After 12 years of development, across four different studios, Dead Island 2 is finally a playable videogame, with release planned for April 21 this year. After such a troubled journey it’s impressive that its final custodians Dambuster Studios have pulled together anything at all—but after an extensive hands-on with the first third of the game, I’m sadly left feeling that the final result is a thin and uninteresting experience.

The game sticks close to the formula of the original. You play a hardy survivor in the middle of a zombie apocalypse—this time in sunny LA, rather than a tropical island—and have to battle your way through the hordes, primarily via the art of first-person melee combat with a variety of improbably jury-rigged weapons. It’s fully playable in co-op, though in my singleplayer-only preview I didn’t feel I was at a disadvantage on my own, so solo players can be at ease.

(Image credit: Dambuster Studios)

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I think what will surprise a lot of people is that Dead Island 2 is not an open world, it’s a linear adventure. Though you do travel back and forth through LA, the game’s version of the city is basically a corridor of zones separated by loading screens, full of roads and lanes that make the area look bigger but are actually blocked off. And it doesn’t seem particularly long—that first third took about five hours, which suggests a full playthrough will be about 15 hours, maybe 20 with sidequests. 

I’m not someone who wants every game to be a 100 hour epic, but Dead Island 2 doesn’t make up for that small scale with variety or cleverness—it’s a pretty basic game of zombie-whacking. A humble scope was probably a sensible choice for finally getting this game out the door, but it is still being sold at a premium price, and it’s hard to escape the fact that you could get Dying Light 2 instead for the same cost.

That’s really the shadow hanging over the entire game—in the time since its original announcement, we’ve had two hugely successful Dying Light games, created by Dead Island’s original developer and carrying the spirit of that game into a series with far greater scope. Even putting aside their open worlds, they’ve introduced a full parkour system, an engaging day-night cycle, and more—things that expand on the formula and give it a stronger identity. What does Dead Island 2 bring to the table in a world where Dying Light 1 and 2 are not only available but still receiving active and enthusiastic post-launch support? 

(Image credit: Dambuster Studios)

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It’s pleasingly easy to get things burning, electrified, or dissolving in acid.

The vision seems to be that Dead Island 2’s focus is the pure fun of its zombie battles. Slow, predictable, and fair game to maim and torture with a clean conscience, zombies are a foe to be played with, and the game leans into that with a combat system full of toys. Jerry cans of oil are littered liberally around, ready to be used as explosives or fuel for flaming traps, and you can even create a flammable trail for more elaborate schemes. When fires get out of control, you can douse them with water—and then electrify that water to stun anyone who walks into it. The zombies are dumb enough to simply shamble into whatever mess you create, and recharging throwable bait makes it even easier to direct them around. Add craftable elemental weapons into the mix, and it’s pleasingly easy to get things burning, electrified, or dissolving in acid. 

Further grimy texture comes with the ability to chop off zombie limbs. An agile Runner is much less zippy without legs; a hulking Crusher’s attacks are more limited with its arms disabled. Certainly not a new idea—it goes right back to the original game—but credit does have to be given for easily the most impressive and gruesome gore system I’ve ever seen. Zombies come apart in frighteningly convincing layers of skin, fat, muscle, and bone; when slain, they can be chopped in half at any angle through the body; and you can even expose their jiggling brains in their skulls with a blow to the head. It’s a really striking technical achievement—though convincing enough that it’s very possible it’ll make you genuinely queasy.

(Image credit: Dambuster Studios)

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All together it does make for a decently layered combat system, even if none of the individual elements are necessarily that original. When it works, it is fun, at least at first—a kind of controlled chaos that makes you feel smart even though your opponents literally don’t have functional brains. But way too often, it simply fails to gel—and when the game doesn’t really have anything else to hang its hook on, it can be really deflating. 

The problem, really, is that overall structure. In an open world, where you’re free to pick your battles, it could’ve come together into a Dead Rising-style playground—one where when a plan doesn’t work out, you can just leg it. But Dead Island 2’s campaign is all about penning you in—if you’re not fighting in cramped rooms and corridors, you’re at least within garden fences or on a narrow street. It gives you precious little space to experiment, and more often than not forces you to clean out all the zombies in front of you to progress. Trying to get the most out of these boxy encounters is often more stressful than exciting, and when things don’t work out, you’re too frequently just backed into a corner swinging. 

