EGX London 2014 – Photos Galore


EGX 2014 - Earl's Court

EGX 2014 kicked off at London’s Earls Court this week on the 25th September, so yours truly hopped on a train down to the Big Smoke to get hands on with some of the upcoming games I’m most looking forward to playing in the near future…and to buy as much Bowser related merchandise I could possibly carry (don’t ask).

EGX, formerly known as Eurogamer Expo, is a four day extravaganza of gaming goodness; jam-packed with exciting new games to try, cool cosplayers strolling around and heaps and heaps of gaming merch to buy…such as Bowser t-shirts, just saying.

I wanted to play everything, but there just wasn’t enough time – I was incredibly tempted to try and hide somewhere in the massive building and evade overnight capture in order to stick around for another day or two, but alas, I decided against this course of action. Next time though…

I’ll write up a separate piece later with my personal impressions of the games I did get chance to play – Halo: The Master Chief CollectionAlien Isolation, Dying Light and The Evil Within – but for the time being I thought I’d share some of the pictures I snapped whilst wandering around…erm, I mean steadily queuing inside Earls Court in a state of happily maniacal excitement.

EGX ran from the 25th-28th September this year, and I highly recommend getting down to see everything going on at future EGX events yourself if you get the chance. So, without further ado, click on the thumbnails to feast your eyes on these juicy .jpg nuggets!

Killer Instinct Season 2 – New Gameplay Changes and TJ Combo First Impressions

KI Season 2 - TJ Combo and Jago

September 23rd was the early-access ‘soft-launch’ of Killer Instinct Season 2, the new season of the rebooted and beloved fighting game being developed by Iron Galaxy, who are taking over from Season 1 developers Double Helix.

In addition to eight new characters (don’t worry, I’ll get to TJ soon) that will be rolling out over the coming months, Season 2 brings with it some major changes to the existing characters and gameplay; all the Season 1 characters have received tweaks and buffs to their movesets, some minor, some quite drastic.

Maximilian Dood – everyone’s favourite YouTube fighting game god and all-round groovy guy – has produced a three-part series of detailed videos in association with Iron Galaxy examining these changes in depth. No doubt those of you who are as excited about Season 2 of Killer Instinct as I am have no doubt already devoured these greasy nuggets of info already, but I thought I’d include them below for the hell of it. Practice makes perfect, right?

Now, before we go any further, in the miraculous case that I’ve somehow managed to pull the blood-soaked wool over your eyes by dropping in the occasional fighting game term, I’m no fighting game expert. At all. Nope. No way. But, those of you who’ve read my Killer Instinct review and impressions will know that Killer Instinct was my first proper introduction to fighting games, and since my first nervous foray into Killer Instinct, I’ve absolutely fallen in love with the game, the series as a whole, its history and place in the wider gaming culture – I mean come on, who hasn’t heard of a C-C-C-COMBO BREAKER yet?

Nevertheless, while I sadly can’t provide the level of in-depth detail and knowledge that pros like Maximilian have, I thought my initial layman’s impressions from the equivalent of the fighting game baby pool may be of interest to players who, like me, thoroughly enjoy playing Killer Instinct, but perhaps aren’t the best at it.

In that sense, consider me more of an enthusiastic yet masochistic beginner who likes to get his face kicked in a lot online. So, (pauses to spit out a mouthful of blood and shattered teeth) I thought I’d share with you what I’ve managed to pick up so far from many virtual batterings (and if I’m lucky, occasional wins).

I’m pretty much a jack of all trades sort of player in Killer Instinct; I’m comfortable playing with most of the characters and styles, though I’ve yet to really nail down any one particular character/fighting style in any significant depth.

 Gameplay Changes

First I had a play around with my personal trio of favourite go-to fighters – Glacius, Orchid and Sadira – to see how they fared in general with the new gameplay changes. Largely, things feel mostly the same, which is good, as I think Double Helix managed to nail a lot of things in the previous season.

However, from my brief time with the new mechanics, my trio of favourites already feel much better to me. Glacius and Orchid have been significantly improved from what I understand and are now more appealing to pro players; both characters have been given new moves (Glacius now has a puddle dodge, Orchid gets stun grenades) and have had major tweaks to their respective special moves (Glacius’s Hail iceballs now bounce along the ground, Orchid’s Shadow Ichi Ni San ender now shoots a wall of columns across the screen).

