Pepper Grinder review: short, sweet and incredibly neat

Pepper Grinder is one of those games that has so many great moments in it that recounting them would almost feel unfair to anyone hoping to play it. There are feats of platforming prowess on show here that should really be experienced fresh and unsullied by rudimentary descriptions of them, because to say anymore would be to spoil the surprise. This feels doubly important when the game itself is so fleeting in length, its brief and dizzying journey through the dirt, magma, ice and marshy bogs of this strange, treasure-stuffed island coming to a swift conclusion in just over three and a half hours. It left me wanting more the moment the credits rolled, but deep down I know it’s also perfectly formed just the way it is. Rather than outstay its welcome, Pepper Grinder shows up, performs its party trick, then gets the hell out of the way, leaving you to bask in the warm glow of a good game well done.

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Pepper Grinder Review

To describe a game as being a non-stop grind from start to finish would be considered a negative in almost any other context, but not in the case of Pepper Grinder. This energetic platforming adventure straps a high-powered drill to your hand and throttles you forward through a series of terrain-churning 2D paths littered with enemies to pummel and challenging platform sections to navigate at speed. It’s lively, fluid, and frequently frantic, and folds in some fun diversions that help each stage stand out, even though a surprisingly short list of levels means that Pepper Grinder is here for a good time rather than a long time.

The setup is simple: a young girl named Pepper washes ashore on a mysterious island crawling with narwhal-like creatures known as the Narlings, gets unceremoniously dropped to the bottom of a cavern, straps on a power drill (and gives it the grooviest of Bruce Campbell-like revs) before riding a wave of mutilation through the monster army and gathering enough gemstones along the way to bedazzle a pair of Beyonce’s boots. From there it never stops feeling great to steer the pint-sized Pepper through sand and soil like a gas-fuelled groundhog, before emerging at an enemy’s feet to give them the spikiest of surprise attacks.

[Pepper Grinder] feels highly reminiscent of Sega’s Ecco the Dolphin, only with turf in place of surf.

Yet although it involves carving holes through rock and dirt with a runaway power drill, Pepper Grinder’s momentum-based movement doesn’t exactly break new ground. It actually feels highly reminiscent of Sega’s Ecco the Dolphin, only with turf in place of surf; swapping out bodies of water for suspended chunks of earth to form the basis of an adventure that’s less about landing precisely on the top of platforms than it is tunneling straight through them. Still, although it may effectively be an echo of an Ecco, Pepper Grinder successfully stands on its own thanks to the sheer variety of challenges to be found in its stages. In one you might get a literal helping hand between platforms from a friendly giant, while in another you’ll dive drill-first into saltwater sections and tear through the underbelly of heavily-armed Narling attack boats in order to sink them.

Assault and Pepper

In fact, although Pepper Grinder is almost entirely focussed on boring through rock, rarely does it run the risk of becoming boring itself. Not only does it introduce neat new ways to evolve the drill-based thrills, including a grappling hook to swing Pepper from one crumbly corridor to the next or bodies of water to skim along like an overly sharpened stone, but it also occasionally drops in some heavier hardware to consistently change things up. A machine gun attachment introduces captivating bursts of Contra-inspired carnage as you mow down monster mobs swarming from all directions. Meanwhile a hulking, drill-powered mech suit allows you to tear down buildings and stomp enemy skulls in the sort of devastating 2D rampage rarely seen outside of, well, Rampage. These sequences break up the otherwise non-stop subsurface swerving, although they also occasionally create fractures in the framerate, too (at least on PC).

Performance compromises aside, what’s great about these entertaining enhancements is that they’re used sparingly enough to keep them feeling special, and they allow for some nice surprises along the way. I went from grinding to grinning the first time I came upon a Narling piloting a snowmobile and then realised I could punt him out of the driver’s seat and take control of the vehicle myself, not unlike the magic moment several decades ago when I first discovered I could brazenly hijack Lakitu’s cloud in the original Super Mario Bros. Everything benefits from a smartly streamlined control setup built around a couple of face buttons and the right trigger, so it all feels intuitive as you seamlessly shift between boring holes through the earth to blasting bullets through enemies.