Unfortunately the moment when things do collapse into the basic rhythm of light attacks, heavy attacks, and dodges, is the moment you realise that a gaggle of zombies just isn’t a fun set of adversaries for a duel. Their stumbling attacks are awkward to judge for the timing of dodge-counters and parries, and the first-person view makes it difficult to manage more than one or two at a time without running around them like a loon.

(Image credit: Dambuster Studios)

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You can either have the ability to dodge, or to block, you can’t have both active at the same time.

Special zombies stretch this to the limit with their overly high health pools—taking down a Crusher can take a desperately long time, and usually the game will keep respawning lesser zombies until you defeat it, making any attempts to clear the room futile. The game’s first big, climactic moment is to literally lock you in a small room with one, with its friends endlessly crawling out of vents to join it, and the resulting tedious encounter is sadly a strong sign of things to come. 

A layer of RPG-like bonuses, in the form of unlockable cards placed in limited slots, seems to be an attempt to elevate the experience, but it’s largely too subtle to really change things up. Cards that do make a big impact are frustratingly restricted—for example, you can either have the ability to dodge, or to block, you can’t have both active at the same time. Similarly, the roster of six playable characters, each with their own built-in passive bonuses, seems to be a gesture towards replayability—perhaps to compensate for the short length of the game—but the content is already too repetitive to make that an appealing prospect.

When that core melee experience starts to fall apart, the sad truth is there isn’t really anything else to sink your teeth into. The city looks nice enough, but feels much less distinctive than the first game’s tropical resort, and while it has a bit of fun with the Hollywood theme—one memorable sequence has you fighting zombies across b-movie film sets—it doesn’t take it anywhere original, at least not in this first third.

(Image credit: Dambuster Studios)

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The story is similarly half-baked—it barely bothers to set up the circumstances of its zombie apocalypse, and its tale of survivors trying to make it out of the city feels by the numbers. In its opening scene, it seems poised to be a biting satire of vacuous celebrity culture, as you’re introduced to a self-centred actress and her lackey assistant with them abandoning you and other injured victims in the wreckage of a plane crash. But it quickly turns out these two are your new best mates, and I spent the whole of my five hours as their dogsbody, running errands for them and other celebrities. 

Any emotional weight it aims at comes in trying to make these pretty obnoxious archetypes sympathetic, including a truly baffling throughline about the actress reconciling with her ex-boyfriend. I should mention, her ex-boyfriend is Sam B, the ridiculous rapper character from the first Dead Island who sang ‘Who Do You Voodoo?’. Yeah. If you played that first game and were left curious about his dating history, then boy do I have a game for you. 

Dead Island 2 feels like it’s come out of the trials and tribulations of its long development humbled and a little lost. I applaud Dambuster Studios for transforming the seemingly doomed project into something actually releasable, and even in some ways impressive—the gore tech particularly is a genuine achievement. But that doesn’t make it a good value proposition for players. As a full-priced game, it’s uninspired and too quick to wear out its welcome—but worse, it simply doesn’t have a reason to exist in a gaming world that’s long moved past its predecessor.


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The Resident Evil 4 Chainsaw Demo (opens in new tab) hasn’t even been out for a week yet, and already the modders are hard at work. I imagine you, hypothetical reader, are thinking something along the lines of ‘I bet they’ve tweaked some of the damage values on the guns, maybe implemented some hasty bugfixes’. You couldn’t be more wrong. They’ve put Leon in a maid outfit and replaced his gun with a banana. Long live PC gaming.

You read that right. The Maid Leon mod (opens in new tab) (description: “The S in Leon S Kennedy stands for Serve”) from a creator called flopityflips is a technical and artistic achievement that’s been freely downloadable since yesterday evening. It does, well, exactly what you think it does, replacing Leon’s rugged leather jacket ensemble with a searingly kawaii maid outfit, the image of which I will take with me to my grave.