Whilst the feeling in pro circles is that Sadira has had her spidery-wings clipped so to speak, for a player at my level she actually feels way better. One of her major drawbacks is that if you get cornered by an opponent, it can be quite hard to escape being pinned and get back into more comfortable airborne territory. You can more easily escape corners with her new shadow web-sling, and she’s been given a few more command normals which make it far easier to get your helpless opponents into the air for you to claw with her viciously spiked sandals and claws. Eat your heart out Spider Girl; Sadira still has some nasty tricks up her viciously pointy sleeves as far as I can tell.

Anyway, I’ll leave talking about my Season 1 favourites for now, and briefly share my first impressions of TJ Combo, the first Season 2 character. Players who purchase the Season 2 Ultra Edition get access to an early version of TJ Combo to use in the main gameplay modes (minus his own personal stage for now), with the exception of the somewhat story-based Arcade mode. So let’s take a jab at playing as the formerly cybernetically-enhanced champ himself.

TJ Combo

KI Season 2 - TJ Combo

TJ Combo is a returning character from the original Killer Instinct and Killer Instinct 2 (which, incidentally comes with the Season 2 Ultra Edition – I’ll sink my teeth into that shortly). From his initial reveal trailer, TJ appears to be on a path of redemption; as a champion boxer/MMA fighter, his goal is to fight his way through the tournament honourably to right the wrongs of selling out to Ultratech in the backstory of the previous games. All set to epic sounding piano chords and throbbing wub-wubs aplenty courtesy of Mick Gordon’s fantastic soundtrack work.

KI Season 2 - TJ Combo and Sabrewulf

TJ’s a rushdown character in terms of fighting style, probably closest in terms of technique to everyone’s favourite slavering blue lycanthrope, Sabrewulf. In fact, TJ has similar easy inputs to Sabrewulf as well; most of his combo chains are basic left-right punch/kick inputs, and the launcher and damage ender are set to down-up punch/kick, so those of you who are already comfortable saving people with our feral blue friend will find themselves at home with TJ.

KI Season 2 - TJ Command Normals

Upon looking at his command list, I was surprised to see quite how many of TJ’s command normals are designed for in-air use. One of Iron Galaxy’s major tweaks to the combat in Killer Instinct has been to make it much easier to get continuous air combos and juggles, and the ability to recapture an opponent mid-air and continue the combo on the ground.

As a result, TJ has several in-air juggle options at his disposal, as well as a nifty cross-up punch which you can use to make your opponent guess as to which way you’ll attack on landing.

TJ’s unique combo trait – Auto Barrage – is the ability to chain together punch and kick auto-doubles, providing they are of a different strength each time and with no repeats. Successfully going through all 6 different auto-doubles results in TJ pulling off a unique damager ender which causes some serious damage.

TJ’s instinct mode – known as Glory Days/Last Breath – is interesting. Used normally in combat, TJ’s instinct gives him a blue glow and he gets increased speed to his movements and attacks. However, if TJ has a full instinct meter when defeated or ultra’d, then he will defiantly shout “I’M NOT DONE YET!”, slamming the floor to send out a long-reaching shockwave before getting back to his feet with a small fraction of health left.

KI Season 2 - TJ Combo and Fulgore

Even though it’s perhaps not going to have much of an impact in pro matches, I can see that at my level, the ability to get back up and fight on if you’ve got a full instinct mode could lead to some fantastic turnaround moments at the amateurish level I play at.

Anywhoo, that’s my two cents (or should that be two pence) on TJ – the next character, amazonian warrior and all-round knife-wielding badass Maya is up next month providing there’s no delays or developmental setbacks. In the meantime, I’m going back into the virtual ring to get my head boxed in by all these new TJs cropping up online – wish me luck, I’ll definitely need it.

Alien Creeps Review

Alien Creeps - Title Picture

(Reviewed on iPad)

Diamond in the Rough

Alien Creeps is a fast-paced, action-packed tower defence game from developer Outplay Entertainment, which puts you in charge of defending your base from a cute but deadly invading alien race. The gameplay is frenetic, tense and highly enjoyable; however, it’s seriously hampered by its pay-to-win microtransaction system, which will unfortunately leave all but those with the greatest patience and the deepest pockets from playing on.

Let’s start with what the game gets right – which is an awful lot. From the opening colourful and bright cartoony art style of the title screen, it’s hard not to be taken in by the charm and playfulness that Outplay have imbued their game with. You’re first guided through a well-designed tutorial section, which quickly brings new players up to speed nicely with the tower defence genre and its gameplay mechanics if they’re unfamiliar, whilst not outstaying its welcome for tower defence pros.

