Space Hulk started life as a table top board game where heavily armoured Terminator marines from the Warhammer 40,000 universe, pitted themselves against the multi-clawed Genestealers aboard massive drifting freighters known as ‘Hulks’. The tight corridors meant it turned into a battle of the strong and slow versus the quick and deadly.
Sunday, 3 May 2026
Space Hulk (Warhammer Classics) Review (PC)
Monday, 27 April 2026
Blue Prince Review (Switch)
It’s unusual for us to come across something unique, we’ve been around a while and played a lot of games. Blue Prince, combines a number of different elements to achieve that, mixing parts from visual novels, rogue likes, puzzle games and a good helping of a big old mystery.
The story goes that you have inherited the estate of your
uncle. Or at least you will do if you can do something that no one else has –
find the elusive room 46. But far from being a simple mystery you need to do
this with the knowledge that at the end of every day all the rooms in the
mansion will reset. There is a lot of lore in here as well about the games
setting and why everything is so mysterious, but we’ll let players figure that
out as it is drip fed through the various books and letters that you find along
the way.
There are a lot of different elements to balance as you go
about your investigation. The most pressing of these is the number of steps you
have. Each room you enter knocks one step off your total of fifty. Once you run
out the day ends and the rooms reset. As well as these you need to manage gems,
keys and coins. Keys open locked doors and chests, gems are needed to draft
certain rooms and coins can be used to purchase various things along the way. All
these need to be found in the various rooms along with other items such as a
magnifying glass, hammer or shovel.
Players have a blueprint which acts as a grid with which to
draft their rooms. The initial sort of goal is to reach the ante chamber which is
nine squares up at the top. It’s not a simple of that of course as you will
soon find out. When you open a door, you are presented with three rooms which
you can draw. Some may require gems to draft, and all will have different exit
doors or other special features. You’ll soon learn as well that there are different
colours for the rooms which denote different things.
Red rooms for instance, normally have some kind of negative
effect such reducing your steps or removing your ability to see what you are
drafting. Green rooms in contrast normally contain dig spot or other goodies.
There are also bedrooms to help you restore some of your steps, hallways and
shops of various kinds where you can get items, keys or food.
Away from these rooms there are rooms with specific puzzles
or special qualities. The security room allow for the manipulation of cameras
and security doors, while working out the boiler puzzle will then allow you to
pump power through the house. There are also rooms like the lab and the
observatory which can give you permanent upgrades. Gradually, as you progress,
you’ll learn what it the most important to you and unlock a few permanent upgrades
and areas along the way.
For what is effectively a game where you wander around and
solve the occasional puzzles it’s remarkable how engaging the game is. The
balancing of all the elements and trying not to put yourself into a dead end
with you Tetris style rooms works very well. Add in the uncovering of the law
and the gradual realisation of how different rooms work means you always feel
like something new is happening each playthrough.
There are a few issues to think about though. The most pressing
of these is the constant reliance on colour with the puzzles. If you have any
form of colour blindness you are going to really struggle with this. There’s several
puzzles which use six or seven colours of similar shades and sometime we had no
idea what we were even looking at. We did get round it with a guide but
otherwise we would have had no idea what was going on.
Also, you can get a number of runs were not that much seems
to progress. The game could do with giving you a bit more in terms of keeping
the progression loop going and give a bit more in terms of rewards when you
solve a puzzle you’ve been working on for days. The biggest issue though is
that a lot comes down to luck. You can stack the deck in your favour but
sometimes you simply won’t get the room you need drafted for what you are
trying to do in that run. All that said, we did keep going back again and again
to it.
Overall, Blue Prince is a refreshing, interesting and
original game. All the individual elements may be small, but when they are
brought together it has created a high quality adventure game that will keep
you curious and wanting to venture back in for one more go. It’s not perfect
but its about as close to as we have seen for a fair while.
Overall 8/10
Monday, 20 April 2026
Ghost Master Resurrection Review (Switch)
There was a time when strategy games of a certain type were pretty much limited to the PC due to the mouse controls. Games like Dungeon Keeper, Evil Genius and Ghost Master all provided level based, objective driven goals which normally required some building and trap setting. The last time we played Ghost Master was around 2003 so it’s been a fair while since we tried any spook-themed strategy.
The first thing to say is don’t expect much from a visual
point of view. The game is pretty much just the original with sharper images.
If you can imagine the sims with ghosts, you are close to the mark. But levels
are clear and you can see what’s going on so it’s not something that really
effects the way the game plays.
The structure of the game sees you picking a location
(normally based on a horror film or other haunting stereotype), then picking
from a team of ghosts and heading into achieve whatever the objectives are. As
you progress you unlock more ghosts, each of which have different powers and
skills. More can be rescued from the within the levels by achieving certain
goals as well – breaking a glass jar holding a floating brain for instance.
Generally, the objective is to try and scare people out of locations,
but this does get mixed up quite a lot. One level has you trying to get
characters to finish the summoning of a demon, while another requires you to
get the people roaming the house to uncover the various dead bodies hidden
within it. This is all done by possessing various objects and areas.