(Image credit: flopityflips / Capcom)

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But if maid Leon isn’t your thing—and you’re not into the (probably best not to open this at work) Thongs Leon mod (opens in new tab) that puts our hero into a pair of stylish budgie smugglers—there’s a few other oddities to spice up your next Chainsaw Demo playthrough. For example, why not try out Banana Gun and Spoon Knife (opens in new tab)? That one, too, does just what it says on the tin, replacing Leon’s standard handgun with a gleaming banana and his knife with a spoon that, if I’m being honest, seems too big to eat with.

Not all of the mods are quite this ridiculous. It barely took any time at all for a modder named Praydog to get the demo working in VR (opens in new tab), for instance. I don’t think anyone has yet tried to use any of these other mods in the VR version, mind you, which seems like it highlights a real lack of frontier spirit to me.

On the one hand, a full-on remake of RE4 feels totally unnecessary to me, but I’d be lying if I told you I wasn’t excited to play it when the full version releases on March 24 (opens in new tab) anyway. I have to hand it to these modders for managing to get these things done before the game is even really out. I imagine mods like these are a drop in the bucket compared to the deluge that will follow the game’s full release.



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30 days ago, Counter-Strike: Global Offensive broke its all-time record for concurrent players like the boss it is (opens in new tab). This iteration of the game is eleven years old, while Counter-Strike itself has been around since 1999. Barely one month on, CS:GO has just done it again: This weekend it reached a new peak of 1.4 million concurrent players.

The previous record was 1.32 million in February 2023. The new record was reached on Saturday March 11 at 13:00 UTC, per SteamDB (opens in new tab), and is 1,420,183 players at once. This type of sustained growth so far from the game’s release is remarkable and, while many have been theorising about why now, any answer eventually ends up back at the game’s rock -fundamentals. When Valorant came out I thought this might be the game to tempt me away from CS:GO. That didn’t last.



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Dice. They’ve got us through many a scrape over the years, both on the board and in virtual worlds. They’ve decided many stamina checks, Pazaak games and V.A.T.S. beheadings—but rarely will you see a detective agency call upon them to solve crimes.

That’s the new ground for Rough Justice ’84 rolls out into, a magenta-soaked detective management sim that marries an epic story with puzzles, board game mechanics and the minutiae of running an agency of hard-boiled crime solvers.

Obviously Miami Vice is the meisterwerk of period crim-busting, but developer Gamma Minus UG speaks fluent ’80s pop culture, referencing a much broader range of source material than just Don Johnson’s exploits on late evening cable TV. Its story seems to nod to grittier crime movies from the same era, where law enforcement sits pretty on piles of ill-gotten cash, dissatisfied denizens form vigilante mobs and double-crossings reveals even more double crossings.

Structurally it’s reminiscent of This is The Police, and of Hothouse Creations’ classic crim sim Gangsters: Organized Crime. You recruit individual agents, each with their own stats, specialities and painterly portraits, and assign them to cases they’re suited to—that might be a security job, a repo, tracking down a fugitive or moonlighting.

Here’s where the aforementioned dice come in—each agent has five character stats, with a value of 0-5. If they have a 5 for a particular stat, they’ll get five dice rolls for that stat check. If they have a 0… what are you even employing them for? Building up the agency, then is about gathering a number of shady private dicks who collectively cover as many different job types as possible.

(Image credit: Daedalic)

It’s not just rolling a dice and cracking the case, though. In between you and a good job well done stand a number of era-authentic minigames that test everything from deductive reasoning to reflexes. They’re also distinctly ’80s—hotwiring a car, for example. Remember when cars had actual keys, and that those keys controlled the ignition? And if you’re not running coloured wires into such an antiquated vehicular mechanism, you’re starting at the green-on-black glory of an early CRT monitor, trying to decipher an encrypted message. It’s clear that great effort has been spent making these minigames feel of a piece with the wistful nostalgia that governs the look and tone of the wider experience, and they’re satisfyingly analog.

Owing to its board game heritage, Rough Justice ’84 also throws in some gear cards to add another wrinkle. These add an extra point to particular stat rolls, so if you absolutely need a perception check to succeed and you don’t back your oblivious agent to get it done unaided, you can throw it an audio recorder pen to add a +1 to the dice roll. Gear cards are arranged in tiers by rarity, and they’re depleted after a certain number of uses so you need to deploy them wisely. Or, you know, just let every bad guy in Seneca City run wild, laughing at your incompetence as they make off with a cartoonish bag of cash.

