Reviews

Everyone's a critic, but we've been doing it longer.

Fantasy Life i: The Girl Who Stole Time review

Oh no! My time!

Early in Fantasy Life i, a character tells me that I stink. It's the stench of idleness, he says, and the only solution is to get a job. This happens after I've washed ashore on a beautiful tropical island where my first instinct is to enjoy the sunshine or, more prudently, find the means to urgently save the friends I last saw stranded at sea upon a sinking ship. Rescue can wait, apparently, because first I need to prove my worth by seeking out a career. "How are you going to help people without a job?" I am asked.

I started playing Fantasy Life i last year almost immediately after giving notice at my job of twelve years. "Friend," I wanted to say, "simply having a job doesn't keep the stink off."

Fantasy Life calls its 14 different careers "Lives" - no I will not write an entire essay about this - and the unifying fantasy offered by each one is that your work is a mutually beneficial transaction that helps everybody, makes the world a better place, and rewards you with both personal satisfaction and upward mobility. You perform this work for always-grateful townspeople around a colourful and familiar

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

Sword Of The Sea's watery allegory is no great Journey

You can't rewild the desert when you're busy wiping out

A popular stereotype of surfers is that they're attractive airheads. A fit waverider doesn't have time for big thoughts, beyond explaining that the moon is, like, totally in league with the whales, man. This is a lame stereotype, and yet a helpful image when it comes to explaining how I feel about dashing surf 'em up Sword Of The Sea. (We don't mind reviewing 5-month old games here at Jank). This game is beautiful, toned, ripped, fashionable, athletic, and it has a great ear for music. It also has the conversational skills of a post-huff stoner, and its visual similarity to Journey only invites an unflattering comparison.

The game itself is an approachable ride. You swoop along in smooth arcs and can leap into the air, double-jumping for extra trick time, cruising through ultimately linear sandy levels that coax you toward lanterns and bells that turn sand into seawater and unlock the way to the next area. It only lasts about 3 hours too, meaning it can glide in and out of your life with unobnoxious merit. If you've got a subscription service that includes the game, there are worse ways to spend an evening.

Told you it looks good.

Big Hops review: great veggie-powered movement before it gets lost in the weeds

There's still so few 3D platformers this good on PC

No genre is as unforgiving as the 3D platformer. It's not just that you inevitably invite comparisons to some of the best games ever made (all of them starring Mario). It's that the basic elements of the genre - precision platforming, expressive movement, a camera generous enough to show it all - are only ever an inch away from plunging the player into miserable frustration.

So it is with Big Hops, which is a hop, skip and a jump from Mario Odyssey and yet, in its worst moments, feels more like a big oops.

The Big Hops release trailer.

You play as Hop, a little green frog who lives in a forest with his mother and sister. Through an encounter with Diss, a kind of ambiguous trickster genie, he is whisked away to the void, a purple dimension of floating islands with topsy-turvy gravity reminiscent of Mario Galaxy. The void, in turn, connects to other worlds, and Hop must venture through a desert, tropical islands and deep mines to figure out Diss's motivation and collect parts for an airship (reminiscent of Mario Odyssey) that can take him home.

'There are basically no 3D platformers on PC that feel as good