The gameplay then, of course, is classic tower defence; your goal is to stop the advancing alien armies from getting into your base, by placing machine gun nests, troop barracks, laser turrets and rocket launchers in their way. Let too many aliens through, and in the words of one Private William Hudson, it’s “Game over man!”

Alien Creeps - Dead Bug

The action is fast, tactical and highly enjoyable. You have a starting period on each level to set up some rudimentary defences, and prepare for the aliens to come pouring in in their droves. Killing aliens gives you power, which you use to build more towers and improve your existing ones to make them deadlier – which is absolutely essential, as each wave brings tougher combinations of enemies flooding into the map.

Alien Creeps - Slinger

The aliens are cute, deadly and annoying – the perfect combination.

Speaking of the little critters, the enemy alien designs are bright and colourful, and they each have their own dastardly charm. You’ll gradually get familiar with the correct tactics for dealing with each threat, and break out in a nervous sweat when some new hulking monstrosity starts tottering it’s ungainly way to your base.

You get power bonuses for calling in the next wave earlier, which leads to some good balancing of risk and reward tactics – is it best to finish off the current wave’s stragglers and get some brief breathing room before the next onslaught, or call the next wave in early and get a power boost, at the risk of being overwhelmed before you’re ready? As the base commander, you’ll have to see what methods work best for you.

Alien Creeps - Flak

Your hero will level up over time, and can be upgraded like the towers.

The inclusion of StarCraft-style hero units alongside the general towers and outposts is a well-considered touch that really helps the flow of gameplay. The free hero on offer, Flak, is a classic grizzled Rambo-esque character complete with a shotgun, grenade launcher, and, of course, plenty of gruff attitude. Two other heroes are available for purchase, each with their own perks and abilities, and more are set to be released in the future.

Unlike the other tower-based marine units, you can freely order your hero around the entire map, which is absolutely essential to success. You’ll often find that you’ll need to keep your hero dashing from point to point, helping to shore up the more threadbare patches in your defence; sometimes rushing out to the frontlines to stem the tides of alien invaders head on, or at others, skulking around the base entrance to stop any plucky alien trespassers making it through. Your hero will gradually level up through extended play, slowly but surely becoming that tiny bit more badass each time.

Alien Creeps - Tesla Tower

The game’s controls are smooth and responsive.

Alien Creeps‘ touchscreen controls are very responsive and fluid. Moving your hero around is very simple and intuitive; you just tap the character and point them into position. Dragging and releasing the target cursors for the troop airdrops, carpet bombing strikes and the tesla tower is also a real delight; everything is fast and responsive, you never feel like you’re having to fight with the game for control. Controlling the action with your fingers rather than a keyboard and mouse lends the game a further level of immersion; you feel like a General moving pieces and models round a detailed warzone diorama. Just resist the urge to bark out orders at the top of your lungs whilst playing though – trust me, it’s not a good move.

You gemmy dodger!

On the topic of calling in airdrops and carpet bombs, it’s time to look at the microtransaction side of things. On the surface, Alien Creeps seems to handle its free-to-play scheme pretty well. The game has two types of in-game currency – coins and gems. Coins are earned by completing and winning missions, and for getting kills with your hero unit; these can be then spent on further upgrades for your troops, hero and towers.

Gems, on the other hand, cost real world money to buy; they are dropped very occasionally by enemies, but the drop rate is almost negligible. Gems are used to buy care packages, such as helicoptered-in troop reinforcements and carpet bombing runs, to refuel the tesla tower, and to buy more health or continues once the extra-terrestrials have their grubby mitts, tentacles, suckers and other extra-terrestrial whatnot on your base.

Alien Creeps - Action

Like many free-to-play games, these upgrades you buy with the coins have countdown timers that have to run down before you can get to use them, or alternatively, you can spend gems to get them immediately. To be fair, Alien Creeps‘ timers are pretty reasonable as far as free-to-play games go – the longest it seems that you’ll have to wait for an upgrade is about 15 minutes, although there are some exceptions.

For example, the game does grant you occasional care package rewards which give you a few extra resources, but nothing that would significantly help turn the tide of a difficult battle for long. You get five helicopter troop drops and five carpet bombing runs in these rewards, but you have to wait a lengthy 6 hours to collect your supplies.