No Early Access feature-trickle to contend with here—the full release of Rough Justice ’84 is out now on Steam.


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The design guide for modern power supplies has been updated to recommend just one type of cable plug for graphics cards. It’s now recommended that the 12VHPWR connector capable of delivering up to 600W of power to a single GPU should use a plug design called 4 Spring, in a bid to reduce risk of rising temperatures.

The 12VHPWR connector is a pretty new concept in the world of PSUs, first introduced in early 2022 as a part of a wider redesign with the ATX 3.0 specification (opens in new tab). The ATX 3.0 specification is basically a how-to guide to building a modern-day PSU for manufacturers, published by Intel, and it ultimately determines how different connectors and standards are actually brought to market.



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Classic beat-’em-up revival Streets of Rage 4 has gotten a “long-awaited major update” that brings over 300 tweaks, fixes, and balance changes to the side-scrolling brawler. Released last Friday (opens in new tab), the update makes some merciful changes to the game’s combo counter, tweaks the game’s characters in various subtle and not-so-subtle ways, and finally, finally lets you hurl your co-op partner at enemies like some kind of meat-and-bone ballistic missile. Teamwork makes the dream work.

You might want to give it a minute before you rush to check out the update, though. Dotemu says it’s been getting reports of post-patch crashes (opens in new tab) from some players, and its devs are “investigating to find a fix and update the game ASAP.”



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After thousands of years, the coffin lid suddenly shifts. Dust cascades and pachinko balls scatter, the lord of vampires Dracula emerges, and a bunch of startled Konami employees look over at filing cabinet C. Wasn’t that dude in a game once?!?

Last weeks saw the release of Dead Cells’ Return to Castlevania DLC (opens in new tab), a whip-cracking dash through decades of Castlevania history that both showcases developer Motion Twin’s feel for the series and, frankly, makes you a bit sad Konami hasn’t done anything notable with the series in nearly a decade (outside of the excellent Netflix anime).

Konami’s Tsutomu Taniguchi was the supervisor of the Return to Castlevania project, and refers to it as isekai: A fantasy sub-genre where a character suddenly finds themselves transported into a new world or setting.

“Is ‘isekai’ a buzzword? Because this is how I would define this storyline,” Taniguchi said in a new interview with IGN.  “Let’s just say that Dracula’s Castle teleported on the Beheaded’s Island and what happened on the island stays on the island.”

The collaboration got its start at 2019’s BitSummit conference in Kyoto, which Motion Twin and publisher Evil Empire attended hoping to find a partner to sell the game in Japan, before taking the chance to pitch Konami the more full-on collaboration. “Since Dead Cells had ‘respectfully stolen’ so many elements from the series already, such as: the whip, the key art with the castle, the food hidden in walls… […] the pitch quickly turned into a full DLC proposition,” said Evil Empire’s Benjamin Laulan.

“When Evil Empire and Motion Twin came back with their full-DLC proposition instead of just this short featuring [initially plans were less ambitious] we weren’t really surprised and we were hoping for that to be honest,” said Konami’s Taniguchi. “And we just thought we had to let them go full circle, because we knew they would use every ounce of their talent to honor the franchise. And also, I personally admit I just really wanted to see what a fight against Dracula in Dead Cells would look like!”

As for the obvious question, Taniguchi dances around it a little, referring to the Castlevania Anniversary Collection and the Castlevania Advance Collection of older titles, as well as various mobile and console re-releases. But come on. “We know that our fans always want more, and we do too, so this opportunity to have this amazing crossover with Dead Cells was impossible to pass up on,” said Taniguchi, alongside referencing the “excitement and enthusiasm of the fans online” being “really motivating for [Konami].”

OK and… and…?!? I’m not going to say Taniguchi turned into a bat and flew out of the window, but he may as well have. Everything has to be taken in context however and Konami, one senses, is slowly feeling its way back into the various series it’s left alone for too long. The publisher did recently surprise with its renewed commitment to Silent Hill (a Silent Hill 2 remake (opens in new tab), a new title set in 1960s Japan (opens in new tab), and Silent Hill Townfall (opens in new tab) from NoCode), while rumours of Metal Gear remasters have now been floating around for years.

