Author: Jackie Whitehead

Review: Krai Mira: Extended Cut


Krai Mira is a crowdfunded isometric RPG in the style of the old Fallout games. It had an initially rocky launch which saw the game delivered in a barely playable state; riddled with bugs and other technical issues. The developers remained committed though, and sought to relaunch their title all fixed up and dubbed the “Extended Edition”. You don’t get two chances at a first impression though, and despite the work that went into eradicating all the bugs and tech hiccups (which I never encountered, to be fair), Krai Mira may have been pretty much dead on arrival.

It’s first hurdle was narrative. It opens with an ominously badass-sounding guy explaining how the post apocalyptic world is all scary and stuff. You have to be tough to survive and whatnot. Then you assume control of an unnamed dude with his friend out collecting supplies for their settlement. You come across some soldiers who are looking out for some killer cannibals and… yawn. It’s totally stock post apocalypse plot in Krai Mira. In that respect, its much like the old Fallout games that inspired it. In every other regard however, Krai Mira is just a disparate golem of a clone.


The game plays over an isometric field where enemies like bandits, cannibals and stray mutts are all out to steal your lunch money and kill your face. You can see enemies on the map and can sometimes manoeuvre around them unperturbed with your party. Alert them, and you’ll find yourself embroiled in an awkwardly slow and painfully boring turn based battle dictated by a stingy allocation of action points. It’s hilarious to watch; you and your pals are running around the map like gazelles, then BANG, a scary bandit stops you and now you can only move a few inches at a time. It’s incredibly frustrating to get within a centimetre of a bandits smelly unwashed face only to find you’ve run out of action points, allowing your foe the first strike with a splintery bat upside your generic, unnamed face.


Literally everything is dictated by your action points; attacking, moving, using items, changing items, reloading items – just everything. I know that’s how a lot of turn-based games work and some people may actually like it but I just felt strangled by them and how they never allowed any wiggle room for a battle to go in a different direction. If you’re mercilessly slaughtering a bunch of enemies for example, you have to ride out the boring regulations that only allow you to kill one at a time because you have to spend tonnes of points reloading your firearms and moving from one to another. Wait a minute? Can’t I just sit in one area and shoot all the baddies from miles away? Nope. Don’t be stupid, this is the apocalypse, and your cable-tied guns aren’t worth jack. You’d be better off throwing dog shit at your targets as it would probably go farther and possibly do more damage if you got them in the eye.


Luckily, Krai Mira isn’t exactly a visual car crash, and effectively conveys an adequate, albeit unexceptional, atmosphere of post civilisation. It kind of reminds me of one time I got my eyes tested and had to endure a drop of dye that made everything look as if it were steeped in cold tea. That’s it, Krai Mira has been liberally swabbed with an old soggy teabag to give it that exquisitely browny brownness. Do not adjust your colour calibration folks, you’ve just been teabagged.

Kudos to the developers for staying aboard their sinking ship and making Krai Mira at least playable enough for the 12 people that loved it beforehand. Honestly it does warm my heart in all seriousness to see developers sticking to their guns especially after a crowdfunded project. Regardless, no amount of technical improvements or bug testing could ever save a soulless and chronically unfun game from the depths of its, now well-earned, obscurity.

Review: ARMS


ARMS is Nintendo’s newest attempt to get into the online world of competitive gaming, and I think it’s one of their most earnest so far. Besides having a novel and unique take on an otherwise simple idea, the execution and display is one of my favorites in a community that is normally quite dark and heavy, as least as far as graphics go. But let’s not spend time talking about the others, let’s strap in and talk about ARMS!

