Latest reviews

2 stars
History drama that tries to juggle too many balls at once

We. The Revolution is a fictionalised historical drama set during the Reign of Terror in revolutionary France. You play as an upstart judge, and with your ruling power, you will decide over life and death. Who is innocent? Who is counter-revolutionary? Who goes free? Who gets sent to the gallows?
During these uncertain times, you want to make it big, but you also have to protect your family, and yourself, of course.

The daily routine

The core gameplay loop revolves around different tasks that you have to do every day. You usually start with judging over a case in court, part-take in the execution (if that was your ruling), and manage relations with your family and friends. This is interspersed with the occasional story event. And over time, the daily routine gets more complicated. After a while, you even command a militia to defend and expand your territory within Paris. You even get the ability to plan conspiracies against your competitors for power over the city.

The court sessions are clearly the main attraction. You are given an investigation report regarding the person on trial. From this report, you can use the contained clues to unlock and extract statements from the defendant or a witness. Interestingly, you can choose which statements to pursue, and different ones will influence the jury’s opinion of the case. Theoretically, you could convince the jury that a totally guilty person is actually innocent just by choosing all the statements that paint them in a positive light.

Different sections of Parisian society will have expectations regarding your rulings. You will have to balance the goodwill of your family, the common people, the revolutionaries, and the aristocracy. If a faction gets too displeased with you, they’ll send an assassin after you—game over.
These groups are almost always at odds. There comes a point in the game where you always calculate the ramifications of your ruling beyond the defendant’s actual guilt. This is one of the very intriguing elements of the game. It shows you how you are just as much politician as other characters in the game, even though you are a judge by profession.

The brief good moments

Warning: The text below contains spoilers.

There are some great moments at the beginning of the game. They come about by the developers cleverly using established mechanics/moments in the game.
During chapter one, every time you let the guillotine blade fall, there is a gruesome scene afterwards, where a blood-soaked blade is strung up again, slowly overlooking a shocked crowd of spectators. Once chapter one ends, that scene is gone. The executions haven’t stopped—they have just become so commonplace they seize to be shocking.
Another such moment is when your son is murdered, you’ll receive a huge stack of condolence letters the day after on your desk during the trial.
Also great is when it is announced that imprisonment is not an option for punishment any more. Your options for rulings at this point are only freedom or the guillotine.

These small moments work well, and it is all the more intriguing to see how you climb the hierarchy of power in the game over time as your rivals get eliminated (often by you)—really showing how the Reign of Terror got its name. However, it is a shame how few of these moments are in the game overall—actually, I pretty much named them all.

Everything else

Huge parts of this game are clearly inspired by Papers, Please, which I remember as a focused and fun exploration of the game’s setting by playing a bureaucratic cog in the machine. We. The Revolution is not that. More and more responsibilities get added over time until the court sections seem like just another side attraction. It’s very unfortunate because while they don’t have much depth, they are the most interesting and deep aspect of the game. But as time goes on, you will spend more of it on positioning your militia on the map, convincing others to aid you in your conspiracies, and so on.
Over the hours of sticking with the game, I gradually lost interest. Once chapter three came about, I quit. The narrative revelation at the end of chapter two was simply not enough to keep me playing.

The only other positive thing that I can say about this game is that its art style is striking and fitting. Pixel art seems to be exhausted in its aesthetic capabilities at this point, so this mosaic art style was genuinely refreshing and looked great. It gives the game a simultaneously sharp but abstract look. Very fitting, I think, and I hope more games will use it in the future.

Heated court scene, shown in a kind of mosaic visual style.
(Credit: Klabater/Polyslash. Fair use.)

Otherwise, the game gets bogged down by many weird technical issues. The game plays like a not so great mobile port. In fact, most moments in the game seem almost designed for a touch screen. I was surprised to find out this game wasn’t released on the iPad or a similar platform.
The game takes quite a bit of time to transition from one part of the daily routine to another, when really, for a 2D game, they should be instantaneous.