Castlevania remains beloved, and the success of games like Dead Cells and Vampire Survivors shows the appetite for contemporary twists on its mechanics and stylings. “Fans always want more, and we do too,” said Taniguchi. Well yeah Konami. But you lot are the ones who can do something about it.


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Get as much or as little help with your daily Wordle (opens in new tab) as you want, thanks to our wide range of helpful hints and tips. Whether you’re looking for general advice, a clue for the March 13 (632) game, or the answer to today’s Wordle delivered on a platter, you’ll find it all right here.

I unearthed three yellows on my first go today—talk about luck. Taking four more goes to finally pin them down and find the other missing two letters wasn’t ideal, but at least I got today’s answer just in time.

Wordle hint

(Image credit: Josh Wardle)

A Wordle hint for Monday, March 13

This word means to take responsibility for a mistake or something bad that’s happened. It’s also used when someone else holds another person (or thing) accountable for a similar negative situation. There are two vowels to find today.

Is there a double letter in today’s Wordle?

There are no double letters in today’s Wordle.

Wordle help: 3 tips for beating Wordle every day

If you’ve decided to play Wordle but you’re not sure where to start, I’ll help set you on the path to your first winning streak. Make all your guesses count and become a Wordle winner with these quick tips:

  • A good opener has a mix of common vowels and consonants.
  • The answer could contain the same letter, repeated.
  • Avoid words that include letters you’ve already eliminated.

You’re not racing against the clock so there’s no reason to rush. In fact, it’s not a bad idea to treat the game like a casual newspaper crossword and come back to it later if you’re coming up blank. Sometimes stepping away for a while means you can come back with a fresh perspective.

Today’s Wordle answer

(Image credit: Future)

What is the Wordle #632 answer?

Monday? More like WONday. The answer to the March 13 (632) Wordle is BLAME.

Previous answers

The last 10 Wordle answers

Previous Wordle solutions can help to eliminate guesses for today’s Wordle, as the answer isn’t likely to be repeated. They can also give you some solid ideas for starting words that keep your daily puzzle-solving fresh.

Here are some recent Wordle answers:

  • March 12: BIRTH
  • March 11: EXTOL
  • March 10: REVEL
  • March 9: WHERE
  • March 8: REGAL
  • March 7: HORSE
  • March 6: PINKY
  • March 5: TOXIC
  • March 4: TREND
  • March 3: SQUAT

Learn more about Wordle

(Image credit: Nurphoto via Getty)

There are six rows of five boxes presented to you by Wordle each day, and you’ll need to work out which five-letter word is hiding among them to win the daily puzzle.

Start with a strong word (opens in new tab) like ALIVE—or any other word with a good mix of common consonants and multiple vowels. You should also avoid starting words with repeating letters, so you don’t waste the chance to confirm or eliminate an extra letter. Once you’ve typed your guess and hit Enter, you’ll see which letters you’ve got right or wrong. If a box turns ⬛️, it means that letter isn’t in the secret word at all. 🟨 means the letter is in the word, but not in that position. 🟩 means you’ve got the right letter in the right spot.

Your second guess should compliment the first, using another “good” word to cover any common letters you might have missed on the first row—just don’t forget to avoid any letter you now know for a fact isn’t present in today’s answer. After that, it’s just a case of using what you’ve learned to narrow your guesses down to the correct word. You have six tries in total and can only use real words and don’t forget letters can repeat too (eg: BOOKS).

If you need any further advice feel free to check out our Wordle tips (opens in new tab), and if you’d like to find out which words have already been used you can scroll to the relevant section above.

Originally, Wordle was dreamed up by software engineer Josh Wardle (opens in new tab), as a surprise for his partner who loves word games. From there it spread to his family, and finally got released to the public. The word puzzle game has since inspired tons of games like Wordle (opens in new tab), refocusing the daily gimmick around music or math or geography. It wasn’t long before Wordle became so popular it was sold to the New York Times for seven figures (opens in new tab). Surely it’s only a matter of time before we all solely communicate in tricolor boxes.