First and foremost, the story is a pretty fun take on the “fighting tournament” that seems to permeate so many games. The ARMS tournament is a one on one or two on two arena where fighters with specially modified limbs duke it out for supremacy. This is explained that many of the fighters have special attachments that make their arms extendable and able to curve and bend, with a couple of characters taking a different approach (Twintelle, for example, fights with her hair, and Mechanica uses a robotic suit). The fights rely on the best of three, with characters being able to choose different boxing gloves between rounds. Each fighter starts off with three gloves that you can mix and match however you’d like, and every one has their own advantages and disadvantages. Additionally, you can “power up” your moves to do more damage and each character also has a couple unique abilities. Some of these skills trigger when dashing or jumping, others from taking damage, and yet others from strings of successful hits. With ten characters to choose from, you can really take your time to find someone who best matches your style. I ultimately paired with Kid Cobra, a skateboarding snake-costumed fighter who could duck some attacks while dashing. I was all about the speed.


I really like the approach Nintendo took with this new IP. Like Splatoon before it, they took a stab at creating a new environment with new characters and seem to have knocked it out of the park. People are already arguing over MinMin or Twintelle as the choice ARMS girl, and I think players are going to fall in love with Byte and Barq, the clockwork police duo. Even though there is a strong focus on fighting and blowing each other up, there’s no bloodshed in this cartoony world, though younger kids might still get creeped-out by Master Mummy and some of the fights towards the end of the main storyline mode. The stages, similarly, match the characters and their strengths; Ninjara’s temple stage always places one fighter at the top of the stairs, one at the bottom, and whoever gets the high ground has the advantage. There isn’t a stage that I disliked, and I grew to understand and prepare for all the nonsense that might come from being in Helix’s laboratory.

The main Grand Prix mode involves ten fights in a row, with two of the matches being swapped out for some of the skill-based party games in lieu of traditional fights. The party games may annoy the more serious fighters, as they rely on a totally different set of reflexes. Target shot, for example, is all about being fast and first and hoping your opponent doesn’t keep hitting you with cheap shots while you wait for the next set of targets to pop up. The basketball game is hilarious because you slam dunk your opponent instead of the ball, but that also means you rely on throws; the slower characters have a massive disadvantage when it comes to this game. And the volleyball game seems almost randomized with how well the ball behaves in being swatted around, and you may feel that you got robbed of a successful spike, but who can you complain to?

The Grand Prix also has an adjustable difficulty level. I recommend doing it on level one first just to get the lay of the land and also to improve your confidence, because things take a turn any level higher. And, from a one to a seven, you need to beat the Prix on at least a four to get to play online in ranked mode (normal party online is ready from the word go). Additionally, the Grand Prix gives you a scaling number of ARMS tokens per fight, with the per-match and end-of-tournament bonus going up significantly with each slot of difficulty. And, if you’re going to be playing ARMS competitively, you’re going to want/need those tokens.

As far as gameplay goes, ARMS is excellently diverse in its versatility. You can do two Joy Cons, one Joy Con or a Pro Controller to help navigate and engage with your chosen fighter. It creates a bit of an odd dynamic that I feel will be important to separate if and when ARMS tournaments are held. For the most amount of fun, in my opinion, you want to use the Joy Cons as your left and right arm. The motion controls are very intuitive and feel natural once you get down the rhythm of punching, blocking and dodging. You and a friend/family member look and feel pretty fantastic going head-to-head, and it almost invokes the spirit of Pacific Rim when you’re doing two-on-two with two Joy Con sets. However, using the Pro Controller gives an edge to anyone who’s looking to play competitively. The button layout is also really smooth, and your reflexes of honed gamer fingers will outflank anyone except for someone who actually boxes in the amateur or professional circuit. Great, now I want to see a pro player take on Mike Tyson in ARMS and see what happens. Regardless, these two different playing styles almost create two different games, and I love any game where my child can punch wildly in the air and come out the victor.


There’s loads to do in offline, single-player mode, but it’s clear that the shelf life of ARMS will come from the online battling. Nintendo had a great deal of success with keeping it’s lobbies full with Mario Kart 8 Deluxe, and you need far fewer players on hand in order to enjoy a good punching session. I feel confident that players will have little to no downtime between bouts if they get in on the game around launch.

