Skip to main content

Posts

High on Life 2 – Bigger, Louder, and Even More Unhinged: A Profane, Neon-Soaked War on Corporate Greed (Game Review)

High on Life 2 escalates the chaos to intergalactic extremes, hurling players across grotesquely gorgeous alien worlds in a foul-mouthed crusade to dismantle a pharmaceutical empire determined to monetize humanity itself. Developed and published by Squanch Games, High on Life 2 doubles down on the formula that made the original a breakout hit: sentient guns with zero impulse control, neon-drenched sci-fi satire, and first-person combat that is far more mechanically competent than its absurd tone suggests. This time, the stakes are clearer and sharper. An EVIL pharmaceutical conglomerate is putting price tags on HUMAN LIFE, and your job is to blast, grapple, and wisecrack your way through its galaxy-spanning infrastructure. Core Gameplay Loop At its foundation, High on Life 2 remains a narrative-driven FPS built around bounty hunting corporate elites. Each major mission sends you to a new world, where you dismantle supply chains, sabotage labs, and eliminate executives with incre...
Recent posts

Monsters and Me - Fast, furious, and gloriously messy: Blast, burn, and improvise through short, explosive runs of arcade chaos. (Game Review)

Monsters and Me is a gleefully chaotic top‑down arcade shooter that turns a slime‑apocalypse into a nonstop, laugh‑til‑you‑cry survival romp. After a waste‑plant explosion spawns gooey, rage‑filled mutants, your job is gloriously simple: move fast, aim truer, and turn everything that breathes into sticky confetti with an arsenal of loud, ridiculous weapons. The build I played leans hard into twitch reflexes and explosive feedback: short, brutal runs that reward aggression, improvisation, and spectacular failure, while leaning into streamer‑friendly moments and dark comedy so every wipe becomes a highlight reel. Core Gameplay Loop At its core, Monsters and Me is a ruthless, round‑based survival loop: flip the power, stock up on weapons and supers, then brace for randomized waves of ever nastier slime mutants. Each run plays like a frantic choreography of movement and firepower: kite, dodge, and weave while grabbing power‑ups, chaining specials, and detonating the right tool at the rig...

Machine Mind Release Date Revealed: Build, Battle, and Survive When the Wasteland Awakens March 5

The apocalypse is noisy, metallic, and rolling in on custom-built wheels. The publisher and developer have officially locked in the release date for Machine Mind , a post-apocalyptic action title that fuses survival mechanics with real-time strategy systems. The game launches March 5 on Steam , and it looks ready to drop players into a wasteland where ingenuity is your only real weapon. A World That Ended Twice In Machine Mind’s grim backstory, a mysterious virus spirals into full-scale nuclear annihilation. Civilization collapses. Cities crumble. Raiders inherit the Earth. A handful of survivors escape to an orbital station, watching the planet decay from above. You, however, are not so fortunate. After a catastrophic spaceship crash, your consciousness is preserved inside an experimental mind module —effectively trapping you inside a machine. No flesh. No heartbeat. Just circuitry and survival protocols. From there, the game pivots into its core hook: you don’t just survive ...

Tic Tac Toe Just Went Pro: The Worldwide Championship Turns a Childhood Classic Into a Global Showdown

For decades, Tic Tac Toe has lived in the margins — scribbled on notebook paper, played on restaurant napkins, and used to pass time in classrooms everywhere. It’s the universal boredom buster. The ultimate “we’ve got 30 seconds” game. Now? It’s going pro. The Worldwide Tic Tac Toe Championship is officially reframing the planet’s most recognizable game as a fast-paced, leaderboard-driven competitive circuit — complete with public installations, global rankings, and a live finale at . Yes. Tic Tac Toe. And honestly? It’s kind of genius. From Doodles to Digital Domination At the center of this unlikely competitive revolution is — comedian, media entrepreneur, and mastermind behind High Score Game Arcade. His platform specializes in taking deceptively simple games and scaling them into viral global competitions. The pitch is simple: what if the world’s easiest game wasn’t easy at all? Because when you remove randomness, enforce structure, and introduce rankings, Tic Tac Toe beco...

Underchoice - Every knock is a dilemma: Ration supplies, weigh moral costs, and steer a bunker through impossible choices. (Early Access Preview)

Underchoice puts you in the bunker overseer’s chair and never lets you forget the cost of every decision. In the early access build I played, each knock at the door becomes a compact moral puzzle: vetting strangers, triaging crises, and rationing dwindling supplies, where a single choice can ripple into weeks of consequences. The loop centers on triage: admit a potentially valuable stranger and accept the security risk, or shut the door and shoulder the guilt of a life left outside; send scarce medicine to the sick and risk a breakdown in defenses, or conserve it and watch morale fray. It’s a tense, tightly focused experience that translates ethical drama into meaningful gameplay and nails the emotional weight of being responsible for others under pressure. What I Played Scope : A focused slice of early access that zeroes in on the game’s core loop: strangers arriving at the door, cascading internal incidents, and hard choices about dwindling supplies across several in‑game days. The ...

