s augmented by RPG-lite elements too, there’s an array of weapons, your four favourites can be mapped to face buttons for quick and easy access, not to mention a whole bunch of hidden artefacts and basic health/ammo upgrades to be found by looking in every nook and cranny, ticking off the side quests and extra objectives for each level, and also by occasionally indulging in a spot of actual tomb raiding.

Lara Croft and the Guardian of Light Review: Tomb Raiding With A Mate

Lara Croft’s adventures have traditionally been fraught with danger, peppered with generally disgruntled wild beasts, traps that would scare the pants off of Indy and mercenaries who generally wait for Lara to do all of the hard work before pinching whatever artefact she’s been swinging, climbing and swimming her way towards outside afterwards at gunpoint. If these are the markers by which a Tomb Raider game might be determined and identified, then Lara Croft and the Guardian of Light might well be the most Tomb Raider-y game of the last decade.

Click here to jump the break and find out if that means it's any good!

Kane & Lynch 2: Dog Days Review – Pedigree? Some.

Kane & Lynch 2: Dog Days Review   Pedigree? Some.

Platforms: PC|PS3|X360 (reviewed)

Developer: IO Interactive

Publisher: Eidos Interactive/Square-Enix

I was genuinely excited for this sequel after my time down at the Square-Enix offices at the preview day a couple of months back. The guns felt solid, the pace was breathtaking and the presentation came across like a Michael Mann film marinaded in extra grime and stewed under a tramp’s armpit. But gradually the worry began to set in that this reaction had only really been provoked by having played the immensely disappointing first game just the weekend beforehand. Still, it certainly looked like progress was being made.

Having the final product in my hands, Dog Days, then, is something of an apology – IO have come out and said that they wanted to make the game that they felt the first one deserved to be and Square have responded with an ad campaign the likes of which are usually only reserved for painfully average big budget movies that are all mouth and no trousers. They’re pretty sure they’ve clocked it this time.

By and large, the first game was one of those salvageable titles that was big on innovative concepts but short on fun and fulfilled potential, a hotchpotch of gripping narrative elements and alienating gunplay that was, quite simply, broken. A bit like Mass Effect in that respect, but worse.

The comparison, although somewhat heretical one side of my brain is thinking, is actually pretty apt. As with BioWare’s sequel, this second pass has tightened up the action. No longer do you feel as if you have a Super Soaker in your grasp. The controller recoils nicely in your hands, the rifles feel robust, the SMGs like barely contained hives of spitting death, and the shotguns dispense emphatic brutality that’s often followed by the game’s pixellation of severe violence, punching the heads off of people with their shot.

Kane & Lynch 2: Dog Days Review   Pedigree? Some.

But in spite of all of this, the weapons feel somewhat underpowered. Unless you have the precision rifle, firing at any range sometimes feels ridiculously hit-and-miss, like a lucky dip…but with bullets and screaming. It’s compounded by the fact that enemies can hit you from over half a mile away, creating firefights that are often incredibly frustrating, especially on the higher difficulty levels. Chance and general perseverance seem to have just as much of a bearing half the time as actual skill, which is slightly unnerving. Middling Spoiler Alert: It’s only really in the last couple of levels that you feel like a badass – ironically after shit has hit and destroyed the room that the fan was standing in, with you desperately needing medical attention – as the game thrusts a heavy duty, rapid-fire  support machine gun into your hands and has you take on a helicopter.

See if every dog has its day after the jump...

Monday Night Combat Review: Listen Up, Sports Fans!

Monday Night Combat Review: Listen Up, Sports Fans!

Platforms: XBLA (reviewed)

Developer: Uber Entertainment

Publisher: Microsoft Games Studios

Monday Night Combat makes an awful first impression. Upon starting a new game, you’ll instantly be whisked away into a simplistic arena tutorial where a hooting idiotic commentator warbles inane sports cliches at a deformed virtual solider. The game may hint at multiple classes, but you only get the opportunity to try out a single build while fighting a depressingly simple stream of idiotic enemies. Seriously, it’s enough to put you off the game for good.

Give it some time, however, and you’ll discover that it delivers an impressive and nuanced blend of two very familiar genres.