If I have a complaint about ARMS, it’s the way that additional gloves are unlocked. As it stands now, you need to save up your tokens from fighting and then use them to enter a mini game that varies in length based on how many tokens you spend. The mini game is essentially the skill target from the Versus Mode that occasionally spawns larger barrels which contain the gloves. It’s a bit of skill and chance, and you can only unlock gloves for the character that you’re doing the mini game with (so if you favor only one fighter, this might not be a bad thing). It’s a little annoying and frustrating that the tokens can’t be directly exchanged for the gloves, but I understand that Nintendo still wants players to work a little for more options and variety, and I do appreciate that it’s not an in-app purchase with actual money. Also, this does give me hope for even further variety in gloves with future DLC and/or patches.

I can’t believe Nintendo has done this again to me. The company that’s re-innovated gaming year after year make me excited to box as a snake boy and I can’t wait to play online with friends and family around the globe. If you had even a small amount of enjoyment from the Global Testpunch, you owe it to yourself to check out ARMS in its entirety and get ready for a whole new world of online gaming to open up before you. This really is the year of Nintendo.

Review: Skylar & Plux Adventure on Clover Island


Skylar & Plux: Adventure on Clover Island which has been published by Grip Digital is a 3D platformer which has incorporated classic gameplay with a very playful and light-hearted story which can be found in a very beautiful environment. This game brings back memories as classics such as the older Ratchet and Clank and Crash Bandicoot games. The main character in the story is Skylar Lynxe who is followed alongside a companion throughout the story called Plux Owlsley. Skylar must protect her homeland from being destroyed by the CRT who are the main antagonists in this story.

The game begins with a very simple and informative tutorial which helps the player pick up the classic controls again very quickly. There aren’t many over complicating features or gameplay mechanics that are introduced to the player early on. These come later and are introduced to the player in separate areas of the map. The first containing a jet-pack which allows for higher jumps and allows for the player to glide through the level, this mechanic has been well designed and works well throughout the whole game. The next area gives the player the ability to use a time orb, which can rewind history or even slow down time to traverse across terrain that is moving too quickly, other than the area that the orb is found in there aren’t many other uses for it. The final area supplies Skylar with some magnetic gloves which can be used to pick up enemies and other objects needed for completing puzzles. This mechanic would have worked well if introduced earlier in the game as it makes the combat element of the game much more enjoyable. Each of the areas that players must explore using these mechanics are unique, ranging from beautiful beaches, inside vibrant volcanoes and high upon snowy mountainous areas.

Accompanying these beautiful environments are various music tracks that complement the gameplay greatly. Unlike many other games with music and puzzling aspects, I didn’t find myself getting frustrated at the background audio whilst trying to work out these problems which is always positive. One thing I can say that I didn’t enjoy during this game was the cheesy voice acting that was used throughout, however I feel like this was the aim during development so I wouldn’t say it was a huge problem throughout. This could simply be adding to its appeal for a younger audience, which it does well. One line which I found quite amusing was a Miley Cyrus reference, however I’ll leave that to you to find out.


Throughout my play-through I did not encounter any major issues or game breaking glitches throughout. One issue that I did find during the game however was a few of the checkpoints leaving you in places quite a way further back than I had already progressed, however this just simply meant traversing for another minute or so which wasn’t a huge issue.

Personally, I find games such as this one incredibly enjoyable so I found myself putting plenty of time into this game and have almost achieved the platinum trophy for it. Many of the trophies are simple to obtain and don’t require a huge amount of effort (other than grinding for around 20 minutes for enough credits to open every cage).


The pricing for Skylar & Plux: Adventure on Clover Island seems fair with it being £11.99 in the UK as of this date, however I feel like the game could have been made longer and allowed the player to spend more time experimenting with the many of the mechanics. By the time I had understood and began to fully utilise these, I had completed the game, leaving just the task of exploring the map to finish the collectables. Skylar and Plux gave me a huge feeling of nostalgia and brought me back to the roots of what I used to remember from gaming. So, if you have some spare cash laying around and want a slice of an old classic 3D platformer then I would suggest picking up Skylar & Plux: Adventure on Clover Island.

