Brendan Caldwell

Brendan Caldwell

Brendan is a critic and games journalist with 15 years experience, and writer on a few indie games which he is honour-bound never to talk about on Jank.

Swansea from Mouthwashing is the best alcoholic in games

This is the bad kind of drinking contest

Apologies to all fans of Harry from Disco Elysium, but the best alcoholic in all of videogames is a hamburger-gutted spaceship engineer who spends most of his time looking simply furious. Swansea is the low-poly blue collar spaceship mechanic in sci-fi horror game Mouthwashing. He is drunk for most of the game and even becomes - at one point - a mortal threat to your life. 

Yet as all other male members of the ship's crew flail around during disaster with denial, paralysis or naivety, Swansea attains a form of grim enlightenment. He is darkly honest about himself at the very end. It's the cold honesty of his alcoholism that makes him stand out among the crew.

If you don't know Mouthwashing, consider those opening paragraphs my recommendation to go play it. It's one of Jank's best games of the decade for a good reason. It takes two or three hours to play and another two or three weeks to stop thinking about. Longer, clearly, if you're an underemployed games journalist. Spoilers ahead, et cetera.

Let's sum it up for anyone who needs a reminder. You're a crew making a delivery across space. The captain, for unknown reasons, appears

Finally, a car mechanic sim where your mates do all the work

Jonty and Brendy "team up" in Car Service Together


"There's nothing WRONG with the brakes on this thing, you fucker!"

I raise a car on the pneumatic lift and ignore Jonty's angry outbursts from across the garage. He has been working on that ancient red banger for a while now, swearing to himself the whole time. I raise my own four-wheeled task a little higher on the lift, pop off the oil cap and drain all the dark car bile into a funnel. Simple. Car Service Together is a good old-fashioned early access co-op jankfest, and even better when you have a car-obsessed friend to do all the hard jobs.

"This customer is getting charged 200 bucks for wasting my time," mutters Jonty.

I patiently change an oil filter.

"It's absolute bullshit that you have to take the spacer and the caliper out to change brake pads."

A red car awaits service on the floor of the garage as Jonty's character inspects a button.
Jonty knows his wipers from his windscreens - a real professional.

I lower the car on my lift and fill it up with new oil. My job is done. I saunter over to Jonty, who's still struggling with the rusty bolts on the wreck in front of him. If there was a button in Car Service Together that let me arrogantly wipe

Is Overwatch actually worth playing again?

Someone's been huffing the hype balloons

Last week a blitz of articles asserted that live servicey shooter Overwatch 2 was making a comeback, a conclusion that presumes the hero blaster had ever "gone" anywhere in the first place. PC Gamer called it a long-in-the-works "glow-up", a fairer assessment than Kotaku's grandiose statement: "While you weren't looking, Overwatch put its crown back on". Neither article examined the hero shooter and how it plays today from the position of a long-lost player, instead providing a summary of changes and dramas over the years. The recent influx of press has more to do with a PR push developers Blizzard have been making to bring attention to an (admittedly large) update that adds five new heroes in one day. The silliest part of this update is the decision to rebrand Overwatch 2 to simply Overwatch, a walking back of the sequel's grand intentions so clownish that it resulted in some more fun headlines

So, the natural question arises: is Overwatch actually good again? Was it ever even "bad"? Maybe if someone - I dunno - replayed it and wrote about it, we can find out. So let's do that.

For context, I loved Overwatch but stopped playing in 2018

Samurai Gunn 2 got rebuilt from scratch and it's still ferocious

A nippy new engine to die in

It is Sunday night and I am kicking my own severed head around on the paving stones. My brother stands on a filthy platform high above me, hand on his katana, he is grinning precisely as a terrible killer might. He dashes left and turns invisible. Not this time. I focus. An entire second passes - a lifetime. I scan the air for signs of hopping feet. 

There! I fire my gun, a flaming bullet strikes a wall, hitting nothing but stone. My two hands freeze with rigor mortis anticipation just as my body is severed into two large pieces. My brother reappears, cackling. I am dead, but at least Samurai Gunn 2 has been reborn.

If you peer back through the bamboo forest of yesteryear you might remember Samurai Gunn 2 coming out in 2021 as an early access couch brawler. It was a high-functioning sequel to one of the most brutally fun multiplayer party fighters this side of Nidhogg. You get three bullets and a sword: fight. 