The UI has a weird bug where during questioning of a defendant you can’t fully scroll up the list of questions. Generally, the UI design is inconsistent and lacks indicators for navigation. More than once was I stuck in some menu for several minutes figuring out how to make the game do what I wanted it to.
Another thing regarding the UI: the text is really small, and there is no option for increasing the font size. To play this game on the Switch in handheld mode, I had to figure out how to use the Switch’s accessibility zoom feature.

Conclusion

I’m really let down. This should have been exactly my type of game, but its lack of focus and unnecessary technical quirks turn it into a test of patience instead of an exploration of the psychology of the leaders of a revolution during uncertain times. There are hints of a much better and good game present during chapter one, and it is a shame it can’t live up to any of that.

3/10


5 stars
Offline Wiktionary

This is just brilliant offline dictionary app. It uses dictionary files generated from Wiktionary, so the data is top notch. The UI simple and straightforward. No bloat.

PS. If you ever need good dictionary-files, you can download the ones used by this app from here.


3 stars
Dreams, overshadowed

To the Moon (2011) is one of the most beloved indie narrative adventure games of all time. In it, two scientists travel into a dying man’s memories to fulfill his final wish. Into A Dream (2020), created by solo developer Filipe F. Thomaz, has a similar premise.

You play a man named John Stevens who finds himself in the dream world of another man, Luke Williams. Luke appears to be experiencing a mental health crisis, and you receive a message from the outside world tasking you with investigating its origins.

One of the unfortunate side effects of the dream insertion procedure is that John doesn’t have access to his own memories. So, just like the player, he knows nothing about the people he meets or the specifics of Luke’s life. John meets him and his family at different points in their lives.

Luke, it turns out, is an entrepreneur who is pursuing a vision of ubiquitous renewable energy. Exhausted by work, he reaches his breaking point after the early death of his mother. His wife Rita and his daughter Anne pay the price as Luke grows increasingly distant from them.

Platforms in the way

You view the dream world from its side, and everything is rendered in silhouette, as in a shadow play. As is typical for narrative adventure games, you spend a lot of time talking to characters you meet. The game also has simple platformer sequences (jump & climb), inventory fetch quests, and one puzzle that depends on precise timing.

The game’s action sequences and puzzles are rarely clever or original—they serve as speedbumps that prevent you from rushing through the story. Into A Dream lacks the qualities that make a great platformer (quick animations, optimized hit zones, responsive controls), so this is the single most frustrating aspect of play. Fortunately, you can’t die permanently, and you can save and resume anywhere.

Into A Dream makes excellent use of changing background colors, lighting, and other effects to convey the sense of an unstable yet beautiful inner world. The game is accompanied by Thomaz’ piano music, which suits the game’s atmosphere well. The presentation falls short in other ways.


When it doesn’t get in its own way, the game depicts a world that is suitably dreamlike, at times serene and beautiful, at times shockingly unstable. (Credit: Filipe F. Thomaz. Fair use.)

Inconsistent execution

Close-up views of objects (such as a children’s doll or a tombstone) look amateurish. Characters you meet are only rendered in one or two poses. For example, you’ll always encounter Luke’s wife sitting cross-legged or talking on the phone.

Animation is in short supply, too. Nobody other than you ever moves around—they just dissolve when a scene ends. The presentation gets in the way of the gameplay when you have to figure out what to do next: Where’s the exit? What’s that black object in the foreground? Can I interact with that door?

The game is fully voice acted by a diverse cast, at varying levels of quality: sometimes energetic, sometimes inaudible, sometimes overwrought or cartoonish. Given the game’s tiny budget (it raised less than $3,000 in an Indiegogo campaign), it would be unkind to be too critical here.

I found the story engaging, and the writing is generally good. There are a few spelling and grammar errors that could have been caught (such as the repeated spelling “murdured” instead of “murdered”), and a simplistic heaven/hell theme in the late game that distracts from the main story.

The Verdict

Into A Dream immerses the player in a world that is at times tantalizingly beautiful, but it frustrates them with clunky platformer sequences and immersion-breaking inconsistencies in its presentation. For a work mainly driven by a single developer, it’s an impressive achievement regardless, and I’ll certainly be interested in Thomaz’ future work.