While there’s a healthy variety of enemy types to encounter in Pepper Grinder, it’s somewhat deflating that there are only four boss fights to be found, but they’re at least significantly distinct from each other. One involved a close encounter with a bus-sized rhino beetle that scrambled up the walls and along the ceiling, while another challenged me with toppling a towering magmaworm that punched momentum-halting holes in the terrain with its own pair of damaging drill-arms. While they are certainly physically imposing, none of these bosses are particularly tough to take down since their attack and movement patterns are limited and mostly easy to avoid. That is, with the exception of the final boss, whose wide area-of-effect strikes had me riding my luck just as much as Pepper’s power drill as I frequently surfed my way within a pixel’s width of death. As a result, overcoming Pepper Grinder’s hardened final hurdle left me feeling invigorated as I watched the credits finally roll after multiple tension-filled attempts.

It’s a rock-busting blast while it lasts, then, but it must be said that Pepper Grinder is a fairly compact adventure, and it only took me three hours to work my way through the 20-odd levels that make up its four worlds. While it’s true that it certainly doesn’t outstay its welcome, I can’t help but feel like it could have done with another couple of zones to plow through – especially since the ones included here are fairly boilerplate for the platforming genre. A snowy ice realm and lava-filled fire zone might be par for the course, but I would have loved to have seen developer Ahr Ech flex its considerably creative talents and conjure up a few other unique environments to house its entertaining style of subterranean surfing.

What’s Mined is Yours

As far as replay potential goes, each stage contains five skull coins to collect, typically hidden behind false walls or at the end of particularly tricky platforming sections, and you can spend them at the in-game shop to unlock a bonus level in each world at the cost of 10 coins a piece. These levels are some of Pepper Grinder’s most enjoyable, including a Donkey Kong Country-inspired cannon course that places the emphasis on precise timing as you bisect hovering hordes of enemies carrying spiky shields, and another that forces you to frantically propel yourself skyward through a series of ice clumps cascading down frozen waterfalls.

Outside of these four bonus levels, though, there’s little of note to spend your hard-earned gems and skull coins on. You can buy bog-standard cosmetics like palette-swapped hair and clothing for Pepper, as well as character stickers and level landscapes that can be arranged in a fairly frivolous sticker book. Since I wasn’t particularly interested in either, I ended up with pockets lined with unspent gems and little incentive to backtrack through stages in search of the skull coins I missed. However, the time attack mode unlocked after beating Pepper Grinder’s campaign did manage to drag me back in for another hour or so, since its medal-based time challenges are surprisingly strict and demand pinpoint power-drilling to earn, and getting into the supreme flow state required to pass them is when Pepper Grinder is at its most exhilarating.

I’m enjoying the unique challenge of playing Darktide with rubbish weapons and no talents

I’ve griped before that Warhammer 40,000 Darktide hides satisfying challenges behind tedious grind, but another interesting challenge is easily missed and forgotten at the opposite end of the scale. Darktide is hard when you start a new character, with weapons that barely scratch some foes and no talents to back them up. It’s a challenge unlike the official high difficulty levels, which lean towards drowning you in special enemies. So after hitting level 30 on all four classes and grinding out great gear, I’ve started a new character who’ll never learn skills or get a good gun. She’s quite bad, and that’s quite fun.

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Celeste Creator’s Next Game ‘Earthblade’ Gets Delayed, Will No Longer Release In 2024

“It feels like the start of a new era”.

It has been a whopping three years since we first heard about Earthblade, the 2D “explor-action” game from Celeste developer Extremely OK Games. This pretty pixel art platformer was given a 2024 release window back in late 2022, but now, it seems, things are going to be pushed back a little as the developers have announced a delay.

The news came in the form of a blog post from Extremely OK Games’ R&D Director, Maddy Thorson, in which she thanked fans for their continued support of the project, but confirmed that “this game ain’t coming out in 2024”.