It saw a roster of special guest characters added over a couple of years, including the little guys from Minit, a crewmate from Among Us, and the cast of

Menace wants you dead

Joke's on you, I love to die

Take a good look at that title font, you'll be seeing this shade of red a lot. Menace is the new XCOM-flavoured turn-based tactics lad who just dropped in from orbit to shoot you in the shinbones and make a mocking crybaby face at you as you bleed out. It is quite difficult.

It's also a very slow burner. I have put nine hours into the brutal early access build and all I have to show for it are three dead friends and a rocket launcher made out of sellotape. If you're familiar with Battle Brothers - the previous tactical death sentence this studio released - you'll know how it goes. You are once again raising a mercenary army, yet are persistently outnumbered, outgunned, and underfunded. There is an element of sci-fi horror to how quickly you can run out of money. In space, no one can give you a small business loan.

A dropship hovers over a desert planet as many troops stand watching it fly away.
That dropship looks a little familiar but let's say nothing.

A disaster has occurred aboard your military spaceship, and as the highest-ranking officer to survive the catastrophe, you are now in charge. Great timing, as your vessel has arrived in a foreign solar system of pirate scum,

There are only 9 types of quest, says Fallout creator - but what about these?

Let's talk quest this out

How many types of quest are there in an RPG? Shut up, the question has already been answered by Fallout creator Tim Cain, who says there are nine - count 'em - nine types of quest. When you set off as Goblonk the Brave this morning you didn't know it, but you're only going to see these nine familiar missions as you travel the kingdom. At least according to Cain. 

I think he might be missing a few. More importantly, the whole idea of taxonomising quests this way risks stripping the flavour out of quest design by limiting everything to a set menu of indivisible "ingredients". We're not making a casserole here. And even if we were, why can't I put some nettles in just to see what happens? There are a lot of quests that just don't fit the mold. 

First, you can watch Cain's whole video on the taxonomy here. It's interesting. And to be fair, it's more like a fifteen-minute blast of audible thoughts than any grand theory of quest design. I don't think Cain intends to publish this in a peer-reviewed journal or anything. But that doesn't mean I can't pick a thoughtfight. 

Three game devs climbed a mountain - epilogue

We've Peaked

So all of my interview subjects died. Big deal. We learned some things along the way, didn't we? Back in Peak's lobby (a cartoonish airport you can play around in) the developers and I have a debrief. Is there anything they've learned while playing Peak - apart from the fact that having friends is fun?

"Don't work on a game for five years," says Bennett, referencing the fact that Peak was reportedly made in just a few months, yet has sold a huge number of copies.

"Yeah," says Holly, "that's a big one, honestly... it shows how you don't need to spend a huge amount of time if you just go in with a really simple premise and kind of extrapolate your idea from there."

"Yeah, do a little less," laughs Bennett.

For a full list of articles in this series - click here

What do they think of the game itself? What's interested them most about it?

"I think it's really interesting, especially in multiplayer, if I look at the 40 minutes we've played, we've obviously climbed, but also I've been fed,

TR-49 review: sorry, I'm not up to code

An enigma wrapped in a riddle wrapped in a primary school maths question

I feel like my brain is broken. Sci-fi mystery puzzler TR-49 is the exact sort of clue-hunting solve 'em up I normally love. But somewhere in its thorny forest of fictional author names and twentieth century dates I got lost, hacking my way through more with frustration than curiosity. 

It's packaged as a codebreaking game, but really it's a "database game". Imagine Her Story in an alternate history. You type codes into an odd machine to reveal snippets from books or journals. You're here to find a particular book. But the texts you discover are mostly the jumbled notes from previous users of the machine. Sounds intriguing, and many scribbles display a great range of writing styles. But I found slowly constructing my understanding of the plot and its many characters more cumbersome than rewarding. Putting its cryptic story together felt like building a cathedral out of SQL.  

Some basics. You're Abbi, and you're stuck in a dank cellar with the strange machine. A voice comes over the radio, a bloke called Liam, who asks you to start toying with the levers and dials on this weird old codebreaker.

A machine with a large circular screen sits in a cellar, as a voice over the radio says "Tell me what you can see."
I don't know why I'm here either, don't