Review: A Romantic Night at the Fort Payne Opera House with Casablanca

Tonight, the Fort Payne Opera House transformed into a haven for romance as couples gathered for a special Valentine’s-season screening of Casablanca . The historic theater — warm, intimate, and rich with character — provided the perfect backdrop for one of cinema’s most enduring love stories. From the moment the house lights dimmed, there was a palpable sense of occasion. The Opera House’s cozy architecture and vintage charm elevated the experience beyond a typical movie night. Soft lighting, close seating, and the quiet murmur of anticipation created an atmosphere that felt personal and nostalgic — the kind of setting where stories like Rick and Ilsa’s truly belong. Watching Casablanca on the big screen in a historic venue added emotional weight to every glance and every line of dialogue. The iconic performances felt more immediate, the music more stirring, and the final airport farewell more poignant. Sharing that collective moment — laughter at the wit, silence during the heartb...

Pluto - Cast spells with gestures, craft absurd combos, and race a gory, hand‑drawn roguelike to your niece’s birthday. (Demo Impressions)

Pluto ’s demo sharpens the roguelike deckbuilder concept into something tactile and immediate: you don’t just play cards, you trace elemental sigils with your fingers and watch spells erupt from your gestures. The tone is darkly comic and gloriously gory: hand‑drawn, grotesque enemies and splattery feedback give each encounter personality, while the core loop rewards clever pattern play over brute force. Runs are compact and punchy, tuned for one‑hour sessions that prioritize experimentation and emergent combos; every turn feels like a small puzzle where timing, overlap, and a lucky miscast can produce spectacular results. Demo Contents • Playable content : A refreshed demo that adds the new Magus character, expanded map events, fresh enemies like the Leech, and a batch of confiscated gifts and spells to discover. Each element is tuned to showcase how characters, items, and events reshape run‑to‑run decisions. • Quality of life : Meaningful improvements: save/load support, large perfor...

Crabby Fishes - Hand‑drawn tower defense: defend a tropical reef, manage the battlefield, and stop pollution‑spawning invaders. (Beta Preview)

Crabby Fishes plunges you into a hand‑drawn, fast‑paced tower defense where quirky sea creatures defend a tropical reef from zombie‑like, pollution‑spreading invaders. The beta I played delivers a concentrated, confident slice of the game’s promise: short, replayable stages that force constant tactical adaptation, a vivid visual identity that keeps chaos readable, and an eco‑mechanic that turns the battlefield itself into a shifting resource you must actively manage. Waves punish static strategies, polluted tiles change pathing and force tradeoffs between offense and cleanup, so every decision about placement, timing, and ability use matters. It’s charming, brisk, and smartly designed to reward experimentation while keeping sessions snappy and satisfying. What the Beta Includes • Content played : Tutorial plus three handcrafted levels that showcase core mechanics, enemy archetypes, and escalating scenarios designed to teach and test tactics. • Units and tools : A starter roster of cra...

Crimson Capes - Feints, guards, and brutal counters: A visceral pixel‑sorcery tale where politics and witch‑hunts shape every fight. (Game Review)

Crimson Capes drops you into the boots of Milon the Tempest, the King’s Left Hand, and the game delivers a concentrated taste of its sword‑and‑sorcery ambitions. The pixel art is richly detailed and atmospheric, foregrounds and backdrops that feel lived‑in rather than decorative: while the worldbuilding (witch‑hunts, guild politics, and a spreading conspiracy) gives every skirmish narrative weight. Combat aims for grounded, weighty realism: feints, guards, and brutal counters land with satisfying heft, and magic augments fights in ways that change pacing and strategy rather than just adding numbers. In short bursts the game already shows a confident aesthetic and a combat system with real ambition: visceral, tactical, and full of promise. Combat and Core Systems Combat is the game’s headline: feints, thrusts, cuts, and guards are animated with grounded, readable motion that rewards spacing, timing, and intent. Parrying and well‑timed counters land with satisfying weight, and elemental...

Hobble‑Wobble - Up to eight players share a single, wobbly hero: coordinate every step, clutch every recovery, and turn chaos into triumph. (Demo Impressions)

Hobble‑Wobble ’s demo turns the simple objective, get home, into a gleefully chaotic exercise in shared responsibility. Up to eight players wrestle control of a single, perpetually off‑balance protagonist, and the result is equal parts maddening and hilarious: every step, jump, and stumble becomes a negotiated decision. The physics are merciless but fair: panic mashing multiplies calamity, while calm, coordinated inputs let a team coax progress out of wobble and slip, so small successes feel hard‑won and genuinely legendary. The demo nails its core conceit: it punishes solo heroics and rewards social rhythm, turning every fall into a story and every clutch recovery into a moment you’ll want to replay. How it plays The control scheme is brilliantly simple and brutally clever: everyone uses WASD + Space, but each keypress only supplies a fraction of the total input, so movement is inherently collective. One player pressing W barely nudges the hero; a handful of coordinated presses produc...