Read the full article on nintendolife.com

Helldivers 2 Gets Two New Stratagems That Should Help Take Down Those Annoying Automatons

Helldivers 2 developer Arrowhead has released two new Stratagems to help players in the fight against the Automatons and Terminids.

First up is the MG-101 Heavy Machine Gun, which costs 6,000 requisition. This Stratagem is described as “a very powerful but difficult-to-wield machine gun with intense recoil.” It’s got a three second call-in time, a 480 cooldown, and unlimited uses.

And finally, the LAS-99 Quasar Cannon Stratagem is now in the game. This weapon charges up to fire a powerful, explosive energy burst, with a long cooldown period after firing. The Quasar costs 7,500 requisition, has a three second call-in time,480 second cooldown time, and unlimited use.

The Heavy Machine Gun and the Quasar Cannon are the first new Stratagems to hit Helldivers 2 since the release of mechs earlier this month. Arrowhead mentions the “Automaton horde” specifically in its announcement, so hopefully the two additions will help with Helldivers 2’s current major order, which revolves around fighting the alien robots.

While Helldivers 2 just got two new toys to play with, Arrowhead has warned players against snowball fights because they cause the game to crash. If you’re looking for more on Helldivers 2, check out IGN’s feature on the Let Me Solo Her of Helldivers 2, a player who has answered over 100 SOS Beacons as part of a mission to help others. Helldivers 2 has become one of the surprise hits of 2024 since launching in February, topping the charts on Steam and reportedly selling around three million copies. According to at least one analyst, it’s still growing. Check out IGN’s Helldivers 2 review to find out why it’s going down so well.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

In Chymicalia, you’re the slave of a teleporting alchemy shop

Chymicalia is an adventure game and/or visual novel “about causing chaos in a small Yorkshire town with unlicensed alchemy”. Hey, I’m from a small Yorkshire town originally! I recognise that chip shop with the palsied neon sign! And hey, that looks like the underpass they told us kids to stay away from! And the textile mill they eventually turned into an old folks home! And the teleporting sentient potion shop where we used to hang out and play pogs! Wait, scratch the last one.

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Visions of Mana: The First Hands-On Preview

It is no secret that Square Enix’s Mana series has impacted the JRPG genre immensely since it debuted in 1991. It’s a franchise rich with deep stories and memorable combat that has stood the test of time. Despite the last mainline game releasing 18 years ago, fanfare has yet to die down, as seen with the success of the 2020 remake of Trials of Mana. The question is, can a brand new Mana game replicate the same success as a remake? If this two-hour hands-on preview is any indication of the rest of the game, then Visions of Mana’s fresh take on battle and class systems not only gives it the potential to meet the success of the originals but possibly even the chance to surpass them.

From the outset, it is clear that Visions of Mana is a completely different experience from previous games in the series. Gone are the days of sprite-drawn, top-down 2D combat. Here are the days of fast-paced, flashy and vibrant 3D semi-open field battles. Gameplay puts a heavy focus on the action part of the action-JRPG genre, introducing aspects like aerial combat to help open up the tag-based sword-slashing and magic system already in place.

During each encounter, the party’s three heroes can be swapped out with the push of a button, using their unique abilities and strengths in accordance with specific enemies that were in the battle. Val’s heavy attacks are useful for fighting big enemies one-on-one, while Morely’s speed is perfect for encounters made up of a higher number of enemies. Careena serves as the ideal support role, not only providing healing but dishing out powerful magic attacks like thunderbolt that deal area-of-effect damage that is both powerful and far-reaching.

Being able to approach battles by equipping different Vessels to different characters beforehand makes for an interesting rock-paper-scissors combat mechanic.

Whenever the other two characters aren’t being used in combat, the AI takes over seamlessly. Having all three heroes participate in the battle at once results in a variety of combo moves that deal significant damage, especially when adding Elemental Vessels into the mix. These mystical artifacts play a huge role in Visions of Mana’s combat. Depending on who has which element attached to them, their skillsets, stats, and weapon types will change drastically. In this preview, there were two different Elemental Vessels: Moon and Wind. The first manipulates the flow of time, while the second controls air currents, lofting enemies off their feet while dealing damage.