The cost of the upgrades, sadly, is definitely slanted towards the pay-to-win side of things. Upgrades for the care packages – i.e. the resources which cost real world moolah – cost a fraction of the amount of coins you would need to upgrade the core tower and troop upgrades. This wouldn’t necessarily be a problem on its own, however, the game is exceptionally difficult and unforgiving without these extra gem-fuelled boosts constantly at hand.

Alien Creeps - Care Package Upgrades

The care package upgrades cost significantly less…

Alien Creeps - Machine Gun Upgrades

…than the absolutely basic tower ones you’ll need.

Initially, I put my struggles with Alien Creeps down to my unfamiliarity with the tower defence genre as a whole (I prefer to do battle with invading alien hordes in the turn-based XCOM style myself). But after several days of playing and grinding away, I’ve not been able to progress naturally beyond the first five levels. What started out as a gentle learning curve quickly rocketed to a steep climb in difficulty, and I’m now left at a punishing impasse.


This impasse is the most frustrating thing about the game; Alien Creeps locks off access to the later levels by means of the in-game ranking system. In order to move to the next area on the map, you have to acquire the requisite number of stars to unlock it. Stars are awarded for completing levels, and are based on your performance; a perfect run on campaign mode will net you three stars, and completing the Veteran and Spec Ops modes for each level will get you another two.

Fair enough I hear you say, but I only managed to make it as far as the end of the first jungle area before not being able to naturally progress any further – like I say, that’s only a paltry five levels in before you’re forced to backtrack and replay the same levels over and over again, or cough up some cash to advance. You’re required to get 20 out of the jungle’s total 25 stars in order to progress to get to the next desert area – a whopping 80% of the stars is required, which just feels like too high a barrier of entry for the average player.

Alien Creeps - Stars Roadblock

My first attempt to access the second area – despite my very best efforts cashing out gems left right and centre, the most stars I could get after days of trying was a meagre 17.

I struggled to get just a measly 17 stars in total, and that was from days and days of playing, collecting coins and free 6-hour supplies whilst desperately cashing in my dwindling gem supply on extra care packages and tesla tower zaps. Without the starting number of gems and the occasional free supplies that the game granted me, I doubt I would have been even able to make it to 17! The difficulty is just incredibly punishing if you aren’t forking out money for upgrades on a regular basis.

When a game forces you to get a highscore or perfect run in order to progress, I personally find it counter-intuitive – especially when such content roadblocks are put up at such an early point in the game, they don’t exactly encourage you to keep playing. I can understand how you might want to hold back later sections of the game behind a certain highscore pre-requisite, to enhance the endgame for the player and provide an incentive for them to keep playing. But to prevent all but perfect players (probably forking out for plenty of care packages no doubt) from progressing beyond the first handful of levels just feels really silly. If I really enjoy the gameplay, then I will naturally want to go back and replay sections and improve my highscores etc. without having to be barred access to the rest of the game’s content as an incentive.

Alien Creeps - Challenge Mode

Challenge mode offers a way of getting resources without paying cash, but its difficulty will soon put you off trying.

There is a challenge mode, where you can face off against randomised and increasingly more difficult waves of aliens to win more coins, gems and care packages through gameplay and not spending. You essentially gamble your current winnings against the next round in the hope of getting more; lose however, and you lose everything and have to start over. You can get a few supplies this way, but these challenges are just as hard as the normal missions, so this mode quickly loses its appeal as a natural alternative to spending money.

I don’t like to bemoan games that aren’t afraid to ratchet up the difficulty to make things more challenging, but in this case I simply can’t see how the average mobile gamer could complete enough levels flawlessly without spending money on care packages out of sheer necessity to progress. It’s a real shame, as the game is incredibly fun to play; if the free-to-play model had been implemented in a way that supplemented the great gameplay, rather than to needlessly put barriers in the way of the player’s progression and enjoyment, it would have been that much more rewarding and enjoyable to play.

Alien Creeps - Game Over Man

We are the Creeps – resistance is futile.

Unfortunately, when you do have gems burning a hole in your virtual pocket, they can also cheapen the good gameplay in other ways. When you’ve let one too many aliens slip through into your base, you can use your gems to buy more life, like an old arcade continue screen. However, doing this actually wipes out all the current enemies onscreen – this massively undermines the tactical gameplay and tension on offer here. After being overwhelmed by alien hordes storming into my base, I cashed in a handful of gems to get a bit more health back to get through the round, only to see the game remove all existing enemies currently onscreen, including an intimidating Reinforcer cyborg tank I was dreading having to deal with. While I was absolutely thrilled I didn’t have to fight this cybernetic monstrosity anymore, it removed any challenge for me as a player. This leaves you with two choices – do you want the game to be a gruelling slog without spending money, or flash the cash and be left with less incentive to keep playing?