Review: Elliot Quest!


Elliot’s Quest, released to Playstation 4 May 9th 2017, is an 8-bit retro action-adventure game straight out of the mid-80’s. Players take control of the titular hero Elliot, about whom very little is known. Armed with nothing more than a short range bow and arrow; Elliot must explore, navigate and survive a series of side scrolling dungeons and gauntlets. Pitched against a myriad of monsters including goblins, skeletons, giant floating eyes, bats, frogs, and miscellaneous purple blobs, Elliot must conquer the 5 dungeons and defeat each of the 16 unique bosses that block his path.

In the beginning, Elliot’s abilities are very much limited to running, jumping and firing arrows and though this game is easy to pick up, becoming skilled is a slow developing process. Elliot’s Quest is both side-scroller and platformer, each new dungeon and environment offering various different paths within as well as locked doors that force the player to backtrack, explore and in some cases find what they need to continue (special keys make a comeback in a big way). Every stretch of exploration is as tense as the last as this title, like so many before, features no manual save and the player must instead delve further and survive to find the next checkpoint save. A refreshingly familiar formula that has been mostly missing in modern gaming.


As players continue to persevere through these levels, a little more of the story is revealed through flashbacks into Elliot’s dark and murky past. The player quickly discovers that shortly following the disappearance of Elliot’s wife, and his own attempt to commit suicide, Elliot discovers that he cannot die. Seeking the help of a Sage, it transpires that he has been the victim of a terrible curse put upon him by a Satar, a demon that slowly drains at Elliot’s vitality. All the while plagued by nightmares, Elliot must seek the help of an island Guardian to find the cure to this curse before he transforms into a Satar forever.

The real charm in this game comes from its clear tribute to the titles that have influenced it;  any seasoned players worth their salt will instantly recognise such titles as Zelda 2, Metroid, Super Mario, Castlevania and many more behind the development. Elliot’s Quest is a title we didn’t know we wanted, bringing these classic 80’s dungeon crawling, side-scrolling, platforming legends back into the spotlight in this amalgamation that does true justice to all of the above.


It’s a joy to play, exactly as fidelic and clunky as the games of old. Complete with a simple yet elegant Level Up and combat system, easy to navigate and yet infuriating at times in the purest way as the player grinds over the same boss. Its animation and art style is impressive for its simplicity but not within it, as the pixelated backdrops and environments of each level are as beautiful as the last. Every boss fight feels refreshed and new, at no point seeming like a tedious repeat of some previous foe, and the various spells and new abilities gifted to the player as reward open entire new avenues of play and exploration of previously unreachable plains.

So, the verdict? Easily the best looking, most enjoyable and most faithful rendition of a retro action-adventure going. Colourful yet dark, fun yet melancholy and rewarding in all the right places. If the interesting story doesn’t keep you hooked, the simple act of play will keep you coming back for more. A simple and yet masterful game that feels inviting and nothing like a chore to return to, in fact it’s a pleasure.

Review: Regalia: Of Men and Monarchs

Regalia: Of Men and Monarchs is a game published by Klabater and developed by the folks over at Pixelated Milk, which was successfully kickstarted back in 2015 with more than double the amount the developers were asking for. The game can be best described as a RPG with turn-based combat, but with a strong focus on a time schedule, having some dialogue, character interaction, crafting and some other elements from other genres thrown into the mix.