I wouldn’t recommend Into A Dream at its full price of $15, but discounted below $5 it’s an interesting enough experience over 3 hours or so, if you’re willing to forgive its more frustrating parts. 3.5 stars, rounded down because of one especially annoying stealth sequence in the late game.


5 stars
Very friendly hostel at the Corniche

Hostel with very friendly staff at a very central location. Rooms are clean, there are two connected huge community rooms and a community kitchen. The beds are spacious. Big For the price of LE/EGP 200 per night there are options for single rooms in hotels nearby – one might choose depending on the preferences.


4 stars
Friendly local hotel

Very friendly staff, speaks Arabic and English with varying proficiency. Room is clean. There are two Wi-Fis, one is very sluggish, the other one works fine. I haven’t found any non-smoking area, staff is easygoing. Towels are handed over upon request. The place provides what is necessary.


4 stars
Very useful bidirectional online dictionary for Egyptian, Levantine and Maghrebi Arabic

(This is a probably very subjective review by a novice student of Ammiya (colloquial variety of Arabic).) Though – of course – not exhaustive the website is a very useful dictionary for looking up words or phrases in Egyptian, Levantine and Maghrebi Arabic. Arabic words are given with Tashkil and plurals are provided. Partly, very colloquial words or phrases can be found, which is especially useful.
Things that could be better:

  • The data isn’t published under an open license, but “All rights reserved” (unlike for Wiktionary).
  • The direction of language of input isn’t recognized automatically, so it has to be set and possibly switched manually.
  • The source of the data isn’t really clear to me. https://livingarabic.com/about is only partly helpful. It seems the main author, Hossam Abouzahr, isn’t a philologist, that might be an advantage, but also a risk so to say. And unlike for Lane’s Lexicon which is quoted on the page this dictionary hasn’t been printed by a 19th-century publishing house. So here we don’t have any external warrantor for the accuracy of the information. Also, what are the criteria for a word or phrase to be added? Are there any corpora used? Would be good to know.
  • The roots take to much space, on a small (phone) screen this means a lot of scrolling and less overview.
  • JavaScript is needed for the website to work (unlike for Wiktionary).
  • The website sends data to Google.
  • Abbreviations like “ECA” (Egyptian Colloquial Arabic), “S”, “P” etc. should be linked to some place or use the <abbr> HTML tag to resolve them. There should at least be a list of them and their full representation.
  • British English spelling like “labour” doesn’t find anything.

Specific advantages:

  • Handy implementation of (parallel or single) variety lookup. Keyboard navigation isn’t possible to select the checkboxes though.
  • Website without (external) ads.

There is also an app for Android and iOS (the latter for $3.99 in the US App Store), seemingly also no open source version of the app.

Altogether, for me, the website has become indispensable for studying and to augment my vocabulary of spoken Arabic. As is good on itself, but especially good in the face of the sparseness of alternatives for the varieties of Arabic.


3 stars
After life, strangers on a train dispense fortune cookie wisdom

Titles like Spiritfarer and Grimm’s Hollow show that imagined afterlives can have immense storytelling power as interactive game experiences. What Comes After by Rolling Glory Jam offers a similar, much shorter fantasy.

You play a young woman named Vivi who falls asleep on the train. When she awakens, she discovers that the train is now filled with spirits destined for “what comes after”. Is she dead? And if not, can the spirits on the train offer her any useful guidance?

The game is structured as a side-scroller, but offers no real choices or challenges. You talk to the beings on the train and move in different directions—that’s it. The whole experience takes about an hour.


Be nice to your houseplants or they’ll lecture you later. (Credit: Rolling Glory Jam / fahmitsu. Fair use.)
That means that the quality of the writing is paramount. Unfortunately, this is where What Comes After falls short. The spirits you talk to share a few sentences about their lives, and may dispense brief platitudes like “Live your life as you see fit and cherish the good people around you.”

Vivi, it is revealed, has struggled with depression and suicidal ideation. These are difficult subjects to tackle, and the game does not do them justice with its fortune cookie wisdom.

What Comes After does offer a couple of sweet moments. You hear the stories of several animals, for example, and encounter a mystical chef who serves very special treats. Some scenes are beautifully illustrated (other scenes are very visually repetitive).

