#Review
#Review

by Omar (@siegarettes)
Small Radios, Big Televisions leans heavily into the contemporary digital aesthetic, taking several popular trends and exaggerating them until they’re blown out. Tilt shift blur gives its structures the presence of a diorama and chromatic abberation blows out its edges into distorted colors. The buildings themselves are stark, with strong edges and geometry that owes a lot to the low-poly movement. The colors are heavy on the saturation, with an emphasis primary colors, flat and artificial. Its exteriors give a sense of being manufactured, purpose built, with little texture other than those of the distortions brought upon by the photographic effects of the post-processing.
The artificiality begins to break down in its interiors, where machinery sits alongside graffiti and painted graphic work. Go a little further, play a little in its corridors, and you’ll find a set of tapes. These are the real interiors of Small Radios.

By: RJ (@rga_02)
Read our original review of this game here.
I’m no expert in shmups or any bullet hell videogames. You can bug Omar about that. They know everything and anything about the genre. Omar asked me if I wanted to do a second opinion on this game. I told them, “Why not.” That why not attitude became into frustration, and that frustration became joy.

by Omar (@siegarettes)
I’m going to be honest: it’s taken me this long to write about Yomawai because just looking at the desktop icon for the game fills me with anxiety. It’s joined Silent Hill 2, Amnesia: The Dark Descent, and Neverending Nightmares in the ranks of games that are both imminently compelling, and something I dread playing.

by Omar (@siegarettes)
It’s hard to know where to start with CAVE shooters. Each version of their games come with so many revisions, arrangements, and alternate modes it’s difficult to work out exactly what each version is bringing in. While the rare physical versions contain manuals that give you at least a preliminary idea, these are almost always absent from the digital versions, including this one. The ritual of finding changelogs in forum discussions might be familiar to the fanatical, but it’s a confusing mess to the more casual players. DoDonPachi Resurrection is no less complicated.


By: David (@friendshipguy_)
Read our original review here
Editor’s Note: NepZom is the term we made up to shorten the title for this game.
My inception into the Neptunia universe was bound to happen sooner or later, what I know about the series already is that; it’s about personified versions of hardware or gaming consoles, and that they’ve built a small but loyal fanbase around their jRPGs. It’s gotten to the point that I feel that at least most people into jRPG’s, or are at least somewhat invested in the jRPG scene have heard of the Neptunia series. As a new comer to the series, you could imagine my surprise when I heard they’d made an action game, with a PC version no less. There’s already a review for the game up here on clickbliss, but that happens to be the Vita version, I was tasked with the PC/Steam copy of the game – from what I gather, it’s not that different of an experience.

By Omar (@siegarettes)
If there’s anything that the Neptunia series has become infamous for, it’s the incredible amount of repetition within the games. Art, enemies, and battles are continually reused not only within a single game, but throughout the series. What keeps people coming back, however, is a breezy script full of gags and fun interactions between the established characters, as well as the excellent localization that brings a sense of self awareness to what can often be an overindulgent mess. So it’d only follow that Neptunia would crossover with SEGA Hard Girls, a multimedia project from SEGA and Degenki magazine that uses a similar premise of making moe style girls out of game consoles, SEGA consoles specifically. Unfortunately, the series trend towards bloat takes over here, and the results are less than ideal.

By Omar (@siegarettes)
Am I being punished for my hubris? I woke up after my first day in this spaceport feeling hungover and disheveled, in a not exactly luxurious apartment. I’d be so excited to be in a new place I jumped right in, seeking adventure and now I’m penniless, with a bothersome little skull following me. The fortune teller outside my house tells me it’s a curse I picked up for my premature adventure. Now all I can do is clean the trash around this place, and try to earn what little money I can until I find a way to break this curse and get out of here.

by Omar ( @siegarettes )
RIVE is a bit of anachronism in 2016. Despite the current popularity and developments of the twin-stick shooter, RIVE feels like a game from the heyday of Xbox Live Arcade. Between the gruff, blue collar characterization of the protagonist, constant reference to retro arcade games, and fourth wall breaks, RIVE is particularly enamored with an idea of a retro throwback in a way that now feels like a throwback itself.