The story revolves around Kay, who finds out when his father is on its deathbed that he’s the heir to the Kingdom of Ascalia in the Rashytil Expanse. As a follow-up to that, our hero, who is accompanied by Griffith, your loyal bodyguard, and your two sisters, Gwendolyn and Elaine, travels to what’s supposed to be the capital of your kingdom, that since long ago belonged to your family. Right upon arriving at your inherited estate, you find that it’s nothing like you imagined it to be and it lays in ruins. Soon enough, you’re introduced to the ghost of your grandfather, who’s more than happy to see someone to the rescue of the family’s legacy, and a debt collector. The latter gives you an ultimatum, either take the chance of rebuilding the kingdom in order to pay off your family’s debt or pay it in less desirable means, and by that I assume he means blood. Thereafter, you’ll begin your journey investigating this whole debt issue and try to not get caught up in it.

If you’re like me and like to dive even more into the story, then you’ll surely appreciate the details that the in-game Codex provides in terms of background information regarding the world and major events that preceded the game. There’s also a family tree that you can consult, as you unlock more entries, that tells you the story of several of your family members, some of which are now lost to the ages. There’s quite a fair amount of dialogue in the game but, however, not all of them is fully voice acted. The only segments which seem to feature voiceovers are during cutscenes, besides the occasional one liner in some sections. Still, the voice acting is kind of a mixed bag, sometimes it feels mediocre at best, while at others it actually feels like it fits the game quite nicely. Hence one of the reasons why some people might be glad to know that the game features separate audio sliders for music, voice, sound effects and ambient volume, besides also offering english, polish and german subtitles.

The game is played out in various different ways, either by just going through dialogue between various different characters, fighting, roaming freely in certain specific zones, in which you’ll have direct control over Kay, or managing resources and personal relationships with those you’ll meet along the way. As it has already been mentioned, the game has a very strong time element to it, in which, for example, there are specific days in which Kay can develop his personal bond with other characters. With that said, each in-game year consists of nine months, with each month being composed of four weeks and each week being composed of seven days. Every two months your debt collector will check on you to see if you’re achieving the established objectives, if you aren’t it’s game over. These objectives are called Kingdom Quests and represent huge milestones in order to rebuild your kingdom. Besides developing personal bonds at the expense of time, you’ll also spend valuable time constructing new buildings in your city, raiding dungeons and even fishing.

Resources play a huge role in the game, and these are more commonly acquired after winning a battle. You can use them to construct and upgrade buildings in your town and to craft items, such as weapons and trinkets. Constructing and upgrading buildings  is vital in order to be able to develop your bond with certain characters and to unlock things, such as the ability to craft weapons and potions, the ability to fish or to increase the odds of finding treasure after battles. The game does seem to suffer from two rather bothersome problems, one of which relates to how you can save your game, and the other which relates to loading screens. You see, from the Town screen you can access the various parts of your town such as, the town square, the castle, the inn, amongst many others, but the issue is that every time you want to switch screens the game throws a loading screen at you, even though these tend to be small. In regards to how the game saves, this can only be done when you’re in town or when you’re at a camp while you’re raiding a dungeon. I assume this is, in a way, done to prevent people from constantly saving and then loading their game in case something didn’t go as they hoped, but I honestly think this should be left to each player to decide. I’d very much like to have the option to save whenever I deemed fit, without having to wait for the next occasion in which the game allowed me to do so.

Surprisingly or not, the game also has a diplomacy element to it which, very much like personal bonds, allows you to improve your relations with the four neighboring nations, thus unlocking certain benefits such as perks and extra characters. From your castle you can decide how to approach diplomatic envoys from two different nations, as the game only allows you to deal with one in detriment of the other. Besides that, you can also travel to other locations, most notably dungeons. Before each time that you decide to travel, you get to assemble your party of up to six characters, from a pool of a total of twelve of them. After doing so you’ll be presented with the world map, which lets you choose where you want to go, from dungeons to other relevant locations. It is important to keep the passage of time in mind whenever you decide to travel, as doing so consumes a certain amount of days and, likewise, each dungeon has a specific amount of days it takes to explore. Dungeons contain three different types of nodes, they obviously have combat nodes in which you engage in combat with enemies, but they also have what the game calls camp nodes and adventure nodes. In short, when camping you’ll be able to develop your bond with party members, as well as revive them and save the game, while in adventure nodes you play some sort of choose-your-own-adventure game that can lead to a fight. All these three combined make for a nice change of pace from traditional dungeon crawling, as there seems to be something for those who enjoy combat and for those who enjoy the dialogue.