Overall, while it’s clearly a labor of love by a talented team of indie developers, this is one trip to the great beyond you can sit out.


4 stars
More refined and clear sequel, with impressive fan translation

Gyakuten Kenji 2 a.k.a. Ace Attorney Investigations 2, is the Japanese-only sequel to Ace Attorney Investigations: Miles Edgeworth. The game’s plot immediately follows the events of the predecessor. Again, you take control of persecutor Miles Edgeworth to investigate and solve many different cases, together with his young assistant Kay Faraday and his subordinate policeman Dick Gumshoe. Previously having smashed an international smuggling ring, they are given no break and are immediately caught up in new cases to investigate. Their efforts slowly uncover a conspiracy that goes all the way up the prosecutorial chain of authority.

An impressive display of fan labour

First of all, this is an English review of a game that was only officially released in Japan. This is only possible, because of an amazing fan translation.

The quality of the translation is just astonishing. Beyond the translation of dialogue, it also overhauls images and 3D textures for the English language and features original voice acting work for new characters. It is faithful to previous official English translations. But the overall style isn’t forcefully imitated either. When it comes to introducing new characters with unique quirks, the transition is seamless.

This translation would be indistinguishable from previous translations for the Ace Attorney series if it wasn’t for the occasional fandom insider reference. After all, this is a translation made by fans for fans.
Seriously, if doubts about the quality of this fan translation are holding you back—please play this game! I promise, you will enjoy it.

A character named Ray saying: "I even brought him a California Roll". In the corner a California-style sushi roll is displayed.
I’ll take one (1) California roll, please! (Credit: Capcom. Fair use.)

Declaring war on unjust justice

This sequel greatly extends its predecessor’s themes of the incongruence between the law and genuine justice.
In this game, we will see Edgeworth consciously abandoning the von-Karma-way of justice. Previously he sought to prove the defendant guilty in court, no matter what it takes. But now, he is increasingly distrustful of the methods of his mentor. His trust in the justice system is broken in the same way.

Together, with his friends’ help, he takes an adversarial stance against the highest prosecutorial authority in the country, which leads him to temporarily abandon his role as prosecutor and join forces with a defence attorney. And later, the law is directly weaponised against Miles. He was enforcing it against others, up until that point, but never had it turn against himself.
With this, the game manages to spell something out clearly that predecessors ever only managed subtextually: the law is inadequate in delivering justice, and the corrupt institutions enforcing it fail people regularly and perpetuate the harm they are meant to prevent.

However, the most interesting message of these games, that the law’s ability to deliver justice, is merely a belief, remains subtextual. There are hints in this direction. For example, one of Edgeworth’s rival prosecutors is quite reminiscent of the inquisition (their theme is even played on a pipe organ). And for another, the meeting room of the national highest prosecutorial authority looks like a church with stained glass windows. Unfortunately, however, the exploration of this theme seems to take a secondary role to the one mentioned above.

Furthermore, the game explores the struggle of stepping out of the shadow of one’s father. We learn more about Miles’ father, a defence attorney, and his struggle over having ended up a prosecutor. Additionally, the game features another startup prosecutor, who, throughout the game, has to learn to go against his father, to become a proper man of his profession. The scene where this finally happens makes for a very satisfying conclusion.

Structure

The overall storytelling structure remains largely intact with some improvements, but this also means that flaws from the predecessor persist.
One thing that is also true for the previous game is that the very linear structure allows for very tight storytelling. Usually, a bit of time passes between each entry in the series, but the story continues immediately. This is one of the major distinguishing factors between these spin-offs and the main entries in the series. One of these styles isn’t better than the other. But for an investigation game, it is arguably a better fit.

Beyond that, the game improves upon its predecessor by spacing otherwise familiar characters from the series out through the game, instead of cramming them all into a singular case. The focus here is a lot more on characters that were previously seen in just one case. So it’s nice to see those familiar faces again and see where they stand now.
Chapter parts, unfortunately, continue to vary in length heavily. This makes it hard to plan for game sessions. It’s frustrating to start playing a part, expecting it to last an hour, and then having to spend double of that time to reach the next save screen.