Alien Creeps - Continue?

Buying more health/lives nukes all the enemies onscreen – as well as any remaining challenge.

However, despite my grumbles about the pay-to-win mechanisms, Alien Creeps is still very enjoyable to play; just be prepared to grind away and replay the earlier levels an awful lot in order to progress naturally. Speaking of which, if you’ll excuse me, it’s time to collect my daily supplies after another 6-hour wait, and have yet another crack at level 5. (Pumps shotgun) Come on you alien freaks! I’ll take you all on! Now where did I put those gems…

Pros Cons
+ Fast paced tower defence gameplay. – Punishingly difficult without paying for gems.
+ Vibrant and charming art syle. – New areas are locked off behind highscore barriers too early on.
+ Responsive and smooth controls. – Pay to win mechanics cheapen the good gameplay.

Big Hero 6 Characters announced for Disney Infinity 2.0 – Everybody Plays

Disney Infinity 2.0 - Hiro Bike Baymax Flying

Hiro and Baymax, the two protagonists from Marvel’s upcoming Pixar film, Big Hero 6, have been announced to be coming to Disney Infinity 2.0 at an undisclosed date in 2015. Disney Infinity 2.0, the sequel to 2013’s (yup, you guessed it) Disney Infinity, is set to launch on September 19th of this year. For more info on the boy genius Hiro and his portly robotic companion Baymax, zoom on over to Everybody Plays to read my lowdown on the details we’ve got so far.

Disney Infinity 2.0 - Hiro and Baymax

Everybody Plays is a UK-based gaming website (recently featured on BBC Click) that specialises in covering ‘games for the rest of us’, with a particular focus on the casual and family gamer.

Super Time Force Review

Super Time Force Logo

(Reviewed on Xbox One)

Think of the game Braid. Now, imagine Braid with a team of whacky characters to choose from, each with their own ridiculous weaponry, quirks and daft 80’s references to boot. Now imagine Braid with those whacky characters and their ridiculous accoutrements, all wrapped up in chunky 8-bit graphics, stupidly awful time gags, internet memes and text speak, and copious amounts of dinosaurs, not to mention the occasional mecha-dinosaur. Especially don’t forget the mecha-dinosaur. Put all these ingredients together and what do you get? Well…to be totally honest, I’m not too sure myself, so forget that – let’s talk about Super Time Force instead.

Super Time Force is a joyous run ‘n’ gun romp through time and space, where logic and seriousness are left at the door, and ridiculousness, leet speak and testosterone-packed 80’s film references are welcomed in with rippling muscular 8-bit arms.

Super Time Force - Star Wars Text

It’s a game that takes time travel to a whole new level of insanity. Although at first the gameplay mechanics of Super Time Force appear to be totally incompatible with your normal brain functions, fight the urge to joy-vomit and stick with it; developer Capy have crafted a fantastic gem of a shooter that feels unique, inspired, challenging and downright stupid…in a good way.

Super Time Force - Dr. Infinity

Main antagonist Dr. Infinity, in one of his many ridiculous Dr. Robotnik-like killing contraptions.

The basic premise is that you need to battle through each level with your elite bunch of chronologically confused super soldiers and correct the wrongs of time (such as the extinction of the dinosaurs of course) by going back into the past, whilst also having a quick tinker about in the future too from time to time. The game plays as a 2D platforming shoot ’em up, a la games like Contra; you simply need to shoot/fart/explode/scream awesome rainbow chest beams of death (trust me, they truly are awesome) at Dr. Infinity’s pesky Blounbots, dinosaurs, knights, dinosaurs, mermen (did I mention dinosaurs?) and a plethora of other creatures that are trying to kill you whilst making your way to the end of the level. Simple right?

Well, not quite. You see, you’ve got barely enough time to make it through the level as it is, and if you do happen to make it through a level in one piece (you skilful thing, you) you’ll find you’ll have but a fraction of the firepower you’ll need to topple the end of level boss in time. The solution? Travel back in time and bring in another of your motley time-fighting team to fight alongside your past self.

Super Time Force - Future Level Action

Machine guns, rocket launchers, rainbow chest beams of death – you name it, the team’s got it.