This requires some forward thinking as certain ghosts can only
be bound to certain things so you need to have a team capable of doing the job.
There is an auto select option for those not sure though. If you are going to
need to attract people to a certain area you are going to need a ghost that can
make noise for instance, or if you need to knock something down, you’ll need a
ghost that can control wind or create tremors.
Scaring everyone is always entertaining but it can be
frustrating at times to get characters exactly where you need them. Especially,
if you want them to try and complete a specific task. Some of the trapped
ghosts are also obscure puzzles as well that require a real knowledge of ghost
powers. Generally, though the game is forgiving enough for anything not to be
too big a problem once you get used to it.
In terms of the games transition to the Switch, it has
worked well. It’s not the most complex game of its type in terms of mouse
controls as you are generally attaching ghosts to specific, non-moving points
and the movable cursors does a good enough job at this. The camera is a bit of
a pain, but then it always was and it’s easy enough to move up and down the
levels of a building with the press of a button. We also found we could play
the game perfectly well in handheld mode without squinting to see what was
going on, something a lot of these types of games suffer from on the Switch. One
thing we are little surprised by though is there are no mouse controls or touch
screen on the Switch 2 version.
Overall, Ghost Master remains the game it always was. It’s
fun and silly with some good core strategy backing it up. But it can also be a
bit fiddly and frustrating at times. If it’s a game, you remember playing or
you are a fan of this genre then it’s well worth revisiting as it does hold up.
But it always had some faults, and little has been done in this remaster to
address those.
Overall 7/10
Saturday, 11 April 2026
The Last Ninja Collection + Bonus Games Review (Switch)
Of all the collections we thought might make their way to the Switch, we didn’t have a Last Ninja collection at the top of our likelihood list. With the prevalence of C64 releases on the Evercade that seemed like a far more likely destination. We are however delighted to see one of the most iconic franchises of the 8-bit computer era find its way to a new audience.
One-time British powerhouse, System 3 has been pretty quiet
for a long time. We had a Putty Squad release a long time ago and Constructor,
but this is by far their most high-profile release for decades. Even then, it
took a Kickstarter campaign to finally get the franchise over the line in some
form. In terms of context of why a Ninja game was out on the C64, it can help
to remember that the West was absolutely obsessed with Kung Fu and Eastern culture
back in the 80’s, with martial arts movies prevalent at video rental shops.
What you get included here is The Last Ninja one, two and
three and the Last Ninja Remix with the C64, Amiga and ZX Spectrum versions of
the relevant titles. As well this Internation Karate and IK+ are added in as
bonus games along with the easily forgettable Bangkok Knights.
There’s no hiding that anyone new to these games is going
have a steep learning curve to go through. The games are difficult and the
controls and isometric viewpoint will take some time to adjust to. The basic
layout of all three games is similar. You explore a level, pick up weapons and
key objects and then progress to the next. But you can leave key items behind
and then find you can’t progress later such as the glove in the first game
which is needed to pick up a poisoned rose later, or the shuriken’s in the
second game.
There are also traps and puzzle elements to overcome and the
river and swamp jumping sections were infuriating even in the 80’s. All that
said, the first two games are stone cold classics and when it clicks, they still
offer a unique experience. The Last Ninja 3 isn’t as strong sadly and the emphasis
on almost constant combat makes things very frustrating.
Which brings us to the added quality of life features. Or
lack of them. There is no rewind function which is the biggest shame as that
would have really made these games accessible, and no way to implement any kind
of cheat codes. There is a save function. But each game can only have one game
saved and there is also no quick save and load option, meaning you have to quit
and then reload when you want to load again. Why we couldn’t just have a load
option in-game I don’t know. That said, the screen transition very quickly so we
didn’t find it to be a major issue and we were loading a lot. It’s strange
though as the Steam version seems to have one.
The other disappointment is the extras. It seems clear the
museum text is pretty much all identical for each game with a few words (such
as the platform) changed. That’s a real missed opportunity as getting a real
insight into some of these titles would have been great.
We are somewhat surprised that IK+ doesn’t get a bigger
billing on this collection as it was arguably as iconic as the Ninja games back
in the day. Here you have three combatants on a single screen trying to score
points to win a round of karate. As these are 8-bit computer games, controls
are based around a one button joystick configuration. In this case, you hold a
button then press a direction to break out different moves. It actually works
really well, and no matter which version you are playing it’s a great high score
chasing games.
We found that the Last Ninja games where best played in
their C64 guise. This makes sense as this was originally the main platform for
games. The ZX Spectrum version of Last Ninja 2 is also remarkably playable. We
found the Amiga versions, although they look a lot better, to be far less
playable. And if anything, the extra graphical detail made the environments more
difficult to traverse and objects more difficult to find.
Overall, we are just really happy that this collection exists
at all. These are games that really should be preserved with Last Ninja 1 and 2
and IK+ being among some of the most iconic games the British games industry
has ever produced. Yes, there could be more here in terms of the quality of
life and museum features, but we can hope for that in an update. We just hope
that this gives System 3 some latitude to get other release out the door, we
would love to see a Putty or James Pond Collection in the future also.
Overall 7/10