A few gameplay additions

Gameplay-wise the game largely continues with the things set up in the predecessor. Nothing was removed, and some new things were added.

A new addition is “Logic Chess”, a timed interrogation, where you have to extract information from people by examining what they are saying and finding contradictions. Having a mechanic with time pressure is a first for the series. Initially, this feels alien for this type of game, but over time I found that it accentuated the urgency of some of the situations quite well. On top of that, it makes you think a lot more about what path you want to go through the dialogue tree, while always feeling the pressure of the clock ticking down. It makes for a nice and refreshing challenge.

Another addition is how recreated crime scene investigations with “Little Thief” have been extended to cover multiple periods in time that you can switch to at will. It requires that you build a bigger mental image of the crime scene instead of just looking at everything one by one. This, however, can also lead to confusion. One frustrating aspect of this addition is that the exact same dialogue triggered by the same object at different points in time are duplicated, and thus you can’t skip through dialogue that you have already read. It can be confusing to stumble across already encountered dialogue and be puzzled if the intuition of having seen this before is real or not.

Otherwise, things have stayed the same. This is mostly fine, but I remain disappointed by the “Logic” feature. Combining literally two facts about the case for more insight isn’t that interesting or challenging. Sometimes the connection between the two facts is spurious, and you have to guess more than actually deduce.

Conclusion

Overall this is an excellent game—probably the best in the series up until that point. The predecessor left me somewhat cold, but this game alone makes playing it totally worth it.

8/10


5 stars
Imaginative deckbuilder that's simple to pick up, hard to master

Titles like Slay the Spire (2017), Griftlands (2019) and Inscryption (2021) have defined the genre of roguelike deck-building games where you combat enemies using playing cards. Can small indie studios still bring something new to the crowded genre?

With Meteorfall: Krumit’s Tale, Slothwerks, founded by developer Eric Farraro, is building on the success of its earlier Android/iOS game, Meteorfall: Journeys. Both games feature an art style inspired by Adventure Time and are set in a fantasy world that includes magic, monsters, aliens, and robots.

The intro screen for Krumit’s Tale depicts the outside of Krumit’s cozy house. After you start the game, the aging dungeon-master—who looks like he is part goblin, part elf—quickly invites you in to choose a character and to begin playing a game of cards.


Dungeons are represented by a 3x3 grid of items, abilities, and enemies, with Krumit commenting on your actions in the background. (Credit: Slothwerks. Fair use.)

Dungeons on rails

You find yourself facing a 3x3 grid of cards, which include items, abilities, and enemies. You can discard cards to recover health and to gain coins. You can then spend coins to purchase items and abilities, which are added to your hand of up to four cards.

After cards are removed from the grid, Krumit deals new ones, until there are none left in the deck. Combat is turn-based and driven by simple stats (attack, defense, health). In most cases, you have the first move.

In spite of the title promising a “tale”, there’s little to no story as you advance from dungeon to dungeon randomly. Krumit himself is quite chatty and comments on many of your actions with one-liners; he also introduces bosses when they appear on the board.

As is typical for the roguelike genre, death is permanent. This makes for very tight “runs” that typically last 20-40 minutes.


One of the weaknesses of the game is that you don’t get to choose where the journey goes: Krumit navigates the map for you. (Credit: Slothwerks. Fair use.)

Deceptive simplicity

The game quickly introduces its core mechanics, while providing concise on-screen explanations for all cards. Each of the five unlockable heroes has access to a different set of abilities and items, forcing completely different play styles.

The wizard can burn enemies from afar, causing them to take damage as they move down the grid. The necromancer turns enemies into tombstone cards, which he can then raise to fight in his stead. The rogue is weak, but gains stealth against enemies with no neighbors on the board.

Enemies are similarly varied, from robots that self-destruct to town guards that prevent you from using melee weapons until you defeat them.

To knock out the most powerful bosses, you need luck on your side, but the game also requires strategy to make the best of the cards you’re dealt. After each victory, the game awards you with gems depending on how well you did. You can use these to purchase higher quality cards for the next dungeon.