Now, depending if you like the combat or if you just want to play the game for the story, you might want to choose one of the two difficulty modes that the game offers. There’s normal mode which is the way the developers envisioned the game to be played as it features combat, and then you have story mode, which makes everything significantly easier and gives you the ability to skip battles. In any case, I’m not finding the game particularly difficult, with the exception of the challenges that each battle has, which are basically objectives you must complete regarding specific things during the fight.

As for the combat itself, at the beginning of every battle you’ll be able to deploy your characters wherever you want them to be inside a small area of the battlefield. Combat is turn-based and very slow-paced, and is essentially divided into two different action phases, moving and acting. Each character can move a certain amount of tiles, depending on their stats, but every character can only act once, such as attacking or consuming a potion. With that said, you’ll gain one Authority Point every turn, and you can use these to make a character act more than once on their turn, or you can save them in order to use ultimate abilities. Like most games with turn-based combat, the success of your attacks rely on a percentage chance in order to hit, which is dependant on your stats, and the game also features a line of sight element which might prove decisive at times. Upon completing battles you’ll receive rewards, and these are of even greater quantities if you complete the optional objectives during combat, such as winning the fight in less than a certain amount of turns. However, winning a battle might not always involve killing every enemy, sometimes you might just need to survive for a certain amount of turns, while in others you might just need to kill a single enemy. In any case, one thing that I think that is unique to Regalia is the fact that you can’t regain health during combat but, instead, characters can gain shields which will allow them to absorb incoming damage.

As with most RPGs, Regalia also has its fair share of customization. You can modify your character stats with perks, but these take up slots and in order to increase the amount of slots available for you to use you have to level up. In regards to actual equipment and gear, each character has their own specific predetermined type of weapons that they can use, but trinkets are universal and can be exchanged between your party members. One thing in which Regalia stands out from other games in the genre is by having a single level assigned to your entire party, instead of each character of your party having their own level. Personally I enjoy this, as it seems to keep things more simple, but those looking for more in-depth RPG elements might be disappointed.

In terms of visuals the game does really stand out with it’s cartoony-anime-like aesthetic, while resorting to a use of a variety of colours to make both the characters and the environments feel alive. Unfortunately, the game does kind of fall short in terms of animation quality, but it’s worth pointing out that you’ll barely see any, since most of the game is either in dialogue form with static representations of the characters, or in combat, in which you can speed up the animations in order to make turns go by more smoothly. In regards to the actual soundtrack, I feel like it’s a mixed bag. While I do enjoy the battle themes quite a lot, the music outside combat feels rather uninspired and, while I don’t deem it as bad, it certainly didn’t stood out for me.

Overall, Regalia is good at what it does and, in my eyes, the developers have certainly delivered a solid product, not only to the Kickstarter backers, but those who were looking for something new in the genre. While the game has a rather slow start, once things pick up, you’ll most likely find yourself enjoying it a little more. Still, the game has its flaws, and it certainly shows, and it’s most certainly not a game for everyone. It doesn’t exactly have a really captivating storyline but I found the combat, the time management stuff and the dialogue to provide a nice little mix from which I can take a lot of fun. In the end, you’re most likely looking at about 30 hours of gameplay which may or may not be your cup of tea.

New Content for Nier: Automata Announced


Fans will soon have more to experience in the world of NieR: Automata with today’s announcement from Square Enix that a set of downloadable content is coming soon for the PlayStation 4 computer entertainment system and Steam.