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Theme park management sim and vomit-soaked hellscape creation tool RollerCoaster Tycoon 2 has played host to some real horrorshows. Streamer Marcel Vos is responsible for many of them, having built record-setting tracks like the nightmarish one that takes 12 real years to complete. His latest work puts that in perspective: it takes over three quinvigintillion years to complete. A quinvigintillion is a one with 78 zeros after it.

Vos calls it the Universe Coaster, and it’s not exactly a thrill a minute. As his 14-minute video (opens in new tab) explains, via Kotaku (opens in new tab), it begins with a looping coaster that runs along a long, spiral track at a speed of about a kilometer per hour. The track ends in nothing, though there is a decorative skeleton in a top hat, but the coaster doesn’t crash at this dead end.

Thanks to a slight incline cleverly placed at the start of the track, which the coaster reverses onto before it descends, RCT2 acts as if the coaster still has a winch attached when it reaches the dead end, as it must have had to back up that incline. It’s not only prevented from crashing by this invisible winch, but pulled all the way back along the track by it at the slowest speed possible.

That’s just the beginning, as Vos explains. I admit that at some point during the subsequent explanation of how the Wild Mouse coasters synchronize with each other in his setup my brain melted, slid out of my earhole, and now lives on a farm in the country where it can play with all the other brains as much as it wants. You’ll have to watch his video to see how it works.

Thanks to the changes in OpenRCT2 (opens in new tab), the open-source re-implementation of RollerCoaster Tycoon 2, it’s possible to make tracks that are even longer than this. Vos set himself the challenge of making a track that would be compatible with the older vanilla and classic versions of RCT2, however, and succeeded. You can download a version of the Universe Coaster that runs in RollerCoaster Tycoon 2 (opens in new tab), as well as one that runs in a custom build of OpenRCT2 (opens in new tab). I’m not sure why you’d want to, but you can.


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So, as we all knew they would, wizards broke the world and now there’s purple hell mist filled with monsters that come for us each night. To fix this, they’re making the wizards do a spell that deletes magic from existence forever. Now you just have to keep them alive for the days of uninterrupted casting it’ll take to pull it off.

That’s the metal as hell setup for The Last Spell, a tactical RPG roguelite that has you in control of an all-too-small band of heroes whose job it is to defend a crumbling city and its mages against the onrushing hordes of mutants, demons, zombies, and demon zombie mutants. Every day you spend resources to build up the town and level up your heroes, while every night you fight off a horde of monsters to the last gasp. When you lose, well, you’ve earned upgrades for next time.

It’s a pretty cool setup, where movement and positioning are just as important as damage, and squeezing all the potential you can out of every last action point is vital to survive. The characters you recruit, meanwhile, are very customizable. Skills are determined by weapon held, so there’s not so much classes as specializations in different pieces of equipment backed up by stats. Finding good combos of weapon and role is part of the fun.

The Last Spell was developed by Ishtar Games (opens in new tab), who previously developed Dead in Bermuda (opens in new tab) and Dead in Vinland (opens in new tab). Ishtar’s next game is Lakeburg Legacies (opens in new tab), a village management game about not just trade and crops, but playing matchmaker to create ideal couples and happy people. The Last Spell is published by The Arcade Crew, an indie publisher based in Paris.

We first (opens in new tab) reported on The Last Spell based on its demo 2021 before taking the Early Access release for a spin. “I have never seen so many enemies in a turn-based tactics game,” said Tom Sykes at the time (opens in new tab), though he did feel that early build got a bit repetitive.

The Last Spell is yet another of the seemingly infinite firehose of tactical and strategy RPGs that indie gaming is blessing us with. There are so many SRPGs on PC that midway through last year I had to publish an article just gawking at them all (opens in new tab), and Jody did the same earlier this year with his list of strategy RPGs to look forward to in 2023 (opens in new tab). I think it’s a real statement that there are so many coming that neither of our lists included The Last Spell.

You can find The Last Spell for $25 on GOG (opens in new tab) and Steam (opens in new tab), or at 10% off until March 23.


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