The Verdict

I am really enjoying my time with Krumit’s Tale and have added it to my list of evergreens that I’m likely to return to time after time. Overall, I would give the game 4.5 stars, rounded up. Its core strengths are:

  • Excellent game design. There’s very little fat here—no tedious tutorials, no nested menus, no complicated rules. Krumit’s Tale is very easy to pick up but difficult to master; you’ll incorporate many new systems and strategies into your play as you go.

  • Gorgeous art direction. Heroes and enemies are lovingly drawn and animated; items are recognizable and distinct. If you like the Adventure Time art style, you’ll feel right at home—much credit to artist Evgeny Viitman.

    Krumit himself (voiced by Adrian Vaughan) adds character and flair as well. After more than 10 hours of play, I’ve still not turned on the user preference to make him less chatty! Only the music, which sets a fitting tone of mystery and adventure, gets a bit repetitive.

  • Attention to detail. Dungeons and items are accompanied by short but amusing quotes and descriptions. Little indicators appear in the user interface when you gain health or coins. I’ve encountered virtually no bugs and no crashes. Playing Krumit’s Tale feels smooth in the way only the best games do.

The most noticeable weaknesses are:

  • You have no agency about which dungeons to enter—Krumit makes that choice for you. That means you’ll often be dumped in dungeons that you simply have no chance of winning, even with a good strategy.

  • There’s no overarching motive or story. You’re just some adventurer who likes to defeat monsters and collect loot. The enemies, too, seem to have no articulated intentions other than to kill you.

  • As gorgeous as the artwork is, the game doesn’t attempt any real worldbuilding. There are no character sheets for our heroes or more detailed descriptions of the monsters, for example.

The combination of tight gameplay and shallow story is typical for mobile games. As Slothwerks makes the transition to large screen games, many players will expect a more fleshed out experience. Still, I would highly recommend Krumit’s Tale if you find the art style appealing and enjoy roguelike games that can, at times, be utterly unfair.

While I would love to see a native Linux version, I played Krumit’s Tale on Linux using Steam/Proton without issues.


2 stars
Ich muss mir eine neue Bewertungsplattform suchen…  de

Ich war lange bei Yelp. Sehr lange. Und dort habe ich alle Höhen und Tiefen seit der Übernahme von Qype mitgemacht. Yelp wurde, auch in meiner Heimatstadt, von sogenannten Community Managern am Leben gehalten und die Mitglieder vor Ort wurden zu Events eingeladen. Dieses Programm ist allerdings in Europa sehr schnell eingestellt worden und das war der Anfang vom Ende.

Immer mehr Funktionen, die in anderen Ländern ausgerollt worden sind, haben es nicht mehr in den deutschen Markt geschafft. Reservierungen, direkte Bestellungen von Gerichten zur Abholung oder die Anzeige von Ergebnissen der letzten Prüfung durch örtliche Behörden sind aus verschiedensten Gründen, für die manchmal Yelp nicht einmal die Verantwortung trägt, nicht vorhanden. Ob Yelp an den deutschen Datenschutzgesetzen oder an etwas anderem gescheitert ist wird nicht mehr kommuniziert, denn auch das deutschsprachige Blog wurde eingestellt.

Neue Restaurants oder Geschäfte sind nur noch vereinzelt oder gar nicht mehr auf Yelp zu finden. Es hat den Anschein als ob eine Bewertung nur noch bei TripAdvisor und Google zu finden ist. Facebook Bewertungen sind aus verschiedensten Gründe für mich kein Indikator und alle anderen Social Media Plattformen bieten eine Bewertungsmöglichkeit gar nicht erst an.

Mit der Zeit ist Yelp daher immer unzuverlässiger für mich geworden. Google kann ich nicht ernst nehmen (ein noch nicht eröffnetes Restaurant in meiner Nachbarschaft hat schon 11 Bewertungen) und zu TripAdvisor habe ich noch keine Meinung. Leider ist der Open-Source-Bereich in diesem Feld so gut wie gar nicht vertreten. Es wird daher wohl für mich auf ein Try-and-Error-Prinzip hinauslaufen.