Monday Night Combat first appears to be a straight-up team based shooter. Gleefully plundering Team Fortress 2 for style, art design and concept; it throws a red and a blue team into direct competition over territory. Each team has to simultaneously defend their ‘moneyball’ (read: base) while attempting to destroy their opponent’s stronghold, with six classes providing a range of unique combat options and techniques. Killing other players nets you money that can be spent on skill upgrades and unlockables. So far, so familiar… right?

Not quite. Monday Night Combat also takes its cues from the tower defence genre. Each base constantly spawns a variety of bots that plod along preset routes, continually fighting for every inch of ground. Killing enemy bots also releases money that can be used (amongst other things) to build and upgrade defence towers as well as releasing unique robot attackers into the mix. This cash flow is also used to upgrade your class abilities- meaning that fickle finances and solid defensive play is as important as showing off your trigger finger. The addition of robots and turrets also makes for a gameplay experience that evolves dynamically; requiring players to constantly switch between attacking, harrying, defending, building towers or shepherding their robots towards the foe. It’s a reassuringly familiar formula… yet it feels refreshingly inventive at the same time.

Monday Night Combat Review: Listen Up, Sports Fans!

Go after players, support your robots or take down the towers?

Hey-oh! Read on, sports fans!

Xbox Live Indie Game Of The Week: Enzymes, Plugholes and Plagiarist Rants!

Xbox Live Indie Game Of The Week: Enzymes, Plugholes and Plagiarist Rants!

Welcome to our fourth Xbox Live Indie Game of the Week roundup… where I’m afraid to say that we aren’t exactly spoiled for choice. Only a handful of games have been released since last week… and whilst there are a couple worth noting, I strongly recommend that you have a gander at our hidden gems and previous runners up for your inspiration this time around.

Still, I swore to choose a winner every week- and I’m never one to back away from a challenge. With this in mind, let’s get involved!

Biohack

Xbox Live Indie Game Of The Week: Enzymes, Plugholes and Plagiarist Rants!

Developer: Mark Walker

Demo/Buy (80MSP)

Xbox Live Indie Game Of The Week: Enzymes, Plugholes and Plagiarist Rants!You might’ve learned about biochemical kinetics back in school. Metabolites can react and change into different substances when affected by Enzymes- and Biohack challenges you to alter reaction rates in order to create complex solutions. You’ll be presented with increasingly labyrinthine reaction maps and will need to apply inhibitors in strategic locations to create the necessary concentrations within the time limit.

Read on to discover the secrets of Biohack... and see the best of the rest!

Young Thor Review (PSP Minis)

Young Thor Review (PSP Minis)

Platforms: PSP (also PS3 compatible)

Developer: Frima Studio

Publisher: Frima Studio

Young Thor is a traditional side-scrolling platformer / beat ‘em up title. It follows the journey of Thor on his way to rescue four maidens from Hel, ruler of the Norse Underworld.

Combat is pleasingly simple and the lack of depth is hidden by the way you can attack enemies in different body parts for better effects. Numbers fly off enemies to indicate the damage done and when these numbers turn yellow, you know you’ve just discovered a weak spot. For example, the best way to deal with the tall trolls is to jump over them, turn around in mid-air and give them a crack to the back of the head. Another awesome attack is the ground pound where you shake the ground with a hammer blow from a jump, which lifts everyone up into the air for a bit of juggling. More standard moves include normal, strong, and lightning attacks which can also be charged by holding the button. Charing normal attacks results in a rising uppercut.

Young Thor Review (PSP Minis)

Enemies are traditional fare for this sort of title, namely goblins, trolls giant spiders, huge armoured knights howling banshees and undead warriors. Most of them can be quite troublesome in the later levels with their epic health reserves. If you are finding things a little tough you can always come back and get revenge later when you’re a bit stronger. Click here to read the rest of Brendan's review.

Castlevania: Harmony of Despair Review – Cooperative Harmony, Singleplayer Despair

Castlevania: Harmony of Despair Review   Cooperative Harmony, Singleplayer Despair

Platforms: XBLA (reviewed)… may reach PSN depending on Xbox 360 sales

Developer: Konami Digital Entertainment

Publisher: Xbox Live Arcade

Demo/Buy (1200MSP)

The Castlevania franchise arguably peaked with Symphony of the Night. Its blend of exploration, wicked awesome music and pixel perfect platforming captured the imagination of players and critics everywhere- but where can you go from there? Each successive iteration has felt like a rehash or a gimmick… but like any long-running TV show, Castlevania has an ace up its sleeve for the low moments. A ‘best of’ episode.