You can wind back time when you die, or whenever you want by pressing the B button, which triggers a cool VCR style rewinding effect on the screen (ah, those were the days). You have 30 rewinds or lives in total per level, and once they’re gone, it’s game over man. You can wind back a few moments before your previous death and carry on before you got killed, or you can go right back to the start of the level and try from there. Each method has its own advantages; in fact, some levels require that you start back from the beginning each time, building up an unstoppable horde of time-bending banditos with which you can blast your way through the level boss and beyond.

Completing a level lets you watch and save a replay of all of your lives charging through the level at once, in real time as it were (not that there’s such a thing as real time in this game, but you get the picture), complete with a cacophony of gunshots, yells, explosions and some lovely 8-bit bleeps and bloops, courtesy of 6955’s great soundtrack.

The Super Time Force are, naturally, the stars of the show and the heart and soul of the game. You start off with the basic trio of Jean Rambois (Rambo’s French machine gun-toting doppelgänger) Aimy McKillin (puntastic sniper extraordinaire) and last but certainly not least, Shieldy Blockerson (yup, he’s got a shield). New team members are encountered as you play through the levels, often requiring you to save them from a heinous death sequence in order to add them to your growing team.

Each new addition to the team comes with their own individual shooting mechanics, and although some members are far more useful than others, each stupid new addition will undoubtedly bring a smile to your face. Two of my personal unlockable favourites are Dolph Lundgren, a bottlenose dolphin equipped with a massive minigun, and the Magnum Force Clint Eastwood inspired anthropomorphic shit monster, Squirty Harry.

Super Time Force - Dolph Explosions

The main problem that I encountered when playing Super Time Force was that due to the sheer ridiculous nature of the game, it can take quite a long time to get your head around just what the hell is actually happening onscreen. Bullets are flying everywhere, explosions blast through the environment and with all the various time copies of your previous runs playing through the level simultaneously along with your current actions, it can be an absolutely overwhelming overload of noise when you first start playing.

There’s just so much going on in general that it can take several of your precious rewinds just to work out what on Earth is happening! Also, it can take some time getting used to the instant vulnerability of your character. Unlike a lot of games, there’s not that brief period of invulnerability that you often take for granted when respawning, so when you jump back in with a new life/character, your placement back in the action has to be precise and particularly careful. It took me quite a long time to unlearn my ingrained habit of assuming invulnerable respawns when playing Super Time Force; not to mention other conventional game rules that you take for granted in a traditional 2D platformer, but once I’d got my head round the core concepts, I felt I’d got it…well, sort of…I think.

Once you’ve completed the main game, there’s a Super Hardcore mode on offer for the real sado-masochists out there, where upon a team member’s untimely demise, they remain dead unless you can wind back time and kill their attacker. This is where the game truly shines in my opinion, as it ratchets up the tension, adding more pressure to your character choices and tactics. Cock up with Jean Rambois early on in a level? He’s dead for good in Super Hardcore, and the only way to get him back is to kill the person that fired the projectile that killed him, so that he/she no longer exists any more (obviously). It really raises the stakes when you’re down to your last handful of troops, and you know that any mistake is critical. It’s in this mode that you really get to grips with the finer mechanics of each soldier, and their loss from your roster makes each death more significant and painful.

Super Time Force - The Lookers

Although Super Time Force isn’t the longest of games, it’ll likely be one of the most memorable and daft ones you’ll have played in a fair old while. There’s achievements up for grabs for getting the fiendishly placed time shards and other collectibles which will keep completionist players coming back for more, and it’ll take some serious practice to get perfect scores on each level and climb those all-important leaderboards for the most diehard and pain-loving of players.

Super Time Force is a gleefully stupid and highly enjoyable explosion of nonsensical joy, and arguably one of the strongest indie titles currently available on Microsoft’s Xboxes. Just try not to think too hard about what exactly is going on onscreen when it’s all going mental, and revel in the sheer absurdity of it all.

Since the game’s original release in May, there’s been the subsequent release of Super Time Force Ultra, a revised version of the game for PC; this updated version contains new characters, bonus challenge ‘Helladeck’ levels and alternate dimension powers; all of which I’m hoping will be available to console players as DLC in the future. If only there was a way of going into the future now and getting hold of that DLC right this very moment…aha! Excuse me while I grab a dinosaur costume, a time-machine, a skateboard and all the cheesiest 80’s references I can carry with my tiny dinosaur hands – I’ve got an appointment with the Super Time Force!

Super Time Force - Zackasaurus