The downloadable content will include three exciting new colosseums to challenge, plus additional sub-quests. Upon completion of these quests, players can earn various rewards, including:

• Costumes from the previous Japanese release, NieR: Replicant, for androids 2B, 9S and A2.
• Records that add special music tracks to the players’ jukebox.
• New equipment and cosmetic accessories such as hairspray that allows you to change the color of 2B and A2’s hair.
• Masks with unique “on equip” effects.
• Special bullets that change the appearance of enemy bullets.

The critically acclaimed NieR: Automata has shipped more than one million physical and digital copies worldwide. Developed in collaboration with PlatinumGames Inc., it delivers a masterful mix of action and RPG gameplay. Players battle as androids 2B, 9S and A2 in order to reclaim the world for their human creators and uncover long-forgotten truths.

Kingdom Hearts: Union χ for Mobile Devices


Kingdom Hearts Union χ, the relaunch of the chart-topping mobile RPG Kingdom Hearts Unchained χ, is now available on iOS and Android devices. In celebration of the game’s successful first year, Square Enix introduced a major update that adds multiplayer mode and additional gameplay enhancements to deliver a complete Kingdom Hearts experience for gamers on the go.

The update brings mobile players together in the Union Cross multiplayer mode, where teams of six can embark on quests and new missions and take down hordes of Heartless enemies and massive bosses. Players can communicate using emotes and text bubbles and coordinate multiplayer sessions. The new Theater Mode option also allows players to view cutscenes from the game.

Kingdom Hearts Union χ[Cross] is available as a free download in the App Store for iPhone and iPad and on Google Play for Android devices. Existing players only need to update the game to access the new content. Additionally, free items and in-game currency will be distributed to all players to celebrate the game’s anniversary and to reward players for participating in a pre-registration campaign that had over 120,000 participants worldwide.

Bullestorm: Full Clip Edition Launch trailer


Prepare to Master the Art of Destruction in the Ultimate Bulletstorm Experience, Power-Sliding onto PlayStation 4, Xbox One and Windows PC via Steam on April 7

To prepare the world for the launch of Bulletstorm: Full Clip Edition, developer People Can Fly and publisher Gearbox Publishing announced the official launch trailer, ahead of its April 7, 2017 release on PlayStation®4, Xbox One, and Windows PC. Offering a high-octane glimpse at what players can expect from the remastered action title.

Featuring updated hi-res textures, increased polygon counts, sterling audio, smoother framerates, and running in up to 4K resolution on PC and PS4 Pro, this definitive version of the action-packed, critically-acclaimed FPS comes with all of its previously-released DLC along with brand-new content. And for the first time ever, players will get the chance to play Bulletstorm: Full Clip Edition as the iconic Duke Nukem. Featuring a fully rerecorded script and brand new lines from the voice of Duke, Jon St. John, the Duke Nukem’s Bulletstorm Tour add-on content will replace main character Grayson Hunt with The King himself and provide players with a whole new butt-kicking perspective on the cult-classic shooter.

The ultimate Bulletstorm experience, Bulletstorm: Full Clip Edition will include:

The Total Package – All previously-released content, including the Gun Sonata and Blood Symphony add-on packs, now on modern platforms.

New Overkill Campaign Mode – Upon completing the main campaign, blast through this New Game+ mode with an unrestricted arsenal of weapons and Skillshots.

New Echo Maps – Players can showcase their skills on six brand-new levels for the score-based Echo Mode.

Killer Visuals – Presented with updated models, environments, and animations all running at 60 FPS across all platforms.

The Art of Destruction – Pull off masterful kills by mixing fast-paced gunplay with unique kick, slide, and leash combos.

Visceral Audio – Orchestrate a crescendo of chaos with newly remastered audio effects.

Duke Nukem’s Bulletstorm Tour – Play through the entire Bulletstorm: Full Clip Edition campaign as Duke Nukem, featuring full voice over and brand-new lines from Jon St. John, the original voice of Duke.