Harmony of Despair is essentially an amalgam of every character, trap and level from several previous Castlevania titles. Each of the six sprawling stages represents a single game or series theme, with a selection of familiar enemies, backgrounds and hazards compressed into the one castle. A massive boss awaits somewhere within the labyrinthine mess- and in an interesting twist, the game shows you where it is at the very beginning of each level. Using three zoom modes, you can view each stage in its entirety… and rather than blind exploration, Harmony of Despair challenges you and five friends to chart the best route to the boss and kill it within an ever-decreasing time limit. Naturally you’ll have to deal with tricky traps, perilous jumps and deadly adversaries along the way.

Castlevania: Harmony of Despair Review   Cooperative Harmony, Singleplayer Despair

To fail to plan is to plan to fail. It'll take some time to find the best route.

After blindly hacking and slashing through the rooms only to be confronted by dead ends and humiliating beatdowns, you’ll start to realise that each level is an intricate clockwork mechanism. Rather than a disparate selection of self-contained rooms, each stage needs to be viewed and tackled as a single enormous puzzle- and working out the most efficient route to each boss is a brainteaser that rivals the likes of Braid and Limbo.  The multiplayer focus really comes into its own here, with smart gamers teaming up to access cooperative shortcuts and secrets that you simply can’t reach by yourself.

Read on to find out if Harmony of Despair is the ghost with the most... or a grim spectre of its former self.

Xbox Live Indie Game Of The Week: Dragon Pawns, Cardboard Boxes and Happy Landings!

Xbox Live Indie Game Of The Week: Dragon Pawns, Cardboard Boxes and Happy Landings!

I truly believe that the Indie scene is the last remaining bastion of creativity in the games industry. Microsoft’s willingness to welcome bedroom developers onto the Xbox 360 dashboard provides one of the last unique selling points that the console has to offer… but there’s a catch. A vast selection of excellent games can be found on the Xbox Live Indie marketplace, but they’re usually difficult to find beneath a putrid heap of rushed, lazy and insultingly broken content. To this end, I’ll be diving headfirst into said heap every Wednesday in order to select three outstanding Indie titles that deserve your time and money.

Oh, and we’ll be picking a winner. There’s nothing wrong with a little friendly competition…

Click here to reveal the XBL Indie Games of the Week!

Mon, 2 Aug, 10
Author:
Matt Gardner

Category:
Games reviews

Tags:
, , ,

Click To Play: Pulsate

Click To Play: Pulsate

Here at Dealspwn we’re all about getting the best games for the least amount of financial effort, and we often tend to forget that some of the most addictive offerings out there are completely free. With that in mind, welcome to Click To Play, a weekly feature where we’ll be hunting down the best browser-based games each week so you don’t have to.  Check in with us every Monday to spice up your coffee breaks for the week!

This week: Pulsate

Click To Play: PulsateSet aside your thoughts of pwning n00bs or defending your base against a pixellated horde of fiendish aggressive aliens, this is an utterly tranquil affair. Stumbled into work with a stonking hangover from a liver-busting weekend? Fear not, we have the perfect Zen remedy for you, courtesy of Andre Michelle’s Pulsate, a nifty little webtoy that has you creating circles of sonic purity that emit ethereal notes when they touch.

Whilst my initial attempts turned into a cacophonous orchestra of badly played wine glasses, I was soon instigating ripples of musical wonderment that evoked atmospheric soundscapes of gorgeous serenity.

Click anywhere in the darkened area of play and you’ll create a golden ring that will slowly begin to expand, instantly giving off a note and retracting as soon as it comes into contact with another. A little experimentation and you’ll soon begin creating circles within circles, concocting your own symphony of ethereal delights at the touch of a mouse button. No, it’s not the most conventional of C2Ps we’ve featured, but twenty minutes in and I’m still dicking around with the simple premise. It’s just a shame you can’t share your masterpieces with others.

Click To Play