Playing as Val’s Aegis class using the Vessel of the Moon is a completely different experience than when it’s equipped to either of the other party members. In this state, he uses a Lance and Shield while also having the ability to manipulate the flow of time, making for a terrifying one-two punch of slowing any enemy down to be able to dish out both quality and quantity with his damage. Nothing was more satisfying than using this on the Gem Valley Ochoro in the first area of the preview.

This sturdy and fast enemy, who felt like a beefy Sonic the Hedgehog, was an absolute menace, featuring crazy speed and high defense that made for a long and drawn-out battle. That battle became much easier after switching Val over to the Aegis class. Thanks to the Luna Globe, a time bubble is created that slows every enemy trapped within it to a crawl, which is perfect for speed demons like the Ochoro. While it still takes a few attempts, trapping the hedgehog in the bubble and whaling on it with a barrage of melee and magic spells resulted in a satisfying fight. Being able to approach battles by equipping different Vessels to different characters beforehand makes for an interesting rock-paper-scissors combat mechanic.

The longer each battle progresses, the more every character’s special meter grows. Depending on what Vessel is equipped, building this up to 100 percent results in a powerful onslaught that works on individual bosses and large crowds alike to deal some serious damage and inflict. This ability makes Visions of Mana’s more challenging fights, like the side quest mini-bosses, feel more manageable while maintaining its interesting degree of difficulty.

This brief look into what to expect from Visions of Mana paints an image of how exciting it has the potential to be. While it may seem like a scary change, the action-focused combat and the introduction of gameplay elements such as Elemental Vessels might be what the series needs to bring it back into the modern-day limelight.

Bandai Namco would like you to have a free dog

Today I learned that ‘Wanko’ is Japanese for dog, rather than just being Aussie slang in the vein of ‘smoko’ or my favourite, ‘bottle-o’, which is what they call an off-license. I learnt this because of Doronko Wanko, a lovely free game about a dirty pomeranian where you try to score as high as possible by doing actual, financial damage to your owner’s home.

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Don’t Throw Snowballs in Helldivers 2 — They’re Causing the Game to Crash

Here’s an odd one: the developer of Helldivers 2 has warned players against having snowball fights because they’re causing the game to crash.

Some planets in Helldivers 2, such as Heath, have snow, and in this chilly environment players are able to make a snowball and throw it. When players discovered this mechanic they broke out in spontaneous snowball fights. Now, though, snowball fights may put the game itself at risk.

In a post on the Helldivers Discord, Arrowhead community lead Baskinator told players to avoid having snowball fights for the time being. “We’re aware of a crash caused by picking up and throwing snowballs,” Baskinator said. “We hope to have this fixed in the near future, but until then, we advise against snowball throwing!”

Helldivers 2 has had its fair share of crash issues since its explosive launch in February. This week, Arrowhead released a Helldivers 2 patch that made arc weapons and stratagems safe to use again after they caused game-freezing crashes.

If you’re looking for more on Helldivers 2, check out IGN’s feature on the Let Me Solo Her of Helldivers 2, a player who has answered over 100 SOS Beacons as part of a mission to help others. Helldivers 2 has become one of the surprise hits of 2024 since launching in February, topping the charts on Steam and reportedly selling around three million copies. According to at least one analyst, it’s still growing. Check out IGN’s Helldivers 2 review to find out why it’s going down so well.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Sega sells Company of Heroes developer Relic and lays off more staff at Creative Assembly and Hardlight

Sonic Dream Team developer Hardlight and Total War studio Creative Assembly have been hit with a round of layoffs by publisher SEGA Europe, affecting around 240 roles across Creative Assembly, SEGA Europe, and Hardlight, via IGN.

Staff were notified by an email sent around this morning from SEGA Europe’s managing director Jurgen Post, alongside the news that Relic Entertainment, makers of Company of Heroes and Dawn of War, would be sold. As IGN point out, SEGA Europe studios Sports Interactive and Two Point Studios, makers of Football Manager and Two Point Hospital respectively, were not mentioned in the email.

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